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Start the game by writing "/map mp_xxxxxx" with the mp_xxxx being the map name.

To edit the game-mode after you've started open the console and enter; "/g_gamet
ype xxxxx"
Profit :3
Maps:
Code:
Map Name: Array
File Name: MP_ARRAY
Map Name: Havana
File Name: MP_CAIRO
Map Name: Launch
File Name: MP_COSMODROME
Map Name: Cracked
File Name: MP_CRACKED
Map Name: Crisis
File Name: MP_CRISIS
Map Name: Grid
File Name: MP_DUGA
Map Name: Firing Range
File Name: MP_FIRINGRANGE
Map Name: Hanoi
File Name: MP_HANOI
Map Name: Jungle
File Name: MP_HAVOC
Map Name: Summit
File Name: MP_MOUNTAIN
Map Name: Nuketown
File Name: MP_NUKED
Map Name: Radiation
File Name: MP_RADIATION
Map Name: WMD
File Name: MP_RUSSIANBASE
Map Name: Villa
File Name: MP_VILLA
Game-modes:
Code:
Game type: Free-for-All
Abbreviation: dm
Game type: Team Deathmatch
Abbreviation: tdm
Game type: Search and Destroy
Abbreviation: sd

Game type: Domination


Abbreviation: dom
Game type: Sabotage
Abbreviation: sab
Game type: Capture the Flag
Abbreviation: ctf
Game type: Headquarters
Abbreviation: koth
Game type: War
Abbreviation: twar
Game type: RC Car Race
Abbreviation: rcrace
Game type: World Domination
Abbreviation: wdom
Game type: Demolition
Abbreviation: dem
Game type: One in the Chamber
Abbreviation: oic
Game type: Rock, Paper, Scissors
Abbreviation: ktc
Game type: Flag Rush
Abbreviation: tktc
Game type: Waypoint Flag Rush
Abbreviation: wpfr
Game type: Sticks and Stones
Abbreviation: hlnd
Game type: Gun Game
Abbreviation: gun
Game type: Sharpshooter
Abbreviation: shrp
3214 commands for your pleasure:
acousticSpikeMaxRange // The maximum range from the player in world space that o
bjects will be shown on the acoustic spike
acousticSpikeMinRadius // The minimum radius from the center of the sensor that
objects will appear.
acousticSpikeMinRange // The minimum range from the player in world space that o
bjects will be shown on the acoustic spike
acousticSpikeRingSize // Max size of the ping ring visual for a sensor
acousticSpikeSize // Scale the acoustic sensor
actionSlotsHide // Hide the actionslots.
activeAction
aim_accel_turnrate_debug // Turn on debugging info for the acceleration
aim_accel_turnrate_enabled // Enable/disable acceleration of the turnrates

aim_accel_turnrate_lerp // The acceleration of the turnrates


aim_aimAssistRangeScale // Scales the weapon's aim assist range
aim_assist_min_target_distance // Aim assist will not work on targets beyond thi
s distance
aim_assist_script_disable // Override aim assist from script: set to true to dis
able code aim assist (i.e. for meatshield)
aim_autoAimRangeScale // Scales the weapon's auto aim range
aim_autoaim_debug // Turn on auto aim debugging
aim_autoaim_enabled // Turn on auto aim
aim_autoaim_lerp // The rate in degrees per second that the auto aim will conver
ge to its target
aim_autoaim_region_height // The height of the auto aim region in virtual screen
coordinates (0 - 480)
aim_autoaim_region_width // The width of the auto aim region in virtual screen c
oordinates (0 - 640)
aim_autobayonet_range // The range of the auto bayonet
aim_automelee_debug // Turn on auto melee debugging
aim_automelee_enabled // Turn on auto melee
aim_automelee_lerp // The rate in degrees per second that the auto melee will co
nverge to its target
aim_automelee_range // The range of the auto melee
aim_automelee_region_height // The height of the auto melee region in virtual sc
reen coordinates (0 - 480)
aim_automelee_region_width // The width of the auto melee region in virtual scre
en coordinates (0 - 640)
aim_input_graph_debug // Debug the view input graphs
aim_input_graph_enabled // Use graph for adjusting view input
aim_input_graph_index // Which input graph to use
aim_lockon_debug // Turn on debugging info for aim lock on
aim_lockon_deflection // The amount of stick deflection for the lockon to activa
te
aim_lockon_enabled // Aim lock on helps the player to stay on target
aim_lockon_pitch_strength // The amount of aim assistance given by the target lo
ck on (pitch)
aim_lockon_region_height // The height of the auto aim region in virtual screen
coordinates(0-480)
aim_lockon_region_width // The width of the auto aim region in virtual screen co
ordinates(0-640)
aim_lockon_strength // The amount of aim assistance given by the target lock on
(yaw)
aim_scale_view_axis // Scale the influence of each input axis so that the major
axis has more influence on the control
aim_slowdown_debug // Turn on debugging info for aim slowdown
aim_slowdown_enabled // Slowdown the turn rate when the cross hair passes over a
target
aim_slowdown_pitch_scale // The vertical aim assist slowdown ratio from the hip
aim_slowdown_pitch_scale_ads // The vertical aim assist slowdown ratio when aimi
ng down the sight
aim_slowdown_region_extended_height // The screen height of the extended aim ass
ist slowdown region
aim_slowdown_region_extended_width // The screen width of the extended aim slowd
own region
aim_slowdown_region_height // The screen height of the aim assist slowdown regio
n
aim_slowdown_region_width // The screen width of the aim slowdown region
aim_slowdown_yaw_scale // The horizontal aim assist slowdown ratio from the hip
aim_slowdown_yaw_scale_ads // The horizontal aim assist slowdown ratio when aimi
ng down the sight
aim_target_aim_tag_fast_update_interval // How often the aim target tag is updat
ed instead of pulled from cache inside of the "fast" zone.

aim_target_aim_tag_slow_update_interval // How often the aim target tag is updat


ed instead of pulled from cache inside of the "fast" zone.
aim_target_frustum_expand_fast_updates // The frustum expansion to determine if
a target is in the fast interval tag update zone. Positive is inwards.
aim_target_frustum_expand_on_screen // The frustum expansion to determine if a t
arget is on screen. Positive is inwards.
aim_target_frustum_min_distance // If target is inside this distance frustum cul
ling is not applied.
aim_target_sentient_half_height // The radius used to calculate frustum target c
enter for a sentient(actor or player)
aim_target_sentient_radius // The radius used to calculate target bounds for a s
entient(actor or player)
aim_target_smp // Use worker threads to add aim target entities
aim_turnrate_pitch // The vertical turn rate for aim assist when firing from the
hip
aim_turnrate_pitch_ads // The turn rate up and down for aim assist when aiming d
own the sight
aim_turnrate_yaw // The horizontal turn rate for aim assist when firing from the
hip
aim_turnrate_yaw_ads // The horizontal turn rate for aim assist when aiming down
the sight
aim_view_sensitivity_override // override value for view sensitivity
ai_angularYawAccelRate // yaw acceleration rate
ai_angularYawDecelFactor // yaw deceleration factor (decel rate = factor * accel
rate)
ai_angularYawEnabled // turn on velocity based body rotation
ai_corpseCount // Maximum number of AI corpses
ai_debugAnimDeltas // Display animation delta debug information
ai_debugClaimedNodes // Enable debugging information claimed status of nodes
ai_debugCoverEntityNum // Display debug info for cover
ai_debugEntIndex // Entity index of an entity to debug
ai_debugFindPath // Display AI 'find path' debugging information
ai_debugFindPathDirect // Display AI 'find direct path' debugging information
ai_debugFindPathLock // Find path lock
ai_debugFindPathWidth // Display paths with the given width
ai_debugMayMove // Display debug information for AI 'may move' calculations
ai_debugMeleeAttackSpots // Enable debugging information for melee attack spots
ai_debugThreatSelection // Enable debugging information for threat selection
ai_disableSpawn // Do not spawn AI
ai_enableBadPlaces // toggle badplaces system on/off
ai_eventDistBadPlace // Distance used for AI event
ai_eventDistBullet // Distance used for AI event
ai_eventDistBulletRunning // Distance used for AI event
ai_eventDistDeath // Distance used for AI event
ai_eventDistExplosion // Distance used for AI event
ai_eventDistFootstep // Distance used for AI event
ai_eventDistFootstepLite // Distance used for AI event
ai_eventDistGrenadePing // Distance used for AI event
ai_eventDistGunShot // Distance used for AI event
ai_eventDistNewEnemy // Distance used for AI event
ai_eventDistPain // Distance used for AI event
ai_eventDistProjImpact // Distance used for AI event
ai_eventDistProjPing // Distance used for AI event
ai_eventDistReact // Distance used for AI event
ai_eventDistSilencedShot // Distance used for AI event
ai_foliageSeeThroughDist // Maximum distance AI ignore foliage for sight trace t
o targets
ai_friendlySuppression // Whether AI fire will suppression teammates or not.
ai_friendlySuppressionDist // Max distance at which AI suppress teammates
ai_maxAttackerCount // Max number of AI's that will attack one player

ai_meleeDamage // The amount of damage dealt by AI's melee attack


ai_meleeHeight // The height of the AI's melee attack
ai_meleeRange // The maximum range of the AI's melee attack
ai_meleeWidth // The width of the AI's melee attack
ai_moveOrientMode // Debug AI Orient Mode
ai_noDodge // AI won't dodge to the side
ai_noPathToEnemyGiveupTime // Time the AI will continue to attack if the player
goes off the path grid.
ai_pathMomentum // Momentum factor for continuing motion in previous direction.
0 for no momentum carry over
ai_pathNegotiationOverlapCost // The distance AI would travel around to avoid go
ing to a negotiation being used. Multiplied by number of users of the negotiatio
n
ai_playerFarAccuracy // Accuracy for AI far away from the player
ai_playerFarRange // Minimum range for AI to use 'far' accuracy
ai_playerNearAccuracy // Accuracy for an AI near to a player
ai_playerNearRange // Maximum range for AI to use 'near' accuracy
ai_showBadPlaces // Display debug information for 'bad places'
ai_showDodge // Display debug information for AI dodging
ai_showNearestNode // Show nodes closest to AI
ai_showNodes // Show AI navigation node debug information
ai_showNodesDist // Maximum distance from the camera at which AI nodes are shown
ai_showPaths // Show AI navigation paths
ai_showPotentialThreatDir // Display AI potential threat direction
ai_showVisData // Display debug information for visibility data
ai_showVisDataDist // Maximum distance for visibility data debugging information
to be shown
ai_showVolume // Draw the goal volume and fixed node safe volume for an AI
ai_slowdownMaxYawDiff // max yaw diff used for slowdown cal
ai_slowdownMinRate // anim rate at ai_slowdownMaxYawDiff
ai_slowdownMinYawDiff // min yaw diff before slowdown kicks in
ai_slowdownRateBlendFactor // percent of desired rate that goes into final rate
ai_threatUpdateInterval // AI target threat update interval in milliseconds
ai_turnRate // turn rate for AI
ai_useBetterLookahead // t5 lookahead improvements
ai_useFacingTranslation // whether to use facing to determine direction of trans
lation
ai_useLeanRunAnimations // whether to use lean run animations instead of strafes
allEmblemsPurchased // Allows all emblem icons and layers to be purchased
allEmblemsUnlocked // Unlock all emblem icons and layers
allItemsPurchased // Allows all items to be equiped in Create-a-Class
allItemsUnlocked // Allows all items to be purchased in the Black Market
ammoCounterHide // Hide the Ammo Counter
arcademode // Current game is an arcade mode game
attachmentFilter // attachmentFilter
band_12players // 12 player bandwidth req'd
band_18players // 18 player bandwidth req'd
band_2players // 2 player bandwidth req'd
band_4players // 4 player bandwidth req'd
band_6players // 8 player bandwidth req'd
band_8players // 8 player bandwidth req'd
band_demosystem // demo system bandwidth req'd
barebones_class_mode "0"
basicTrainingFatal // If true, a basic training stats error will cause the game
to end, if false a warning is printed to the console and the game continues
bcmp_ally_kill_probability "60"
bcmp_breathing_delay "3"
bcmp_breathing_probability "0"
bcmp_enemy_contact_delay "30"
bcmp_enemy_contact_level_delay "15"

bcmp_incoming_grenade_probability "5"
bcmp_killstreak_incoming_probability "100"
bcmp_kill_inform_probability "40"
bcmp_last_stand_delay "3"
bcmp_pain_delay ".5"
bcmp_pain_small_probability "0"
bcmp_perk_call_probability "100"
bcmp_sniper_kill_probability "20"
bcmp_toss_grenade_probability "20"
bcmp_weapon_delay "2000"
bcmp_weapon_fire_probability "80"
bcmp_weapon_fire_threat_probability "80"
bcmp_weapon_reload_probability "60"
bg_aimSpreadMoveSpeedThreshold // When player is moving faster than this speed,
the aim spread will increase
bg_blendTimeOverride // Force all player animations to have this blendtime
bg_bobMax // The maximum allowed bob amplitude
bg_disableWeaponPlantingInWater // Disables being able to plant mines in the wat
er.
bg_drawGrenadeInHand // Whether or not to draw grenade in hand for grenade anima
tions
bg_fallDamageMaxHeight // The height that a player will take maximum damage when
falling
bg_fallDamageMinHeight // The height that a player will start to take minimum da
mage if they fall
bg_foliagesnd_fastinterval // The time between each foliage sound when moving qu
ickly
bg_foliagesnd_maxspeed // The speed that a player must be going to make maximum
noise while moving through foliage
bg_foliagesnd_minspeed // The speed that a player must be going to make minimum
noise while moving through foliage
bg_foliagesnd_resetinterval // The time interval before foliage sounds are reset
after the player has stopped moving
bg_foliagesnd_slowinterval // The time between each foliage sound when moving sl
owly
bg_forceDurationOverride // Force all player animations to have this duration
bg_forceExplosiveBullets // When set, all bullet weapons will fire explosive rou
nds (Simulates Perk)
bg_freeCamClipToHeliPatch // Toggles clipping to the heli patch rectangle.
bg_gravity // Gravity in inches per second per second
bg_gunXOffset // This will offset where the bullets come out of the gun
bg_ladder_yawcap // The maximum angle that a player can look around while on a l
adder
bg_legYawCrouchTolerance // The amount the player's leg yaw can differ from his
torso before moving to match
bg_legYawProneTolerance // The amount the player's leg yaw can differ from his t
orso before moving to match while prone
bg_legYawTolerance // The amount the player's leg yaw can differ from his torso
before moving to match
bg_lowGravity // Low gravity for slow or floaty objects, in inches per second pe
r second
bg_maxGrenadeIndicatorSpeed // Maximum speed of grenade that will show up in ind
icator and can be thrown back.
bg_maxWeaponAnimScale // The amount which weapon timers can cause player animati
ons to scale their playback speed by
bg_plantInWaterDepth // Min distance a penetrated bullet must travel before it'l
l trigger the effects
bg_playStandToCrouchAnims // Whether or not to use animations to transition betw
een stand and crouch, if not it just blends
bg_proneSwingSpeed // The rate at which the player's legs swing around when turn

ing and prone


bg_prone_yawcap // The maximum angle that a player can look around quickly while
prone
bg_shock_animation // Play the 3rd person animation during shellshock
bg_shock_lookControl // Alter player control during shellshock
bg_shock_lookControl_fadeTime // The time for the shellshock player control to f
ade in seconds
bg_shock_lookControl_maxpitchspeed // Maximum pitch movement rate while shellsho
cked in degrees per second
bg_shock_lookControl_maxyawspeed // Maximum yaw movement rate while shell shocke
d in degrees per second
bg_shock_lookControl_mousesensitivityscale // Sensitivity scale to apply to a sh
ellshocked player
bg_shock_movement // Affect player's movement speed during shellshock
bg_shock_screenBlurBlendFadeTime // The amount of time in seconds for the shells
hock effect to fade
bg_shock_screenBlurBlendTime // The amount of time in seconds for the shellshock
effect to blend
bg_shock_screenFlashShotFadeTime // In seconds, how soon from the end of the eff
ect to start blending out the screengrab layer.
bg_shock_screenFlashWhiteFadeTime // In seconds, how soon from the end of the ef
fect to start blending out the whiteout layer.
bg_shock_screenType // Shell shock screen effect type
bg_shock_sound // Play shell shock sound
bg_shock_soundDryLevel // Shell shock sound dry level
bg_shock_soundEnd
bg_shock_soundEndAbort
bg_shock_soundFadeInTime // Shell shock sound fade in time in seconds
bg_shock_soundFadeOutTime // Shell shock sound fade out time in seconds
bg_shock_soundLoop
bg_shock_soundLoopEndDelay // Sound loop end offset time from the end of the she
llshock in seconds
bg_shock_soundLoopFadeTime // Shell shock sound loop fade time in seconds
bg_shock_soundLoopSilent
bg_shock_soundModEndDelay // The delay from the end of the shell shock to the en
d of the sound modification
bg_shock_soundRoomType "generic"
bg_shock_soundSnapshot "default"
bg_shock_soundWetLevel // Shell shock sound wet level
bg_shock_viewKickFadeTime // The time for the shellshock kick effect to fade
bg_shock_viewKickPeriod // The period of the shellshock view kick effect
bg_shock_viewKickRadius // Shell shock kick radius
bg_shock_visionset_inTime // Vision set in transition time (in seconds)
bg_shock_visionset_name
bg_shock_visionset_outTime // Vision set out transition time (in seconds)
bg_slopeFrames // The number of frames to use to determine slope run animations
bg_swingSpeed // The rate at which the player's legs swing around when strafing(
multi-player only)
bg_viewBobAmplitudeBase // The base speed-based view bob amplitude
bg_viewBobAmplitudeDtp // The multiplier to apply to the player's speed to get t
he bob amplitude while diving to prone
bg_viewBobAmplitudeDucked // The multiplier to apply to the player's speed to ge
t the bob amplitude while ducking
bg_viewBobAmplitudeDuckedAds // The multiplier to apply to the player's speed to
get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeProne // The multiplier to apply to the player's speed to get
the bob amplitude while prone
bg_viewBobAmplitudeRoll // The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeSprinting // The multiplier to apply to the player's speed to
get the bob amplitude while sprinting

bg_viewBobAmplitudeStanding // The multiplier to apply to the player's speed to


get the bob amplitude while standing
bg_viewBobAmplitudeStandingAds // The multiplier to apply to the player's speed
to get the view bob amplitude while standing and ADS
bg_viewBobAmplitudeSwimming // The multiplier to apply to the player's speed to
get the bob amplitude while swimming
bg_viewKickMax // The maximum view kick
bg_viewKickMin // The minimum view kick
bg_viewKickRandom // The random direction scale view kick
bg_viewKickScale // The scale to apply to the damage done to caluclate damage vi
ew kick
bg_vsmode_hud // Used to control diferences in vsmode hud.
bg_weaponBobAmplitudeBase // The base speed-based weapon bob amplitude
bg_weaponBobAmplitudeDtp // The multiplier to apply to the player's speed to get
the weapon bob amplitude while diving to prone
bg_weaponBobAmplitudeDucked // The multiplier to apply to the player's speed to
get the weapon bob amplitude while ducking
bg_weaponBobAmplitudeProne // The multiplier to apply to the player's speed to g
et the weapon bob amplitude while prone
bg_weaponBobAmplitudeRoll // The amplitude applied to the roll for weapon bobbin
g
bg_weaponBobAmplitudeSprinting // The multiplier to apply to the player's speed
to get the weapon bob amplitude while sprinting
bg_weaponBobAmplitudeStanding // The multiplier to apply to the player's speed t
o get the weapon bob amplitude while standing
bg_weaponBobAmplitudeSwimming // The multiplier to apply to the player's speed t
o get the weapon bob amplitude while swimming
bg_weaponBobFrequencySwimming // Controls the speed of the camera bob while swim
ming
bg_weaponBobHeavyWeaponScalar // Scalar applied to bob angles for heavy weapons
(minigun)
bg_weaponBobLag // The lag that will be applied the weapon bob cycle
bg_weaponBobMax // The maximum allowed weapon/viewmodel bob amplitude
bg_weaponleftbone "tag_weapon_left"
bg_weaponrightbone "tag_weapon_right"
bind
blackopsmode // Current game is a blackops game
bodyTypeFromGun // Associate the body type with the primary weapon (perk1 if fal
se)
bot_difficulty // Difficulty level of the basic training bots
bot_enemies // Number of enemies allowed in basic training
bot_friends // Number of friends allowed in basic training
bot_tips // Combat tips enabled in basic training
bulletrange // Defines the how far the bulllets will go.
bullet_penetrationEnabled // Enable/Disable bullet penetration.
bullet_penetrationMinFxDist // Min distance a penetrated bullet must travel befo
re it'll trigger the effects
category // The category number
categoryPlaylist // The playlist index in the category
cg_adsZoomToggleStyle // Style of zoom toggle - 0=oscillate, 1=rotate
cg_adsZScaleMax // The scale factor for shrinky dinks
cg_allPlayerNamesVisible // When true all names are visible within visibility ra
nge.
cg_artilleryKillCamBackDist // artillery kill camera: distance of camera backwar
ds from artillery.
cg_artilleryKillCamFov // Artillery kill camera field of view.
cg_artilleryKillCamGroundBackDist // artillery kill camera when stuck to ground:
distance of camera backwards from artillery.
cg_artilleryKillCamGroundUpDist // artillery kill camera when stuck to ground: d
istance of camera vertically from artillery.

cg_artilleryKillCamUpDist // artillery kill camera: distance of camera verticall


y from artillery.
cg_artilleryKillCamWallOutDist // artillery kill camera when stuck to wall: dist
ance of camera out from wall.
cg_artilleryKillCamWallSideDist // artillery kill camera when stuck to wall: dis
tance of camera along wall from artillery.
cg_blood // Show Blood
cg_brass // Weapons eject brass
cg_bulletlength // The length of a non-tracer round
cg_bulletwidth // The width of the non-tracer round
cg_cameraSpikeEnemyColor // Color of enemies in the camera spike view
cg_cameraSpikeHighlightBrightness // Brightness of player highlights in the came
ra spike view
cg_cameraVehicleExitTweenTime // Time(secs) to tween from gunner/vehicle camera
to normal player camera
cg_cameraWaterClip // Min distance between camera and water surface. To prevent
camera seeing water edge-on. Set to -1 to disable
cg_canSeeFriendlyFrustumExpand // The frustum expansion to determine if a friend
ly is on screen. Positive is inwards.
cg_canSeeFriendlyFrustumMinDistance // If target is inside this distance frustum
culling is not applied.
cg_canSeeFriendlyFrustumUpdateInterval // How often the head tag is updated for
the overhead names
cg_centertime // The time for a center printed message to fade
cg_chatHeight // The font height of a chat message
cg_chatTime // The amount of time that a chat message is visible
cg_cinematicFullscreen // Draw ingame cinematics full screen
cg_connectionIconSize // Size of the connection icon
cg_constantSizeHeadIcons // Head icons are the same size regardless of distance
from the player
cg_corpseHighlightFadeTime // Time (in seconds) that corpse highlights fade out
cg_crosshairAlpha // The alpha value of the crosshair
cg_crosshairAlphaMin // The minimum alpha value of the crosshair when it fades i
n
cg_crosshairDynamic // Crosshair is Dynamic
cg_crosshairEnemyColor // The crosshair color when over an enemy
cg_cursorHints // Draw cursor hints where:
cg_debugDrawSafeAreas // Show the safe area outlines for the safe areas on the U
I
cg_debugevents // Output event debug information
cg_debugInfoCornerOffset // Offset from top-right corner, for cg_drawFPS, etc
cg_debugposition // Output position debugging information
cg_debug_overlay_viewport // Remove the sniper overlay so you can check that the
scissor window is correct.
cg_debug_triggers // Debug client side Triggers, prints out all the client trigg
ers the first time they are hit.
cg_descriptiveText // Draw descriptive spectator messages
cg_destructibleKillCamCloseXYDist // Destructible kill camera closest distance i
n front of the bomb.
cg_destructibleKillCamCloseZDist // Destructible kill camera closest distance ab
ove the target.
cg_destructibleKillCamFarBlur // Sets the radius of the gaussian blur used by de
pth of field, in pixels at 640x480
cg_destructibleKillCamFarBlurDist // Destructible kill camera distance above the
airplane.
cg_destructibleKillCamFarBlurStart // Destructible kill camera distance above th
e airplane.
cg_destructibleKillCamFov // Destructible kill camera field of view.
cg_destructibleKillCamNearBlur // Sets the radius of the gaussian blur used by d
epth of field, in pixels at 640x480

cg_destructibleKillCamNearBlurEnd // Destructible kill camera distance above the


airplane.
cg_destructibleKillCamNearBlurStart // Destructible kill camera distance above t
he airplane.
cg_destructibleKillCamRegularHeight // If a destructible is above this height, t
hen just move the camera to above it
cg_destructibleKillCamZIncrease // Height above origin for the destructibles
cg_development // Indicates if we are in DEVELOPMENT (non-release ship builds)
cg_dogKillCamDistFromEyes // Dog kill camera: distance of camera past the delta
from player target to dog eye
cg_dogKillCamForwardDist // Dog kill camera: distance of target camera verticall
y from dog.
cg_dogKillCamFov // Dog kill camera field of view.
cg_dogKillCamSideDist // Dog kill camera: distance of camera target vertically f
rom dog.
cg_dogKillCamUpDist // Dog kill camera: distance of camera target vertically fro
m dog.
cg_dogKillMinDistFromTarget // Dog kill camera: minimum distance that the camera
will approach the target
cg_draw2D // Draw 2D screen elements
cg_drawBreathHint // Draw a 'hold breath to steady' hint
cg_drawCrosshair // Turn on weapon crosshair
cg_drawCrosshair3D // Turn on weapon crosshair in 3D mode.
cg_drawCrosshairNames // Draw the name of an enemy under the crosshair
cg_drawCrosshairNamesPosX // Virtual screen space position of the crosshair name
cg_drawCrosshairNamesPosY // Virtual screen space position of the crosshair name
cg_drawErrorMessages // Draw error/warning text
cg_drawFPS // Draw frames per second
cg_drawFPSLabels // Draw FPS Info Labels
cg_drawFPSOnly // Draw only the FPS stats in the upper right
cg_drawFPSScale // Draw FPS size scale
cg_drawFriendlyNames // Whether to show friendly names in game
cg_drawGun // Draw the view model
cg_drawHealth // Draw health bar
cg_drawHoldBreathHint // Turn on hold breath hint string for the sniper rifles
cg_drawMantleHint // Draw a 'press key to mantle' hint
cg_drawMaterial // Draw debugging information for materials
cg_drawModelAxis // Draw debugging axis for a bone of the model under the crossh
air
cg_drawpaused // Draw paused screen
cg_drawScriptUsage // Draw debugging information for scripts
cg_drawShellshock // Draw shellshock & flashbang screen effects.
cg_drawSnapshot // Draw debugging information for snapshots
cg_drawSnapshotTime // Draw length of snapshot buffer
cg_drawTalk // Controls which icons CG_TALKER ownerdraw draws
cg_drawThroughWalls // Whether to draw friendly names through walls or not
cg_drawTurretCrosshair // Draw a cross hair when using a turret
cg_drawVersion // Draw the game version
cg_drawVersionX // X offset for the version string
cg_drawVersionY // Y offset for the version string
cg_dumpAnims // Output animation info for the given entity id
cg_enemyNameFadeIn // Time in milliseconds to fade in enemy names
cg_enemyNameFadeOut // Time in milliseconds to fade out enemy names
cg_errordecay // Decay for predicted error
cg_explosiveKillCamBackDist // Explosive kill camera: distance of camera backwar
ds from explosive.
cg_explosiveKillCamGroundBackDist // Explosive kill camera when stuck to ground:
distance of camera backwards from explosive.
cg_explosiveKillCamGroundUpDist // Explosive kill camera when stuck to ground: d
istance of camera vertically from explosive.

