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[23-10-2023 01:43:23] asphyxia | convars dump

[bool] testscript_debug : "Debug test scripts." [devonly]


[bool] engine_show_frame_dispatch : "show frame dispatch names." [devonly]
[bool] engine_show_frame_ticks : "no description" [devonly]
[bool] engine_show_frame_multiple_ticks : "no description" [devonly]
[int32] engine_vr_max_ticks_to_simulate : "Max number of ticks to simulate per
frame, after which simulation will start to slow down compared to real time."
[devonly]
[bool] engine_render_only : "no description" [devonly]
[bool] engine_allow_multiple_ticks_per_frame : "When the client is catching up in
low frame rate situations, should we run tick more than once a frame?" [devonly]
[bool] engine_allow_multiple_simulates_per_frame : "When the client is catching up
in low frame rate situations, should we run client simulate more than once a
frame?" [devonly]
[bool] engine_client_tick_pad_enable : "no description" [devonly]
[bool] engine_low_latency_sleep_after_client_tick : "When r_low_latency is enabled,
this moves the low latency sleep on tick frames to happen after client simulation."
[bool] host_force_frametime_to_equal_tick_interval : "no description" [devonly]
[bool] host_force_max_frametime_to_tick_interval : "no description" [devonly]
[float32] host_framerate : "Set to lock per-frame time elapse."
[float32] host_timescale : "Prescale the clock by this amount." [cheat]
[int32] engine_max_resource_system_update_time : "no description" [devonly]
[bool] r_experimental_lag_limiter : "no description" [devonly]
[bool] vis_sunlight_enable : "Toggle whether to use sunlight PVS for sunlight views
(0 = sky PVS, 1 = sunlight PVS)" [cheat] [devonly]
[bool] vis_enable : "Enable precomputed visibility when true" [devonly]
[bool] r_indirectlighting : "Set to use indirect lighting" [cheat]
[bool] r_rendersun : "Render sun lighting" [cheat]
[bool] r_drawdecals : "Set to render decals" [cheat]
[bool] r_drawviewmodel : "Render view model" [client.dll] [cheat]
[bool] r_directlighting : "Set to use direct lighting" [cheat]
[bool] r_ssao : "Set to use screen-space ambient occlusion" [devonly]
[int32] r_force_zprepass : "0: Force z prepass off. 1: Force on. -1: Don't force"
[cheat]
[bool] r_zprepass_normals : "0: Use normals reconstructed from depth. 1: Output
correct normals in z prepass." [cheat]
[bool] r_translucent : "Enable rendering of translucent geometry" [cheat]
[bool] r_worldlod : "Set to enable world LOD" [cheat]
[bool] r_showsunshadowdebugrendertargets : "Set to render sun shadow render
targets" [cheat]
[bool] r_showdebugoverlays : "Set to render debug overlays" [cheat]
[bool] r_showsceneobjectbounds : "Show scenesystem object bounding boxes" [cheat]
[bool] r_showsunshadowdebugsplitvis : "Set to render sun shadow split visibility
debugger" [cheat]
[int32] r_show_hipoly_draw_calls : "Transparent wireframe overlay for draw calls
with triangle count higher than specified number" [cheat]
[bool] phys_highlight_expensive_objects : "Highlight expensive physics objects"
[cheat]
[float32] phys_highlight_expensive_objects_strength : "Highlight expensive physics
objects strength" [cheat]
[bool] r_showdebugrendertarget : "Set the debug render target to show, 0 ==
disable" [cheat]
[bool] fog_enable : "Enable fog" [client.dll] [cheat]
[int32] mat_wireframe : "0=Off, 1=Surface Wireframe, 2=Transparent Wireframe"
[cheat]
[int32] mat_fullbright : "no description" [cheat]
[float32] mat_max_lighting_complexity : "no description" [cheat]
[bool] mat_luxels : "no description" [cheat]
[bool] mat_lpv_luxels : "no description" [cheat]
[bool] r_drawskybox : "Render the 2d skybox." [cheat]
[float32] r_size_cull_threshold_fade : "% above the screen size percentage where we
will start fading out (==0 will disable fading)." [devonly]
[float32] r_size_cull_threshold : "Threshold of screen size percentage below which
objects get culled" [devonly]
[float32] r_size_cull_threshold_shadow : "Threshold of sun shadow map size
percentage below which objects get culled" [cheat]
[bool] r_drawblankworld : "Render blank instead of the game world" [cheat]
[int32] mat_show_distance_field : "0=Off, 1=Visualize trace from camera,
2=Visualize occlusion" [cheat]
[bool] fog_override_enable : "Use fog_override convars instead of world fog data"
[cheat]
[float32] fog_override_start : "no description" [cheat]
[float32] fog_override_end : "no description" [cheat]
[float32] fog_override_max_density : "no description" [cheat]
[float32] fog_override_exponent : "no description" [cheat]
[bool] r_dof_override : "no description" [cheat]
[float32] r_dof_override_near_blurry : "no description" [cheat]
[float32] r_dof_override_near_crisp : "no description" [cheat]
[float32] r_dof_override_far_crisp : "no description" [cheat]
[float32] r_dof_override_far_blurry : "no description" [cheat]
[float32] r_dof_override_tilt_to_ground : "no description" [cheat]
[bool] mat_shading_complexity : "Visualize shading complexity" [cheat]
[int32] mat_overdraw : "Visualize overdraw" [cheat]
[float32] net_async_job_random_sleep : "Sleep randomly
0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job"
[devonly]
[string] tv_broadcast_url1 : "URL of the broadcast relay1"
[bool] tv_autorecord : "Automatically records all games as SourceTV demos."
[bool] tv_broadcast : "Automatically broadcasts all games as GOTV demos through
Steam."
[bool] tv_broadcast1 : "Automatically broadcasts all games as GOTV[1] demos through
Steam."
[bool] tv_extended_logging : "no description" [devonly]
[float32] tv_window_size : "Specifies the number of seconds worth of frames that
the tv replay system should keep in memory. Increasing this greatly increases the
amount of memory consumed by the TV system" [devonly]
[bool] tv_enable_delta_frames : "Indicates whether or not the tv should use delta
frames for storage of intermediate frames. This takes more CPU but significantly
less memory."
[bool] tv_transmitall : "Transmit all entities (not only director view)"
[int32] tv_deltacache : "Enable delta entity bit stream cache"
[bool] tv_instant_replay_full_frame : "Send embedded full frames" [devonly]
[int32] tv_instant_replay_full_frame_time : "Seconds between full frame embeddeds"
[devonly]
[bool] tv_instant_replay_full_frame_build_threaded : "Build the full frames on a
seperate job thread" [devonly]
[int32] tv_record_immediate : "tv_record starting the moment tv_record was
executed, not tv_delay earlier"
[bool] r_drawpanorama : "Enable the rendering of panorama UI" [cheat]
[float32] input_downimpulsevalue : "no description" [client.dll] [devonly]
[float32] input_upimpulsevalue : "no description" [client.dll] [devonly]
[bool] input_filter_relative_analog_inputs : "no description" [client.dll]
[string] bug_submitter_override : "no description"
[bool] r_skip_precache_validation_check : "no description" [devonly]
[bool] sv_pause_on_console_open : "1 = Pause the game when pressing ~ to open the
console. CTRL+~ opens the console without pause."
[bool] r_add_views_in_pre_output : "no description" [devonly]
[int32] r_extra_render_frames : "no description" [cheat]
[bool] con_enable : "Allows the console to be activated."
[bool] r_debug_draw_safe_area_insets : "Render safe area insets as wireframe."
[devonly]
[int32] input_forceuser : "Force user input to this split screen player." [cheat]
[bool] mouse_disableinput : "Set to disable mouse input" [devonly]
[bool] input_button_code_is_scan_code : "Bind keys based on keyboard position
instead of key name"
[bool] convars_echo_toggle_changes : "Echo to the console changes caused by
toggling." [devonly]
[bool] joy_axisx_relative : "no description"
[bool] joy_axisy_relative : "no description"
[bool] joy_axisz_relative : "no description"
[bool] joy_axisr_relative : "no description"
[bool] joy_axisu_relative : "no description"
[bool] joy_axisv_relative : "no description"
[float32] joy_axisx_deadzone : "no description"
[float32] joy_axisy_deadzone : "no description"
[float32] joy_axisz_deadzone : "no description"
[float32] joy_axisr_deadzone : "no description"
[float32] joy_axisu_deadzone : "no description"
[float32] joy_axisv_deadzone : "no description"
[bool] player0_using_joystick : "no description"
[bool] tv_enable_dynamic : "When enabled, changes in tv_enable convars cause
immediate startup or shutdown of hltv server"
[bool] tv_enable : "Activates SourceTV on server."
[bool] tv_enable1 : "Activates SourceTV[1] on server."
[int32] clientport : "If non-zero, client binds port to specific address. Usually
you should leave this blank to use a different random system-assigned port for each
connection."
[int32] hostport : "Host game server port"
[int32] tv_port : "Host SourceTV[0] port"
[int32] tv_port1 : "Host SourceTV[1] port"
[bool] r_vconsole_foregroundforcerender : "When VConsole is in the foreground,
force all engine & tools to render" [devonly]
[bool] r_always_render_all_windows : "Always force all engine & tools to render"
[devonly]
[int32] r_force_render_frame_count : "The number of frames to render when a"
[devonly]
[int32] splitscreen_mode : "no description" [cheat]
[int32] jpeg_quality : "Set jpeg screenshot quality. [1..100]" [devonly]
[string] screenshot_subdir : "Set the screenshot directory." [devonly]
[string] screenshot_prefix : "Set the screenshot auto naming prefix." [devonly]
[int32] screenshot_width : "Screenshot width. -1 for screen width." [devonly]
[int32] screenshot_height : "Screenshot height. -1 for screen height." [devonly]
[bool] cl_playback_screenshots : "Allows the client to playback screenshot and jpeg
commands in demos." [devonly]
[float32] voice_sequence_maximum_wait_time : "When receiving packets out of
sequence, wait this many seconds for missing sequences to arrive" [devonly]
[bool] voice_always_sample_mic : "For systems experiencing a hang/stall when using
voice chat."
[bool] snd_mute_losefocus : "no description"
[float32] voice_threshold : "no description" [client.dll]
[float32] voice_threshold_delay : "no description" [devonly]
[bool] soundsystem_update_async : "no description" [devonly]
[int32] stats_display : "Displays perf statistics information" [devonly]
[bool] stats_collect_gpu : "While doing stats_display, collect GPU perf counters.
Used for stats_print_gpu." [devonly]
[int32] vprof_counters : "no description" [devonly]
[bool] vprof_counters_show_minmax : "no description" [devonly]
[bool] debug_draw_enable : "no description" [devonly]
[string] engine_rendersystem_used : "Rendersystem option in use (changing this does
not change the rendersystem)." [devonly]
[string] engine_rendersystem_init : "Rendersystem option requested (changing this
does not change the rendersystem)." [devonly]
[int32] engine_rendersystem_shader_model : "Rendersystem shader model in use
(changing this does not change the shader model)." [devonly]
[string] engine_platform_name_extended : "Platform the engine is running on."
[devonly]
[string] engine_ostype : "OS type the engine is running on." [devonly]
[string] engine_cpu_info_extended : "CPU the engine is running on." [devonly]
[string] cl_language : "Language" [devonly]
[int32] sys_minidumpspewlines : "Lines of crash dump console spew to keep."
[int32] sv_maxrate : "Max bandwidth rate allowed on server, 0 == unlimited"
[int32] sv_minrate : "Min bandwidth rate allowed on server, 0 == unlimited"
[bool] sys_minidumpexpandedspew : "no description" [devonly]
[float32] report_connection_failure_percentage : "no description" [devonly]
[int32] engine_no_focus_sleep : "no description"
[bool] engine_no_focus_sleep_vconsole_suppress : "When VConsole is in the
foreground, don't trigger engine_no_focus_sleep behavior" [devonly]
[bool] engine_show_frame_pacing : "no description" [devonly]
[bool] battery_saver : "OBSOLETE replaced by mobile_fps_* - Battery saver mode.
0=off, 1=on"
[float32] mobile_fps_limit : "MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60"
[bool] mobile_fps_increase_during_touch : "MOBILE_FPS_CONTROL: If true we increase
framerate limit during touch"
[bool] mobile_fps_increase_during_charging : "MOBILE_FPS_CONTROL: If true we
increase framerate limit while charging"
[bool] mobile_fps_increase_during_hfr_animations : "MOBILE_FPS_CONTROL: If true we
increase framerate limit during HFR-tagged animations and transitions." [hidden]
[devonly]
[float32] fps_max : "Frame rate limiter. 0=no limit. Does not apply to dedicated
server."
[float32] fps_max_ui : "Frame rate limiter while the game UI is displayed. 0=no
limit. Does not apply to dedicated server."
[float32] fps_max_tools : "Additional frame rate limit while in tools mode and a
window other than the game window has focus. Note that fps_max still applies, this
only allows the maximum frame rate for tools mode to be lower. 0=no tools specific
limit."
[float32] sv_fps_max : "Dedicated server frame rate limiter. 0=tick rate. Only
applies to the dedicated server." [hidden] [devonly]
[bool] async_serialize : "Force async reads to serialize for profiling" [devonly]
[string] con_logfile_suffix : "Suffix to append to the console log, may be changed
to reopen the log" [devonly]
[int32] gameevents_showevents : "Dump game events to console. (1 = Show Signaling,
2 = Show Posting also)." [devonly]
[bool] gameevents_showeventlisteners : "Show listening addition/removals" [devonly]
[bool] sv_hoststate_quit_syscall : "When enabled, game server will quit immediately
via syscall instead of running host states shutdown sequence"
[string] execute_command_every_frame : "no description" [cheat]
[float32] sv_extra_client_connect_time : "Seconds after client connect during which
extra frames are buffered to prevent non-delta'd update" [devonly]
[float32] sv_maxreplay : "Maximum replay time in seconds" [devonly]
[bool] sv_stressbots : "If set to 1, the server calculates data and fills packets
to bots. Used for perf testing."
[int32] sv_sendtables : "Force full sendtable sending path." [devonly]
[bool] ss_voice_hearpartner : "Route voice between splitscreen players on same
system." [devonly]
[bool] spec_replay_fullframe : "Send full frame on every hltv replay transition"
[devonly]
[bool] net_async_clientconnect : "Enable async client connect optimization"
[devonly]
[int32] sv_merge_changes_after_tick_with_calcdelta : "This fixes bugs where pure
calcdelta is used due to recipient changing but it doesn't pick up a field change
where the value was changed back to same value as the from snapshot even though the
destination fields change list does note the change. Set to 2 to spew any changes
merged in by this fix."
[float32] sv_ents_write_alarm : "Print callstack every time
CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of
milliseconds"
[int32] sv_filterban : "Set packet filtering by IP mode" [devonly]
[bool] sv_banid_enabled : "Whether server supports banid command"
[bool] sv_banid_dev_enabled : "no description" [devonly]
[float32] sv_max_queries_sec : "Maximum queries per second to respond to from a
single IP address."
[float32] sv_max_queries_window : "Window over which to average queries per second
averages."
[float32] sv_max_queries_sec_global : "Maximum queries per second to respond to
from anywhere."
[bool] sv_logblocks : "If true when log when a query is blocked (can cause very
large log files)"
[string] sv_logsdir : "Folder in the game directory where server logs will be
stored."
[bool] sv_logfile : "Log server information in the log file."
[bool] sv_logflush : "Flush the log file to disk on each write (slow)."
[bool] sv_logecho : "Echo log information to the console."
[bool] sv_log_onefile : "Log server information to only one file."
[bool] sv_logbans : "Log server bans in the server logs."
[int32] sv_parallel_packentities : "Set to 1 to use threaded snapshot sending on
listen servers, 2 for dedicated servers."
[bool] sv_networkvar_validate : "Validate each StateChanged against known offsets."
[bool] 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."
[bool] sv_usenetworkvars : "Use networkvar system." [devonly]
[bool] sv_networkvar_perfieldtracking : "Track individual field offset changes,
rather than a single dirty flag for the whole entity."
[int32] sv_enable_alternate_baselines : "Allow alternate baseline system, set to 2
for debugging spew."
[string] rcon_password : "remote console password."
[bool] rcon_connected_clients_allow : "Allow clients to use rcon commands on
server."
[string] vconsole_rcon_server_details : "when non-empty allows for easy vconsole
connection to the dedicated server."
[int32] sv_rcon_banpenalty : "Number of minutes to ban users who fail rcon
authentication" [devonly]
[int32] sv_rcon_maxfailures : "Max number of times a user can fail rcon
authentication before being banned" [devonly]
[int32] sv_rcon_minfailures : "Number of times a user can fail rcon authentication
in sv_rcon_minfailuretime before being banned" [devonly]
[float32] sv_rcon_minfailuretime : "Number of seconds to track failed rcon
authentications" [devonly]
[bool] sv_rcon_log : "Enable/disable rcon logging." [devonly]
[bool] closecaption : "Enable close captioning." [client.dll]
[string] hostname : "Hostname for server."
[bool] hostname_in_client_status : "Show server hostname in client status."
[int32] developer : "Set developer message level."
[bool] violence_hblood : "Draw human blood"
[bool] violence_hgibs : "Show human gib entities"
[bool] violence_ablood : "Draw alien blood"
[bool] violence_agibs : "Show alien gib entities"
[int32] sv_unlockedchapters : "Highest unlocked game chapter."
[string] name : "no description"
[bool] mem_test_quiet : "Don't print stats when memtesting" [devonly]
[bool] mem_test_each_frame : "Run heap check at end of every frame" [devonly]
[int32] mem_test_every_n_seconds : "Run heap check at a specified interval"
[devonly]
[bool] engine_sse42 : "turn on sse4.2 optimizations in the engine" [devonly]
[int32] sv_temp_baseline_string_table_buffer_size : "Buffer size for writing string
table baselines" [devonly]
[float32] tv_playcast_delay_resync : "To alleviate intermittent network
connectivity problems, this is the number of seconds to wait before actually re-
syncing the stream after failure"
[string] tv_playcast_showerrors : "Set to display headers upon error (e.g. "CF-
Ray,CF-Cache-Status,Body" )" [hidden]
[string] tv_playcast_origin_auth : "Get request X-Origin-Auth string" [hidden]
[float32] tv_playcast_max_rcvage : "no description" [hidden]
[float32] tv_playcast_max_rtdelay : "no description" [hidden]
[bool] tv_playcast_delay_prediction : "no description"
[float32] tv_playcast_retry_timeout : "In case of intermittent network problems,
how long should playcast retry fragment retrieval before resorting to resync"
[float32] tv_broadcast_keyframe_interval : "The frequency, in seconds, of sending
keyframes and delta fragments to the broadcast relay server"
[float32] tv_broadcast_keyframe_interval1 : "The frequency, in seconds, of sending
keyframes and delta fragments to the broadcast1 relay server"
[float32] tv_broadcast_startup_resend_interval : "The interval, in seconds, of re-
sending startup data to the broadcast relay server (useful in case relay crashes,
restarts or startup data http request fails)"
[int32] tv_broadcast_max_requests : "Max number of broadcast http requests in
flight. If there is a network issue, the requests may start piling up, degrading
server performance. If more than the specified number of requests are in flight,
the new requests are dropped."
[int32] tv_broadcast_max_requests1 : "Max number of broadcast1 http requests in
flight. If there is a network issue, the requests may start piling up, degrading
server performance. If more than the specified number of requests are in flight,
the new requests are dropped."
[int32] tv_broadcast_drop_fragments : "Drop every Nth fragment" [hidden]
[bool] tv_broadcast_terminate : "Terminate every broadcast with a stop command"
[hidden]
[string] tv_broadcast_origin_auth : "X-Origin-Auth header of the broadcast POSTs"
[hidden]
[string] tv_broadcast_origin_auth1 : "X-Origin-Auth header of the broadcast1 POSTs"
[hidden]
[float32] tv_broadcast_origin_delay : "Injection delay request for CDN rebroadcast
frameworks, seconds" [hidden]
[int32] tv_maxrate : "Max SourceTV spectator bandwidth rate allowed, 0 ==
unlimited"
[float32] tv_rate_multiplier : "Multiply requested rate by this value to adjust
Dota TV send rate" [devonly]
[string] tv_relaypassword : "SourceTV password for relay proxies" [protected]
[float32] tv_chattimelimit : "Limits spectators to chat only every n seconds"
[int32] tv_chatgroupsize : "Set the default chat group size"
[bool] tv_grouprelaydatareliable : "When enabled, this will collect all information
for relay sending into a single datagram to ensure that the data stays together
through a potentially large number of relays" [devonly]
[bool] tv_grouprelaydataunreliable : "When enabled, this will collect all
information for relay sending into a single datagram to ensure that the data stays
together through a potentially large number of relays" [devonly]
[bool] tv_grouprelaydatavoice : "Similar to tv_grouprelaydata, but controls whether
or not the voice channels should be routed into the grouped data for the relays"
[devonly]
[bool] tv_autoretry : "Relay proxies retry connection after network timeout"
[float32] tv_timeout : "SourceTV connection timeout in seconds."
[int32] demo_writefullupdate_rate : "Interval time in seconds to write full updates
to demo." [devonly]
[string] sv_replaysdir : "Directory to store replays in" [devonly]
[int32] tv_demo_starttick : "no description" [devonly]
[bool] tv_relay_hard_shutdown : "no description" [devonly]
[int32] tv_maxclients : "Maximum client number on SourceTV server."
[int32] tv_maxclients_relayreserved : "This number of relay client connections are
reserved for SourceTV relays."
[bool] tv_update_hibernation_enabled : "Allow SourceTV to control server
hibernation state." [devonly]
[string] tv_name : "SourceTV host name"
[string] tv_password : "SourceTV password for all clients" [protected]
[bool] tv_advertise_watchable : "GOTV advertises the match as watchable via game
UI, clients watching via UI will not need to type password" [protected]
[bool] tv_overridemaster : "Overrides the SourceTV master root address."
[int32] tv_dispatchmode : "Dispatch clients to relay proxies: 0=never, 1=if
appropriate, 2=always"
[int32] tv_debug : "SourceTV debug info."
[string] tv_title : "Set title for SourceTV spectator UI"
[bool] tv_relayvoice : "Relay voice data: 0=off, 1=on"
[bool] tv_secret_code : "When enabled, this will use a uniquely generated server
code to authenticate relay connections. This code is coordinated via the GC or some
external means rather than by clients directly" [devonly]
[bool] tv_relay_secret_code : "When enabled, this will use a uniquely generated
server code to authenticate relay to relay connections. This code is coordinated
via the GC or some external means rather than by clients directly" [devonly]
[bool] tv_relay_quit_after_game : "Quit after a game has been relayed, do not
hibernate" [devonly]
[int32] tv_relay_rate : "default rate for relays" [devonly]
[float32] spec_replay_leadup_time : "Replay time in seconds before the highlighted
event"
[bool] tv_threaded_merge_entity_deltas : "Enable SourceTV threading of delta
merging" [devonly]
[string] tv_broadcast_url : "URL of the broadcast relay"
[int32] entity_log_load_unserialize : "Output unserialization of entities on map
load. 0 - off, 1 - client/server, 2 - server, 3 - client" [client.dll] [cheat]
[bool] demo_recordcommands : "Record commands typed at console into .dem files."
[cheat]
[bool] demo_quitafterplayback : "Quits game after demo playback."
[int32] demo_pauseatservertick : "Pauses demo playback at server tick" [devonly]
[bool] demo_usefastgoto : "Use fast frame skipping when available for demo_goto
commands." [devonly]
[string] timedemo_start : "Starts timedemo on given tick." [devonly]
[string] timedemo_end : "Ends timedemo on given tick." [devonly]
[bool] demo_flush : "Flush writing the demo file every network update"
[bool] demo_allow_game_mismatch : "Allow playback of demo even if game directories
are not matched [may crash or fail to load]." [devonly]
[int32] demo_debug : "Turn on demo debug spew." [devonly]
[float32] cl_showdemooverlay : "How often to flash demo recording/playback overlay
(0 - disable overlay, -1 - show always)" [devonly]
[int32] cl_flushentitypacket : "For debugging. Force the engine to flush an entity
packet." [cheat]
[bool] cl_parallel_readpacketentities : "Set to 1 to use threading snapshot reading
(if game supports and server is sending bitcounts)." [devonly]
[int32] cl_parallel_readpacketentities_threshold : "Use parallel processing of
snapshot reading if above this many entries." [devonly]
[bool] cl_profilereadpacketentities : "no description" [devonly]
[int32] cl_parallel_readpacketentities_type : "
-1 = use default (parallel controller split)
0 = single threaded combined (i.e., ReadFieldList and Decode combined into
one call)
1 = single threaded split (first pass ReadFieldList, second pass Decode)
2 = worker thread for decode (main thread does ReadFieldList, worker thread
does Decode)
3 = parallel combined (threadpool does read/decode on work items in parallel)
4 = parallel split
5 = parallel controller combined (like parallel, but uses a
parallelcontroller so each th[devonly]
[bool] instant_replay : "Enable instant replay recording." [devonly]
[int32] instant_replay_history_limit : "Maximum amount of minutes to save history
(0 is unlimited)." [devonly]
[int32] instant_replay_history_limit_low : "Maximum amount of minutes to save
history on low memory (32 bit) systems (0 is unlimited)." [devonly]
[string] rcon_address : "Address of remote server if sending unconnected rcon
commands (format x.x.x.x:p) "
[bool] cl_clock_correction : "Enable/disable clock correction on the client."
[cheat]
[int32] cl_clockdrift_max_ticks : "Maximum number of ticks the clock is allowed to
drift before the client snaps its clock to the server's." [cheat]
[int32] cl_clock_showdebuginfo : "Show debugging info about the clock drift, 1=
resets, 2=adjustments, 3=verbose" [devonly]
[int32] cl_clock_correction_force_server_tick : "Force clock correction to match
the server tick + this offset (-999 disables it)." [cheat]
[float32] 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." [cheat]
[float32] cl_clock_correction_adjustment_min_offset : "If the clock offset is less
than this amount (in milliseconds), then no clock correction is applied." [cheat]
[float32] 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." [cheat]
[float32] cl_resend : "Delay in seconds before the client will resend the 'connect'
attempt"
[float32] cl_connectionretrytime_p2p : "Number of seconds over which to spread
retry attempts for P2P."
[string] password : "Current server access password"
[bool] cl_clockdbg : "no description" [devonly]
[bool] cl_clock_unhook : "no description" [devonly]
[float32] cl_timeout : "After this many seconds without receiving a packet from the
server, the client will disconnect itself"
[string] cl_disconnect_soundevent : "This soundevent is called to stop the desired
soundevents when the game is disconnected." [devonly]
[float32] cl_disconnect_voice_fade : "This is a fade of current voices that is
called when the game is disconnected. -1.f for no fade on disconnect" [devonly]
[bool] tv_nochat : "Don't receive chat messages from other SourceTV spectators"
[bool] cl_ignorepackets : "Force client to ignore packets (for debugging)." [cheat]
[bool] cl_predict_after_every_createmove : "run prediction after every CreateMove
instead of only after CreateMove for the final tick in a frame." [devonly]
[float32] spec_replay_rate_base : "Base time scale of Killer Replay.Experimental."
[int32] rate : "Min bytes/sec the host can receive data"
[int32] cl_usercmd_dbg : "show usercmd payload sizing info for packets with more
than this many usercmds" [devonly]
[int32] cl_usercmd_maxcount : "max number of CUserCmds to send in one packet"
[bool] cl_usercmd_showsize : "no description" [devonly]
[float32] r_aspectratio : "no description" [devonly]
[bool] cl_interpolate : "Interpolate entities on the client." [client.dll]
[devonly]
[bool] cl_cache_sendtable : "Cache sendtables" [devonly]
[string] cl_sendtable_cache_filename : "Send tables cache file" [devonly]
[bool] cl_spawngroup_spewresources : "Spew all manifest add/updates." [devonly]
[bool] cl_log_tick : "Log when a tick is received
" [devonly]
[int32] cl_log_tick_skips : "Log when the tick delta >= this" [devonly]
[bool] cl_spawngroup_log : "Dump the contents of the next spawngroup manifest to
file." [devonly]
[bool] cl_debug_overlays_broadcast : "Render debug overlays from server."
[bool] sv_pausable_dev : "Whether listen server is pausable when running -dev and
playing solo against bots" [devonly]
[bool] sv_pausable_dev_ds : "Whether dedicated server is pausable when running -dev
and playing solo against bots" [devonly]
[bool] 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."
[int32] sv_pure_trace : "If set to 1, the server will print a message whenever a
client is verifying a CRC for a file."
[bool] sv_cheats : "Allow cheats on server"
[bool] sv_lan : "Server is a lan server ( no heartbeat, no authentication, no non-
class C addresses )"
[int32] sv_pausable : "Is the server pausable."
[string] sv_voicecodec : "Specifies which voice codec DLL to use in a game. Set to
the name of the DLL without the extension."
[float32] sv_pvs_max_distance : "if set, adds a maximum range to PVS/PAS checks"
[int32] sv_parallel_sendsnapshot : "0: run all send jobs on main thread; 1: send
jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously;
3: send jobs run in parallel but block to not overlap the next tick; 4: main server
clients' send jobs run in parallel, then HLTV server jobs; this approximately
matches pre-async profile for a single HLTV server configuration"
[string] sv_skyname : "Current name of the skybox texture" [client.dll]
[int32] sv_debug_overlays_bandwidth : "Broadcast server debug overlays traffic"
[bool] sv_debug_overlays_broadcast : "Broadcast server debug overlays" [cheat]
[bool] sv_voiceenable : "no description"
[bool] voice_debugfeedbackfrom : "no description" [devonly]
[bool] sv_reserve_slots_for_reconnecting_players_kick_prior : "Kick a previously
connected player with the same steamID if a replacement comes along" [devonly]
[int32] 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." [cheat]
[float32] sv_hibernate_postgame_delay : "# of seconds to wait after final client
leaves before hibernating."
[bool] sv_hibernate_when_empty : "Puts the server into extremely low CPU usage mode
when no clients connected"
[bool] sv_shutdown_immediately_on_request : "The server will always shutdown on
receiving the shutdown request, even if not hibernating" [devonly]
[string] sv_search_key : "no description"
[int32] sv_region : "The region of the world to report this server in."
[int32] sv_cluster : "Data center cluster this server lives in."
[bool] sv_instancebaselines : "Enable instanced baselines. Saves network overhead."
[devonly]
[bool] sv_stats : "Collect CPU usage stats" [devonly]
[string] sv_password : "Server password for entry into multiplayer games"
[protected]
[string] sv_tags : "Server tags. Used to provide extra information to clients when
they're browsing for servers. Separate tags with a comma."
[int32] sv_visiblemaxplayers : "Overrides the max players reported to prospective
clients"
[bool] sv_alternateticks : "If set, server only simulates entities on even numbered
ticks.
"
[string] 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."
[bool] 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."
[bool] sv_hosting_lobby : "no description" [devonly]
[string] sv_mmqueue_reservation : "Server queue reservation" [devonly]
[int32] sv_mmqueue_reservation_timeout : "Time in seconds before mmqueue
reservation expires." [devonly]
[int32] sv_mmqueue_reservation_extended_timeout : "Extended time in seconds before
mmqueue reservation expires." [devonly]
[bool] spawngroup_ignore_timeouts : "no description" [devonly]
[bool] sv_snapshot_unlimited : "For debugging, don't throw away old snapshots so
that if you break in debugger (on remote client or server) it won't require an
uncompressed update to resume. You may run out of memory of course..."
[float32] sv_timeout : "After this many seconds without a message from fully
connected client, the client is dropped" [devonly]
[int32] spec_replay_enable : "Enable Killer Replay, requires hltv server running
(0:off, 1:default, 2:force)"
[float32] spec_replay_message_time : "How long to show the message about Killer
Replay after death. The best setting is a bit shorter than
spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time"
[float32] spec_replay_rate_limit : "Minimum allowable pause between replay requests
in seconds"
[bool] spec_replay_on_death : "When > 0, sets the mode whereas players see delayed
replay, and are segregated into a domain of chat and voice separate from the alive
players"
[int32] replay_debug : "no description"
[int32] sv_max_unreliable_delta_size : "Maximum allowable entity delta size over
unreliable delivery." [devonly]
[bool] sv_disable_reliable_delta_retransmit : "Assume that a reliable entity delta
will be ack'ed and send future deltas relative to the last reliable delta."
[devonly]
[int32] sv_maxclientframes : "no description" [devonly]
[int32] fs_async_threads : "Number of IO threads in async filesystem (-1 == auto)"
[devonly]
[bool] fs_report_async_io : "no description" [devonly]
[int32] fs_report_sync_opens : "0:Off, 1:Always, 2:Not during load"
[int32] fs_report_long_reads : "0:Off, 1:All (for tracking accumulated duplicate
read times), >1:Microsecond threashold" [devonly]
[int32] fs_warning_mode : "0:Off, 1:Warn main thread, 2:Warn other threads"
[devonly]
[int32] fs_fake_read_delay_ms : "Add N ms of delay to every low-level read
operation, to simulate a slow disk" [devonly]
[int32] filesystem_buffer_size : "Size of per file buffers. 0 for none" [devonly]
[bool] filesystem_unbuffered_io : "no description" [devonly]
[bool] filesystem_native : "Use native FS or STDIO" [devonly]
[int32] filesystem_max_stdio_read : "no description" [devonly]
[bool] filesystem_report_buffered_io : "no description" [devonly]
[int32] filesystem_fake_latency : "no description" [devonly]
[float32] cl_cursor_scale : "Cursor size scaling factor."
[bool] cl_auto_cursor_scale : "Automatic cursor size scaling."
[bool] joy_wingmanwarrior_centerhack : "Wingman warrior centering hack."
[bool] joy_wingmanwarrior_turnhack : "Wingman warrior hack related to turn axes."
[float32] joy_axisbutton_threshold : "Analog axis range before a button press is
registered."
[float32] resourcesystem_multiframe_finalize_time_msec : "Max time to spend
finalizing resources per frame in miliseconds." [devonly]
[string] d3d_max_feature_level : "Report the maximum D3D feature level available."
[devonly]
[int32] r_low_latency : "NVIDIA Low Latency (0 = off, 1 = on, 2 = on + boost)"
[devonly]
[bool] r_low_latency_trigger_flash : "NVIDIA Low Latency Trigger Flash" [devonly]
[bool] r_suppress_redundant_state_changes : "no description" [devonly]
[bool] r_draw_first_tri_only : "no description" [cheat]
[bool] r_draw_instances : "no description" [cheat]
[int32] r_texturefilteringquality : "0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3:
Aniso 4x, 4: Aniso 8x, 5: Aniso 16x" [devonly]
[float32] r_fullscreen_gamma : "Screen Gamma (only in fullscreen modes)"
[bool] r_wait_on_present : "no description" [devonly]
[int32] r_async_shader_compile_notify_frequency : "no description" [devonly]
[bool] r_flush_on_pooled_ib_resize : "no description"
[int32] r_multigpu_num_gpus_found : "no description" [devonly]
[int32] r_multigpu_num_gpus_used : "no description" [devonly]
[bool] r_dx11_software_cmd_lists : "Enable Software Command lists for DX11 (Avoid
using deferred contexts)" [devonly]
[bool] r_use_memory_budget_model : "Use a model of GPU memory use to determine
budget rather than querying the OS." [devonly]
[bool] r_renderdoc_open_captures : "no description" [devonly]
[float32] r_timestamp_query_multiplier : "Set the TIMESTAMP query cycle multiplier,
for drivers that lie" [devonly]
[bool] r_pipeline_stats_present_flush : "Experimental: Set to 1 to enable full GPU
pipeline flushing after each present." [devonly]
[bool] r_pipeline_stats_command_flush : "Experimental: Set to 1 to enable full GPU
pipeline flushing after each command list." [devonly]
[bool] r_pipeline_stats_use_flush_api : "Experimental: Set to 1 to use the
ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries."
[devonly]
[bool] r_pipeline_stats_flush_before_sleeping : "Experimental: Set to 1 to enable
GPU pipeline flushes right before the render thread sleeps to wait for more work."
[devonly]
[bool] r_frame_sync_enable : "no description" [devonly]
[bool] r_force_no_present : "Force the render device to not present frames."
[cheat]
[bool] r_legacy_vsync : "Use legacy vsync mode -- for testing for a couple user
machines." [devonly]
[bool] multigpu_skip_transfers : "no description" [devonly]
[bool] multigpu_skip_semaphores : "no description" [devonly]
[int32] r_texture_pool_size : "Total size of the texture pool in MB" [devonly]
[int32] r_texture_stream_mip_bias : "Biases the mip level the texture streaming
system choses to stream for each texture." [devonly]
[int32] r_max_texture_pool_size : "Upper limit on texture pool size." [devonly]
[bool] r_texture_nonstreaming_load : "Allow immediately loading mips of textures
(when possible) when their headers are loaded, saving IO & reducing latency."
[devonly]
[bool] r_texture_hookup_uses_threadpool : "Async Texture hookup uses its own
threadpool instead of the global pool." [devonly]
[int32] r_texture_stream_max_resolution : "Maximum resolution for top mip level in
streaming textures" [devonly]
[float32] r_texture_stream_resolution_bias : "no description" [devonly]
[bool] r_validate_texture_streaming : "Dumps state of texture streaming at the next
frame boundary." [devonly]
[bool] r_fallback_texture_orange : "Display fallback texture as orange" [devonly]
[bool] r_texture_eager_eviction : "no description" [devonly]
[float32] r_texture_stream_throttle_amount : "no description" [devonly]
[int32] r_texture_stream_throttle_count : "no description" [devonly]
[int32] r_texture_stream_throttle_count_over_budget : "no description" [devonly]
[float32] r_texture_streamout_unthrottle_ms : "After hitting throttling limits for
streamout, allow it to continue up to this number of milliseconds." [devonly]
[bool] r_texture_streaming_timesliced : "no description" [devonly]
[bool] r_texture_budget_dynamic : "Dynamically adjust texture streaming budget
based on GPU memory usage." [devonly]
[float32] r_texture_budget_update_period : "Time (in seconds) between updating
texture memory budget." [devonly]
[float32] r_texture_budget_threshold : "Reduce texture memory pool size when this
percentage of the budget is full." [devonly]
[float32] r_texture_pool_reduce_rate : "Reduce texture memory pool size by this
many MB / s when over budget." [devonly]
[float32] r_texture_pool_increase_rate : "Increase texture memory pool size by this
many MB / s when under budget." [devonly]
[float32] r_texture_stream_resolution_bias_update_period : "no description"
[devonly]
[float32] r_texture_stream_resolution_bias_increase_rate : "no description"
[devonly]
[float32] r_texture_stream_resolution_bias_decrease_rate : "no description"
[devonly]
[float32] r_texture_stream_resolution_bias_min : "no description" [devonly]
[bool] mat_shader_cache : "no description" [devonly]
[bool] mat_warn_bad_modes : "no description" [devonly]
[bool] mat_assert_on_error_shader_use : "no description" [devonly]
[bool] mat_hide_error_shader : "no description" [devonly]
[vector3] mat_shading_complexity_color : "no description" [cheat]
[float32] mat_shading_complexity_max_instruction_count : "no description" [cheat]
[float32] mat_shading_complexity_max_register_count : "no description" [cheat]
[vector3] mat_overdraw_color : "no description" [cheat]
[bool] font_show_glyph_miss : "no description" [devonly]
[bool] mat_colorcorrection : "no description" [devonly]
[float32] mat_viewportscale : "Scale down the main viewport (to reduce GPU impact
on CPU profiling)" [client.dll] [devonly]
[bool] panorama_disable_blur : "no description" [hidden] [devonly]
[bool] panorama_disable_box_shadow : "no description" [hidden] [devonly]
[bool] panorama_disable_render_callbacks : "no description" [hidden] [devonly]
[bool] panorama_disable_draw_fancy_quad : "no description" [hidden] [devonly]
[bool] panorama_disable_layer_clear : "no description" [hidden] [devonly]
[bool] panorama_disable_draw_text : "no description" [hidden] [devonly]
[float32] panorama_force_text_shadow_strength : "no description" [hidden] [devonly]
[bool] panorama_disable_draw_text_shadow : "no description" [hidden] [devonly]
[bool] panorama_disable_layer_cache : "no description" [hidden] [devonly]
[bool] panorama_use_backbuffer_directly : "no description" [hidden] [devonly]
[bool] panorama_highlight_composition_layers : "no description" [hidden] [devonly]
[bool] panorama_highlight_slow_operations : "no description" [hidden] [devonly]
[bool] panorama_highlight_bad_opacity_masks : "no description" [hidden] [devonly]
[float32] panorama_stats_log_time : "no description" [hidden] [devonly]
[int32] panorama_min_comp_layer_cache_cost : "no description" [hidden] [devonly]
[float32] panorama_comp_layer_lru_lifetime : "no description" [hidden] [devonly]
[bool] panorama_command_reordering : "no description" [hidden] [devonly]
[bool] panorama_composition_atlas : "no description" [hidden] [devonly]
[float32] panorama_temp_comp_layer_min_dimension : "no description" [hidden]
[devonly]
[bool] panorama_disable_render_target_cache : "no description" [hidden] [devonly]
[int32] panorama_render_target_cache_max_size : "no description" [hidden] [devonly]
[float32] panorama_dash_len : "no description" [hidden] [devonly]
[float32] panorama_dash_gap_ratio : "no description" [hidden] [devonly]
[float32] snd_ui_spatialization_spread : "no description" [cheat] [devonly]
[string] panorama_spew_async_event_substring : "If non-empty, print debug info
about async event queue and dispatch behavior for events containing the substring."
[hidden] [devonly]
[bool] panorama_js_minidumps : "Enable sending minidumps on JS Exceptions."
