Half-Life 2 / Counter-Strike Source Cvar List

Cvar / Command Default Type Descriptsion
addip cmd  Add an IP address to the ban list. 
adsp_alley_min 122   
adsp_courtyard_min 126   
adsp_debug  
adsp_door_height 112   
adsp_duct_min 106   
adsp_hal_min 110   
adsp_low_ceiling 108   
adsp_opencourtyard_min 126   
adsp_openspace_min 130   
adsp_openstreet_min 118   
adsp_openwall_min 130   
adsp_room_min 102   
adp_street_min 118   
adsp_tunnel_min 114   
adsp_wall_height 128   
ai_auto_contact_solver sv  
ai_clear_bad_links cmd  Clears bits set on nav links indicating link is unusable 
ai_debug_assault sv  
ai_debug_diretnavprobe sv  
ai_debug_doors sv  
ai_debug_efficiency sv  
ai_debug_enemies sv  
ai_debug_expressions sv Show random expression decisions for NPCs. 
ai_debug_follow sv  
ai_debug_loners sv  
ai_debug_looktargets sv  
ai_debug_los sv, cheat NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l 
ai_debug_nav sv  
ai_debug_node_connect cmd  Debug the attempted connection between two nodes 
ai_debg_ragdoll_magnets sv  
ai_debug_shoot_positions sv, cheat, rep  
ai_debug_speech sv  
ai_debug_squads sv  
ai_debug_think_ticks sv  
ai_debugscriptconditions sv  
ai_disable cmd  Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t 
ai_drawbattlelines sv, cheat  
ai_dump_hints cmd   
ai_efficiency_override sv  
ai_follow_use_points sv  
ai_follow_use_points_when_moving sv  
ai_lead_tme sv  
ai_LOS_mode sv, rep  
ai_moveprobe_debug sv  
ai_moveprobe_jump_debug sv  
ai_moveprobe_usetracelist sv  
ai_next_hull cmd  Cycles through the various hull sizes. Currently selected hull size is writte to the screen. Controls which connections are 
ai_no_local_paths sv  
ai_no_node_cache sv  
ai_no_select_box sv  
ai_no_steer sv  
ai_no_talk_delay sv  
ai_nodes cmd  Toggles node displa. First call displays the nodes for the given network as green objects. Second call displays the nodes a 
ai_norebuildgraph sv  
ai_path_adjust_speed_on_immediate_turns sv  
ai_path_insert_pause_at_est_end sv  
ai_path_insert_pause_at_obstruction sv  
ai_reaction_delay_alert sv  
ai_reaction_delay_idle sv  
ai_rebalance_thinks sv  
ai_reloadresponsesystems cmd  Reload all response system scripts. 
ai_report_task_timings_on_limit a, sv  
ai_resume cmd  If NPC is stepping through tasks (see ai_step ) will resume normal processing. 
ai_sequence_debug sv  
ai_set_move_height_epsilon cmd  Set how high AI bumps up ground walkers when checking steps 
ai_shot_bias sv  
ai_shot_bias_max sv, rep  
ai_shot_bias_min -1 sv, rep  
ai_shot_stats sv  
ai_shot_stats_term 1000 sv  
ai_show_connect cmd  Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows Gre 
ai_show_connect_fly cmd  Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows Gre 
ai_show_connect_jump cmd  Displays the allowed connections btween each node for the currently selected hull type. Hulls are color code as follows Gre 
ai_show_graph_connect cmd  Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by 
ai_show_grid cmd  Draw a grid on the floor where looking. 
ai_show_hints cmd  Displays all hints as small boxs Blue - hint is available for use Red - hint is currently being used by an NPC Orange - 
ai_show_hull cmd  Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows Green - 
ai_show_hull_attacks sv  
ai_show_node cmd  Highlight the specified node 
ai_show_think_tolerance sv  
ai_show_visibility cmd  Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d 
ai_simulate_task_overtime sv  
ai_spread_cone_focus_time sv  
ai_spread_defocused_cone_multiplier sv  
ai_spread_pattern_focus_time sv  
ai_step cmd  NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no 
ai_think_limit_label a, sv  
ai_use_clipped_paths sv  
ai_use_efficiency sv  
ai_use_frame_think_limits sv  
ai_use_think_optimizations sv  
ainet_generate_report cmd  Generate a report to the console. 
ainet_generate_report_only cmd  Generate a report to the console. 
air_density cmd  Changes the density of air for drag computations. 
alias cmd  Alias a command. 
ammo_38mag_max 30 sv, rep  
ammo_357sig_max 52 sv, rep  
ammo_45acp_max 100 sv, rep  
ammo_50AE_max 35 sv, rep  
ammo_556mm_box_max 200 sv, rep  
ammo_556mm_max 90 sv, rep  
ammo_57mm_max 100 sv, rep  
ammo_762mm_max 90 sv, rep  
ammo_9mm_max 120 sv, rep  
ammo_buckshot_max 32 sv, rep  
ammo_flashbang_max sv, rep  
ammo_hegrenade_max sv, rep  
ammo_smokegrenade_max sv, rep  
async_mode  Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous 
async_simulate_delay  Simulate a delay of up to a set msec per file operation 
async_simulate_mixed_mode  Simulate a mix of async load styles 
autobuy cmd  Attempt to purchase items with the order listed in cl_autobuy 
autosave cmd   
banid cmd  Add a user ID to the ban list. 
banip cmd  Add an IP address to the ban list. 
bench_end cmd  Ends gathering of info. 
bench_showstatsdialog cmd  Shows a dialog displaying the most recent benchmark results. 
bench_start cmd  Starts gathering of info. Arguments filename to write results into 
bench_upload cmd  Uploads most recent benchmark stats to the Valve servers. 
benchframe cmd  Takes a snapshot of a particular frame in a time demo. 
bgmvolume CD sound playback volume. 
bind cmd  Bind a key. 