cg_explosiveKillCamStopDecelDist // Rocket and Grenade Launcher kill camera: dis


tance over which to decelerate when coming to rest
cg_explosiveKillCamStopDist // Rocket and Grenade Launcher kill camera: distance
from player to begin coming to rest
cg_explosiveKillCamUpDist // Explosive kill camera: distance of camera verticall
y from explosive.
cg_explosiveKillCamWallOutDist // Explosive kill camera when stuck to wall: dist
ance of camera out from wall.
cg_explosiveKillCamWallSideDist // Explosive kill camera when stuck to wall: dis
tance of camera along wall from explosive.
cg_fakefireWizbyChance // The probability that a fake fire shot plays a wizby to
local players round
cg_firstPersonTracerChance // The probability that a bullet is a tracer round fo
r your bullets
cg_flareVisionSetFadeDuration // Duration of fade back to normal vision set when
you look away from the flare
cg_footprints // Draw footprint decals and effects
cg_footprintsDebug // Debug footprint drawing code (0 means no debugging)
cg_footprintsDistortWater // Distort water on footprint (0 means no distortion)
cg_footsteps // Play footstep sounds
cg_fov // The field of view angle in degrees
cg_fovExtraCam // The field of view angle in degrees for the extra cam
cg_fovMin // The minimum possible field of view
cg_fovScale // Scale applied to the field of view
cg_fov_default // User default field of view angle in degrees
cg_fov_default_thirdperson // User default 3rd person field of view angle in deg
rees
cg_friendlyNameFadeIn // Time in milliseconds to fade in friendly names
cg_friendlyNameFadeOut // Time in milliseconds to fade out friendly names
cg_fuelHudVersion // Determines what version of the hud to show
cg_fullscreenFinalKillcam // Fullscreen final killcam
cg_gameBoldMessageWidth // The maximum character width of the bold game messages
cg_gameMessageWidth // The maximum character width of the game messages
cg_gun_move_f // Weapon movement forward due to player movement
cg_gun_move_minspeed // The minimum weapon movement rate
cg_gun_move_r // Weapon movement right due to player movement
cg_gun_move_rate // The base weapon movement rate
cg_gun_move_u // Weapon movement up due to player movement
cg_gun_ofs_f // Forward weapon offset when prone/ducked
cg_gun_ofs_r // Right weapon offset when prone/ducked
cg_gun_ofs_u // Up weapon offset when prone/ducked
cg_gun_x // x position of the viewmodel
cg_gun_y // y position of the viewmodel
cg_gun_z // z position of the viewmodel
cg_headIconMinScreenRadius // The minumum radius of a head icon on the screen
cg_heliKillCamFarBlur // Sets the radius of the gaussian blur used by depth of f
ield, in pixels at 640x480
cg_heliKillCamFarBlurDist // Helicopter kill camera distance above the helicopte
r.
cg_heliKillCamFarBlurStart // Helicopter kill camera distance above the helicopt
er.
cg_heliKillCamFov // Helicopter kill camera field of view.
cg_heliKillCamNearBlur // Sets the radius of the gaussian blur used by depth of
field, in pixels at 640x480
cg_heliKillCamNearBlurEnd // Helicopter kill camera distance above the helicopte
r.
cg_heliKillCamNearBlurStart // Helicopter kill camera distance above the helicop
ter.
cg_hintFadeTime // Time in milliseconds for the cursor hint to fade
cg_hudChatIntermissionPosition // Position of the HUD chat box during intermissi

on
cg_hudChatPosition // Position of the HUD chat box
cg_hudDamageDirectionalIconTime // The amount of time for the damage icon to sta
y on screen after damage is taken
cg_hudDamageIconHeight // The height of the damage icon
cg_hudDamageIconInScope // Draw damage icons when aiming down the sight of a sco
ped weapon
cg_hudDamageIconOffset // The offset from the center of the damage icon
cg_hudDamageIconTime // The amount of time for the damage icon to stay on screen
after damage is taken
cg_hudDamageIconWidth // The width of the damage icon
cg_hudGrenadeIconEnabledFlash // Show the grenade indicator for flash grenades
cg_hudGrenadeIconHeight // The height of the grenade indicator icon
cg_hudGrenadeIconInScope // Show the grenade indicator when aiming down the sigh
t of a scoped weapon
cg_hudGrenadeIconMaxHeight // The minimum height difference between a player and
a grenade for the grenade to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFlash // The minimum distance that a flashbang has to b
e from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag // The minimum distance that a grenade has to be f
rom a player in order to be shown on the grenade indicator
cg_hudGrenadeIconOffset // The offset from the center of the screen for a grenad
e icon
cg_hudGrenadeIconWidth // The width of the grenade indicator icon
cg_hudGrenadeIndicatorFadeUp // Draw grenade indicator with distance fade(COD3 s
tyle)
cg_hudGrenadeIndicatorStartColor
cg_hudGrenadeIndicatorTargetColor
cg_hudGrenadePointerHeight // The height of the grenade indicator pointer
cg_hudGrenadePointerPivot // The pivot point of th grenade indicator pointer
cg_hudGrenadePointerPulseFreq // The number of times per second that the grenade
indicator flashes in Hertz
cg_hudGrenadePointerPulseMax // The maximum alpha of the grenade indicator pulse
. Values higher than 1 will cause the indicator to remain at full brightness for
longer
cg_hudGrenadePointerPulseMin // The minimum alpha of the grenade indicator pulse
. Values lower than 0 will cause the indicator to remain at full transparency fo
r longer
cg_hudGrenadePointerWidth // The width of the grenade indicator pointer
cg_hudLegacySplitscreenScale // Screen scale for hud elements in splitscreen
cg_hudLegacyStereo3DScale // Screen scale for hud elements in stereo 3D
cg_hudMapBorderWidth // The size of the full map's border, filled by the CG_PLAY
ER_FULLMAP_BORDER ownerdraw
cg_hudMapFriendlyHeight // The size of the friendly icon on the full map
cg_hudMapFriendlyWidth // The size of the friendly icon on the full map
cg_hudMapPlayerHeight // The size of the player's icon on the full map
cg_hudMapPlayerWidth // The size of the player's icon on the full map
cg_hudMapRadarLineThickness // Thickness, relative to the map width, of the rada
r texture that sweeps across the full screen map
cg_hudObjectiveTextScale "0.3"
cg_hudProneY // Virtual screen y coordinate of the prone blocked message
cg_hudSayPosition // Position of the HUD say box
cg_hudSplitscreenBannerScoreboardScale // Scale value to apply to the splitscree
n banner scoreboard
cg_hudSplitscreenCompassElementScale // Scale value to apply to compass elements
in splitscreen
cg_hudSplitscreenCompassScale // Scale value to apply to the compass in splitscr
een
cg_hudSplitscreenOffsetsUseScale // Use splitscreen scaling for element offsets
cg_hudSplitscreenScoreboardScale // Scale value to apply to the scoreboard in sp

litscreen
cg_hudSplitscreenStanceScale // Scale value to apply to the stance HUD element i
n splitscreen
cg_hudStanceFlash // The background color of the flash when the stance changes
cg_hudStanceHintPrints // Draw helpful text to say how to change stances
cg_hudVotePosition // Position of the HUD vote box
cg_infraredBlurTime // Time [in millisecs] that the infrared blur lasts.
cg_infraredHighlightOffset // Offset to the player highlight when using infrared
scope
cg_infraredHighlightScale // Scale of the player highlight when using infrared s
cope
cg_invalidCmdHintBlinkInterval // Blink rate of an invalid command hint
cg_invalidCmdHintDuration // Duration of an invalid command hint
cg_laserEndOffset // How far from the point of collision the end of the beam is.
cg_laserFlarePct // Percentage laser widens over distance from viewer.
cg_laserForceOn // Force laser sights on in all possible places (for debug purpo
ses).
cg_laserLight // Whether to draw the light emitted from a laser (not the laser i
tself)
cg_laserLightBeginOffset // How far from the true beginning of the beam the ligh
t at the beginning is.
cg_laserLightBodyTweak // Amount to add to length of beam for light when laser h
its a body (for hitboxes).
cg_laserLightEndOffset // How far from the true end of the beam the light at the
end is.
cg_laserLightRadius // The radius of the light at the far end of a laser beam
cg_laserRadius // The size (radius) of a laser beam
cg_laserRange // The maximum range of a laser beam
cg_laserRangePlayer // The maximum range of the player's laser beam
cg_lastSpectatorSelectedThirdPerson // Saves last spectator view selected
cg_mapLocationSelectionCursorSpeed // Speed of the cursor when selecting a locat
ion on the map
cg_mapLocationSelectionRotationSpeed // Rotation speed of the cursor when select
ing a location on the map
cg_marks_ents_player_only // Marks on entities from players' bullets only.
cg_mature // Show Mature Content
cg_MaxDownedPulseRate // The amount of alpha to fade per second, at most for dow
ned allies
cg_MinDownedPulseRate // The amount of alpha to fade per second, at minimum for
downed allies
cg_motionblur_duration // Sets radial motion blur duration
cg_motionblur_fadeout // Sets fade time for radial motion blur
cg_nopredict // Don't do client side prediction
cg_overheadIconSize // The maximum size to show overhead icons like 'rank'
cg_overheadNamesFarDist // The far distance at which name sizes are scaled by cg
_overheadNamesFarScale
cg_overheadNamesFarScale // The amount to scale overhead name sizes at cg_overhe
adNamesFarDist
cg_overheadNamesFont // Font for overhead names ( see menudefinition.h )
cg_overheadNamesGlow // Glow color for overhead names
cg_overheadNamesMaxDist // The maximum distance for showing friendly player name
s
cg_overheadNamesNearDist // The near distance at which names are full size
cg_overheadNamesSize // The maximum size to show overhead names
cg_overheadNamesTagUpdateInterval // How often the friendly visibility head tag
is updated for the on screen frustum check
cg_overheadRankSize // The size to show rank text
cg_playerFrustumHalfHeight // The radius used to calculate frustum target center
for a player. Used for fast "is on screen" tests
cg_playerHighlightBlinkTime // The speed (in ms) at which the player highlights

blink.
cg_playerHighlightBrightness // Brightness of highlights.
cg_playerHighlightEnemyColor // Color of enemy player highlights.
cg_playerHighlightMinFade // The minimum fade for player highlight blinking.
cg_playerHighlightTargetSize // Size of player target highlights.
cg_predictItems // Turn on client side prediction for item pickup
cg_proneFeetCollisionHull // Enables the use of the extra physics collision hull
s on the feet while prone.
cg_readTitleStorageLocally // Read title storage locally, instead of from the Xb
ox Live server
cg_retrieveHintTime // Time in milliseconds between the landing of a retrievable
object and the start of the pulse shader to hint that the object is retrievable
cg_retrieveHintTimeStuck // Time in milliseconds between the retrievable object
being stuck in an entity and the start of the pulse shader to hint that the obje
ct is retrievable
cg_rocketKillCamBackDist // Rocket kill camera: distance of camera backwards fro
m rocket.
cg_rocketKillCamUpDist // Rocket kill camera: distance of camera vertically from
rocket.
cg_scoreboardBannerHeight // Banner height of the scoreboard
cg_scoreboardFont // Scoreboard font enum ( see menudefinition.h )
cg_scoreboardHeaderFontScale // Scoreboard header font scale
cg_scoreboardHeight // Height of the scoreboard
cg_scoreboardItemHeight // Item height of each item
cg_scoreboardMyColor // The local player's font color when shown in scoreboard
cg_scoreboardPingGraph // Whether to show graphical ping
cg_scoreboardPingHeight // Height of the ping graph as a % of the scoreboard row
height
cg_scoreboardPingText // Whether to show numeric ping value
cg_scoreboardPingWidth // Width of the ping graph as a % of the scoreboard
cg_scoreboardQuarterscreenWidth // Width of the scoreboard for a quarter of the
screen splitscreen
cg_scoreboardRankFontScale // Scale of rank font
cg_scoreboardScrollStep // Scroll step amount for the scoreboard
cg_scoreboardSplitscreenWidth // Width of the scoreboard in splitscreen
cg_scoreboardTextOffset // Scoreboard text offset
cg_scoreboardWidth // Width of the scoreboard
cg_ScoresPing_BgColor // Background color of ping
cg_ScoresPing_HighColor // Color for high ping
cg_ScoresPing_Interval // Number of milliseconds each bar represents
cg_ScoresPing_LowColor // Color for low ping
cg_ScoresPing_MaxBars // Number of bars to show in ping graph
cg_ScoresPing_MedColor // Color for medium ping
cg_scriptedKillCamCloseXYDist // Scripted kill camera closest distance in front
of the bomb.
cg_scriptedKillCamCloseZDist // Scripted kill camera closest distance above the
target.
cg_scriptedKillCamFarBlur // Sets the radius of the gaussian blur used by depth
of field, in pixels at 640x480
cg_scriptedKillCamFarBlurDist // Scripted kill camera distance above the airplan
e.
cg_scriptedKillCamFarBlurStart // Scripted kill camera distance above the airpla
ne.
cg_scriptedKillCamFov // Scripted kill camera field of view.
cg_scriptedKillCamNearBlur // Sets the radius of the gaussian blur used by depth
of field, in pixels at 640x480
cg_scriptedKillCamNearBlurEnd // Scripted kill camera distance above the airplan
e.
cg_scriptedKillCamNearBlurStart // Scripted kill camera distance above the airpl
ane.

cg_scriptIconSize // Size of Icons defined by script


cg_seatHintFadeTime // Time in milliseconds for the seat hint to fade
cg_showmiss // Show prediction errors
cg_showZombieControls // Show the zombie controller layout
cg_showZombieMap // Show the zombie map up
cg_spectateThirdPerson // Default player to thirdperson in spectate
cg_splitscreenLetterboxSize // Amount of border to leave at the side edges of th
e screen in 2 & 3 was split screen.
cg_splitscreenSpectatorScaleIncrease // Scale value to apply to the spectator me
ssage in splitscreen
cg_sprintMeterDisabledColor // The color of the sprint meter when the sprint met
er is disabled
cg_sprintMeterEmptyColor // The color of the sprint meter when the sprint meter
is empty
cg_sprintMeterFullColor // The color of the sprint meter when the sprint meter i
s full
cg_subtitleMinTime // The minimum time that the subtitles are displayed on scree
n in seconds
cg_subtitles // Show subtitles
cg_subtitleWidthStandard // The width of the subtitles on a non wide-screen
cg_subtitleWidthWidescreen // The width of the subtitle on a wide-screen
cg_teamChatsOnly // Allow chatting only on the same team
cg_thirdPerson // Use third person view
cg_thirdPersonAngle // The angle of the camera from the player in third person v
iew
cg_thirdPersonFocusDist // The distance infront of the player to aim the 3rd per
son camera at
cg_thirdPersonMode // How the camera behaves in third person
cg_thirdPersonRange // The range of the camera from the player in third person v
iew
cg_timedDamageDuration // Sets the time to display a damage friendly indicator
cg_tracerchance // The probability that a bullet is a tracer round
cg_tracerlength // The length of a tracer round
cg_tracerNoDrawTime // Delay in milliseconds before a tracer will start renderin
g
cg_tracerScale // Scale the tracer at a distance, so it's still visible
cg_tracerScaleDistRange // The range at which a tracer is scaled to its maximum
amount
cg_tracerScaleMinDist // The minimum distance to scale a tracer
cg_tracerScrewDist // The length a tracer goes as it completes a full corkscrew
revolution
cg_tracerScrewRadius // The radius of a tracer's corkscrew motion
cg_tracerSpeed // The speed of a tracer round in units per second
cg_tracerwidth // The width of the tracer round
cg_treadmarks // Draw treadmark decals and effects
cg_turretBipodOffset // Offset bipod mount position on gun by this distance
cg_turretKillCamBackOffset // Move the camera to the Back of the turret by this
much.
cg_turretKillCamCloseXYDist // Airstrike kill camera closest distance in front o
f the bomb.
cg_turretKillCamCloseZDist // Airstrike kill camera closest distance above the t
arget.
cg_turretKillCamDistanceIncrease // Airstrike kill camera distance above the air
plane.
cg_turretKillCamFarBlur // Sets the radius of the gaussian blur used by depth of
field, in pixels at 640x480
cg_turretKillCamFarBlurDist // Airstrike kill camera distance above the airplane
.
cg_turretKillCamFarBlurStart // Airstrike kill camera distance above the airplan
e.

cg_turretKillCamFov // Airstrike kill camera field of view.


cg_turretKillCamHeightIncrease // Airstrike kill camera distance above the airpl
ane.
cg_turretKillCamNearBlur // Sets the radius of the gaussian blur used by depth o
f field, in pixels at 640x480
cg_turretKillCamNearBlurEnd // Airstrike kill camera distance above the airplane
.
cg_turretKillCamNearBlurStart // Airstrike kill camera distance above the airpla
ne.
cg_turretKillCamSideOffset // Move the camera to the side of the turret by this
much.
cg_ufo_scaler // The speed at which ufo camera moves
cg_use_colored_smoke // Allow the use of colored smoke grenades
cg_usingClientScripts // True, if client scripts are enabled.
cg_viewVehicleInfluenceGunner // The influence on the view from being a vehicle
gunner
cg_viewVehicleInfluenceGunnerFiring // The influence on the view from being a ve
hicle gunner while firing
cg_viewZSmoothingMax // Threshhold for the maximum smoothing distance we'll do
cg_viewZSmoothingMin // Threshhold for the minimum smoothing distance it must mo
ve to smooth
cg_viewZSmoothingTime // Amount of time to spread the smoothing over
cg_visionSetLerpMaxDecreasePerFrame // Maximum jump of customlerp between 2 fram
es, used for smoothing for flare visionset
cg_visionSetLerpMaxIncreasePerFrame // Maximum jump of customlerp between 2 fram
es, used for smoothing for flare visionset
cg_voiceIconSize // Size of the 'voice' icon
cg_watersheeting // Enables/disables the watersheeting fullscreen effect
cg_waterTrailRippleFrequency // How often (in ms) will play the waist ripple fx
for actors in water
cg_waterTrailRippleVariance // How late (in ms) the waist ripple fx can be playe
d
cg_weaponCycleDelay // The delay after cycling to a new weapon to prevent holdin
g down the cycle weapon button from cycling too fast
cg_weaponHintsCoD1Style // Draw weapon hints in CoD1 style: with the weapon name
, and with the icon below
cg_youInKillCamSize // Size of the 'you' Icon in the kill cam
challengeResponseResendBackoffInterval // Used for testing challenge/response bo
ol requests
challengeResponseResendInterval // Used for testing challenge/response bool requ
ests
clancard_clanid "0"
clanMessageLastFetchTime // Time in milliseconds of the last clan message file f
etch operation
clanName
cl_analog_attack_threshold // The threshold before firing
cl_anglespeedkey // Multiplier for max angle speed for game pad and keyboard
cl_avidemo // AVI demo frames per second
cl_bypassMouseInput // Bypass UI mouse input and send directly to the game
cl_connectionAttempts // Maximum number of connection attempts before aborting
cl_connectTimeout // Timeout time in seconds while connecting to a server
cl_dblTapMaxDelayTime // The maximum amount of time (ms) between button presses
to be considered a double tap
cl_dblTapMaxHoldTime // The maximum amount of time (ms) the player can hold the
button to be considered a double tap
cl_deathMessageWidth // Pixel width of the obituary area
cl_dtpHoldTime // The time to hold the stance button while sprinting before the
player dives to prone
cl_forceavidemo // Record AVI demo even if client is not active
cl_freelook // Enable looking with mouse

cl_freezeDemo // cl_freezeDemo is used to lock a demo in place for single frame


advances
cl_hudDrawsBehindUI // Should the HUD draw when the UI is up?
cl_ingame // True if the game is active
cl_inputTimeScaleFrac // Set how much of the time scale to use in the view angle
s turn rate
cl_maxpackets // Maximum number of packets sent per frame
cl_maxPing // Maximum ping for the client
cl_maxppf // Maximum servers to ping per frame in server browser
cl_motdString
cl_mouseAccel // Mouse acceleration
cl_network_warning // Alternative enable SCR_DrawPleaseWait dialog
cl_nodelta // The server does not send snapshot deltas
cl_noprint // Print nothing to the console
cl_packetdup // Enable packet duplication
cl_paused // Pause the game
cl_pitchspeed // Max pitch speed in degrees for game pad
cl_serverStatusResendTime // Time in milliseconds to resend a server status mess
age
cl_showmouserate // Print mouse rate debugging information to the console
cl_shownet // Display network debugging information
cl_shownuments // Show the number of entities
cl_showSend // Enable debugging information for sent commands
cl_showServerCommands // Enable debugging information for server commands
cl_showTimeDelta // Enable debugging information for time delta
cl_stanceHoldTime // The time to hold the stance button before the player goes p
rone
cl_timeout // Seconds with no received packets until a timeout occurs
cl_wadefps // Toggles the display of the conspicuous FPS meter in non-developmen
t builds only.
cl_yawspeed // Max yaw speed in degrees for game pad and keyboard
codMessageLastFetchTime // Time in milliseconds of the last cod message file fet
ch operation
collectors // Set to true if the player has the collector's edition
compass // Display Compass
compassClampIcons // If true, friendlies and enemy pings clamp to the edge of th
e radar. If false, they disappear off the edge.
compassCoords // x = North-South coord base value,
compassECoordCutoff // Left cutoff for the scrolling east-west coords
compassEnemyFootstepEnabled // Enables enemies showing on the compass because of
moving rapidly nearby.
compassEnemyFootstepMaxRange // The maximum distance at which an enemy may appea
r on the compass due to 'footsteps'
compassEnemyFootstepMaxZ // The maximum vertical distance enemy may be from the
player and appear on the compass due to 'footsteps'
compassEnemyFootstepMinSpeed // The minimum speed an enemy must be moving to app
ear on the compass due to 'footsteps'
compassForcePlayerIcon // Forces the player to always show as compassping_player
on the compass.
compassFriendlyHeight // The size of the friendly icon on the compass
compassFriendlyWidth // The size of the friendly icon on the compass
compassGridAlign // Position of letter and number in grid.
compassGridCols // Grid column count.
compassGridEnabled // Enables compass grid.
compassGridRows // Grid row count.
compassLocalRadarRadius // Maximum radius of the local radar
compassLocalRadarUpdateTime // Time between local radar updates
compassMaxRange // The maximum range from the player in world space that objects
will be shown on the compass
compassMinRadius // The minimum radius from the center of the compass that objec