[hidden] [devonly]
[float32] panorama_max_fps : "no description" [hidden] [devonly]
[float32] panorama_max_overlay_fps : "no description" [hidden] [devonly]
[float32] panorama_max_oof_overlay_up_fps : "no description" [hidden] [devonly]
[int32] panorama_large_dispatch_event_queue : "no description" [hidden] [devonly]
[int32] panorama_frame_limit_v8_gc_microseconds : "no description" [hidden]
[devonly]
[int32] panorama_reload_animations : "no description" [hidden] [devonly]
[float32] panorama_debug_overlay_opacity_min : "no description" [hidden]
[float32] panorama_debug_overlay_opacity_max : "no description" [hidden]
[float32] panorama_debug_overlay_opacity : "no description" [hidden]
[float32] panorama_cache_command_list_repaint_threshold : "no description" [hidden]
[devonly]
[uint32] panorama_cache_command_list_size_threshold : "no description" [hidden]
[devonly]
[bool] panorama_disallow_hover_styles : "no description" [hidden] [devonly]
[bool] panorama_debug_ready_for_display : "no description" [hidden] [devonly]
[bool] panorama_style_flag_force_invalidate : "Force style invalidation of the
entire panel subtree when adding / removing style flags." [hidden] [devonly]
[bool] panorama_classes_force_invalidate : "Force style invalidation of the entire
panel subtree when adding / removing classes." [hidden] [devonly]
[bool] panorama_assert_loading_panel_type : "Force style invalidation of the entire
panel subtree when adding / removing classes." [hidden] [devonly]
[bool] panorama_show_fps : "no description" [devonly]
[float32] panorama_show_fps_scale : "no description" [devonly]
[int32] panorama_clear_frames_on_device_restore : "no description" [hidden]
[devonly]
[bool] panorama_disable_descendant_filtering : "Disable descendant selector
filtering" [hidden] [devonly]
[bool] panorama_suspend_paint : "no description" [hidden] [devonly]
[bool] panorama_enable_secondary_layout_pass : "no description" [hidden] [devonly]
[float32] panorama_joystick_axis_repeat_interval_start : "no description" [hidden]
[devonly]
[float32] panorama_joystick_axis_repeat_interval_end : "no description" [hidden]
[devonly]
[float32] panorama_joystick_axis_repeat_curve_time : "no description" [hidden]
[devonly]
[float32] panorama_joystick_button_repeat_interval_start : "no description"
[hidden] [devonly]
[float32] panorama_joystick_button_repeat_interval_end : "no description" [hidden]
[devonly]
[float32] panorama_joystick_button_repeat_curve_time : "no description" [hidden]
[devonly]
[int32] panorama_dragscroll_affordance : "Minimum mouse movement in pixels before a
move is treated as a drag scroll" [hidden] [devonly]
[float32] panorama_dragscroll_mintime : "Minimum time that the mouse button must be
down before a move is treated as a drag scroll" [hidden] [devonly]
[float32] panorama_dragscroll_velocitymultiplier : "Multiplier for flick velocity
off of actual measured velocity" [hidden] [devonly]
[int32] panorama_force_active_controller_type : "no description" [hidden] [devonly]
[bool] panorama_spew_layout_invalidates : "no description" [hidden] [devonly]
[float32] panorama_transition_time_factor : "A float representing a scale factor
for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as
fast" [hidden] [devonly]
[float32] panorama_max_text_shadow_strength : "no description" [hidden] [devonly]
[bool] panorama_allow_transitions : "no description" [hidden] [devonly]
[bool] panorama_2d_translate_no_comp_layer : "no description" [hidden] [devonly]
[bool] panorama_might_scroll_no_comp_layer : "no description" [hidden] [devonly]
[bool] panorama_box_shadow_no_comp_layer : "no description" [hidden] [devonly]
[bool] panorama_simple_borders_no_comp_layer : "no description" [hidden] [devonly]
[bool] panorama_allow_texture_composition_layer_fast_path : "no description"
[hidden] [devonly]
[bool] panorama_transforms_no_comp_layer : "no description" [hidden] [devonly]
[bool] panorama_transform_parents_no_layer_for_perspective : "no description"
[hidden] [devonly]
[bool] panorama_hsbc_through_fast_path : "no description" [hidden] [devonly]
[bool] panorama_track_render_commands : "no description" [hidden] [devonly]
[bool] lua_assert_on_error : "no description" [devonly]
[bool] lua_shipping_assert_on_error : "no description" [devonly]
[int32] net_max_polymorphic_spew : "Max polymorphic variants to spew when spewing a
flattened serializer." [devonly]
[bool] net_culloptimization : "Enable optimization of slow path that makes HLTV CPU
consumption high in AnimGraph-using mods. Will switch to this on by default soon."
[devonly]
[bool] net_filelogging : "Log packets to files" [devonly]
[bool] net_qosinterval_spew : "Spew QoS interval data as we gather it" [devonly]
[float32] net_qospacketloss_percentage_threshold : "Spew a warning if packet loss
percentage is above this threshold" [devonly]
[bool] net_log_processing : "Log network processing" [devonly]
[bool] net_use_packet_compression : "Compress network traffic" [devonly]
[bool] net_showudp : "Dump UDP packets summary to console"
[bool] net_showudp_remoteonly : "Dump non-loopback udp only"
[string] net_showmsg : "Show incoming message: <0|1|2|name> where 1 == all and 2 ==
all except net_NOP" [devonly]
[string] net_showreliable : "Like net_showmsg, but only spew reliable messages"
[devonly]
[int32] net_showpeaks : "Show messages for large packets only: <size>" [devonly]
[bool] net_showdrop : "Show dropped packets in console" [devonly]
[int32] net_compresspackets_minsize : "Don't bother compressing packets below this
size." [devonly]
[string] net_restrict_showmsg_socket : "If set, only net_showmsg spew for data
inbound on this socket name e.g. client, server, etc." [devonly]
[int32] net_max_message_process_count : "Maximum number of messages to process from
a client in a single frame (0 == no limit)." [devonly]
[int32] net_max_message_queue_size : "Maximum number of messages to allow waiting
in queue after processing; exceeding this disconnects the client. 0 == no limit"
[devonly]
[bool] net_detailed_canpacket_log : "no description" [devonly]
[bool] net_showoob : "Show connectionless UDP traffic." [devonly]
[string] ip : "Overrides IP for multihomed hosts"
[int32] hostip : "Host game server ip"
[string] 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" )"
[bool] net_usesocketsforloopback : "Use network sockets layer even for listen
server local player's packets (multiplayer only)." [devonly]
[int32] net_maxroutable : "Requested max packet size before packets are 'split'."
[bool] net_p2p_listen_dedicated : "Should dedicated server listen for new-style
P2P?" [devonly]
[bool] net_fs_showindirections : "no description" [devonly]
[bool] animgraph_ik_debug : "no description" [devonly]
[bool] animgraph_force_full_network_updates : "no description" [devonly]
[bool] animgraph_enable_dirty_netvar_optimization : "no description" [devonly]
[bool] animgraph_verify_dirty_netvar_optimization : "no description" [devonly]
[bool] animgraph_footlock_trace_ground_enabled : "Convar for toggling foot lock
ground tracking." [devonly]
[bool] animgraph_footlock_calculate_tilt : "no description" [devonly]
[bool] animgraph_footlock_auto_ledge_detection : "Attempt to detect when the foot
is partially hanging off a ledge and stop it tilting to reach the bottom" [devonly]
[bool] animgraph_footlock_auto_stair_detection : "Attempt to detect when the foot
is on a stair and will stop it from tilting to reach the next step" [devonly]
[int32] animgraph_footlock_debug_foot_index : "no description" [devonly]
[int32] animgraph_footlock_debug_type : "no description" [devonly]
[bool] ik_debug_groundtraces : "Show IK trace related details" [client.dll]
[devonly]
[bool] animgraph_slowdownonslopes_enabled : "no description" [devonly]
[bool] animgraph_footlock_enabled : "A master convar that effectively disables the
entire footlock node." [devonly]
[bool] animgraph_footlock_hip_offset_enable : "no description" [devonly]
[int32] animgraph_footlock_tilt_mode : "no description" [devonly]
[bool] animgraph_footlock_use_hip_shift : "no description" [devonly]
[bool] animgraph_footlock_draw_footbase : "no description" [devonly]
[bool] animgraph_footlock_ik_enable : "Enable IK." [cheat]
[bool] animgraph_motionmatching_print_compressionstats : "no description" [devonly]
[bool] animgraph_footlock_ground_roll : "no description" [devonly]
[bool] ik_debug_all_chains_unique_color_per_chain : "no description" [devonly]
[int32] ik_debug_planetilt : "no description" [devonly]
[float32] ik_debug_planetilt_axis_length : "no description" [devonly]
[bool] ik_planetilt_enable : "no description" [devonly]
[int32] ik_debug_constraints : "no description" [devonly]
[bool] ik_final_fixup_enable : "no description" [devonly]
[bool] ik_debug_targets : "no description" [devonly]
[bool] ik_constraints_enabled : "no description" [devonly]
[bool] ik_enable : "Enable IK." [cheat]
[int32] ik_debug_ccd : "no description" [devonly]
[bool] ik_debug_fabrik_backwards_enabled : "no description" [devonly]
[bool] ik_debug_fabrik_forwards_enabled : "no description" [devonly]
[int32] ik_debug_fabrik_backwards_iterations : "no description" [devonly]
[int32] ik_debug_fabrik_forwards_iterations : "no description" [devonly]
[bool] ik_fabrik_align_chain : "no description" [devonly]
[int32] ik_fabrik_override_num_iterations : "no description" [devonly]
[bool] ik_fabrik_forwards_enabled : "no description" [devonly]
[bool] ik_fabrik_backwards_enabled : "no description" [devonly]
[int32] ik_debug_dogleg3bone : "no description" [devonly]
[bool] ik_debug_dogleg3bone_enabled : "no description" [devonly]
[bool] labelled_debug_helper_show_text : "no description" [client.dll] [cheat]
[bool] labelled_debug_helper_show_position : "no description" [client.dll] [cheat]
[int32] labelled_debug_helper_arc_segments : "no description" [client.dll] [cheat]
[bool] labelled_debug_helper_enabled : "no description" [client.dll] [cheat]
[float32] labelled_debug_helper_scale : "no description" [client.dll] [cheat]
[bool] labelled_debug_helper_skeleton_show_bone_names : "no description"
[client.dll] [cheat]
[bool] ik_debug_perlin_solver : "no description" [client.dll] [devonly]
[string] model_default_preview_sequence_name : "no description" [client.dll]
[int32] ik_hinge_debug_bone_index : "no description" [client.dll] [cheat]
[string] ik_debug_chain_to_filter_by : "no description" [client.dll] [cheat]
[int32] mesh_calculate_curvature_smooth_pass_count : "no description" [client.dll]
[cheat]
[bool] mesh_calculate_curvature_smooth_invert : "no description" [client.dll]
[cheat]
[float32] mesh_calculate_curvature_smooth_weight : "no description" [client.dll]
[cheat]
[bool] anim_decode_forcewritealltransforms : "Force BatchAnimationDecode to write
transformations for all bones" [devonly]
[string] iv_debugbone : "Debug bone name for interpolation spew of
CAnimationState."
[bool] skel_constraints_enable : "no description" [cheat]
[bool] cl_skel_constraints_enable : "no description" [cheat]
[bool] sv_skel_constraints_enable : "no description" [cheat]
[bool] anim_resource_validate_on_load : "Validates the animation group channel list
against the animations on load for every animation"
[bool] phys_use_position_based_toi_test : "Use a position based heuristic to cull
slow objects from the TOI phase of the solver" [devonly]
[bool] phys_implicit_integarator : "Use implicit integrator for gyroscopic forces"
[devonly]
[float32] phys_drag_multiplier : "Multiply air drag" [devonly]
[float32] phys_buoyancy_horizontal_damping_multiplier : "Multiply water damping for
buoyancy affecting linear velocity in the horizontal plane" [devonly]
[float32] phys_buoyancy_vertical_damping_multiplier : "Multiply water damping for
buoyancy affecting linear velocity in the vertical direction" [devonly]
[float32] phys_buoyancy_angular_damping_multiplier : "Multiply water damping for
buoyancy affecting angular velocity" [devonly]
[float32] phys_buoyancy_drag_multiplier : "Multiply water drag (tries to equalize
object velocity with the velocity of the water flow)" [devonly]
[bool] phys_fastaddcloneshape : "no description" [devonly]
[bool] rubikon_joint_deepdebugging : "no description" [devonly]
[bool] rubikon_joint_always_draw_at_pivot_point : "no description" [devonly]
[bool] phys_debug_showdefaultmaterial : "If enabled, surfaces with default material
are highlighted in physics debug geometry." [cheat]
[bool] phys_build_mass : "no description" [devonly]
[bool] phys_build_bounds : "no description" [devonly]
[int32] physics_hull_sphere_cast_sat_experimental : "no description" [devonly]
[float32] cloth_step : "no description" [devonly]
[int32] cloth_sleep_threshold : "no description" [devonly]
[float32] cloth_resim_after : "no description" [devonly]
[float32] cloth_max_ticks_per_frame : "no description" [devonly]
[float32] cloth_step_variability : "no description" [devonly]
[int32] cloth_interpolation_strategy : "no description" [devonly]
[bool] cloth_rigid_update : "no description" [devonly]
[int32] cloth_quasistatic_iters : "no description" [devonly]
[float32] cloth_guard_threshold : "no description" [devonly]
[int32] cloth_watch : "no description" [devonly]
[int32] cloth_debug : "no description" [devonly]
[float32] cloth_damping_multiplier : "no description" [devonly]
[float32] cloth_damping_bias : "no description" [devonly]
[float32] cloth_ground_plane_thickness : "no description" [devonly]
[float32] cloth_node_debug_axis_length : "no description" [devonly]
[float32] cloth_quad_smooth_rate : "no description" [devonly]
[float32] cloth_rod_smooth_rate : "no description" [devonly]
[int32] cloth_quad_smooth_iterations : "no description" [devonly]
[int32] cloth_rod_smooth_iterations : "no description" [devonly]
[int32] cloth_debug_draw_nodepth_alpha : "no description" [devonly]
[float32] cloth_ground_offset : "no description" [devonly]
[float32] cloth_legacy_stretch_force : "no description" [devonly]
[float32] cloth_legacy_support : "no description" [devonly]
[float32] cloth_wind : "no description" [devonly]
[float32] cloth_wind_pitch : "no description" [devonly]
[float32] cloth_dry_drag : "no description" [devonly]
[float32] cloth_dry_drag_soften : "no description" [devonly]
[bool] cloth_approximate_collide : "no description" [devonly]
[bool] phys_validate : "no description" [devonly]
[int32] phys2_debug_broadphase : "no description" [devonly]
[bool] phys_solve_in_parallel_with_island_build : "no description" [devonly]
[bool] phys_skip_creating_trivial_islands : "no description" [devonly]
[bool] cloth_simulate : "no description" [devonly]
[int32] cloth_batch : "no description" [devonly]
[bool] cl_jiggle_bone_debug : "Display physics-based 'jiggle bone' debugging
information" [cheat]
[bool] cl_jiggle_bone_debug_yaw_constraints : "Display physics-based 'jiggle bone'
debugging information" [cheat]
[bool] cl_jiggle_bone_debug_pitch_constraints : "Display physics-based 'jiggle
bone' debugging information" [cheat]
[bool] cl_jiggle_bone_invert : "no description" [cheat]
[bool] cl_jiggle_bone_sanity : "Prevent jiggle bones from pointing directly away
from their target in case of numerical instability." [devonly]
[bool] phys_jiggle_bone_enable : "no description" [devonly]
[bool] phys_old_contact_draw : "no description" [devonly]
[float32] phys2_contact_debug_draw_size : "no description" [devonly]
[bool] phys_cull_internal_mesh_contacts : "no description" [devonly]
[bool] phys_mesh_notify_ignore_sdf : "no description" [devonly]
[bool] phys_mesh_notify_force_generic : "no description" [devonly]
[bool] phys_mesh_cluster_cull_compensation : "no description" [devonly]
[bool] phys_mesh_find_matching_contacts_distance : "no description" [devonly]
[int32] phys_fast_report_contacts : "when 1, fast path for collision reporting is
implemented making triggers faster in some cases" [devonly]
[float32] hullivr_edge_merge_tan : "Should we try to straighten two faces connected
to this edge? (tangent)" [devonly]
[float32] hullivr_faceisland_merge_tan : "Should we try to straighten an island of
faces deviating from their average normal (tangent)?" [devonly]
[float32] hullivr_faceisland_merge_disp : "Should we straighten face island if the
displacement is this much? (inches)" [devonly]
[int32] hullivr_version : "no description" [devonly]
[float32] vphysics_force_apply_magnitude : "no description" [devonly]
[bool] vphysics_return_implicit_velocity : "no description" [devonly]
[int32] phys_position_iterations : "no description" [devonly]
[int32] phys_velocity_iterations : "no description" [devonly]
[bool] phys_dump_filter_solid_only : "no description" [devonly]
[string] phys_dump_filter_trace_callstack : "no description" [devonly]
[string] phys_dump_filter_body_name : "no description" [devonly]
[float32] vphys2_friction_factor : "Change global friction factor" [cheat]
[float32] vphys2_restitution_factor : "Change global restitution factor" [cheat]
[bool] phys_reload_immediately : "Set to 1 to reload resources and reconstruct
physics of entities on the fly. May unexpectedly change behavior or crash the game,
because game code is generally unaware of underlying resource reloads and may hold
references to physics that may become invalid during resource reload. It is
inherently harder for physics to deal with resource reloads because of persistent
nature of objects being simulated (textures can be easily reloaded on the fly; if
an entity holds a handle to a ragdoll body par[devonly]
[bool] cloth_reload_immediately : "no description" [devonly]
[bool] phys_step_threaded : "no description" [devonly]
[bool] snd_occlusion_debug : "no description" [client.dll] [cheat]
[bool] cl_snd_cast_clear : "no description" [devonly]
[bool] cl_snd_cast_retrigger : "no description" [devonly]
[float32] snd_occlusion_min_wall_thickness : "no description" [cheat]
[bool] snd_occlusion_report : "no description" [cheat] [devonly]
[float32] snd_occlusion_override : "no description" [cheat] [devonly]
[bool] snd_occlusion_visualize : "no description" [cheat] [devonly]
[float32] snd_use_baked_occlusion : "no description" [cheat]
[int32] snd_occlusion_rays : "no description" [cheat]
[int32] snd_occlusion_bounces : "no description" [cheat]
[float32] snd_occlusion_indirect_radius : "no description" [cheat] [devonly]
[string] snd_occlusion_debug_listener_pos : "no description" [cheat] [devonly]
[float32] snd_occlusion_indirect_min : "no description" [cheat] [devonly]
[float32] snd_occlusion_indirect_max : "no description" [cheat] [devonly]
[bool] snd_sos_show_operator_pause_entry : "no description" [cheat]
[float32] snd_rear_stereo_scale : "no description" [cheat]
[bool] snd_steamaudio_source_pathing_debug : "Enable path visualization for
steam_audio_source operator."
[float32] snd_steamaudio_source_pathing_debug_duration : "Duration for which path
remains visible. Should be close to update rate of the sound operator stack."
[devonly]
[bool] snd_steamaudio_source_pathing_enable_validation : "Enable real-time pathing
validation against dynamic geometry." [devonly]
[bool] snd_sos_show_operator_stop_entry : "no description" [cheat]
[bool] snd_sos_limit_self : "no description" [devonly]
[bool] snd_sos_show_queuetotrack : "no description" [cheat]
[bool] snd_sos_show_voice_elapsed_time : "no description" [devonly]
[bool] snd_sos_show_soundevent_start : "no description" [cheat]
[bool] snd_sos_show_operator_init : "no description" [cheat]
[bool] snd_sos_show_operator_updates : "no description" [cheat]
[bool] snd_sos_show_operator_shutdown : "no description" [cheat]
[bool] snd_sos_list_operator_updates : "no description" [cheat]
[string] snd_sos_show_operator_event_filter : "no description" [cheat]
[string] snd_sos_show_operator_operator_filter : "no description" [cheat]
[bool] snd_sos_show_operator_not_executing : "no description" [cheat]
[bool] snd_sos_show_operator_event_and_stack : "no description" [cheat]
[string] snd_sos_show_operator_field_filter : "no description" [cheat]
[bool] snd_sos_print_full_field_info : "no description" [cheat]
[bool] snd_sos_print_field_references : "no description" [cheat]
[bool] snd_sos_show_soundevent_param_overwrite : "no description" [cheat]
[int32] snd_sos_max_event_base_depth : "no description" [devonly]
[bool] snd_sos_hide_simple_parameter_overwrite_warnings : "no description"
[devonly]
[bool] snd_sos_show_parameter_overwrite_warnings : "no description" [devonly]
[bool] snd_sos_opvar_debug : "no description" [cheat]
[bool] snd_sos_show_opvar_updates : "no description" [cheat]
[string] snd_sos_show_opvar_updates_filter : "no description" [cheat]
[string] snd_sos_soundevent_filter : "no description" [cheat]
[bool] snd_sos_pause_system : "no description" [cheat]
[bool] snd_sos_block_stop_global_stack : "no description" [cheat]
[bool] snd_sos_block_global_stack : "no description" [cheat]
[bool] snd_sos_ingame_debug : "no description" [cheat]
[bool] snd_sos_show_track_list : "no description" [devonly]
[bool] snd_sequencer_show_bpm : "no description" [cheat]
[bool] snd_sequencer_show_events : "no description" [cheat]
[bool] snd_sequencer_show_quantize_queue : "no description" [cheat]
[bool] snd_diffusor_simd : "Enable SIMD code path for diffusor processor."
[devonly]
[bool] snd_boxverb_simd : "Enable SIMD code path for shoebox reverb processor."
[devonly]
[int32] snd_boxverb_simd_svf : "0 = use biquad instead of svf, 1 = use vectorized
svf, 2 = use scalar svf" [devonly]
[bool] snd_enable_subgraph_log : "no description" [devonly]
[bool] snd_enable_subgraph_corenull_passthrough : "no description" [devonly]
[string] soundsystem_device_used : "Sound device in use (changing this does not
change the soundsystem)." [devonly]
[bool] silence_dsp : "When on, silences all DSP mixes." [cheat]
[int32] adsp_room_min : "no description" [devonly]
[int32] adsp_duct_min : "no description" [devonly]
[int32] adsp_hall_min : "no description" [devonly]
[int32] adsp_tunnel_min : "no description" [devonly]
[int32] adsp_street_min : "no description" [devonly]
[int32] adsp_alley_min : "no description" [devonly]
[int32] adsp_courtyard_min : "no description" [devonly]
[int32] adsp_openspace_min : "no description" [devonly]
[int32] adsp_openwall_min : "no description" [devonly]
[int32] adsp_openstreet_min : "no description" [devonly]
[int32] adsp_opencourtyard_min : "no description" [devonly]
[int32] adsp_debug : "no description"
[int32] adsp_door_height : "no description" [devonly]
[int32] adsp_wall_height : "no description" [devonly]
[int32] adsp_low_ceiling : "no description" [devonly]
[int32] snd_mergemethod : "Sound merge method (0 == sum and clip, 1 == max, 2 ==
avg)." [devonly]
[float32] snd_gamevolume : "Game volume"
[float32] snd_voipvolume : "Voice volume"
[float32] snd_gamevoicevolume : "Game v.o. volume"
[float32] snd_delay_sound_ms_shift : "Sound device synchronization shift (ms)"
[devonly]
[float32] snd_delay_sound_ms_max : "Sound device synchronization max delay (ms)"
[devonly]
[float32] volume : "Sound volume"
[float32] snd_toolvolume : "Volume of sounds in tools (e.g. Hammer, SFM)"
[float32] snd_musicvolume : "Music volume"
[bool] snd_autodetect_latency : "no description"
[float32] snd_mixahead : "no description"
[bool] snd_mix_async : "no description" [cheat] [devonly]
[float32] dsp_dist_min : "no description" [cheat]
[float32] dsp_dist_max : "no description" [cheat]
[float32] dsp_mix_min : "no description" [devonly]
[float32] dsp_mix_max : "no description" [devonly]
[int32] dsp_db_min : "no description" [devonly]
[float32] dsp_db_mixdrop : "no description" [devonly]
[int32] snd_showstart : "no description" [cheat]
[string] snd_filter : "no description" [cheat]
[int32] dsp_automatic : "no description" [devonly]
[bool] dsp_off : "no description" [cheat]
[float32] dsp_volume : "no description"
[float32] dsp_vol_5ch : "no description" [devonly]
[float32] dsp_vol_4ch : "no description" [devonly]
[float32] dsp_vol_2ch : "no description" [devonly]
[float32] snd_mixer_master_level : "no description" [cheat]
[float32] snd_mixer_master_dsp : "no description" [cheat]
[int32] snd_showclassname : "no description" [cheat]
[string] snd_list : "no description" [cheat]
[bool] snd_disable_mixer_solo : "no description" [cheat]
[string] snd_soundmixer : "no description" [devonly]
[bool] snd_disable_mixer_duck : "no description" [cheat]
[int32] snd_soundmixer_version : "no description" [devonly]
[int32] snd_async_spew_blocking : "Spew message to console any time async sound
loading blocks on file i/o." [devonly]
[float32] snd_refdist : "Reference distance for snd_refdb" [cheat]
[float32] snd_refdb : "Reference dB at snd_refdist" [cheat]
[float32] snd_gain : "no description"
[float32] snd_gain_max : "no description" [cheat]
[float32] snd_gain_min : "no description" [cheat]
[string] snd_sos_default_update_stack : "no description" [devonly]
[bool] snd_compare_KV_convert : "no description" [devonly]
[bool] snd_sos_use_case_sensitive_soundevents : "no description" [devonly]
[bool] snd_sos_show_soundevent_overwrites : "no description" [devonly]
[float32] snd_sos_soundevent_deferred_interval_time : "no description" [devonly]
[float32] snd_sos_soundevent_max_deferred_time : "no description" [devonly]
[int32] speaker_config : "no description"
[string] sound_device_override : "ID of the sound device to use"
[float32] snd_spatialize_lerp : "no description"
[bool] snd_enable_imgui : "Game/Sound System Debugger" [cheat] [devonly]
[bool] snd_steamaudio_perspective_correction_front_only : "Use perspective
correction for 3D audio only in the frontal directions." [devonly]
[float32] snd_steamaudio_reverb_level_db : "Adjust overall volume (dB) of the
output from Steam Audio Reverb processor."
[float32] snd_steamaudio_enable_reverb : "Enable Steam Audio Reverb processor."
[bool] dota_enable_spatial_audio : "Flag to enable spatial audio in Dota 2."
[float32] dota_spatial_audio_mix : "Mix value to blend spatial and non-spatial
audio in Dota 2."
[bool] snd_vmix_show_input_updates : "If set to 1, show all incoming updates to
vmix inputs.
" [cheat]
[float32] snd_vmix_override_mix_decay_time : "If set > 0, overrides how long the
decay time is on all mix graphs (in seconds).
" [cheat]
[bool] snd_report_verbose_error : "If set to 1, report more error found when
playing sounds.
" [cheat]
[float32] snd_envelope_rate : "no description" [cheat]
[float32] snd_ducktovolume : "no description"
[float32] snd_duckerattacktime : "no description"
[float32] snd_duckerreleasetime : "no description"
[float32] snd_duckerthreshold : "no description"
[bool] voice_loopback : "no description"
[float32] voice_fadeouttime : "no description" [devonly]
[float32] voice_stall_ms : "no description" [devonly]
[int32] voice_min_buffer_ms : "no description" [devonly]
[int32] voice_initial_buffer_ms : "no description" [devonly]
[bool] snd_sos_show_block_debug : "Spew data about the list of block entries."
[cheat]
[bool] snd_sos_show_entry_match_free : "no description" [devonly]
[float32] snd_op_test_convar : "no description" [cheat]
[float32] snd_dsp_distance_min : "no description" [cheat]
[float32] snd_dsp_distance_max : "no description" [cheat]
[bool] snd_sos_report_entity_deleted : "no description" [devonly]
[bool] snd_sos_calc_angle_debug : "no description" [cheat]
[bool] snd_sos_show_mixgroup_path_errors : "no description" [devonly]
[int32] snd_steamaudio_max_occlusion_samples : "The maximum number of rays that can
be traced for volumetric occlusion by Steam Audio." [cheat]
[int32] snd_steamaudio_num_rays : "The number of rays to trace for reflection
modeling by Steam Audio." [cheat]
[int32] snd_steamaudio_num_diffuse_samples : "The number of directions considered
for ray bounce by Steam Audio." [cheat]
[int32] snd_steamaudio_num_bounces : "The maximum number of times any ray can
bounce when using Steam Audio." [cheat]
[int32] snd_steamaudio_num_threads : "Sets the number of threads used for realtime
reflection by Steam Audio." [cheat]
[float32] snd_steamaudio_ir_duration : "The time delay between a sound being
emitted and the last audible reflection in Steam Audio." [cheat]
[int32] snd_steamaudio_pathing_order : "The amount of directional detail in the
simulated by Steam Audio." [cheat]
[int32] snd_steamaudio_pathing_order_rendering : "The amount of directional detail
in the rendered audio by Steam Audio." [cheat]
[int32] snd_steamaudio_max_convolution_sources : "The maximum number of
simultaneous sources that can be modeled by Steam Audio." [cheat]
[float32] snd_steamaudio_invalid_path_length : "Path length of invalid path in
inches. Set this to .0 to use direct distance as path length." [devonly]
[int32] snd_steamaudio_reverb_order : "Ambisonics order to use for simulating
reverb." [devonly]
[int32] snd_steamaudio_reverb_order_rendering : "Ambisonics order to use for
convolution reverb. 0th order = 1 channel, 1st order = 4 channels." [devonly]
[float32] snd_steamaudio_hybrid_reverb_transition_time : "Set the transition time
(in seconds) between convolution and parametric reverb." [devonly]
[float32] snd_steamaudio_hybrid_reverb_overlap : "Set the overlap fraction (0 to 1)
for hybrid reverb." [devonly]
[float32] snd_steamaudio_reverb_update_rate : "Set the maximum update rate (in Hz)
for reverb." [devonly]
[bool] snd_steamaudio_enable_custom_hrtf : "Enable custom HRTF loading." [devonly]
[uint32] snd_steamaudio_active_hrtf : "Index of active HRTF." [devonly]
[bool] snd_steamaudio_normalize_default_hrtf_volume : "Normalize volume of default
HRTF dataset across all directions." [devonly]
[float32] snd_steamaudio_default_hrtf_volume_gain : "Adjust overall volume of the
default HRTF by the specified gain (dB)." [devonly]
[float32] snd_steamaudio_max_hrtf_normalization_gain_db : "Maximum gain any HRTF
could have during volume normalization." [devonly]
[bool] snd_steamaudio_enable_perspective_correction : "Enable perspective
correction for 3D audio."
[float32] snd_steamaudio_perspective_correction_factor : "Perspective correction
factor, ratio of screen size and view depth from screen, for 3D audio." [devonly]
[bool] snd_steamaudio_enable_probeneighborhood_caching : "Enable caching listener
probe neighborhood for pathing." [devonly]
[bool] snd_steamaudio_enable_pathing : "This variable is checked by soundstack to
globally enabling pathing for audio processing." [cheat]
[bool] snd_steamaudio_load_pathing_data : "If set, baked pathing data is loaded.
Steam Audio Hammer entities can successfully use pathing in this case." [cheat]
[bool] snd_steamaudio_load_reverb_data : "If set, baked reverb data is loaded.
Reset it to zero during an format changes of baked data until all data is updated."
[cheat]
[float32] mat_tonemap_force_log_lum_min : "no description" [cheat]
[float32] mat_tonemap_force_log_lum_max : "no description" [cheat]
[float32] mat_tonemap_bloom_start_value : "no description" [cheat]
[float32] mat_tonemap_bloom_scale : "no description" [cheat]
[bool] sc_show_tonemap_visualizer : "SceneSystem/Tonemap Visualizer" [cheat]
[devonly]
[bool] volume_fog_enable_jitter : "no description" [cheat]
[bool] volume_fog_enable_stereo : "no description" [cheat]
[bool] volume_fog_disable : "no description" [cheat]
[int32] volume_fog_clipmap_update : "no description" [cheat]
[bool] volume_fog_clipmaps_enabled : "no description" [cheat]
[bool] volume_fog_intermediate_textures_hdr : "no description" [devonly]
[float32] volume_fog_enlarge_frusta : "no description" [cheat]
[float32] volume_fog_dither_scale : "no description" [cheat]
[bool] volume_fog_show_volumes : "no description" [cheat]
[int32] volume_fog_width : "no description" [devonly]
[int32] volume_fog_height : "no description" [devonly]
[int32] volume_fog_depth : "no description" [devonly]
[bool] volume_fog_jitter_offset_random : "no description" [devonly]
[float32] sc_shadow_slopescale_depth_bias : "no description" [devonly]
[float32] sc_shadow_depth_bias_clamp : "no description" [devonly]
[int32] r_light_probe_volume_debug_grid_prim : "0: spheres, 1: cubes" [cheat]
[float32] r_light_probe_volume_debug_grid_samplesize : "sphere radius (world) for
LPV debug grid" [cheat]
[float32] r_light_probe_volume_debug_grid_roughness : "roughness for LPV debug
grid" [cheat]
[float32] r_light_probe_volume_debug_grid_metalness : "metalness for LPV debug
grid" [cheat]
[color] r_light_probe_volume_debug_grid_albedo : "albedo for LPV debug grid"
[cheat]
[bool] rtx_force_default_hitgroup : "Forces all ray traced geometry to use default
hit shaders instead of specialized ones." [devonly]
[float32] csm_slope_scale_db_override : "no description" [cheat]
[float32] csm_split_log_scalar : "no description" [cheat]
[uint32] csm_res_override_0 : "no description" [cheat]
[uint32] csm_res_override_1 : "no description" [cheat]
[uint32] csm_res_override_2 : "no description" [cheat]
[uint32] csm_res_override_3 : "no description" [cheat]
[float32] csm_bias_override_0 : "no description" [cheat]
[float32] csm_bias_override_1 : "no description" [cheat]
[float32] csm_bias_override_2 : "no description" [cheat]
[float32] csm_bias_override_3 : "no description" [cheat]
[int32] csm_max_num_cascades_override : "Number of cascades in sunlight shadow"
[devonly]
[float32] csm_max_shadow_dist_override : "no description" [devonly]
[bool] csm_viewmodel_shadows : "no description" [devonly]
[float32] csm_viewmodel_max_shadow_dist : "no description" [cheat]
[float32] csm_viewmodel_farz : "no description" [cheat]
[float32] csm_viewmodel_max_visible_dist : "no description" [cheat]
[float32] csm_viewdir_shadow_bias : "no description" [cheat]
[float32] csm_cascade_viewdir_shadow_bias_scale : "no description" [cheat]
[float32] csm_cascade0_override_dist : "no description" [cheat]
[float32] csm_cascade1_override_dist : "no description" [cheat]
[float32] csm_cascade2_override_dist : "no description" [cheat]
[float32] csm_cascade3_override_dist : "no description" [cheat]
[bool] r_stereo_multiview_instancing : "Use multiview instancing for stereo
rendering." [cheat]
[bool] sc_log_submits : "Log out display list submits from scenesystem" [cheat]
[int32] sc_max_framebuffer_copies_per_layer : "no description" [devonly]
[bool] sc_queue_reflection_views_to_layers : "no description" [devonly]
[int32] sc_show_rejected_objects : "no description" [devonly]
[float32] sc_show_rejected_objects_range : "no description" [devonly]
[bool] sc_allow_secondary_contexts : "no description" [devonly]
[bool] sc_force_single_display_list_per_layer : "no description" [devonly]
[bool] sc_parallel_render_a_view : "no description" [devonly]
[bool] sc_no_cull : "no description" [devonly]
[bool] sc_no_vis : "no description" [devonly]
[bool] sc_bounds_group_cull : "no description" [devonly]
[bool] sc_disable_culling_boxes : "no description" [cheat]
[bool] sc_allow_dithered_lod : "Allow use of dithered lod transitions" [devonly]
[float32] sc_dithered_lod_transition_amt : "Percentage of the transition between
two lods we will apply a dither" [devonly]
[int32] sc_layer_batch_threshold : "no description" [devonly]
[int32] sc_layer_batch_threshold_fullsort : "no description" [devonly]
[bool] sc_disable_shadow_materials : "no description" [cheat]
[bool] sc_disable_shadow_fastpath : "no description" [cheat]
[bool] sc_extended_stats : "no description" [cheat]
[int32] sc_hdr_enabled_override : "Override default setting for HDR rendering. -1
default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110" [devonly]
[float32] r_lightBinnerFarPlane : "no description" [cheat]
[bool] sc_show_cs_skinning_stats : "SceneSystem/Compute Skinning Stats" [cheat]
[devonly]
[bool] r_smooth_morph_normals : "no description" [devonly]
[bool] sc_force_translation_in_projection : "If enabled, the camera's translation
will be included in the projection matrix." [cheat]
[bool] sc_dump_lists : "no description" [cheat]
[bool] sc_disable_baked_lighting : "no description" [devonly]
[bool] sc_check_world : "no description" [cheat]
[float32] sc_lod_distance_scale_override : "no description" [cheat]
[float32] r_fallback_texture_lod_scale : "Scale factor for requested texture size
(texture streaming) - used for geo that doesn't have a precomputed UV density
measure" [cheat]
[float32] r_texture_lod_scale : "Scale factor for requested texture size (texture
streaming)" [cheat]
[int32] sc_force_lod_level : "no description" [cheat]
[bool] sc_reject_all_objects : "no description" [cheat]
[bool] sc_skip_traversal : "no description" [cheat]
[bool] sc_disable_procedural_layer_rendering : "no description" [cheat]
[bool] sc_only_render_shadowcasters : "no description" [cheat]
[bool] sc_only_render_opaque : "no description" [cheat]
[bool] sc_skip_identical_rt_binds : "no description" [devonly]
[bool] sc_throw_away_all_layers : "no description" [devonly]
[bool] sc_keep_all_layers : "no description" [devonly]
[bool] sc_batch_layer_cb_updates : "no description" [devonly]
[bool] sc_new_morph_atlasing : "no description" [devonly]
[bool] sc_spew_cmt_usage : "no description" [devonly]
[bool] sc_disableThreading : "no description" [cheat]
[bool] r_shadows : "no description" [cheat]
[bool] debugoverlay_show_text_outline : "Toggle display of box around text" [cheat]
[bool] debugoverlay_force_respect_ttl : "Force respect TTL even when clearing
scopes" [cheat]
[int32] screenmessage_show : "Enable display of console messages on screen. 1 =
Enabled, 0 = Disabled, -1 = Enabled if vgui is not present" [cheat]
[bool] debugoverlay_ignore_source : "Draw everything normal and ignore the source
for rendering" [cheat]
[bool] debugoverlay_draw_current : "Tell debugoverlay to not draw any entries that
have aged out by the time of rendering. Useful if sim runs more often than
rendering." [cheat]
[bool] r_reset_character_decals : "no description" [devonly]
[int32] r_character_decal_resolution : "Resolution of character decal texture."
[devonly]
[bool] r_character_decal_renderdoc_capture : "no description" [devonly]
[bool] r_fullscreen_quad_single_triangle : "no description" [devonly]
[float32] r_ssao_radius : "no description" [devonly]
[float32] r_ssao_bias : "no description" [devonly]
[float32] r_ssao_strength : "no description" [devonly]
[bool] r_ssao_blur : "no description" [devonly]
[float32] mat_tonemap_force_min : "no description" [cheat]
[float32] mat_tonemap_force_max : "no description" [cheat]
[float32] mat_tonemap_force_percent_target : "Override. Old default was 45."