BindToggle cmd   
blink_duration cl How many seconds an eye blink will last. 
bloodspray cmd  blood 
bot_add cmd  bot_add [t|ct|profileName] or [t|ct rofileName] {-frozen} - Adds a bot to the specified team, or whichever team has fewer play 
bot_add_ct cmd  Adds a Counter-Terrorist bot 
bot_add_t cmd  Adds a Terrorist bot 
bot_all_weapons cmd  Allows the bots to use all weapons 
bot_allow_grenades sv, rep If nonzero, bots may use grenades. 
bot_allo_machine_guns sv, rep If nonzero, bots may use the machine gun. 
bot_allow_pistols sv, rep If nonzero, bots may use pistols. 
bot_allow_rifles sv, rep If nonzero, bots may use rifles. 
bot_allow_rogues sv, rep If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals. 
bot_allw_shotguns sv, rep If nonzero, bots may use shotguns. 
bot_allow_snipers sv, rep If nonzero, bots may use sniper rifles. 
bot_allow_sub_machine_guns sv, rep If nonzero, bots may use sub-machine guns. 
bot_auto_follow sv, rep If nonzero, bots with high co-op may automatically follow a nearby human player. 
bot_auto_vacate sv, rep If nonzero, bots will automatically leave to make room for human players. 
bot_chatter sv, rep Control how bots talk. Allowed values 'off', 'radio', 'minimal', or 'normal'. 
bot_crouch sv, cheat  
bot_debug sv, cheat, rep For internal testing purposes. 
bot_debug_target v, cheat, rep For internal testing purposes. 
bot_defer_to_human sv, rep If nonzero and there is a human on the team, the bots will not do the scenario tasks. 
bot_difficulty sv, rep Defines the skill of bots joining the game. Values are 0=easy, 1=normal, 2=hard, 3=expert. 
bot_dont_shoot sv, cheat, rep If nonzero, bots will not fire weapons (for debugging).bot_eco_limit 2000 , "sv", "rep" If nonzero, bots will not buy if their money falls below this amount. 
bot_freeze sv, cheat  
bot_goto_mark cmd  Sends a bot to the selected nav area (useful for testing navigation meshes) 
bot_join_after_player sv, rep If nonzero, bots wait until a player joins before entering the game. 
botjoin_team sv, rep Determines the team bots will join into. Allowed values 'any', 'T', or 'CT'. 
bot_kick cmd  bot_kick [botName|t|ct|all] or bot_kick all [t|ct] - Kicks a specific bot, bot(s) from a team, or all bots. 
bot_kill cmd  bot_kill [botName|t|ct|all] or bot_kill all [t|ct] - Kills a specific bot, bot(s) from a team, or all bots. 
bo_knives_only cmd  Restricts the bots to only using knives 
bot_loadout sv, cheat bots are given these items at round start 
bot_mimic sv, cheat  
bot_mimic_yaw_offset 180 sv, cheat  
bot_pistols_only cmd  Restricts the bots to only using pistols 
bot_prefix sv, rep This string is prefixed to the name of all bots that join the game. 
bot_profile_db sv, rep The filename from which bot profiles will be read. 
bot_quota sv, rep Determines the total number of bots in the game. 
bot_quota_mode sv, rep Determines the type of quota. Allowed values 'normal', 'fill', and 'match'.If 'fill', the server will adjust bots to keep N p 
bot_show_battlefront sv, cheat Show areas where rushing players will initially meet. 
bot_show_nav sv, cheat, rep For internal testing purposes. 
bot_show_occupy_time sv, cheat Show when each nav area can first be reached by each team. 
bot_snipers_only cmd  Restricts the botsto only using sniper rifles 
bot_stop sv, cheat, rep If nonzero, immediately stops all bot processing. 
bot_traceview sv, cheat, rep For internal testing purposes. 
bot_walk sv, rep If nonzero, bots can only walk, not run. 
bot_zombie sv, cheat, rep If nonzero, bots will stay in idle mode and not attck. 
box cmd  Draw a debug box. 
breakable_disable_gib_limit sv  
breakable_multiplayer sv  
buddha cmd  Toggle. Player takes damage but won't die. (Shows red cross when health is zero) 
budget_averages_window 30 number of frames to look at when figurin out average frametimes 
budget_background_alpha 128 how translucent the budget panel is 
budget_bargraph_background_alpha 128 how translucent the budget panel is 
budget_bargraph_range_ms 16 budget bargraph range in milliseconds 
budget_history_numsamplesvisible 100 number of samples to draw in the budget history window. The lower the better as far s rendering overhead of the budget panel 
budget_history_range_ms 66 budget history range in milliseconds 
budget_panel_bottom_of_history_fraction number between 0 and 1 
budget_panel_height 384 height in pixels of the budget panel 
budget_panel_width 512 width in pixels of the budget panel 
budget_panel_x number of pixels from the left side of the game screen to draw the budget panel 
budget_panel_y 50 number of pixels from the top side of the game screen to draw the budget panel 
budget_peaks_window 30 number of frames to look at when figuring out peak frametimes 
budget_show_averages enable/disable averages in the budget panel 
udget_show_history turn history graph off and on. . good to turn off on low end 
budget_show_peaks enable/disable peaks in the budget panel 
bug cmd  Show/hide the bug reporting UI. 