ts will appear.
compassMinRange // The minimum range from the player in world space that objects
will appear on the compass
compassObjectiveArrowHeight // The size of the objective arrow on the compass
compassObjectiveArrowOffset // The offset of the objective arrow inward from the
edge of the compass map
compassObjectiveArrowRotateDist // Distance from the corner of the compass map a
t which the objective arrow rotates to 45 degrees
compassObjectiveArrowWidth // The size of the objective arrow on the compass
compassObjectiveDetailDist // When an objective is closer than this distance (in
meters), the icon will not be drawn on the tickertape.
compassObjectiveDrawLines // Draw horizontal and vertical lines to the active ta
rget, if it is within the minimap boundries
compassObjectiveHeight // The size of the objective on the compass
compassObjectiveIconHeight // The size of the objective on the full map
compassObjectiveIconHeightZombie // The size of the objective on the full map
compassObjectiveIconWidth // The size of the objective on the full map
compassObjectiveIconWidthZombie // The size of the objective on the full map
compassObjectiveMaxHeight // The maximum height that an objective is considered
to be on this level
compassObjectiveMaxRange // The maximum range at which an objective is visible o
n the compass
compassObjectiveMinAlpha // The minimum alpha for an objective at the edge of th
e compass
compassObjectiveMinDistRange // The distance that objective transition effects p
lay over, centered on compassObjectiveNearbyDist.
compassObjectiveMinHeight // The minimum height that an objective is considered
to be on this level
compassObjectiveNearbyDist // When an objective is closer than this distance (in
meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveNumRings // The number of rings when a new objective appears
compassObjectiveRingSize // The maximum objective ring sige when a new objective
appears on the compass
compassObjectiveRingTime // The amount of time between each ring when an objecti
ve appears
compassObjectiveTextHeight // Objective text height
compassObjectiveTextScale // Scale to apply to hud objectives
compassObjectiveWidth // The size of the objective on the compass
compassPartialType // The style of compass to use 2d or 3d
compassPlayerHeight // The size of the player's icon on the compass
compassPlayerWidth // The size of the player's icon on the compass
compassRadarLineThickness // Thickness, relative to the compass size, of the rad
ar texture that sweeps across the map
compassRadarPingFadeTime // How long an enemy is visible on the compass after it
is detected by radar
compassRadarUpdateFastTime // Time between radar updates for fast update killstr
eak
compassRadarUpdateTime // Time between radar updates
compassRotation // Style of compass
compassSatellitePingFadeTime // How long an enemy is visible on the compass afte
r it is detected by Satellite
compassSatelliteScanTime // Time taken for Satellite t scans
compassSatelliteStaticImageFadeTime // How long the static image is visible on t
he compass after it is detected by Satellite
compassScaleDiff // Difference from original compass max range in world space.
compassScaleDuration // The amount of time to take scaling the compass map.
compassScaleReset // Whether to reset compassMaxRange to its default value.
compassScaleTimer // Time scaling started.
compassShowEnemies // Enables enemies showing on the compass.
compassSize // Scale the compass

compassSoundPingFadeTime // The time in seconds for the sound overlay on the com
pass to fade
compassSpectatorsSeeEnemies // Spectators always see enemies on the map.
compassStaticImageUpdateTime // Time between static image updates
compassTickertapeStretch // How far the tickertape should stretch from its cente
r.
com_animCheck // Check anim tree
com_attractmode // Run attract mode
com_attractmodeduration // Time when controller is unused before attract mode is
enabled
com_desiredMenu // Target menu to navigate to when possible
com_errorMessage
com_filter_output // Use console filters for filtering output.
com_first_time // non zero if the profile has never run the game before (only ac
curate after the iis)
com_freemoveScale // Scale how fast you move in com_freemove mode
com_introPlayed // Intro movie has been played
com_isNotice "0"
com_maxclients // Maximum amount of clients on the server
com_maxfps // Cap frames per second
com_maxFrameTime // Time slows down if a frame takes longer than this many milli
seconds
com_movieIsPlaying // Is a movie playiner.
com_startupIntroPlayed // Game startup intro movie(s) has been played
com_statmon // Draw stats monitor
com_timescale // Scale time of each frame
com_useConfig // Use configuration files
com_voip_bandwidth_restricted // Use VOIP inhibitor during high bandwidth usage
com_voip_disable_threshold // Message size at which voip becomes disabled
com_voip_resume_time // Time at which voip can resume
consoleGame "true"
consoleStatAction // The action to take if console stat fails
consoleStatCheck // The console stat check to preform. off, console id check, ex
ternal ip, internal ip
con_default_console_filter "*"
con_errormessagetime // Onscreen time for error messages in seconds
con_gameMsgWindow0FadeInTime // Time to fade in new messages in game message win
dow 0
con_gameMsgWindow0FadeOutTime // Time to fade out old messages in game message w
indow 0
con_gameMsgWindow0Filter "gamenotify obituary"
con_gameMsgWindow0LineCount // Maximum number of lines of text visible at once i
n game message window 0
con_gameMsgWindow0MsgTime // On screen time for game messages in seconds in game
message window 0
con_gameMsgWindow0ScrollTime // Time to scroll messages when the oldest message
is removed in game message window 0
con_gameMsgWindow0SplitscreenScale // Scaling of game message window 0 in splits
creen
con_gameMsgWindow1FadeInTime // Time to fade in new messages in game message win
dow 1
con_gameMsgWindow1FadeOutTime // Time to fade out old messages in game message w
indow 1
con_gameMsgWindow1Filter "boldgame"
con_gameMsgWindow1LineCount // Maximum number of lines of text visible at once i
n game message window 1
con_gameMsgWindow1MsgTime // On screen time for game messages in seconds in game
message window 1
con_gameMsgWindow1ScrollTime // Time to scroll messages when the oldest message
is removed in game message window 1

con_gameMsgWindow1SplitscreenScale // Scaling of game message window 1 in splits


creen
con_gameMsgWindow2FadeInTime // Time to fade in new messages in game message win
dow 2
con_gameMsgWindow2FadeOutTime // Time to fade out old messages in game message w
indow 2
con_gameMsgWindow2Filter "subtitle"
con_gameMsgWindow2LineCount // Maximum number of lines of text visible at once i
n game message window 2
con_gameMsgWindow2MsgTime // On screen time for game messages in seconds in game
message window 2
con_gameMsgWindow2ScrollTime // Time to scroll messages when the oldest message
is removed in game message window 2
con_gameMsgWindow2SplitscreenScale // Scaling of game message window 2 in splits
creen
con_inputBoxColor // Color of the console input box
con_inputHintBoxColor // Color of the console input hint box
con_matchPrefixOnly // Only match the prefix when listing matching Dvars
con_minicon // Display the mini console on screen
con_miniconlines // Number of lines in the minicon message window
con_MiniConSplitscreenScale // Splitscreen scale value for the mini console
con_minicontime // Onscreen time for minicon messages in seconds
con_outputBarColor // Color of the console output slider bar
con_outputSliderColor // Color of the console slider
con_outputWindowColor // Color of the console output
con_typewriterColorBase // Base color of typewritten objective text.
con_typewriterColorGlowCheckpoint // Color of typewritten objective text.
con_typewriterColorGlowCompleted // Color of typewritten objective text.
con_typewriterColorGlowFailed // Color of typewritten objective text.
con_typewriterColorGlowUpdated // Color of typewritten objective text.
con_typewriterDecayDuration // Time (in milliseconds) to spend disolving the lin
e away.
con_typewriterDecayStartTime // Time (in milliseconds) to spend between the buil
d and disolve phases.
con_typewriterEnabledSounds // Enable the typewriter sounds and text effects. Di
sabled still uses the typewrite glow settings.
con_typewriterPrintSpeed // Time (in milliseconds) to print each letter in the l
ine.
counterDownloadInterval // Number of minutes before all the global counters are
downloaded
counterUploadInterval // Number of minutes before all the global counters are up
loaded
customclass1 "CUSTOM 1"
customclass2 "CUSTOM 2"
customclass3 "CUSTOM 3"
customclass4 "CUSTOM 4"
customclass5 "CUSTOM 5"
customGameMode // 0 for no custom game mode, 1 if built in, 2 if user created cu
stom game mode.
custom_class_create_enabled // custom class dvar
custom_class_damage // custom class dvar
custom_class_explosive_damage // custom class dvar
custom_class_health // custom class dvar
custom_class_health_regen // custom class dvar
custom_class_health_vampirism // custom class dvar
custom_class_mode // Set to 1 if you want to use custom classes
custom_class_speed // custom class dvar
custom_class_sprint_speed // custom class dvar
custom_class_team // custom class dvar
custom_custom_class_mode "0"

custom_custom_killstreak_1 "0"
custom_custom_killstreak_1_kills "0"
custom_custom_killstreak_2 "0"
custom_custom_killstreak_2_kills "0"
custom_custom_killstreak_3 "0"
custom_custom_killstreak_3_kills "0"
custom_custom_killstreak_mode "0"
custom_custom_perks_allow_pro "0"
custom_killstreak_1 "0"
custom_killstreak_1_kills "0"
custom_killstreak_2 "0"
custom_killstreak_2_kills "0"
custom_killstreak_3 "0"
custom_killstreak_3_kills "0"
custom_killstreak_mode // Set to 1 for no killstreaks and 2 for custom
custom_killstreak_numkills // used to communicate killstreak num from feeders
custom_koth_autodestroytime "1000"
custom_koth_kothmode "0"
custom_koth_spawntime "45"
custom_numlives "0"
custom_perks_allow_pro "0"
custom_perk_armorpiercing "40"
custom_perk_bulletpenetrationmultiplier "2"
custom_perk_damagekickreduction "0.2"
custom_perk_delayexplosivetime "0.2"
custom_perk_disarmexplosivetime "2"
custom_perk_extrabreath "5"
custom_perk_fallheightunits
custom_perk_fireproof "95"
custom_perk_flakJacket "35"
custom_perk_healthregenmultiplier "1.5"
custom_perk_interactspeedmultiplier "1.15"
custom_perk_killstreakreduction "1"
custom_perk_mantlereduction "0.5"
custom_perk_shellshockreduction "0.5"
custom_perk_speedmultiplier "1.07"
custom_perk_sprintmultiplier "2"
custom_perk_sprintrecoverymultiplier "0.6"
custom_perk_weapadsmultiplier "0.5"
custom_perk_weapmeleemultiplier "0.5"
custom_perk_weapratemultiplier "0.75"
custom_perk_weapreloadmultiplier "0.5"
custom_perk_weapspreadmultiplier "0.65"
custom_perk_weapswitchmultiplier "0.5"
custom_playerrespawndelay "0"
custom_player_laststandbleedouttime "30"
custom_player_laststandbleedouttimenorevive "100"
custom_revive_time_taken "1.15"
custom_roundlimit "1"
custom_scorelimit "30000"
custom_scr_allowannouncer "1"
custom_scr_allowbattlechatter "1"
custom_scr_bot_difficulty
custom_scr_ctf_enemycarriervisible "0"
custom_scr_ctf_idleflagreturntime "30"
custom_scr_ctf_roundswitch "1"
custom_scr_ctf_touchreturn "1"
custom_scr_custom_score_assist "-1"
custom_scr_dem_bombtimer "45"
custom_scr_dem_defusetime "5"

custom_scr_dem_extratime "3"
custom_scr_dem_planttime "5"
custom_scr_dem_roundswitch "1"
custom_scr_dm_bonus_leader "0"
custom_scr_dm_score_assist "0"
custom_scr_dm_score_death "0"
custom_scr_dm_score_headshot "0"
custom_scr_dm_score_kill "50"
custom_scr_dm_score_suicide "0"
custom_scr_dom_flagcapturetime "100"
custom_scr_game_allowkillcam "1"
custom_scr_game_forceradar "0"
custom_scr_game_hardpoints "1"
custom_scr_game_onlyheadshots "0"
custom_scr_game_perks "1"
custom_scr_game_spectatetype "1"
custom_scr_hardcore "0"
custom_scr_num_bots
custom_scr_num_bots_enemy
custom_scr_num_bots_friendly
custom_scr_player_forcerespawn "1"
custom_scr_player_healthregentime "5"
custom_scr_player_maxhealth "10000"
custom_scr_player_sprintTime "10000"
custom_scr_rcbomb_notimeout "0"
custom_scr_sab_bombtimer "30"
custom_scr_sab_defusetime "5"
custom_scr_sab_hotpotato "0"
custom_scr_sab_planttime "2.5"
custom_scr_sab_roundswitch "1"
custom_scr_sd_bombtimer "45"
custom_scr_sd_defusetime "5"
custom_scr_sd_multibomb "0"
custom_scr_sd_planttime "5"
custom_scr_sd_roundswitch "3"
custom_scr_tdm_bonus_leader "0"
custom_scr_tdm_score_death "0"
custom_scr_tdm_score_headshot "0"
custom_scr_tdm_score_kill "10000"
custom_scr_tdm_score_suicide "0"
custom_scr_team_fftype "0"
custom_scr_team_teamkillspawndelay "20"
custom_scr_vehicles_enabled "1"
custom_timelimit "0"
custom_waverespawndelay "0"
dcacheSimulateNoHDD // When turned on, simulated no HDD for caching.
ddl_verbose // Verbose DDL output.
DebugFireManager // Display fire manager cell information.
debugRenderBrushes // Render brushes
debugRenderBulletMeshes // Render bullet meshes (point to entity)
debugRenderCollisionDistance // Distance to render debug brushes and patches
debugRenderColoredPatches // Render each patch with a different color (Render Pa
tches must be on)
debugRenderEntityBrushes // Render the brushes associated with the entity you ar
e looking at
debugRenderGjkTraceGeom // Render gjk trace meshes
debugRenderMask // Mask for collision rendering
debugRenderPatches // Render patches
debugRenderStaticModelsBounds // Render the bounds of the nearby static models
debugStats // Print messages showing when persistent stats are set

debug_dogs "0"
debug_dog_anims "0"
debug_dog_anims_ent "0"
debug_dog_notetracks "0"
debug_dog_orient "0"
debug_dog_sound "0"
debug_dog_turns "0"
debug_dog_usage "1"
debug_rope // Enables the debug rendering for the ropes
debug_trace // Does a trace and draws the hit point
dec20_Enabled // enable dec20 terminal
defaultDamageDuration // default duration in milliseconds that damage should con
tinue to get delivered
defaultDamageInterval // default interval in milliseconds that damage should con
tinue to get delivered
defaultHitDamage // default initial damage delivered by getting hit by a flame b
all
defragGlassIndices // Enable glass memory defragmentation
defragGlassMemory // Enable glass memory defragmentation
demo_bookmarkEventThresholdTime // The time duration for which we want to show t
he bookmark event image in the demo timeline.
demo_bytesPerSecondMax // Max amount of bytes to send per second before throttli
ng.
demo_bytesPerSecondMin // Min amount of bytes to send per second before throttli
ng.
demo_client // Current viewing player
demo_cmdnum // The number of the command sent from console/ingame menu.
demo_controllerConfig // The number of the command sent from console/ingame menu
.
demo_debug // Debug info for the Server Snapshot Demo system
demo_defaultSegmentTag
demo_drawdebuginformation // Used to draw debug information.
demo_enabled // Used to turn the system on/off.
demo_errormessage
demo_errortitle
demo_filesizeLimit // The maximum filesize (in MB) of the demos which we support
.
demo_keyframerate // Used to specify the rate(in sec) at which we generate a key
frame during playback.
demo_packetsPerSecondMax // Max amount of packets to send per second before thro
ttling.
demo_packetsPerSecondMin // Min amount of packets to send per second before thro
ttling.
demo_pause // Used to pause a demo playback.
demo_recordBasicTraining // Used to turn the basic training recording on/off.
demo_recordingrate // Used to tweak the rate(in msec) at which we write a super
snapshot
demo_recordPrivateMatch // Used to turn the private match recording on/off.
demo_save_smp // Used to toggle threaded save for the demo system.
demo_selectedSegmentIndex // Used in the Manage Segments UI. This will be used t
o know which segment index we have selected.
demo_timescale // The rate at which we want to scale time. For slo-mo it will be
time/rate, fast mo. it will be time * rate
demo_timeScaleRate // The rate at which we want to scale time. For slo-mo it wil
l be time/rate, fast mo. it will be time * rate
demo_usefilesystem // Used to turn HDD write ON or OFF.
developer // Enable development environment
developer_script // Enable developer script comments
didyouknow "@MPTIP_MOTION_SENSOR_TIP"
disconnected_ctrls

displaySessionInfo // Output session info


dive2swim // Use to contorl the dive force applied to the player when pressing B
in water.
dive_recharge // Use to space out the dive to swim button presses.
dog_debug // MP dog debugging
dog_MeleeDamage // Controls the damage done when dogs attack.
dog_turn180_angle // If the dog needs to turn at this angle or greater, he'll ex
ecute the 180-degree turn animation
dog_turn90_angle // If the dog needs to turn at this angle or greater, he'll exe
cute the 90-degree turn animation
dog_turn_min_goal_dist // If the dog is at this distance or less to it's goal, i
t won't execute any turn animations
doMaintenance // Do cleanup of the glass
door_breach_weapondrop // Turn on/off the waepon drop/rise for during door breac
h
doublesided_raycasts // turn on double sided ray casts
drawEntityCount // Enable entity count drawing
drawEntityCountPos // Where to draw the entity count graph
drawEntityCountSize // How big to draw the entity count graph
drawKillcamData // Enable drawing server killcam data
drawKillcamDataPos // Where to draw the server killcam graph
drawKillcamDataSize // How big to draw the killcam data graph
drawLagometer // Enable the 'lagometer'
drawServerBandwidth // Enable drawing server bandwidth
drawServerBandwidthPos // Where to draw the server bandwidth graph
dtp // Turn on/off the dive to prone functionality
dtp_exhaustion_window // Determines how long the player has to sprint before the
dtp move can trigger
dtp_fall_damage_max_height // If the player dives to prone from more than this d
var value, he will receive kill damage
dtp_fall_damage_min_height // If the player dive to prone from less than this dv
ar value, he will not receive any kill damage
dtp_max_apex_duration // Determines the max time in milliseconds the dtp will sp
end at the apex of the jump
dtp_max_slide_addition // Additional slide time should the player land on a mant
le-able surface
dtp_max_slide_duration // Determines the max time the slide portion of the dtp m
ove will take
dtp_min_speed // Minimum player speed required to start a DTP or sustain a DTP
dtp_new_trajectory // Use new dive to prone trajectory
dtp_new_trajectory_multiplier // New dive to prone trajectory modifier
dtp_post_move_pause // Duration of the post move pause
dtp_startup_delay // Determines how long the player has to sprint before the dtp
move can trigger
dumpStaticModels // Prints info about the static models
dwConsideredConnectedTime // the amount of time in milliseconds when a after a d
isconnect from Demonware happens before a Com_Error is thrown.
dwDisconnectedTime // The amount of time in milliseconds after a disconnect from
Demonware has happened before a Com_Error is thrown.
dwFileFetchTryIntervalBase // Delay in seconds after file fetch fails to the nex
t retry. Exponential growth each retry.
dwFileFetchTryIntervalMax // Max delay in seconds between file fetch tries.
dwFileFetchTryMaxAttempts // Max retry attempts before stopping altogether.
dynEntPieces_angularVelocity // Initial breakable pieces angular velocity
dynEntPieces_impactForce // Force applied when breakable is destroyed
dynEntPieces_velocity // Initial breakable pieces velocity
dynEnt_bulletForce // Force applied from bullet hit
dynEnt_damageRadiusScale // Scale applied to radius for radius damage
dynEnt_explodeForce // Force applied from explosion hit
dynEnt_explodeMaxEnts // The maximum number of dynents that can be awakened by o

ne explosion
dynEnt_explodeMinForce // Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale // Scale of the random offset from the center of mass fo
r explosion forces.
dynEnt_explodeUpbias // Upward bias applied to force directions from explosion h
its
dynEnt_sentientAutoActivate // This allows the player and AI to push around dyn
ents
dynEnt_spawnedLimit // The max number of extra dynents (not placed on Radiant, s
pawned from script, or destructibles)
emblem_scroll_delay_first // First repeat delay for emblem editor
emblem_scroll_delay_rest // Repeat delay for emblem editor
enableDvarWhitelist // enable dvar white-list for profile settings
enable_global_wind // enable wind effect
enable_grass_wind // enable grass wind effect
enable_moving_paths // enable moving paths
enable_new_prone_check // enable new prone check
error_menu_info
eventMessageLastFetchTime // Time in milliseconds of the last event message file
fetch operation
facepaintLodDist // Distance to stop drawing the player facepaint.
fire_audio_random_max_duration // This is the max duration in msec in between pl
ayer fire hurt sounds, a random msec from 0 to this is added to the repeat time
fire_audio_repeat_duration // The duration in msec in between player fire hurt s
ounds
fire_burn_time // the duration in ms that a burn cell will persist
fire_world_damage // the amount of damage to apply from a damage volume caused b
y world fire
fire_world_damage_duration // the number of seconds over which world fire damage
is applied
fire_world_damage_rate // the number of seconds interval over which wolrd fire d
amage is applied
fixedtime // Use a fixed time rate for each frame
flameVar_editingFlameTable "none"
flameVar_lastFlameTable "none"
flame_config_valid // Internal use only
flame_debug_render // Turn on/off Flamethrower debug rendering
flame_kick_offset // Origin offset for flamethrower view model while firing.
flame_kick_recover_speed // Speed at which the flamethrower view model transitio
ns back from flame_kick_offset.
flame_kick_speed // Speed at which the flamethrower view model transitions to fl
ame_kick_offset.
flame_render // Turn on/off Flamethrower rendering
flame_team_damage // Turn on/off Flamethrower damage to friendlies
flame_test // Turn on/off Flamethrower testing
flame_use_dvars // Turn on/off use of dvars for flamethrower behavior
flareBurnOutFadeWait "0.65"
flareDisableEffects
flareLookAwayFadeWait "0.45"
flare_distance_scale "16"
flare_duration "8"
flare_effect_height "65"
flare_effect_radius "400"
footstep_sounds_cutoff // Footstep sounds distance cuttoff
freeBuffersDelay // Frames delay until vertex & index buffers are freed
friction // Player friction
friendsNewsLastFetchTime // Time in milliseconds of the last time we got friends
' news updates.
fsDebugRatingValue // Rating value for debugging the star ownerdraw.
fshDebugFileList // Replaces feeder data with file IDs for file share debugging.

fshFakePremium // Fakes a premium subscription to online services when set.