[cheat]
[float32] mat_tonemap_force_percent_bright_pixels : "Override. Old value was 1.0"
[cheat]
[float32] mat_tonemap_force_average_lum_min : "Override. Old default was 3.0"
[cheat]
[float32] mat_tonemap_force_rate : "no description" [cheat]
[float32] mat_tonemap_force_accelerate_exposure_down : "no description" [cheat]
[int32] mat_tonemap_force_use_alpha : "no description" [cheat]
[float32] mat_tonemap_force_scale : "no description" [cheat]
[int32] mat_tonemap_uncap_exposure : "no description" [cheat]
[int32] mat_tonemap_debug : "no description" [devonly]
[bool] sc_show_gpu_profiler : "SceneSystem/GPU Profiler" [cheat] [devonly]
[bool] sc_show_texture_visualizer : "SceneSystem/Texture Visualizer" [cheat]
[devonly]
[bool] sc_draw_aggregate_meshes : "SceneSystem/Aggregates/Draw Aggregates"
[devonly]
[bool] sc_aggregate_gpu_culling : "Toggles GPU culling of aggregate meshes"
[devonly]
[bool] sc_aggregate_gpu_occlusion_culling : "no description" [devonly]
[bool] sc_aggregate_gpu_culling_show_culled : "SceneSystem/Aggregates/Show GPU
Culled Meshes" [devonly]
[bool] sc_aggregate_gpu_culling_conservative_bounds : "no description" [devonly]
[bool] sc_aggregate_fragment_merging : "no description" [devonly]
[string] sc_aggregate_material_solo : "no description" [cheat] [devonly]
[float32] r_aoproxy_min_dist : "no description" [devonly]
[float32] r_aoproxy_min_dist_box : "no description" [devonly]
[float32] r_aoproxy_cull_dist : "Distance to cull the AO proxy as a factor of size"
[devonly]
[bool] r_morphing_enabled : "no description" [cheat]
[bool] r_skinning_enabled : "no description" [cheat]
[bool] sc_force_push_constant_update_every_draw : "no description" [devonly]
[bool] sc_clutter_draw : "SceneSystem/Aggregates/Draw Aggregates" [devonly]
[float32] sc_clutter_density_full_size : "Screen-size where clutter will be full
density" [devonly]
[float32] sc_clutter_density_none_size : "Screen-size where clutter will be gone"
[devonly]
[bool] sc_allow_dynamic_constant_batching : "no description" [devonly]
[int32] sc_visualize_sceneobjects : "1 = visualize bounds, 2 = visualize
sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6
== LPV Binding" [devonly]
[int32] sc_visualize_batches : "color per batch" [devonly]
[bool] sc_mesh_backface_culling : "no description" [devonly]
[bool] sc_force_materials_batchable : "no description" [cheat]
[bool] sc_disable_world_materials : "no description" [cheat]
[int32] fog_override : "Overrides the map's fog settings (-1 populates fog_ vars
with map's values)" [client.dll] [cheat]
[vector3] fog_color : "no description" [client.dll] [cheat]
[float32] fog_hdrcolorscale : "no description" [client.dll] [cheat]
[float32] r_dither_scale : "no description" [devonly]
[float32] lb_cubemap_normalization_max : "no description" [devonly]
[float32] lb_cubemap_normalization_roughness_begin : "no description" [devonly]
[bool] r_directional_lightmaps : "no description" [devonly]
[int32] r_light_probe_volume_debug_colors : "no description" [cheat]
[int32] r_cubemap_debug_colors : "no description" [cheat]
[bool] r_light_probe_volume_debug_grid : "Show LPV debug grid, 0: off, 1: closest
only 2: closest and keep 3: all" [cheat]
[bool] r_light_probe_volume_debug_grid_bbox : "Show LPV bounding box when debug
grid is on, 0: off, 1: on" [cheat]
[bool] lb_shadow_map_culling : "no description" [cheat]
[bool] lb_allow_time_sliced_shadow_map_rendering : "Allow time-sliced shadow buffer
rendering when enabled via gameinfo.gi" [devonly]
[float32] lb_convert_to_barn_lights_falloff_match_point : "no description"
[devonly]
[float32] lb_sun_csm_size_cull_threshold_texels : "Size, in texels, where we will
cull an object in the shadowmap" [devonly]
[bool] lb_csm_override_staticgeo_cascades : "Override Cascades that will render
static objects with lb_csm_override_staticgeo_cascades_value" [devonly]
[int32] lb_csm_override_staticgeo_cascades_value : "If
lb_csm_override_staticgeo_cascades, override value used to determine which cascades
render static objects" [devonly]
[bool] sc_cache_envmap_lpv_lookup : "no description" [devonly]
[bool] r_cpu_light_binner_use_gpu : "no description" [devonly]
[float32] r_cpu_light_binner_default_spec_env_fade_time : "no description"
[devonly]
[bool] r_cpu_light_binner_allow_sun_shadows_on_spots : "no description" [devonly]
[int32] r_cpu_light_binner_shadow_target_size : "no description" [devonly]
[int32] r_cpu_light_binner_spot_shadow_size : "no description" [devonly]
[bool] r_cpu_light_binner_32bit_shadows : "no description" [devonly]
[float32] sc_override_shadow_fade_min_dist : "no description" [cheat]
[float32] sc_override_shadow_fade_max_dist : "no description" [cheat]
[bool] lb_enable_lights : "SceneSystem/LightBinner/Enable Lights" [cheat] [devonly]
[bool] lb_enable_envmaps : "SceneSystem/LightBinner/Enable EnvMaps" [cheat]
[devonly]
[bool] lb_use_illumination_silhouette : "SceneSystem/LightBinner/Use Illumination
Bounds" [cheat] [devonly]
[bool] lb_use_ellipsoid_bounds : "no description" [cheat] [devonly]
[int32] lb_debug_silhouette : "SceneSystem/LightBinner/Debug Silhouettes" [cheat]
[devonly]
[int32] lb_debug_tiles : "SceneSystem/LightBinner/Debug Tiles" [cheat] [devonly]
[bool] lb_enable_stationary_lights : "Allows rendering stationary/mixed lights"
[cheat] [devonly]
[bool] lb_enable_dynamic_lights : "Allows rendering dynamic lights" [cheat]
[devonly]
[bool] lb_enable_shadow_casting : "Allow stationary/dynamic lights to cast
shadows." [devonly]
[bool] lb_enable_baked_shadows : "SceneSystem/LightBinner/Enable Baked Shadows"
[cheat] [devonly]
[bool] lb_mixed_shadows : "SceneSystem/LightBinner/Enable Mixed Shadows" [cheat]
[devonly]
[bool] lb_debug_shadow_atlas : "SceneSystem/LightBinner/Debug Dynamic Shadow Atlas"
[cheat] [devonly]
[bool] lb_debug_light_bounds : "SceneSystem/LightBinner/Debug Light Bounds" [cheat]
[devonly]
[bool] lb_show_light_fog_clipmap_cb_cost : "Show cost of lights in fog clipmap
constant buffer. yellow = 1 cost, red = 6 cost" [cheat]
[bool] lb_enable_binning : "SceneSystem/LightBinner/Enable Binning" [devonly]
[int32] lb_tile_pixels : "no description" [devonly]
[int32] lb_bin_slices : "no description" [devonly]
[int32] lb_shadow_texture_width_override : "Override width of shadow atlas texture"
[devonly]
[int32] lb_shadow_texture_height_override : "Override height of shadow atlas
texture" [devonly]
[int32] lb_csm_cascade_size_override : "Override width/height of individual
cascades in the CSM" [devonly]
[float32] lb_csm_receiver_plane_depth_bias : "Depth bias applied to shadow
receiver" [devonly]
[bool] lb_csm_draw_alpha_tested : "no description" [devonly]
[bool] lb_csm_draw_translucent : "no description" [devonly]
[float32] lb_csm_fov_override : "no description" [cheat] [devonly]
[float32] lb_csm_cross_fade_override : "Override CSM cross fade amount" [devonly]
[float32] lb_csm_distance_fade_override : "Override CSM distance fade" [devonly]
[bool] lb_enable_sunlight : "SceneSystem/LightBinner/Enable Sunlight" [cheat]
[devonly]
[float32] lb_low_quality_shader_fade_region_rescale : "For envmaps in low quality
shader mode, how much of the fade region to scale the envmap box by." [cheat]
[devonly]
[int32] lb_max_visible_envmaps_override : "Override maximum visible envmaps"
[cheat] [devonly]
[int32] lb_max_visible_barn_lights_override : "Override maximum visible barn
lights" [cheat] [devonly]
[float32] lb_barnlight_shadowmap_scale : "Scale for computed barnlight shadowmap
size"
[bool] r_pixelvisibility_partial : "no description" [cheat]
[bool] r_dopixelvisibility : "no description" [cheat]
[bool] r_pixelvisibility_spew : "no description" [cheat]
[bool] r_drawpixelvisibility : "Show the occlusion proxies" [devonly]
[bool] r_render_to_cubemap_debug : "no description" [client.dll] [devonly]
[bool] r_draw_overlays : "no description" [devonly]
[bool] sc_use_clear_subrect : "no description" [devonly]
[bool] sc_enable_discard : "no description" [devonly]
[bool] sc_disable_spotlight_shadows : "no description" [cheat]
[bool] sc_shadow_depth_bias_state_override : "no description" [devonly]
[int32] sc_shadow_depth_bias : "no description" [devonly]
[int32] r_grass_vertex_lighting : "no description" [devonly]
[int32] r_grass_alpha_test : "no description" [devonly]
[float32] r_grass_start_fade : "no description" [devonly]
[float32] r_grass_end_fade : "no description" [devonly]
[int32] r_grass_density_mode : "0 = Density corresponds to blade existance, 1 =
Density corresponds to blade height, 2 = Both 0 and 1" [devonly]
[int32] r_grass_quality : "0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra"
[devonly]
[float32] r_grass_max_brightness_change : "no description" [devonly]
[bool] r_grass_allow_flattening : "no description" [devonly]
[bool] r_grass_parallel_load : "no description" [devonly]
[bool] r_render_world_node_bounds : "Render world node bounds" [cheat]
[int32] r_lightmap_size : "Maximum lightmap resolution." [devonly]
[int32] r_lightmap_size_directional_irradiance : "Maximum lightmap resolution for
directional_irradiance channel. -1 = use value of r_lightmap_size" [devonly]
[string] r_lightmap_set : "Lightmap set to use, only works on map load" [cheat]
[bool] r_world_allow_bindless_desc : "no description" [devonly]
[bool] sc_allow_precomputed_vismembers : "no description" [devonly]
[bool] r_drawworld : "Render the world." [cheat]
[float32] r_world_wind_strength : "no description" [devonly]
[vector3] r_world_wind_offset_speed : "no description" [devonly]
[float32] r_world_wind_frequency_grass : "no description" [devonly]
[float32] r_world_wind_frequency_trees : "no description" [devonly]
[vector3] r_world_wind_dir : "no description" [devonly]
[float32] r_world_wind_smooth_time : "no description" [devonly]
[float32] r_world_frame_load_threshold_ms : "no description" [devonly]
[int32] r_particle_max_detail_level : "The maximum detail level of particle to
create" [devonly]
[string] particle_debug_creation_filter : "no description" [client.dll] [hidden]
[devonly]
[bool] r_drawparticles : "Enable/disable particle rendering" [cheat]
[int32] r_draw_particle_children_with_parents : "Draw particle children with
parents (-1=use gameinfo, 0=no, 1=yes)" [cheat]
[string] r_particle_debug_filter : "Limit debug visualizations to substring match
of effect name" [devonly]
[bool] r_particle_debug_randomseeds : "Use random seeds in debug" [devonly]
[bool] r_particle_render_test : "render particles 100 times and show perf"
[devonly]
[bool] r_particle_render_refreshes_sleep_timer : "Disable to get a better look at
what's happening offscreen" [devonly]
[int32] particles_multiplier : "Multiply # of rendered particles by this for perf
testing" [cheat]
[float32] r_particle_min_timestep : "A minimum on particle simulation time,
particle simulation happening more frequently than this will lerp." [devonly]
[bool] particle_snapshot_allow_combined_models : "no description" [devonly]
[float32] r_particle_max_draw_distance : "The maximum distance that particles will
render" [cheat]
[string] particle_layer_id_whitelist : "no description" [devonly]
[int32] cl_particle_batch_mode : "no description" [devonly]
[float32] cl_particle_fallback_multiplier : "Multiplier for falling back to cheaper
effects under load." [devonly]
[int32] cl_particle_fallback_base : "Base for falling back to cheaper effects under
load." [devonly]
[float32] cl_particle_retire_cost : "no description" [cheat]
[bool] cl_particle_simulate : "Enables/Disables Particle Simulation" [cheat]
[int32] cl_particle_max_count : "no description" [devonly]
[bool] cl_aggregate_particles : "no description" [devonly]
[bool] r_freezeparticles : "Pause particle simulation" [cheat]
[bool] r_threaded_particles : "no description" [devonly]
[float32] r_particle_timescale : "no description" [devonly]
[int32] r_particle_debug_force_simulation : "-1 for all asleep, 1 for all awake"
[devonly]
[bool] cl_particle_log_creates : "Print debug message every time a particle
collection is created" [devonly]
[float32] cl_particle_sim_fallback_threshold_ms : "Amount of simulation time that
can elapse before new systems start falling back to cheaper versions" [devonly]
[float32] cl_particle_sim_fallback_base_multiplier : "How aggressive the switch to
fallbacks will be depending on how far over the
cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more
aggressive." [devonly]
[bool] r_particle_cables_cast_shadows : "no description" [devonly]
[bool] particle_powsimd_random_range_exp : "no description" [devonly]
[bool] r_particle_newcode : "Enable new paths in some particle operators" [devonly]
[int32] r_particle_max_texture_layers : "no description" [devonly]
[bool] r_particle_gpu_implicit : "no description" [devonly]
[bool] r_particle_gpu_implicit_debug_bricks : "no description" [devonly]
[bool] r_particle_gpu_implicit_debug_wireframe : "no description" [devonly]
[bool] r_particle_gpu_implicit_debug_stats : "no description" [devonly]
[bool] r_particle_gpu_implicit_lds_cache : "no description" [devonly]
[float32] r_particle_mixed_resolution_viewstart : "no description" [devonly]
[bool] r_particle_enable_fastpath : "no description" [devonly]
[bool] r_particle_force_material_binds : "no description" [devonly]
[string] panorama_debugger_theme : "no description" [client.dll]
[bool] panorama_debug_movies : "no description" [client.dll] [hidden] [devonly]
[int32] panorama_movie_async_load_size_bytes : "no description" [client.dll]
[hidden] [devonly]
[int32] panorama_movie_force_not_ready_behavior : "no description" [client.dll]
[hidden] [devonly]
[string] panorama_console_position_and_size : "no description" [client.dll]
[hidden]
[int32] panorama_console_max_history : "no description" [client.dll] [hidden]
[devonly]
[int32] panorama_console_max_autocomplete : "no description" [client.dll] [hidden]
[devonly]
[int32] panorama_console_max_lines : "no description" [client.dll] [hidden]
[devonly]
[float32] panorama_dragscroll_minflickvelocity : "Minimum velocity that the mouse
must be moving as mouse up time to qualify as a drag scroll flick" [client.dll]
[hidden] [devonly]
[float32] panorama_dragscroll_maxflickvelocity : "Maximum velocity for a drag
scroll flick" [client.dll] [hidden] [devonly]
[string] panorama_daisy_wheel : "Daisy wheel input mode: RS | ABXY" [client.dll]
[hidden] [devonly]
[float32] npcsolve_path_close_max_tension : "no description" [games's dll]
[devonly]
[float32] npcsolve_path_vel_const : "no description" [games's dll] [devonly]
[bool] npcsolve_attract_draw : "no description" [games's dll] [devonly]
[float32] npcsolve_drag_linear : "no description" [games's dll] [devonly]
[bool] npcsolve_constraint_npc : "no description" [games's dll] [devonly]
[bool] npcsolve_constraint_nav : "no description" [games's dll] [devonly]
[bool] npcsolve_separation : "no description" [games's dll] [devonly]
[float32] npcsolve_separation_const : "no description" [games's dll] [devonly]
[float32] npcsolve_separation_dist : "no description" [games's dll] [devonly]
[bool] npcsolve_separation_r2 : "no description" [games's dll] [devonly]
[float32] npcsolve_separation_jitter : "no description" [games's dll] [devonly]
[bool] npcsolve_separation_draw : "no description" [games's dll] [devonly]
[bool] npcsolve_forward : "no description" [games's dll] [devonly]
[float32] npcsolve_forward_const : "no description" [games's dll] [devonly]
[float32] npcsolve_forward_dist : "no description" [games's dll] [devonly]
[float32] npcsolve_forward_margin : "no description" [games's dll] [devonly]
[int32] navnetsolve_draw_tri : "no description" [games's dll] [devonly]
[bool] fire_extinguishes_under_water : "no description" [client.dll] [devonly]
[int32] nav_volume_debug : "Draw or print debug information about nav volume
queries." [games's dll] [cheat]
[uint32] cojob_max_no_yield_time_us : "Will spew if a job takes longer than the
specified number of microseconds" [client.dll] [devonly]
[int32] cojob_lock_hold_warning_threshold_ms : "How long in milliseconds before we
warn about lock hold duration" [client.dll] [devonly]
[int32] nav_test_curve_opt : "no description" [games's dll] [cheat]
[bool] nav_test_force_npc_repath : "no description" [games's dll] [cheat]
[int32] nav_test_npc_collision : "no description" [games's dll] [cheat]
[float32] nav_test_npc_collision_range : "no description" [games's dll] [cheat]
[bool] nav_test_npc_collision_show_geometry : "no description" [games's dll]
[cheat]
[int32] nav_test_npc_area : "no description" [games's dll] [cheat]
[string] nav_test_pos_name : "no description" [games's dll] [devonly]
[int32] nav_test_pos_place : "no description" [games's dll] [devonly]
[bool] sv_no_navmesh : "Block loading of the navmesh. Unplayable, only used for
memory sampling." [games's dll] [cheat] [devonly]
[bool] nav_genrt_no_split : "no description" [games's dll] [cheat]
[bool] nav_genrt_no_splice : "no description" [games's dll] [cheat]
[int32] nav_genrt_step : "no description" [games's dll] [cheat]
[bool] nav_genrt_debug : "no description" [games's dll] [cheat]
[bool] nav_obstacle_validate : "no description" [games's dll] [cheat]
[float32] nav_obstruction_draw : "no description" [games's dll] [cheat]
[float32] nav_obstruction_draw_dist : "no description" [games's dll] [cheat]
[float32] nav_obstruction_draw_island : "no description" [games's dll] [cheat]
[int32] nav_obstruction_draw_island_hull : "no description" [games's dll] [cheat]
[bool] nav_obstruction_draw_movefail_blocking : "no description" [games's dll]
[cheat]
[bool] nav_debug_blocked : "no description" [games's dll] [cheat]
[bool] nav_obstacle_genrt : "no description" [games's dll] [cheat]
[bool] nav_obstruction_draw_change : "no description" [games's dll] [cheat]
[bool] nav_avoid_obstacles : "no description" [games's dll] [cheat]
[bool] nav_path_draw_arrow : "no description" [games's dll] [cheat]
[float32] nav_path_draw_tick : "no description" [games's dll] [cheat]
[bool] nav_path_draw_areas : "no description" [games's dll] [cheat]
[bool] nav_path_draw_connected_areas : "no description" [games's dll] [cheat]
[bool] nav_path_draw_ground_segments : "no description" [games's dll] [cheat]
[bool] nav_path_draw_ladder_segments : "no description" [games's dll] [cheat]
[bool] nav_path_draw_jump_segments : "no description" [games's dll] [cheat]
[bool] nav_path_draw_climb_segments : "no description" [games's dll] [cheat]
[bool] nav_path_draw_link_segments : "no description" [games's dll] [cheat]
[float32] nav_path_debug_compute_with_open_goal : "no description" [games's dll]
[cheat]
[bool] nav_path_fixup_gap_segments : "no description" [games's dll] [cheat]
[int32] nav_path_record_enable : "no description" [games's dll] [cheat]
[bool] nav_path_record_draw_last_fail : "no description" [games's dll] [cheat]
[bool] nav_path_optimize : "no description" [games's dll] [cheat]
[bool] nav_path_optimize_portals : "no description" [games's dll] [cheat]
[bool] nav_path_fixup_climb_up_segments : "no description" [games's dll] [cheat]
[int32] nav_path_optimizer_debug : "no description" [games's dll] [cheat]
[bool] nav_path_jump_process_debug : "no description" [games's dll] [cheat]
[bool] nav_path_debug : "no description" [games's dll] [cheat]
[bool] nav_smooth_enable : "no description" [games's dll] [cheat]
[bool] nav_smooth_use_opt : "no description" [games's dll] [cheat]
[float32] nav_smooth_separating_dist_override : "no description" [games's dll]
[cheat]
[bool] nav_smooth_calc_z : "no description" [games's dll] [cheat]
[bool] nav_smooth_constrain_results : "no description" [games's dll] [cheat]
[float32] nav_smooth_constrain_results_relax : "no description" [games's dll]
[cheat]
[int32] nav_smooth_constrain_spring : "no description" [games's dll] [cheat]
[float32] nav_smooth_constrain_spring_relax : "no description" [games's dll]
[cheat]
[bool] nav_smooth_draw_calc : "no description" [games's dll] [cheat]
[float32] nav_smooth_draw_boundary : "no description" [games's dll] [cheat]
[bool] nav_smooth_draw_constraint_spline : "no description" [games's dll] [cheat]
[float32] nav_smooth_draw_constraint_spring : "no description" [games's dll]
[cheat]
[float32] nav_smooth_draw_speed : "no description" [games's dll] [cheat]
[float32] nav_smooth_draw_accel : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_const_override : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_tension_max_override : "no description" [games's dll]
[cheat]
[float32] nav_smooth_spring_forward_dist_base : "no description" [games's dll]
[cheat]
[float32] nav_smooth_spring_forward_dist_time_limit : "no description" [games's
dll] [cheat]
[float32] nav_smooth_spring_factor_dist : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_factor_deriv : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_factor_speed : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_max_dist : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_timestep_min : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_timestep_max : "no description" [games's dll] [cheat]
[float32] nav_smooth_spring_timestep_factor_speed : "no description" [games's dll]
[cheat]
[float32] nav_smooth_spring_timestep_factor_accel : "no description" [games's dll]
[cheat]
[float32] nav_smooth_spring_yaw_rotation_speed : "no description" [games's dll]
[cheat]
[float32] nav_smooth_spring_yaw_threshold : "no description" [games's dll] [cheat]
[bool] nav_smooth_relax : "no description" [games's dll] [cheat]
[bool] nav_smooth_relax_use_timesteps : "no description" [games's dll] [cheat]
[int32] nav_curve_iter : "no description" [games's dll] [cheat]
[float32] nav_curve_step : "no description" [games's dll] [cheat]
[float32] nav_curve_max_step : "no description" [games's dll] [cheat]
[int32] nav_curve_set : "no description" [games's dll] [cheat]
[int32] nav_curve_lock : "no description" [games's dll] [cheat]
[bool] nav_curve_alt : "no description" [games's dll] [cheat]
[int32] nav_pathfind_debug_log : "no description" [games's dll] [cheat]
[float32] nav_pathfind_draw : "no description" [games's dll] [cheat]
[float32] nav_pathfind_draw_blocked : "no description" [games's dll] [cheat]
[float32] nav_pathfind_draw_fail : "no description" [games's dll] [cheat]
[bool] nav_pathfind_draw_costs : "no description" [games's dll] [cheat]
[bool] nav_pathfind_draw_total_costs : "no description" [games's dll] [cheat]
[float32] nav_pathfind_inadmissable_heuristic_factor : "no description" [games's
dll] [cheat]
[float32] population_distribution_debug : "no description" [games's dll] [devonly]
[int32] nav_bfs_debug : "no description" [games's dll] [cheat]
[float32] nav_search_lattice_progressive_scale : "no description" [games's dll]
[devonly]
[float32] nav_search_lattice_initial_scale : "no description" [games's dll]
[devonly]
[float32] navspace_debug_pathfind : "no description" [games's dll] [cheat]
[float32] navspace_debug_stringpull : "no description" [games's dll] [cheat]
[float32] navspace_debug_trace : "no description" [games's dll] [cheat]
[float32] navspace_debug_transition_calc : "no description" [games's dll] [cheat]
[bool] navspace_path_use_water_level_locator : "no description" [games's dll]
[cheat]
[bool] navspace_create_water_transition_connections : "no description" [games's
dll] [cheat]
[bool] navspace_create_water_smooth_connections : "no description" [games's dll]
[cheat]
[float32] navspace_draw_water_changes : "Draw changes in water volumes" [games's
dll] [cheat]
[float32] npcsolve_path_lookahead_const : "no description" [games's dll] [devonly]
[float32] npcsolve_path_lookahead_dist : "no description" [games's dll] [devonly]
[float32] npcsolve_path_close_const : "no description" [games's dll] [devonly]
[bool] nav_draw_area_ids : "no description" [games's dll] [cheat]
[bool] nav_draw_area_hull_support : "no description" [games's dll] [cheat]
[bool] nav_draw_area_connections : "no description" [games's dll] [cheat]
[bool] nav_draw_blocked : "no description" [games's dll] [cheat]
[bool] nav_draw_blocked_connections : "no description" [games's dll] [cheat]
[float32] nav_draw_connected_area_radius : "no description" [games's dll] [cheat]
[float32] nav_draw_area_inset_margin : "no description" [games's dll] [cheat]
[bool] nav_draw_area_should_be_destroyed : "no description" [games's dll] [cheat]
[bool] nav_draw_area_split_by_obstacle_mgr : "no description" [games's dll] [cheat]
[bool] nav_draw_area_split_by_nav_link_mgr : "no description" [games's dll] [cheat]
[bool] nav_draw_externally_created : "no description" [games's dll] [cheat]
[bool] nav_draw_area_ground : "no description" [games's dll] [cheat]
[bool] nav_draw_vertex_normal : "no description" [games's dll] [cheat]
[int32] nav_edit : "Set to one to interactively edit the Navigation Mesh. Set to
zero to leave edit mode." [games's dll] [cheat]
[bool] nav_edit_validate : "Validate navmesh structures." [games's dll] [cheat]
[float32] nav_space_select_dist : "no description" [games's dll] [cheat]
[bool] nav_draw_mesh : "no description" [games's dll] [cheat]
[float32] nav_draw_mesh_offset : "Vertical offset for drawing the mesh (useful for
flat planes where the mesh is often a fixed offset from the physical ground"
[games's dll] [cheat]
[bool] nav_draw_jump_links : "no description" [games's dll] [cheat]
[bool] nav_draw_mesh_grid : "Draw the mesh's spatial grid structure around the edit
cursor position." [games's dll] [cheat]
[bool] nav_draw_markup : "no description" [games's dll] [cheat]
[float32] nav_draw_markup_offset : "no description" [games's dll] [cheat]
[bool] nav_draw_space_swim : "no description" [games's dll] [cheat]
[bool] nav_draw_space_fly : "no description" [games's dll] [cheat]
[float32] nav_draw_space_radius : "no description" [games's dll] [cheat]
[bool] nav_draw_space_neighbors : "no description" [games's dll] [cheat]
[bool] nav_draw_space_portals : "no description" [games's dll] [cheat]
[bool] nav_draw_space_cells : "no description" [games's dll] [cheat]
[string] nav_draw_attribute_game : "Draw all nav areas with this game attribute"
[games's dll] [cheat]
[string] nav_draw_attribute_dynamic : "Draw all nav areas with this dynamic
attribute" [games's dll] [cheat]
[bool] nav_draw_links : "no description" [games's dll] [cheat]
[bool] nav_draw_link_alignment : "no description" [games's dll] [cheat]
[string] nav_show_area_info_font : "no description" [games's dll] [cheat]
[float32] nav_show_area_info_font_size : "no description" [games's dll] [cheat]
[float32] nav_show_area_info_font_voffset : "no description" [games's dll] [cheat]
[bool] nav_show_area_connections : "Show connections to selected area when true"
[games's dll] [cheat]
[bool] nav_show_area_verts : "Show area vertex positions" [games's dll] [cheat]
[bool] nav_show_area_water_info : "no description" [games's dll] [cheat]
[int32] nav_select_hull : "Restrict area selection to areas that can support a hull
of the given category" [games's dll] [cheat]
[bool] nav_select_allow_blocked : "When selecting an area under nav_edit, allow
area marked as blocked." [games's dll] [cheat]
[int32] nav_select_area_id : "Select nav area with matching ID." [games's dll]
[cheat]
[int32] nav_select_block_id : "Select nav space block with matching ID." [games's
dll] [cheat]
[int32] nav_draw_limit : "The maximum number of areas to draw in edit mode"
[games's dll] [cheat]
[int32] nav_drag_selection_volume_zmax_offset : "The offset of the nav drag volume
top from center" [games's dll] [devonly]
[int32] nav_drag_selection_volume_zmin_offset : "The offset of the nav drag volume
bottom from center" [games's dll] [devonly]
[bool] nav_split_show_line : "Show the free split line." [games's dll] [cheat]
[bool] nav_test_path : "Calculate and draw a path from player/camera position to
the test position." [games's dll] [cheat]
[int32] nav_test_path_space : "Should nav_test_path test 3d navigation? 1 = space
to space, 2 = multi-modal space/ground" [games's dll] [cheat]
[bool] nav_test_path_space_fly : "Test flight paths" [games's dll] [cheat]
[bool] nav_test_path_space_swim : "Test swim paths" [games's dll] [cheat]
[bool] nav_test_path_lock_start : "Lock the pathfinding start to the current
intersection point." [games's dll] [cheat]
[bool] nav_test_path_lock_goal : "Lock the pathfinding goal to the current
intersection point." [games's dll] [cheat]
[bool] nav_test_path_opt : "Enable path optimization for nav_edit_path paths."
[games's dll] [cheat]
[bool] nav_test_path_opt_transitions : "no description" [games's dll] [cheat]
[float32] nav_test_path_expansion_search : "Extend nav_test_path by doing an
expansion search on that path. Convar value defines dist." [games's dll] [cheat]
[bool] nav_test_path_move : "no description" [games's dll] [cheat]
[bool] nav_test_path_return : "Calculate a return path from cursor position to the
path calculated by nav_test_path." [games's dll] [cheat]
[bool] nav_test_rays : "no description" [games's dll] [cheat]
[bool] nav_test_ray_space : "no description" [games's dll] [cheat]
[float32] nav_test_boundary_zone_circle : "no description" [games's dll] [cheat]
[float32] nav_test_boundary_zone_path : "no description" [games's dll] [cheat]
[float32] nav_test_boundary_zone_rays : "no description" [games's dll] [cheat]
[bool] nav_test_boundary_zone_rays_random : "no description" [games's dll] [cheat]
[float32] nav_test_boundary_zone_rays_margin : "no description" [games's dll]
[cheat]
[bool] nav_test_boundary_zone_force : "no description" [games's dll] [cheat]
[float32] nav_test_boundary_zone_grid_dim : "no description" [games's dll] [cheat]
[float32] nav_test_bfs_lattice_dist_0 : "no description" [games's dll] [cheat]
[float32] nav_test_bfs_lattice_spacing_0 : "no description" [games's dll] [cheat]
[float32] nav_test_bfs_lattice_dist_1 : "no description" [games's dll] [cheat]
[float32] nav_test_bfs_lattice_spacing_1 : "no description" [games's dll] [cheat]
[float32] nav_test_bfs_lattice_dist_2 : "no description" [games's dll] [cheat]
[float32] nav_test_bfs_lattice_spacing_2 : "no description" [games's dll] [cheat]
[float32] nav_test_bfs_lattice_mark : "no description" [games's dll] [cheat]
[bool] nav_test_bfs_simple : "no description" [games's dll] [cheat]
[bool] nav_test_bfs_lattice_simple : "no description" [games's dll] [cheat]
[bool] nav_test_bfs_lattice_hex : "Demonstrates searching hexagonal lattice over
nav mesh." [games's dll] [cheat]
[bool] nav_test_detour : "no description" [games's dll] [cheat]
[bool] nav_test_smooth : "no description" [games's dll] [cheat]
[float32] nav_test_smooth_in_yaw : "no description" [games's dll] [cheat]
[float32] nav_test_smooth_in_speed : "no description" [games's dll] [cheat]
[float32] nav_test_smooth_path_speed : "no description" [games's dll] [cheat]
[float32] nav_test_smooth_separating_dist : "no description" [games's dll] [cheat]
[float32] nav_test_smooth_spring_const : "no description" [games's dll] [cheat]
[float32] nav_test_smooth_spring_tension_max : "no description" [games's dll]
[cheat]
[float32] nav_test_smooth_extern_push : "no description" [games's dll] [cheat]
[bool] nav_test_find_nearest : "Calculate the nearest point on the navmesh to the
trace point. Uses selection from nav_select_hull." [games's dll] [cheat]
[bool] nav_test_find_nearest_clear : "Calculate the nearest point on the navmesh to
the trace point. Uses selection from nav_select_hull." [games's dll] [cheat]
[float32] nav_test_find_z : "no description" [games's dll] [cheat]
[bool] nav_test_multi_connection : "no description" [games's dll] [cheat]
[int32] nav_test_split_obstacle : "no description" [games's dll] [cheat]
[float32] nav_test_split_obstacle_size : "no description" [games's dll] [cheat]
[bool] nav_test_split_obstacle_update_pos : "no description" [games's dll] [cheat]
[bool] nav_test_split_obstacle_dirty : "no description" [games's dll] [cheat]
[bool] nav_test_split_obstacle_leave : "no description" [games's dll] [cheat]
[bool] nav_test_find_random_connected : "Demonstrates finding random points that
are connected in the nav mesh to the start point." [games's dll] [cheat]
[float32] nav_test_find_random_connected_dist_min : "no description" [games's dll]
[cheat]
[float32] nav_test_find_random_connected_dist_max : "no description" [games's dll]
[cheat]
[bool] nav_test_genrt : "no description" [games's dll] [cheat]
[bool] nav_test_genrt_place : "no description" [games's dll] [cheat]
[int32] nav_test_spline : "no description" [games's dll] [cheat]
[float32] phys_length_damping_ratio : "Spring damping ratio for length constraint"
[games's dll] [cheat]
[bool] vehicle_debug_impact_damage : "no description" [games's dll] [devonly]
[float32] crowbar_impact_damage_scale : "no description" [games's dll] [devonly]
[float32] crowbar_impact_damage_mass : "no description" [games's dll] [devonly]
[bool] ent_debug_draw_thinkers : "no description" [client.dll] [devonly]
[float32] think_limit : "Maximum think time in milliseconds, warning is printed if
this is exceeded." [client.dll]
[bool] npc_vphysics : "no description" [games's dll] [devonly]
[bool] vprof_scope_entity_gamephys : "no description" [games's dll] [devonly]
[bool] sv_usestepsimulation : "use old stepsimulation system." [games's dll]
[devonly]
[float32] ragdoll_prop_sleepdisabletime : "Ragdoll is not allowed to physically
sleep until this timer has elapsed." [games's dll] [devonly]
[float32] ragdoll_prop_sleepaftertime : "After this many seconds of being basically
stationary, the ragdoll will go to sleep." [games's dll] [devonly]
[bool] ragdoll_prop_settle : "Enable more aggressive ragdoll settling" [games's
dll] [devonly]
[bool] ragdoll_visualize_creation_skeleton : "no description" [games's dll]
[devonly]
[bool] ragdoll_visualize_targetpose : "no description" [games's dll] [devonly]
[bool] ragdoll_validate_targetpose : "no description" [games's dll] [devonly]
[bool] ragdoll_debug_item_detachment : "no description" [games's dll] [devonly]
[bool] ragdoll_scale_sleep_tolerance : "no description" [games's dll] [devonly]
[bool] ragdoll_override_root_orientation : "no description" [games's dll] [devonly]
[bool] ragdoll_relax_limts : "no description" [games's dll] [devonly]
[float32] prop_nav_ignore_mass : "no description" [games's dll] [devonly]
[float32] prop_nav_ignore_edge_len : "no description" [games's dll] [devonly]
[float32] prop_nav_obstacle_avoid_mass : "no description" [games's dll] [devonly]
[bool] prop_nav_obstacle_avoid_use_connection_blocker : "no description" [games's
dll] [devonly]
[float32] prop_nav_obstacle_block_mass_a : "no description" [games's dll] [devonly]
[float32] prop_nav_obstacle_block_edge_min_a : "no description" [games's dll]
[devonly]
[float32] prop_nav_obstacle_block_mass_b : "no description" [games's dll] [devonly]
[float32] prop_nav_obstacle_block_edge_min_b : "no description" [games's dll]
[devonly]
[bool] prop_debug_collision : "Highlights props based on their collision group:
COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green),
COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on
sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red),
COLLISION_GROUP_DEBRIS(blue), OTHER(grey)" [games's dll] [cheat]
[float32] phys_shoot_speed : "no description" [games's dll] [devonly]
[float32] phys_shoot_angular_speed : "no description" [games's dll] [devonly]
[bool] debug_physimpact : "no description" [games's dll] [devonly]
[bool] sv_unlag : "Enables player lag compensation" [games's dll] [devonly]
[float32] sv_maxunlag : "Maximum lag compensation in seconds" [games's dll]
[float32] sv_showlagcompensation_rec : "If > 0, show lag compensation hitboxes as
they're recorded. Value is for how long." [games's dll] [devonly]
[bool] sv_lagcompensationforcerestore : "Don't test validity of a lag comp restore,
just do it." [games's dll] [cheat]
[bool] sv_unlag_fixstuck : "Disallow backtracking a player for lag compensation if
it will cause them to become stuck" [games's dll] [devonly]
[bool] sv_unlag_debug : "no description" [games's dll] [devonly]
[float32] physcannon_minforce : "no description" [games's dll] [devonly]
[float32] physcannon_maxforce : "no description" [games's dll] [devonly]
[float32] voice_player_speaking_delay_threshold : "no description" [games's dll]
[cheat]
[int32] cq_debug : "Verbose command queue logging." [games's dll] [devonly]
[int32] cq_force_percent : "debugging, force client tick rate faster/slower by
specified percentage." [games's dll] [devonly]
[float32] cq_buffer_bloat_msecs : "max buffer bloat before we reset and discard
buffered user commands." [games's dll] [devonly]
[int32] cq_min_queue_size : "min buffer queue target size." [games's dll] [devonly]
[float32] cq_resolve_commands_per_second : "once cq_starve_hold_time elapses, we
return to cq_min_queue_size over this many commands per second." [games's dll]
[devonly]
[int32] cq_queue_sample_count : "how many frames of samples to store in the buffer
sample queue." [games's dll] [devonly]
[float32] cq_dropped_command_msecs : "max msecs of starved usercmds to queue before
dropping any additional." [games's dll] [devonly]
[float32] cq_adjust_deadzone_ticks : "don't adjust rate faster/slower if average
queue is this close to goal." [games's dll] [devonly]
[float32] cq_starve_hold_msecs : "if we starve, we hold the faster time dilation
for at least this many msecs." [games's dll] [devonly]
[float32] cq_starve_increment_msecs : "if we starve, we increment target queue only
this often, 0 to disable." [games's dll] [devonly]
[int32] cq_fake_starve : "if set, starve this many commands by discarding during
process usercmds." [games's dll] [devonly]
[bool] cq_logging : "command queue logging of events." [games's dll] [devonly]
[float32] cq_logging_interval : "command queue logging per player stats every N
seconds, 0 to disable." [games's dll] [devonly]
[bool] cq_runtests : "no description" [games's dll] [devonly]
[float32] cq_runtests_interval : "no description" [games's dll] [devonly]
[bool] cq_runtests_broadcast_info : "send message to remote client console when
tests change." [games's dll] [devonly]
[float32] sv_remapper_range_multiplier : "no description" [client.dll] [devonly]
[float32] sv_player_search_range : "no description" [client.dll] [devonly]
[bool] sv_remapper_loopsoundfix : "no description" [client.dll] [devonly]
[bool] g_debug_angularsensor : "no description" [games's dll] [cheat]
[bool] sv_disable_querycache : "debug - disable trace query cache" [client.dll]
[cheat] [devonly]
[int32] g_ragdoll_maxcount : "no description" [client.dll] [devonly]
[bool] ragdoll_lru_debug_removal : "no description" [client.dll] [cheat]
[bool] sv_ragdoll_lru_debug : "no description" [games's dll] [cheat]
[float32] ragdoll_lru_min_age : "no description" [client.dll] [cheat]
[int32] g_ragdoll_important_maxcount : "no description" [client.dll] [devonly]
[float32] scene_maxcaptionradius : "Only show closed captions if recipient is
within this many units of speaking actor (0==disabled)." [games's dll] [devonly]
[bool] cc_showmissing : "Show missing closecaption entries." [games's dll]
[devonly]
[float32] cc_norepeat : "In multiplayer games, don't repeat captions more often
than this many seconds." [games's dll] [devonly]
[int32] scene_print : "When playing back a scene, print timing and event info to
console." [client.dll] [devonly]
[bool] scene_clientflex : "Do client side flex animation." [client.dll] [devonly]
[bool] sv_regeneration_force_on : "Cheat to test regenerative health systems"
[games's dll] [cheat]
[bool] snd_opvar_set_point_debug : "no description" [client.dll] [cheat]
[float32] snd_opvar_set_point_update_interval : "no description" [client.dll]
[devonly]
[int32] snd_steamaudio_dynamicpathing_max_samples : "no description" [client.dll]
[devonly]
[bool] snd_steamaudio_pathing_enable_caching : "no description" [client.dll]
[devonly]
[float32] snd_steamaudio_pathing_caching_threshold : "no description" [client.dll]
[devonly]
[bool] snd_new_visualize : "Displays soundevent name played at it's 3d position"
[games's dll] [cheat]
[bool] soundevent_check_networked_entity : "no description" [games's dll] [devonly]
[bool] snd_disable_radar_visualize : "no description" [client.dll] [devonly]
[int32] ai_debug_soundent : "Reports sounds being entered into the AI sound list.
Set to 1 to see all sounds, set to 2 to only see DANGER sounds." [games's dll]
[devonly]
[float32] ai_debug_soundent_duration : "Length of time to display ai_debug_soundent
visual displays." [games's dll] [devonly]
[float32] soundpatch_captionlength : "How long looping soundpatch captions should
display for." [client.dll] [devonly]
[bool] 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." [games's dll] [cheat]
[bool] soundscape_update_include_bots : "Enable to calculate soundscape audio
params for bots." [games's dll] [cheat] [devonly]
[float32] phys_pushscale : "no description" [client.dll] [devonly]
[bool] debug_takedamage_summaries : "no description" [games's dll] [cheat]
[vector3] tool_spawned_model_scales : "no description" [games's dll] [devonly]
[int32] 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." [games's dll] [cheat] [devonly]
[bool] snd_sos_debug_trigger_opvar : "no description" [games's dll] [devonly]
[bool] teleport_trigger_debug : "no description" [games's dll] [devonly]
[bool] sv_strict_notarget : "If set, notarget will cause entities to never think
they are in the pvs" [games's dll] [devonly]
[bool] voice_serverdebug : "no description" [games's dll] [devonly]
[bool] sv_alltalk : "Players can hear all other players' voice communication, no
team restrictions" [games's dll]
[string] mp_tournament_whitelist : "Specifies the item whitelist file to use."
[games's dll] [devonly]
[string] gc_secret_key : "Secret key for authenticating with the GC
" [games's dll] [protected] [devonly]
[bool] nav_draw_area_filled : "no description" [games's dll] [cheat]
[bool] nav_draw_area_ztest : "no description" [games's dll] [cheat]
[bool] commentary : "Desired commentary mode state." [games's dll]
[bool] ai_debug_ragdoll_magnets : "no description" [games's dll] [devonly]
[int32] debug_visibility_monitor : "no description" [games's dll] [cheat]
[float32] vismon_poll_frequency : "no description" [games's dll] [cheat]
[int32] vismon_trace_limit : "no description" [games's dll] [cheat]
[float32] r_decals_overide_fadestarttime_params : "no description" [client.dll]
[devonly]
[float32] fire_maxabsorb : "no description" [games's dll] [devonly]
[float32] fire_absorbrate : "no description" [games's dll] [devonly]
[float32] fire_extscale : "no description" [games's dll] [devonly]
[float32] fire_extabsorb : "no description" [games's dll] [devonly]
[float32] fire_heatscale : "no description" [games's dll] [devonly]
[float32] fire_incomingheatscale : "no description" [games's dll] [devonly]
[float32] fire_dmgscale : "no description" [games's dll] [devonly]
[float32] fire_dmgbase : "no description" [games's dll] [devonly]
[float32] fire_growthrate : "no description" [games's dll] [devonly]
[float32] fire_dmginterval : "no description" [games's dll] [devonly]
[bool] fish_dormant : "Turns off interactive fish behavior. Fish become immobile
and unresponsive." [games's dll] [cheat]
[int32] func_break_max_pieces : "no description" [games's dll]
[float32] func_break_reduction_factor : "no description" [games's dll] [devonly]
[bool] sv_showladders : "Show bbox and dismount points for all ladders (must be set
before level load.)
" [games's dll] [devonly]
[float32] sv_ladder_slack_z_mult : "Difference in Z increases toward the middle of
the slack ladder.