bug_swap cmd  Automatically swaps the current weapon for the bug bait and back again. 
bugreporter_inludebsp  Include .bsp for internal bug submissions. 
buildcubemaps cmd  Rebuild cubemaps. 
building_cubemaps   
buyequip cmd  Show equipment buy menu 
buymenu cmd  Show main buy menu 
c_maxdistance 200 a, cl  
c_maxpitch 90 a, cl  
c_maxyaw 135 a, cl  
c_mindistance 30 a, cl  
c_minpitch a, cl  
c_minyaw -135 a, cl  
c_orthoheight 100 a, cl  
c_orthowidth 100 a, cl  
cache_print cmd  Print out contents of cache memory. Optionally use cache_set_print_section 
cache_print_lru cmd  Print out contents of cache memory. Optionally use cache_set_print_section 
cache_print_summary cmd  Print out a sumary contents of cache memory. 
cache_set_print_section   
cam_command a, cheat, cl  
cam_idealdist 64 a, cl  
cam_idealpitch a, cl  
cam_idealyaw 90 a, cl  
cam_snapto a, cl  
camortho cmd  Switch to orthographic camera. 
cancelselect cmd   
cast_hull cmd  Tests hull collision detection 
cast_ray cmd  Tests collision detection 
cc_captiontrace cl Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) 
cc_emit cmd  Emits a closed caption 
cc_lang a, cl Current close caption language (emtpy = use game UI language) 
cc_linger_time a, cl Close caption linger time. 
cc_lookup_crc cmd  For tracking down missing CC token strings 
cc_predisplay_time a, cl Close captio delay before showing caption. 
cc_sentencecaptionnorepeat cl How often a sentence can repeat. 
cc_subtitles a, cl If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). 
cd cmd  Play or stop a cd track. 
centerview cmd   
ch_createairboat cmd  Spawn airboat in front of the player. 
ch_createjeep cmd  Spawn jeep in front of the player. 
changelevel cmd  Change server to the specified map 
changelevel2 cmd  Transition to the specified map in single player 
chooseteam cmd  Choose a new tem 
cl_allowdownload Client downloads customization files 
cl_allowupload Client uploads customization files 
cl_anglespeedkey cl  
cl_animationinfo cmd  Hud element to examine. 
cl_autobuy user, cl The order in which autobuy will attempt to purcase items 
cl_autohelp a, user, cl Auto-help 
cl_autowepswitch a, user, cl Automatically switch to picked up weapons (if more powerful) 
cl_backspeed 400 a, cl  
cl_bob cheat, cl  
cl_bobcycle cheat, cl  
cl_bobup cheat, cl  
cl_buy_favorite cmd  Purchase a favorite weapon/equipment loadout 
cl_buy_favorite_nowarn a, cl Skips the error prompt when saving an invalid buy favorite 
cl_buy_favorite_quiet a, cl Skips the prompt when saving a buy favorite in the buy menu 
cl_buy_favorite_reset cmd  Reset favorite loadouts to the defaultcl_buy_favorite_set cmd Saves the current loadout as a favorite 
cl_c4dynamiclight cl Draw dynamic light when planted c4 flashes 
cl_c4progressbar cl Draw progress bar when defusing the C4 
cl_class a, user, cl Default class when joining a game 
cl_clock_correction cheat Enable/disable clock correction on the client. 
cl_clock_correction_adjustment_max_amount 200 cheat Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount 
cl_clock_correction_adjustment_max_offset 90 cheat As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply 
cl_clock_correction_adjustment_min_offset 10 cheat If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. 
cl_clock_correction_force_server_tick 999 cheat Force clock correction to match the server tick + this offset (-999 disables it). 
cl_clock_showdebuginfo cheat Show debugging info about the clock drift. 
cl_clockdrift_max_ms 150 cheat Maximum number of milliseconds the clockis allowed to drift before the client snaps its clock to the server's. 
cl_cmdbackup For each command packet, how many additional history commands are sent ( helps in case of packet loss ) 
cl_cmdrate 100 a, user Max number of command packets sent to server per second 
cl_crosshairalpha 200 a, cl  
cl_crosshaircolor a,cl  
cl_crosshairscale 768 a, cl  
cl_crosshairusealpha a, cl  
cl_customsounds cl Enable customized player sound playback 
cl_demoviewoverride cl Override view during demo playback 
cl_detaildist 1200 matsys  
cl_detailfade 400 matsys  
cl_downloadfilter Determines which files can be downloaded from the server (all, none, nosounds) 
cl_drawhud cheat, cl Enable the rendering of the hud 
cl_drawleaf -1 cheat, cl  
cl_drawmaterial cheat, cl Draw a particular material over the frame 
cl_drawmonitors cl  
cl_drawshadowtexture cheat, cl  
cl_dynamiccrosshair a, cl  
cl_ejectbrass matsys  
cl_ent_absbox cmd  Displays the client's absbox for the entity under the crosshair. 
cl_ent_bbox cmd  Displays the client's bounding box for the entity uner the crosshair. 
cl_ent_rbox cmd  Displays the client's render box for the entity under the crosshair. 
cl_entityreport cheat For debugging, draw entity states to console 
cl_extrapolate cheat, cl Enable/disable extrapolation if interpolation history runs out. 
cl_extrapolate_amount cheat, cl Set how many seconds th client will extrapolate entities for. 
cl_flushentitypacket cheat For debugging. Force the engine to flush an entity packet. 
cl_forcehighendmonitors cl  
cl_forcepreload Whether we should force preloading. 