fshLiveBlurb
fshSelectFirstSlotRow // Indicates if the first row in the 2d slot feeder must b
e selected when focused.
fshSelectLastSlotRow // Indicates if the last row in the 2d slot feeder must be
selected when focused.
fsIsSelectedFileDescriptionModified // A flag which gives us information if a se
lected file's description is modified.
fsIsSelectedFileNameModified // A flag which gives us information if a selected
filename is modified.
fsMaxPrivateSlotRowsOther // The maximum number of rows for the user's friend's
file share while displaying the 2d private slots feeder.
fsOtherUserPrivateSlotCol // Selected column in the 2d private slots feeder for
the other user.
fsOtherUserSlotSelected // Other playre's slot selected while transferring to My
File Share
fsPrivateSlotCol // Selected column in the 2d private slots feeder.
fsSearchFileType // File type on which to perform search
fsSearchRowText1 "@MENU_FILESHARE_MOSTRECENT"
fsSearchRowText2 "@MENU_ALL"
fsSearchRowText3 "@MENU_ALL"
fsSearchRowText4 "@MENU_ALL"
fsSearchRowText5 "@MENU_ALL"
fsSearchRowText6 "@MENU_ALL"
fsSearchRowValue1 // Search value dvar for search spinner rows.
fsSearchRowValue2 // Search value dvar for search spinner rows.
fsSearchRowValue3 // Search value dvar for search spinner rows.
fsSearchRowValue4 // Search value dvar for search spinner rows.
fsSearchRowValue5 // Search value dvar for search spinner rows.
fsSearchRowValue6 // Search value dvar for search spinner rows.
fsSearchSelectedRow // Selected search box row in the file share search menu.
fsSelectedFileDescription
fsSelectedFileID
fsSelectedFileName
fsSelectedFileTagIndex // The tag index of the selected file.
fsShowStreamingGraph // Shows a graph in-game with streaming history information
.
fsSlotEmptyHiddenColor // Color of the material depicting a private slot when no
t selected.
fsSlotEmptyMainColor // Color of the empty slot. Must be completely opaque to re
duce the background to an outline.
fsSlotEmptyNotSubscribedColor // Color of emtpy slot that is also classified.
fsSlotEmptyShowColor // Color of the material depicting a private slot when not
selected.
fsSlotEmptyShowColorBg // Color of the material depicting a private empty slot b
ackground when not selected.
fsSlotHighlightedColor // Color of the material depicting a private slot when se
lected.
fsSlotHighlightedColorNoSel // Color of the material depicting a private slot wh
en selected but cannot be chosen.
fsSlotMainColor // Color of the material depicting a private slot when not selec
ted.
fsSlotNumMainColor // Color of the slot number
fsSlotNumNoSubsribeColor // Color of the empty slot when not a subscriber
fsStarAvgColor // Highlight color for star ratings average while rating.
fsStarHighlightColor // Highlight color for star ratings.
fxfrustumCutoff // Hit effects that are more than <this value> outside of the fr
ustum will be culled.
fx_batched_smp_update // Turn on effect smp update
fx_count // Debug effects count

fx_cull_effect_spawn // Culls entire effects for spawning


fx_cull_elem_draw // Culls effect elems for drawing
fx_cull_elem_spawn // Culls effect elems for spawning
fx_debugBolt // Debug effects bolt
fx_draw // Toggles drawing of effects after processing
fx_drawClouds // Toggles the drawing of particle clouds
fx_draw_weapon_tags // Render weapon tag axis
fx_enable // Toggles all effects processing
fx_freeze // Freeze effects
fx_marks // Toggles whether bullet hits leave marks
fx_marks_ents // Toggles whether bullet hits leave marks on entities
fx_marks_range // marks will be made only within this range to camera
fx_marks_smodels // Toggles whether bullet hits leave marks on static models
fx_mark_profile // Turn on FX profiling for marks (specify which local client, w
ith '1' being the first.)
fx_priority_debug // Turn on priority debug (specify which local client, with '1
' being the first.)
fx_priority_enable // Turn on priority
fx_profile // Turn on FX profiling (specify which local client, with '1' being t
he first.)
fx_seethru_parallax // Toggles the drawing of parallax see-through decals
fx_visMinTraceDist // Minimum visibility trace size
geographicalMatchmaking // Geographical Matchmaking : Off, Preferred or Only
geographicalMatchmakingOverride // Geographical Matchmaking Override : None, All
Preferred or Foreign Preferred
glassCrackedDamageRateRange // Range of the rate a cracked glass looses health p
oints
glassDamageMultiplier // Multiplier the damage applied to the glass (server).
glassExtraVelocity // Additional random extra angular velocity to the shards whe
n shattering, and extra linear velocity when cracked glass times out.
glassForceAttenuation // Attenuation of the force as the shard is farther from t
he hit position.
glassForceMultiplier // Multiplier of the force to apply to shards.
glassForceOriginMult // Multiplier of the distance of the origin of the shards s
pread point - the smaller it is, closer to the glass then the shards will spread
to the sides. The farther it is the shards will fly in the same direction.
glassLowLodDist // Adjusted (by fov) distance to switch to low glass lod
glassMaxShardLife // Maximum life time of a shard that is contolled by the glass
physics
gpad_buttonsConfig "buttons_default"
gpad_button_deadzone // Game pad button deadzone threshhold
gpad_button_lstick_deflect_max // Game pad maximum pad stick pressed value
gpad_button_rstick_deflect_max // Game pad maximum pad stick pressed value
gpad_debug // coder use only
gpad_menu_scroll_delay_first // Menu scroll key-repeat delay, for the first repe
at, in milliseconds
gpad_menu_scroll_delay_rest // Menu scroll key-repeat delay, for repeats after t
he first, in milliseconds
gpad_rumble // Enable game pad rumble
gpad_sticksConfig "thumbstick_default"
gpad_stick_deadzone_max // Game pad maximum stick deadzone
gpad_stick_deadzone_min // Game pad minimum stick deadzone
gpad_stick_pressed // Game pad stick pressed threshhold
gpad_stick_pressed_hysteresis // Game pad stick pressed no-change-zone around gp
ad_stick_pressed to prevent bouncing
grenadeBounceRestitutionMax // Cap to keep code from increasing bounce restituti
on too high.
grenadeBumpFreq // How likely (per server frame) a bump will occur
grenadeBumpMag // Size of bumps (as a fraction of the grenade's current speed)
grenadeBumpMax // Maximum upward speed of a bump (inches/sec)

grenadeCurveMax // Largest rolling curvature (will be random between +/- this va


lue)
grenadeFrictionHigh // The amount of friction (0 to 1) for fast-moving grenades
grenadeFrictionLow // The amount of friction (0 to 1) for slower/rolling grenade
s
grenadeFrictionMaxThresh // The speed threshold that determines whether to use g
renadeFrictionLow/High
grenadeRestThreshold // The speed threshold below which grenades will come to re
st
grenadeRollingEnabled // Enables the new "rolling" grenade behavior
grenadeWobbleFreq // Wobble cycles per inch of rolling distance (approx)
grenadeWobbleFwdMag // The forward rolling speed will oscillate +/- this amount
grenadeWobbleSideDamp // The rate at which the amount of side-to-side wobbling d
ecreases as overall grenade speed increases
grenadeWobbleSideMag // The distance to wobble left and right
g_ai // Enable AI
g_aiEventDump // Print AI events happening for this entity
g_allowvote // Enable voting on this server
g_allow_teamchange // Enable changing teams on this server
g_antilag // Turn on antilag checks for weapon hits
g_banIPs
g_clonePlayerMaxVelocity // Maximum velocity in each axis of a cloned player
g_compassShowEnemies // Whether enemies are visible on the compass at all times
g_deadChat // Allow dead players to chat with living players
g_debugBullets // Show debug information for bullets
g_debugDamage // Show debug information for damage
g_debugLocDamage // Turn on debugging information for locational damage (2 = sho
w results of bullet trace pose only)
g_debugLocHit // Display locational damage info for an entity when the entity is
hit
g_debugLocHitTime // Time duration of g_debugLocHit lines
g_dropForwardSpeed // Forward speed of a dropped item
g_dropHorzSpeedRand // Random component of the initial horizontal speed of a dro
pped item
g_dropUpSpeedBase // Base component of the initial vertical speed of a dropped i
tem
g_dropUpSpeedRand // Random component of the initial vertical speed of a dropped
item
g_dumpAnims // Animation debugging info for the given character number
g_entinfo // Display entity information
g_entinfo_AItext // Type of text information for AI entinfo
g_entinfo_maxdist // Maximum distance of an entity from the camera at which to s
how entity information
g_entinfo_scale // Scale of the entity information text
g_entinfo_type // Type of entities to display information
g_erroronpathsnotconnected // Errors out during load if paths are not connected.
g_FactionName_Allies "usa_cia"
g_FactionName_Axis "rus_spet"
g_fogColorReadOnly // Fog color that was set in the most recent call to "setexpf
og"
g_fogHalfDistReadOnly // Fog start distance that was set in the most recent call
to "setexpfog"
g_fogStartDistReadOnly // Fog start distance that was set in the most recent cal
l to "setexpfog"
g_friendlyfireDist // Maximum range for disabling fire at a friendly
g_friendlyNameDist // Maximum range for seeing a friendly's name
g_gametype "tdm"
g_inactivity // Time delay before player is kicked for inactivity
g_knockback // Maximum knockback
g_listEntity // List the entities

g_loadScripts // Disable scripts from loading


g_log "games_mp.log"
g_logSync // Enable synchronous logging
g_logTimeStampInSeconds // Enable logging with time stamps in seconds since UTC
1/1/1970
g_mantleBlockTimeBuffer // Time that the client think is delayed after mantling
g_maxDroppedWeapons // Maximum number of dropped weapons
g_minGrenadeDamageSpeed // Minimum speed at which getting hit be a grenade will
do damage (not the grenade explosion damage)
g_motd
g_no_script_spam // Turn off script debugging info
g_oldVoting // Use old voting method
g_password
g_playerCollisionEjectSpeed // Speed at which to push intersecting players away
from each other
g_redCrosshairs // Whether red crosshairs are enabled
g_revive // Enable revive
g_ScoresColor_Allies // Allies team color on scoreboard
g_ScoresColor_Axis // Axis team color on scoreboard
g_ScoresColor_EnemyTeam // Enemy team color on scoreboard
g_ScoresColor_Free // Free Team color on scoreboard
g_ScoresColor_MyTeam // Player team color on scoreboard
g_ScoresColor_Spectator // Spectator team color on scoreboard
g_smoothClients // Enable extrapolation between client states
g_spawnai // Enable AI spawning
g_speed // Player speed
g_synchronousClients // Call 'client think' exactly once for each server frame t
o make smooth demos
g_TeamColor_Allies // Allies team color
g_TeamColor_Axis // Axis team color
g_TeamColor_EnemyTeam // Enemy team color
g_TeamColor_EnemyTeamAlt // Enemy team color
g_TeamColor_Free // Free Team color
g_TeamColor_MyTeam // Player team color
g_TeamColor_MyTeamAlt // Player team color
g_TeamColor_Spectator // Spectator team color
g_TeamColor_Squad // Squad color
g_TeamIcon_Allies "faction_128_specops"
g_TeamIcon_Axis "faction_128_spetsnaz"
g_TeamIcon_Free
g_TeamIcon_Spectator
g_TeamName_Allies "MPUI_SPECOPS_SHORT"
g_TeamName_Axis "MPUI_RUSSIAN_SHORT"
g_turretBipodOffset // Offset bipod mount position on gun by this distance
g_turretServerPitchMax // Limit turret pitch range on server (visual only)
g_turretServerPitchMin // Limit turret pitch range on server (visual only)
g_useholdspawndelay // Time in milliseconds that the player is unable to 'use' a
fter spawning
g_useholdtime // Time to hold the 'use' button to activate use
g_vehicleDebug // Turn on debug information for vehicles
g_vehicleDrawPath
g_voiceChatTalkingDuration // Time after the last talk packet was received that
the player is considered by the
g_voteAbstainWeight // How much an abstained vote counts as a 'no' vote
heatMapLoadDelay // Time in milliseconds to delay the loading of the heatmap.
hiDef // True if the game video is running in high-def.
highlightedPlayerClanTag
highlightedPlayerName
highlightedPlayerXuid
hudElemPausedBrightness // Brightness of the hudelems when the game is paused.

hud_deathQuoteFadeTime // The time for the death quote to fade


hud_fadeout_speed // The speed that the HUD will fade at
hud_fade_ammodisplay // The time for the ammo display to fade in seconds
hud_fade_compass // The time for the compass to fade in seconds
hud_fade_healthbar // The time for the health bar to fade in seconds
hud_fade_offhand // The time for the offhand weapons to fade in seconds
hud_fade_sprint // The time for the sprint meter to fade in seconds
hud_fade_stance // The time for the stance to fade in seconds
hud_fade_vehiclecontrols // The time for the vehicle controls to fade in seconds
hud_flash_period_offhand // Offhand weapons flash period on changing weapon
hud_flash_time_offhand // Offhand weapons flash duration on changing weapon
hud_healthOverlay_phaseEnd_fromAlpha // Starting alpha of the final health overl
ay phase
hud_healthOverlay_phaseEnd_pulseDuration // Time in milliseconds to fade out the
health overlay after it is done flashing
hud_healthOverlay_phaseEnd_toAlpha // Alpha multiplier to fade to before turning
off the overlay (percentage of the pulse peak)
hud_healthOverlay_phaseOne_pulseDuration // Pulse duration of the first health o
verlay phase
hud_healthOverlay_phaseOne_toAlphaAdd // Alpha value to add to the first health
overlay phase
hud_healthOverlay_phaseThree_pulseDuration // Time in milliseconds to fade the a
lpha to hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_toAlphaMultiplier // Alpha multiplier for the third
health overlay phase (percentage of the pulse peak)
hud_healthOverlay_phaseTwo_pulseDuration // Time in milliseconds to fade the alp
ha to hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_toAlphaMultiplier // Alpha multiplier for the second
health overlay phase (percentage of the pulse peak)
hud_healthOverlay_pulseStart // The percentage of full health at which the low-h
ealth warning overlay begins flashing
hud_healthOverlay_pulseStop // The percentage of full health above which the hea
lth overlay fades out
hud_healthOverlay_regenPauseTime // The time in milliseconds before the health r
egeneration kicks in
hud_health_pulserate_critical // The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured // The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical // The health level at which to start the 'critic
al' pulse effect
hud_health_startpulse_injured // The health level at which to start the 'injured
' pulse effect
ik_actor_tracking_scale // Adjust the amount of rotation that is applied during
head/eye tracking
ik_ai_hand_offset_vec // Offset vector for hand tuning
ik_ai_hand_rotation_vec // Rotation vector for hand tuning
ik_ai_hand_tuning // Turn on/off AI hand IK tuning. 1 = Use anim flag. 2 = Force
on for all anims.
ik_debug // Set to one of the IK debug values in ik_types.h
ik_dvar_lookatentity_notorso // No torso deformation in lookatentity transforms
ik_enable // Turn on/off IK
ik_enable_ai_hand // Turn on/off AI hand IK
ik_enable_ai_terrain // Turn on/off AI terrain IK (0 = OFF, 1 = All, 2 = Heros)
ik_enable_player_hand // Turn on/off player hand IK
ik_enable_player_terrain // Turn on/off player terrain IK
ik_foot_test // Turn on/off IK foot test
ik_hand_test // Turn on/off IK hand test
ik_left_hand_lerp_test // Turn on/off left-hand lerp test
ik_paranoid_matrix_checks // Turn on/off THOROUGH matrix validity checks
ik_pelvis_test // Turn on/off IK pelvis test
ik_pitch_limit_max // Pitch angle at which headtracking is entirely constrained

ik_pitch_limit_thresh // Pitch angle at which headtracking starts to be constrai


ned
ik_right_hand_lerp_test // Turn on/off right-hand lerp test
ik_roll_limit_max // Roll angle at which headtracking is entirely constrained
ik_roll_limit_thresh // Roll angle at which headtracking starts to be constraine
d
ik_yaw_limit_max // Yaw angle at which headtracking is entirely constrained
ik_yaw_limit_thresh // Yaw angle at which headtracking starts to be constrained
input_autoAim // Turn on auto aim for consoles
input_invertPitch // Invert gamepad pitch
input_targetAssist // Turn on target assist for consoles
input_viewSensitivity // View Sensitivity
invite_visible "1"
itemSellFactor // Factor by which to multiply the item cost to get the item sell
price.
joinsession_errorMessage
joinsession_errorMessageDebug
joinsession_errorTitle
jump_height // The maximum height of a player's jump
jump_ladderPushVel // The velocity of a jump off of a ladder
jump_slowdownEnable // Slow player movement after jumping
jump_spreadAdd // The amount of spread scale to add as a side effect of jumping
jump_stepSize // The maximum step up to the top of a jump arc
koth_autodestroytime "1000"
koth_capturetime "20"
koth_delayPlayer "0"
koth_destroytime "100"
koth_kothmode "0"
koth_spawnDelay "1000"
koth_spawntime "45"
language "english"
lb_escrowRefresh // How often to check escrow for unclaimed funds
lb_escrowTimeout // Time to wait before funds in escrow are returned to clients
lb_filter // Filter applied to the leaderboard display: ('none','friends')
lb_forceLbWrite // Set this to to true for writing to the leaderboards without c
hecking for the minimum requirements for different leaderboard types.
lb_LastFetchTime // Time in milliseconds you wait before fetching the leaderboar
d
lb_maxrows // Maximum number of rows to fetch
lb_minrefresh // Minimum time (in seconds) between leaderboard fetches
lb_prestige // True when prestige leaderboards have been purchased
lb_type // Leaderboard type to display
lb_typeByResetPeriod // Reset period for Leaderboards ( 'all_time', 'monthly', w
eekly )
legacy_zombiemode // Current game is a legacy zombie game
liveNewsMaxCounters // Maximum global counters in the counters stream
loc_forceEnglish // Force english localized strings
loc_language // Language
loc_translate // Enable translations
loc_warnings // Enable localization warnings
loc_warningsAsErrors // Throw an error for any unlocalized string
logfile // Write to log file - 0 = disabled, 1 = async file write, 2 = Sync ever
y write
long_blocking_call // Enable SCR_DrawPleaseWait dialog
lowAmmoWarningColor1 // Color 1 of 2 to oscilate between
lowAmmoWarningColor2 // Color 2 of 2 to oscilate between
lowAmmoWarningNoAmmoColor1 // Like lowAmmoWarningColor1, but when no ammo.
lowAmmoWarningNoAmmoColor2 // lowAmmoWarningColor2, but when no ammo.
lowAmmoWarningNoReloadColor1 // Like lowAmmoWarningColor1, but when no ammo to r
eload with.

lowAmmoWarningNoReloadColor2 // lowAmmoWarningColor2, but when no ammo to reload


with.
lowAmmoWarningPulseFreq // Frequency of the pulse (oscilation between the 2 colo
rs)
lowAmmoWarningPulseMax // Min of oscilation range: 0 is color1 and 1.0 is color2
. Can be < 0, and the wave will clip at 0.
lowAmmoWarningPulseMin // Max of oscilation range: 0 is color1 and 1.0 is color2
. Can be > 1.0, and the wave will clip at 1.0.
ls_gametype "TEAM DEATHMATCH"
ls_mapname "NUKETOWN"
ls_status "Waiting for other players"
mantle_check_angle // The minimum angle from the player to a mantle surface to a
llow a mantle
mantle_check_glass_extra_range // The extra distance to test if glass is
mantle_check_radius // The player radius to test against while mantling
mantle_check_range // The minimum distance from a player to a mantle surface to
allow a mantle
mantle_debug // Show debug information for mantling
mantle_enable // Enable player mantling
mantle_view_yawcap // The angle at which to restrict a sideways turn while mantl
ing
mantle_weapon_anim_height // If the player is mantling at this height or higher,
the mantle animation will play.
mantle_weapon_height // If the player is mantling at this height or lower, his w
eapon will remain equipped.
mapcrc // crc of the map file
mapname "mp_nuked"
matchmaking_debug // Enable matchmaking debugging information
maxAttachmentsPerWeapon // Max attachments allowed for a weapon
maxBadHosts // Maximum number of times that a bad host can host a live game
maxShardSplit // Max number of shards that a glass can be split into
maxStatsBackupInterval // Maximum number of days before performing stats backup
to Demonware User Storage
maxStatsFlushInterval // Maximum number of days before performing stats flush to
key archive
melee_debug // Turn on debug lines for melee traces
metPlayerListUpdateInterval // Time in milliseconds since uploaded recent met pl
ayer list.
metPlayerListUploadInterval // This dvar is used to make sure that recent met pl
ayer list get updates only when it changes.
migrationPingTime // how many seconds between client pings. used to determine ho
sting suitability.
migration_blocksperframe // Number of blocks to send out each server frame. A va
lue of 0 means base it off our tested bandwidth.
migration_limit // maximum number of migrations within migration_timeBetween dva
r's value in milliseconds.
migration_msgtimeout // timeout time in ms of migration messages
migration_timeBetween // milliseconds between migration_limit dvar's value of mi
grations.
minDelayForOtherPlayerStatsFetch // Delay in milliseconds to refetch the stats o
f a player.
missileDebugAttractors // Draw the attractors and repulsors. Attractors are gree
n, and repulsors are yellow.
missileDebugDraw // Draw guided missile trajectories.
missileDebugText // Print debug missile info to console.
missileHellfireMaxSlope // This limits how steeply the hellfire missile can turn
upward when climbing
missileHellfireUpAccel // The rate at which the hellfire missile curves upward
missileJavAccelClimb // Rocket acceleration when climbing.
missileJavAccelDescend // Rocket acceleration when descending towards target.

missileJavClimbAngleDirect // In direct-fire mode, the minimum angle between the


rocket and target until the rocket stops climbing. Smaller angles make for high
er climbs.
missileJavClimbAngleTop // In top-fire mode, the minimum angle between the rocke
t and target until the rocket stops climbing. Smaller angles make for higher cli
mbs.
missileJavClimbCeilingDirect // In direct-fire mode, how high the missile needs
to reach before it descends.
missileJavClimbCeilingTop // In top-fire mode, how high the missile needs to rea
ch before it descends.
missileJavClimbHeightDirect // In direct-fire mode, how far above the target the
rocket will aim for when climbing.
missileJavClimbHeightTop // In top-fire mode, how far above the target the rocke
t will aim for when climbing.
missileJavClimbToOwner
missileJavSpeedLimitClimb // Rocket's speed limit when climbing.
missileJavSpeedLimitDescend // Rocket's speed limit when descending towards targ
et.
missileJavTurnDecel
missileJavTurnRateDirect // In direct-fire mode, how sharp the rocket can turn,
in angles/sec.
missileJavTurnRateTop // In top-fire mode, how sharp the rocket can turn, in ang
les/sec.
missileMolotovBlobNum // The number of fire blobs a molotov should spawn on impa
ct, these count against the server entities.
missileMolotovBlobTime // The life time of a molotov fire blob in seconds.
missilePlantableSize // Size of the bounding box used for plantable equipment co
llision.
missileTVGuidedBoost // The multiplier that the TV guided missile recieves while
boosting.
missileTVGuidedBoostSpeedDown // Speed decrease factor to return from full boost
.
missileTVGuidedBoostSpeedUp // Speed increase factor to get to full boost.
missileTVGuidedFlatteningRollAccel // Roll acceleration when the missile is flat
tening out after a turn.
missileTVGuidedMaxRollAngle // Max roll the missile will have when turning.
missileTVGuidedMPSpecific // MP specific Guided Missile functionality
missileTVGuidedStickDeadzone // defines the dead zone for stick movement (stick
values range from -128..127
missileTVGuidedTurningRollAccel // Roll acceleration when the missile is turning
.
missileTVGuidedTurnRate // max turn rate of a tv guided missile (multiplied by t
he stick deflection [0-1])
missileWaterMaxDepth // If a missile explodes deeper under water than this, they
explosion effect/sound will not play.
monkeytoy // Restrict console access
mortarStrikesLeft // Mortar locations not positioned yet
motd "Multiplayer. Free with every copy of Call of Duty: Black Ops."
msg_dumpEnts // Print snapshot entity info
msg_hudelemspew // Debug hudelem fields changing
msg_printEntityNums // Print entity numbers
msg_zlibCompress // Enable zlib compression
msg_zlibCompressOutput // Enable zlib compression console output
m_filter // Allow mouse movement smoothing
m_forward // Forward speed in units per second
m_pitch // Default pitch
m_side // Sideways motion in units per second
m_yaw // Default yaw
name "aaron"
narrowShardRatio // minimum ratio between a shard's local bbox edges or between

the shard's bbox area vs the shard's area to cause the shard to be rejected
net_ip "localhost"
net_lanauthorize // Authorise CD keys when using a LAN
net_minigraph // Show the small network profile display
net_port // Network port
net_profile // Profile network performance
net_showprofile // Show network profiling display
nextdemo
nextHostTimeout // Time after a bad hosting before can host again in seconds
nextmap "map_restart"
nightVisionDisableEffects
nightVisionFadeInOutTime // How long the fade to/from black lasts when putting o
n or removing night vision goggles.
nightVisionPowerOnTime // How long the black-to-nightvision fade lasts when turn
ing on the goggles.
onlinegame // Current game is an online game with stats, custom classes, unlocks
onlinegameandhost // true only if this is an xbox live game AND we're the host,
otherwise false
onlineunrankedgameandhost // true only if this is an xbox live RANKED game AND w
e're the host, otherwise false
overrideNVGModelWithKnife // When true, nightvision animations will attach the w
eapDef's knife model instead of the night vision goggles.
packetDebug // Enable packet debugging information
partyChatDisallowed // Whether to disallow Xbox Live Party Chat
partyChatDisconnectTimer // Time to wait after user responds to Party Chat dialo
g before kicking (msec)
party_allowguests // Whether or not guests are allowed in the playlist
party_autoteams // Enables/Disables auto team functionality
party_clientTimeout // After not hearing from the host for this amount of time t
he client will timeout of the party
party_connectTimeout // Connect timeout
party_connectToOthers // If false, we will just start our own lobby rather than
connect to another lobby, even if others exist
party_currentMapVetoCount // Current map vote count
party_debug // Debug party functionality
party_editingsettings // True if the host is editing game settings
party_firstSubpartyIndex // Determines sort order and coloring of parties in lob
bies. Randomly set by code. Dvar provided for debugging.
party_gamesize
party_gameStartTimerLength // Time in seconds before a game start once enough pa
rty members are ready
party_gametype
party_headtohead // True if the current playlist is head to head
party_host // True if we are the host of the party
party_hostname
party_iamhost // True if selected player is you and if you are the host. Only va
lid when used with party feeders.
party_joinInProgressAllowed // The party can be joined in the middle of a game
party_kickplayerquestion
party_linearMapCycle // We will cycle through the maps linearly if this is true.
party_linearMapCycleRandom // We will cycle through the maps linearly if this is
true but picks a random start map.
party_lobbyPlayerCount
party_localTeamTest // When true, a local team test is being carried out, so rea
l xuids will be absent.
party_mapname
party_mappacks
party_matchedPlayerCount // Number of matched players before revealing their tru
e names
party_maxlocalplayers // Maximum number of players in a party

party_maxlocalplayers_basictraining // Maximum number of players in a party


party_maxlocalplayers_playermatch // Maximum number of players in a party
party_maxlocalplayers_privatematch // Maximum number of players in a party
party_maxlocalplayers_theater // Maximum number of players in a party
party_maxlocalplayers_wagermatch // Maximum number of players in a party
party_maxplayers // Maximum number of players in a party
party_maxplayers_basictraining // Maximum number of players in a party
party_maxplayers_partylobby // Maximum number of players in a party
party_maxplayers_playermatch // Maximum number of players in a party
party_maxplayers_privatematch // Maximum number of players in a party
party_maxplayers_theater // Maximum number of players in a party
party_maxplayers_wagermatch // Maximum number of players in a party
party_maxplayers_wagerpartylobby // Maximum number of players in a party
party_maxTeamDiff // Maximum difference allowed between teams before starting a
match
party_membersMissingMapPack // Whether any party member is missing one of the en
abled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_minLobbyTime // Minimum time (in seconds) for a lobby to be open before au
to starting a match
party_minplayers // Minimum number of players in a party
party_minResumeMs // Time in ms before accepting another 'go' message after quit
ting a game
party_nextMapVetoCount // Next map vote count
party_partyPlayerCount
party_playerCount // Number of players currently in that party/lobby.
party_playervisible // Whether selected player in party is showing true info or
not. Only valid when used with party feeders.
party_pregameStartTimerLength // Time in seconds before showing and starting the
game start timer
party_previousMapVetoCount // Previous map vote count
party_privacyStatus // Party privacy status: open/open to friends/open to clan/i
nvite only/closed
party_readyButtonVisible // The party ready button is visible in the UI
party_readyPercentRequired // The fraction of the waiting players who need to be
ready for a party to start
party_simulateLongQoS // simulate a real QoS which takes around 30 seconds
party_teambased // True if the current playlist is team based
party_timer // Time until game begins in seconds, for UI display
party_timerVisible // party timer is visible in UI
party_vetoButtonVisible // The party veto button is visible in the UI
party_vetoDelayTime // Delay time in seconds for a successful map vote to execut
e
party_vetoPassed // Did the veto pass?
party_vetoPercentRequired // The fraction of the waiting players who need to vet
o for a map to be skipped
password
penetrationCount // Maximum number of private clients allowed on the server
penetrationCount_allies // Maximum number for TEAM_ALLIES
penetrationCount_axis // Maximum number for TEAM_AXIS
perk_armorPiercing // Percent bullet damage is increased for helicopters, spy pl
anes, and turrets.
perk_armorVest "80"
perk_blackbirdShowsGpsJammer // Set to true if the blackbird should show players
with 'specialty_gpsjammer'
perk_bulletDamage "35"
perk_bulletPenetrationMultiplier // Multiplier for extra bullet penetration
perk_damageKickReduction // The percentage decrease of view kick flinch when the
player takes damage
perk_deathStreakCountRequired // Number of deaths required to obtain a deathstre
ak.