" [client.dll] [cheat]
[bool] shatterglass_debug : "no description" [client.dll] [cheat]
[bool] shatterglass_cleanup : "no description" [client.dll] [cheat]
[float32] shatterglass_cleanup_max : "no description" [client.dll] [cheat]
[float32] shatterglass_shard_lifetime : "no description" [client.dll] [cheat]
[bool] shatterglass_distort : "no description" [client.dll] [cheat]
[float32] shatterglass_voronoi_size : "no description" [client.dll] [cheat]
[float32] shatterglass_subdiv_size : "no description" [client.dll] [cheat]
[float32] shatterglass_edge_uv_scale : "no description" [client.dll] [cheat]
[float32] shatterglass_hit_tolerance : "no description" [client.dll] [cheat]
[string] servercfgfile : "no description" [games's dll]
[string] lservercfgfile : "no description" [games's dll] [devonly]
[bool] mp_teamplay : "no description" [games's dll] [devonly]
[bool] mp_forcerespawn : "no description" [games's dll] [devonly]
[float32] decalfrequency : "no description" [games's dll] [devonly]
[bool] sv_force_transmit_ents : "Will transmit all entities to client, regardless
of PVS conditions (will still skip based on transmit flags, however)." [games's
dll] [devonly]
[bool] check_transmit_dump_ents : "no description" [games's dll] [devonly]
[int32] sv_parallel_checktransmit : "Set to 1 to use threaded checkentities for
transmit/pvs on listen servers, 2 for dedicated servers." [games's dll] [devonly]
[bool] ent_steadystate_enable : "no description" [games's dll] [devonly]
[float32] ent_steadystate_delay : "Time in seconds without network state changes
until an entity is considered for trickle updates" [games's dll] [devonly]
[bool] net_debug_to_file : "no description" [games's dll] [devonly]
[bool] sv_server_side_animation : "no description" [games's dll] [devonly]
[string] motdfile : "The MOTD file to load." [games's dll]
[string] hostfile : "The HOST file to load." [games's dll]
[bool] sv_shared_team_pvs : "PVS is shared between teams" [games's dll] [devonly]
[int32] sv_remove_ent_from_pvs : "no description" [games's dll] [devonly]
[int32] sk_autoaim_mode : "no description" [client.dll]
[bool] mp_friendlyfire : "Allows team members to injure other members of their
team" [client.dll]
[int32] tv_delay : "SourceTV broadcast delay in seconds" [games's dll]
[int32] tv_delay1 : "SourceTV[instance 1] broadcast delay in seconds" [games's dll]
[bool] tv_allow_static_shots : "Auto director uses fixed level cameras for shots"
[games's dll]
[bool] tv_allow_camera_man : "Auto director allows spectators to become camera man"
[games's dll] [devonly]
[bool] tv_log_director_events : "Log game events being considered by the director"
[games's dll] [devonly]
[int32] tv_allow_autorecording_index : "When >=0 restricts autorecording only to
the specified TV index" [games's dll]
[float32] pickup_check_period : "no description" [games's dll] [devonly]
[bool] logic_npc_counter_debug : "no description" [games's dll] [cheat]
[float32] markup_volume_ref_cone_angle : "no description" [games's dll] [devonly]
[float32] sv_stopspeed : "Minimum stopping speed when on ground." [client.dll]
[float32] sv_noclipaccelerate : "no description" [client.dll]
[float32] sv_noclipspeed : "no description" [client.dll]
[float32] sv_noclipfriction : "Friction during noclip move." [client.dll]
[float32] sv_specaccelerate : "no description" [client.dll]
[float32] sv_specspeed : "no description" [client.dll]
[bool] sv_specnoclip : "no description" [client.dll]
[float32] sv_maxspeed : "no description" [client.dll]
[float32] sv_accelerate : "no description" [client.dll]
[float32] sv_airaccelerate : "no description" [client.dll]
[float32] sv_wateraccelerate : "no description" [client.dll]
[float32] sv_waterfriction : "no description" [client.dll]
[float32] sv_footsteps : "Play footstep sound for players" [client.dll] [devonly]
[float32] sv_rollspeed : "no description" [client.dll] [devonly]
[float32] sv_rollangle : "Max view roll angle" [client.dll] [devonly]
[float32] sv_friction : "World friction." [client.dll]
[float32] sv_bounce : "Bounce multiplier for when physically simulated objects
collide with other objects." [client.dll]
[float32] sv_maxvelocity : "Maximum speed any ballistically moving object is
allowed to attain per axis." [client.dll]
[float32] sv_stepsize : "no description" [client.dll] [devonly]
[float32] sv_backspeed : "How much to slow down backwards motion" [client.dll]
[devonly]
[float32] sv_waterdist : "Vertical view fixup when eyes are near water plane."
[client.dll] [devonly]
[float32] sv_mover_pogofrequency : "The capsule pogo stick frequency [hz]."
[client.dll] [devonly]
[float32] sv_mover_pogodampingratio : "The capsule pogo stick damping ratio [-]"
[client.dll] [devonly]
[float32] sv_mover_maxslope : "The maximum slope the player can overcome [-]"
[client.dll] [devonly]
[float32] r_JeepViewDampenFreq : "no description" [client.dll] [cheat]
[float32] r_JeepViewDampenDamp : "no description" [client.dll] [cheat]
[float32] r_JeepViewZHeight : "no description" [client.dll] [cheat]
[float32] r_AirboatViewDampenFreq : "no description" [client.dll] [cheat]
[float32] r_AirboatViewDampenDamp : "no description" [client.dll] [cheat]
[float32] r_AirboatViewZHeight : "no description" [client.dll] [cheat]
[int32] mp_restartgame : "If non-zero, game will restart in the specified number of
seconds" [games's dll]
[bool] sv_allchat : "Players can receive all other players' text chat, no death
restrictions" [games's dll]
[bool] spec_replay_bot : "Enable Spectator Hltv Replay when killed by bot" [games's
dll]
[string] particle_test_file : "Name of the particle system to dynamically spawn"
[games's dll] [cheat]
[string] particle_test_attach_mode : "Possible Values: 'start_at_attachment',
'follow_attachment', 'start_at_origin', 'follow_origin'" [games's dll] [cheat]
[int32] particle_test_attach_attachment : "Attachment index for attachment mode"
[games's dll] [cheat]
[bool] g_debug_constraint_sounds : "Enable debug printing about constraint sounds."
[games's dll] [cheat]
[bool] phys_use_block_solver : "Use block solving for constraint entities" [games's
dll] [cheat]
[bool] phys_joint_teleport : "Teleport joint anchors if connected to world"
[games's dll] [cheat]
[float32] phys_length_frequency : "Spring stiffness for length constraint" [games's
dll] [cheat]
[string] ent_joint_filter_substring : "no description" [games's dll] [devonly]
[bool] ent_joint_use_bind_pose : "no description" [games's dll] [devonly]
[bool] ent_joint_only_ik_joints : "no description" [games's dll] [devonly]
[bool] ent_skeleton_only_ik_joints : "no description" [games's dll] [devonly]
[float32] screenmessage_notifytime : "How long to display screen message text"
[games's dll] [devonly]
[int32] imgui_domain : "1 == client, 2 == server" [client.dll] [cheat] [devonly]
[bool] imgui_enable : "if imgui should display" [client.dll] [cheat] [devonly]
[bool] imgui_temp_enable : "if imgui should display temporarily" [client.dll]
[cheat] [devonly]
[bool] imgui_enable_input : "if imgui should consume input" [client.dll] [cheat]
[devonly]
[string] ent_showonlyattachment : "no description" [games's dll] [cheat]
[bool] imgui_show_entity_browser : "Game/Show Entity Browser" [client.dll] [cheat]
[devonly]
[bool] imgui_show_command_tool : "Game/Show Command Tool" [client.dll] [cheat]
[devonly]
[bool] imgui_show_entity_catalog : "Game/Show Entity Catalog" [client.dll] [cheat]
[devonly]
[bool] imgui_show_example_window : "Source2/Show Example Window" [client.dll]
[cheat] [devonly]
[bool] save_async : "no description" [games's dll] [devonly]
[bool] autosave_fully_async : "Set to 1 to have autosaves execute completely on the
save thread, forces 'render only' mode while the save completes" [games's dll]
[devonly]
[int32] save_fake_hitch : "Force a busy wait for the specified number of
milliseconds during save to simulate a hitch" [games's dll] [devonly]
[bool] sv_autosave : "Set to 1 to autosave game on level transition. Does not
affect autosave triggers." [games's dll] [devonly]
[int32] save_screenshot : "0 = none, 1 = non-autosave, 2 = always, 3 = bug_only"
[games's dll] [devonly]
[int32] save_history_count : "Keep this many old copies in history of autosaves and
quicksaves." [games's dll] [devonly]
[bool] save_spew : "no description" [client.dll] [devonly]
[int32] save_maxarray_spew : "Max number of array entries to spew when using
SaveRestoreIO spewing." [games's dll]
[bool] ent_messages_draw : "Visualizes all entity input/output activity."
[client.dll] [cheat]
[int32] net_showevents : "Dump game events to console (1=client only, 2=all)."
[games's dll] [devonly]
[bool] net_showeventlisteners : "Show listening addition/removals" [games's dll]
[devonly]
[bool] display_game_events : "no description" [games's dll] [cheat]
[bool] phys_visualize_traces : "no description" [client.dll] [cheat]
[string] gamestats_file_output_directory : "When -gamestatsfileoutputonly is
specified, file will be emitted here instead of to modpath
" [games's dll] [devonly]
[bool] smoothstairs : "Smooth player eye z coordinate when traversing stairs."
[client.dll] [devonly]
[bool] sv_suppress_viewpunch : "no description" [client.dll] [cheat] [devonly]
[float32] in_button_double_press_window : "How short the time between presses needs
to be for us to consider it a double-press" [client.dll] [devonly]
[bool] sv_unify_random_seed : "Should we securely share seeds between the client
and server?" [games's dll]
[int32] in_spewinput : "Spew input, 0 = off, 1 = server, 2 = client, 3 = both"
[client.dll] [devonly]
[int32] in_spewbuttondelta : "Spew button deltas, 0 = off, 1 = server, 2 = client,
3 = both" [client.dll] [devonly]
[int32] in_spewbuttonhold : "Spew button hold times, 0 = off, 1 = server, 2 =
client, 3 = both" [client.dll] [devonly]
[int32] in_spewent : "Which entity should we spew input for? (Useful for debugging
bot input)" [client.dll] [devonly]
[int32] sv_fake_dropped_ucmd_interval : "no description" [games's dll] [devonly]
[bool] sv_usercmd_custom_random_seed : "When enabled server will populate an
additional random seed independent of the client" [client.dll]
[bool] sv_noclipduringpause : "If cheats are enabled, then you can noclip with the
game paused (for doing screenshots, etc.)." [client.dll] [cheat]
[bool] noclip_fixup : "no description" [games's dll] [cheat]
[int32] mp_forcecamera : "Restricts spectator modes for dead players" [client.dll]
[bool] mp_allowspectators : "toggles whether the server allows spectator mode or
not" [client.dll] [devonly]
[bool] mp_fadetoblack : "fade a player's screen to black when he dies" [client.dll]
[devonly]
[int32] sv_infinite_ammo : "Player's active weapon will never run out of ammo"
[client.dll] [cheat]
[bool] skeleton_instance_scaleset_enable : "no description" [client.dll] [cheat]
[bool] skeleton_instance_smear_boneflags : "Smear boneflags across the model.
Costs computation, but tests to make sure your bone flags are consistent." [games's
dll] [cheat]
[bool] phys_dynamic_scaling : "no description" [client.dll] [cheat]
[int32] test_restoreonnewmodel : "no description" [client.dll] [devonly]
[bool] anim_disable : "no description" [client.dll] [devonly]
[bool] skeleton_instance_lod_optimization : "Compute LOD mask internally like since
2016, i.e. force all LOD groups' bones to compute" [client.dll] [devonly]
[bool] cloth_iv_store_back : "no description" [client.dll] [devonly]
[string] skel_debug : "no description" [client.dll] [devonly]
[int32] sv_ent_showonlyhitbox : "no description" [games's dll] [cheat]
[bool] debug_shared_random : "no description" [client.dll] [devonly]
[bool] chet_debug_idle : "If set one, many debug prints to help track down the
TLK_IDLE issue. Set two for super verbose info" [games's dll] [cheat] [devonly]
[int32] ai_debug_speech : "no description" [games's dll] [devonly]
[float32] rr_followup_maxdist : "'then ANY' or 'then ALL' response followups will
be dispatched only to characters within this distance." [games's dll] [cheat]
[float32] 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." [games's dll] [cheat]
[float32] snd_foliage_db_loss : "foliage dB loss per 1200 units" [games's dll]
[cheat]
[bool] player_debug_off_nav : "no description" [games's dll] [cheat]
[bool] ai_debug_off_nav : "no description" [games's dll] [cheat]
[bool] ai_show_current_nav : "no description" [games's dll] [cheat]
[int32] ai_use_visibility_cache : "Sets whether or not NPCs can cache their
Visibility checks against other entities. If set to 2, also tests to make sure that
NPC->Target results match that of Target->NPC." [games's dll] [devonly]
[bool] ai_force_serverside_ragdoll : "no description" [games's dll] [devonly]
[float32] phys_stressbodyweights : "no description" [games's dll] [devonly]
[float32] phys_impactforcescale : "no description" [games's dll] [devonly]
[float32] phys_vehicleimpactforcescale : "no description" [games's dll] [devonly]
[float32] phys_upimpactforcescale : "no description" [games's dll] [devonly]
[bool] target_scan_use_query_cache : "no description" [games's dll] [devonly]
[int32] 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." [games's dll] [cheat]
[bool] ai_expression_optimization : "Disable npc background expressions when you
can't see them." [games's dll] [devonly]
[float32] ai_expression_frametime : "Maximum frametime to still play background
expressions." [games's dll] [devonly]
[float32] sv_regeneration_wait_time : "no description" [games's dll] [devonly]
[bool] buddha : "Player takes damage but won't die" [games's dll] [cheat]
[bool] buddha_ignore_bots : "Bots always buddha 0" [games's dll] [cheat]
[int32] buddha_reset_hp : "HP to set when damaged below zero in Buddha Mode"
[games's dll] [cheat]
[float32] sk_player_head : "no description" [games's dll] [devonly]
[float32] sk_player_chest : "no description" [games's dll] [devonly]
[float32] sk_player_stomach : "no description" [games's dll] [devonly]
[float32] sk_player_arm : "no description" [games's dll] [devonly]
[float32] sk_player_leg : "no description" [games's dll] [devonly]
[bool] player_debug_print_damage : "When true, print amount and type of all damage
received by player to console." [games's dll] [cheat]
[float32] spec_replay_winddown_time : "The trailing time, in seconds, of replay
past the event, including fade-out" [games's dll]
[bool] vis_force : "no description" [games's dll] [cheat]
[bool] g_debug_doors : "no description" [games's dll] [devonly]
[bool] camera_datadriven_disable_cache : "no description" [games's dll] [cheat]
[devonly]
[bool] tv_show_allchat : "no description" [games's dll]
[bool] commentary_available : "Automatically set by the game when a commentary file
is available for the current map." [games's dll] [devonly]
[bool] dev_create_bhop_reports : "Whether we should create bhop reports when you
jump. Reports are created for the client and server and are numbered monotonically"
[client.dll] [cheat] [devonly]
[int32] sv_showplayerhitboxes : "Show lag compensated hitboxes for the specified
player index whenever a player fires." [client.dll] [devonly]
[bool] sv_spec_use_tournament_content_standards : "no description" [client.dll]
[int32] slope_drop_debug : "Toggles a test dropping the view offset based on the
slope" [client.dll] [devonly]
[bool] sv_server_verify_blood_on_player : "no description" [client.dll] [cheat]
[float32] sv_max_distance_transmit_footsteps : "Maximum distance to transmit
footstep sound effects." [client.dll] [devonly]
[bool] dev_cs_force_disable_move : "forcibly prevent players from moving"
[client.dll] [devonly]
[bool] slope_drop_enable : "Toggles a test dropping the view offset based on the
slope" [client.dll] [devonly]
[float32] slope_drop_blend_max_speed : "The max speed (in units/second) at which
the slope offset can change" [client.dll] [devonly]
[float32] slope_drop_blend_min_speed : "The min speed (in units/second) at which
the slope offset can change" [client.dll] [devonly]
[float32] slope_drop_blend_max_distance : "The distance when the max speed is used"
[client.dll] [devonly]
[float32] slope_drop_blend_min_distance : "The distance when the min speed is used"
[client.dll] [devonly]
[float32] slope_drop_blend_min_player_speed : "The minimum player speed (in
units/second) at which the slope offset blends at 100% speed" [client.dll]
[devonly]
[float32] slope_drop_max_offset : "The maximum distance to adjust the view height"
[client.dll] [devonly]
[float32] slope_drop_off_ground_blend_speed : "The speed with which the slope drop
is blended out when the entity leaves the ground" [client.dll] [devonly]
[float32] slope_drop_on_land_blend_time : "Time in seconds to blend the slope drop
when landing on the ground." [client.dll] [devonly]
[bool] slope_drop_debug_draw : "Draw debug info for the slope drop" [client.dll]
[devonly]
[float32] sv_cs_player_speed_has_hostage : "no description" [client.dll]
[float32] sv_min_jump_landing_sound : "no description" [client.dll]
[float32] cam_head_constraint_distance : "Distance to constrain first/thirdperson
camera and head" [client.dll] [devonly]
[float32] cam_head_constraint_soft_transition : "Constraint soft transition
distance" [client.dll] [devonly]
[bool] cam_head_constraint_debug : "Show camera head constraint debug info"
[client.dll] [devonly]
[float32] dev_cs_ragdoll_progress_check_interval : "no description" [client.dll]
[devonly]
[float32] dev_cs_ragdoll_nudge_max_duration : "no description" [client.dll]
[devonly]
[float32] dev_cs_ragdoll_nudge_intensity : "no description" [client.dll] [devonly]
[float32] dev_cs_ragdoll_head_ankle_delta_z_threshold : "no description"
[client.dll] [devonly]
[float32] player_ping_token_cooldown : "Cooldown for how long it takes for a
player's ping token to refresh allowing them to ping again (they get 5 tokens)."
[games's dll] [cheat]
[float32] player_use_radius : "no description" [client.dll] [cheat]
[bool] sv_debug_player_use : "Visualizes +use logic. Green cross=trace success, Red
cross=trace too far, Green box=radius success" [client.dll] [devonly]
[int32] sv_weapon_swap_difficulty_near_hi_pri : "0 = Cone searches easily reach
past high priority items to swap weapons. 1 = Cone searches are narrowed and
require that the weapon is strictly closer. 2 = cone searches are disabled near
high priority items" [client.dll]
[bool] sv_extract_ammo_from_dropped_weapons : "no description" [client.dll]
[string] sv_guardian_refresh_ammo_for_items_on_waves : "List of additional weapons
to refill ammo on waves." [games's dll]
[bool] mp_fists_replace_melee : "If enabled then when melee weapon is dropped
player will have fists, when melee weapon is picked up then fists are unavailable"
[games's dll]
[bool] mp_weaponstay : "no description" [games's dll] [devonly]
[bool] mp_drop_knife_enable : "Allows players to drop knives." [client.dll]
[bool] mp_drop_grenade_enable : "Allows players to drop grenades." [client.dll]
[int32] sv_sniper_tracer_mode : "Mode for sniper tracers. 0: legacy, 1: hide when
more than sv_sniper_tracer_innacuracy inaccurate." [client.dll] [devonly]
[float32] sv_sniper_tracer_innacuracy : "How inaccurate a sniper shot can be before
we trip sv_sniper_tracer_mode behavior." [client.dll] [devonly]
[float32] sv_sniper_tracer_innacuracy_length : "How far should the tracer draw if
we trip sv_sniper_tracer_mode behavior." [client.dll] [devonly]
[float32] sv_weapon_require_use_grace_period : "no description" [games's dll]
[int32] sv_damage_print_enable : "0: no damage print in console. 1: damage print in
console on death. 2: damage print in console only at next round restart."
[client.dll]
[bool] sv_dev_damage_use_netvars : "Whether we should use network vars (true) or
legacy messages (false)." [client.dll] [devonly]
[bool] mp_logmoney : "Enables money logging. Values are: 0=off, 1=on" [games's
dll]
[float32] anim_dampedaccel16_timewindow : "no description" [client.dll] [devonly]
[float32] anim_dampedaccel16_scale : "no description" [client.dll] [devonly]
[float32] anim_damped_move_speed_timewindow : "no description" [client.dll]
[devonly]
[float32] anim_scale_wasd_input_hip_dip : "no description" [client.dll] [devonly]
[float32] anim_scale_wasd_input_arm_pump : "no description" [client.dll] [devonly]
[float32] anim_scale_wasd_input_hip_swivel : "no description" [client.dll]
[devonly]
[string] 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." [client.dll]
[devonly]
[bool] rr_dumpresponses : "Dump all response_rules.txt and rules (requires
restart)" [client.dll] [devonly]
[string] rr_debugresponseconcept : "If set, rr_debugresponseconcept will print only
responses testing for the specified concept" [client.dll] [devonly]
[int32] 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." [client.dll] [devonly]
[string] rr_debugclassname : "If set, rr_debugclassname will print only response
tests where 'classname' corresponds to this variable. Use to filter for a specific
character." [client.dll] [devonly]
[bool] rr_dacmode : "If set to 1, enable special functionality for DAC"
[client.dll] [devonly]
[float32] ragdoll_gravity_scale : "no description" [client.dll] [cheat]
[float32] ragdoll_friction_scale : "no description" [client.dll] [cheat]
[bool] animgraph_slope_enable : "no description" [client.dll] [cheat]
[bool] phys_powered_ragdoll_debug : "no description" [client.dll] [devonly]
[float32] footstep_audible_threshold : "no description" [client.dll] [devonly]
[bool] animgraph_debug_tags : "no description" [client.dll] [devonly]
[string] animgraph_debug_set_filter_params : "Comma separated list of params to
filter against when drawing debug text overlays" [client.dll] [devonly]
[bool] footstep_debug : "no description" [client.dll] [devonly]
[float32] footstep_force_volume : "no description" [client.dll] [devonly]
[bool] animgraph_debug_variables : "Turn on to see animgraph variable changes for
entities passing animgraph_debug_filterent." [client.dll] [devonly]
[bool] animgraph_debug_variables_ignore_missing : "If set,
animgraph_debug_variables won't show debug for warnings about sets to missing
variables." [client.dll] [devonly]
[bool] animgraph_debug_variables_ignore_nonchanges : "If set,
animgraph_debug_variables won't show debug for variable sets that don't change the
value." [client.dll] [devonly]
[int32] animgraph_debug_filterent : "Filter setting for animgraph_debug_variables
output. If set to -1, show debug for all entities. If set to 0, show debug for any
NPCs that have been npc_selected. If set to >0, something other than 0, show debug
for the entity with the matching entindex." [client.dll] [devonly]
[bool] animgraph_enable : "Enable animation graph" [client.dll] [devonly]
[bool] animgraph_network_enable : "Enable animation graph networking. The setting
is only read at graph creation time; to use please set on the command line."
[client.dll] [devonly]
[bool] animgraph_debug : "Debug animation graph" [client.dll] [cheat]
[int32] animgraph_debug_entindex : "The entity to specifically debug" [client.dll]
[cheat]
[bool] animgraph_debug_animevents : "Print info about animevents emitted by
AnimGraph" [client.dll] [devonly]
[bool] animgraph_record_all : "Automatically start recording AnimGraphs when they
get created, and save them to disk when they are destroyed" [client.dll] [cheat]
[bool] sv_anim_queue_changes : "no description" [games's dll] [devonly]
[int32] sv_sequence_debug : "no description" [games's dll] [devonly]
[int32] sv_sequence_debug2 : "no description" [games's dll] [devonly]
[string] sv_sequence_model_substring : "no description" [games's dll] [devonly]
[bool] anim_resetclientsideframe_old_behavior : "no description" [client.dll]
[devonly]
[bool] ai_sequence_debug : "no description" [client.dll] [devonly]
[bool] r_cacheSequenceData : "no description" [client.dll] [devonly]
[bool] fire_use_modifier : "no description" [client.dll] [devonly]
[bool] sv_suppress_friendlyfire_decals : "no description" [games's dll] [devonly]
[float32] sv_clockcorrection_msecs : "The server tries to keep each player's
m_nTickBase withing this many msecs of the server absolute tickcount" [games's dll]
[int32] sv_usercmd_queue_spew_threshold : "Spew warning if command queue has grown
above this many backlogged commands." [games's dll]
[float32] ent_steadystate_interval : "Rate at which entities can be trickled to
players" [games's dll] [devonly]
[int32] ent_steadystate_batchsize : "Max number of entities to transmit to player"
[games's dll] [devonly]
[int32] 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" [client.dll] [devonly]
[bool] cq_enable : "Run one usercmd per server tick and maintain a buffer. Client
speeds up/slows down it's usercmd tick rate to maintain server command queue
buffering." [client.dll] [devonly]
[float32] cq_dilation_percentage : "When speeding up slowing down, this is how
much" [client.dll] [devonly]
[bool] pawn_mimic_all : "no description" [client.dll] [devonly]
[int32] sv_showhitregistration : "Display lag_compensated hitboxes. 0 = off, 1 =
server only, 2 = client only, 3 = both server and client" [client.dll] [cheat]
[bool] disable_dynamic_prop_loading : "If non-zero when a map loads, dynamic props
won't be loaded" [games's dll] [cheat]
[bool] breakable_multiplayer : "no description" [games's dll] [devonly]
[float32] func_breakdmg_bullet : "no description" [games's dll] [devonly]
[float32] func_breakdmg_club : "no description" [games's dll] [devonly]
[float32] func_breakdmg_explosive : "no description" [games's dll] [devonly]
[float32] ent_joint_axis_size : "no description" [games's dll] [devonly]
[bool] ent_joint_names : "no description" [games's dll] [devonly]
[bool] mp_plant_c4_anywhere : "no description" [client.dll]
[string] mp_guardian_bomb_plant_custom_x_mark_location : "x,y,z to display an X for
the bomb plant in guardian missions with custom bomb plant boundaries."
[client.dll]
[float32] weapon_land_dip_amt : "The amount the gun should dip when the player
lands after a jump." [client.dll] [cheat] [devonly]
[float32] weapon_accuracy_forcespread : "Force spread to the specified value."
[client.dll]
[bool] weapon_accuracy_nospread : "Disable weapon inaccuracy spread" [client.dll]
[float32] weapon_air_spread_scale : "Scale factor for jumping inaccuracy, set to 0
to make jumping accuracy equal to standing" [client.dll]
[bool] weapon_reticle_knife_show : "When enabled will show knife reticle on
clients. Used for game modes requiring target id display when holding a knife."
[client.dll]
[float32] weapon_auto_cleanup_time : "If set to non-zero, weapons will delete
themselves after the specified time (in seconds) if no players are near."
[client.dll]
[int32] weapon_max_before_cleanup : "If set to non-zero, will remove the oldest
dropped weapon to maintain the specified number of dropped weapons in the world."
[client.dll]
[float32] weapon_sound_falloff_multiplier : "Scaling for falloff of weapon firing
sounds" [client.dll] [cheat]
[bool] dev_cs_frame_firing_enable : "Enable that firing will pretend like it's
happening on frames." [client.dll] [devonly]
[bool] dev_cs_frame_firing_tick_offset_enable : "Should we offset the current frame
to the tick" [client.dll] [devonly]
[bool] dev_cs_frame_firing_skip_first_frame_enable : "Should we skip the first
frame of shooting to make the animation punchier?" [client.dll] [devonly]
[bool] dev_cs_frame_firing_insert_idle_pose_now : "Should we insert the idle pose
at this time to make the animation interpolation punchier?" [client.dll] [devonly]
[bool] dev_cs_frame_firing_play_animevents : "Should we play the animevents that
animgraph will skip over?" [client.dll] [devonly]
[bool] sv_turning_inaccuracy_enabled : "no description" [client.dll] [cheat]
[float32] sv_turning_inaccuracy_angle_min : "no description" [client.dll] [cheat]
[float32] sv_turning_inaccuracy_decay : "no description" [client.dll] [cheat]
[int32] weapon_skin_force_legacy : "no description" [games's dll] [devonly]
[bool] weapon_accuracy_reset_on_deploy : "On deploy, forcibly reset weapon accuracy
to zero." [client.dll] [cheat]
[float32] mp_weapon_next_owner_touch_time : "no description" [games's dll] [cheat]
[float32] mp_weapon_prev_owner_touch_time : "no description" [games's dll] [cheat]
[bool] sv_csgo_shoot_log : "no description" [client.dll] [devonly]
[bool] sv_csgo_shoot_log_attack_cmds_only : "no description" [client.dll] [devonly]
[bool] sv_csgo_shoot_verify : "no description" [client.dll] [devonly]
[bool] sv_csgo_shoot_assert_lagcompensation_error : "no description" [client.dll]
[devonly]
[float32] sv_csgo_shoot_lagcompensation_max_error : "Warn if lag compensated head
hitbox position doesn't match that on client." [client.dll] [devonly]
[bool] sv_csgo_shoot_verify_on_attack_only : "Only run lag compensation error check
when primary attack goes down." [client.dll] [devonly]
[bool] sv_csgo_shoot_use_full_interp : "no description" [client.dll] [devonly]
[bool] sv_csgo_shoot_force_full_interp : "no description" [client.dll] [devonly]
[bool] sv_csgo_shoot_force_use_target_time : "no description" [client.dll]
[devonly]
[float32] sv_fistpunch_damage : "no description" [client.dll] [devonly]
[float32] sv_fistpunch_damage_to_player_multiplier : "no description" [client.dll]
[devonly]
[float32] sv_fistpunch_damage_hard : "no description" [client.dll] [devonly]
[float32] sv_fistpunch_viewmove : "no description" [client.dll] [devonly]
[bool] sv_fistpunch_impact_sounds : "no description" [client.dll] [devonly]
[float32] sv_knife_attack_extend_from_player_aabb : "no description" [client.dll]
[int32] knife_damage_scale : "no description" [games's dll] [devonly]
[float32] mp_weapon_melee_touch_time_after_hit : "no description" [games's dll]
[cheat]
[float32] sv_shield_explosive_damage_scale : "no description" [client.dll]
[float32] sv_shield_explosive_damage_mult : "no description" [client.dll]
[float32] sv_shield_explosive_damage_cap : "no description" [client.dll]
[float32] sv_shield_explosive_damage_mindist : "no description" [client.dll]
[float32] sv_shield_explosive_damage_crouch_bonus : "no description" [client.dll]
[float32] sv_shield_hitpoints : "no description" [client.dll]
[float32] sv_shield_bash_damage_to_players : "no description" [client.dll]
[float32] sv_shield_bash_damage_to_nonplayer : "no description" [client.dll]
[float32] mp_taser_recharge_time : "Determines recharge time for taser. -1 =
disabled." [client.dll]
[float32] spec_freeze_time : "Time spend frozen in observer freeze cam."
[client.dll]
[float32] spec_freeze_traveltime : "Time taken to zoom in to frame a target in
observer freeze cam." [client.dll]
[float32] spec_freeze_time_lock : "Time players are prevented from skipping the
freeze cam" [client.dll]
[float32] spec_freeze_deathanim_time : "The time that the death cam will spend
watching the player's ragdoll before going into the freeze death cam." [client.dll]
[float32] sv_spawn_afk_bomb_drop_time : "Players that have never moved since they
spawned will drop the bomb after this amount of time." [games's dll]
[int32] sv_penetration_type : "What type of penetration to use. 1 = CS:GO, 2 = CS2"
[client.dll] [devonly]
[int32] sv_showimpacts_penetration : "Shows extra data when bullets penetrate. (use
sv_showimpacts_time to increase time shown)" [client.dll]
[int32] sv_showimpacts : "Shows client (red) and server (blue) bullet impact point
(1=both, 2=client-only, 3=server-only)" [client.dll]
[float32] sv_showimpacts_time : "Duration bullet impact indicators remain before
disappearing" [client.dll]
[int32] sv_showbullethits : "1=show hits and near misses, 2=show hits only"
[client.dll]
[float32] 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)" [client.dll]
[float32] 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)" [client.dll]
[float32] 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)" [client.dll]
[float32] 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)" [client.dll]
[float32] ff_damage_bullet_penetration : "If friendly fire is off, this will scale
the penetration power and damage a bullet does when penetrating another friendly
player" [client.dll]
[bool] sv_clip_penetration_traces_to_players : "no description" [client.dll]
[devonly]
[bool] sv_autobuyammo : "Enable automatic ammo purchase when inside buy zones
during buy periods" [client.dll]
[bool] sv_nomvp : "Disable MVP awards." [games's dll] [devonly]
[int32] sv_disconnected_player_data_hold_time : "Duration, in seconds, to hold onto
the data of disconnected players, for scoreboard display." [client.dll]
[bool] sv_runcmds : "no description" [games's dll] [devonly]
[int32] sv_max_usercmd_future_ticks : "Prevents clients from running usercmds too
far in the future. Prevents speed hacks." [games's dll] [devonly]
[bool] sv_mute_players_with_social_penalties : "no description" [games's dll]
[devonly]
[string] sv_guardian_extra_equipment_ct : "Extra starting equipment for CT players
in guardian modes" [games's dll]
[string] sv_guardian_extra_equipment_t : "Extra starting equipment for Terrorist
players in guardian modes" [games's dll]
[bool] dev_create_move_report : "Whether we should create move reports when you
push movement keys. Reports are created for the server and are numbered
monotonically" [client.dll] [cheat] [devonly]
[bool] sv_update_animgraph_movement_in_finish : "Whether we should update animgraph
movement in FinishMove." [client.dll] [cheat]
[float32] sv_staminajumpcost : "Stamina penalty for jumping" [client.dll]
[float32] sv_staminalandcost : "Stamina penalty for landing" [client.dll]
[float32] sv_staminarecoveryrate : "Rate at which stamina recovers (units/sec)"
[client.dll]
[float32] sv_staminamax : "Maximum stamina penalty" [client.dll]
[float32] sv_jump_spam_penalty_time : "For subtick jumps, if this much time has
elapsed since the last time the user has pressed the jump key, pretend they hadn't.
Lowering this makes bunnyhopping easier." [client.dll]
[float32] sv_timebetweenducks : "Minimum time before recognizing consecutive duck
key" [client.dll]
[bool] sv_accelerate_use_weapon_speed : "no description" [client.dll]
[bool] sv_accelerate_debug_speed : "no description" [client.dll]
[bool] sv_show_move_collisions : "Enable this to visualize collisions between
player and geometry." [client.dll] [cheat]
[float32] sv_extreme_strafe_accuracy_fishtail : "Number of degrees of aim
'fishtail' when making an extreme strafe direction change" [client.dll] [devonly]
[float32] sv_jump_impulse : "Initial upward velocity for player jumps;
sqrt(2*gravity*height)." [client.dll]
[float32] sv_air_max_wishspeed : "no description" [client.dll]
[float32] sv_air_max_horizontal_parachute_speed : "no description" [client.dll]
[float32] sv_airaccelerate_parachute : "no description" [client.dll]
[float32] sv_airaccelerate_rappel : "no description" [client.dll]
[float32] sv_air_pushaway_dist : "no description" [client.dll]
[float32] view_punch_decay : "Decay factor exponent for view punch" [client.dll]
[cheat]
[float32] sv_ladder_dampen : "Amount to dampen perpendicular movement on a ladder"
[client.dll] [devonly]
[float32] sv_ladder_angle : "Cos of angle of incidence to ladder perpendicular for
applying ladder_dampen" [client.dll] [devonly]
[float32] sv_ladder_scale_speed : "Scale top speed on ladders" [client.dll]
[float32] sv_falldamage_scale : "no description" [client.dll]
[float32] sv_water_slow_amount : "no description" [client.dll]
[bool] bot_crouch : "no description" [games's dll] [cheat]
[bool] sv_optimizedmovement : "no description" [client.dll] [devonly]
[bool] sv_enablebunnyhopping : "Allow player speed to exceed maximum running speed"
[client.dll]
[bool] sv_autobunnyhopping : "Players automatically re-jump while holding jump
button" [client.dll]
[int32] mp_endmatch_votenextmap_wargames_nummodes : "Maximum number of other War
Games to include in endmatch voting during War Games" [games's dll]
[string] mp_guardian_loc_string_hud : "Loc string token to use on hud for this
mission, otherwise default to kills with weapon." [client.dll]
[string] mp_guardian_loc_weapon : "Override to weapon dialog var applied to UI"
[client.dll]
[int32] cash_team_terrorist_win_bomb : "no description" [client.dll]
[int32] cash_team_elimination_hostage_map_t : "no description" [client.dll]
[int32] cash_team_elimination_hostage_map_ct : "no description" [client.dll]
[int32] cash_team_elimination_bomb_map : "no description" [client.dll]
[int32] cash_team_survive_guardian_wave : "no description" [client.dll]
[int32] cash_team_win_by_time_running_out_hostage : "no description" [client.dll]
[int32] cash_team_win_by_time_running_out_bomb : "no description" [client.dll]
[int32] cash_team_win_by_defusing_bomb : "no description" [client.dll]
[int32] cash_team_win_by_hostage_rescue : "no description" [client.dll]
[int32] cash_team_loser_bonus : "no description" [client.dll]
[int32] cash_team_loser_bonus_consecutive_rounds : "no description" [client.dll]
[int32] cash_team_winner_bonus_consecutive_rounds : "no description" [client.dll]
[int32] cash_team_rescued_hostage : "no description" [client.dll]
[int32] cash_team_hostage_alive : "no description" [client.dll]
[int32] cash_team_planted_bomb_but_defused : "no description" [client.dll]
[int32] cash_team_hostage_interaction : "no description" [client.dll]
[int32] cash_team_bonus_shorthanded : "no description" [client.dll]
[int32] cash_player_killed_teammate : "no description" [client.dll]
[float32] cash_player_killed_enemy_factor : "no description" [client.dll]
[int32] cash_player_killed_enemy_default : "no description" [client.dll]
[int32] cash_player_bomb_planted : "no description" [client.dll]
[int32] cash_player_bomb_defused : "no description" [client.dll]
[int32] cash_player_rescued_hostage : "no description" [client.dll]
[int32] cash_player_interact_with_hostage : "no description" [client.dll]
[int32] cash_player_damage_hostage : "no description" [client.dll]
[int32] cash_player_killed_hostage : "no description" [client.dll]
[int32] cash_player_respawn_amount : "no description" [client.dll]
[int32] cash_player_get_killed : "no description" [client.dll]
[bool] mp_guardian_give_random_grenades_to_bots : "If set guardian bots will be
given grenades at the beginning of the wave." [games's dll]
[int32] mp_solid_teammates : "How solid are teammates: 0 = transparent; 1 = fully
solid; 2 = can stand on top of heads" [client.dll]
[int32] mp_free_armor : "Determines whether kevlar (1+) and/or helmet (2+) are
given automatically." [client.dll]
[int32] mp_max_armor : "Determines the highest level of armor allowed to be
purchased. (0) None, (1) Kevlar, (2) Helmet" [client.dll]
[bool] mp_halftime : "Determines whether the match switches sides in a halftime
event." [client.dll]
[int32] mp_randomspawn : "Determines whether players are to spawn. 0 = default; 1 =
both teams; 2 = Terrorists; 3 = CTs." [client.dll]
[bool] mp_randomspawn_los : "If using mp_randomspawn, determines whether to test
Line of Sight when spawning." [client.dll]
[int32] mp_randomspawn_dist : "If using mp_randomspawn, determines whether to test
distance when selecting this spot." [client.dll]
[bool] sv_competitive_minspec : "Enable to force certain client convars to
minimum/maximum values to help prevent competitive advantages." [client.dll]
[int32] mp_retake_t_count : "Number of terrorists when playing retakes."
[client.dll]
[int32] mp_retake_ct_count : "Number of CT's when playing retakes." [client.dll]
[string] mp_retake_ct_loadout_default_pistol_round : "CT Loadouts for default
pistol round when playing bomb site retake." [client.dll]
[string] mp_retake_ct_loadout_upgraded_pistol_round : "CT Loadouts for upgraded
pistol round when playing bomb site retake." [client.dll]
[string] mp_retake_ct_loadout_light_buy_round : "CT Loadouts for force buy round
when playing bomb site retake." [client.dll]
[string] mp_retake_ct_loadout_full_buy_round : "CT Loadouts for full buy round when
playing bomb site retake." [client.dll]
[string] mp_retake_ct_loadout_bonus_card_availability : "CT bonus card availability
pattern for full buy round when playing bomb site retake." [client.dll]
[string] mp_retake_ct_loadout_bonus_card : "CT bonus card for full buy round when
playing bomb site retake." [client.dll]
[string] mp_retake_ct_loadout_enemy_card : "CT enemy card for full buy round when
playing bomb site retake." [client.dll]
[string] mp_retake_t_loadout_default_pistol_round : "T Loadouts for default pistol
round when playing bomb site retake." [client.dll]
[string] mp_retake_t_loadout_upgraded_pistol_round : "T Loadouts for upgraded
pistol round when playing bomb site retake." [client.dll]
[string] mp_retake_t_loadout_light_buy_round : "T Loadouts for force buy round when
playing bomb site retake." [client.dll]
[string] mp_retake_t_loadout_full_buy_round : "T Loadouts for full buy round when
playing bomb site retake." [client.dll]
[string] mp_retake_t_loadout_bonus_card_availability : "T bonus card availability
pattern for full buy round when playing bomb site retake." [client.dll]
[string] mp_retake_t_loadout_bonus_card : "T bonus card for full buy round when
playing bomb site retake." [client.dll]
[string] mp_retake_t_loadout_enemy_card : "T enemy card for full buy round when
playing bomb site retake." [client.dll]
[int32] mp_retake_max_consecutive_rounds_same_target_site : "Limit the number of
consecutive rounds targeting the same site." [client.dll]
[bool] mp_teammates_are_enemies : "When set, your teammates act as enemies and all
players are valid targets." [client.dll]
[int32] mp_buy_anywhere : "When set, players can buy anywhere, not only in
buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists."
[client.dll]
[int32] mp_buy_during_immunity : "When set, players can buy when immune, ignoring
buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists."