cl_forwardspeed 400 a, cl  
cl_fullupdate cmd  Forces theserver to send a full update packet 
cl_idealpitchscale a, cl  
cl_ignorepackets cheat Force client to ignore packets (for debugging). 
cl_interp user, demo, cl Interpolate object positions starting this many seconds in past 
cl_interp_npcs user, cl Interpolate NPC positions starting this many seconds in past (orcl_interp, if greater) 
cl_interpolate user, cl Interpolate entities on the client. 
cl_lagcomp_errorcheck cl Player index of other player to check for position errors. 
cl_lagcompensation user, cl Perform server side lag compensation of weapon firing events. 
cl_left_hand_ik cl Attach player's left hand to rifle withIK. 
cl_leveloverview cheat, cl  
cl_leveloverviewmarker cheat, cl  
cl_localnetworkbackdoor  Enable network optimizations for single player games. 
cl_locationalpha 150 a, cl  
cl_logofile Spraypoint logo decal. 
cl_maxrenderable_dist 3000 cheat, cl Max distance from the camera at which things will be rendered 
cl_mouseenable cl  
cl_mouselook a, cl Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server. 
cl_observercrosshair a, cl  
cl_overdraw_test cheat, numeric, cl  
cl_panelanimation cmd  Shows panel animation variables
cl_particleeffect_aabb_buffer cheat, cl Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft 
cl_pclass cheat, cl Dump entity by prediction classname. 
cl_pdump -1 cheat, cl Dump info about this enity to screen. 
cl_phys_props_enable cl Disable clientside physics props (must be set before loading a level). 
cl_phys_props_max 300 cl Maximum clientside physic props 
cl_phys_timescale cheat, cl Sets the scale of time for client-side physics (ragdolls) 
cl_pitchdown 89 cheat, cl  
cl_pitchspeed 225 cl  
cl_pitchup 89 cheat, cl  
cl_precacheinfo cmd  Show precache info (client). 
cl_pred_optimize cl Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) 
cl_predict user, cl Perform client side prediction 
cl_predictionlist cheat, cl Show which entities are predicting 
cl_predictweapons user, cl Perform client side prediction of weapon effects. 
cl_radaralpha 200 a, cl  
cl_radartype a, cl  
cl_ragdoll_collide cl  
cl_ragdoll_physics_enable cl Enable/disable ragdoll physics. 
cl_rebuy user, cl The order in which rebuy will attempt to repurchase items 
cl_removedecals cmd  Remove the decals from the entity under the crosshair. 
cl_resend  Delay in seconds before the client will resend the 'connect' attempt 
cl_righthand a, l Use right-handed view models. 
cl_scalecrosshair a, cl  
cl_SetupAllBones cl  
cl_show_splashes cl  
cl_showanimstate -1 cheat, cl Show the (client) animation state for the specified entity (-1 for none). 
cl_showanimstate_log cheat, cl 1 to output cl_showanimstate o Msg(). 2 to store in AnimState.log. 3 for both. 
cl_showents cmd  Dump entity list to console. 
cl_showerror cheat, cl Show prediction errors, 2 for above plus detailed field deltas. 
cl_showevents cheat Print event firing info in the console 
cl_showfps cl Draw fps meter at top of screen (1 = ps, 2 = smooth fps) 
cl_showpluginmessages Allow plugins to display messages to you 
cl_showpos cl Draw current position at top of screen 
cl_ShowSunVectors cl  
cl_showtextmsg cl Enable/disable text messages printing on the screen. 
cl_sidespeed 400 cl  
cl_slist 10  Number of seconds to wait for server ping responses when checking for server on your lan 
cl_smooth cl Smooth view/eye origin after prediction errors 
cl_smoothtime cl Smooth client's view after prediction error over this many seconds 
cl_soundemitter_flush cmd  Flushes he sounds.txt system (client only) 
cl_soundfile Jingle sound file. 
cl_soundscape_flush cmd  Flushes the client side soundscapes 
cl_soundscape_printdebuginfo cmd  print soundscapes 
cl_spec_mode a, user, cl spectator mode 
cl_sun_decay_rate cheat, cl  
cl_team a, user, cl Default team when joining a game 
cl_timeout 30 After this many seconds without receiving a packet from the server, the client will disconnect itself 
cl_updaterate 100 a, user Number of packets per second of updates you are requesting from the server 
cl_upspeed 320 a, cl  
cl_view cmd  Set the view entity index. 
cl_winddir cl Weather effects wind direction angle 
cl_windspeed cl Weather effects wind speed scalar 
cl_wpn_sway_interp cl  
cl_wpn_sway_scale cl  
cl_yawspeed 210 cl  
clear cmd  Clear all console output. 
clear_debug_overlays cmd  clears debug overlays 
clientport 27005  Host game client port 
closecaption a, user, cl Enable close captioning. 
cmd cmd  Forward command to server. 
collision_shake_amp sv  
collision_shake_freq sv  
collision_shake_time sv  
colorcorrectionui cmd  Show/hide the color correction tools UI. 
commentary_firstrun a, cl  
commentary_testfirstrun cmd   
con_drawnotify  Disables drawing of notification area (for taking screenshots). 
con_enable Allows the console to be activated. 
con_notifytime  How long to display recent console text to the upper part of the game window 
con_nprint_bgalpha 50  Con_NPrint background alpha. 
con_nprint_bgborder  Con_NPrint border size. 
con_trace  Print console text to low level printout. 
condump cmd  dump the text currently in the console to condumpXX.log 
connect cmd  Connect to specified server. 
contimes  Number of console lines to overlay for debugging. 
coop nf Cooperative play. 