perk_delayExplosiveTime // Time in seconds to delay a proximity explosive


perk_disarmExplosiveTime // Time in seconds to disarm a proximity explosive
perk_dogsAttackGhost // Set to true if the dogs should attack players with 'spec
ialty_nottargetedbyai'
perk_explosiveDamage "25"
perk_extraBreath // Number of extra seconds a player can hold his breath
perk_extraMoneyMultiplier // Multiplier for extra COD points.
perk_fireproof // Percent to reduce flame damage done to the player.
perk_flakJacket // Percent of explosive damage done that will apply to player.
perk_flakJacket_hardcore // Percent of explosive damage done that will apply to
player in hardcore.
perk_grenadeDeath "frag_grenade_short_mp"
perk_grenadeTossBackTimer // Minimum timer for a grenade. If the time left is le
ss than this it will be bumped up. Tossback Perk
perk_healthRegenMultiplier // Multiplier to the time which the player starts to
regenerate health after damage
perk_interactSpeedMultiplier // Multiplier for increasing use timers.
perk_killstreakReduction // Reduced number of kills required to obtain a killstr
eak.
perk_mantleReduction // The percentage decrease of mantle up time
perk_shellShockReduction // The percentage decrease of shellshock time
perk_speedMultiplier // Player speed multiplier
perk_sprintMultiplier // Multiplier for player_sprinttime
perk_sprintRecoveryMultiplier // Percent of sprint recovery time to use.
perk_throwbackInnerRadius // The radius to a live grenade player must be within
initially to do a throwback with the toss back perk on
perk_weapAdsMultiplier // Percentage of weapon ADS rate to use
perk_weapMeleeMultiplier // Percentage of weapon melee recovery rate to use
perk_weapRateMultiplier // Percentage of weapon firing rate to use
perk_weapReloadMultiplier // Percentage of weapon reload time to use
perk_weapSpreadMultiplier // Percentage of weapon spread to use
perk_weapSwitchMultiplier // Percentage of weapon switching rate to use
phys_ai_collision_mode // phys ai collision mode
phys_bulletSpinScale // Scale of the effective offset from the center of mass fo
r the bullet impacts.
phys_bulletUpBias // Up Bias for the direction of the bullet impact.
phys_buoyancy // Used to turn on/off buoyancy
phys_buoyancyDistanceCutoff // Objects that are too far will sink.
phys_buoyancyFastComputation // Simplify the buoyancy calculations
phys_buoyancyRippleFrequency // How often (in ms) floating objects will play the
ripple fx
phys_buoyancyRippleVariance // How late (in ms) the ripple fx can be played
phys_debugBigQueries // Draw debug info when phys object moves very fast therefo
re generating huge query boxes
phys_debugCallback // Enbles the physics debug callback
phys_debugDangerousRigidBodies // Draws debug line off the origins of dangerous
rigid bodies
phys_debugExpensivePushout // Draw debug info when the engine resort to exensive
Player/AI pushouts
phys_dragAngular // The amount of angular drag, applied globally
phys_dragLinear // The amount of linear drag, applied globally
phys_drawCollisionObj // Debug draw collision geometry for each physics object
phys_drawcontacts // Debug draw contact points
phys_drawNitrousVehicle // Print info about the nitrous vehicles
phys_drawNitrousVehicleEffects // Print info about the nitrous vehicle wheel eff
ects
phys_entityCollision // Enable to turn on entity collision.
phys_floatTimeVariance // Variance in time (in ms) objects will float for
phys_fluid // Turn on and off the fluid simulation code
phys_gravity // Physics gravity in units/sec^2.

phys_gravity_dir // Sets the gravity direction.


phys_heavyTankSwitch // Enable 'heavier' tank physics in multiplayer
phys_impact_distance_cutoff // Disable effects that are further than distance_cu
toff value. Uses the distance /in inches/ to the closes active player.
phys_impact_fx // Enable/Disable the physics impact effects.
phys_impact_intensity_limit // Lower limit for the intensity of the impact sound
s that the engine triggers.
phys_impact_max_pfx_per_frame // Maximum number of particle effects spawned on p
hysics object impact. The value is per frame.
phys_impact_max_sfx_per_frame // Maximum number of sound effects spawned on phys
ics objects impact. The value is per frame.
phys_impact_render // Render a star at the impact origin.
phys_impact_silence_window // The length of the silence window. When a body trig
gers an impact sound it will not trigger new sounds for the duration of this sil
ence window.
phys_maxFloatTime // Maximum time objects can float (in ms)
phys_msecstep // Physics simulation update increment in milliseconds
phys_piecesSpawnDistanceCutoff // Determine how far we can spawn destructible pi
eces.
phys_player_collision_adjust_height // adjust the height of the gjk player colli
sion capsule
phys_player_collision_mode // phys player collision mode
phys_ragdoll_buoyancy // Used to turn on/off the buoyancy for he ragdolls
phys_ragdoll_joint_damp_scale // Sets the phys joint damp for ragdolls.
phys_reeval_frequency // Controls how often the engine reevalutes the piority of
the physics object. If the object has low priority /its too far or smth/ we don
t play effect.
phys_userRigidBodies // Enables user rigid bodies.
phys_vehicleDamageFroceScale // Physics vehicle damamge force scale.
phys_vehicleFriction // Default vehicle friction with the world and other ents.
phys_vehicleGravityMultiplier // Physics gravity multiplier for vehicles.
phys_vehicleUsePredictedPosition // Turning this on forces the client to use the
vehicles predicted position.
phys_vehicleWheelEntityCollision // Enable to turn on vehicle wheel entity colli
sion.
phys_waterDragAngular // The amount of angular drag for buoyant objects
phys_waterDragLinear // The amount of linear drag for buoyant objects
pickupPrints // Print a message to the game window when picking up ammo, etc.
playerBanLeaderboardFetchInterval // Time in minutes before re-fetching banned l
eaderboard info. -1 not to retrieve again after first try
playerCardXuid0 "-2305825514597802612"
playerCardXuid1 "?????????4??? ????????? ?"
playerPushAmount // If this value is set the player will get pushed away from AI
s by the amount specified.
player_adsExitDelay // Delay before exiting aim down sight
player_AimBlend_Back_Low // 3rd person player view aim blend - lower back
player_AimBlend_Back_Mid // 3rd person player view aim blend - mid back
player_AimBlend_Back_Up // 3rd person player view aim blend - upper back
player_AimBlend_Head // 3rd person player view aim blend - head
player_AimBlend_Neck // 3rd person player view aim blend - neck
player_AimBlend_Pelvis // 3rd person player view aim blend - pelvis
player_AimBlend_Shoulder // 3rd person player view aim blend - shoulder
player_animRunThreshhold // The speed at which the player will animate as though
they are running
player_animWalkThreshhold // The speed at which the player will animate as thoug
h they are walking
player_backSpeedScale // The scale applied to the player speed when moving backw
ards
player_bayonetLaunchDebugging // Simulates bayonet charge without requiring an e
nemy to do so.

player_bayonetLaunchProof // Adds extra code to check for bayonet launching, pre


venting related exploits.
player_bayonetLaunchZCap // Max Z velocity during bayonet charge.
player_bayonetRange // The maximum range of the player's bayonet attack
player_bayonetTargetDist // The distance to the enemy the player's will stop cha
rging
player_breath_fire_delay // The amount of time subtracted from the player remain
ing breath time when a weapon is fired
player_breath_gasp_lerp // The interpolation rate for the target waver amplitude
when gasping
player_breath_gasp_scale // Scale value to apply to the target waver during a ga
sp
player_breath_gasp_time // The amount of time a player will gasp once they can b
reath again
player_breath_hold_lerp // The interpolation rate for the target waver amplitude
when holding breath
player_breath_hold_time // The maximum time a player can hold his breath
player_breath_snd_delay // The delay before playing the breathe in sound
player_breath_snd_lerp // The interpolation rate for the player hold breath soun
d
player_burstFireCooldown // Seconds after a burst fire before weapons can be fir
ed again.
player_clipSizeMultiplier // Changes the clip size of weapons with more than one
bullet in their clip.
player_debugHealth // Turn on debugging info for player health
player_disableWeaponsInWater // Disable weapons while in deep water
player_dmgtimer_flinchTime // Maximum time to play flinch animations
player_dmgtimer_maxTime // The maximum time that the player is slowed due to dam
age
player_dmgtimer_minScale // The minimum scale value to slow the player by when d
amaged
player_dmgtimer_stumbleTime // Maximum time to play stumble animations
player_dmgtimer_timePerPoint // The time in milliseconds that the player is slow
ed down per point of damage
player_enableShuffleAnims // Whether players should play shuffle anims at low sp
eeds
player_enduranceSpeedScale // The scale applied to the player speed when they ha
ve endurance perk
player_floatSpeed // The speed at which the player will float up to the top of t
he water
player_footstepsThreshhold // The minimum speed at which the player makes loud f
ootstep noises
player_forceRedCrosshair // Force the player's crosshair to turn red
player_knockbackMoveThreshhold // The speed threshold before a player is conside
red to be running forwards
player_lastStandBleedoutTime // The time taken by the player to completely bleed
out when in last stand (pro version).
player_lastStandBleedoutTimeNoRevive // The time taken by the player to complete
ly bleedout when in last stand (non-pro version).
player_lastStandHealthOverlayTime // The time at the end of last stand to apply
health (red) overlay
player_lean_rotate // Amount to rotate the player 3rd person model when leaning(
x:left, y:right)
player_lean_rotate_crouch // Amount to rotate the player 3rd person model when c
rouch leaning(x:left, y:right)
player_lean_shift // Amount to shift the player 3rd person model when leaning(x:
left, y:right)
player_lean_shift_crouch // Amount to shift the player 3rd person model when cro
uch leaning(x:left, y:right)
player_meleeHeight // The height of the player's melee attack

player_meleeRange // The maximum range of the player's melee attack


player_meleeWidth // The width of the player's melee attack
player_MGUseRadius // The radius within which a player can mount a machine gun
player_moveThreshhold // The speed at which the player is considered to be movin
g for the purposes of
player_move_factor_on_torso // The contribution movement direction has on player
torso direction(multi-player only)
player_revivePlayerListCycleTime // The time for cycling through the list of pla
yers who are in last stand.
player_reviveTriggerRadius // The radius for the hint string and revive radius
player_runbkThreshhold // The speed threshold before a player is considered to b
e running backwards
player_runThreshhold // The speed threshold before a player is considered to be
running forwards
player_scopeExitOnDamage // Exit the scope if the player takes damage
player_sliding_friction // Controls the friction during slide.
player_sliding_velocity_cap // Velocity threshold for the player slide.
player_sliding_wishspeed // Controls how fast the player will slide.
player_slopeAnimAngle // Angle at which the player will start animating differen
tly when going up or down slopes
player_spectateSpeedScale // The scale applied to the player speed when spectati
ng
player_sprintCameraBob // The speed the camera bobs while you sprint
player_sprintForwardMinimum // The minimum forward deflection required to mainta
in a sprint
player_sprintMinTime // The minimum sprint time needed in order to start sprinti
ng
player_sprintRechargePause // The length of time the meter will pause before sta
rting to recharge after a player sprints
player_sprintSpeedScale // The scale applied to the player speed when sprinting
player_sprintStrafeSpeedScale // The speed at which you can strafe while sprinti
ng
player_sprintThreshhold // The speed threshhold before a player is considered to
be sprinting
player_sprintTime // The base length of time a player can sprint
player_sprintUnlimited // Whether players can sprint forever or not
player_strafeAnimCosAngle // Cosine of the angle which player starts using straf
e animations
player_strafeSpeedScale // The scale applied to the player speed when strafing
player_sustainAmmo // Firing weapon will not decrease clip ammo.
player_swimDamage // Damage the player will take each interval while out of brea
th in deep water.
player_swimDamagerInterval // Interval in which damage will be dealt while out o
f breath under water.
player_swimTime // Set the max time the player can swim underwater before taking
damage.
player_throwbackInnerRadius // The radius to a live grenade player must be withi
n initially to do a throwback
player_throwbackOuterRadius // The radius player is allow to throwback a grenade
once the player has been in the inner radius
player_topDownCamAngles // Sets the pitch for the top down cam
player_topDownCamCenterPos // Set a top down camera influence position, player_t
opDownCamMode must be set to 3 to use this dvar
player_topDownCamMode // Enabled the top down cam.
player_topDownCamOffset // Sets the camera position relative to the player for t
he top down cam
player_topDownCursorDist // Distance the virtual mouse cursor is from the player
.
player_topDownCursorPos // Position of the virtual mouse cursor is from the play
er relative to the player.

player_turnAnims // Use animations to turn a player's model in multiplayer


player_turnRateScale // Scales the rotation rate of the player's view.
player_useRadius // The radius within which a player can use things
player_useSlopeAnims // whether to use slope run animations for the player
player_viewLockEnt // Set an entity that the player view will be locked too.
player_viewRateScale // Player view rate scale modifier when player doesn't have
a weapon.
player_view_pitch_down // Maximum angle that the player can look down
player_view_pitch_up // Maximum angle that the player can look up
player_waterSpeedScale // Water movement speed scalar. The larger the value, the
faster the movement.
playlist // The playlist number
popInLetterFXTime // Time it takes for a letter to pop in.
presell // Set to true if the player has preordered
prestigeclass1 "CUSTOM 6"
prestigeclass2 "CUSTOM 7"
prestigeclass3 "CUSTOM 8"
prestigeclass4 "CUSTOM 9"
prestigeclass5 "CUSTOM 10"
profile_physics // Draw physics & collision profiltimers
prone_bipod_enable // Enable bipods whilst prone
protocol // Protocol version
radius_damage_debug // Turn on debug lines for radius damage traces
ragdoll_baselerp_time // Default time ragdoll baselerp bones take to reach the b
ase pose
ragdoll_bullet_force // Bullet force applied to ragdolls
ragdoll_bullet_upbias // Upward bias applied to ragdoll bullet effects
ragdoll_debug // Draw ragdoll debug info (bitflags)
ragdoll_dump_anims // Dump animation data when ragdoll fails
ragdoll_enable // Turn on ragdoll death animations
ragdoll_explode_force // Explosive force applied to ragdolls
ragdoll_explode_upbias // Upwards bias applied to ragdoll explosion effects
ragdoll_fps // Ragdoll update frames per second
ragdoll_jitter_scale // Scale up or down the effect of physics jitter on ragdoll
s
ragdoll_jointlerp_time // Default time taken to lerp down ragdoll joint friction
ragdoll_max_life // Max lifetime of a ragdoll system in msec
ragdoll_max_simulating // Max number of simultaneous active ragdolls
ragdoll_reactivation_cutoff // Ragdoll reactivation distance cutoff
ragdoll_rotvel_scale // Ragdoll rotational velocity estimate scale
ragdoll_self_collision_scale // Scale the size of the collision capsules used to
prevent ragdoll limbs from interpenetrating
rate // Player's preferred baud rate
recordPointsSpent // Record spending through eventRecordBin
redactionDisplayTime // Time that it should be displayed for.
redactionFadeDuration // Fade duration time.
redactionStartStrokeTime // Time before the stroke starts.
redactionStrokeTime // Time it takes to complete the redaction stroke.
reliableResendTime // Amount of time (in ms) to wait before resending an unack'd
reliable message
reliableTimeoutTime // Amount of time (in ms) to wait before timing out a client
for not ack'ing a message
render_actor_collision // render actor collision
render_bpi_env_collision // render bpi_env collision
render_player_collision // render player collision
reportUserUploadInterval // Number of seconds before all the global counters are
uploaded
reportUserVoteInterval // The interval in minutes you wait before getting anothe
r vote on this console as long as the console is turned on.
revive_time_taken // The time it takes to revive a player in last stand.

r_backBufferSize // Size of Back Buffer


r_backBufferSizeY // Size of Back Buffer Y
r_bloomBlurRadius // bloom blur radius
r_bloomColorScale // color scale RGB, desaturation start
r_bloomCurveBreakpoint // lo hi curve breakpoint RGBT
r_bloomCurveHiBlack // curve hi black point RGBT
r_bloomCurveHiGamma // curve hi gamma ramp RGBT
r_bloomCurveHiRemapBlack // curve hi output black point RGBT
r_bloomCurveHiRemapWhite // curve hi output white point RGBT
r_bloomCurveHiWhite // curve hi white point RGBT
r_bloomCurveLoBlack // curve lo black point RGBT
r_bloomCurveLoGamma // curve lo gamma ramp RGBT
r_bloomCurveLoRemapBlack // curve lo output black point RGBT
r_bloomCurveLoRemapWhite // curve lo output white point RGBT
r_bloomCurveLoWhite // curve lo white point RGBT
r_bloomExpansionControl // expansion amount x&y and expansion target x&y
r_bloomExpansionSource // bloom expansion source point
r_bloomExpansionWeights // amount of expansion to lerp in RGBT
r_bloomPersistence // amount of bloom feedback
r_bloomStreakXInnerTint // streak inner tint
r_bloomStreakXLevels0 // level weights RGB, level gamma
r_bloomStreakXLevels1 // level in black white, out black white
r_bloomStreakXOuterTint // streak outer tint
r_bloomStreakXTint // streak tint
r_bloomStreakXTintControl // streak saturation weights, saturation
r_bloomStreakYInnerTint // streak inner tint
r_bloomStreakYLevels0 // level weights RGB, level gamma
r_bloomStreakYLevels1 // level in black white, out black white
r_bloomStreakYOuterTint // streak outer tint
r_bloomStreakYTint // streak tint
r_bloomStreakYTintControl // streak saturation weights, saturation
r_bloomTintScale // tint scale RGB, desaturation end
r_bloomTintWeights // tint weights RGB, desaturation amount
r_bloomTweaks // enbale bloom tweaks
r_blur // Dev tweak to blur the screen
r_blur_allowed // Allow blur.
r_brightness // Brightness adjustment
r_brushLimit // Maximum number of brushes drawn simultaneously
r_burnedDestructibleColor // color of burned destructibles
r_cacheModelLighting // Speed up model lighting by caching previous results
r_cacheSModelLighting // Speed up static model lighting by caching previous resu
lts
r_clear // Controls how the color buffer is cleared
r_clearColor // Color to clear the screen to when clearing the frame buffer
r_clearColor2 // Color to clear every second frame to (for use during developmen
t)
r_clipCodec // Codec used when rendering clips.
r_clipFPS // Render clip FPS.
r_clipSize // Render clip size.
r_cmdbuf_worker // Process command buffer in a separate thread
r_collectActiveMaterials // print active materials (IN REMOTE CONSOLE)
r_colorMap // Replace all color maps with pure black or pure white
r_contrast // Contrast adjustment
r_debugHDRdlight // debug dlights mode
r_debugHDRdlight_color // dlights debug color
r_debugHDRdlight_distance // distance dlights appear around camera
r_debugHDRdlight_radius // dlights falloff radius
r_debugHDRdlight_scale // dlights color scale
r_debugLayers // Highlight Alpha Blended Polygons.
r_debugLineWidth // Width of server side debug lines

r_debugShader // Enable shader debugging information


r_debugShowCoronas // shows location of coronas
r_debugShowDynamicLights // shows location of dynamic lights
r_debugShowPrimaryLights // shows location of primary lights
r_desaturation // Desaturation adjustment
r_diffuseColorScale // Globally scale the diffuse color of all point lights
r_distortion // Enable distortion
r_dlightLimit // Maximum number of dynamic lights drawn simultaneously
r_dlightMaxFullScreenRadius // Maximum radius to limit dlights to in fullscreen.
r_dlightMaxNonFullScreenRadius // Maximum radius to limit dlights to when not fu
llscreen
r_dobjLimit // Maximum number of DObjs drawn simultaneously
r_dof_bias // Depth of field bias as a power function (like gamma); less than 1
is sharper
r_dof_enable // Enable the depth of field effect
r_dof_farBlur // Sets the radius of the gaussian blur used by depth of field, in
pixels at 640x480
r_dof_farEnd // Depth of field far end distance, in inches
r_dof_farStart // Depth of field far start distance, in inches
r_dof_nearBlur // Sets the radius of the gaussian blur used by depth of field, i
n pixels at 640x480
r_dof_nearEnd // Depth of field near end distance, in inches
r_dof_nearStart // Depth of field near start distance, in inches
r_dof_showdebug // displays DOF parameter debug
r_dof_tweak // Use dvars to set the depth of field effect; overrides r_dof_enabl
e
r_dof_viewModelEnd // Depth of field viewmodel end distance, in inches
r_dof_viewModelStart // Depth of field viewmodel start distance, in inches
r_dpvs_useCellForceInvisibleBits // turns on/off the script-driven cell vis bits
r_drawDebugFogParams // enables the fog debug display
r_drawWater // Enable water rendering
r_effectLimit // Set to 1 to dynamically scale back particles based on the amoun
t onscreen.
r_effectLimitMax // When this many pixels of particle effects are rendered, 100%
of new particles will die early. In millions of pixels.
r_effectLimitMin // When up to this many pixels of particle effects are rendered
, particles will begin to die early. In millions of pixels.
r_enableDlights // toggle multipass dlights rendering
r_enableFlashlight // Enable Player Flashlight.
r_enableOccluders // Enable occluders
r_enablePlayerShadow // Enable First Person Player Shadow.
r_envMapExponent // Reflection exponent.
r_envMapMaxIntensity // Max reflection intensity based on glancing angle.
r_envMapMinIntensity // Min reflection intensity based on glancing angle.
r_envMapOverride // Min reflection intensity based on glancing angle.
r_envMapSpecular // Enables environment map specular lighting
r_envMapSunIntensity // Max sun specular intensity intensity with env map materi
als.
r_exposureTweak // enable the exposure dvar tweak
r_exposureValue // exposure
r_extracam_custom_aspectratio // custom extracam aspect ratio (width/height). Se
t to -1 to use default aspect ratio
r_extracam_shadowmap_enable // enables extra cam shadowmapping
r_filmCurveSoftClip // film curve soft clip point
r_filmLut // Film LUT Index.
r_filmTweakBleach // Tweak dev var; film color Bleach dark - mid - light
r_filmTweakBrightness // Tweak dev var; film color brightness
r_filmTweakColorTemp // Tweak dev var; film color Color Temp dark - mid - light
r_filmTweakContrast // Tweak dev var; film color Contrast dark - mid - light
r_filmTweakDarkFeather // Tweak dev var; film color Dark range feather amount

r_filmTweakDarkTint // Tweak dev var; film color Dark Tint


r_filmTweakDesaturation // Tweak dev var; Desaturation applied after all 3D draw
ing
r_filmTweakEnable // Tweak dev var; enable film color effects
r_filmTweakHue // Tweak dev var; film color Hue dark - mid - light
r_filmTweakInvert // Tweak dev var; enable inverted video
r_filmTweakLightFeather // Tweak dev var; film color Light range feather amount
r_filmTweakLightTint // Tweak dev var; film color Light Tint
r_filmTweakLut // Tweak Film LUT Index.
r_filmTweakMidEnd // Tweak dev var; film color Mid End
r_filmTweakMidStart // Tweak dev var; film color Mid Start
r_filmTweakMidTint // Tweak dev var; film color Mid Tint
r_filmTweakRangeDebug // Tweak dev var; enable dark - mid - light debug display
r_filmTweakSaturation // Tweak dev var; film color Saturation dark - mid - light
r_filmUseTweaks // Overide film effects with tweak dvar values
r_finalShiftX // r,g,b channel shift x
r_finalShiftY // r,g,b channel shift y
r_flameFX_distortionScaleFactor // Distortion uv scales (Default to 1)
r_flameFX_enable // Enable the flamethrower effect
r_flameFX_fadeDuration // Sets fade duration in seconds
r_flameFX_FPS // fire frames per sec
r_flameFX_magnitude // Distortion magnitude
r_flame_allowed // Allow flame effect.
r_flashLightBobAmount // Flashlight Movement Amount.
r_flashLightBobRate // Flashlight Movement Rate.
r_flashLightBrightness // Brightness scale for flash light.
r_flashLightColor // Flashlight Color.
r_flashLightEndRadius // Radius of the circle at the end of the flash light in i
nches.
r_flashLightFlickerAmount // Flashlight Flicker Amount.
r_flashLightFlickerRate // Flashlight Flicker Rate (Times per second).
r_flashLightFovInnerFraction // Relative Inner FOV angle for the dynamic flash l
ight. 0 is full fade 0.99 is almost no fade.
r_flashLightOffset // Relative position of the Flashlight.
r_flashLightRange // Distance of the flash light in inches.
r_flashLightShadows // Enable shadows for flash light.
r_flashLightSpecularScale // Flashlight Specular Scale.
r_flashLightStartRadius // Radius of the circle at the start of the flash light
in inches.
r_flimCurveBlack // film curve black point
r_flimCurveWhite // film curve white point
r_fog // Set to 0 to disable fog
r_fog_disable // Disables fog
r_forceLod // Force all level of detail to this level
r_fovScaleThresholdRigid // Threshold FOV LOD scaling must pass before taking ef
fect for rigid models
r_fovScaleThresholdSkinned // Threshold FOV LOD scaling must pass before taking
effect for skinned models
r_fullbright // Toggles rendering without lighting
r_fullHDRrendering // enable full HDR rendering
r_fullscreen // Display game full screen
r_gamma // Gamma value
r_genericFilter_enable // Enable the genericFilter material
r_grassBurn // test
r_grassEnable // Diables grass movement
r_grassWindForceEnable // Enables wind gusts that affect dynFoliage grass
r_heroLightColorTemp // hero diffuse light temp
r_heroLighting // Enable hero-only lighting
r_heroLightSaturation // hero diffuse light saturation
r_heroLightScale // hero diffuse light scale