[client.dll]
[bool] mp_only_cts_rescue_hostages : "no description" [client.dll]
[int32] hostage_debug : "Show hostage AI debug information" [client.dll] [cheat]
[bool] hostage_is_silent : "When set, the hostage won't play any code driven
response rules lines" [client.dll] [cheat]
[int32] sv_force_team_intro_variant : "no description" [games's dll] [devonly]
[int32] sv_force_team_intro_random : "no description" [games's dll] [devonly]
[float32] sv_pushaway_force : "How hard physics objects are pushed away from the
players on the server." [client.dll] [devonly]
[float32] sv_pushaway_min_player_speed : "If a player is moving slower than this,
don't push away physics objects (enables ducking behind things)." [client.dll]
[devonly]
[float32] sv_pushaway_max_force : "Maximum amount of force applied to physics
objects by players." [client.dll] [devonly]
[int32] sv_pushaway_clientside : "Clientside physics push away (0=off, 1=only
localplayer, 1=all players)" [client.dll] [devonly]
[float32] sv_pushaway_player_force : "How hard the player is pushed away from
physics objects (falls off with inverse square of distance)." [client.dll] [cheat]
[devonly]
[float32] sv_pushaway_max_player_force : "Maximum of how hard the player is pushed
away from physics objects." [client.dll] [cheat] [devonly]
[bool] sv_turbophysics : "Turns on turbo physics" [client.dll] [devonly]
[string] steamworks_sessionid_server : "The server session ID for the new
steamworks gamestats." [client.dll] [hidden] [devonly]
[float32] sv_grenade_trajectory_time_spectator : "Length of time grenade trajectory
remains visible as a spectator." [client.dll]
[float32] sv_grenade_trajectory_prac_trailtime : "Shows grenade trajectory practice
visualization for this number of seconds." [client.dll]
[bool] sv_grenade_trajectory_prac_pipreview : "Shows grenade trajectory practice
picture-in-picture preview." [client.dll]
[int32] vm_debug : "no description" [client.dll] [devonly]
[int32] healthshot_health : "no description" [client.dll]
[float32] healthshot_healthboost_time : "no description" [client.dll]
[float32] healthshot_healthboost_speed_multiplier : "no description" [client.dll]
[bool] healthshot_allow_use_at_full : "no description" [client.dll]
[bool] sv_health_approach_enabled : "no description" [games's dll]
[float32] sv_health_approach_speed : "no description" [games's dll]
[float32] molotov_throw_detonate_time : "no description" [client.dll]
[float32] weapon_molotov_maxdetonateslope : "Maximum angle of slope on which the
molotov will detonate" [client.dll] [devonly]
[float32] cl_smoke_origin_height : "no description" [client.dll] [devonly]
[float32] cl_smoke_torus_ring_radius : "no description" [client.dll] [devonly]
[float32] cl_smoke_torus_ring_subradius : "no description" [client.dll] [devonly]
[float32] cl_smoke_edge_feather : "no description" [client.dll] [devonly]
[float32] cl_smoke_lower_speed : "no description" [client.dll] [devonly]
[int32] smoke_grenade_custom_color : "0 = Gray (classic), 1 = Red, 2 = Orange, 3 =
Skyblue, 4 = Yellow, 5 = Green, , 6 = Blue, 7 = Purple, 8 = pink " [games's dll]
[devonly]
[vector3] smoke_grenade_ct_color : "no description" [games's dll] [devonly]
[vector3] smoke_grenade_t_color : "no description" [games's dll] [devonly]
[float32] smoke_param1 : "no description" [client.dll] [devonly]
[float32] smoke_param2 : "no description" [client.dll] [devonly]
[float32] smoke_param3 : "no description" [client.dll] [devonly]
[float32] smoke_param4 : "no description" [client.dll] [devonly]
[int32] smoke_param5 : "no description" [client.dll] [devonly]
[bool] smoke_use_noise_texture : "no description" [client.dll] [devonly]
[bool] sv_ignoregrenaderadio : "Turn off Fire in the hole messages" [games's dll]
[int32] mp_weapons_allow_zeus : "Determines how many Zeus purchases a player can
make per round (0 to disallow, -1 to have no limit)." [client.dll]
[int32] mp_weapons_allow_pistols : "Determines which team, if any, can purchase
Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs." [client.dll]
[int32] mp_weapons_allow_smgs : "Determines which team, if any, can purchase SMGs.
-1 = any; 0 = non; 2 = Ts; 3 = CTs." [client.dll]
[int32] mp_weapons_allow_heavy : "Determines which team, if any, can purchase Heavy
guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs." [client.dll]
[int32] mp_weapons_allow_rifles : "Determines which team, if any, can purchase
Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs." [client.dll]
[bool] mp_weapons_allow_heavyassaultsuit : "Determines whether heavyassaultsuit is
permitted." [client.dll]
[int32] mp_heavyassaultsuit_cooldown : "Determines cooldown of purchase."
[client.dll]
[int32] mp_weapons_allow_typecount : "Determines how many purchases of each weapon
type allowed per player per round (0 to disallow purchasing, -1 to have no limit)."
[client.dll]
[bool] mp_weapons_allow_map_placed : "If this convar is set, when a match starts,
the game will not delete weapons placed in the map." [client.dll]
[int32] mp_default_team_winner_no_objective : "If the map doesn't define an
objective (bomb, hostage, etc), the value of this convar will declare the winner
when the time runs out in the round." [client.dll]
[bool] mp_weapons_glow_on_ground : "If this convar is set, weapons on the ground
will have a glow around them." [client.dll]
[bool] mp_respawn_on_death_t : "When set to 1, terrorists will respawn after
dying." [client.dll]
[bool] mp_respawn_on_death_ct : "When set to 1, counter-terrorists will respawn
after dying." [client.dll]
[int32] mp_use_respawn_waves : "When set to 1, and that player's team is set to
respawn, they will respawn in waves. If set to 2, teams will respawn when the whole
team is dead." [client.dll]
[string] mp_items_prohibited : "Set this convar to a comma-delimited list of
definition indices of weapons that should be prohibited from use." [client.dll]
[float32] mp_respawnwavetime_ct : "Time between respawn waves for CTs."
[client.dll]
[float32] mp_respawnwavetime_t : "Time between respawn waves for Terrorists."
[client.dll]
[bool] tr_completed_training : "Whether the local player has completed the initial
training portion of the training map" [games's dll] [devonly]
[int32] tr_best_course_time : "The player's best time for the timed obstacle
course" [games's dll] [devonly]
[int32] tr_valve_course_time : "Valve's best time for the timed obstacle course"
[games's dll] [devonly]
[float32] mp_competitive_endofmatch_extra_time : "After a competitive match
finishes rematch voting extra time is given for rankings." [games's dll]
[bool] mp_endmatch_votenextmap : "Whether or not players vote for the next map at
the end of the match when the final scoreboard comes up" [client.dll]
[bool] mp_endmatch_votenextmap_keepcurrent : "If set, keeps the current map in the
list of voting options. If not set, the current map will not appear in the list of
voting options." [client.dll]
[float32] mp_endmatch_votenextleveltime : "If mp_endmatch_votenextmap is set,
players have this much time to vote on the next map at match end." [games's dll]
[float32] sv_endmatch_item_drop_interval : "The time between drops on the end match
scoreboard " [client.dll] [devonly]
[float32] sv_endmatch_item_drop_interval_rare : "The time between drops on the end
match scoreboard for rare items " [client.dll] [devonly]
[float32] sv_endmatch_item_drop_interval_mythical : "The time between drops on the
end match scoreboard for mythical items " [client.dll] [devonly]
[float32] sv_endmatch_item_drop_interval_legendary : "The time between drops on the
end match scoreboard for legendary items " [client.dll] [devonly]
[float32] sv_endmatch_item_drop_interval_ancient : "The time between drops on the
end match scoreboard for ancient items " [client.dll] [devonly]
[bool] sv_compute_per_bot_difficulty : "0 = compute all bot difficulties equally, 1
= compute unique bot difficulty for each bot " [client.dll] [devonly]
[bool] sv_show_bot_difficulty_in_name : "0 = hide bot difficulty in bot name, 1 =
show bot difficulty in bot name" [client.dll] [devonly]
[float32] sv_bot_difficulty_kbm : "Bot difficulty while playing with Keyboard/Mouse
device" [client.dll] [hidden] [devonly]
[float32] sv_kick_ban_duration : "How long should a kick ban from the server should
last (in minutes)" [client.dll]
[bool] sv_disable_immunity_alpha : "If set, clients won't slam the player model
render settings each frame for immunity [mod authors use this]" [client.dll]
[bool] sv_deadtalk : "Dead players can speak (voice, text) to the living"
[client.dll]
[bool] sv_full_alltalk : "Any player (including Spectator team) can speak to any
other player" [client.dll]
[bool] sv_talk_enemy_dead : "Dead players can hear all dead enemy communication
(voice, chat)" [client.dll]
[bool] sv_talk_enemy_living : "Living players can hear all living enemy
communication (voice, chat)" [client.dll]
[float32] sv_talk_after_dying_time : "The number of seconds a player can continue
talking after dying as if they were still alive" [client.dll]
[bool] sv_auto_full_alltalk_during_warmup_half_end : "When enabled will
automatically turn on full all talk mode in warmup, at halftime and at the end of
the match" [games's dll]
[int32] sv_spec_hear : "Determines who spectators can hear: 0: only spectators; 1:
all players; 2: spectated team; 3: self only; 4: nobody" [client.dll]
[int32] mp_c4timer : "how long from when the C4 is armed until it blows"
[client.dll]
[bool] dev_reportmoneychanges : "Displays money account changes for players in the
console" [games's dll] [devonly]
[float32] mp_roundtime : "How many minutes each round takes." [games's dll]
[float32] mp_roundtime_deployment : "How many minutes deployment for coop mission
takes." [games's dll]
[float32] mp_roundtime_hostage : "How many minutes each round of Hostage Rescue
takes. If 0 then use mp_roundtime instead." [games's dll]
[float32] mp_roundtime_defuse : "How many minutes each round of Bomb Defuse takes.
If 0 then use mp_roundtime instead." [games's dll]
[float32] mp_team_intro_time : "How many seconds for team intro" [games's dll]
[int32] mp_freezetime : "how many seconds to keep players frozen when the round
starts" [games's dll]
[int32] mp_limitteams : "Max # of players 1 team can have over another (0 disables
check)" [games's dll]
[int32] mp_tkpunish : "Will TK'ers and team damagers be punished in the next round?
{0=no, 1=yes}" [games's dll]
[bool] mp_autokick : "Kick idle/team-killing/team-damaging players" [games's dll]
[bool] mp_suicide_penalty : "Punish players for suicides" [games's dll]
[int32] mp_spawnprotectiontime : "Kick players who team-kill within this many
seconds of a round restart." [games's dll]
[int32] mp_td_spawndmgthreshold : "The damage threshold players have to exceed at
the start of the round to be warned/kick." [games's dll]
[int32] mp_td_dmgtowarn : "The damage threshhold players have to exceed in a match
to get warned that they are about to be kicked." [games's dll]
[int32] mp_td_dmgtokick : "The damage threshhold players have to exceed in a match
to get kicked." [games's dll]
[string] mp_humanteam : "Restricts human players to a single team {any, CT, T}"
[games's dll]
[int32] mp_guardian_special_kills_needed : "The number of kills needed with a
specific weapon." [games's dll]
[string] mp_guardian_special_weapon_needed : "The weapon that needs to be used to
increment the kills needed to complete the mission." [games's dll]
[int32] mp_guardian_player_dist_min : "The distance at which we start to warn a
player when they are too far from the guarded bombsite." [games's dll]
[int32] mp_guardian_player_dist_max : "The maximum distance a player is allowed to
get from the bombsite before they're killed." [games's dll]
[int32] mp_guardian_bot_money_per_wave : "The amount of money bots get time each
wave the players complete. This # is absolute and not additive, the money is set
to (this)x(wave#) for each bot on each wave." [games's dll]
[int32] mp_guardian_ai_bt_difficulty_adjust_wave_interval : "Adjust the guardian
bots' difficulty every nth guardian wave when using behavior trees." [games's dll]
[int32] mp_guardian_ai_bt_difficulty_max_next_level_bots : "How many bots to
increase difficulty per wave - this many easier bots will get harder." [games's
dll]
[int32] mp_guardian_ai_bt_difficulty_cap_beginning_round : "Starting this round a
difficulty cap will be applied to the bots." [games's dll]
[int32] mp_guardian_ai_bt_difficulty_initial_value : "Starting difficulty level for
the gardian bots." [games's dll]
[bool] mp_ignore_round_win_conditions : "Ignore conditions which would end the
current round" [games's dll]
[int32] mp_dogtag_pickup_rule : "Who is eligible to pick up a dogtag (0 = killer
only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 =
anyone)" [games's dll]
[bool] mp_dogtag_despawn_on_killer_death : "Whether dogtags should despawn when
their killer dies" [games's dll]
[float32] mp_dogtag_despawn_time : "How many seconds dogtags should stay around
before despawning automatically (0 = infinite)" [games's dll]
[float32] mp_damage_scale_ct_body : "Scales the damage a CT player takes by this
much when they take damage in the body. (1 == 100%, 0.5 == 50%)" [games's dll]
[float32] mp_damage_scale_ct_head : "Scales the damage a CT player takes by this
much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER!
headshots do 4x the damage of the body before this scaler is applied." [games's
dll]
[float32] mp_damage_scale_t_body : "Scales the damage a T player takes by this much
when they take damage in the body. (1 == 100%, 0.5 == 50%)" [games's dll]
[float32] mp_damage_scale_t_head : "Scales the damage a T player takes by this much
when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do
4x the damage of the body before this scaler is applied." [games's dll]
[bool] mp_damage_headshot_only : "Determines whether non-headshot hits do any
damage." [games's dll]
[float32] mp_weapon_self_inflict_amount : "If Set to non-0, will hurt the attacker
by the specified fraction of max damage if they miss." [games's dll]
[float32] mp_damage_vampiric_amount : "If Set to non-0, will determine the fraction
of damage dealt that will be given to attacker." [games's dll]
[float32] mp_global_damage_per_second : "If above 0, deal non-lethal damage to
players over time." [games's dll]
[int32] mp_starting_losses : "Determines what the initial loss streak is." [games's
dll]
[int32] mp_consecutive_loss_aversion : "How loss streak is affected with round win:
0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win
holds loss bonus and step down starting with second win" [games's dll]
[int32] mp_consecutive_loss_max : "no description" [games's dll]
[int32] contributionscore_assist : "amount of contribution score added for an
assist" [games's dll]
[int32] contributionscore_kill : "amount of contribution score added for a kill"
[games's dll]
[int32] contributionscore_objective_kill : "amount of contribution score added for
an objective related kill" [games's dll]
[int32] contributionscore_hostage_rescue_minor : "amount of contribution score
added to all alive CTs per hostage rescued" [games's dll]
[int32] contributionscore_hostage_rescue_major : "amount of contribution score
added to rescuer per hostage rescued" [games's dll]
[int32] contributionscore_bomb_defuse_minor : "amount of contribution score for
defusing a bomb after eliminating enemy team" [games's dll]
[int32] contributionscore_bomb_defuse_major : "amount of contribution score for
defusing a bomb while at least one enemy remains alive" [games's dll]
[int32] contributionscore_bomb_planted : "amount of contribution score for planting
a bomb" [games's dll]
[int32] contributionscore_bomb_exploded : "amount of contribution score awarded to
bomb planter and terrorists remaining alive if bomb explosion wins the round"
[games's dll]
[int32] contributionscore_suicide : "amount of contribution score for a suicide,
normally negative" [games's dll]
[int32] contributionscore_team_kill : "amount of contribution score for a team
kill, normally negative" [games's dll]
[int32] contributionscore_hostage_kill : "amount of contribution score for killing
a hostage, normally negative" [games's dll]
[int32] contributionscore_cash_bundle : "amount of contribution score for picking
up a cash bundle" [games's dll]
[int32] contributionscore_crate_break : "amount of contribution score for breaking
an item crate" [games's dll]
[float32] contributionscore_kill_factor : "percentage of victim's contribution
score to award to their killer as a bonus" [games's dll]
[bool] mp_guardian_draw_bounds : "no description" [games's dll] [devonly]
[string] mp_endmatch_votenextmap_wargames_modes : "Modes available for endmatch
voting during War Games. Separate names with spaces." [games's dll]
[int32] mp_endmatch_votenextmap_wargames_nummaps : "Maximum number of maps to
include in endmatch voting during War Games" [games's dll]
[float32] mp_teammatchstat_holdtime : "Decide on a match stat and hold it
additionally for at least so many seconds" [games's dll]
[float32] mp_teammatchstat_cycletime : "Cycle match stats after so many seconds"
[games's dll]
[int32] mp_heavyassaultsuit_speed : "The max speed of a player when they are
wearing the heavy assault suit" [client.dll]
[float32] mp_heavybot_damage_reduction_scale : "How much damage should scale when
the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half
damage)" [client.dll]
[float32] mp_heavyassaultsuit_deploy_timescale : "How fast a player wearing the
heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)"
[client.dll]
[bool] mp_heavyassaultsuit_aimpunch : "How much EXTRA aim punch will happen when a
player wearing the assault suit gets when shot" [client.dll]
[float32] mp_shield_speed_deployed : "The max speed of a player when they have a
shield deployed" [client.dll]
[float32] mp_shield_speed_holstered : "The max speed of a player when they have a
shield holstered" [client.dll]
[bool] mp_backup_round_auto : "If enabled will keep in-memory backups to handle
reconnecting players even if the backup files aren't written to disk" [games's dll]
[string] 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" [games's dll]
[string] 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'" [games's dll]
[string] 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." [games's dll]
[bool] mp_backup_restore_load_autopause : "Whether to automatically pause the match
after restoring round data from backup" [games's dll]
[bool] mp_spec_swapplayersides : "Toggle set the player names and team names to the
opposite side in which they are are on the spectator panel." [client.dll]
[bool] sv_gameinstructor_disable : "Force all clients to disable their game
instructors." [client.dll]
[int32] cs_AssistDamageThreshold : "cs_AssistDamageThreshold defines the amount of
damage needed to score an assist" [games's dll] [devonly]
[bool] sv_matchpause_auto_5v5 : "When enabled will automatically pause the match at
next freeze time if less than 5 players are connected on each team." [client.dll]
[int32] mp_spectators_max : "How many spectators are allowed in a match."
[client.dll]
[float32] mp_buytime : "How many seconds after round start players can buy items
for." [client.dll]
[bool] mp_buy_allow_grenades : "Whether players can purchase grenades from the buy
menu or not." [client.dll]
[int32] mp_buy_allow_guns : "Whether players can purchase guns: pistols (1), SMGs
(2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32)." [client.dll]
[bool] mp_warmup_online_enabled : "Whether or not to do a warmup period at the
start of an online match." [client.dll]
[bool] mp_warmup_offline_enabled : "Whether or not to do a warmup period at the
start of a match in an offline (bot) match." [client.dll]
[int32] mp_startmoney : "amount of money each player gets when they reset"
[client.dll]
[int32] mp_maxmoney : "maximum amount of money allowed in a player's account"
[client.dll]
[int32] mp_afterroundmoney : "amount of money awared to every player after each
round" [client.dll]
[bool] mp_playercashawards : "Players can earn money by performing in-game actions"
[client.dll]
[bool] mp_teamcashawards : "Teams can earn money by performing in-game actions"
[client.dll]
[bool] mp_overtime_enable : "If a match ends in a tie, use overtime rules to
determine winner" [client.dll]
[int32] mp_overtime_limit : "When overtime is enabled, only so many overtimes can
be played" [client.dll]
[int32] mp_overtime_maxrounds : "When overtime is enabled play additional rounds to
determine winner" [client.dll]
[int32] mp_overtime_startmoney : "Money assigned to all players at start of every
overtime half" [client.dll]
[bool] mp_hostages_takedamage : "Whether or not hostages can be hurt." [client.dll]
[int32] mp_hostages_rescuetowin : "0 == all alive, any other number is the number
the CT's need to rescue to win the round." [client.dll] [devonly]
[float32] mp_hostages_rescuetime : "Additional time added to round time if a
hostage is reached by a CT." [client.dll]
[bool] mp_anyone_can_pickup_c4 : "If set, everyone can pick up the c4, not just
Ts." [client.dll]
[bool] mp_c4_cannot_be_defused : "If set, the planted c4 cannot be defused."
[client.dll]
[bool] sv_coaching_enabled : "Allows spectating and communicating with a team
( 'coach t' or 'coach ct' )" [client.dll] [devonly]
[bool] sv_party_mode : "Party!!" [client.dll]
[int32] sv_dz_hostage_rescue_reward : "Number of cash bundles to award for rescuing
a hostage" [client.dll]
[int32] sv_dz_squad_wipe_reward : "Number of cash bundles to award for eliminating
a squad" [client.dll]
[int32] mp_shorthanded_cash_bonus_round_delay : "number of previous rounds that a
team needs to have been shorthanded before they are eligible for the short-handed
bonus" [client.dll]
[bool] mp_shorthanded_cash_bonus_ignore_kicked : "Determines whether kicked players
are included in the assessment for short-handedness" [client.dll]
[bool] mp_disconnect_kills_players : "When a player disconnects, kill them first
(triggering item drops, stats, etc.)" [games's dll]
[bool] mp_disconnect_kills_bots : "When a bot disconnects, kill them first.
Requires mp_disconnect_kills_players." [games's dll]
[int32] mp_verbose_changelevel_spew : "no description" [client.dll]
[float32] mp_warmuptime : "How long the warmup period lasts. Changing this value
resets warmup." [client.dll]
[float32] mp_warmuptime_all_players_connected : "Warmup time to use when all
players have connected. 0 to disable." [client.dll]
[float32] mp_warmuptime_match_cancelled : "Warmup time to use when the match will
be cancelled (eg. due to a live VAC ban)." [client.dll]
[int32] mp_endwarmup_player_count : "Number of players required to be connected to
end warmup early. 0 to require maximum players for mode." [client.dll]
[int32] mp_warmup_pausetimer : "Set to 1 to stay in warmup indefinitely. Set to 0
to resume the timer." [client.dll]
[int32] mp_halftime_pausetimer : "Set to 1 to stay in halftime indefinitely. Set to
0 to resume the timer." [client.dll]
[int32] mp_halftime_pausematch : "Set to 1 to pause match after halftime countdown
elapses. Match must be resumed by vote or admin." [client.dll]
[int32] mp_overtime_halftime_pausetimer : "If set to 1 will set
mp_halftime_pausetimer to 1 before every half of overtime. Set
mp_halftime_pausetimer to 0 to resume the timer." [client.dll]
[float32] mp_respawn_immunitytime : "How many seconds after respawn immunity lasts.
Set to negative value to disable warmup immunity." [client.dll]
[int32] mp_playerid : "Controls what information player see in the status bar: 0
all names; 1 team names; 2 no names" [client.dll]
[float32] mp_playerid_delay : "Number of seconds to delay showing information in
the status bar" [client.dll]
[float32] mp_playerid_hold : "Number of seconds to keep showing old information in
the status bar" [client.dll]
[float32] mp_round_restart_delay : "Number of seconds to delay before restarting a
round after a win" [client.dll]
[float32] mp_halftime_duration : "Target number of seconds that halftime lasts;
shortened if team intros are active" [client.dll]
[float32] mp_min_halftime_duration : "Minimum number of seconds that halftime lasts
even if team intros are active" [client.dll]
[bool] 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?" [client.dll]
[string] mp_ct_default_melee : "The default melee weapon that the CTs will spawn
with. Even if this is blank, a knife will be given. To give a taser, it should
look like this: 'weapon_knife weapon_taser'. Remember to set
mp_weapons_allow_zeus to 1 if you want to give a taser!" [client.dll]
[string] mp_ct_default_secondary : "The default secondary (pistol) weapon that the
CTs will spawn with" [client.dll]
[string] mp_ct_default_primary : "The default primary (rifle) weapon that the CTs
will spawn with" [client.dll]
[string] mp_ct_default_grenades : "The default grenades that the CTs will spawn
with. To give multiple grenades, separate each weapon class with a space like
this: 'weapon_molotov weapon_hegrenade'" [client.dll]
[string] mp_t_default_melee : "The default melee weapon that the Ts will spawn
with" [client.dll]
[string] mp_t_default_secondary : "The default secondary (pistol) weapon that the
Ts will spawn with" [client.dll]
[string] mp_t_default_primary : "The default primary (rifle) weapon that the Ts
will spawn with" [client.dll]
[string] mp_t_default_grenades : "The default grenades that the Ts will spawn with.
To give multiple grenades, separate each weapon class with a space like this:
'weapon_molotov weapon_hegrenade'" [client.dll]
[float32] mp_join_grace_time : "Number of seconds after round start to allow a
player to join a game" [client.dll]
[float32] mp_win_panel_display_time : "The amount of time to show the win panel
between matches / halfs" [client.dll]
[int32] mp_dm_dogtag_score : "Points to award for picking up a dogtag in
deathmatch." [client.dll]
[int32] mp_dm_teammode : "In deathmatch, enables team DM visuals & scoring (0:
personal, 1: team mode, 2: use team contribution score)" [client.dll]
[int32] mp_dm_teammode_kill_score : "Team deathmatch victory points to award for
enemy kill" [client.dll]
[int32] mp_dm_teammode_bonus_score : "Team deathmatch victory points to award for
kill with bonus weapon" [client.dll]
[int32] mp_dm_teammode_dogtag_score : "Team deathmatch victory points to award for
collecting enemy dogtags" [client.dll]
[int32] mp_dm_bonusweapon_dogtags : "Additional dogtags to drop when making a kill
with the bonus weapon" [client.dll]
[bool] mp_display_kill_assists : "Whether to display and score player assists"
[client.dll]
[bool] mp_match_end_restart : "At the end of the match, perform a restart instead
of loading a new map" [client.dll]
[bool] mp_match_end_changelevel : "At the end of the match, perform a changelevel
even if next map is the same" [client.dll]
[int32] mp_defuser_allocation : "How to allocate defusers to CTs at start or round:
0=none, 1=random, 2=everyone" [client.dll]
[bool] mp_give_player_c4 : "Whether this map should spawn a c4 bomb for a player or
not." [client.dll]
[bool] mp_require_gun_use_to_acquire : "Whether guns must be +used to acquire or
default is touch-to-pickup" [games's dll]
[int32] mp_death_drop_gun : "Which gun to drop on player death: 0=none, 1=best,
2=current or best" [client.dll]
[bool] mp_death_drop_c4 : "Whether c4 is droppable" [client.dll]
[int32] mp_death_drop_grenade : "Which grenade to drop on player death: 0=none,
1=best, 2=current or best, 3=all grenades" [client.dll]
[bool] mp_death_drop_defuser : "Drop defuser on player death" [client.dll]
[bool] mp_death_drop_taser : "Drop taser on player death" [client.dll]
[bool] mp_death_drop_breachcharge : "Drop breachcharge on player death"
[client.dll]
[bool] mp_death_drop_healthshot : "Drop healthshot on player death" [client.dll]
[bool] mp_coop_force_join_ct : "If set, real players will auto join CT on join."
[client.dll]
[int32] mp_coopterrorhunt_num_enemies : "The number of enemies CTs have to hunt and
kill." [client.dll]
[int32] mp_coopterrorhunt_kill_add_time : "The number of seconds added to the clock
when players get a kill." [client.dll]
[int32] mp_coopmission_mission_number : "Which mission the map should run after it
loads." [client.dll]
[float32] mp_force_pick_time : "The amount of time a player has on the team screen
to make a selection before being auto-teamed" [client.dll]
[float32] bot_autodifficulty_threshold_low : "Lower bound below Average Human
Contribution Score that a bot must be below to change its difficulty" [client.dll]
[float32] bot_autodifficulty_threshold_high : "Upper bound above Average Human
Contribution Score that a bot must be above to change its difficulty" [client.dll]
[int32] mp_equipment_reset_rounds : "Reset all player equipment every N rounds (0
for never)" [client.dll]
[int32] mp_economy_reset_rounds : "Reset all player money every N rounds (0 for
never)" [client.dll]
[float32] ammo_9mm_impulse : "You must enable tweaking via tweak_ammo_impulses to
use this value." [client.dll] [devonly]
[float32] ammo_buckshot_impulse : "You must enable tweaking via tweak_ammo_impulses
to use this value." [client.dll] [devonly]
[float32] ammo_45acp_impulse : "You must enable tweaking via tweak_ammo_impulses to
use this value." [client.dll] [devonly]
[float32] ammo_357sig_impulse : "You must enable tweaking via tweak_ammo_impulses
to use this value." [client.dll] [devonly]
[float32] ammo_57mm_impulse : "You must enable tweaking via tweak_ammo_impulses to
use this value." [client.dll] [devonly]
[float32] ammo_50AE_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_762mm_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_556mm_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_556mm_box_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_338mag_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_9mm_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_buckshot_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_45acp_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_357sig_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_57mm_headshot_mult : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] frag_grenade_blip_frequency : "no description" [client.dll] [devonly]
[float32] mp_dm_time_between_bonus_min : "Minimum time a bonus time will start
after the round start or after the last bonus (in seconds)" [client.dll]
[float32] mp_dm_time_between_bonus_max : "Maximum time a bonus time will start
after the round start or after the last bonus (in seconds)" [client.dll]
[float32] mp_dm_bonus_length_min : "Minimum time the bonus time will last (in
seconds)" [client.dll]
[float32] mp_dm_bonus_length_max : "Maximum time the bonus time will last (in
seconds)" [client.dll]
[int32] mp_dm_healthshot_killcount : "Grant healthshots in deathmatch after n
kills" [client.dll]
[int32] mp_dm_kill_base_score : "Number of base points to award for a kill in
deathmatch. Cheaper weapons award 1 or 2 additional points." [client.dll]
[int32] mp_dm_bonus_percent : "Percent of points additionally awarded when someone
gets a kill with the bonus weapon during the bonus period." [client.dll]
[bool] sv_dm_gamemoderules_controls_rounds : "no description" [games's dll]
[devonly]
[float32] spec_replay_round_delay : "Round can be delayed by this much due to
someone watching a replay; must be at least 3-4 seconds, otherwise the last replay
will always be interrupted by round start, assuming normal pause between round_end
and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second
full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out
switching (up to a second)" [games's dll]
[bool] mp_footsteps_serverside : "Makes the server always play footstep sounds.
Clients never calculate footstep sounds locally, instead relying on the server."
[games's dll]
[int32] sv_warmup_to_freezetime_delay : "Delay between end of warmup and start of
match." [client.dll]
[bool] sv_disable_teamselect_menu : "Disable teamselect menu on clients"
[client.dll]
[int32] sv_human_autojoin_team : "Force human players on to a team. 0 to disable."
[client.dll]
[string] sv_server_graphic1 : "A 360x60 (<16kb) image file in /csgo/ that will be
displayed to spectators." [client.dll]
[string] sv_server_graphic2 : "A 220x45 (<16kb) image file in /csgo/ that will be
displayed to spectators." [client.dll]
[bool] sv_disable_observer_interpolation : "Disallow interpolating between observer
targets on this server." [client.dll]
[bool] sv_invites_only_mainmenu : "If turned on, will ignore all invites when user
is playing a match" [client.dll]
[int32] sv_holiday_mode : "0 = OFF, 1 = Halloween, 2 = Winter" [client.dll]
[bool] sv_teamid_overhead_always_prohibit : "Determines whether
cl_teamid_overhead_always is prohibited." [client.dll]
[int32] sv_versus_screen_scene_id : "Determines which scene is used for the versus
screen." [games's dll]
[bool] sv_autoexec_mapname_cfg : "Execute a mapname cfg file on the server
automatically in custom game modes that require it." [games's dll]
[bool] sv_show_team_equipment_prohibit : "Determines whether
+cl_show_team_equipment is prohibited." [client.dll]
[bool] sv_show_team_equipment_force_on : "Force on if not prohibited" [client.dll]
[int32] sv_teamid_overhead_maxdist_spec : "If >0, server will override
cl_teamid_overhead_maxdist_spec" [client.dll]
[int32] sv_teamid_overhead_maxdist : "If >0, server will override
cl_teamid_overhead_maxdist" [client.dll]
[bool] sv_teamid_overhead : "Shows teamID over player's heads. 0 = off, 1 = on"
[client.dll]
[int32] sv_disable_radar : "0: regular radar; 1: always disabled; 2: disabled in
warmup" [client.dll]
[int32] sv_hide_roundtime_until_seconds : "no description" [client.dll]
[bool] sv_outofammo_indicator : "no description" [client.dll]
[float32] sv_falldamage_to_below_player_ratio : "Landing on a another player's head
gives them this ratio of the damage." [client.dll]
[float32] sv_falldamage_to_below_player_multiplier : "Scale damage when distributed
across two players" [client.dll]
[float32] sv_chat_proximity : "no description" [client.dll]
[float32] sv_voice_proximity : "no description" [client.dll]
[float32] sv_highlight_duration : "no description" [client.dll]
[float32] sv_highlight_distance : "no description" [client.dll]
[bool] sv_fade_player_visibility_farz : "no description" [client.dll]
[int32] sv_kick_players_with_cooldown : "(0: do not kick on insecure servers; 1:
kick players with Untrusted status or convicted by Overwatch; 2: kick players with
any cooldown)" [games's dll]
[bool] sv_matchend_drops_enabled : "Rewards gameplay time is always accumulated for
players, but drops at the end of the match can be prevented" [games's dll]
[int32] sv_buy_status_override : "Override for buy status map info. 0 = everyone
can buy, 1 = ct only, 2 = t only 3 = nobody" [games's dll]
[bool] sv_auto_adjust_bot_difficulty : "Adjust the difficulty of bots each round
based on contribution score." [games's dll]
[int32] sv_bots_get_easier_each_win : "If > 0, some # of bots will lower thier
difficulty each time they win. The argument defines how many will lower their
difficulty each time." [games's dll]
[int32] sv_bots_get_harder_after_each_wave : "If > 0, some # of bots will raise
thier difficulty each time CTs beat a Guardian wave. The argument defines how many
will raise their difficulty each time" [games's dll]
[bool] sv_guardian_reset_c4_every_wave : "no description" [games's dll]
[bool] tv_delaymapchange : "Delays map change until broadcast is complete" [games's
dll]
[int32] sv_game_mode_flags : "Dedicated server game mode flags to run" [games's
dll]
[bool] nextmap_print_enabled : "When enabled prints next map to clients" [games's
dll]
[int32] sv_skirmish_id : "Dedicated server skirmish id to run" [client.dll]
[bool] ff_damage_decoy_explosion : "Enables or disables team damage from decoy
detonation" [client.dll]
[bool] mp_autoteambalance : "no description" [games's dll]
[int32] mp_maxrounds : "max number of rounds to play before server changes maps"
[client.dll]
[int32] mp_winlimit : "Max score one team can reach before server changes maps"
[client.dll] [devonly]
[bool] mp_tournament : "no description" [client.dll] [devonly]
[int32] mp_team_timeout_time : "Duration of each timeout." [client.dll]
[int32] mp_team_timeout_max : "Number of timeouts each team gets per match."
[client.dll]
[int32] mp_team_timeout_ot_add_once : "Number of timeouts to add for each team when
regulation time ends and match goes to overtime." [client.dll]
[int32] mp_team_timeout_ot_add_each : "Number of timeouts to add for each team when
match goes to 2nd and each next overtime." [client.dll]
[int32] mp_team_timeout_ot_max : "Max number of timeouts each team can have per OT
after all OT timeouts got added." [client.dll]
[int32] mp_technical_timeout_per_team : "How many technical timeouts are there per
team?" [client.dll]
[int32] mp_technical_timeout_duration_s : "How many seconds is a full technical
timeout?" [client.dll]
[int32] mp_weapons_max_gun_purchases_per_weapon_per_match : "Max number of times a
player may purchase any weapon per match" [client.dll]
[int32] sv_max_allowed_net_graph : "Determines max allowed net_graph value for
clients." [client.dll]
[int32] mp_match_restart_delay : "Time (in seconds) until a match restarts."
[client.dll]
[int32] mp_chattime : "amount of time players can chat after the game is over"
[client.dll] [devonly]
[float32] mp_timelimit : "game time per map in minutes" [client.dll]
[int32] mp_fraglimit : "no description" [games's dll]
[string] nextmode : "Sets the game mode to be played when the next level loads"
[games's dll]
[string] nextlevel : "If set to a valid map name, will trigger a changelevel to the
specified map at the end of the round" [games's dll]
[string] mapcyclefile : "Name of the .txt file used to cycle the maps on
multiplayer servers " [games's dll] [devonly]
[bool] game_online : "The current game is online." [client.dll] [hidden] [devonly]
[bool] game_public : "The current game is public." [client.dll] [hidden] [devonly]
[string] mp_teamname_1 : "A non-empty string overrides the first team's name."
[games's dll]
[string] mp_teamname_2 : "A non-empty string overrides the second team's name."
[games's dll]
[string] mp_teamflag_1 : "Enter a country's alpha 2 code to show that flag next to
team 1's name in the spectator scoreboard." [games's dll]
[string] mp_teamflag_2 : "Enter a country's alpha 2 code to show that flag next to
team 2's name in the spectator scoreboard." [games's dll]
[string] mp_teamlogo_1 : "Enter a team's shorthand image name to display their
logo. Images can be found here: 'resource/flash/econ/tournaments/teams'" [games's
dll]
[string] mp_teamlogo_2 : "Enter a team's shorthand image name to display their
logo. Images can be found here: 'resource/flash/econ/tournaments/teams'" [games's
dll]
[string] mp_teamprediction_txt : "A value between 1 and 99 will set predictions in
favor of first team." [games's dll]
[int32] mp_teamprediction_pct : "A value between 1 and 99 will show predictions in
favor of CT team." [games's dll]
[string] mp_teammatchstat_txt : "A non-empty string sets the match stat
description, e.g. 'Match 2 of 3'." [games's dll]
[string] mp_teammatchstat_1 : "A non-empty string sets first team's match stat."
[games's dll]
[string] mp_teammatchstat_2 : "A non-empty string sets second team's match stat."
[games's dll]
[int32] mp_teamscore_1 : "A non-empty string for best-of-N maps won by the first
team." [games's dll]
[int32] mp_teamscore_2 : "A non-empty string for best-of-N maps won by the second
team." [games's dll]
[int32] mp_teamscore_max : "How many maps to win the series (bo3 max=2; bo5 max=3;
bo7 max=4)" [games's dll]
[int32] mp_hostages_max : "Maximum number of hostages to spawn." [games's dll]
[bool] mp_hostages_spawn_farthest : "When enabled will consistently force the
farthest hostages to spawn." [games's dll]
[bool] mp_hostages_spawn_same_every_round : "0 = spawn hostages randomly every
round, 1 = same spawns for entire match." [games's dll]
[string] mp_hostages_spawn_force_positions : "Comma separated list of zero based
indices to force spawn positions, e.g. '0,2' or '1,6'" [games's dll]
[string] mp_hostages_spawn_force_positions_xyz : "Comma separated list of xyz
locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2'" [games's dll]
[float32] mp_hostages_run_speed_modifier : "Default is 1.0, slow down hostages by
setting this to < 1.0." [games's dll]
[float32] nav_approach_points_area_size_threshold : "Ignore nav areas with at least
one side smaller than this amount during approach point calculation." [games's dll]
[devonly]
[bool] nav_draw_hidingspots : "no description" [games's dll] [cheat]
[bool] nav_draw_dangerareas : "no description" [games's dll] [cheat]
[int32] mp_guardian_target_site : "If set to the index of a bombsite, will cause
random spawns to be only created near that site." [games's dll]
[float32] sv_hegrenade_damage_multiplier : "no description" [client.dll]
[float32] sv_hegrenade_radius_multiplier : "no description" [client.dll]
[bool] dota_overhead_on_received_item : "Emit an overhead particle effect on
receiving an item from an ally." [client.dll] [devonly]
[int32] ai_debug_shoot_positions : "no description" [client.dll] [cheat]
[bool] ai_disabled : "no description" [client.dll] [cheat]
[bool] filter_player_simulation_time : "no description" [client.dll] [devonly]
[float32] sv_script_think_interval : "no description" [client.dll] [devonly]
[bool] vprof_scope_entity_thinks : "no description" [client.dll] [devonly]
[bool] vprof_think_limit : "no description" [games's dll] [devonly]
[float32] ent_pivot_size : "no description" [games's dll] [cheat]
[bool] debug_overlay_fullposition : "no description" [games's dll] [devonly]
[bool] ent_text_no_name_really_i_mean_it : "no description" [games's dll] [cheat]
[bool] ent_show_contexts : "Show entity contexts in ent_text display" [games's dll]
[cheat]
[string] ent_actornames_font : "ent_actornames font name" [client.dll] [cheat]
[int32] ent_actornames_fontsize : "ent_actornames font size" [client.dll] [cheat]
[int32] ent_text_flags_active : "no description" [games's dll] [cheat]
[bool] phys_async_buoyancy_update : "If true, buoyancy motion controllers are
updated in an async job after the tick has completed." [client.dll] [devonly]
[float32] sv_pushaway_clientside_size : "Minimum size of pushback objects"
[client.dll] [devonly]
[int32] props_break_max_pieces_perframe : "Maximum prop breakable piece count per
frame (-1 = model default)" [client.dll] [devonly]
[float32] break_damage_inherit_scale : "no description" [client.dll] [devonly]
[float32] break_invulnerable_spawn_duration : "no description" [client.dll]
[devonly]
[bool] animgraph_enable_parallel_update : "no description" [client.dll] [devonly]
[bool] animgraph_force_tick_all_graphs : "no description" [client.dll] [devonly]
[bool] sv_skip_update_animations : "Enable to skip game animations" [games's dll]
[devonly]
[bool] animgraph_slope_draw_raycasts : "no description" [client.dll] [cheat]
[bool] animgraph_trace_static_only : "no description" [client.dll] [cheat]
[bool] animgraph_draw_traces : "no description" [client.dll] [devonly]
[bool] animgraph_trace_ignore_prop_physics : "no description" [client.dll]
[devonly]
[bool] sv_massreport : "no description" [games's dll] [devonly]
[float32] ent_skeleton_duration : "Duration of ent_skeleton display" [client.dll]
[cheat]
[int32] skill : "Game skill level." [client.dll]
[bool] sv_lightquery_debug : "no description" [games's dll] [cheat]
[bool] lightquery_debug_direct_lighting : "no description" [client.dll] [cheat]
[bool] lightquery_debug_indirect_lighting : "no description" [client.dll] [cheat]
[bool] phys_active : "Whether PLAYER physics is actively simulated (ie. noclip)"
[games's dll] [devonly]
[bool] sv_phys_enabled : "Enable all physics simulation" [games's dll] [cheat]
[string] sv_phys_stop_at_collision : "no description" [games's dll] [cheat]
[bool] sv_phys_sleep_enable : "Enable sleeping for dynamic physics bodies."
[games's dll] [cheat]
[bool] sv_phys_animated_hierarchy : "no description" [games's dll] [devonly]
[bool] phys_show_stats : "no description" [client.dll] [devonly]
[bool] phys_threaded_transform_update : "no description" [client.dll] [devonly]
[float32] sv_gravity : "World gravity." [client.dll]
[float32] phys_timescale : "Scale time for physics" [games's dll] [devonly]
[float32] phys_continuous_kinematic_update : "no description" [client.dll]
[devonly]
[bool] phys_parallel_islands : "Enable/Disable Parallel Island Solving"
[client.dll] [devonly]
[bool] sv_phys_visualize_awake : "no description" [games's dll] [devonly]
[bool] phys_visualize_awake_dynamic_only : "no description" [client.dll] [devonly]
[bool] phys_visualize_awake_unattached_only : "no description" [client.dll]
[devonly]
[bool] sv_phys_debug_callback_entities : "Print all entities that get touch
callbacks. Each entity is printed only once." [games's dll] [cheat]
[string] phys_log_updaters_include : "no description" [client.dll] [devonly]
[string] phys_log_updaters_exclude : "no description" [client.dll] [devonly]
[bool] phys_log_updaters : "no description" [client.dll] [devonly]
[bool] sv_hitbox_debug : "no description" [games's dll] [devonly]
[bool] sos_debug_emit : "no description" [client.dll] [devonly]
[string] snd_break_on_start_soundevent : "Use to debug break on any soundevent that
is started matching this name" [client.dll] [cheat]
[bool] script_break_in_native_debugger_on_error : "no description" [games's dll]
[devonly]
[bool] script_attach_debugger_at_startup : "no description" [games's dll] [devonly]
[int32] ai_debug_dyninteractions : "Debug the NPC dynamic interaction system."