CreateHairball cmd   
CreatePredictionError cmd  Create a prediction error 
creditsdone cmd   
crosshair a, cl  
cs_disko cl  
cs_ShowStateTransitions -2 sv, cheat cs_ShowStateTransitions . Show player state transitions. 
cs_stacking_num_levels sv, rep How many players can stack on top of another player. 
cvarlist cmd  Show the list of convars/concommands. 
deathmatch nf Running a deathmatch server. 
debug_physimpact sv  
decalfrequency 10 sv, nf  
default_fov 90 cheat, cl  
demo_debug  Demo debug info. 
demo_fastforwardfinalspeed 20  Go this fast when starting to hold FF button. 
demo_fastforwardramptime  How many seconds it takes to get to full FF speed. 
demo_fastforwardstartspeed  Go this fast when starting to hold FF button. 
demo_gototick cmd  Skips to a tick in demo. 
demo_interpolateview  Do view interpolation during dem playback. 
demo_pause cmd  Pauses dem playback. 
demo_pauseatservertick  Pauses demo playback at server tick 
demo_quitafterplayback  Quits game after demo playback. 
demo_recordcommands  Record commands typed at console into .dem files. 
demo_resume cmd  Resumes demo playback. 
demo_timescale cmd  Sets demo replay speed. 
demo_togglepause cmd  Toggles demo playback. 
demolist cmd  Print demo sequence list. 
demos cmd  Demo demo file sequence. 
demoui cmd  Show/hide the demo player UI. 
developer  Show develope messages. 
devshots_nextmap cmd  Used by the devshots system to go to the next map in the devshots maplist. 
devshots_screenshot cmd  Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead. 
differences cmd  Show all convars which are not at their default values. 
disconnect cmd  Disconnect game from server. 
disp_dynamic   
disp_modlimit 80   
disp_modlimit_down 20   
disp_modlimit_up 80   
disp_numiterations cheat  
dispcoll_drawplane sv  
displaysoundlist sv  
drawcross cmd  Draws a cross at the given location Arguments x y z 
drawline cmd  Draws line between two 3D Points. Green if no collision Red is collides with something Arguments x1 y1 z1 x2 y2 z2 
drawradar cmd  Draws HUD radar 
dsp_automatic demo  
dsp_db_min 80 demo  
dsp_db_mixdrop demo  
dsp_dist_max 1440 a, demo  
dsp_dist_min a, demo  
dsp_enhance_stereo  
dsp_facingaway demo  
dsp_mix_max demo  
dsp_mix_min demo  
dsp_off cheat  
dsp_player demo  
dsp_reload cmd   
dsp_room demo  
dsp_slow_cpu a, demo  
dsp_spatal 40 demo  
dsp_speaker 50 demo  
dsp_vol_2ch demo  
dsp_vol_4ch demo  
dsp_vol_5ch demo  
dsp_volume a, demo  
dsp_water 14 demo  
dt_flush cmd  Write out the datatable instrumentation files (you must run with -dti for this to work). 
dtwarning  Print data table warnings? 
dtwatchent -1  Watch this entities data table encoding. 
dtwatchvar  Watch the named variable. 
dump_globals cmd  Dump all global entities/states 
dump_panels cmd  Dump Panel Tree 
dumpstringtables cmd  Print string tables to console. 
echo cmd  Echo text to console. 
editdemo cmd dit a recorded demo file (.dem ).  
editor_toggle cmd  Disables the simulation and returns focus to the editor 
endmovie cmd  Stop recording movie frames. 
endround cmd  End the current round. 
english user, cl If set to 1, running the english language set of assets.ent_absbox cmd Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar 
ent_bbox cmd  Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay 
ent_debugkeys sv  
ent_dump cmd  Usage ent_dump  
ent_fire cmd  Usage ent_fire [action] [value] [delay] 
ent_info cmd  Usage ent_info  
ent_messages cmd  Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes 
ent_mesages_draw sv, cheat Visualizes all entity input/output activity. 
ent_name cmd   
ent_pause cmd  Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess 
ent_pivot cmd  Displays the pivot for the given entity(ies). (y=upgreen, z=forward=blue, x=left=red). Arguments {entity_name} / {class 
ent_rbox cmd  Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar 
ent_remove cmd  Removes the given entity(s) Arguments {entity_name} / {class_name} / no argument picks what player is looking at 
ent_remove_all md  Removes all entities of the specified type Arguments {entity_name} / {class_name} 
ent_setname cmd  Sets the targetname of the given entity(s) Arguments {new entity name} {entity_name} / {class_name} / no argument picks wh 
ent_show_response_criteria cmd  Print, to the console, an entity's current criteria set used to select responses. Arguments {entity_name} / {class_ame} / 
ent_step cmd  When 'ent_pause' is set this will step through one waiting input / output message at a time. 
ent_text cmd  Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments {entity_ 
envmap cmd   
escape cmd  Escape key pressed. 
exec cmd  Execute script file. 
exit cmd  Exit the engine. 
fadein cmd  fadein {time r g b} Fades the screen in from black or from the specified color over the given number of seconds. 
fadeou cmd  fadeout {time r g b} Fades the screen to black or to the specified color over the given number of seconds. 
filesystem_buffer_size  Size of per file buffers. 0 for none 
find cmd  Find concommands with the specified string in their name/help text. 
fire_absorbrate sv  
fire_dmgbase sv  
fire_dmginterval sv  
fire_dmgscale sv  
fire_extabsorb sv  
fire_extscale 12 sv  
fire_growthrate sv  
fire_heatscale sv  
fire_icomingheatscale sv  
fire_maxabsorb 50 sv  
firetarget cmd   
firstperson cmd  Switch to firstperson camera. 