r_highLodDist // Distance for high level of detail


r_ignore // used for debugging anything
r_ignorehwgamma // Ignore hardware gamma
r_inGameVideo // Allow in game cinematics
r_lightConflicts // Shows conflicts between primary lights
r_lightGridContrast // Adjust the contrast of light color from the light grid
r_lightGridEnableTweaks // Enable tweaks of the light color from the light grid
r_lightGridIntensity // Adjust the intensity of light color from the light grid
r_lightGridUseTweakedValues // Use tweaked values instead of default
r_lightMap // Replace all lightmaps with pure black or pure white
r_lightTweakAmbient // Ambient light strength
r_lightTweakAmbientColor // Light ambient color
r_lightTweakDiffuseFraction // diffuse light fraction
r_lightTweakSunColor // Sun color
r_lightTweakSunDiffuseColor // Sun diffuse color
r_lightTweakSunDirection // Sun direction in degrees
r_lightTweakSunLight // Sunlight strength
r_lockPvs // Lock the viewpoint used for determining what is visible to the curr
ent position and direction
r_lodBiasRigid // Bias the level of detail distance for rigid models (negative i
ncreases detail)
r_lodBiasSkinned // Bias the level of detail distance for skinned models (negati
ve increases detail)
r_lodScaleRigid // Scale the level of detail distance for rigid models (larger r
educes detail)
r_lodScaleSkinned // Scale the level of detail distance for skinned models (larg
er reduces detail)
r_logFile // Write all graphics hardware calls for this many frames to a logfile
r_lowestLodDist // Distance for lowest level of detail
r_lowLodDist // Distance for low level of detail
r_lutvar_0 // lut data
r_lutvar_1 // lut data
r_lutvar_10 // lut data
r_lutvar_11 // lut data
r_lutvar_12 // lut data
r_lutvar_13 // lut data
r_lutvar_14 // lut data
r_lutvar_15 // lut data
r_lutvar_2 // lut data
r_lutvar_3 // lut data
r_lutvar_4 // lut data
r_lutvar_5 // lut data
r_lutvar_6 // lut data
r_lutvar_7 // lut data
r_lutvar_8 // lut data
r_lutvar_9 // lut data
r_materialXYZ // material color checker XYZ d65 coords
r_mediumLodDist // Distance for medium level of detail
r_missile_cam_debug_display // Show missile camera debug overlay
r_modelLimit // Maximum number of models drawn simultaneously
r_motionblur_blurOrigin // Tweak dev var; origin of blur
r_motionblur_directionFactor // Tweak dev var; blur magnitude due to direction c
hange
r_motionblur_enable // Enable the motion blur effect
r_motionblur_frameBased_enable // Enable object based motion blur effect
r_motionblur_maxblur // Caps the number of pixels sampled for blur
r_motionblur_numberOfSamples // Tweak dev var; sets the number of pixels sampled
r_motionblur_positionFactor // Tweak dev var; blur magnitude due to position cha
nge
r_norefresh // Skips all rendering. Useful for benchmarking.

r_normalMap // Replace all normal maps with a flat normal map


r_num_viewports // number of viewports to expect to render
r_offscreenCasterLodScale // Off-screen shadow casters LOD distance scale
r_outdoorAwayBias // Affects the height map lookup for making sure snow doesn't
go indoors
r_outdoorDownBias // Affects the height map lookup for making sure snow doesn't
go indoors
r_outdoorFeather // Outdoor z-feathering value
r_pixelShaderGPRReallocation // Number of general purpose registers to the pixel
shader
r_poisonFX_blurMax // blur max
r_poisonFX_blurMin // blur min
r_poisonFX_debug_amount // Poison effect amount
r_poisonFX_debug_enable // Enable the poison effect
r_poisonFX_dvisionA // double vision angle
r_poisonFX_dvisionX // amount of double vision x
r_poisonFX_dvisionY // amount of double vision y
r_poisonFX_pulse // pulse rate for distortion
r_poisonFX_warpX // amount of distortion in x
r_poisonFX_warpY // amount of distortion in y
r_polygonOffsetBias // Offset bias for decal polygons; bigger values z-fight les
s but poke through walls more
r_polygonOffsetScale // Offset scale for decal polygons; bigger values z-fight l
ess but poke through walls more
r_portalBevels // Helps cull geometry by angles of portals that are acute when p
rojected onto the screen, value is the cosine of the angle
r_portalBevelsOnly // Use screen-space bounding box of portals rather than the a
ctual shape of the portal projected onto the screen
r_portalMinClipArea // Don't clip child portals by a parent portal smaller than
this fraction of the screen area.
r_portalMinRecurseDepth // Ignore r_portalMinClipArea for portals with fewer tha
n this many parent portals.
r_portalWalkLimit // Stop portal recursion after this many iterations. Useful fo
r debugging portal errors.
r_primaryLightTweakDiffuseStrength // Tweak the diffuse intensity for primary li
ghts
r_primaryLightTweakSpecularStrength // Tweak the specular intensity for primary
lights
r_primaryLightUseTweaks // Use primary light intensity tweaks
r_remotescreen_renderlastframe // toggles if remote screen update draws the last
frame
r_resampleScene // Upscale the frame buffer with sharpen filter and color correc
tion.
r_reviveFX_debug // Enable the revive effect debug
r_reviveFX_edgeAmount // edge effect amount
r_reviveFX_edgeColorTemp // edge color temp
r_reviveFX_edgeContrast // edge contrast adjust RGB
r_reviveFX_edgeMaskAdjust // edge mask expansion contraction
r_reviveFX_edgeOffset // edge tv style brightness adjust RGB
r_reviveFX_edgeSaturation // edge saturation
r_reviveFX_edgeScale // edge scale (tint) adjust RGB
r_reviveFX_fadeDuration // Sets fade duration in seconds
r_scaleViewport // Scale 3D viewports by this fraction. Use this to see if frame
rate is pixel shader bound.
r_sCurveEnable // S-Curve On-Off
r_sCurveLinearAngle // S-Curve Linear Angle
r_sCurveLinearStrength // S-Curve Linear Strength
r_sCurveShoulderStrength // S-Curve Shoulder Strength
r_sCurveToeDenominator // S-Curve Toe Denominator
r_sCurveToeNumerator // S-Curve Toe Numerator

r_sCurveToeStrength // S-Curve Toe Strength


r_seethru_decal_enable // Toggles see-through impact holes
r_setFrameBufferAlpha // Sets the rendered pixels' alpha to 255 and the backgrou
nd to 0
r_shader_constant_set_debug_range // How far to draw scs debug view
r_shader_constant_set_enable // enables shader constant sets
r_showFbColorDebug // Show front buffer color debugging information
r_showFloatZDebug // Show float z buffer used to eliminate hard edges on particl
es near geometry
r_showForcedInvisibleCells // Only draw cells that are forced to be off.
r_showHDRalpha // debug display expensive HDR alphas
r_showLightGrid // Show light grid debugging information
r_showLightingOrigins // Show lighting origins for models
r_showMissingLightGrid // Use rainbow colors for entities that are outside the l
ight grid
r_showOutdoorVolumeDebug // Toggles the display of particle outdoor volume debug
r_showPenetration // Shows materials tagged with 'nopenetrate'
r_showSunDirectionDebug // Toggles the display of sun direction debug
r_singleCell // Only draw things in the same cell as the camera. Most useful for
seeing how big the current cell is.
r_skipPvs // Skipt the determination of what is in the potentially visible set (
disables most drawing)
r_skyColorTemp // Sky box color temp.
r_skyTransition // Sky transition blend factor.
r_sky_intensity_angle0 // angle0 of sky intensity
r_sky_intensity_angle1 // angle1 of sky intensity
r_sky_intensity_factor0 // angle0 of sky intensity
r_sky_intensity_factor1 // angle1 of sky intensity
r_sky_intensity_showDebugDisplay // Enables sky intensity debugging display
r_sky_intensity_useDebugValues // use dvar values for sky intensity
r_smooth_vsync // Enable smoothing of v-sync.
r_smp_backend // Process renderer back end in a separate thread
r_smp_worker // Process renderer front end in a separate thread
r_smp_worker_thread0 // Enable worker thread
r_smp_worker_thread1 // Enable worker thread
r_specularColorScale // Set greater than 1 to brighten specular highlights
r_specularRoughnessMap // Replace all specular and roughness maps
r_spotLightBrightness // Brightness scale for spot light to get overbrightness f
rom the 0-1 particle color range.
r_spotLightEndRadius // Radius of the circle at the end of the spot light in inc
hes.
r_spotLightEntityShadows // Enable entity shadows for spot lights.
r_spotLightFovInnerFraction // Relative Inner FOV angle for the dynamic spot lig
ht. 0 is full fade 0.99 is almost no fade.
r_spotLightShadows // Enable shadows for spot lights.
r_spotLightSModelShadows // Enable static model shadows for spot lights.
r_spotLightStartRadius // Radius of the circle at the start of the spot light in
inches.
r_stereo3DAvailable // 3D Mode available
r_stereo3DEyeSeparation // 3D eye separation
r_stereo3DMode // 3D Rendering mode
r_stereo3DOn // 3D on off toggle
r_stereoFocusDepth // 3D eye focus depth
r_stereoGunShift // 3D gun shift
r_stereoTurretShift // 3D turret shift
r_stream // Stream high mip levels (1=world|2=xmodels|4=bmodels)
r_streamClear // Set true to clear all streamed highmip levels
r_streamDebug // Corrupts high mip levels which should not be visible, rather th
an unloading them.
r_streamFakeLagMsec // Number of msec to add to streaming to roughly fake DVD la

g
r_streamFreezeState // Freeze the state of all streaming memory - don't allow st
reaming or un-streaming of any images.
r_streamFull // Don't let anyone take any of your precious stream buffer. Some p
eople need to debug texture streaming. Steve needs to debug texture streaming.
r_streamHiddenPush // Scale the distance of hidden objects by this amount
r_streamLog // Enable logging of all streaming commands executed - printed to Ou
tput and console
r_streamLowDetail // Force lowest detail mips to always be loaded (disable this
for more memory in release builds)
r_streamMaxDist // Maximum distance to predictively stream from
r_streamShowList // Show list of streamed textures
r_streamShowStats // Show streaming stats
r_streamSize // Limit size of stream buffer in KB (0 is no limit)
r_streamTaint // Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3
-5: color coded imageIndex, difference is alpha)
r_sunblind_fadein // time in seconds to fade blind from 0% to 100%
r_sunblind_fadeout // time in seconds to fade blind from 100% to 0%
r_sunblind_max_angle // angle from sun in degrees inside which blinding is max
r_sunblind_max_darken // 0-1 fraction for how black the world is at max blind
r_sunblind_min_angle // angle from sun in degrees outside which blinding is 0
r_sunflare_fadein // time in seconds to fade alpha from 0% to 100%
r_sunflare_fadeout // time in seconds to fade alpha from 100% to 0%
r_sunflare_max_alpha // 0-1 vertex color and alpha of sun at max effect
r_sunflare_max_angle // angle from sun in degrees inside which effect is max
r_sunflare_max_size // largest size of flare effect in pixels at 640x480
r_sunflare_min_angle // angle from sun in degrees outside which effect is 0
r_sunflare_min_size // smallest size of flare effect in pixels at 640x480
r_sunflare_shader "sun_flare"
r_sunglare_fadein // time in seconds to fade glare from 0% to 100%
r_sunglare_fadeout // time in seconds to fade glare from 100% to 0%
r_sunglare_max_angle // angle from sun in degrees inside which glare is minimum
r_sunglare_max_lighten // 0-1 fraction for how white the world is at max glare
r_sunglare_min_angle // angle from sun in degrees inside which glare is maximum
r_sunsprite_shader "sun"
r_sunsprite_size // diameter in pixels at 640x480 and 80 fov
r_sun_from_dvars // Set sun flare values from dvars rather than the level
r_sun_fx_position // Position in degrees of the sun effect
r_superFlare_debug // Enable the superFlare debug occlusion circles
r_superFlare_enable // Enable the superFlare effect
r_swrk_override_characterCharredAmount // overrides the __characterCharredAmount
Shaderworks tweak
r_swrk_override_characterDissolveColor // overrides the __characterDissolveColor
Shaderworks tweak
r_swrk_override_enable // Enable shaderworks overrides
r_swrk_override_wetness // Overrides the character wetness.
r_tension_enable // Toggles tension
r_testScale // Specular Scale.
r_texFilterAnisoMax // Maximum anisotropy to use for texture filtering
r_texFilterAnisoMin // Minimum anisotropy to use for texture filtering (overridd
en by max)
r_texFilterDisable // Disables all texture filtering (uses nearest only.)
r_texFilterMipBias // Change the mipmap bias
r_texFilterMipMode // Forces all mipmaps to use a particular blend between level
s (or disables mipping.)
r_texMipFading // Fades in mipmaps instead of popping. On by default. Dvar ignor
ed in ship (always on)
r_textureMode "bilinear"
r_treeScale // Envmap Scale.
r_ui3d_debug_display // Show UI3D debug overlay

r_ui3d_h // ui3d texture window height


r_ui3d_use_debug_values // Use UI debug values
r_ui3d_w // ui3d texture window width
r_ui3d_x // ui3d texture window x
r_ui3d_y // ui3d texture window y
r_use_separate_char_tech // enables the optimization of a separate charred mater
ial tech
r_vc_makelog // Enable logging of light grid points for the vis cache. 1 starts
from scratch, 2 appends.
r_vc_showlog // Show this many rows of light grid points for the vis cache
r_videoOutputChanged // The video output config has changed
r_vsync // Enable v-sync before drawing the next frame to avoid 'tearing' artifa
cts.
r_waterFogTest // Enable Water Fog Test.
r_waterSheetingFX_allowed // Enable the water sheeting effect
r_waterSheetingFX_distortionScaleFactor // Distortion uv scales (Default to 1)
r_waterSheetingFX_enable // Enable the water sheeting effect
r_waterSheetingFX_fadeDuration // Sets fade duration in seconds
r_waterSheetingFX_magnitude // Distortion magnitude
r_waterSheetingFX_radius // Tweak dev var; Glow radius in pixels at 640x480
r_watersim_curlAmount // Amount of curl applied
r_watersim_curlMax // Maximum curl limit
r_watersim_curlReduce // Amount curl gets reduced by when over limit
r_watersim_debug // Enables bullet debug markers
r_watersim_enabled // Enables dynamic water simulation
r_watersim_flatten // Flattens the water surface out
r_watersim_foamAppear // Rate foam appears at
r_watersim_foamDisappear // Rate foam disappears at
r_watersim_minShoreHeight // Allows water to lap over the shoreline edge
r_watersim_particleGravity // Particle gravity
r_watersim_particleLength // Length of each particle
r_watersim_particleLimit // Limit at which particles get spawned
r_watersim_particleWidth // Width of each particle
r_watersim_scroll // XY coords to scroll water in
r_watersim_waveSeedDelay // Time between seeding a new wave (ms)
r_watersim_windAmount // Amount of wind applied
r_watersim_windDir // Wind direction (degrees)
r_watersim_windMax // Maximum wind limit
r_waterWaveAmplitude // water wave amplitude
r_waterWaveAngle // water wave angle
r_waterWavePhase // water wave phase
r_waterWaveSpeed // water wave speed
r_waterWaveSteepness // water wave steepness
r_waterWaveWavelength // water wave wavelength
r_worldLod // Set to zero to force world lods to highest
r_zfar // Change the distance at which culling fog reaches 100% opacity; 0 is of
f
r_znear // Things closer than this aren't drawn. Reducing this increases z-fight
ing in the distance.
r_znear_depthhack // Viewmodel near clip plane
safeAreaTweakable_horizontal // User-adjustable horizontal safe area as a fracti
on of the screen width
safeAreaTweakable_vertical // User-adjustable vertical safe area as a fraction o
f the screen height
safeArea_horizontal // Horizontal safe area as a fraction of the screen width
safeArea_vertical // Vertical safe area as a fraction of the screen height
script_debugger_smoke_test // perform script debugger smoke test and exit
scr_allies "marines"
scr_allowannouncer "1"
scr_allowbattlechatter "1"

scr_allow_killstreak_building "0"
scr_attack_dog_count_zm "3"
scr_attack_dog_health_zm "100000"
scr_attack_dog_kills_zm "25"
scr_attack_dog_max_at_once_zm "3"
scr_attack_dog_time_zm "45"
scr_axis "ussr"
scr_bomb_accel_time ".75"
scr_bomb_explode_delay "1.5"
scr_bomb_time "1.5"
scr_cam_move_time "2.5"
scr_cp_pointsperkill "100"
scr_ctf_enemycarriervisible "0"
scr_ctf_flagrespawntime "0"
scr_ctf_globalbattlechatterprobability "0"
scr_ctf_idleflagreturntime "30"
scr_ctf_numlives "0"
scr_ctf_playerrespawndelay "0"
scr_ctf_roundlimit "3"
scr_ctf_roundswitch "1"
scr_ctf_scorelimit "3"
scr_ctf_timelimit "5"
scr_ctf_touchreturn "1"
scr_ctf_waverespawndelay "15"
scr_custom_score_assist "-1"
scr_deleteexplosivesonspawn "1"
scr_dem_bombtimer "45"
scr_dem_defusetime "5"
scr_dem_extratime "3"
scr_dem_globalbattlechatterprobability "0"
scr_dem_numlives "0"
scr_dem_planttime "5"
scr_dem_roundlimit "0"
scr_dem_roundswitch "1"
scr_dem_scorelimit "2"
scr_dem_timelimit "2.5"
scr_dial_rotate_time "0.5"
scr_disable_air_death_ragdoll "0"
scr_disable_attachments "0"
scr_disable_cac "0"
scr_disable_contracts "0"
scr_disable_equipment "0"
scr_disable_tacinsert "0"
scr_disable_weapondrop "0"
scr_dm_bonus_leader "0"
scr_dm_globalbattlechatterprobability "10000"
scr_dm_numlives "0"
scr_dm_playerrespawndelay "0"
scr_dm_roundlimit "1"
scr_dm_scorelimit "1500"
scr_dm_score_assist "0"
scr_dm_score_death "0"
scr_dm_score_headshot "0"
scr_dm_score_kill "50"
scr_dm_score_suicide "0"
scr_dm_timelimit "100"
scr_dm_waverespawndelay "0"
scr_dog_count "1000"
scr_dog_health "10000"
scr_dog_max_at_once "1000"

scr_dog_time "1000"
scr_dom_flagcapturetime "100"
scr_dom_globalbattlechatterprobability "0"
scr_dom_numlives "0"
scr_dom_playerrespawndelay "0"
scr_dom_roundlimit "1"
scr_dom_scorelimit "200"
scr_dom_timelimit "0"
scr_dom_waverespawndelay "0"
scr_drawfriend "0"
scr_fog_baseheight "-475.268"
scr_fog_blue "0.9624"
scr_fog_exp_halfheight "243.735"
scr_fog_exp_halfplane "3759.28"
scr_fog_green "0.962521"
scr_fog_nearplane "601.593"
scr_fog_red "0.806694"
scr_fx_tabun_radius0 "55"
scr_fx_tabun_radius1 "55"
scr_fx_tabun_radius2 "50"
scr_fx_tabun_radius3 "25"
scr_game_allowfinalkillcam "1"
scr_game_allowkillcam "1"
scr_game_arcadescoring "0"
scr_game_bulletdamage "1.0"
scr_game_deathpointloss "0"
scr_game_difficulty "1"
scr_game_forceradar "0"
scr_game_graceperiod "15"
scr_game_hardpoints "1"
scr_game_killstreaks "1"
scr_game_medalsenabled "1"
scr_game_onlyheadshots "0"
scr_game_perks "1"
scr_game_pinups "0"
scr_game_prematchperiod "15"
scr_game_rankenabled "1"
scr_game_spectatetype "1"
scr_game_suicidepointloss "0"
scr_glass_break_delay "0.5"
scr_guidedMissileMaxHeight "4000"
scr_hardcore "0"
scr_hardpoint_airstrikecount "3"
scr_hardpoint_allowairstrike "1"
scr_hardpoint_allowartillery "1"
scr_hardpoint_allowauto_turret "1"
scr_hardpoint_allowbomber "1"
scr_hardpoint_allowcounteruav "1"
scr_hardpoint_allowdogs "1"
scr_hardpoint_allowhelicopter "1"
scr_hardpoint_allowhelicopter_comlink "1"
scr_hardpoint_allowhelicopter_gunner "1"
scr_hardpoint_allowhelicopter_player "1"
scr_hardpoint_allowhelicopter_player_firstperson "1"
scr_hardpoint_allowhelicopter_x2 "1"
scr_hardpoint_allowmortar "1"
scr_hardpoint_allownapalm "1"
scr_hardpoint_allowradar "1"
scr_hardpoint_allowradardirection "1"
scr_hardpoint_allowradartime "1"

scr_hardpoint_allowradarupdate "1"
scr_hardpoint_allowrcbomb "1"
scr_hardpoint_allowsupply "1"
scr_hardpoint_allowuav "1"
scr_hardpoint_artilleryCanonCount "3"
scr_hardpoint_artilleryCanonShellCount "5"
scr_hardpoint_mortarCanonCount "3"
scr_hardpoint_mortarCanonShellCount "2"
scr_helicopterTurretMaxAngle "35"
scr_heli_armor "500"
scr_heli_armored_maxhealth "1500"
scr_heli_armor_bulletdamage "0.3"
scr_heli_attract_range "20000"
scr_heli_attract_strength "1000"
scr_heli_debug "0"
scr_heli_debug_crash "0"
scr_heli_dest_wait "8"
scr_heli_health_degrade "0"
scr_heli_loopmax "2"
scr_heli_maxhealth "1500"
scr_heli_missile_friendlycare "512"
scr_heli_missile_max "20"
scr_heli_missile_range "100000"
scr_heli_missile_regen_time "100"
scr_heli_missile_reload_time "5.0"
scr_heli_missile_rof "2"
scr_heli_missile_target_cone "0.6"
scr_heli_missile_valid_target_cone "0.7"
scr_heli_protect_pos_time "12"
scr_heli_protect_radius "2000"
scr_heli_protect_time "1000"
scr_heli_targeting_delay "0.5"
scr_heli_target_recognition "0.5"
scr_heli_target_spawnprotection "5"
scr_heli_turretClipSize "20"
scr_heli_turretReloadTime "1.5"
scr_heli_turret_angle_tan "1"
scr_heli_turret_spinup_delay "0.75"
scr_heli_turret_target_cone "0.6"
scr_heli_visual_range "3500"
scr_heli_warning_distance "500"
scr_killstreak_stacking "0"
scr_koth_globalbattlechatterprobability "0"
scr_koth_numlives "0"
scr_koth_playerrespawndelay "0"
scr_koth_roundlimit "1"
scr_koth_roundswitch "1"
scr_koth_scorelimit "250"
scr_koth_timelimit "15"
scr_koth_waverespawndelay "0"
scr_laststand_keep_weapons "0"
scr_mapsize "64"
scr_max_rank "0"
scr_min_prestige "0"
scr_motd
scr_numLives "0"
scr_objectiveText "OBJECTIVES_TDM_HINT"
scr_oldschool "0"
scr_player_allowrevive "1"
scr_player_forcerespawn "1"