[games's dll] [cheat]
[bool] fog_volume_debug : "If enabled, prints diagnostic information about the
current fog volume" [games's dll] [devonly]
[int32] ammo_50AE_max : "no description" [client.dll]
[int32] ammo_762mm_max : "no description" [client.dll]
[int32] ammo_556mm_max : "no description" [client.dll]
[int32] ammo_556mm_small_max : "no description" [client.dll]
[int32] ammo_556mm_box_max : "no description" [client.dll]
[int32] ammo_338mag_max : "no description" [client.dll]
[int32] ammo_9mm_max : "no description" [client.dll]
[int32] ammo_buckshot_max : "no description" [client.dll]
[int32] ammo_45acp_max : "no description" [client.dll]
[int32] ammo_357sig_max : "no description" [client.dll]
[int32] ammo_357sig_p250_max : "no description" [client.dll]
[int32] ammo_357sig_small_max : "no description" [client.dll]
[int32] ammo_357sig_min_max : "no description" [client.dll]
[int32] ammo_57mm_max : "no description" [client.dll]
[int32] ammo_grenade_limit_default : "no description" [client.dll]
[int32] ammo_grenade_limit_flashbang : "no description" [client.dll]
[int32] ammo_grenade_limit_total : "no description" [client.dll]
[int32] ammo_grenade_limit_snowballs : "no description" [client.dll]
[int32] ammo_grenade_limit_tripwirefire : "no description" [client.dll]
[int32] ammo_item_limit_adrenaline : "no description" [client.dll]
[int32] ammo_grenade_limit_breachcharge : "no description" [client.dll]
[int32] ammo_grenade_limit_bumpmine : "no description" [client.dll]
[int32] ammo_item_limit_healthshot : "no description" [client.dll]
[float32] ammo_50AE_impulse : "You must enable tweaking via tweak_ammo_impulses to
use this value." [client.dll] [devonly]
[float32] ammo_762mm_impulse : "You must enable tweaking via tweak_ammo_impulses to
use this value." [client.dll] [devonly]
[float32] ammo_556mm_impulse : "You must enable tweaking via tweak_ammo_impulses to
use this value." [client.dll] [devonly]
[float32] ammo_556mm_box_impulse : "You must enable tweaking via
tweak_ammo_impulses to use this value." [client.dll] [devonly]
[float32] ammo_338mag_impulse : "You must enable tweaking via tweak_ammo_impulses
to use this value." [client.dll] [devonly]
[bool] weapon_near_empty_sound : "no description" [client.dll] [cheat]
[bool] weapon_debug_max_inaccuracy : "Force all shots to have maximum inaccuracy"
[client.dll] [cheat] [devonly]
[bool] weapon_debug_inaccuracy_only_up : "Force weapon inaccuracy to be in exactly
the up direction" [client.dll] [cheat] [devonly]
[float32] snd_max_pitch_shift_inaccuracy : "no description" [client.dll] [devonly]
[bool] weapon_accuracy_shotgun_spread_patterns : "no description" [client.dll]
[bool] use_fx_queue : "use_fx_queue" [client.dll] [devonly]
[int32] debug_aim_angle : "no description" [client.dll] [devonly]
[float32] nav_max_view_distance : "Maximum range for precomputed nav mesh
visibility (0 = default 1500 units)" [games's dll] [cheat]
[float32] nav_potentially_visible_dot_tolerance : "no description" [games's dll]
[cheat]
[string] logaddress_token_secret : "Set a secret string that will be hashed when
using logaddress with explicit token hash." [games's dll]
[bool] sv_log_http_record_before_any_listeners : "no description" [games's dll]
[bool] bot_force_duck : "no description" [games's dll] [devonly]
[int32] mp_coopmission_bot_difficulty_offset : "The difficulty offset modifier for
bots during coop missions." [games's dll]
[int32] bot_traceview : "For internal testing purposes." [games's dll] [cheat]
[string] bot_stop : "bot_stop <1|all> | <not_bomber> | <t> | <ct>" [games's dll]
[cheat]
[bool] bot_ignore_enemies : "If nonzero, bots will ignore enemies (for debugging)."
[games's dll] [cheat]
[bool] bot_show_nav : "For internal testing purposes." [games's dll] [cheat]
[bool] bot_walk : "If nonzero, bots can only walk, not run." [games's dll]
[devonly]
[int32] bot_difficulty : "Defines the skill of bots joining the game. Values are:
0=easy, 1=normal, 2=hard, 3=expert." [games's dll]
[int32] bot_debug : "For internal testing purposes." [games's dll] [cheat]
[int32] bot_debug_target : "For internal testing purposes." [games's dll] [cheat]
[int32] bot_quota : "Determines the total number of bots in the game." [games's
dll]
[string] 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." [games's dll]
[string] bot_prefix : "This string is prefixed to the name of all bots that join
the game.
<difficulty> will be replaced with the bot's difficulty.
<weaponclass> will be replaced with the bot's desired weapon class.
<skill> will be replaced with a 0-100 representation of the bot's skill." [games's
dll] [devonly]
[bool] bot_allow_rogues : "If nonzero, bots may occasionally go 'rogue'. Rogue bots
do not obey radio commands, nor pursue scenario goals." [games's dll]
[bool] bot_allow_pistols : "If nonzero, bots may use pistols." [games's dll]
[bool] bot_allow_shotguns : "If nonzero, bots may use shotguns." [games's dll]
[bool] bot_allow_sub_machine_guns : "If nonzero, bots may use sub-machine guns."
[games's dll]
[bool] bot_allow_rifles : "If nonzero, bots may use rifles." [games's dll]
[bool] bot_allow_machine_guns : "If nonzero, bots may use the machine gun."
[games's dll]
[bool] bot_allow_grenades : "If nonzero, bots may use grenades." [games's dll]
[bool] bot_allow_snipers : "If nonzero, bots may use sniper rifles." [games's dll]
[string] bot_join_team : "Determines the team bots will join into. Allowed values:
'any', 'T', or 'CT'." [games's dll]
[bool] bot_join_after_player : "If nonzero, bots wait until a player joins before
entering the game." [games's dll]
[bool] bot_auto_vacate : "If nonzero, bots will automatically leave to make room
for human players." [games's dll] [devonly]
[bool] bot_zombie : "If nonzero, bots will stay in idle mode and not attack."
[games's dll] [cheat]
[bool] bot_defer_to_human_goals : "If nonzero and there is a human on the team, the
bots will not do the scenario tasks." [games's dll]
[bool] bot_defer_to_human_items : "If nonzero and there is a human on the team, the
bots will not get scenario items." [games's dll]
[string] bot_chatter : "Control how bots talk. Allowed values: 'off', 'radio',
'minimal', or 'normal'." [games's dll]
[bool] bot_dont_shoot : "If nonzero, bots will not fire weapons (for debugging)."
[games's dll] [cheat]
[float32] bot_eco_limit : "If nonzero, bots will not buy if their money falls below
this amount." [games's dll] [devonly]
[bool] bot_auto_follow : "If nonzero, bots with high co-op may automatically follow
a nearby human player." [games's dll] [devonly]
[bool] bot_flipout : "If nonzero, bots use no CPU for AI. Instead, they run around
randomly." [games's dll] [devonly]
[bool] bot_controllable : "Determines whether bots can be controlled by players"
[games's dll]
[string] mp_bot_ai_bt : "Use the specified behavior tree file to drive the bot
behavior." [games's dll]
[bool] bot_show_occupy_time : "Show when each nav area can first be reached by each
team." [games's dll] [cheat]
[bool] bot_show_battlefront : "Show areas where rushing players will initially
meet." [games's dll] [cheat]
[int32] bot_join_delay : "Prevents bots from joining the server for this many
seconds after a map change." [games's dll] [devonly]
[bool] bot_join_in_warmup : "Prevents bots from joining the server while warmup
phase is active." [games's dll] [devonly]
[bool] throttle_expensive_ai : "no description" [games's dll] [devonly]
[float32] csgo_nav_jump_link_detour_threshold : "don't traverse a jump link if
there's a detour that costs less than this amount" [games's dll] [devonly]
[int32] mp_guardian_force_collect_hostages_timeout : "Force bots to collect
hostages after this amount of time if no enemy has been seen." [games's dll]
[float32] bot_max_vision_distance_override : "Max distance bots can see targets."
[games's dll]
[bool] bot_ignore_players : "Bots will not see non-bot players." [games's dll]
[cheat]
[float32] bot_coop_idle_max_vision_distance : "Max distance bots can see targets
(in coop) when they are idle, dormant, hiding or asleep." [games's dll]
[int32] cv_bot_ai_bt_debug_target : "Draw the behavior tree of the given bot."
[games's dll] [cheat]
[bool] cv_bot_ai_bt_moveto_show_next_hiding_spot : "Draw the hiding spot the bot
will check next." [games's dll] [cheat]
[bool] cv_bot_ai_bt_hiding_spot_show : "Draw hiding spots." [games's dll] [cheat]
[bool] sv_bot_parallel_threat_detection : "Perform bot threat detection in
parallel" [games's dll] [devonly]
[float32] bot_max_visible_smoke_length : "Bots will see players through smoke
clouds up to this length." [games's dll]
[bool] csgo_fatdemo_enable : "no description" [client.dll]
[string] csgo_fatdemo_output : "no description" [client.dll]
[string] bot_loadout : "bots are given these items at round start" [games's dll]
[cheat]
[bool] bot_randombuy : "should bots ignore their prefered weapons and just buy
weapons at random?" [games's dll] [cheat]
[float32] sv_bot_buy_grenade_chance : "Chance bots will buy a grenade with leftover
money (after prim, sec and armor). Input as percent (0-100.0)" [games's dll]
[float32] sv_bot_buy_smoke_weight : "Given a bot will buy a grenade, controls the
odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars."
[games's dll]
[float32] sv_bot_buy_flash_weight : "Given a bot will buy a grenade, controls the
odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars."
[games's dll]
[float32] sv_bot_buy_decoy_weight : "Given a bot will buy a grenade, controls the
odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars."
[games's dll]
[float32] sv_bot_buy_molotov_weight : "Given a bot will buy a grenade, controls the
odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars."
[games's dll]
[float32] sv_bot_buy_hegrenade_weight : "Given a bot will buy a grenade, controls
the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight
convars." [games's dll]
[float32] bot_coop_force_throw_grenade_chance : "no description" [games's dll]
[cheat]
[float32] devonly_chicken_feeler_distance : "Chicken feeler distance" [games's dll]
[devonly]
[float32] devonly_chicken_feeler_height : "Chicken feeler height" [games's dll]
[devonly]
[float32] devonly_chicken_blocktimer : "Chicken blockertimer" [games's dll]
[devonly]
[bool] debug_chicken : "Chicken debug info" [games's dll] [devonly]
[float32] inferno_per_flame_spawn_duration : "Duration each new flame will attempt
to spawn new flames" [games's dll] [cheat]
[float32] inferno_initial_spawn_interval : "Time between spawning flames for first
fire" [games's dll] [cheat]
[float32] inferno_child_spawn_interval_multiplier : "Amount spawn interval
increases for each child" [games's dll] [cheat]
[float32] inferno_max_child_spawn_interval : "Largest time interval for child flame
spawning" [games's dll] [cheat]
[float32] inferno_spawn_angle : "Angular change from parent" [games's dll] [cheat]
[int32] inferno_max_flames : "Maximum number of flames that can be created"
[games's dll]
[float32] inferno_flame_spacing : "Minimum distance between separate flame spawns"
[games's dll] [cheat]
[float32] inferno_flame_lifetime : "Average lifetime of each flame in seconds"
[games's dll]
[float32] inferno_friendly_fire_duration : "For this long, FF is credited back to
the thrower." [games's dll] [cheat]
[bool] inferno_debug : "no description" [games's dll] [cheat]
[float32] inferno_damage : "Damage per second" [games's dll] [cheat]
[float32] inferno_max_range : "Maximum distance flames can spread from their
initial ignition point" [games's dll]
[float32] inferno_velocity_factor : "no description" [games's dll] [cheat]
[float32] inferno_velocity_decay_factor : "no description" [games's dll] [cheat]
[float32] inferno_velocity_normal_factor : "no description" [games's dll] [cheat]
[float32] inferno_surface_offset : "no description" [games's dll] [cheat]
[int32] inferno_child_spawn_max_depth : "no description" [games's dll]
[bool] inferno_scorch_decals : "no description" [games's dll] [cheat]
[int32] inferno_max_trace_per_tick : "no description" [games's dll] [devonly]
[float32] inferno_forward_reduction_factor : "no description" [games's dll] [cheat]
[float32] inferno_smoke_volume_density : "no description" [games's dll] [cheat]
[float32] inferno_damage_timer : "How long between times for the inferno to deal
damage." [client.dll] [devonly]
[float32] hostage_drop_time : "Time for the hostage before it fully drops to
ground" [games's dll] [devonly]
[float32] sv_pushaway_hostage_force : "How hard the hostage is pushed away from
physics objects (falls off with inverse square of distance)." [games's dll] [cheat]
[float32] sv_pushaway_max_hostage_force : "Maximum of how hard the hostage is
pushed away from physics objects." [games's dll] [cheat]
[bool] r_light_flickering_enabled : "no description" [client.dll] [devonly]
[float32] r_mixed_shadows_fade_out_time : "no description" [client.dll] [devonly]
[float32] r_mixed_shadows_fade_in_time : "no description" [client.dll] [devonly]
[bool] sv_log_change_offsets : "Log change offsets to game/varchangeinfoN.log
files." [games's dll] [devonly]
[int32] sv_watchtransmit : "Watch NetworkStateChanged info for this entity index."
[games's dll]
[int32] sv_max_change_offsets : "How many network changes to track before requiring
full diff check." [games's dll] [devonly]
[int32] sv_pvs_entity : "If set, only allows this ent index to network (other than
players and things that force sending)." [games's dll] [devonly]
[bool] sv_pvs_random : "If set, objects blink in/out of pvs randomly." [games's
dll] [devonly]
[int32] pvs_flowtype : "Flow through spawn groups for vis (0 == default, 1 ==
always visible, 2 == never visible." [games's dll]
[int32] pvs_debugentity : "Verbose spew for this entity when doing IsInPVS
computation." [games's dll]
[bool] sv_workshop_allow_other_maps : "When hosting a workshop collection, users
can play other workshop map on this server when it is empty and then mapcycle into
this server collection." [games's dll]
[uint64] tv_allow_camera_man_steamid : "Allows tournament production cameraman to
run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man."
[games's dll]
[uint64] tv_allow_camera_man_steamid2 : "Allows tournament production tv cameraman
to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera
man." [games's dll]
[int32] game_type : "The current game type. See GameModes.txt." [client.dll]
[int32] game_mode : "The current game mode (based on game type). See
GameModes.txt." [client.dll]
[bool] sv_prime_accounts_only : "When this setting is enabled only prime users can
connect to this game server." [games's dll]
[int32] radarvismethod : "0 for traditional method, 1 for more realistic method"
[games's dll] [cheat]
[float32] radarvispow : "the degree to which you can point away from a target, and
still see them on radar." [games's dll] [cheat]
[float32] radarvisdistance : "at this distance and beyond you need to be point
right at someone to see them" [games's dll] [cheat]
[float32] radarvismaxdot : "how closely you have to point at someone to see them
beyond max distance" [games's dll] [cheat]
[int32] mp_logdetail : "Logs attacks. Values are: 0=off, 1=enemy, 2=teammate,
3=both)" [games's dll]
[bool] mp_logdetail_items : "Logs a line any time a player acquires or loses an
item." [games's dll]
[bool] sv_nonemesis : "Disable nemesis and revenge." [games's dll] [devonly]
[bool] sv_debugroundstats : "no description" [games's dll] [devonly]
[bool] sv_record_item_time_data : "Turn on recording of per player item time data
into the server log." [games's dll]
[float32] healthshot_healthboost_damage_multiplier : "no description" [games's dll]
[int32] CS_WarnFriendlyDamageInterval : "Defines how frequently the server notifies
clients that a player damaged a friend" [games's dll] [cheat]
[float32] mp_tagging_scale : "Scalar for player tagging modifier when hit. Lower
values for greater tagging." [games's dll]
[float32] sv_distance_guaranteed_damage_feedback : "Attacks made within this radius
are guaranteed to generate damage feedback sounds." [games's dll]
[bool] sv_always_play_damage_headshot_feedback : "If true, we always play damage
headshot feedback, even through smokes and objects." [games's dll]
[float32] mp_flinch_punch_scale : "Scalar for first person view punch when getting
hit." [games's dll] [cheat] [devonly]
[float32] phys_playerscale : "This multiplies the bullet impact impuse on players
for more dramatic results when players are shot." [games's dll] [devonly]
[float32] phys_headshotscale : "Modifier for the headshot impulse hits on players"
[games's dll] [devonly]
[float32] mp_logdistance_2d : "Enables distance logging every so many units"
[games's dll]
[float32] mp_logdistance_sec : "Enables distance logging every so many seconds"
[games's dll]
[bool] mp_logloadouts : "Enables distance logging with full loadouts" [games's dll]
[bool] dev_add_onground_on_spawn : "Should we mess with the ground flag when we
spawn? (I don't think we should). If we don't hit the assert in
CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022."
[games's dll]
[int32] sv_guardian_min_wave_for_heavy : "no description" [games's dll]
[int32] sv_guardian_max_wave_for_heavy : "no description" [games's dll]
[int32] sv_guardian_heavy_count : "no description" [games's dll]
[bool] sv_guardian_heavy_all : "no description" [games's dll]
[int32] cs_logtouchexpansion : "cs_logtouchexpansion <ent index or -1 for all>. Log
player touch expansion component." [games's dll] [cheat]
[bool] sv_show_teammate_death_notification : "Show chat notification upon teammate
death" [games's dll]
[int32] cs_ShowStateTransitions : "cs_ShowStateTransitions <ent index or -1 for
all>. Show player state transitions." [games's dll] [cheat]
[string] sv_guardian_starting_equipment_humans : "Extra starting equipment for
human players in guardian modes" [games's dll]
[int32] sv_guardian_health_refresh_per_wave : "Health given to survivors per wave
in guardian mode." [games's dll]
[int32] sv_guardian_respawn_health : "Starting health of guardian players when
respawned." [games's dll]
[int32] sv_guardian_spawn_health_ct : "Starting health in guardian modes." [games's
dll]
[int32] sv_guardian_spawn_health_t : "Starting health in guardian modes." [games's
dll]
[bool] sv_nowinpanel : "Turn on/off win panel on server" [games's dll] [devonly]
[bool] sv_show_voip_indicator_for_enemies : "Makes it so the voip icon is shown
over enemies as well as allies when they are talking" [games's dll]
[int32] bot_mimic : "Bot uses usercmd of player by index." [client.dll] [cheat]
[bool] bot_freeze : "no description" [games's dll] [cheat]
[float32] bot_mimic_yaw_offset : "no description" [games's dll] [cheat]
[float32] cs_hostage_near_rescue_music_distance : "no description" [games's dll]
[cheat]
[bool] cs_enable_player_physics_box : "no description" [games's dll]
[int32] sv_dz_cash_bundle_size : "Size of a cash bundle" [games's dll]
[int32] sv_dz_cash_mega_bundle_size : "Size of a mega cash bundle" [games's dll]
[int32] sv_dz_contractkill_reward : "Cash bundles to award for a successful
contract kill" [games's dll]
[bool] mp_deathcam_skippable : "Determines whether a player can early-out of the
deathcam." [games's dll]
[int32] sv_max_deathmatch_respawns_per_tick : "no description" [games's dll]
[float32] sv_radio_throttle_window : "The number of seconds before radio command
tokens refresh." [games's dll]
[bool] tv_relayradio : "Relay team radio commands to TV: 0=off, 1=on" [games's dll]
[bool] bot_chatter_use_rr : "0 = Use old bot chatter system, 1 = Use response
rules" [games's dll] [devonly]
[bool] sv_playerradio_use_allowlist : "playerradio commands may only use responses
from an allow list of commands." [games's dll]
[float32] sv_vote_timer_duration : "How long to allow voting on an issue" [games's
dll]
[float32] sv_vote_command_delay : "How long after a vote passes until the action
happens" [games's dll]
[bool] sv_allow_votes : "Allow voting?" [games's dll]
[float32] sv_vote_failure_timer : "A vote that fails cannot be re-submitted for
this long" [games's dll]
[float32] sv_vote_creation_timer : "How often someone can individually call a
vote." [games's dll]
[float32] sv_vote_quorum_ratio : "The minimum ratio of players needed to vote on an
issue to resolve it." [games's dll]
[bool] sv_vote_allow_spectators : "Allow spectators to initiate votes?" [games's
dll]
[bool] sv_vote_count_spectator_votes : "Allow spectators to vote on issues?"
[games's dll]
[bool] sv_vote_allow_in_warmup : "Allow voting during warmup?" [games's dll]
[bool] sv_vote_disallow_kick_on_match_point : "Disallow vote kicking on the match
point round." [games's dll]
[string] sv_mapvetopickvote_maps : "Which maps are used for map veto pick sequence"
[games's dll]
[string] sv_mapvetopickvote_phase_duration : "How many seconds each phase lasts"
[games's dll]
[bool] sv_mapvetopickvote_rnd : "When enabled will shuffle veto pick maps list
order every time" [games's dll]
[bool] sv_vote_issue_restart_game_allowed : "Can people hold votes to restart the
game?" [games's dll]
[bool] sv_vote_issue_kick_allowed : "Can people hold votes to kick players from the
server?" [games's dll]
[float32] sv_vote_kick_ban_duration : "How long should a kick vote ban someone from
the server? (in minutes)" [games's dll]
[bool] sv_vote_issue_loadbackup_allowed : "Can people hold votes to load match from
backup?" [games's dll]
[bool] sv_vote_issue_loadbackup_spec_only : "When enabled, only admins load match
from backup" [games's dll]
[bool] sv_vote_issue_loadbackup_spec_safe : "When enabled, admins load match from
backup in safe time of the round only" [games's dll]
[bool] sv_vote_issue_loadbackup_spec_authoritative : "When enabled, admins load
match from backup without players vote" [games's dll]
[bool] sv_vote_issue_changelevel_allowed : "Can people hold votes to change
levels?" [games's dll] [devonly]
[bool] sv_vote_to_changelevel_before_match_point : "Restricts vote to change level
to rounds prior to match point (default 0, vote is never disallowed)" [games's dll]
[bool] sv_vote_issue_nextlevel_allowed : "Can people hold votes to set the next
level?" [games's dll] [devonly]
[bool] sv_vote_issue_nextlevel_choicesmode : "Present players with a list of lowest
playtime maps to choose from?" [games's dll] [devonly]
[bool] sv_vote_issue_nextlevel_allowextend : "Allow players to extend the current
map?" [games's dll] [devonly]
[bool] sv_vote_issue_nextlevel_prevent_change : "Not allowed to vote for a
nextlevel if one has already been set." [games's dll] [devonly]
[bool] sv_vote_issue_scramble_teams_allowed : "Can people hold votes to scramble
the teams?" [games's dll] [devonly]
[bool] sv_vote_issue_pause_match_allowed : "Can people hold votes to pause/unpause
the match?" [games's dll] [devonly]
[bool] sv_vote_issue_pause_match_spec_only : "When enabled, only admins start
technical pause" [games's dll]
[bool] sv_vote_issue_timeout_allowed : "Can people hold votes to time out?"
[games's dll] [devonly]
[bool] sv_vote_issue_matchready_allowed : "Can people hold votes to ready/unready
the match?" [games's dll] [devonly]
[bool] sv_vote_issue_swap_teams_allowed : "Can people hold votes to swap the
teams?" [games's dll] [devonly]
[bool] sv_vote_issue_surrrender_allowed : "Can people hold votes to surrender?"
[games's dll] [devonly]
[bool] weapon_accuracy_logging : "no description" [client.dll] [devonly]
[float32] r_csgo_viewmodel_near_plane : "no description" [client.dll] [devonly]
[float32] r_csgo_viewmodel_far_plane : "no description" [client.dll] [devonly]
[bool] csgo_3d_skybox : "no description" [client.dll] [devonly]
[bool] csgo_use_fullsort_for_opaque : "fullsort the opaque pass when there wasn't a
depth prepass" [client.dll] [cheat]
[bool] r_csgo_prewarm_particles : "no description" [client.dll] [devonly]
[bool] r_show_build_info : "Build information. Leave this enabled when submitting
bug screenshots and videos, please!" [client.dll]
[int32] r_csgo_debug_reflection_rects : "no description" [client.dll] [cheat]
[bool] r_csgo_depth_prepass_reflections_large : "no description" [client.dll]
[cheat]
[bool] r_csgo_depth_prepass_reflections_small : "no description" [client.dll]
[cheat]
[bool] r_csgo_water_reflections : "no description" [client.dll] [devonly]
[bool] camera_datadriven_debug : "no description" [client.dll] [cheat] [devonly]
[int32] webapi_values_max_pool_size_mb : "Maximum size in bytes of the WebAPIValues
buffer pool" [client.dll] [devonly]
[int32] webapi_values_init_buffer_size : "Initial buffer size for buffers in the
WebAPIValues buffer pool" [client.dll] [devonly]
[bool] r_csgo_render_inferno_decals : "no description" [client.dll] [cheat]
[bool] r_csgo_render_decals_on_translucent : "no description" [client.dll] [cheat]
[bool] r_csgo_render_translucent : "no description" [client.dll] [cheat]
[bool] r_csgo_readonly_depth_stencil_enable : "no description" [client.dll] [cheat]
[bool] r_csgo_enable_glows : "no description" [client.dll] [cheat]
[int32] r_csgo_outline_glow_scaledenom : "no description" [client.dll] [cheat]
[devonly]
[bool] r_csgo_enable_translucent_screen_space : "no description" [client.dll]
[cheat]
[bool] r_csgo_render_dynamic_objects : "no description" [client.dll] [cheat]
[bool] r_csgo_no_shader_resolve : "no description" [client.dll] [cheat]
[bool] r_csgo_effects_bloom : "no description" [client.dll] [cheat]
[bool] r_csgo_effects_bloom_when_smoked : "no description" [client.dll] [cheat]
[bool] r_csgo_cubemap_normalization : "no description" [client.dll] [cheat]
[bool] r_csgo_postprocess_enable : "no description" [client.dll] [cheat]
[bool] r_csgo_enable_high_precision_lighting : "no description" [client.dll]
[cheat]
[bool] r_csgo_render_post_local_contrast : "no description" [client.dll] [cheat]
[bool] r_csgo_directional_lightmaps : "no description" [client.dll] [cheat]
[bool] r_csgo_multiscattering : "no description" [client.dll] [devonly]
[bool] r_csgo_microshadowing : "no description" [client.dll] [devonly]
[float32] r_csgo_viewmodel_envmap_position_bias : "no description" [client.dll]
[cheat] [devonly]
[float32] r_csgo_viewmodel_envmap_clamp_plane_distance : "no description"
[client.dll] [cheat] [devonly]
[float32] r_csgo_tools_vis_cubemap_roughness : "no description" [client.dll]
[cheat] [devonly]
[bool] r_csgo_stencil_sniper_zoom : "no description" [client.dll] [devonly]
[float32] r_csgo_firstpersonlegs_nearz_offset : "no description" [client.dll]
[devonly]
[int32] r_csgo_shadow_map_allocation_failure_policy : "What happens when a shadow
map fails allocation? 0 = don't render, 1 = render unshadowed" [client.dll] [cheat]
[devonly]
[bool] r_csgo_water_effects : "no description" [client.dll] [cheat]
[float32] r_csgo_reflection_min_far_plane : "no description" [client.dll] [cheat]
[bool] r_csgo_water_refraction : "no description" [client.dll] [cheat]
[bool] r_csgo_water_skybox_depth : "no description" [client.dll] [devonly]
[float32] r_player_fog_maxdensity_multiplier : "no description" [client.dll]
[cheat] [devonly]
[float32] r_player_fog_distance_multiplier : "no description" [client.dll] [cheat]
[devonly]
[int32] r_player_visibility_mode : "no description" [client.dll]
[float32] r_player_visibility_strength : "no description" [client.dll] [cheat]
[devonly]
[bool] r_player_visibility_stencil : "no description" [client.dll] [cheat]
[devonly]
[int32] r_post_bloom_debug : "1 = bloom output (before thresholding), 2 = quarter
res downsample, 3 = quarter res effects bloom 4 = quarter res effects raw"
[client.dll] [devonly]
[float32] r_csgo_render_post_bloom_strength : "no description" [client.dll] [cheat]
[bool] r_csgo_bloom_threshold_all_samples : "Execute bloom threshold once per
sample during downsample (default enabled, higher quality, less bloom aliasing)"
[client.dll] [devonly]
[bool] r_csgo_bloom_threshold_downsample_jimenez : "Custom downsample based on
Jimenez14, (default enabled, higher quality, decreases bloom aliasing further)"
[client.dll] [devonly]
[float32] r_render_to_cubemap_begin_mixing_roughness : "no description"
[client.dll] [devonly]
[int32] r_icon_rendering_msaa_mode : "MSAA mode used for icon rendering 0-none, 1-
2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc" [client.dll] [cheat] [devonly]
[bool] r_csgo_lowend_objects : "0 = Force disable, 1 = use video settings"
[client.dll] [devonly]
[float32] r_refraction_clip_plane_adjust : "no description" [client.dll] [cheat]
[bool] r_particle_shadows : "no description" [client.dll] [devonly]
[bool] r_particle_shadows_cast_on_particles : "no description" [client.dll]
[devonly]
[bool] r_particle_shadows_cast_on_particles_scale : "no description" [client.dll]
[devonly]
[bool] r_particle_shadows_cast_on_world : "no description" [client.dll] [devonly]
[int32] r_particle_shadow_map_texture_size : "no description" [client.dll]
[devonly]
[bool] r_debug_particle_shadows : "no description" [client.dll] [cheat]
[int32] r_csgo_fsr_upsample : "0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR +
RCAS upsample" [client.dll] [devonly]
[float32] r_csgo_fsr_rcas_sharpness : "RCAS sharpness when using FSR + RCAS
upsample." [client.dll] [devonly]
[bool] r_csgo_fsr_enable_mip_bias : "Apply negative mip bias when rendering with
FSR." [client.dll] [devonly]
[bool] r_csgo_enable_sunlight_check : "Enable vis tests for sunlight." [client.dll]
[devonly]
[bool] r_csgo_mixed_resolution_particles : "no description" [client.dll] [devonly]
[bool] r_csgo_mixed_resolution_color_slices : "no description" [client.dll] [cheat]
[int32] r_csgo_mixed_resolution_particles_scale : "no description" [client.dll]
[cheat]
[bool] r_csgo_mixed_resolution_particles_minmax : "no description" [client.dll]
[cheat]
[bool] r_csgo_mboit : "no description" [client.dll] [cheat]
[bool] r_csgo_mboit_debug : "no description" [client.dll] [cheat]
[float32] r_csgo_mboit_overestimation : "no description" [client.dll] [cheat]
[float32] r_csgo_mboit_bias : "no description" [client.dll] [cheat]
[bool] r_csgo_mboit_use_4_moments : "no description" [client.dll] [cheat]
[bool] r_csgo_mboit_force_mixed_resolution : "no description" [client.dll]
[devonly]
[float32] r_csgo_joint_upscale_sigma : "no description" [client.dll] [devonly]
[bool] r_csgo_volume_mboit_optimization : "no description" [client.dll] [cheat]
[bool] r_csgo_cmaa_enable : "no description" [client.dll] [devonly]
[int32] r_csgo_cmaa_quality : "0=low, 1=medium, 2=high, 3=ultra" [client.dll]
[devonly]
[bool] r_csgo_cmaa_extra_sharp : "trade more sharpness for reduced antialiasing"
[client.dll] [devonly]
[bool] r_csgo_cmaa_debug_edges : "debug visualize edges" [client.dll] [devonly]
[bool] r_csgo_gpu_culling : "CSGO/Graphics/GPU Culling" [client.dll] [devonly]
[bool] r_csgo_gpu_culling_two_pass : "CSGO/Graphics/GPU Culling (Two Pass)"
[client.dll] [devonly]
[bool] r_csgo_gpu_culling_shadows : "CSGO/Graphics/GPU Cull Shadow Views"
[client.dll] [devonly]
[float32] r_csgo_gpu_culling_camera_offset : "no description" [client.dll]
[devonly]
[bool] r_csgo_decals_use_msaa : "no description" [client.dll] [devonly]
[float32] r_csgo_smoke_overlay_min_dt : "no description" [client.dll] [devonly]
[int32] r_csgo_smoke_quality : "0 - no CSM, 1 - use 3x3 or bilinear PCF (dep on
shader detail), 2 - use 25 tap PCSS PCF" [client.dll] [devonly]
[bool] r_csgo_smoke_fullres_pass : "Does a full res pass to cover holes and
artifacts in smoke low res" [client.dll] [devonly]
[bool] r_csgo_msaa_resolve_apply_exposure_scale : "0 - before, 1 - after fix for
a2c fringing" [client.dll] [devonly]
[bool] r_csgo_single_lightbinner : "no description" [client.dll] [devonly]
[float32] r_csgo_resolve_dither_noise_amount : "Amount of screen space dither noise
to apply during resolve (used/essential with R11G11B10_FLOAT RT)" [client.dll]
[devonly]
[float32] r_csgo_resolve_dither_bluenoise_amount : "Equivalent to
r_csgo_render_dither_scale, but purely to control bluenoise for R11G11B10
downsample dither (if r_csgo_r11g11b10_dither_mode = 2)" [client.dll] [devonly]
[int32] r_csgo_r11g11b10_dither_mode : "0 - disabled, 1 - regular dither noise, 2 -
blue noise dither" [client.dll] [devonly]
[float32] r_csgo_cable_pixel_radius_clamp : "Minimum clamped size in pixels of a
cable (if using F_CLAMP_MIN_RADIUS 1 in cable material)" [client.dll] [devonly]
[bool] r_csgo_override_global_time : "no description" [client.dll] [cheat]
[bool] r_csgo_smoke_shadow : "no description" [client.dll] [devonly]
[bool] r_csgo_reconstruct_normals : "no description" [client.dll] [cheat]
[int32] r_csgo_reconstruct_normals_method : "no description" [client.dll] [cheat]
[bool] r_csgo_smoke_avoid_flat : "no description" [client.dll] [devonly]
[bool] r_csgo_smoke_clip_sniper : "no description" [client.dll] [devonly]
[string] ui_vanitysetting_loadoutslot_t : "no description" [client.dll]
[string] ui_news_last_read_link : "no description" [client.dll]
[string] ui_playsettings_warmup_map_name : "no description" [client.dll]
[string] ui_playsettings_survival_solo : "no description" [client.dll]
[string] ui_inventorysettings_recently_acknowledged : "no description" [client.dll]
[string] player_botdifflast_s : "no description" [client.dll]
[string] ui_deepstats_toplevel_mode : "no description" [client.dll]
[string] ui_deepstats_radio_heat_tab : "no description" [client.dll]
[string] ui_deepstats_radio_heat_team : "no description" [client.dll]
[string] ui_deepstats_radio_heat_figurine : "no description" [client.dll]
[string] ui_popup_weaponupdate_version : "no description" [client.dll]
[string] ui_show_subscription_alert : "no description" [client.dll]
[string] cl_redemption_reset_timestamp : "no description" [client.dll]
[string] ui_mainmenu_bkgnd_movie_1016BB11 : "Main menu background movie"
[client.dll]
[string] lobby_default_privacy_bits2 : "Lobby default permissions (0: private, 1:
public)" [client.dll]
[string] cl_clanid : "Current clan ID for name decoration" [client.dll] [hidden]
[int32] ui_setting_advertiseforhire_auto : "Whether users will automatically
advertise for invites (0: off; 1: last; 2: auto)" [client.dll]
[string] ui_setting_advertiseforhire_auto_last : "Which game mode users last used
to advertise for invites" [client.dll]
[string] install_dlc_workshoptools_cvar : "DLC Install Status" [client.dll]
[int32] key_bind_version : "no description" [client.dll] [hidden]
[string] cl_streams_request_url : "Number of streams requested for display"
[client.dll] [devonly]
[string] cl_streams_request_accept : "Header for api request" [client.dll]
[devonly]
[string] cl_streams_image_sfurl : "Format of Scaleform image representing the
stream" [client.dll] [devonly]
[float32] cl_streams_refresh_interval : "How often to refresh streams list"
[client.dll] [devonly]
[string] cl_streams_write_response_file : "When set will save streams info file for
diagnostics" [client.dll] [devonly]
[string] cl_streams_mytwitchtv_nolink : "Twitch.tv account linking URL"
[client.dll] [devonly]
[string] cl_streams_mytwitchtv_channel : "Twitch.tv account channel URL"
[client.dll] [devonly]
[int32] cachedvalue_count_teammates : "no description" [client.dll] [hidden]
[bool] vm_draw_always : "no description" [client.dll] [devonly]
[bool] vm_camera : "no description" [client.dll] [devonly]
[float32] vm_camera_scale : "no description" [client.dll] [devonly]
[bool] vm_camera_no_roll : "no description" [client.dll] [devonly]
[float32] vm_camera_interp_speed : "no description" [client.dll] [devonly]
[int32] cl_crosshairstyle : "0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED),
2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE
DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 =
LEGACY (fake recoil - inaccurate feedback)" [client.dll]
[int32] cl_crosshaircolor : "Set crosshair color as defined in
game_options.consoles.txt" [client.dll]
[int32] cl_crosshairalpha : "no description" [client.dll]
[bool] cl_crosshairusealpha : "no description" [client.dll]
[float32] cl_crosshairgap : "no description" [client.dll]
[bool] cl_crosshairgap_useweaponvalue : "If set to 1, the gap will update
dynamically based on which weapon is currently equipped" [client.dll]
[float32] cl_crosshairsize : "no description" [client.dll]
[float32] cl_crosshairthickness : "no description" [client.dll]
[bool] cl_crosshairdot : "no description" [client.dll]
[bool] cl_crosshair_recoil : "no description" [client.dll]
[int32] cl_crosshaircolor_r : "no description" [client.dll]
[int32] cl_crosshaircolor_g : "no description" [client.dll]
[int32] cl_crosshaircolor_b : "no description" [client.dll]
[int32] weapon_debug_spread_show : "Enables display of weapon accuracy; 1: show
accuracy box, 3: show accuracy with dynamic crosshair" [client.dll] [cheat]
[float32] weapon_debug_spread_gap : "no description" [client.dll] [cheat]
[bool] cl_crosshair_drawoutline : "Draws a black outline around the crosshair for
better visibility" [client.dll]
[float32] cl_crosshair_outlinethickness : "Set how thick you want your crosshair
outline to draw (0-3)" [client.dll]
[int32] cl_crosshair_dynamic_splitdist : "If using cl_crosshairstyle 2, this is the
distance that the crosshair pips will split into 2. (default is 7)" [client.dll]
[float32] cl_crosshair_dynamic_splitalpha_innermod : "If using cl_crosshairstyle 2,
this is the alpha modification that will be used for the INNER crosshair pips once
they've split. [0 - 1]" [client.dll]
[float32] cl_crosshair_dynamic_splitalpha_outermod : "If using cl_crosshairstyle 2,
this is the alpha modification that will be used for the OUTER crosshair pips once
they've split. [0.3 - 1]" [client.dll]
[float32] cl_crosshair_dynamic_maxdist_splitratio : "If using cl_crosshairstyle 2,
this is the ratio used to determine how long the inner and outer xhair pips will
be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer =
cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio] [0 - 1]" [client.dll]
[int32] cl_show_observer_crosshair : "Show the crosshair of the player being
observed. 0: off 1: friends and party 2: everyone " [client.dll]
[int32] cl_observed_bot_crosshair : "Control the crosshair shown when observing a
bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken
over, otherwise show default.. 2: Always show default crosshair for bots."
[client.dll]
[float32] cl_fixedcrosshairgap : "For crosshair style 1: How big to make the gap
between the pips in the fixed crosshair" [client.dll]
[bool] cl_crosshair_t : "T style crosshair" [client.dll]
[bool] cl_show_quest_info : "no description" [client.dll] [devonly]
[string] cl_paintkit_override : "no description" [client.dll] [cheat]
[bool] econ_enable_inventory_images : "allow inventory image rendering for use by
scaleform" [client.dll] [devonly]
[bool] econ_inventory_image_pinboard : "no description" [client.dll] [devonly]
[bool] cl_ignore_campaign_completion_requirements : "Ignores campaign progression
requirements when granting quests." [client.dll] [devonly]
[bool] cl_use_old_wearable_shoulddraw : "no description" [client.dll] [devonly]
[int32] cl_chatfilters : "Stores the chat filter settings " [client.dll]
[bool] cq_netgraph_problem_show_auto : "Automatically activate/deactivate
cq_netgraph when network conditions degrade" [client.dll]
[int32] cq_netgraph : "Display command queue statistics on the hud" [client.dll]
[float32] dota_toast_manager_override_duration : "no description" [client.dll]
[devonly]
[bool] sticky_tooltips : "Don't ever hide tooltips. Helpful when debugging
complicated tooltip layouts." [client.dll] [hidden] [devonly]
[int32] r_csgo_render_post_fxaa : "no description" [client.dll] [devonly]
[int32] r_csgo_render_post_colorcorrection : "no description" [client.dll] [cheat]
[int32] r_csgo_render_post_bloom : "no description" [client.dll] [cheat]
[int32] r_csgo_render_post_film_grain : "no description" [client.dll] [cheat]
[float32] r_csgo_render_dither_scale : "no description" [client.dll] [cheat]
[int32] r_csgo_render_post_mirror_horizontal : "no description" [client.dll]
[cheat]
[int32] r_csgo_render_post_mirror_vertical : "no description" [client.dll] [cheat]
[float32] glow_outline_width : "Width of glow outline effect in screen space."