fish_debug cheat, cl Show debug info for fish 
fish_dormant sv, cheat, rep Turns off interative fish behavior. Fish become immobile and unresponsive. 
flex_expression sv  
flex_looktime sv  
flex_maxawaytime sv  
flex_maxplayertime sv  
flex_minawaytime sv  
flex_minplayertime sv  
flex_ruls cl Allow flex animation rules to run. 
flex_smooth cl Applies smoothing/decay curve to flex animation controller changes. 
flex_talk sv  
flush cmd  Flush cache memory. 
flush_unlocked cmd  Flush unlocked cache memory. 
fo_color -1 cl  
fog_colorskybox -1 cl  
fog_enable cl  
fog_enable_water_fog   
fog_enableskybox cl  
fog_end -1 cl  
fog_endskybox -1 cl  
fog_override cheat, cl  
fog_start -1 cl  
fog_startskybox -1 cl  
force_centerview cmd   
fov cmd  Change players FOV 
fps_max 300  Frame rate limiter 
free_pass_peek_debug sv  
fs_printopenfiles cmd  Show all files currently opened by the engine. 
fs_warning_level cmd  Set the filesystem warning level. 
func_break_max_pieces 15 a, sv, rep  
func_breakdmg_bullet sv  
func_breakdmg_club sv  
func_breakdmg_eplosive sv  
g_debug_doors sv  
g_debug_ragdoll_removal sv, cheat, rep  
g_debug_ragdoll_visualize cheat, cl  
g_debug_trackpather sv, cheat  
g_debug_transitions sv Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities 
g_debug_vehiclebase sv, cheat  
g_debug_vehicledriver sv, cheat  
g_debug_vehicleexit sv, cheat  
g_debug_vehiclesound sv, cheat  
g_jeepexitspeed 100 sv,cheat  
g_Language sv, rep  
g_ragdoll_fadespeed 600 cl  
g_ragdoll_lvfadespeed 100 cl  
g_ragdoll_maxcount sv, rep  
gameui_activate cmd   
gameui_allowescape cmd   
gameui_hide cmd   
gameui_preventescape cmd   
getpos cmd  dump position and angles to the console 
give cmd  Give item to player. Arguments  
gl_clear cl  
god cmd  Toggle. Player becomes invulnerable. 
groudlist cmd  Display ground entity list  
heartbeat cmd   
help cmd  Find help about a convar/concommand. 
hideconsole cmd  Hide the console. 
hidehud cheat, cl  
hidepanel cmd  Hides a viewport panel  
hideradar cmd  Hides HUD radar 
host_framerate  Set to lock per-frame time elapse. 
host_limitlocal  Apply cl_cmdrate and cl_updaterate to loopback connection 
host_map  Current map name. 
host_profile   
host_runofftime cmd  Run off some time without rendering/updating sounds 
host_showcachemiss  Print a debug message when the client or server cache is missed. 
host_sleep cheat Force the host to sleep a certain number of mlliseconds each frame. 
host_speeds  Show general system running times. 
host_timescale rep Prescale the clock by this amount. 
host_writeconfig cmd  Store current settings to config.cfg (or specified .cfg file). 
hostage_debug sv, cheat Show hostage AI debug information 
hostname  Hostname for server. 
hostport 27015  Host game server port 
hud_autoreloadscript cl Automatically reloads the animation script each time one is ran 
hud_centerid cl  
hud_deathnotice_time cl  
hud_drawhistory_time cl  
hud_fastswitch a, cl  
hud_jeephint_numentries 10 sv  
hud_reloadscheme cmd  Reloads hud layout and animation scripts. 
hud_saytext_time 12 cl  
hud_showtargetid cl  
hurtme cmd  Hurts the player. Aruments  
impulse cmd   
incrementvar cmd  Increment specified convar value. 
invnext cmd   
invprev cmd   
ip verrides IP for multihomed hosts  
joy_advanced cl  
joy_advaxisr cl  
joy_advaxisu cl  
joy_advaxisv cl  
joy_advaxisx cl  
joy_advaxisy cl  
joy_advaxisz cl  
joy_diagonalpov a, cl POV manipulator operates on diagonal axes, too. 
joy_forwardsensitivity -1 a, cl  
joy_forwardthreshold a, cl  
joy_name a, cl  
joypitchsensitivity a, cl  
joy_pitchthreshold a, cl  
joy_sidesensitivity -1 a, cl  
joy_sidethreshold a, cl  
joy_wingmanwarrier_centerhack a, cl Wingman warrior centering hack. 
joy_wingmanwarrier_turnhack a, cl Wingman warrior hack related to turn axes 
joy_yawsensitivity -1 a, cl  
joy_yawthreshold a, cl  
joyadvancedupdate cmd   
joystick a, cl  
jpeg cmd  Take a jpeg screenshot jpeg
jpeg_quality 90  jpeg screeshot quality. 
kdtree_test cmd  Tests spatial partition for entities queries. 
key_findbinding cmd  Find key bound to specified command string. 
key_listboundkeys cmd  List bound keys with bindings. 
key_updatelayout cmd pdates game keyboard layout to current windows keyboard setting.  
kick cmd  Kick a player by name. 
kickid cmd  Kick a player by userid or uniqueid, with a message. 
kill cmd  kills the player 
killserver cmd  Shutdown the server. 
lastinv cmd   
light_crosshair cmd  Show texture color at crosshair 
linefile cmd  Parses map leak data from .lin file 
list cmd  List cached servers. 