scr_player_healthregentime "5"
scr_player_maxhealth "10000"
scr_player_numlives "0"
scr_player_respawndelay "0"
scr_player_sprinttime "1000"
scr_player_suicidespawndelay "0"
scr_poisonDamage "13"
scr_poisonDamageHardcore "5"
scr_poisonDuration "8"
scr_rcbomb_car_size "1"
scr_rcbomb_fadeIn_delay "0.25"
scr_rcbomb_fadeIn_timeBlack "0.5"
scr_rcbomb_fadeIn_timeIn "0.5"
scr_rcbomb_fadeIn_timeOut "0.5"
scr_rcbomb_fadeOut_delay "0.5"
scr_rcbomb_fadeOut_timeBlack "0.25"
scr_rcbomb_fadeOut_timeIn "0.5"
scr_rcbomb_fadeOut_timeOut "0.5"
scr_rcbomb_notimeout "0"
scr_RequiredMapAspectratio "1"
scr_rocket_event "percent"
scr_rocket_event_off "0"
scr_rocket_event_trigger1 "50"
scr_rotating_objects_secs "12"
scr_sab_bombtimer "30"
scr_sab_defusetime "5"
scr_sab_globalbattlechatterprobability "0"
scr_sab_hotpotato "0"
scr_sab_numlives "0"
scr_sab_planttime "2.5"
scr_sab_playerrespawndelay "7.5"
scr_sab_roundlimit "1"
scr_sab_roundswitch "1"
scr_sab_scorelimit "1"
scr_sab_timelimit "100"
scr_sab_waverespawndelay "0"
scr_script_based_influencer_system "0"
scr_sd_bombtimer "45"
scr_sd_defusetime "5"
scr_sd_game_spectatetype "3"
scr_sd_globalbattlechatterprobability "0"
scr_sd_multibomb "0"
scr_sd_numlives "1"
scr_sd_planttime "5"
scr_sd_playerrespawndelay "0"
scr_sd_roundlimit "0"
scr_sd_roundswitch "3"
scr_sd_scorelimit "1000"
scr_sd_timelimit "2.5"
scr_sd_waverespawndelay "0"
scr_selecting_location
scr_showperksonspawn "1"
scr_sideBetTimer "0"
scr_spawn_artillery_influencer_radius "1200"
scr_spawn_artillery_influencer_score "-600"
scr_spawn_artillery_influencer_score_curve "linear"
scr_spawn_auto_turret_influencer_radius "1200"
scr_spawn_auto_turret_influencer_score "-650"
scr_spawn_auto_turret_influencer_score_curve "linear"
scr_spawn_dead_friend_influencer_count "7"

scr_spawn_dead_friend_influencer_radius "1300"
scr_spawn_dead_friend_influencer_score "-100"
scr_spawn_dead_friend_influencer_score_curve "steep"
scr_spawn_dead_friend_influencer_timeout_seconds "8"
scr_spawn_dog_influencer_radius "1050"
scr_spawn_dog_influencer_score "-150"
scr_spawn_dog_influencer_score_curve "steep"
scr_spawn_enemyavoiddist "800"
scr_spawn_enemyavoidweight "0"
scr_spawn_enemy_influencer_radius "1600"
scr_spawn_enemy_influencer_score "-150"
scr_spawn_enemy_influencer_score_curve "steep"
scr_spawn_force_unified "0"
scr_spawn_friend_weak_influencer_radius "700"
scr_spawn_friend_weak_influencer_score "25"
scr_spawn_friend_weak_influencer_score_curve "steep"
scr_spawn_grenade_endpoint_influencer_radius "560"
scr_spawn_grenade_endpoint_influencer_score "-300"
scr_spawn_grenade_endpoint_influencer_score_curve "linear"
scr_spawn_grenade_influencer_radius "560"
scr_spawn_grenade_influencer_score "-300"
scr_spawn_grenade_influencer_score_curve "linear"
scr_spawn_helicopter_influencer_length "3500"
scr_spawn_helicopter_influencer_radius "2000"
scr_spawn_helicopter_influencer_score "-500"
scr_spawn_helicopter_influencer_score_curve "linear"
scr_spawn_napalm_influencer_radius "3500"
scr_spawn_napalm_influencer_score "-500"
scr_spawn_napalm_influencer_score_curve "steep"
scr_spawn_objective_facing_bonus "50"
scr_spawn_randomness_range "100"
scr_spawn_rcbomb_influencer_radius "1750"
scr_spawn_rcbomb_influencer_score "-200"
scr_spawn_rcbomb_influencer_score_curve "steep"
scr_spawn_tvmissile_influencer_length "3000"
scr_spawn_tvmissile_influencer_radius "2000"
scr_spawn_tvmissile_influencer_score "-400"
scr_spawn_tvmissile_influencer_score_curve "linear"
scr_spawn_vehicle_influencer_lead_seconds "3"
scr_spawn_vehicle_influencer_score "-50"
scr_spawn_vehicle_influencer_score_curve "linear"
scr_tabunGasDuration "8"
scr_tabunInitialGasShockDuration "7"
scr_tabunWalkInGasShockDuration "4"
scr_tabun_effect_radius "185"
scr_tabun_shock_height "20"
scr_tabun_shock_radius "185"
scr_tdm_bonus_leader "0"
scr_tdm_globalbattlechatterprobability "0"
scr_tdm_grenadeLauncherDudTime "100"
scr_tdm_killstreakDelayTime "0"
scr_tdm_numlives "0"
scr_tdm_playerrespawndelay "0"
scr_tdm_roundlimit "1"
scr_tdm_roundwinlimit "0"
scr_tdm_scorelimit "30000"
scr_tdm_score_assist "50"
scr_tdm_score_death "0"
scr_tdm_score_headshot "0"
scr_tdm_score_kill "10000"

scr_tdm_score_suicide "0"
scr_tdm_thrownGrenadeDudTime "0"
scr_tdm_timelimit "0"
scr_tdm_waverespawndelay "0"
scr_teambalance "0"
scr_teamKillPunishCount "3"
scr_team_allowHardpointStreakAfterDeath "0"
scr_team_artilleryTeamKillPenalty "0.25"
scr_team_fftype // Friendly fire status
scr_team_kickteamkillers "0"
scr_team_mortarTeaTeamKillPenalty "0.25"
scr_team_respawntime "0"
scr_team_teamkillerplaylistbanpenalty "0"
scr_team_teamkillerplaylistbanquantum "0"
scr_team_teamkillpointloss "1"
scr_team_teamkillspawndelay "20"
scr_timeplayedcap "1800"
scr_twar_globalbattlechatterprobability "0"
scr_twar_timelimit "100"
scr_vehicles_enabled "1"
scr_vehicle_damage_scalar "1"
scr_veh_alive_cleanuptimemax "120"
scr_veh_alive_cleanuptimemin "119"
scr_veh_cleanupabandoned "1"
scr_veh_cleanupdebugprint "0"
scr_veh_cleanupdrifted "1"
scr_veh_cleanupmaxspeedmph "1"
scr_veh_cleanupmindistancefeet "75"
scr_veh_cleanuptime_dmgfactor_deadtread "0.25"
scr_veh_cleanuptime_dmgfactor_max "1.0"
scr_veh_cleanuptime_dmgfactor_min "0.33"
scr_veh_cleanuptime_dmgfraction_curve_begin "0.0"
scr_veh_cleanuptime_dmgfraction_curve_end "1.0"
scr_veh_dead_cleanuptimemax "30"
scr_veh_dead_cleanuptimemin "20"
scr_veh_disableoverturndamage "0"
scr_veh_disablerespawn "0"
scr_veh_disappear_maxpreventdistancefeet "30"
scr_veh_disappear_maxpreventvisibilityfeet "150"
scr_veh_disappear_maxwaittime "60"
scr_veh_driversarehidden "1"
scr_veh_driversareinvulnerable "1"
scr_veh_explode_on_cleanup "1"
scr_veh_explosion_doradiusdamage "1"
scr_veh_explosion_husk_forcepointvariance "30"
scr_veh_explosion_husk_horzvelocityvariance "25"
scr_veh_explosion_husk_vertvelocitymax "200"
scr_veh_explosion_husk_vertvelocitymin "100"
scr_veh_explosion_maxdamage "200"
scr_veh_explosion_mindamage "20"
scr_veh_explosion_radius "256"
scr_veh_explosion_spawnfx "1"
scr_veh_health_jeep "700"
scr_veh_health_tank "1350"
scr_veh_ondeath_createhusk "1"
scr_veh_ondeath_usevehicleashusk "1"
scr_veh_respawnafterhuskcleanup "1"
scr_veh_respawntimemax "90"
scr_veh_respawntimemin "50"
scr_veh_respawnwait_iterationwaitseconds "1"

scr_veh_respawnwait_maxiterations "30"
scr_veh_waittillstoppedandmindist_maxtime "10"
scr_veh_waittillstoppedandmindist_maxtimeenabledistfeet "5"
scr_wagerBet "10000"
scr_wagerPool "0"
scr_wagerSideBet "0"
scr_wager_defaultScore "0"
scr_wager_firstPayout "0"
scr_wager_firstPlayer "0"
scr_wager_secondPayout "0"
scr_wager_secondPlayer "0"
scr_wager_thirdPayout "0"
scr_wager_thirdPlayer "0"
scr_weaponobject_coneangle "70"
scr_weaponobject_graceperiod "0.6"
scr_weaponobject_mindist "20"
scr_weaponobject_radius "192"
scr_weapon_allowbetty "1"
scr_weapon_allowc4 "1"
scr_weapon_allowflash "1"
scr_weapon_allowfrags "1"
scr_weapon_allowmines "1"
scr_weapon_allowrpgs "1"
scr_weapon_allowsatchel "1"
scr_weapon_allowsmoke "1"
scr_xpscale "1"
scr_xpzmscale "1"
selectedFriendClanTag
selectedFriendIndex // Currently selected friend index.
selectedFriendName
selectedGroupIndex // Currently selected group index
selectedMenuItemIndex // Current selected event index.
selectedPlayerClanName
selectedPlayerXuid
selectedStoreItemIndex // Currently selected in-game store item index
selected_group "killstreak"
sensitivity // Mouse sensitivity
server1
server10
server11
server12
server13
server14
server15
server16
server2
server3
server4
server5
server6
server7
server8
server9
sessionSearchMaxAttempts // Number of search retries before giving up.
session_nonblocking // Experimental non-blocking Session code
settings_map_selected "1"
shardEdgeSize // Range of the new shard edge length as a fraction of the total s
hard edges lengths
shardShatterSizeLimitScale // Scale of maxShardSize & minShardSize when shatteri
ng a shard.

shardSplitDir // Angle range of the first edge of the shard


shardSplitDir2 // Angle range of the next edges of the shard
shatterFxMaxDist // Distance between FX spawning points along the window edges
shatterFxMinEdgeLength // Minimum length that the window edge has to be to have
a shatter fx spawned on it.
shortversion "7"
showdrop // Show dropped packets
showHiddenOffers // True when hidden offers need to be displayed for a user
showpackets // Show packets
showVisionSetDebugInfo // Enables visionset debug info
show_reticle_during_swimming // Controls if the reticle is visible during swimmi
ng.
show_tty_timestamps // Show timestamps in tty output
sidebet_made
skills // SP character skill levels
smpDraw2D // draw 2D in a worker thread
smpGlass // Update & generate glass verts in a worker thread
smpUpdatePlayerNames // update player names in a worker thread (part of Draw2D)
sm_enable // Enable shadow mapping
sm_fastSunShadow // Fast sun shadow
sm_fullResSpotShadowEnable // Provides high-res spot shadows for the only one sp
otlight in the scene.
sm_lightScore_eyeProjectDist // When picking shadows for primary lights, measure
distance from a point this far in front of the camera.
sm_lightScore_spotProjectFrac // When picking shadows for primary lights, measur
e distance to a point this fraction of the light's radius along it's shadow dire
ction.
sm_maxLights // Limits how many primary lights can have shadow maps
sm_polygonOffsetBias // Shadow map offset bias
sm_polygonOffsetScale // Shadow map offset scale
sm_qualitySpotShadow // Fast spot shadow
sm_spotEnable // Enable spot shadow mapping from script
sm_spotShadowFadeTime // How many seconds it takes for a primary light shadow ma
p to fade in or out
sm_spotShadowLargeRadiusScale // Radius scaler for large spot shadow switch over
sm_strictCull // Strict shadow map cull
sm_sunAlwaysCastsShadow // forces sun to always do shadow mapping, from script
sm_sunEnable // Enable sun shadow mapping from script
sm_sunSampleSizeNear // Shadow sample size
sm_sunShadowCenter // Sun shadow center, 0 0 0 means don't override
sm_sunShadowScale // Sun shadow scale optimization
sm_sunShadowSmallEnable // use quarter resolution sun shadow map
snaps // Snapshot rate
snd_always_log // enable missing sound spam
snd_assert_on_enqueue
snd_assert_on_play
snd_assert_on_stop
snd_autoSim // turn on client side simulation of automatic gun sounds
snd_autosim_window // autosim window masking
snd_auto_random // amt to randomize 3p apparent fire rates
snd_boat_current_rpm // scalar value for boat engine
snd_boat_engine_off // value for boat engine low/idle
snd_boat_lerp_rpm // scalar value for boat rpm
snd_boat_pitch_high_max // boat pitch high max
snd_boat_pitch_high_min // boat pitch high min
snd_boat_pitch_idle_max // boat pitch low min
snd_boat_pitch_idle_min // boat pitch low min
snd_boat_pitch_low_max // boat pitch low min
snd_boat_pitch_low_min // boat pitch low min
snd_boat_pitch_med_max // boat pitch med max

snd_boat_pitch_med_min // boat pitch med min


snd_boat_rpm_high_fin_end // rpm point where engine_high fade in begins
snd_boat_rpm_high_start // rpm point where engine_high start
snd_boat_rpm_idle_end // rpm point where engine_idle ends
snd_boat_rpm_idle_fout_start // rpm point where engine_idle begins to fade out
snd_boat_rpm_low_end // rpm point where engine_low ends
snd_boat_rpm_low_fin_end // rpm point where engine_low fade in ends
snd_boat_rpm_low_fout_start // rpm point where engine_low fade out begins
snd_boat_rpm_low_start // rpm point where engine_low start
snd_boat_rpm_med_end // rpm point where engine_medium ends
snd_boat_rpm_med_fin_end // rpm point where engine_med fade in ends
snd_boat_rpm_med_fout_start // rpm point where engine_med fade out begins
snd_boat_rpm_med_start // rpm point where engine_medium start
snd_boat_rpm_scalar // scalar value for boat rpm
snd_boat_using_lerp_rpm // scalar value for boat rpm
snd_boat_water_fast_min // boat pitch high max
snd_boat_water_idle_max // boat pitch high max
snd_boat_water_pitch_max // boat pitch high max
snd_boat_water_slow_max // boat pitch high max
snd_boat_water_slow_min // boat pitch high max
snd_debugAlias
snd_debugReplace // Print out information about when we stop a playing sound to
play another
snd_debug_snapshot
snd_dlpf_attenuation // attenuation for distance lpf
snd_dlpf_max_distance // max distance for distance lpf
snd_dlpf_min_distance // min distance for distance lpf
snd_dopplerRate // global doppler lerp rate
snd_dopplerScale // global doppler ratio
snd_draw3D // Draw the position and info of world sounds
snd_drawInfo // Draw debugging information for sounds
snd_drawSort // Sort debugging information for sounds
snd_dry_scale // scalar value for dry signal path
snd_dsp_drc // enable DRC
snd_dsp_drc_ratio // ratio for master limiter
snd_dsp_drc_threshold // threshold for master limiter
snd_dsp_futz // enable dsp futz
snd_enable_pitch // use pitch variation
snd_entityRandomize // entity randomization
snd_flux_separation // separation of L/R flux elements, 0 none, 1 180 deg, not l
inear in angle
snd_futz // futz
snd_futz_blend
snd_futz_bpf_f
snd_futz_bpf_q
snd_futz_clip_post
snd_futz_clip_pre
snd_futz_distortion
snd_futz_force
snd_futz_ls_f
snd_futz_ls_g
snd_futz_ls_q
snd_futz_min // futz min
snd_futz_postg
snd_futz_preg
snd_futz_tg
snd_futz_th
snd_global_pitch // global pitch
snd_hdr // HDR audio
snd_hdr_channel_threshold // percent of channels active when hdr kicks in

snd_hdr_maximum_priority // sounds more than this are at normal volume


snd_hdr_minimum_level // hdr minimum attenuation
snd_hdr_minimum_priority // sounds less than this are silent
snd_hdr_rate // hdr lerp rate
snd_isbig_distance // distance where isbig doesn't make a difference in occlusio
n
snd_levelFadeTime // The amount of time in milliseconds for all audio to fade in
at the start of a level
snd_losOcclusion // occlusion based off of LOS
snd_master_override
snd_menu_center_channel // options menu center channel
snd_menu_cinematic // Scales the volume of Bink videos.
snd_menu_left_channel // options menu left channel
snd_menu_left_surround // options menu left surround
snd_menu_lfe // options menu lfe
snd_menu_listen_level // options menu listening level
snd_menu_master // options menu master
snd_menu_music // options menu music
snd_menu_right_channel // options menu right channel
snd_menu_right_surround // options menu right surround
snd_menu_sfx // options menu sfx
snd_menu_speaker_setup // options menu speaker setup
snd_menu_voice // options menu voice
snd_minigun_loop_start // spin time elapse until loop sound starts playing
snd_minigun_pitch_end // pitch where the loop ends
snd_minigun_pitch_start // pitch where the loop starts
snd_mute_alias_substring
snd_occlusion_attenuation // maximum occlusion attenuation
snd_occlusion_cull_distance // distance at which we don't do occlusion at start
snd_occlusion_rate // snd occlusion rate
snd_omnidirectionalPercentage // Percentage of sound volume that is 'directionle
ss'
snd_pan_filter
snd_pitch_timescale // pitch scalar by timescale
snd_playing_priority_boost // priority penalty for new sounds
snd_priority_rate // interpolation rate for minimum priority
snd_priority_window // width of priority window for sounds to play
snd_proximity_enable // enable reverb prox
snd_proximity_filter
snd_proximity_max_dist
snd_proximity_max_late_cut
snd_proximity_min_dist
snd_ps3_vol_occlusion_attenuation_dry // maximum dry volume occlusion attenuatio
n for PS3
snd_ps3_vol_occlusion_attenuation_wet // maximum wet volume occlusion attenuatio
n for PS3
snd_radverb_matrix // radverb delay matrix selection
snd_realDelay // turn on 'realistic' sound delay
snd_reverb_override
snd_reverb_proximity_distance // max dist for reverb proximity effect
snd_skip_muted_sounds // skip muted sounds
snd_slaveFadeInTime // the time in seconds for slave fade in
snd_slaveFadeOutTime // the time in seconds for slave fade out
snd_solo_alias_substring
snd_speakerConfiguration // Speaker configuration
snd_start_alias
snd_stereo_3d // pan 3d stereo assets to alternate speakers
snd_stop_alias
snd_test_verb // test verb wetdry
snd_throttle_reduce_vol // ammount to reduce engine vol

snd_throttle_time_held_down // how long (ms) throttle is held before engine vol


begins to decrease
snd_timescale_filter // filter coef for timescale fade
snd_touchStreamFilesOnLoad // Check whether stream sound files exist while loadi
ng
snd_trace_master // trace master dsp
snd_trace_reverb // trace reverb dsp
snd_trace_voice // trace voice dsp
snd_water_occlusion_attenuation // in water attenuation
snd_water_occlusion_distance // max distance from surface for water occlusion
snd_water_occlusion_minimum // min distance from surface for water occlusion
snd_water_omni_amount // omni amount at max distance underwater
snd_water_omni_distance // max distance for undewater omni
snd_water_pitch_amount // pitch amount at max distance underwater
snd_water_pitch_distance // max distance for underwater pitch changes
snd_wet_scale // scalar value for wet signal path
spawnsystem_badspawn_aggression_delay // Report aggression to others that a play
er deals within this MS of spawning in
spawnsystem_badspawn_damage_delay // Report damage that occurs to a player withi
n this MS of spawning in
spawnsystem_badspawn_force_record // Immediately after each client spawn, submit
a corresponding badspawn report
spawnsystem_debug // Debug and rendering for the spawn system
spawnsystem_debug_archive // Sets the spawn system archive mode
spawnsystem_debug_best_points // Render best spawn point information
spawnsystem_debug_influencers // Use colors to differentiate influencer types
spawnsystem_debug_influencer_types // Render spawn influencer information
spawnsystem_debug_liveedit // Do it, live edit now!
spawnsystem_debug_player
spawnsystem_debug_points // Render spawn point boxes. 2 = no depth test
spawnsystem_debug_point_weights // Render spawn point information
spawnsystem_debug_showclients // Render archived clients
spawnsystem_debug_sideswitched // Switch to "sideswitched" mode
spawnsystem_debug_team
spawnsystem_debug_visibility // Render spawn point visibility checking
spawnsystem_debug_visibility_time // Length of time to render the visibility che
ck
spawnsystem_friend_influencer_stacking // Combine all friendly player influencer
s
spawnsystem_sight_check_max_distance // Max distance for the line of sight check
spawnsystem_weapon_influencer_min_length // Minimum lenght the line of sight che
ck will drop the distance to
spawnsystem_weapon_influencer_push_through // Extend the line of sight distance
this much after check
spawnsystem_weapon_influencer_sight_check // Do a line of sight check on the wea
pon influencer
spawnsystem_weapon_influencer_update_interval // How often to update the sight c
heck in milliseconds
splitscreen // Current game is a splitscreen game
splitscreen_botCount // The number of bots allowed in a splitscreen game
splitscreen_lobbyPlayerCount "2/2 PLAYERS"
splitscreen_partyPlayerCount "2 player(s) in party."
splitscreen_playerCount // The number of players in a splitscreen game
splitscreen_playerNum "4"
spmode // Current game is a sp game
start_in_mp // Start in Mp on launch
stats_version_check // Reset stats if version numbers do not match
stat_version // Stats version number
stopspeed // The player deceleration
storeMapPackMaskToStats // Store the installed Map-Pack Masks in the persistent

stats
sv_allowedClan1
sv_allowedClan2
sv_assistWorkers // Enable server worker thread assist when idle
sv_botCloseDistance // Bot enemy close distance. Used for threat selection
sv_botCrouchDistance // If the path lookahead distance is less than this number,
the bot will crouch
sv_botFov // Bot field of view angle in degrees
sv_botGoalRadius // Bot goal radius
sv_botMaxAdsTime // The maximum amount of time in ms the bot will remain in ADS.
Used to prevent repeatedly popping in and out of ads.
sv_botMaxCrouchTime // The maximum amount of time in ms the bot will hold his cr
ouch stance
sv_botMaxDeathTime // The maximum amount of time in ms the bot will hold his pos
ition while his target is dead
sv_botMaxFireTime // When firing a non-automatic weapon, the maximum amount of t
ime the bot will delay before firing again. Used to simulate the time to depress
and press the controller attack trigger.
sv_botMaxPitchTime // The maximum amount of time in ms the bot will hold his cur
rent pitch on the target when engaged
sv_botMaxReactionTime // Bot maximum time to react when first seeing a target
sv_botMaxStrafeTime // Bot maximum time to strafe when engaged
sv_botMinAdsTime // The minimum amount of time in ms the bot will remain in ADS.
Used to prevent repeatedly popping in and out of ads.
sv_botMinCrouchTime // The minimum amount of time in ms the bot will hold his cr
ouch stance
sv_botMinDeathTime // The minimum amount of time in ms the bot will hold his pos
ition while his target is dead
sv_botMinFireTime // When firing a non-automatic weapon, the minimum amount of t
ime the bot will delay before firing again. Used to simulate the time to depress
and press the controller attack trigger.
sv_botMinPitchTime // The minimum amount of time in ms the bot will hold his cur
rent pitch on the target when engaged
sv_botMinReactionTime // Bot minimum time to react when first seeing a target
sv_botMinStrafeTime // Bot minimum time to strafe when engaged
sv_botPitchDown // Bot pitch minimum (looking downward)
sv_botPitchSpeed // Bot pitch lerp speed
sv_botPitchSpeedAds // Bot pitch lerp speed used when engaging
sv_botPitchUp // Bot pitch maximum (looking upward)
sv_botSprintDistance // If the path lookahead distance is this number or greater
, the bot will sprint
sv_botStrafeChance // The percentage chance that the bot will strafe when engage
d
sv_botTargetLeadBias // The number of server frames used to predict an entity's
position. Used for bot aiming when firing.
sv_botUseFriendNames // Testclients will use names from the players' friends lis
t
sv_botYawSpeed // Bot yaw rate for normal turning
sv_botYawSpeedAds // Bot yaw rate for slower (fine tuning) turning
sv_cheats // Allow server side cheats
sv_clientArchive // Have the clients archive data to save bandwidth on the serve
r
sv_clientside // Used to toggle systems in script on and off on the server.
sv_clientSideBullets // If true, clients will synthesize tracers and bullet impa
cts
sv_clientSideVehicles // If true, vehicles will be predicted on the client reduc
ing response time
sv_connectTimeout // seconds without any message when a client is loading
sv_debugRate // Enable snapshot rate debugging info
sv_debugReliableCmds // Enable debugging information for 'reliable' commands