[client.dll] [cheat]
[float32] r_bloom_tent_filter_radius : "bloom mip up-sample filtering radius (using
3x3 tent filter, radius in mip level texels), 0.0 radius => box (2x2) filter with
(fixed) 1.0 radius" [client.dll] [cheat] [devonly]
[int32] r_depth_of_field : "0 = off, 1 = enabled (high quality, circular bokeh,
HDR)" [client.dll] [devonly]
[float32] r_dof2_radiusscale : "no description" [client.dll] [devonly]
[float32] r_dof2_maxblursize : "no description" [client.dll] [devonly]
[bool] mat_disable_normal_mapping : "no description" [client.dll] [cheat]
[bool] r_csgo_enable_tonemapping : "no description" [client.dll] [cheat]
[bool] r_csgo_enable_volume_fog : "no description" [client.dll] [devonly]
[bool] r_csgo_enable_cubemap_fog : "no description" [client.dll] [devonly]
[bool] r_csgo_enable_gradient_fog : "no description" [client.dll] [devonly]
[int32] r_csgo_shadows_debug : "no description" [client.dll] [cheat]
[bool] r_aoproxy_debug : "no description" [client.dll] [cheat]
[bool] r_aoproxy_enable : "no description" [client.dll] [devonly]
[bool] r_csgo_decal_debug : "no description" [client.dll] [cheat]
[bool] r_csgo_depth_prepass : "no description" [client.dll] [cheat]
[float32] r_csgo_depth_prepass_cull_threshold : "no description" [client.dll]
[cheat]
[float32] r_csgo_depth_prepass_small_cull_threshold : "no description" [client.dll]
[cheat]
[bool] r_csgo_depth_prepass_viewmodel : "no description" [client.dll] [cheat]
[bool] r_csgo_depth_prepass_skybox_alpha_tested : "no description" [client.dll]
[cheat]
[bool] r_csgo_render_opaque : "no description" [client.dll] [cheat]
[bool] r_csgo_render_overlays : "no description" [client.dll] [cheat]
[bool] r_csgo_render_decals : "no description" [client.dll] [cheat]
[string] cl_radial_radio_tab_2_text_6 : "no description" [client.dll]
[string] cl_radial_radio_tab_2_text_7 : "no description" [client.dll]
[string] cl_radial_radio_tab_2_text_8 : "no description" [client.dll]
[int32] cl_radial_radio_version_reset : "no description" [client.dll]
[bool] cl_radial_radio_tap_to_ping : "When tapping the radial radio button, leave a
ping if nothing is selected within the time in seconds set in
cl_radial_menu_tap_duration" [client.dll]
[float32] cl_radialmenu_deadzone_size : "no description" [client.dll]
[float32] cl_radialmenu_deadzone_size_joystick : "no description" [client.dll]
[float32] cl_radial_menu_icon_radius : "no description" [client.dll] [devonly]
[float32] cl_radial_menu_tap_duration : "If nothing in a radial menu is selected,
and the button engaging the radial menu is released within this duration, fallback
on the radial's tap functionality" [client.dll] [devonly]
[float32] cl_radial_coyote_time : "Selection lenience: How long in seconds the last
selected radial segment is used if no segment is selected." [client.dll] [devonly]
[bool] cl_scoreboard_survivors_always_on : "no description" [client.dll]
[bool] r_dac_disable_portrait_world_renderer : "no description" [client.dll]
[devonly]
[float32] safezonex : "The percentage of the screen width that is considered safe
from overscan. Cannot result in a width less than the height." [client.dll]
[float32] safezoney : "The percentage of the screen height that is considered safe
from overscan" [client.dll]
[float32] hud_scaling : "Scales hud elements" [client.dll]
[float32] spec_death_panel_replay_position : "no description" [client.dll]
[devonly]
[int32] cl_deathcampanel_position_dynamic : "Turn on/off deathcam's kill panel
dynamic Y movement" [client.dll]
[float32] death_panel_delay_time : "no description" [client.dll] [devonly]
[float32] death_panel_travel_time : "no description" [client.dll] [devonly]
[float32] csgo_demoui_player_death_seek_lead_up_time : "Seek to a moment this
amount of seconds leading up to a player death instead of the exact time of the
death." [client.dll] [devonly]
[float32] csgo_demoui_previous_event_search_offset : "Do not consider events that
happened in the last specified number of seconds when a user clicks 'previous' on
the UI." [client.dll] [devonly]
[int32] csgo_demoui_playbeck_timestep_value : "Number of seconds to seek when using
TimeStep buttons on demo playback controller." [client.dll] [devonly]
[float32] hinttext_displaytime : "no description" [client.dll] [devonly]
[bool] cl_fake_timeout : "no description" [client.dll] [devonly]
[int32] cl_crosshair_friendly_warning : "0: off, 1: on" [client.dll]
[float32] cl_ping_fade_deadzone : "Distance from the crosshair over which the ping
is completely invisible" [client.dll]
[float32] cl_ping_fade_distance : "Distance from the crosshair over which the ping
fades" [client.dll]
[float32] sv_dz_show_enemy_name_scope_range : "no description"
[bool] cl_playerspray_auto_apply : "Automatically apply graffiti when graffiti menu
closes" [client.dll]
[bool] cl_crosshair_sniper_show_normal_inaccuracy : "Include standing inaccuracy
when determining sniper crosshair blur" [client.dll]
[bool] cl_teamcounter_playercount_instead_of_avatars : "no description"
[client.dll]
[color] cl_teammate_color_1 : "no description" [client.dll] [devonly]
[color] cl_teammate_color_2 : "no description" [client.dll] [devonly]
[color] cl_teammate_color_3 : "no description" [client.dll] [devonly]
[color] cl_teammate_color_4 : "no description" [client.dll] [devonly]
[color] cl_teammate_color_5 : "no description" [client.dll] [devonly]
[bool] cl_drawhud_specvote : "1: default; 0: disables vote UI for spectators"
[client.dll]
[bool] cl_disable_round_end_report : "no description" [client.dll]
[string] player_competitive_maplist_8_10_0_5069769 : "no description" [client.dll]
[string] player_competitive_maplist_2v2_10_0_C8D88986 : "no description"
[client.dll]
[string] player_wargames_list2_10_0_0 : "no description" [client.dll]
[string] player_survival_list_10_0_303 : "no description" [client.dll]
[float32] cl_embedded_stream_audio_volume : "Embedded stream audio volume"
[client.dll] [hidden]
[bool] cl_embedded_stream_audio_volume_xmaster : "Whether embedded stream audio
volume gets multiplied by master volume" [client.dll] [hidden]
[float32] cl_embedded_stream_video_playing : "Embedded stream video playing state"
[client.dll] [hidden] [devonly]
[string] cl_promoted_settings_acknowledged : "no description" [client.dll]
[bool] cl_mute_player_after_reporting_abuse : "Mute players reported for abuse
automatically." [client.dll] [devonly]
[string] cl_inventory_saved_filter2 : "no description" [client.dll]
[string] cl_inventory_saved_sort2 : "no description" [client.dll]
[bool] cl_inventory_debug_tooltip : "no description" [client.dll]
[bool] cl_access_all_missions : "no description" [client.dll] [devonly]
[int32] ui_leaderboards_top_public_appid : "no description" [client.dll] [hidden]
[string] cl_loadout_saved_sort : "no description" [client.dll]
[bool] ui_lobby_draft_enabled : "no description" [client.dll]
[string] gotv_theater_container : "Enables GOTV theater mode for the specified
container, setting it to 'live' will play top live matches" [client.dll]
[bool] cl_spec_stats : "no description" [client.dll]
[bool] cl_server_graphic1_enable : "When enabled, 360x60 (<16kb) image file will be
displayed to on-server spectators." [client.dll]
[bool] cl_server_graphic2_enable : "When enabled, 220x45 (<16kb) image file will be
displayed to on-server spectators." [client.dll]
[float32] partybrowser_throttle_data : "no description" [client.dll] [devonly]
[float32] partybrowser_timeout : "no description" [client.dll] [devonly]
[bool] cl_invites_only_friends : "If turned on, will ignore in-game invites from
recent teammates or other non-friends" [client.dll]
[bool] cl_invites_only_mainmenu : "If turned on, will ignore all invites when user
is playing a match" [client.dll]
[int32] cachedvalue_count_partybrowser : "no description" [client.dll] [hidden]
[int32] cl_voip_lobby_audio_volume : "Lobby voip stream audio volume" [client.dll]
[hidden] [devonly]
[int32] cl_matchlist_controlroom_aid : "no description" [client.dll] [hidden]
[string] ui_nearbylobbies_filter3 : "no description" [client.dll]
[string] ui_playsettings_mode_listen : "no description" [client.dll]
[string] ui_playsettings_mode_official_v20 : "no description" [client.dll]
[string] ui_playsettings_maps_official_casual : "no description" [client.dll]
[string] ui_playsettings_maps_official_deathmatch : "no description" [client.dll]
[string] ui_playsettings_maps_listen_competitive : "no description" [client.dll]
[string] ui_playsettings_maps_listen_scrimcomp2v2 : "no description" [client.dll]
[string] ui_playsettings_maps_listen_skirmish : "no description" [client.dll]
[string] ui_playsettings_maps_listen_casual : "no description" [client.dll]
[string] ui_playsettings_maps_listen_deathmatch : "no description" [client.dll]
[string] ui_playsettings_custom_preset : "no description" [client.dll]
[string] ui_playsettings_flags_listen_scrimcomp2v2 : "no description" [client.dll]
[string] ui_playsettings_flags_listen_skirmish : "no description" [client.dll]
[string] ui_playsettings_flags_listen_casual : "no description" [client.dll]
[string] ui_playsettings_flags_listen_survival : "no description" [client.dll]
[string] ui_playsettings_flags_listen_cooperative : "no description" [client.dll]
[string] ui_playsettings_flags_listen_competitive : "no description" [client.dll]
[string] ui_playsettings_flags_listen_deathmatch : "no description" [client.dll]
[string] ui_playsettings_flags_official_scrimcomp2v2 : "no description"
[client.dll]
[string] ui_playsettings_flags_official_skirmish : "no description" [client.dll]
[string] ui_playsettings_flags_official_casual : "no description" [client.dll]
[string] ui_playsettings_flags_official_survival : "no description" [client.dll]
[string] ui_playsettings_flags_official_cooperative : "no description" [client.dll]
[string] ui_playsettings_flags_official_competitive : "no description" [client.dll]
[string] ui_playsettings_flags_official_deathmatch : "no description" [client.dll]
[string] ui_playsettings_directchallengekey : "no description" [client.dll]
[string] ui_playsettings_maps_workshop : "no description" [client.dll]
[string] ui_vanitysetting_team : "no description" [client.dll]
[string] ui_show_unlock_competitive_alert : "no description" [client.dll]
[string] ui_vanitysetting_loadoutslot_ct : "no description" [client.dll]
[float32] Inferno_concav_plane_threshold : "no description" [client.dll] [devonly]
[bool] inferno_batched_rays : "no description" [client.dll] [devonly]
[int32] snd_mainmenu_music_break_time_min : "Minimum amount of time to pause
between playing main menu music" [client.dll] [cheat]
[int32] snd_mainmenu_music_break_time_max : "Maximum amount of time to pause
between playing main menu music" [client.dll] [cheat]
[float32] snd_menumusic_volume : "Volume of Menu / Non-gameplay music" [client.dll]
[float32] snd_roundstart_volume : "Volume of Round Start Music" [client.dll]
[float32] snd_roundaction_volume : "Volume of Move Action Music" [client.dll]
[float32] snd_roundend_volume : "Volume of Won/Lost Music" [client.dll]
[float32] snd_mvp_volume : "Volume of MVP Music" [client.dll]
[float32] snd_mapobjective_volume : "Volume of Map Objective Music" [client.dll]
[float32] snd_tensecondwarning_volume : "Volume of Ten Second Warnings"
[client.dll]
[float32] snd_deathcamera_volume : "Volume of Deathcam Timers" [client.dll]
[string] player_nevershow_communityservermessage : "no description" [client.dll]
[string] ui_steam_overlay_notification_position : "Steam overlay notification
position" [client.dll]
[int32] ui_steam_overlay_notification_position_horz : "Steam overlay notification
position horizontal offset" [client.dll]
[int32] ui_steam_overlay_notification_position_vert : "Steam overlay notification
position vertical offset" [client.dll]
[uint64] connect_lobby : "Sets the lobby ID to connect to on start." [client.dll]
[hidden] [devonly]
[int32] trusted_launch : "Trusted launch status" [client.dll]
[int32] snd_headphone_eq : "Select Headphone EQ Preset" [client.dll]
[int32] cl_hide_avatar_images : "Hide avatar images for other players.
0 - Off.
1 - Block All
2 - Block all but friends" [client.dll]
[bool] cl_show_equipped_character_for_player_avatars : "no description"
[client.dll]
[bool] cl_allow_animated_avatars : "Whether or not to allow animated avatars"
[client.dll]
[bool] cl_buywheel_nonumberpurchasing : "Set non-zero to prevent buy wheel from
purchasing via number keys" [client.dll]
[int32] cl_buywheel_donate_key : "Set the key to use for donation in the buy menu.
0: Left Control; 1: Left Alt; 2: Left Shift." [client.dll]
[bool] ui_party_msg_sound_enabled : "When enabled, lobby messages will play a short
sound" [client.dll]
[bool] cl_inventory_radial_immediate_select : "In inventory selection radials.
Select weapons the moment the cursor highlights them. Otherwise, only select the
selected item on exit." [client.dll]
[bool] cl_inventory_radial_tap_to_cycle : "In inventory selection radials. Select
weapons the moment the cursor highlights them. Otherwise, only select the selected
item on exit." [client.dll]
[int32] cl_itemimages_dynamically_generated : "2: use render-targets, fallback to
cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk
assets only" [client.dll]
[bool] c_csgo_itempreview_demo_scene : "no description" [client.dll] [devonly]
[float32] panorama_3dpanel_camera_preset_blend_time : "time to blend between camera
presets" [client.dll] [devonly]
[float32] panorama_3dpanel_anim_fadeinout_time_scale : "temp scale factor for
animation fade in/out time" [client.dll] [devonly]
[bool] panorama_3dpanel_anims_pivotlock : "default true." [client.dll] [devonly]
[float32] panorama_3dpanel_loadout_rotate_scale : "no description" [client.dll]
[devonly]
[float32] panorama_3dpanel_loadout_rotate_drag : "no description" [client.dll]
[devonly]
[float32] panorama_3dpanel_loadout_rotate_grab_scale : "no description"
[client.dll] [devonly]
[float32] panorama_3dpanel_loadout_rotate_frametime_multiplier : "no description"
[client.dll] [devonly]
[float32] panorama_3dpanel_camera_rotate_azimuth_scale : "no description"
[client.dll] [devonly]
[float32] panorama_3dpanel_camera_rotate_altitude_scale : "no description"
[client.dll] [devonly]
[float32] panorama_3dpanel_light_rotate_azimuth_scale : "no description"
[client.dll] [devonly]
[float32] panorama_3dpanel_light_rotate_altitude_scale : "no description"
[client.dll] [devonly]
[float32] panorama_3dpanel_light_move_scale : "no description" [client.dll]
[devonly]
[float32] panorama_3dpanel_camera_inout_scale_kb : "no description" [client.dll]
[devonly]
[float32] panorama_3dpanel_camera_inout_scale : "no description" [client.dll]
[devonly]
[float32] panorama_3dpanel_camera_lookat_scale : "no description" [client.dll]
[devonly]
[float32] panorama_light_inout_scale : "no description" [client.dll] [devonly]
[bool] panorama_3dpanel_debuginfo_manifest : "no description" [client.dll]
[devonly]
[bool] panorama_3dpanel_debuginfo_item : "no description" [client.dll] [devonly]
[bool] panorama_3dpanel_debuginfo_cam : "no description" [client.dll] [devonly]
[bool] panorama_3dpanel_debuginfo_paused : "no description" [client.dll] [devonly]
[bool] panorama_3dpanel_debuginfo_player : "no description" [client.dll] [devonly]
[bool] panorama_3dpanel_debuginfo_anim : "no description" [client.dll] [devonly]
[int32] panorama_3dpanel_camera_blend_mode : "no description" [client.dll]
[devonly]
[float32] csgo_map_preview_scale : "no description" [client.dll]
[bool] mapoverview_allow_client_draw : "Allow a client to draw on the map overview"
[client.dll]
[float32] mapoverview_icon_scale : "Sets the icon scale multiplier for the overview
map. Valid values are 0.5 to 3.0." [client.dll]
[bool] csgo_disable_preview_maps : "no description" [client.dll] [devonly]
[bool] cl_map_preview_debug_jitter : "no description" [client.dll] [devonly]
[float32] cl_min_movie_time : "no description" [client.dll] [devonly]
[float32] cl_min_china_movie_time : "no description" [client.dll] [devonly]
[int32] csgo_vanity_defer_teleport : "no description" [client.dll] [devonly]
[bool] cl_quickinventory_lastinv : "no description" [client.dll]
[float32] cl_quickinventory_line_update_speed : "no description" [client.dll]
[string] cl_quickinventory_filename : "no description" [client.dll]
[int32] cl_radial_radio_tab : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_1 : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_2 : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_3 : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_4 : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_5 : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_6 : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_7 : "no description" [client.dll]
[string] cl_radial_radio_tab_0_text_8 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_1 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_2 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_3 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_4 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_5 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_6 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_7 : "no description" [client.dll]
[string] cl_radial_radio_tab_1_text_8 : "no description" [client.dll]
[string] cl_radial_radio_tab_2_text_1 : "no description" [client.dll]
[string] cl_radial_radio_tab_2_text_2 : "no description" [client.dll]
[string] cl_radial_radio_tab_2_text_3 : "no description" [client.dll]
[string] cl_radial_radio_tab_2_text_4 : "no description" [client.dll]
[string] cl_radial_radio_tab_2_text_5 : "no description" [client.dll]
[bool] cl_radar_always_centered : "If set to 0, the radar is maximally used.
Otherwise the player is always centered, even at map extents." [client.dll]
[float32] cl_radar_icon_scale_min : "Sets the minimum icon scale. Valid values are
0.4 to 1.25." [client.dll]
[int32] cl_drawhud_force_radar : "0: default; 1: draw radar even if hud disabled; -
1: force no radar" [client.dll]
[bool] cl_radar_fast_transforms : "Faster way of placing icons on the mini map."
[client.dll] [devonly]
[bool] cl_spec_swapplayersides : "Toggle set the player names and team names to the
opposite side in which they are are on the spectator panel." [client.dll]
[float32] default_fov : "no description" [client.dll] [cheat]
[int32] player_teamplayedlast : "no description" [client.dll]
[int32] voice_vox : "Voice chat uses a vox-style always on" [client.dll]
[float32] voice_vox_current_peak : "Current peak value (out of 64k) of the incoming
voice stream" [client.dll] [devonly]
[string] cl_autobuy : "The order in which autobuy will attempt to purchase items"
[client.dll]
[string] cl_rebuy : "The order in which rebuy will attempt to repurchase items"
[client.dll]
[float32] spec_replay_colorcorrection : "Amount of color correction in deathcam
replay" [client.dll] [devonly]
[bool] cl_instant_death_anim : "no description" [client.dll] [devonly]
[bool] cl_disable_deathcam_audio_mix_fade_out : "When set to true, disables audio
being silenced while the death cam fades out." [client.dll]
[float32] cl_deathcam_audio_mix_phase1_fade_time : "Sets the amount of time we fade
out over." [client.dll]
[float32] cl_deathcam_audio_mix_phase1_fade_amount : "Sets the amount of ducking to
do on death cam fade out. When set to 1, full DeathFadeLayer is applied."
[client.dll]
[float32] cl_deathcam_audio_mix_phase2_fade_time : "Sets the amount of time we fade
out over." [client.dll]
[float32] cl_deathcam_audio_mix_phase2_fade_amount : "Sets the amount of ducking to
do on death cam fade out. When set to 1, full DeathFadeLayer is applied."
[client.dll]
[string] cl_scoreboard_mouse_enable_binding : "Name of the binding to enable mouse
selection in the scoreboard" [client.dll]
[bool] snd_mute_mvp_music_live_players : "If set, MVP music is muted if players
from both teams are still alive." [client.dll]
[bool] force_spectator_only_tools : "no description" [client.dll] [cheat] [hidden]
[devonly]
[bool] cl_import_csgo_config : "no description" [client.dll]
[bool] cl_debug_client_gamestats : "no description" [client.dll] [devonly]
[string] steamworks_sessionid_lifetime_client : "The full client session ID for the
new steamworks gamestats." [client.dll] [hidden] [devonly]
[bool] cl_debug_round_stat_submission : "no description" [client.dll] [devonly]
[bool] cl_csgo_shoot_debugvis_show_rdp : "no description" [client.dll] [devonly]
[int32] cl_csgo_shoot_debugvis_rdp_text_x : "no description" [client.dll] [devonly]
[int32] cl_csgo_shoot_debugvis_rdp_text_l : "no description" [client.dll] [devonly]
[bool] cl_csgo_shoot_debugvis_show_los : "Show line of last shot." [client.dll]
[devonly]
[bool] cl_csgo_shoot_trim_input_frames : "no description" [client.dll] [devonly]
[bool] cl_scoreboard_toggle_enable : "no description" [client.dll] [devonly]
[bool] r_cs2_show_icon_editor : "CSGO/Icon Editor" [client.dll] [cheat] [devonly]
[int32] r_icon_rendering_width : "icon rendering width" [client.dll] [cheat]
[devonly]
[int32] r_icon_rendering_height : "icon rendering height" [client.dll] [cheat]
[devonly]
[bool] r_icon_generate_mips : "generate mips for runtime and add sidecar file for
offline" [client.dll] [cheat] [devonly]
[int32] r_icon_max_mip_width : "r_icon_max_mip_width" [client.dll] [cheat]
[devonly]
[bool] r_icon_show_timing : "show timing in output" [client.dll] [cheat] [devonly]
[int32] r_icon_texturestreaming_waitframes : "r_icon_texturestreaming_waitframes"
[client.dll] [cheat] [devonly]
[int32] net_client_steamdatagram_enable_override : "0: Use connect method requested
by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible"
[client.dll]
[bool] cl_show_matchmaking_stat_spew : "no description" [client.dll] [devonly]
[string] cl_search_key_token : "Development search key token." [client.dll]
[hidden]
[bool] lobby_stats_fake : "no description" [client.dll] [devonly]
[int32] lobby_gamesearch_fake : "no description" [client.dll] [devonly]
[string] cl_session : "no description" [hidden] [devonly]
[int32] tv_spectator_port_offset : "no description" [client.dll]
[int32] cl_new_user_phase : "0: Not Started, 1: Needs Training, 2: Training
Complete, -1: Disabled" [client.dll]
[float32] cl_player_visibility_stencil_bloat_amount_box : "no description"
[client.dll] [devonly]
[float32] cl_player_visibility_stencil_bloat_amount_ellipsoid : "no description"
[client.dll] [devonly]
[bool] cl_player_visibility_show_stencil_proxy : "no description" [client.dll]
[devonly]
[float32] cl_player_visibility_stencil_proxy_min_dist : "no description"
[client.dll] [devonly]
[float32] cl_player_visibility_stencil_proxy_min_dist_box : "no description"
[client.dll] [devonly]
[int32] cl_player_visibility_stencil_proxy_type : "0 - box, 1 - dodecahedron"
[client.dll] [devonly]
[float32] cl_player_visibility_near : "cull characters nearer than this"
[client.dll] [devonly]
[float32] cl_player_visibility_far : "distance at which proxy scale is maximized"
[client.dll] [devonly]
[float32] cl_player_visibility_far_scale : "proxy scale multiplier at max dist (is
1.0 at mindist)" [client.dll] [devonly]
[float32] cl_track_aim_head_threshold : "Notify render device when rendering a
frame with enemy head within threshold distance" [client.dll]
[bool] cl_track_aim_head_log_closest : "Log when closest distance to head was
reached and what it was" [client.dll]
[bool] cl_track_render_eye_angles : "Spew render eye angles" [client.dll]
[int32] cl_lagcompensation_test_target : "Player whose head is tracked to test lag
compensation." [client.dll] [devonly]
[bool] cl_lagcompensation_test_auto_target : "Auto-pick value of
cl_lagcompensation_test_target." [client.dll] [devonly]
[float32] smoke_volume_lod_ratio_change : "no description" [client.dll] [devonly]
[bool] cl_clutch_mode : "Silence voice and other distracting sounds until the end
of round or next death." [client.dll]
[bool] cl_mute_enemy_team : "Block all communication from players on the enemy
team." [client.dll]
[int32] cl_mute_all_but_friends_and_party : "Only allow communication from friends
and matchmaking party members. Set to 1 to apply the in non-competitive game modes.
Set to 2 will apply the setting in all modes.
" [client.dll]
[bool] r_drawdetailprops : "no description" [client.dll] [devonly]
[float32] r_detail_lerp_znormal : "no description" [client.dll] [devonly]
[float32] r_detailprop_lod_dist : "no description" [client.dll] [devonly]
[float32] r_detailprop_fade_dist : "no description" [client.dll] [devonly]
[bool] r_detailprop_force_probe : "no description" [client.dll] [devonly]
[bool] cl_http_log_enable : "Allows sending HTTP log from client main menu."
[client.dll]
[int32] damage_impact_heavy : "Damage ABOVE this value is considered heavy damage"
[client.dll] [devonly]
[int32] damage_impact_medium : "Damage BELOW this value is considered light damage"
[client.dll] [devonly]
[int32] directional_blood_impacts : "1 means we calculate the direction outward
from the hit players body in relation to local client" [client.dll] [devonly]
[bool] steam_controller_haptics : "no description" [client.dll]
[string] steamworks_sessionid_client : "The client session ID for the new
steamworks gamestats." [client.dll] [hidden]
[bool] r_drawchickens : "Render chickens" [client.dll] [cheat]
[float32] inferno_dlight_spacing : "Inferno dlights are at least this far apart"
[client.dll] [cheat]
[float32] inferno_dlights : "Min FPS at which molotov dlights will be created"
[client.dll] [devonly]
[int32] inferno_fire : "no description" [client.dll] [devonly]
[float32] cc_vr_caption_catchup_interval : "Duration it takes for attached caption
to ideal point" [client.dll] [devonly]
[int32] cc_vr_font_size : "0 = small, 1 = med (default), 2 = large" [client.dll]
[int32] cc_vr_caption_speed : "0 = slow, 1 = medium (default), 2 = fast"
[client.dll]
[bool] cc_spectator_only : "no description" [client.dll]
[int32] cc_vr_width : "0 = narrow, 1 = med (default), 2 = wide" [client.dll]
[string] cc_lang : "Current close caption language (emtpy = use game UI language)"
[client.dll]
[float32] r_RainParticleDensity : "Density of Particle Rain 0-1" [client.dll]
[devonly]
[bool] r_RainAllowInSplitScreen : "Allows rain in splitscreen" [client.dll]
[devonly]
[bool] r_debug_precipitation : "Show precipitation volumes" [client.dll] [cheat]
[int32] r_decals : "no description" [client.dll] [devonly]
[int32] cl_fasttempentcollision : "no description" [client.dll] [devonly]
[float32] cl_tracer_whiz_distance : "no description" [client.dll] [devonly]
[float32] cl_tracer_whiz_infront_distance : "no description" [client.dll] [devonly]
[bool] fx_drawmetalspark : "Draw metal spark effects." [client.dll] [devonly]
[bool] cl_playerspraydisable : "Disable player sprays." [client.dll]
[int32] r_icon_custommaterial_maxres : "maxres for custommaterials when rendering
icons" [client.dll] [cheat] [devonly]
[bool] r_icon_player_equip_gloves_from_loadout : "equip gloves on player for icon
rendering from loadout, or use default gloves" [client.dll] [cheat] [devonly]
[bool] r_icon_use_kv3_camera : "use test kv3 data for camera" [client.dll] [cheat]
[devonly]
[float32] r_icon_highcontrast_postprocessing_weight : "if using high contrast
postprocessing, use this weight (weight = 1.0 for characters)" [client.dll] [cheat]
[devonly]
[int32] spec_replay_outline : "Enable outline selecting victim in hltv replay: 0 -
none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal
spectator outlines" [client.dll] [devonly]
[float32] spec_glow_silent_factor : "Lurking player xray glow scaling."
[client.dll]
[float32] spec_glow_spike_factor : "Noisy player xray glow scaling (pop when noise
is made). Make >1 to add a 'spike' to noise-making players" [client.dll]
[float32] spec_glow_full_time : "Noisy players stay at full brightness for this
long." [client.dll]
[float32] spec_glow_decay_time : "Time to decay glow from 1.0 to
spec_glow_silent_factor after spec_glow_full_time." [client.dll]
[float32] spec_glow_spike_time : "Time for noisy player glow 'spike' to show that
they made noise very recently." [client.dll]
[int32] spec_show_xray : "If set to 1, you can see player outlines and name IDs
through walls - who you can see depends on your team and mode" [client.dll]
[bool] r_drawcsplayers : "Render CS players" [client.dll] [cheat]
[float32] cl_random_taser_bone_y : "The Y position used for the random taser
force." [client.dll] [devonly]
[float32] cl_random_taser_force_y : "The Y position used for the random taser
force." [client.dll] [devonly]
[float32] cl_random_taser_power : "Power used when applying the taser effect."
[client.dll] [devonly]
[float32] cl_ragdoll_workaround_threshold : "Mainly cosmetic, client-only effect:
when client doesn't know the last position of another player that spawns a ragdoll,
the ragdoll creation is simplified and ragdoll is created in the right place. If
you increase this significantly, ragdoll positions on your client may be
dramatically wrong, but it won't affect other clients" [client.dll]
[int32] cl_ragdoll_physics_enable : "Enable/disable ragdoll physics." [client.dll]
[devonly]
[bool] cl_player_proximity_debug : "no description" [client.dll] [cheat]
[float32] cl_show_head_trajectory : "no description" [client.dll] [devonly]
[bool] cl_show_camera_position : "no description" [client.dll] [devonly]
[float32] sv_smoke_volume_blind_start : "no description" [client.dll] [devonly]
[int32] cl_crosshair_sniper_width : "If >1 sniper scope cross lines gain extra
width (1 for single-pixel hairline)" [client.dll]
[bool] sv_show_ragdoll_playernames : "no description" [client.dll]
[bool] debug_entity_outline_highlight : "no description" [client.dll] [cheat]
[float32] cl_player_lighting_origin_offset : "no description" [client.dll]
[devonly]
[bool] cl_display_player_visibilty : "no description" [client.dll] [devonly]
[bool] cl_display_flashbang_values : "no description" [client.dll] [devonly]
[bool] cl_player_ragdolls_collide : "no description" [client.dll] [cheat]
[int32] cl_color : "Preferred teammate color" [client.dll]
[int32] cl_borrow_music_from_player_slot : "no description" [client.dll]
[bool] spec_xray_dropped_defusekits : "Whether to X-ray dropped defuse kits."
[client.dll]
[bool] spec_xray_dropped_unoccluded : "Whether to always X-ray dropped c4 and
defuse kits." [client.dll]
[bool] cl_spec_show_bindings : "Toggle the visibility of the spectator bindings."
[client.dll]
[int32] cl_minmodels : "Uses one player model for each team. Set this value to -1
to allow unapproved / in progress player models to be used." [client.dll] [devonly]
[int32] cl_min_ct : "Controls which CT model is used when cl_minmodels is set to
1." [client.dll] [devonly]
[int32] cl_min_t : "Controls which Terrorist model is used when cl_minmodels is set
to 1." [client.dll] [devonly]
[int32] cl_teamid_overhead_maxdist : "max distance at which the overhead team id
icons will show" [client.dll] [cheat]
[int32] cl_teamid_overhead_maxdist_spec : "max distance at which the overhead team
id icons will show when a spectator" [client.dll] [cheat]
[bool] cl_show_equipment_value : "no description" [client.dll] [devonly]
[bool] cl_show_clan_in_death_notice : "Is set, the clan name will show next to
player names in the death notices." [client.dll]
[bool] cl_dm_buyrandomweapons : "Player will automatically receive a random weapon
on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last
weapon)" [client.dll]
[int32] cl_hud_color : "0 = team color, 1 = white, 2 = bright white, 3 = light
blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua,
11 = pink, 12 = teammate color." [client.dll]
[float32] cl_hud_radar_scale : "no description" [client.dll]
[bool] cl_use_entity_as_targetid : "no description" [client.dll] [devonly]
[float32] cl_dangerzone_approaching_sound_radius : "no description" [client.dll]
[cheat]
[float32] cl_dangerzone_sound_volume : "no description" [client.dll] [cheat]
[float32] cl_dangerzone_moving_sound_volume : "no description" [client.dll] [cheat]
[int32] cl_weapon_pickup_lerp : "no description" [client.dll] [devonly]
[bool] character_patches : "no description" [client.dll] [devonly]
[bool] cl_firstperson_legs : "no description" [client.dll] [devonly]
[bool] cl_smoke_player_particle_effect : "no description" [client.dll] [cheat]
[bool] cl_weapon_clip_thinwalls : "no description" [client.dll] [cheat]
[bool] cl_weapon_clip_thinwalls_debug : "no description" [client.dll] [cheat]
[bool] cl_weapon_clip_thinwalls_lock : "no description" [client.dll] [cheat]
[float32] cl_weapon_clip_thinwalls_pitchlimit_up : "no description" [client.dll]
[cheat]
[float32] cl_weapon_clip_thinwalls_pitchlimit_down : "no description" [client.dll]
[cheat]
[bool] thirdperson_lockcamera : "no description" [client.dll] [cheat]
[float32] cl_view_near_hud_player_eye_dist : "no description" [client.dll]
[devonly]
[float32] cl_view_near_other_player_eye_dist : "no description" [client.dll]
[devonly]
[bool] clDrawTargetIDTrace : "visualizing line trace for target ID" [client.dll]
[devonly]
[float32] clTaserShakeFreqMin : "how often the shake is applied (min time)"
[client.dll] [devonly]
[float32] clTaserShakeFreqMax : "how often the shake is applied (max time)"
[client.dll] [devonly]
[float32] clTaserShakeTimeTotal : "time the taser shake is applied." [client.dll]
[devonly]
[int32] viewmodel_presetpos : "1:"Desktop", 2:"Couch", 3:"Classic" " [client.dll]
[bool] crosshair : "no description" [client.dll]
[bool] lockMoveControllerRet : "no description" [client.dll]
[bool] hud_showtargetid : "Enables display of target names" [client.dll]
[int32] cl_drawhud_force_teamid_overhead : "0: default; 1: draw teamid even if hud
disabled; -1: force no teamid" [client.dll]
[bool] cl_versus_intro : "no description" [client.dll]
[int32] cl_teamid_overhead_mode : "Always show team id over teammates. 1 = pips; 2
= pips, name, and equipment" [client.dll]
[bool] cl_teamid_overhead_colors_show : "Show team overhead id in teammate color"
[client.dll]
[int32] cl_drawhud_force_deathnotices : "0: default; 1: draw deathnotices even if
hud disabled; -1: force no deathnotices" [client.dll]
[bool] cl_showloadout : "Toggles display of current loadout." [client.dll]
[bool] cl_draw_only_deathnotices : "For drawing only the crosshair and death
notices (used for moviemaking)" [client.dll]
[bool] cl_radar_square_with_scoreboard : "If set, the radar will toggle to square
when the scoreboard is visible." [client.dll]
[bool] cl_radar_rotate : "1" [client.dll]
[float32] cl_radar_scale : "Sets the radar scale. Valid values are 0.25 to 1.0."
[client.dll]
[bool] cl_vprof_scope_entity_gamephys : "no description" [client.dll] [devonly]
[float32] r_propsmaxdist : "Maximum visible distance" [client.dll] [devonly]
[bool] cl_predictweapons : "Perform client side prediction of weapon effects."
[client.dll]
[bool] cl_lagcompensation : "Perform server side lag compensation of weapon firing
events." [client.dll]
[int32] cl_showerror : "Show prediction errors, 2 for above plus detailed field
deltas, 3 to filter out serverside known prediction errors, -entindex for specific
entity." [client.dll]
[float32] cl_error_report_time : "Minimum time in seconds that must elapse before
printing prediction error summary. 0 to disable." [client.dll]
[int32] cl_pdump : "Dump info about this entity to screen." [client.dll] [cheat]
[string] cl_pclass : "Dump entity by prediction classname." [client.dll] [cheat]
[int32] cl_pred_optimize : "Optimize for not copying data if didn't receive a
network update (1), and also for not repredicting if there were no errors (2)."
[client.dll] [devonly]
[bool] cl_pred_parallel_postnetwork : "no description" [client.dll] [devonly]
[bool] cl_ragdoll_lru_debug : "no description" [client.dll] [cheat]
[int32] cl_ragdoll_limit : "Maximum number of ragdolls to show (-1 disables limit)"
[client.dll]
[bool] snd_sound_areas_debug : "no description" [client.dll] [cheat]
[float32] snd_sound_areas_debug_interval : "no description" [client.dll] [cheat]
[bool] cl_snd_new_visualize : "Displays soundevent name played at it's 3d position"
[client.dll] [cheat]
[float32] viewmodel_fov : "Viewmodel FOV" [client.dll]
[float32] cl_leveloverview : "no description" [client.dll] [cheat]
[float32] r_mapextents : "Set the max dimension for the map. This determines the
far clipping plane" [client.dll] [cheat]
[bool] gl_clear : "no description" [client.dll] [devonly]
[bool] gl_clear_randomcolor : "Clear the back buffer to random colors every frame.
Helps spot open seams in geometry." [client.dll] [cheat]
[bool] gl_clear_gray : "Clear the back buffer to gray every frame." [client.dll]
[cheat]
[float32] r_nearz : "Override the near clipping plane. -1 means use the default."
[client.dll] [cheat]
[float32] r_farz : "Override the far clipping plane. -1 means to use the value in
env_fog_controller." [client.dll] [cheat]
[float32] cl_demoviewoverride : "Override view during demo playback" [client.dll]
[devonly]
[float32] cl_demo_view_offset_left : "View offset during demo playback (+/- 1.25 is
a good default for human average left/right eye offset)" [client.dll] [devonly]
[bool] cl_lock_camera : "no description" [client.dll] [cheat]
[int32] _fov : "Automates fov command to server." [client.dll] [devonly]
[int32] cl_demo_steadycam_enable : "Stabilize camera orientation/position during
demo playback. 1 == remove roll, 2 == steadycam" [client.dll] [devonly]
[float32] cl_demo_steadycam_radius : "if camera moves this much from last anchor
update anchor" [client.dll] [devonly]
[float32] cl_demo_steadycam_deflection : "if camera orientation changes this much
update orientation" [client.dll] [devonly]
[int32] cl_demo_steadycam_blendframes : "blend over this many frames" [client.dll]
[devonly]
[int32] fade_debug_splitscreen_slot : "no description" [client.dll] [devonly]
[bool] shake_show : "Displays a list of the active screen shakes." [client.dll]
[devonly]
[int32] r_screen_size_expansion : "no description" [client.dll] [devonly]
[bool] r_drawdevvisualizers : "Render dev visualizers" [client.dll] [cheat]
[float32] fog_start : "no description" [client.dll] [cheat]
[float32] fog_end : "no description" [client.dll] [cheat]
[float32] fog_startskybox : "no description" [client.dll] [cheat]
[float32] fog_endskybox : "no description" [client.dll] [cheat]
[float32] fog_maxdensityskybox : "no description" [client.dll] [cheat]
[vector3] fog_colorskybox : "no description" [client.dll] [cheat]
[bool] fog_enableskybox : "no description" [client.dll] [cheat]
[float32] fog_maxdensity : "no description" [client.dll] [cheat]
[float32] fog_hdrcolorscaleskybox : "no description" [client.dll] [cheat]
[bool] voice_modenable : "Enable/disable voice in this mod." [client.dll]
[int32] voice_clientdebug : "no description" [client.dll] [devonly]
[bool] voice_all_icons : "Draw all players' voice icons" [client.dll] [devonly]
[int32] hud_fastswitch : "no description" [client.dll]
[float32] cc_linger_time : "Close caption linger time." [client.dll]
[float32] cc_delay_time : "Close caption delay before showing caption."
[client.dll]
[int32] cc_captiontrace : "Show missing closecaptions (0 = no, 1 = devconsole, 2 =
show in hud)" [client.dll] [devonly]
[int32] cc_log : "Log caption names and contents (0 = off, 1 = found captions, 2 =
unfound captions, 3 = all captions)" [client.dll] [devonly]
[bool] cc_subtitles : "If set, don't show sound effect captions, just voice overs
(i.e., won't help hearing impaired players)." [client.dll]
[bool] english : "If set to 1, running the english language set of assets."