listdemo cd  List demo file contents. 
listid cmd  Lists banned users. 
listip cmd  List IP addresses on the ban list. 
listmodels cmd  List loaded models. 
load cmd  Load a saved game. 
lod_Enable cl  
lod_TransitionDist 800 cl  
log cmd  Enables logging to file, console, and udp < on | off >. 
logaddress_add cmd  Set address and port for remote host
logaddress_del cmd  Remove address and port for remote host
logaddress_delall cmd  Remove all udp addresses being logged to 
logaddress_list cmd  List all addresses currently being used by logaddress. 
lookspring a, cl  
lookstrafe a, cl  
lservercfgfile sv  
m_cusomaccel a, cl Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula mousesensitivity = ( raw 
m_customaccel_exponent a, cl Mouse move is raised to this power before being scaled by scale factor. 
m_customaccel_max a, cl Max mouse move scale factor, 0 for no limit 
m_customaccel_scale , cl Custom mouse acceleration value. 
m_filter a, cl Mouse filtering (set this to 1 to average the mouse over 2 frames). 
m_forward a, cl Mouse forward factor. 
m_mouseaccel1 a, cl Windows mouse acceleration initial threshold (2x movement). 
m_mouseaccel2 a, cl Windows mouse acceeration secondary threshold (4x movement). 
m_mousespeed a, cl Windows mouse speed factor (range 1 to 20). 
m_pitch a, cl Mouse pitch factor. 
m_side a, cl Mouse side factor. 
m_yaw a, cl Mouse yaw factor. 
map cmd  Strt playing on specified map. 
map_background cmd  Runs a map as the background to the main menu. 
map_commentary cmd  Start playing, with commentary, on a specified map. 
map_edit cmd   
map_noareas  Disable area to area connection testing. 
map_setbombradius cmd  Sets the bomb radius for the map. 
map_showbombradius cmd  Shows bomb radius from the center of each bomb site and planted bomb. 
map_showspawnpoints cmd  Shows player spawn points (red=invalid) 
mapcyclefile sv  
maps cmd  Displays list of maps. 
mat_antialias matsys  
mat_bloom cl  
mat_bufferprimitives matsys  
mat_bumpbasis   
mat_bumpmap matsys  
mat_camerarendertargetoverlaysize 128 cheat, cl  
mat_clipz cl  
mat_compressedtextures matsys  
mat_configcurrent cmd  show the current video control panel config for the material system 
mat_crosshair cmd   
mat_debug cmd   
mat_debugalttab   
mat_debugdepth matsys  
mat_debugdepthmode matsys  
mat_debugdepthval 128 matsys  
mat_debugdepthvalmax 256 matsys  
mat_depthbias_decal -262144 matsys  
mat_depthbias_normal cheat  
mat_diffuse matsys  
mat_drawflat cheat, matsys  
mat_drawwater cheat, cl  
mat_dxlevel 80 matsys  
mat_dynamic_tonemapping cheat  
mat_edit cmd   
mat_envmapsize 128   
mat_envmaptgasize 32   
mat_fastnobump matsys  
mat_fastpecular  Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. 
mat_fillrate cheat, matsys  
mat_filterlightmaps matsys  
mat_filtertextures matsys  
mat_force_tonemap_scale cheat  
mat_forceaniso matsys  
mat_forcedynamic cheat  
mat_forcehardwaresync matsys  
mat_forcemanagedtextureintohardware matsys  
mat_frame_sync_enable cheat, matsys  
mat_frame_sync_force_texture cheat, matsys Force frame syncing to lock a managed texture. 
mat_framebuffercopyoverlaysize 128 cl  
mat_fullbright cheat  
mat_hdr_enabled   
mat_hdr_level  Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. 
mat_hdr_manual_tonemap_rate matsys  
mat_hdr_tonemapscale cheat, matsys  
mat_hdroverbrightrange 16 matsys  
mat_hsv cl  
mat_info cmd  Shows material system info 
mat_leafvis  Draw wireframe of current leaf 
mat_levelflush   
mat_loadtextures   
mat_luxels cheat  
mat_maxframelatency   
mat_measurefillrate cheat, matsys  
mat_mipmaptextures matsys  
mat_monitorgamma  monitor gamma (typically 2.2 for CRT and 1.7 for LCD) 
mat_norendering   
mat_normalmaps cheat, matsys  
mat_normals cheat  
mat_parallaxmap matsys  
mat_picmip matsys  
mat_proxy cheat, matsys  
mat_reducefillrate matsys  
mat_reloadallmaterials cmd   
mat_reloadmaterial cmd   
mat_reloadtextures cmd   
mat_reversedepth cheat, matsys  
mat_savechanges cmd  saves current video configuration to the registry 
mat_setvideomode cmd  sets the width, height, windowed state of the material system 
mat_shadowstate   
mat_show_ab_hdr   
mat_show_texture_memory_usage numeric Display the texture memory usage on the HUD. 
mat_showcamerarendertarget cheat, cl  
mat_showenvmapmask matsys  
mat_showframebuffertexture cheat, cl  
mat_showlightmapcomponent matsys 0 show normal-mapped lightmap 1 show cmponent 1 1 show component 2 1 show component 3 
mat_showlightmappage -1   
mat_showlowresimage matsys  
mat_showmaterials cmd  Show materials. 
mat_showmaterialsverbose cmd   
mat_showmiplevels matsys  
mat_showtextures cmd  Sho textures. 