sv_endGameIfISuck // End the match if most of the players are lagged out
sv_floodProtect // Prevent malicious lagging by flooding the server with command
s
sv_fps // Server frames per second
sv_hostname "Anth0ny"
sv_kickBanTime // Time in seconds for a player to be banned from the server afte
r being kicked
sv_mapname
sv_mapRotation
sv_mapRotationCurrent
sv_maxclients "24"
sv_maxHappyPingTime // Max ping that a player can have that we consider acceptab
le when calculating if the server is swamped
sv_maxPing // Maximum ping allowed on the server
sv_maxRate // Maximum bit rate
sv_minPing // Minimum ping allowed on the server
sv_network_fps // Number of times per second the server checks for net messages
sv_network_warning // Alternative enable SCR_DrawPleaseWait dialog
sv_packet_info // Enable packet info debugging information
sv_padPackets // add nop bytes to messages
sv_paused // Pause the server
sv_privateClients // Maximum number of private clients allowed on the server
sv_privateClientsForClients // The # of private clients (we send this to clients
)
sv_reconnectlimit // minimum seconds between connect messages
sv_restoreDvars // Enable to restore Dvars on entering the Xbox Live menu
sv_running // Server is running
sv_showAverageBPS // Show average bytes per second for net debugging
sv_showPingSpam // Turns on ping info spam.
sv_smp // Enable server multithreading
sv_timeout // seconds without any message
sv_zombietime // seconds to sync messages after disconnect
systemlink // Current game is a system link game
systemlink_warning_shown // System Link Version Warning Shown
teamsplitter_verbose // Verbose debug output while splitting teams if true.
team_indicator // The team indicator modes : 0 - Full Name ; 1 - Abbreviated ; 2
- Icon Only
tickerHeaderWidth // The width of the ticker header text used to align the the t
icker message.
tickerStandardWidth // Ticker message text standard width.
tickerWidescreenWidth // Ticker message text widescreen width.
timescale // Scale time of each frame
timeUntilDropRange // Range of how much time a glass shard will stay on the fram
e before falling
tmsFileFetchTryIntervalBase // Delay in seconds after file fetch fails to the ne
xt retry. Exponential growth each retry.
tmsFileFetchTryIntervalMax // Max delay in seconds between file fetch tries.
tmsFileFetchTryMaxAttempts // Max retry attempts before stopping altogether.
tree_bend // bend amount of tree trunk
tree_frequency // frequency of tree bend oscillation
tree_random // random addition to bend amount of tree trunk
turretPlayerAvoidScale // Auto turrets will try to avoid the player. They will n
ot choose a target that is within a cone around the player. The diameter of the
cone is the player's height, so the cone is smaller, the farther the player is f
rom the turret. Use this dvar to scale the cone size.
turret_KillstreakTargetTime // Time in milliseconds that a TOW turret will stay
locked on a target before verifying line of sight
turret_placement_debug // Enables turret placement debug lines
turret_placement_feet_offset // Position of the feet from the center axis.
turret_placement_feet_trace_dist_z // Max distance for a foot to be considered t

ouching the ground


turret_placement_trace_dist // Distance along the trace axis where the turret wi
ll attempt to position itself
turret_placement_trace_maxs // maxs of the bound used for the placement trace
turret_placement_trace_mins // mins of the bound used for the placement trace
turret_placement_trace_min_normal // Minimum normal to accept a turret position
turret_placement_trace_pitch // Pitch used for the trace axis
turret_placement_trace_radius_canon_safety // Extra radius used in the forward d
irection to compensate for the canon length
turret_SentryTargetTime // Time in milliseconds that a sentry turret will stay l
ocked on a target before verifying line of sight
turret_TargetLeadBias // The number of server frames used to predict an entity's
position. Used for turret aiming when firing.
twar_captureAccelBonus "35"
twar_captureAccelLimit "50"
twar_captureTime "40"
twar_finalFightTimeLimit "5"
twar_momentumArtillery "100"
twar_momentumBlitzkriegTime "30"
twar_momentumDogs "100"
twar_momentumEnabled "1"
twar_momentumFlagCap "25"
twar_momentumKamikaze "100"
twar_momentumKillPlayer "5"
twar_momentumMax "70"
twar_momentumMaxMultiplier "3"
twar_momentumMultiplierBonus "25"
twar_momentumMultiplierBonusLimit "75"
twar_momentumRadar "100"
twar_neutralFlagLockTime "0"
typeWriterCod7LetterFXTime // Time it takes for a letter to come in.
uiscript_debug // spam debug info for the ui script
uiViewer_allowPitch // Allow the control of the camera pitch
uiViewer_attachment // Current weapon attachment index to show
uiViewer_customname
uiViewer_equipWeapon // weapon to equip the player (primary/secondary)
uiViewer_fov // UI Viewer horizontal field of view (degrees)
uiViewer_heroHighlight // use herolight to highlight the customized part
uiviewer_highlightColor1 // Highlight outline color #1 (pingpongs to color2)
uiviewer_highlightColor2 // Highlight outline color #2 (pingpongs to color1)
uiViewer_ingame // The viewer is displayed in-game (false is in the frontend)
uiViewer_lightMultiplier // UI Viewer model lighting multiplier
uiViewer_loaded // a flag for the menu that the viewer is loaded
uiViewer_mode // current uiViewer mode
uiViewer_pitchRange // Camera pitch range (x=minimum y=maximum)
uiViewer_playerCamera
uiViewer_sceneOrigin // Origin of the models in ui viewer
uiViewer_show // Enables rendering of the ui viewer
uiViewer_streaming // The UI viewer cannot draw since the model is streaming
uiViewer_weapon // Current weapon index to show
ui_3dwaypointtext "1"
ui_allowvote "1"
ui_allow_classchange // Whether the UI should allow changing class
ui_allow_controlschange "1"
ui_allow_teamchange // Whether the UI should allow changing team
ui_ammo_stock_width // Width of the ammo stock shown on the right.
ui_animSpeedScale // Scales the UI animation speed.
ui_attachment_highlighted "0"
ui_bg_image
ui_bigFont // Big font scale

ui_blurAmount // Max amount to blur background menu items.


ui_blurDarkenAmount // Max amount to darken the background menu items.
ui_borderLowLightScale // Scales the border color for the lowlight color on cert
ain UI borders
ui_buildLocation // Where to draw the build number
ui_buildSize // Font size to use for the build number
ui_challengeGameMode
ui_challengeSort // Sort order for challenges
ui_choice_desc "@CUSTOM_GAME_TIME_LIMIT_DESC"
ui_cinematicsTimestamp // Shows cinematics timestamp on subtitle UI elements.
ui_clancardOpen // True when in game clancard is open.
ui_clanCountNotZero // Whether the player has any clan members.
ui_clanDescription
ui_clanName
ui_clanRecommendationCount // Number of players recommended to clan
ui_classesCurrentItemEquippedIn
ui_closeAfterPurchase // Whether an item has just been purchased and the item li
st needs to be closed.
ui_combatComparisonModeOn // True when comparing stats with other player in comb
at record
ui_combatCurrView // Current View in the combat record weapons tab.
ui_combatCurrViewNum // Current View number in the combat record weapons tab.
ui_combatHistogramCurrGametype // Current scroll bar Position for combat record
ui_combatOtherPlayerStatsAvailable // False when compared player has not played
any public matches, or stats are corrupted, or could not be converted to current
DDL.
ui_combatRecordOpen // True when Combat Record is Open.
ui_connectScreenTextGlowColor // Glow color applied to the mode and map name str
ings on the connect screen.
ui_currentMap // Current map index
ui_currentRecentPlayer // Selected recent player
ui_currentWeaponOptionGroup // Current weapon option group for the UI
ui_customClassName
ui_customclass_selected "9"
ui_customModeDesc "CUSTOM GAME MODE"
ui_customModeEditDesc "CUSTOM GAME MODE"
ui_customModeEditName "TEAM DEATHMATCH"
ui_customModeIndex // Custom game mode selected index into sharedUiInfo.customGa
meTypes
ui_customModeName
ui_custom_haschanged "1"
ui_custom_name "customclass1"
ui_custom_newname
ui_deathicontext "1"
ui_demoname
ui_drawCrosshair // Whether to draw crosshairs.
ui_dropdownButtonOffset // Used to calculate the Y offset of the dropdown button
s.
ui_dropdownListMax // Number of elements in list that opened dropdown.
ui_dropdownMax // Number of elements in the dropdown.
ui_dropdownOffset // Used to calculate the Y offset of the dropdown.
ui_ethernetLinkActive // true if a network connection is available(and active)
ui_extraBigFont "1.0"
ui_flownOut "0"
ui_flyoutHasFocus "0"
ui_friendCountNotZero // Whether the player has any friends.
ui_friendlyfire "0"
ui_friendsCombatRecordOpen // True when friend's or clan member's combat record
is open.
ui_friendsListOpen // True when viewing Friends List.

ui_gametype "tdm"
ui_generic_status_bar "0"
ui_groupsCountNotZero // Whether whether the player is part of any group
ui_gv_reloadSpeedModifier // Adjusts the reload speed
ui_gv_rulecount // How many advanced game rules are created.
ui_heatMapColor // Heat Map Blob Color
ui_heatMapColorForPlayer // Heat Map Blob Color for player deaths only
ui_hint_text "@NULL_EMPTY"
ui_hostname "Dnicey CRAZY D"
ui_hud_hardcore // Whether the HUD should be suppressed for hardcore mode
ui_hud_obituaries "1"
ui_hud_showobjicons "1"
ui_hud_visible // Whether the 2D HUD should be displayed or not.
ui_ignoreMousePos // Whether there are multiple text entries in the menu.
ui_incomingProposalCount // Number of incoming clan requests
ui_incomingProposalCountNotZero // Whether there are any incoming proposals
ui_inside_popup "killstreaks"
ui_isClanMember // True when member belongs to clan
ui_isStoreOpen // Sets on/off based on whether store menu is open or closed.
ui_items_no_cost // Set to 1 if you want items to have no cost
ui_lastServerRefresh_0 "Nov 8, 2010 22:20"
ui_leaderboardFeederCountNotZero // Whether the leaderboard has any entry
ui_leaderboardOpen // True when viewing leaderboards
ui_listboxIndex // Current position in a listbox. Used to position associated dr
op down menu.
ui_lobbyLeaderBoard // True when we open leaderboard through lobby leaderboard.
ui_lobbypopup
ui_lobby_desc "Play a custom game over the local network."
ui_mapCount // Number of maps the player has
ui_mapname "mp_nuked"
ui_map_killstreak
ui_menuLvlNotify // If set, send code notification to script; default off
ui_motd
ui_mousePitch "0"
ui_mpTheaterEnabled "1"
ui_mptype "1"
ui_mpWagerMatchEnabled "1"
ui_multiplayer // True if the game is multiplayer
ui_multi_dt "1000"
ui_multi_s "0"
ui_netSource // The network source where:
ui_numPersonalBests // Number of personal bests to display in the AAR
ui_onCloseArgs
ui_onlineClanCount // Number of clan members online.
ui_options_open "0"
ui_partyFull // True if the current party is full.
ui_party_download_bar_color // Color of the party download progress bar.
ui_party_download_bar_height // Height of each download progress bar.
ui_playercardOpen // True when in game gamercard is open.
ui_playerListOpen // True when viewing recent met player List.
ui_playerNemesisColor // Nemesis background colour in lobbies
ui_playerPartyColor // The local player's font color when shown in lobbies and p
arties
ui_playerSquadColor // Squad Member background colour in lobbies
ui_preview "mp_nuked"
ui_prevTextEntryBox // Index of the previous text entry box.
ui_primary_highlighted "0"
ui_radar_client // Whether the UI should show radar to this client
ui_readingSaveDevice // Whether or not the reading save device menu is open.
ui_recentPlayerCountNotZero // Whether the player has any recent players.

ui_recommendedCountNotZero // Whether the clan has any recommended players.


ui_right_ammo_width // Width of the ammo shown on the right.
ui_scorelimit "7500"
ui_score_bar "0"
ui_serverStatusTimeOut // Time in milliseconds before a server status request ti
mes out
ui_showList // Show onscreen list of currently visible menus
ui_showmap "1"
ui_showMenuOnly
ui_show_arrow "0"
ui_show_preview "0"
ui_signedInToProfile // Whether or not the profile has been read.
ui_slot_count "3"
ui_smallFont // Small font scale
ui_stat_rankxp "0"
ui_storeOfferCountNotZero // Whether the store has any offers.
ui_text_endreason "MP_SCORE_LIMIT_REACHED"
ui_timelimit "10"
ui_totalClanMemberCount // Total number of players who are part of the clan.
ui_useCustomClassInfo // set to 1 to divert ui class functions to use custmo cla
ss data
ui_version_show "0"
ui_xboxLiveCountNotZero // Whether there are any players in the xbox live party
ui_xboxLivePartyListOpen // Whether the xbox live party tab is open.
ui_xpText "1"
unbindall
unbindallaxis
updateInfoLastFetchTime // Time in milliseconds of the last update related to fr
iends,clan,recent met players being called.
updateRefreshInGameStoretLastFetchTime // Time in milliseconds of the last updat
e for in-game store
useMapPreloading // Whether to start loading the map before connecting to server
usePackFiles // Read midmip .tex files out of .pak files (for shipping and xfetc
h/disks/testing)
useSvMapPreloading // Whether to start loading the map before starting the serve
r
useWalkPathnodesMode // Special nodes walking all pathnodes in the map
vehanim_debug // Show debug information for vehicle anims
vehanim_enable // Enable player vehicle anims
vehControlMode // Changes the vehicle controls and camera mode
vehGunnerSplashDamage // Percentage of projectile and grenade splash damage that
vehicle gunners take.
vehHelicopterAlwaysFaceCamera // Setting this will have the helicopter always fa
ce the same direction as the camera.
vehHelicopterAlwaysFaceCameraRate // How quickly the helicopter catches up to th
e camera.
vehHelicopterboundMapHeight // Helicopter Bounding height.
vehHelicopterboundMapLowerRightX // Helicopter Bounding box.
vehHelicopterboundMapLowerRightY // Helicopter Bounding box.
vehHelicopterboundMapUpperLeftX // Helicopter Bounding box.
vehHelicopterboundMapUpperLeftY // Helicopter Bounding box.
vehHelicopterboundsOn // Heli bounds on/off.
vehHelicopterDecelerationFwd // Set the deceleration of the player helicopter (a
s a fraction of acceleration) in the direction the chopper is facing. So 1.0 mak
es it equal to the acceleration.
vehHelicopterDecelerationSide // Set the side-to-side deceleration of the player
helicopter (as a fraction of acceleration). So 1.0 makes it equal to the accele
ration.
vehHelicopterDefaultPitch // Set the default pitch of the helicopter.
vehHelicopterFreeLook // Allow free look with left trigger.

vehHelicopterHeadSwayDontSwayTheTurret // If set, the turret will not fire throu


gh the crosshairs, but straight ahead of the vehicle, when the player is not fre
elooking.
vehHelicopterHoverSpeedThreshold // The speed below which the player helicopter
begins to jitter the tilt, for hovering
vehHelicopterInvertUpDown // Invert the altitude control on the player helicopte
r.
vehHelicopterJitterJerkyness // Specifies how jerky the tilt jitter should be
vehHelicopterLookaheadTime // How far ahead (in seconds) the player helicopter l
ooks ahead, to avoid hard collisions. (Like driving down the highway, you should
keep 2 seconds distance between you and the vehicle in front of you)
vehHelicopterMaxAccelVertical // Maximum vertical acceleration of the player hel
icopter (in MPH per second)
vehHelicopterMaxSpeedVertical // Maximum vertical speed of the player helicopter
(in MPH)
vehHelicopterPathTransitionTime // How quickly the helicopter transitions from d
riving path to locked path.
vehHelicopterRightStickDeadzone // Dead-zone for the axes of the right thumbstic
k. This helps to better control the two axes separately.
vehHelicopterRotDecel // Set the rotational deceleration or dampening for the he
licopter.
vehHelicopterScaleMovement // Scales down the smaller of the left stick axes.
vehHelicopterSoftCollisions // Player helicopters have soft collisions (slow dow
n before they collide).
vehHelicopterStrafeDeadzone // Dead-zone so that you can fly straight forward ea
sily without accidentally strafing (and thus rolling).
vehHelicopterTiltFromControllerAxes // The amount of tilt caused by the desired
velocity (i.e., the amount of controller stick deflection)
vehHelicopterTiltFromFwdAndYaw // The amount of roll caused by yawing while movi
ng forward.
vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt // The forward speed (as a fraction
of top speed) at which the tilt due to yaw reaches is maximum value.
vehHelicopterTiltFromViewangles // The amount of tilt caused by the current velo
city
vehHelicopterTiltMomentum // The amount of rotational momentum the helicopter ha
s with regards to tilting.
vehHelicopterYawAltitudeControls // Determines how to control yaw and altitude
vehHelicopterYawOnLeftStick // The yaw speed created by the left stick when push
ing the stick diagonally (e.g., moving forward and strafing slightly).
vehicle_damage_bouncing_betty // Bouncing betty damage for vehicles.
vehicle_damage_bullet // Bullet damage for vehicles.
vehicle_damage_grenade // Grenade damage for vehicles.
vehicle_damage_max_shielding // Percent of core damage that armor can shield.
vehicle_damage_projectile // Projectile damage for vehicles.
vehicle_damage_satchel_charge // Satchel charge damage for vehicles.
vehicle_damage_sticky_grenade // Sticky grenade damage for vehicles.
vehicle_damage_zone_front // Front zone damage for vehicles.
vehicle_damage_zone_rear // Rear zone damage for vehicles.
vehicle_damage_zone_side // Side zone damage for vehicles.
vehicle_damage_zone_under // Bottom zone damage for vehicles.
vehicle_destructible_damage_bouncing_betty // Bouncing betty damage for destruct
ible armor on vehicles.
vehicle_destructible_damage_bouncing_betty_radius // Radius for bouncing betty d
amage for destructible armor on vehicles.
vehicle_destructible_damage_grenade // Grenade damage for destructible armor on
vehicles.
vehicle_destructible_damage_grenade_radius // Radius for grenade damage for dest
ructible armor on vehicles.
vehicle_destructible_damage_projectile_radius // Radius for projectile damage fo
r destructible armor on vehicles.

vehicle_destructible_damage_satchel_charge // Satchel charge damage for destruct


ible armor on vehicles.
vehicle_destructible_damage_satchel_charge_radius // Radius for satchel charge d
amage for destructible armor on vehicles.
vehicle_destructible_damage_sticky_grenade // Sticky grenade damage for destruct
ible armor on vehicles.
vehicle_destructible_damage_sticky_grenade_radius // Radius for sticky grenade d
amage for destructible armor on vehicles.
vehicle_perk_boost_duration_seconds // Vehicle perk boost duration in seconds.
vehicle_perk_leadfoot_speed_increase // Vehicle perk leadfoot speed increase per
centage.
vehicle_piece_damagesfx_threshold // Minimum amount of damage for which a destru
ctible piece damageSound SFX will be played.
vehicle_push_during_mantle // Enable player mantling
vehicle_riding // Turning this on enables players to walk around on top of vehic
les
vehicle_selfCollision // Enabled the vehicle to shoot itself with it's own turre
t.
vehicle_sounds_cutoff // Use to turn of the vehicle sounds if the distance betwe
en the camera and the vehicle is more than this value
vehicle_switch_seat_delay // Delay before player can switch seats again.
vehicle_useRadius // The radius within which a player can enter a vehicle
vehLocationalVehicleSeatEntry // Assigns the player seat based on the entry loca
tion, NOT first in first available position
vehLockTurretToPlayerView // Locks the turret angles to the player angles and se
ts the players rotation speed to the turrets rotRate
vehPlaneFakeLiftForce // Fake lift force on aircraft. Adds extra pitch when nonhorizontal.
vehPlaneGravityForce // Gravity force on aircraft.
vehPlaneLiftForce // Lift force on aircraft.
vehPlaneLowSpeed // Min speed.
vehPlanePitchAccel // Adjustable rotation scaler.
vehPlaneRollAccel // Adjustable rotation scaler.
vehPlaneRollDeadZone // Roll input dead zone. Percentage of stick movement to ig
nore for roll.
vehPlaneYawFromRollScale // Adjustable rotation scaler.
vehPlaneYawSpeed // Adjustable rotation scaler.
vehRecenterDelay // Specifies a delay in msec, before triggering the camera auto
-centering functionality in idle mode
version "Call of Duty Multiplayer - Ship COD_T5_S MP build 7.0.54 CL(760254) COD
LOCS-V64 Mon Sep 27 20:50:05 2010 xenon"
visionstore_glowTweakBloomCutoff "0.5"
visionstore_glowTweakBloomDesaturation "0"
visionstore_glowTweakBloomIntensity0 "1"
visionstore_glowTweakBloomIntensity1
visionstore_glowTweakEnable "0"
visionstore_glowTweakRadius0 "5"
visionstore_glowTweakRadius1
visionstore_glowTweakSkyBleedIntensity0
visionstore_glowTweakSkyBleedIntensity1
wagerCategory // The wager category number
wagerCategoryPlaylist // The wager playlist index in the category
waitForStreamer // 1) wait for initial lowmips, 2) wait for full initial texture
load.
waitOnStatsTimeout // Time in seconds to wait for stats to be fetched while dev
mapping.
waterbrush_entity // CM_GetWaterHeight function will test against this enitty. C
an be used on brushmodels to move the water level
waypointDebugDraw
waypointDistFade // Distance to start fading waypoints when the player is ADS

waypointDistScaleRangeMax // Distance from player that icon distance scaling end


s.
waypointDistScaleRangeMin // Distance from player that icon distance scaling sta
rts.
waypointDistScaleSmallest // Smallest scale that the distance effect uses.
waypointIconHeight // Height of the offscreen pointer.
waypointIconWidth // Width of the offscreen pointer.
waypointOffscreenCornerRadius // Size of the rounded corners.
waypointOffscreenDistanceThresholdAlpha // Distance from the threshold over whic
h offscreen objective icons lerp their alpha.
waypointOffscreenPadBottom // Offset from the edge.
waypointOffscreenPadLeft // Offset from the edge.
waypointOffscreenPadRight // Offset from the edge.
waypointOffscreenPadTop // Offset from the edge.
waypointOffscreenPointerDistance // Distance from the center of the offscreen ob
jective icon to the center its arrow.
waypointOffscreenPointerHeight // Height of the offscreen pointer.
waypointOffscreenPointerWidth // Width of the offscreen pointer.
waypointOffscreenRoundedCorners // Off-screen icons take rounded corners when tr
ue. 90-degree corners when false.
waypointOffscreenScaleLength // How far the offscreen icon scale travels from fu
ll to smallest scale.
waypointOffscreenScaleSmallest // Smallest scale that the offscreen effect uses.
waypointPlayerOffsetCrouch // For waypoints pointing to players, how high to off
set off of their origin when they are crouching.
waypointPlayerOffsetProne // For waypoints pointing to players, how high to offs
et off of their origin when they are prone.
waypointPlayerOffsetRevive // For waypoints pointing to players, how high to off
set off of their origin when they are in last stand.
waypointPlayerOffsetStand // For waypoints pointing to players, how high to offs
et off of their origin when they are standing.
waypointSplitscreenScale // Scale applied to waypoint icons in splitscreen views
.
waypointTimeFade // Time in ms to fade waypoints the player is ADS
waypointTweakY
weaponCamoLodDist // Distance to stop drawing the weapon camo.
weaponClanTagLodDist // Distance to stop drawing the weapon clan tag.
weaponEmblemLodDist // Distance to stop drawing the weapon emblem.
welcome_shown "0"
wideScreen // True if the game video is running in 16x9 aspect, false if 4x3.
wind_debug_display // shows wind debug display
wind_global_hi_altitude // altitude of global hi-level wind
wind_global_low_altitude // altitude of global low-level wind
wind_global_low_strength_percent // strength of global low-level wind, expressed
as a percentage of wind_global_vector
wind_global_vector // global wind force in units/sec. This is also the hi-level
wind
wind_grass_gustinterval // global wind force gust interval
wind_grass_gust_distance // max distance at which to place gusts
wind_grass_gust_radius // size of global wind gust effector
wind_grass_gust_speed // speed multiplier for gusts
wind_grass_gust_strength // percentage to bump the wind in a gust
wind_grass_scale // global wind force scaler
wind_grass_tension // global wind grass tension (stiffness)
wind_leaf_scale // global wind grass tension (stiffness)
wind_local_amplitude // localized wind amplitude
wind_local_frequency // frequency of tree bend oscillation
wind_local_gust_radius // size of local wind gust effector
wind_local_gust_strength // percentage to bump the wind in a local gust
wind_local_vector // localized wind force in units/sec

xblive_allmappacks // Set to true if the player has all the content packs availa
ble
xblive_anymappacks // Set to true if the player has any content packs
xblive_basictraining // Current game is basic training
xblive_basictraining_popup // The user has seen the basic training popup descrip
tion
xblive_clanListChanged // Clan list gets updated
xblive_clanmatch // Current game is a clan match
xblive_contentpath "D:"
xblive_enablePadsForMarketplace // Allow the blade to work for controllers 2 - 4
xblive_friendsPresenceChanged // Friend presence info needs to be updated
xblive_hostingprivateparty // true only if we're hosting a party
xblive_livePresenceChanged // Clan and recent met player list presence info need
s to be updated
xblive_loggedin // User is logged into xbox live
xblive_mappacks // 0 = original maps only, 1 = new maps only, 2 = both original
and new
xblive_matchEndingSoon // True if the match is ending soon
xblive_privatematch // Current game is a private match
xblive_privatepartyclient // true only if we're in a party and not the host
xblive_rankedmatch // Current game is a ranked match
xblive_showmarketplace // true if the player doesn't have all the map packs
xblive_theater // Current game is a theater mode
xblive_wagermatch // Current game is a wager match
xenonGame "true"
xenon_getTitleXnAddrTimeSecs // Amount of time it tries (seconds) to retrieve th
e title's Xbox 360 network address before giving up. -1 means it will try till i
t fails or succeeds
xenon_maxVoicePacketsPerSec // Max voice packets per second a client will send
xenon_maxVoicePacketsPerSecForServer // Max voice packets per second the server
will send
xenon_sysUIActive // Gets set when we open the Xbox System UI
xenon_voiceDebug // Debug voice communication
xenon_voiceDegrade // Degrade voice quality
xfriendsListFilter // Used for displaying appropriate list of friends
zombiefive_discovered // Zombie Five map discovered
zombiefive_norandomchar // Forces no random character when following the end gam
e credits
zombiemode // Current game is an zombie game
zombieStopSplitScreen // Force Split Screen to Fullscreen (for HUD)
zombietron // Current game is an zombietron top down game
zombietron_discovered // Zombietron mode discovered