[client.dll]
[bool] cc_vr_debug : "Debug visualization of VR closed caption placement"
[client.dll] [devonly]
[bool] cc_vr_depth_test : "Have closed caption Panorama panel perform depth testing
against the scene" [client.dll] [devonly]
[float32] cc_vr_forward_offset : "Subtitle offset distance (forward, in front of
player)" [client.dll] [devonly]
[float32] cc_vr_vertical_offset : "Subtitle vertical offset distance (positive is
up)" [client.dll] [devonly]
[float32] cc_vr_epsilon : "Epsilon to trigger movement of VR subtitle panel in
world space" [client.dll] [devonly]
[bool] compositematerial_showdebugwindow : "Source2/Composite Material Debug"
[client.dll] [cheat] [devonly]
[float32] r_decals_default_start_fade : "no description" [client.dll] [devonly]
[float32] r_decals_default_fade_duration : "no description" [client.dll] [devonly]
[bool] r_flashlightlockposition : "no description" [client.dll] [cheat]
[float32] r_flashlightfov : "no description" [client.dll] [cheat]
[float32] r_flashlightoffsetright : "no description" [client.dll] [cheat]
[float32] r_flashlightoffsetup : "no description" [client.dll] [cheat]
[float32] r_flashlightoffsetforward : "no description" [client.dll] [cheat]
[float32] r_flashlightnear : "no description" [client.dll] [cheat]
[float32] r_flashlightfar : "no description" [client.dll] [cheat]
[float32] r_flashlightconstant : "no description" [client.dll] [cheat]
[float32] r_flashlightquadratic : "no description" [client.dll] [cheat]
[float32] r_flashlightbrightness : "no description" [client.dll] [cheat]
[bool] r_flashlightvisualizetrace : "no description" [client.dll] [cheat]
[float32] r_flashlightambient : "no description" [client.dll] [cheat]
[float32] r_flashlightshadowatten : "no description" [client.dll] [cheat]
[float32] r_flashlightladderdist : "no description" [client.dll] [cheat]
[float32] r_flashlightlinear : "no description" [client.dll] [cheat]
[float32] r_muzzleflashlinear : "no description" [client.dll] [cheat]
[float32] r_muzzleflashbrightness : "no description" [client.dll] [cheat]
[float32] r_flashlightnearoffsetscale : "no description" [client.dll] [cheat]
[float32] r_flashlighttracedistcutoff : "no description" [client.dll] [cheat]
[float32] r_flashlightbacktraceoffset : "no description" [client.dll] [cheat]
[float32] r_flashlighttracedistwatercutoff : "no description" [client.dll] [cheat]
[bool] muzzle_flash_debug : "no description" [client.dll] [devonly]
[float32] r_flashlightmuzzleflashfov : "no description" [client.dll] [cheat]
[bool] cl_async_client_shatter : "spawn client glass shards asynchronously during
demos or when remotely connected." [client.dll] [devonly]
[bool] r_impacts_alt_orientation : "no description" [client.dll] [devonly]
[float32] r_impacts_decal_grazing_incidence_cutoff : "no description" [client.dll]
[devonly]
[float32] r_impacts_decal_grazing_incidence_variance : "no description"
[client.dll] [devonly]
[float32] r_impact_ricochet_chance : "no description" [client.dll] [devonly]
[bool] r_drawtracers : "no description" [client.dll] [cheat]
[bool] r_drawtracers_firstperson : "no description" [client.dll] [devonly]
[bool] cl_show_splashes : "no description" [client.dll] [devonly]
[float32] glow_use_tolerance : "no description" [client.dll] [cheat]
[bool] spec_autodirector : "Auto-director chooses best view modes while spectating"
[client.dll]
[bool] locator_topdown_style : "Topdown games set this to handle distance and
offscreen location differently." [client.dll] [devonly]
[int32] hidehud : "bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health,
16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle
crosshair, 1024=in vehicle" [client.dll] [cheat]
[float32] joy_vehicle_turn_lowend : "no description" [client.dll] [devonly]
[float32] joy_vehicle_turn_lowmap : "no description" [client.dll] [devonly]
[float32] joy_sensitive_step0 : "no description" [client.dll] [devonly]
[float32] joy_sensitive_step1 : "no description" [client.dll] [devonly]
[float32] joy_sensitive_step2 : "no description" [client.dll] [devonly]
[float32] joy_lowend : "no description" [client.dll] [devonly]
[float32] joy_lowmap : "no description" [client.dll] [devonly]
[float32] joy_accelscale : "no description" [client.dll] [devonly]
[float32] joy_accelmax : "no description" [client.dll] [devonly]
[float32] joy_pegged : "no description" [client.dll] [devonly]
[float32] joy_virtual_peg : "no description" [client.dll] [devonly]
[float32] joy_accel_filter : "no description" [client.dll] [devonly]
[int32] joy_response_look : "no description" [client.dll]
[int32] joy_response_move : "no description" [client.dll]
[int32] joy_response_move_vehicle : "no description" [client.dll] [devonly]
[int32] joy_circle_correct_mode : "no description" [client.dll]
[int32] joy_circle_correct_mode_vehicle : "no description" [client.dll]
[bool] mouse_inverty : "no description" [client.dll]
[float32] joy_pitch_sensitivity : "no description" [client.dll]
[float32] joy_yaw_sensitivity : "no description" [client.dll]
[float32] joy_forward_sensitivity : "no description" [client.dll]
[float32] joy_side_sensitivity : "no description" [client.dll]
[float32] joy_autosprint : "Automatically sprint when moving with an analog
joystick" [client.dll] [devonly]
[float32] sensitivity : "Mouse sensitivity." [client.dll]
[float32] m_yaw : "Mouse yaw factor." [client.dll]
[float32] m_pitch : "Mouse pitch factor." [client.dll]
[bool] joy_display_input : "no description" [client.dll]
[float32] dev_create_sensitivity_report : "no description" [client.dll] [devonly]
[int32] rope_subdiv : "Rope subdivision amount" [client.dll] [devonly]
[int32] rope_collide : "Collide rope with the world" [client.dll] [devonly]
[float32] rope_smooth_enlarge : "How much to enlarge ropes in screen space for
antialiasing effect" [client.dll] [devonly]
[float32] rope_smooth_minwidth : "When using smoothing, this is the min screenspace
width it lets a rope shrink to" [client.dll] [devonly]
[float32] rope_smooth_minalpha : "Alpha for rope antialiasing effect" [client.dll]
[devonly]
[float32] rope_smooth_maxalphawidth : "no description" [client.dll] [devonly]
[float32] rope_smooth_maxalpha : "Alpha for rope antialiasing effect" [client.dll]
[devonly]
[bool] r_drawropes : "no description" [client.dll] [cheat]
[bool] r_ropetranslucent : "no description" [client.dll] [devonly]
[float32] rope_wind_dist : "Don't use CPU applying small wind gusts to ropes when
they're past this distance." [client.dll] [devonly]
[bool] rope_averagelight : "Makes ropes use average of cubemap lighting instead of
max intensity." [client.dll] [devonly]
[bool] cl_sceneentity_debug : "Display all thinking scene entities and its data."
[client.dll] [devonly]
[int32] mp_usehwmvcds : "Enable the use of the hw morph vcd(s). (-1 = never, 1 =
always, 0 = based upon GPU)" [client.dll] [devonly]
[bool] scene_vcdautosave : "Create a savegame before VCD playback" [client.dll]
[devonly]
[int32] tv_listen_voice_indices : "Bitfield of playerslots to listen to voice
messages from when connected to SourceTV, default is none" [client.dll]
[int32] tv_listen_voice_indices_h : "High 32 bits of bitfield of playerslots to
listen to voice messages from when connected to SourceTV, default is none"
[client.dll]
[bool] mic_listen_while_nonfocused : "Enables the ability for the mic to remain
open if the window loses focus such as when a caster tabs out to adjust settings"
[client.dll] [devonly]
[float32] soundscape_fadetime : "Time to crossfade sound effects between
soundscapes" [client.dll] [cheat]
[bool] soundscape_message : "no description" [client.dll] [devonly]
[bool] soundscape_radius_debug : "Prints current volume of radius sounds"
[client.dll] [cheat]
[bool] r_drawsprites : "no description" [client.dll] [cheat]
[float32] freecamera_fog_start : "Fog start for Free Camera." [client.dll]
[devonly]
[float32] freecamera_fog_end : "Fog end for Free Camera." [client.dll] [devonly]
[float32] freecamera_zfar : "Fog start for Free Camera." [client.dll] [devonly]
[float32] freecamera_rotation_multiplier : "Tweak this parameter to adjust Free
Camera mouse rotation." [client.dll] [devonly]
[float32] freecamera_max_speed : "Tweak this parameter to adjust Free Camera
movement max speed." [client.dll] [devonly]
[float32] freecamera_accel : "Tweak this parameter to adjust Free Camera movement
acceleration." [client.dll] [devonly]
[float32] stats_highlight_interval : "Interval between hightlight screens in the
transition stats panel" [client.dll] [devonly]
[float32] cl_change_callback_limit : "change callback msec warning limit"
[client.dll]
[bool] cl_ShowBoneSetupEnts : "Show which entities are having their bones setup
each frame." [client.dll] [devonly]
[int32] cpu_level : "CPU Level - Default: High" [client.dll] [devonly]
[int32] gpu_level : "GPU Level - Default: High" [client.dll] [devonly]
[int32] mem_level : "Memory Level - Default: High" [client.dll] [devonly]
[int32] gpu_mem_level : "Memory Level - Default: High" [client.dll] [devonly]
[bool] cl_dormant_spew : "Spew state on when client entities become dormant or
active." [client.dll] [devonly]
[bool] cl_showtextmsg : "Enable/disable text messages printing on the screen."
[client.dll] [devonly]
[int32] cl_chat_active : "no description" [client.dll] [devonly]
[int32] cl_showfps : "Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 =
server MS, 4 = Show FPS and Log to file )" [client.dll]
[int32] cl_showpos : "Draw current position at top of screen" [client.dll] [cheat]
[int32] cl_showmem : "Draw approximate memory use at top of screen" [client.dll]
[bool] report_clientthinklist : "List all clientside entities thinking and time -
will report and turn itself off." [client.dll] [cheat]
[bool] vprof_scope_entity_clientthink : "Does nothing whatsoever." [client.dll]
[hidden] [devonly]
[bool] cl_showusercmd : "Show user command encoding" [client.dll] [devonly]
[float32] cl_anglespeedkey : "no description" [client.dll] [devonly]
[float32] cl_yawspeed : "no description" [client.dll] [devonly]
[float32] cl_pitchspeed : "no description" [client.dll] [devonly]
[float32] cl_pitchdown : "no description" [client.dll] [cheat]
[float32] cl_pitchup : "no description" [client.dll] [cheat]
[bool] joystick : "True if the joystick is enabled, false otherwise." [client.dll]
[int32] cl_boxmove : "run in a square, # represents how many usercommands to run
before turning." [client.dll] [devonly]
[float32] cl_boxmove_speed : "how fast to run (1 to use player max run speed)."
[client.dll] [devonly]
[bool] cl_mouselook : "Set to 1 to use mouse for look, 0 for keyboard look. Cannot
be set while connected to a server." [client.dll]
[int32] ss_mimic : "Split screen users mimic base player's CUserCmds" [client.dll]
[cheat] [devonly]
[bool] cam_snapto : "no description" [client.dll]
[float32] cam_ideallag : "Amount of lag used when matching offset to ideal angles
in thirdperson view" [client.dll]
[float32] cam_idealdelta : "Controls the speed when matching offset to ideal angles
in thirdperson view" [client.dll]
[float32] cam_idealyaw : "no description" [client.dll]
[float32] cam_idealpitch : "no description" [client.dll]
[float32] cam_idealdist : "no description" [client.dll]
[int32] cam_collision : "When in thirdperson and cam_collision is set to 1, an
attempt is made to keep the camera from passing though walls." [client.dll]
[bool] cam_showangles : "When in thirdperson, print
viewangles/idealangles/cameraoffsets to the console." [client.dll] [cheat]
[float32] c_maxpitch : "no description" [client.dll]
[float32] c_minpitch : "no description" [client.dll]
[float32] c_maxyaw : "no description" [client.dll]
[float32] c_minyaw : "no description" [client.dll]
[float32] c_maxdistance : "no description" [client.dll]
[float32] c_mindistance : "no description" [client.dll]
[float32] c_orthowidth : "no description" [client.dll]
[float32] c_orthoheight : "no description" [client.dll]
[bool] c_thirdpersonshoulder : "no description" [client.dll]
[float32] c_thirdpersonshoulderoffset : "no description" [client.dll]
[float32] c_thirdpersonshoulderdist : "no description" [client.dll]
[float32] c_thirdpersonshoulderheight : "no description" [client.dll]
[float32] c_thirdpersonshoulderaimdist : "no description" [client.dll]
[string] joy_name : "no description" [client.dll]
[bool] joy_advanced : "no description" [client.dll]
[int32] joy_advaxisx : "no description" [client.dll]
[int32] joy_advaxisy : "no description" [client.dll]
[int32] joy_advaxisz : "no description" [client.dll]
[int32] joy_advaxisr : "no description" [client.dll]
[int32] joy_advaxisu : "no description" [client.dll]
[int32] joy_advaxisv : "no description" [client.dll]
[float32] joy_sidesensitivity : "no description" [client.dll]
[float32] joy_pitchsensitivity : "no description" [client.dll]
[float32] joy_yawsensitivity : "no description" [client.dll]
[bool] joy_movement_stick : "Which stick controls movement (0 is left stick)"
[client.dll]
[bool] joy_xcontroller_cfg_loaded : "If 0, the 360controller.cfg file will be
executed on startup & option changes." [client.dll] [devonly]
[bool] cl_drawhud : "Enable the rendering of the hud" [client.dll] [cheat]
[float32] fov_desired : "Sets the base field-of-view." [client.dll]
[float32] cl_glow_item_far_r : "no description" [client.dll]
[float32] cl_glow_item_far_g : "no description" [client.dll]
[float32] cl_glow_item_far_b : "no description" [client.dll]
[float32] cl_glow_brightness : "Brightness of player halos" [client.dll] [cheat]
[bool] mat_colcorrection_editor : "no description" [client.dll] [devonly]
[float32] spec_chasedistancespeed : "Chase cam's ideal distance from target"
[client.dll] [devonly]
[bool] spec_centerchasecam : "Looks at the target player's center, instead of his
eye position, in chase came mode" [client.dll]
[int32] spec_track : "Tracks an entity in spec mode" [client.dll] [devonly]
[bool] bot_mimic_spec_buttons : "+attack, +jump etc are used for spectator control
instead of being passed on to spectated bot" [client.dll] [cheat]
[bool] cl_skeleton_instance_smear_boneflags : "Smear boneflags across the model.
Costs computation, but tests to make sure your bone flags are consistent."
[client.dll] [cheat]
[bool] cl_phys_networked_start_sleep : "no description" [client.dll] [devonly]
[int32] phys_expensive_shape_threshold : "no description" [client.dll] [cheat]
[int32] cloth_debug_draw : "no description" [client.dll] [devonly]
[bool] cloth_update : "no description" [client.dll] [devonly]
[int32] cloth_iv_dump : "no description" [client.dll] [devonly]
[bool] r_enable_rigid_animation : "no description" [client.dll] [devonly]
[int32] cl_ent_showonlyhitbox : "no description" [client.dll] [cheat]
[int32] cl_interp_threadmodeticks : "Additional interpolation ticks to use when
interpolating with threaded engine mode set." [client.dll] [devonly]
[bool] report_cliententitysim : "List all clientside simulations and time - will
report and turn itself off." [client.dll] [cheat]
[bool] cl_extrapolate : "Enable/disable extrapolation if interpolation history runs
out." [client.dll] [cheat]
[float32] cl_interp_npcs : "Interpolate NPC positions starting this many seconds in
past (or cl_interp, if greater)" [client.dll] [devonly]
[bool] cl_interp_all : "Disable interpolation list optimizations." [client.dll]
[devonly]
[bool] r_drawmodeldecals : "no description" [client.dll] [devonly]
[bool] cl_simulate_dormant_entities : "no description" [client.dll] [devonly]
[bool] cl_draw_simulating_entities : "no description" [client.dll] [devonly]
[bool] cl_draw_simulating_entities_distance : "no description" [client.dll]
[devonly]
[bool] ent_test_interpolation : "no description" [client.dll] [devonly]
[bool] cl_interp_animationvars : "Interpolate LATCH_ANIMATION_BIT vars if
interpolation interval is greater than simulation interval" [client.dll] [devonly]
[bool] cl_interp_simulationvars : "Interpolate LATCH_SIMULATION_BIT vars if
interpolation interval is greater than animation interval" [client.dll] [devonly]
[bool] iv_wrapped_parallel_latch : "no description" [client.dll] [devonly]
[bool] iv_parallel_latch : "no description" [client.dll] [devonly]
[bool] iv_parallel_restore : "no description" [client.dll] [devonly]
[bool] cl_latch_report : "Enable to output stats about latching" [client.dll]
[bool] cl_interpolate_report : "Enable to show interpolation profile timing
" [client.dll]
[bool] cl_interp_hermite : "Set to zero do disable hermite interpolation."
[client.dll] [cheat]
[float32] cl_extrapolate_amount : "Set how many seconds the client will extrapolate
entities for." [client.dll] [cheat]
[float32] phonemedelay : "Phoneme delay to account for sound system latency."
[client.dll] [devonly]
[float32] phonemefilter : "Time duration of box filter to pass over phonemes."
[client.dll] [devonly]
[float32] blink_duration : "How many seconds an eye blink will last." [client.dll]
[devonly]
[bool] cl_viewtarget_clamp : "no description" [client.dll] [devonly]
[bool] cl_enable_eye_occlusion : "no description" [client.dll] [devonly]
[bool] cl_eye_occlusion_debug : "no description" [client.dll] [cheat]
[bool] enable_boneflex : "no description" [client.dll]
[int32] phonemesnap : "Lod at level at which visemes stops always considering two
phonemes, regardless of duration." [client.dll] [devonly]
[vector3] cl_eye_target_override : "no description" [client.dll] [devonly]
[float32] cl_eye_yaw_multiplier : "no description" [client.dll] [devonly]
[bool] cl_eye_sin_wave : "no description" [client.dll] [devonly]
[bool] cl_smooth : "Smooth view/eye origin after prediction errors" [client.dll]
[devonly]
[float32] cl_smoothtime : "Smooth client's view after prediction error over this
many seconds" [client.dll] [devonly]
[float32] zoom_sensitivity_ratio : "Additional mouse sensitivity scale factor
applied when FOV is zoomed in." [client.dll]
[float32] ragdoll_impact_strength : "no description" [client.dll] [devonly]
[bool] g_debug_ragdoll_visualize : "no description" [client.dll] [cheat]
[int32] g_ragdoll_fadespeed : "no description" [client.dll] [devonly]
[int32] g_ragdoll_lvfadespeed : "no description" [client.dll] [devonly]
[bool] mat_colcorrection_disableentities : "Disable map color-correction entities"
[client.dll] [devonly]
[bool] mat_colcorrection_forceentitiesclientside : "Forces color correction
entities to be updated on the client" [client.dll] [cheat]
[bool] cl_retire_low_priority_lights : "Low priority dlights are replaced by high
priority ones" [client.dll] [devonly]
[bool] cl_globallight_freeze : "no description" [client.dll] [devonly]
[float32] cl_globallight_expansion : "no description" [client.dll] [devonly]
[bool] cl_globallight_debug : "no description" [client.dll] [devonly]
[int32] cl_globallight_shadow_mode : "no description" [client.dll] [devonly]
[float32] mat_slopescaledepthbias_shadowmap : "no description" [client.dll]
[devonly]
[float32] mat_depthbias_shadowmap : "no description" [client.dll] [devonly]
[bool] cl_globallight_orig_calc_frustum : "no description" [client.dll] [devonly]
[float32] cl_globallight_world_bottom_height : "no description" [client.dll]
[devonly]
[float32] cl_globallight_world_top_height : "no description" [client.dll] [devonly]
[bool] cl_globallight_use_alt_focus_region : "no description" [client.dll]
[devonly]
[float32] cl_globallight_slope_scale_depth_bias : "no description" [client.dll]
[devonly]
[float32] cl_globallight_depth_bias : "no description" [client.dll] [devonly]
[bool] cl_globallight_use_shaadow_near_offset : "no description" [client.dll]
[devonly]
[float32] cl_cameraoverride_fade_in_amount : "no description" [client.dll]
[devonly]
[float32] cl_cameraoverride_shadow_depth_bias : "no description" [client.dll]
[devonly]
[float32] cl_cameraoverride_shadow_end : "no description" [client.dll] [devonly]
[bool] cl_globallight_use_optimized_calc_frustum : "no description" [client.dll]
[devonly]
[bool] fish_debug : "Show debug info for fish" [client.dll] [cheat]
[bool] r_monitor_3dskybox : "no description" [client.dll] [devonly]
[int32] gameinstructor_verbose : "Set to 1 for standard debugging or 2 (in combo
with gameinstructor_verbose_lesson) to show update actions." [client.dll] [cheat]
[string] gameinstructor_verbose_lesson : "Display more verbose information for
lessons have this name." [client.dll] [cheat]
[bool] gameinstructor_find_errors : "Set to 1 and the game instructor will run
EVERY scripted command to uncover errors." [client.dll] [cheat]
[bool] gameinstructor_enable : "Display in game lessons that teach new players."
[client.dll]
[float32] gameinstructor_start_sound_cooldown : "Number of seconds forced between
similar lesson start sounds." [client.dll] [devonly]
[bool] sv_gameinstructor_enable : "Force all clients to enable their game
instructors." [client.dll]
[bool] cl_voiceenabled : "no description" [client.dll] [devonly]
[bool] commentary_node_use_viewfacing : "no description" [client.dll] [devonly]
[bool] rope_shake : "no description" [client.dll] [devonly]
[bool] cl_weapon_debug_print_accuracy : "no description" [client.dll] [devonly]
[bool] cl_ragdoll_reload : "no description" [client.dll] [devonly]
[float32] cl_ragdoll_default_scale : "no description" [client.dll] [devonly]
[bool] cl_disable_ragdolls : "no description" [client.dll] [cheat]
[bool] animated_material_attributes : "no description" [client.dll] [cheat]
[bool] cl_anim_queue_changes : "no description" [client.dll] [devonly]
[int32] cl_sequence_debug : "no description" [client.dll] [devonly]
[int32] cl_sequence_debug2 : "no description" [client.dll] [devonly]
[string] cl_sequence_model_substring : "no description" [client.dll] [devonly]
[bool] r_aoproxy_show : "no description" [client.dll] [cheat]
[int32] cl_cq_min_queue : "Allows client to disable (=-1), defer to server (=0), or
request a certain min-command queue size for games that support the command queue
(IsUsingCommandQueue()) for CUserCmds." [client.dll]
[bool] cl_predict : "Perform client side prediction." [client.dll] [cheat]
[int32] mp_usehwmmodels : "Enable the use of the hw morph models. (-1 = never, 1 =
always, 0 = based upon GPU)" [client.dll] [devonly]
[float32] cl_ent_joint_axis_size : "no description" [client.dll] [devonly]
[bool] cl_ent_joint_names : "no description" [client.dll] [devonly]
[string] cl_ent_joint_filter_substring : "no description" [client.dll] [devonly]
[bool] cl_ent_joint_use_bind_pose : "no description" [client.dll] [devonly]
[bool] cl_ent_joint_only_ik_joints : "no description" [client.dll] [devonly]
[bool] cl_ent_skeleton_only_ik_joints : "no description" [client.dll] [devonly]
[float32] cl_screenmessage_notifytime : "How long to display screen message text"
[client.dll] [devonly]
[string] cl_ent_showonlyattachment : "no description" [client.dll] [cheat]
[bool] game_particle_manager_requeue_messages : "no description" [client.dll]
[hidden] [devonly]
[bool] cl_hold_game_events_until_server_tick : "Holds game events until client has
received the tick the event was fired on." [client.dll] [devonly]
[int32] cl_hold_game_events_force_delay_ticks : "Debugging convar to force late
dispatch of game events." [client.dll] [devonly]
[int32] cl_net_showevents : "Dump game events to console (1=client only, 2=all)."
[client.dll] [devonly]
[bool] cl_net_showeventlisteners : "Show listening addition/removals" [client.dll]
[devonly]
[bool] cl_display_game_events : "no description" [client.dll] [cheat]
[bool] ent_revert_dormancy_change : "no description" [client.dll] [devonly]
[bool] r_draw3dskybox : "no description" [client.dll] [devonly]
[bool] option_duck_method : "Input toggle control" [client.dll]
[float32] spec_chasedistance : "Chase cam's ideal distance from target"
[client.dll] [devonly]
[float32] cl_obs_interp_angle_progress_headstart : "no description" [client.dll]
[devonly]
[float32] cl_obs_interp_turn_to_face_start_frac : "no description" [client.dll]
[devonly]
[float32] cl_obs_interp_turn_to_face_end_frac : "no description" [client.dll]
[devonly]
[int32] cl_obs_interp_obstruction_behavior : "no description" [client.dll]
[devonly]
[float32] fov_cs_debug : "Sets the view fov if cheats are on." [client.dll] [cheat]
[float32] fov_cs_ultrawide_near_z : "no description" [client.dll] [cheat] [devonly]
[float32] fov_cs_super_ultrawide_near_z : "no description" [client.dll] [cheat]
[devonly]
[bool] cl_sniper_delay_unscope : "no description" [client.dll]
[float32] death_chase_distance : "no description" [client.dll] [devonly]
[bool] cl_sanitize_player_names : "Replace names of other players with something
non-offensive." [client.dll]
[bool] cl_sanitize_muted_players : "Hide names and avatars of muted players."
[client.dll]
[bool] cl_show_playernames_max_chars_console : "Shows all player names (including
bots) as 16 W's." [client.dll] [devonly]
[int32] cl_teammate_colors_show : "In competitive, 1 = show teammates as separate
colors in the radar, scoreboard, etc., 2 = show colors and letters" [client.dll]
[bool] cl_show_enemy_avatar_colors : "no description" [client.dll] [devonly]
[bool] cl_predict_weapon_drop : "no description" [client.dll] [devonly]
[int32] cl_debug_duck : "no description" [client.dll] [devonly]
[bool] option_speed_method : "Input toggle control" [client.dll]
[bool] cl_pred_checkstuck : "Perform the additional 'stuck' traces on the client
side during prediction." [client.dll] [devonly]
[bool] cl_spec_use_tournament_content_standards : "no description" [client.dll]
[int32] cl_player_ping_mute : "If 1, player pinging will make a sound, if 0, pings
will be silent" [client.dll]
[int32] cl_tracer_frequency_override : "Override tracer frequency (-1 to disable)"
[client.dll] [devonly]
[float32] viewmodel_offset_y : "viewmodel_offset_y" [client.dll]
[float32] viewmodel_offset_z : "viewmodel_offset_z" [client.dll]
[bool] viewmodel_offset_randomize : "randomly change viewmodel offsets to visualize
range" [client.dll] [cheat]
[bool] viewmodel_always_on : "Force the view model to draw, even when in 3rd
person" [client.dll] [cheat]
[float32] cl_gunlowerangle : "no description" [client.dll] [devonly]
[float32] cl_gunlowerspeed : "no description" [client.dll] [devonly]
[float32] cl_mantle_gunloweramt : "no description" [client.dll] [devonly]
[float32] cl_mantle_gunlowerspeed : "no description" [client.dll] [devonly]
[float32] cl_death_anim_viewmodel_drop_rate : "no description" [client.dll]
[devonly]
[float32] cl_death_anim_viewmodel_pitch_rate : "no description" [client.dll]
[devonly]
[float32] cl_wpn_sway_interp : "no description" [client.dll] [devonly]
[float32] cl_wpn_sway_scale : "no description" [client.dll] [cheat]
[bool] cl_smoke_volumeprop : "no description" [client.dll] [devonly]
[float32] cl_smoke_volume_growth : "no description" [client.dll] [devonly]
[bool] cl_predict_bomb_defusal : "no description" [client.dll] [devonly]
[bool] cl_viewmodelsclonedasworld : "no description" [client.dll] [devonly]
[int32] cl_weapon_debug_show_accuracy : "Draws a circle representing the effective
range with every shot." [client.dll] [cheat]
[float32] cl_weapon_debug_show_accuracy_duration : "no description" [client.dll]
[cheat]
[int32] cl_wallbang_heavy_threshold : "The Threshold where to switch from Light to
Heavy Wallbang tracer" [client.dll] [cheat]
[bool] weapon_skins : "no description" [client.dll] [devonly]
[bool] weapon_skins_for_bots : "no description" [client.dll] [devonly]
[bool] weapon_skins_on_default : "no description" [client.dll] [devonly]
[bool] weapon_random_stickers : "no description" [client.dll] [devonly]
[bool] weapon_all_stattrak : "no description" [client.dll] [devonly]
[bool] weapon_all_nametag : "no description" [client.dll] [devonly]
[bool] cl_debounce_zoom : "Whether or not to disable holding secondary fire to
cycle zoom levels" [client.dll]
[bool] cl_sniper_auto_rezoom : "Auto-rezoom snipers after a shot" [client.dll]
[bool] econ_debug_loadout_ui : "Show debug data when players change their loadout."
[client.dll] [devonly]
[bool] spec_hide_players : "Toggle the visibility of scoreboard players."
[client.dll]
[bool] spec_usenumberkeys_nobinds : "If set to 1, map voting and spectator view use
the raw number keys instead of the weapon binds (slot1, slot2, etc)." [client.dll]
[bool] cl_obs_interp_enable : "Enables interpolation between observer targets"
[client.dll]
[float32] cl_obs_interp_pos_rate : "no description" [client.dll]
[float32] cl_obs_interp_pos_halflife : "no description" [client.dll] [devonly]
[float32] cl_obs_interp_snap_dist : "no description" [client.dll] [devonly]
[float32] cl_obs_interp_settle_dist : "no description" [client.dll] [devonly]
[float32] cl_obs_interp_dist_to_turn_to_face : "Changing to a target further than
this will cause the camera to face the direction of travel" [client.dll] [devonly]
[bool] cl_use_opens_buy_menu : "Pressing the +use key will open the buy menu if in
a buy zone (just as if you pressed the 'buy' key)." [client.dll]
[int32] cl_silencer_mode : "0: cannot detach; 1: press secondary fire to detach"
[client.dll]
[bool] cl_autohelp : "Auto-help" [client.dll]
[int32] cl_join_advertise : "Advertise joinable game in progress to Steam friends,
otherwise need a Steam invite (2: all servers, 1: official servers, 0: none)"
[client.dll]
[int32] cs_minimap_create_output_size : "Size of minimap texture generated with
cs_minimap_create (512 default)" [client.dll] [cheat]
[int32] composite_material_cache_count_max : "no description" [client.dll]
[devonly]
[bool] composite_material_use_gpu : "no description" [client.dll] [devonly]
[bool] composite_material_use_gpu_perceptual_error_metric : "no description"
[client.dll] [devonly]
[bool] composite_material_use_gpu_endpoint_optimization : "no description"
[client.dll] [devonly]
[bool] composite_material_dump_images : "no description" [client.dll] [devonly]
[float32] viewmodel_offset_x : "viewmodel_offset_x" [client.dll]
[float32] cl_panel_freeze_time_after_press : "time to freeze mouse/pointer motion
after a mouse button press" [client.dll] [devonly]
[bool] panorama_focus_world_panels : "when set request key focus when a world panel
is enabled" [client.dll]
[bool] panorama_async_compute_mipgen : "use asynchronous compute for mipmap
generation." [client.dll] [devonly]
[bool] panorama_worldpanel_update_culling : "no description" [client.dll] [devonly]
[float32] panorama_worldpanel_update_cull_distance : "no description" [client.dll]
[devonly]
[float32] panorama_worldpanel_update_cull_size_threshold : "no description"
[client.dll] [devonly]
[float32] ui_hud_dist : "distance from the player to the hud" [client.dll]
[devonly]
[float32] cl_ent_pivot_size : "no description" [client.dll] [cheat]
[bool] cl_debug_overlay_fullposition : "no description" [client.dll] [devonly]
[bool] cl_ent_text_no_name_really_i_mean_it : "no description" [client.dll] [cheat]
[bool] cl_ent_show_contexts : "Show entity contexts in ent_text display"
[client.dll] [cheat]
[int32] cl_ent_text_flags_active : "no description" [client.dll] [cheat]
[int32] buildcubemaps_renderdoc_capture : "Capture a specific cubemap with
RenderDoc during buildcubemaps." [client.dll] [devonly]
[bool] show_visibility_boxes : "Enable or Disable debug display of visibility
boxes" [client.dll] [cheat]
[bool] cl_skip_update_animations : "Enable to skip game animations" [client.dll]
[devonly]
[bool] cl_animgraph_history_force_temporal_consistency : "no description"
[client.dll] [devonly]
[bool] cl_massreport : "no description" [client.dll] [devonly]
[bool] cl_lightquery_debug : "no description" [client.dll] [cheat]
[bool] cl_phys_enabled : "Enable all physics simulation" [client.dll] [cheat]
[string] cl_phys_stop_at_collision : "no description" [client.dll] [cheat]
[bool] cl_phys_sleep_enable : "Enable sleeping for dynamic physics bodies."
[client.dll] [cheat]
[bool] cl_phys_animated_hierarchy : "no description" [client.dll] [devonly]
[float32] cl_phys_block_fraction : "no description" [client.dll] [devonly]
[float32] cl_phys_block_dist : "no description" [client.dll] [devonly]
[bool] cloth_sim_on_tick : "no description" [client.dll] [devonly]
[float32] cl_phys_timescale : "Scale time for physics" [client.dll] [devonly]
[bool] cloth_update_bones_on_ticks : "no description" [client.dll] [devonly]
[bool] cl_phys_visualize_awake : "no description" [client.dll] [devonly]
[int32] phys_batch_ray_test : "no description" [client.dll] [devonly]
[bool] cl_phys_debug_callback_entities : "Print all entities that get touch
callbacks. Each entity is printed only once." [client.dll] [cheat]
[bool] cl_hitbox_debug : "no description" [client.dll] [devonly]
[bool] r_strip_invisible_during_sceneobject_update : "no description" [client.dll]
[devonly]
[bool] r_threaded_scene_object_update : "no description" [client.dll] [devonly]
[bool] r_freeze_sceneobjects : "no description" [client.dll] [devonly]
[bool] panorama_early_anim_dispatch : "no description" [client.dll] [devonly]
[bool] cl_script_break_in_native_debugger_on_error : "no description" [client.dll]
[devonly]
[bool] cl_script_attach_debugger_at_startup : "no description" [client.dll]
[devonly]
[bool] spec_replay_review_sound : "When set to non-0, a sound effect is played
during Killer Replay" [client.dll] [devonly]
[float32] spec_replay_rate_slowdown : "The part of Killer Replay right before death
is played at this rate" [client.dll] [devonly]
[float32] spec_replay_rate_slowdown_length : "The part of Killer Replay right
before death is played at this rate" [client.dll] [devonly]
[float32] spec_replay_fadein : "Amount of time in seconds it takes to visually fade
into replay, or into real-time after replay" [client.dll] [devonly]
[float32] spec_replay_fadeout : "Amount of time in seconds it takes to visually
fade out of replay, or out of real-time before replay" [client.dll] [devonly]
[float32] spec_replay_sound_fadein : "Amount of time in seconds it takes to fade in
the audio before or after replay" [client.dll] [devonly]
[float32] spec_replay_sound_fadeout : "Amount of time in seconds it takes to fade
out the audio before or after replay" [client.dll] [devonly]
[bool] spec_replay_cache_ragdolls : "when set to 0, ragdolls will settle
dynamically before and after Killer Replay" [client.dll] [devonly]
[bool] spec_replay_others_experimental : "Replay the last death of the round, if
possible. Disabled on official servers by default. Experimental." [client.dll]
[devonly]
[bool] spec_replay_autostart : "Auto-start Killer Replay when available"
[client.dll]
[bool] spec_replay_victim_pov : "Killer Replay - replay from victim's point of view
(1); the default is killer's (0). Experimental." [client.dll] [devonly]
[int32] r_replay_post_effect : "no description" [client.dll] [cheat]
[int32] leaderboards_cache_duration : "no description" [client.dll] [devonly]
[bool] cl_predictioncopy_runs : "no description" [client.dll] [devonly]
[int32] pwatchent : "Entity to watch for prediction system changes." [client.dll]
[cheat]
[string] pwatchvar : "Entity variable to watch in prediction system for changes."
[client.dll] [cheat]
[bool] cl_pred_build_verbose : "Verbose spew when building prediction optimized
data runs." [client.dll] [devonly]
[int32] mm_player_search_requests_limit : "How many friend requests are displayed."
[devonly]
[float32] mm_player_search_update_interval : "Interval between players searches."
[devonly]
[float32] mm_player_search_lan_ping_interval : "Interval between LAN discovery
pings." [devonly]
[float32] mm_player_search_lan_ping_duration : "Duration of LAN discovery ping
phase." [devonly]
[bool] mm_events_listeners_validation : "no description" [devonly]
[bool] net_allow_multicast : "no description"
[bool] cl_names_debug : "no description" [devonly]
[int32] mm_player_search_count : "no description" [devonly]
[float32] mm_ignored_sessions_forget_time : "no description" [devonly]
[int32] mm_ignored_sessions_forget_pass : "no description" [devonly]
[int32] mm_server_search_update_interval : "Interval between servers updates."
[devonly]
[float32] mm_server_search_inet_ping_interval : "How long to wait between pinging
internet server details." [devonly]
[float32] mm_server_search_inet_ping_timeout : "How long to wait for internet
server details." [devonly]
[int32] mm_server_search_inet_ping_window : "How many servers can be pinged for
server details in a batch." [devonly]
[float32] mm_server_search_inet_ping_refresh : "How often to refresh a listed
server." [devonly]
[float32] mm_server_search_server_lifetime : "How long until a server is no longer
returned by the master till we remove it." [devonly]
[float32] mm_server_search_lan_ping_interval : "Interval between LAN discovery
pings." [devonly]
[float32] mm_server_search_lan_ping_duration : "Duration of LAN discovery ping
phase." [devonly]
[string] 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."
[float32] mm_datacenter_update_interval : "Interval between datacenter stats
updates." [devonly]
[float32] mm_datacenter_retry_interval : "Interval between datacenter stats
retries." [devonly]
[float32] mm_datacenter_query_delay : "Delay after datacenter update is enabled
before data is actually queried." [devonly]
[float32] mm_session_sys_delay_create : "no description" [devonly]
[float32] mm_session_sys_delay_create_host : "no description" [devonly]
[float32] mm_session_sys_connect_timeout : "no description" [devonly]
[float32] mm_session_team_res_timeout : "no description" [devonly]
[bool] mm_session_voice_loading : "no description" [devonly]
[float32] mm_session_sys_ranking_timeout : "no description" [devonly]
[int32] mm_session_sys_slots_guaranteed : "no description" [devonly]
[string] mm_session_sys_pkey : "no description"
[float32] mm_session_sys_kick_ban_duration : "no description"
[bool] voice_test_log_send : "no description"
[string] mm_dlcs_mask_fake : "no description" [devonly]
[uint32] mm_dlcs_mask_extras : "no description" [devonly]
[string] mm_tu_string : "no description" [devonly]
[bool] mm_dedicated_allow : "1 = allow searches for dedicated servers" [devonly]
[bool] mm_dedicated_fake : "1 = pretend like search is going, but abort after some
time" [devonly]
[string] mm_dedicated_force_servers : "Comma delimited list of ip:port of servers
used to search for dedicated servers instead of searching for public servers.
Use syntax `publicip1:port|privateip1:port,publicip2:port|privateip2:port` if your
server is behind NAT.
If the server is behind NAT, you can specify `0.0.0.0|privateip:port` and if server
port is in the list of `mm_server_search_lan_ports` its public address should be
automatically detected."
[string] mm_dedicated_ip : "IP address of dedicated servers to consider available"
[devonly]
[float32] mm_dedicated_timeout_request : "no description" [devonly]
[int32] mm_dedicated_search_maxping : "Longest preferred ping to dedicated servers
for games"
[int32] mm_dedicated_search_maxresults : "no description" [devonly]
[float32] mm_teamsearch_errortime : "Time team search is in error state until it
self-cancels" [devonly]
[bool] mm_teamsearch_nostart : "Team search will fake cancel before searching for
server" [devonly]
[string] sv_search_team_key : "When initiating team search, set this key to match
with known opponents team"
[int32] mm_session_search_num_results : "no description" [devonly]
[float32] mm_session_search_qos_timeout : "no description"
[float32] mm_match_search_update_interval : "Interval between matchsearcher
updates." [devonly]
[bool] mm_sv_load_test : "no description" [devonly]
[int32] mm_title_debug_version : "This matchmaking version will override .res file
version for isolating matchmaking" [devonly]
[int32] mm_csgo_community_search_players_min : "When performing CSGO community
matchmaking look for servers with at least so many human players"
[int32] custom_bot_difficulty : "Bot difficulty for offline play." [client.dll]
[int32] diffcheck_playerslot : "no description" [devonly]
[bool] diffcheck_spew : "Actually show diffcheck results." [devonly]
[bool] diffcheck_spew_diff_only : "Show diff only." [devonly]
[string] diffcheck_spew_diff_filter : "Show diff with matching filter substring
only." [devonly]
[bool] diffcheck : "Activate diffcheck system." [devonly]
[bool] nav_gen_true : "Always true" [cheat]
[bool] nav_gen_false : "Always false" [cheat]
[bool] nav_gen_match_ground : "no description" [cheat]
[bool] nav_gen_opt_to_quads : "no description" [cheat]
[float32] nav_gen_opt_to_quads_angle_limit : "no description" [cheat]
[float32] nav_gen_opt_to_quads_planar_deviation_limit : "no description" [cheat]
[int32] nav_gen_opt_to_quads_num_steps : "no description" [cheat]
[float32] nav_gen_opt_to_quads_se_limit_start : "no description" [cheat]
[float32] nav_gen_opt_to_quads_se_limit_end : "no description" [cheat]
[float32] nav_gen_opt_to_quads_weld_limit_start : "no description" [cheat]
[float32] nav_gen_opt_to_quads_weld_limit_end : "no description" [cheat]
[float32] nav_gen_degen_limit : "no description" [cheat]
[float32] nav_gen_markup_split_tol_base : "no description" [cheat]
[float32] nav_gen_markup_split_tol_nonentity : "no description" [cheat]
[float32] nav_gen_markup_split_tol_nonav : "no description" [cheat]
[float32] nav_gen_markup_split_expand : "no description" [cheat]
[bool] nav_gen_max_edge_len_do_clip : "no description" [cheat]
[float32] nav_gen_max_edge_len : "no description" [cheat]
[float32] nav_gen_max_edge_len_split_tol : "no description" [cheat]
[bool] nav_gen_max_bottleneck_width_do_clip : "no description" [cheat]
[float32] nav_gen_max_bottleneck_width : "no description" [cheat]
[bool] nav_gen_island_removal : "no description" [cheat]
[bool] nav_gen_island_removal_all_hulls : "no description" [cheat]
[float32] nav_gen_connect_dist_a : "no description" [cheat]
[float32] nav_gen_connect_dist_b : "no description" [cheat]
[float32] nav_gen_connect_dist_z_mult : "no description" [cheat]
[float32] nav_gen_connect_angle : "no description" [cheat]
[bool] nav_gen_connect_angle_ignore_z : "no description" [cheat]
[float32] nav_gen_connect_overlap : "no description" [cheat]
[bool] nav_gen_connect_allow_multiple : "no description" [cheat]
[bool] nav_gen_add_jumps : "no description" [cheat]
[float32] nav_gen_vertical_limit : "no description" [cheat]
[bool] nav_gen_remove_vertical_polys : "no description" [cheat]
[bool] nav_gen_split_boundary_polys : "no description" [cheat]
[bool] nav_gen_split_multi_connection_polys : "no description" [cheat]
[float32] nav_gen_split_multi_connection_polys_tol : "no description" [cheat]
[bool] nav_gen_clip_polys_to_clearance : "no description" [cheat]
[bool] nav_gen_clip_polys_to_clearance_debug : "no description" [cheat]
[bool] nav_gen_join_nonzup : "no description" [cheat]
[float32] nav_gen_agent_radius_buffer : "Buffer to add to agent radius before
passing to nav gen" [cheat]
[float32] nav_gen_jump_connection_min_overlap_ratio : "Minimum edge overlap
required for jump connection consideration as a percentage of agent radius" [cheat]
[int32] recast_partitioning : "0 = watershed, 1 = monotone, 2 = layers" [cheat]
[bool] recast_mark_overhang : "Enable/disable overhang detection" [cheat]
[bool] nav_split_place_on_ground : "If true, nav areas will be placed flush with
the ground when split." [cheat]
[int32] nav_max_vis_delta_list_length : "no description" [cheat]
[float32] nav_corner_adjust_adjacent : "radius used to raise/lower corners in
nearby areas when raising/lowering corners." [cheat]
[int32] nav_show_potentially_visible : "Show areas that are potentially visible
from the current nav area" [cheat]
[int32] nav_validate : "Level of validation for nav system. Higher will be
slower." [cheat]
[bool] animgraph_debug_max_poseop_count : "no description"
[bool] r_temp : "no description" [client.dll] [devonly]

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