mat_showwatertextures cheat, cl  
mat_slopescaledepthbias_decal matsys  
mat_slopescaledepthbias_normal matsys  
mat_softwarelighting matsys  
mat_softwareskin   
mat_specular matsys Enable/Disable specularity for perf testing. Will cause material reload upon change. 
mat_spewvertexandpixelshaders cmd  print all vertex and pixel shaders currently loaded to the console 
mat_stub cheat, cl  
mat_suppress cmd  Supress a material from drawing 
mat_surfaceid   
mat_surfacemat   
mat_texture_liit -1 numeric, matsys If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying 
mat_texture_list  For debugging, show a list of used textures per frame 
mat_texture_list_all numeric If this is nonzero, then the texture list panel will show all currently-loaded textures. 
mat_texturelist_directories numeric  
mat_texturelist_files numeric  
mat_trilinear matsys  
mat_vsync matsys Force sync to vertical retrace 
mat_wateroverlaysize 128 cl  
mat_wireframe cheat  
mat_yuv cl  
maxplayers cmd  Change the maximum number of players allowed on this server. 
mem_dumpstats  Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) 
mem_force_flush  Force cache flush of unlocked resources on every alloc 
memory cmd  Print memory stats. 
menuselect cmd   
minisave cmd  Saves game (for current level only!) 
mod_forcedata  Forces all model file data into cache on model load. 
mod_load_async   
mod_test_mesh_not_available   
mod_test_not_available   
mod_test_verts_not_available   
mod_trace_load   
motdfile sv The MOTD file to load. 
mp_allowNPCs sv, nf  
mp_allowspectators sv, rep toggles whether the server allows spectator mode or not 
mp_autocrosshair sv, nf  
mp_autokick sv, rep Kick idle/team-killing players 
mp_autoteambalance sv, nf  
mp_buytime sv, rep How many minutes after round start players can buy items for. 
mp_c4timer 45 sv, nf, rep how long from when the C4 is armed until it blows 
mp_chattime 10 sv, rep amount of time players can chat after the game is over 
mp_decals 200  
mp_defaultteam sv  
mp_facefronttime sv, rep After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. 
mp_fadetoblack sv, rep fade a player's screen to black when he dies 
mp_falldamage sv, nf  
mp_feetyawrate 720 sv, rep How many degrees per second that we can turn our feet or upper body. 
mp_flashlight sv, nf  
mp_footsteps sv, nf  
mp_forcecamera sv, rep Restricts spectator modes fordead players 
mp_forcerespawn sv, nf  
mp_fraglimit sv, nf  
mp_freezetime sv, nf, rep how many seconds to keep players frozen when the round starts 
mp_friendlyfire sv, nf, rep  
mp_hostagepenalty 13 sv, nf Terrorist are kicked for killing too much hostages 
mp_humantea sv, rep Restricts human players to a single team {any, CT, T} 
mp_ik sv, rep Use IK on in-place turns. 
mp_limitteams sv, nf, rep Max # of players 1 team can have over another (0 disables check) 
mp_logdetail sv Logs attacks. Values are 0=off, 1=enemy, 2=teammate, 3=both) 
mp_maxrounds sv, nf, rep max number of rounds to play before server changes maps 
mp_playerid sv, rep Controls what information player see in the status bar 0 all names; 1 team names; 2 no names 
mp_playerid_delay sv, rep Number of seconds to delay showing information in the status bar 
mp_playerid_hold sv, rep Number of seconds to kep showing old information in the status bar 
mp_restartgame sv If non-zero, game will restart in the specified number of seconds 
mp_roundtime sv, nf, rep How many minutes each round takes. 
mp_spawnprotectiontime sv, rep Kick players who team-kill within this many seconds of a round restart. 
mp_startmoney 800 sv, rep amount of money each player gets when they reset  
mp_teamlist sv, nf  
mp_teamoverride sv  
mp_teamplay sv, nf  
mp_timelimit sv, nf, rep game time per map in minutes 
mp_tkpunish sv, rep Will a TK'er be punished in the next round? {0=no, 1=yes} 
m_weaponstay sv, nf  
mp_winlimit sv, rep max number of rounds one team can win before server changes maps 
muzzleflash_light a, cl  
name a, user, print Current user name 
nav_analyze cmd  Re-analyze the current Navigation Mesh and save it to disk. 
nav_area_bgcolor sv RGBA color to draw as the background color for nav areas while editing. 
nav_avoid cmd  Toggles the 'avoid this area when possible' flag used by the AI system. 
nav_begin_area cmd  Defines a corner of a new Area or Ladder.To complete the Area or Ladder, drag the opposite corner to the desired location and 
nav_build_ladder cmd  Attempts to build a nav ladder on the climbable surface under the cursor. 
nav_check_file_consistency cmd  Scans the maps directory and reports any missing/out-of-date navigation files. 
nav_check_floor cmd  Updates the blocked/unblocked status for every nav ara. 
nav_clear_walkable_marks cmd  Erase any previously placed walkable positions. 
nav_compress_id cmd  Re-orders area and ladder ID's so they are continuous. 
nav_connect cmd  To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a 
nav_coplanar_slope_limit  
nav_corner_lower cmd  Lower the selected corner of the currently marked Area. 
nav_corner_place_on_ground cmd  Places the selected corner of the currently marked Area on the ground. 
nav_corner_raise cmd  Raise the selected corner of the currently marked Area. 
nav_corner_select cmd  Select a corner of th currently marked Area. Use multiple times to access all four corners. 
nav_create_place_on_ground sv If true, nav areas will be placed flush with the ground when created by hand. 
nav_crouch cmd  Toggles the 'must crouch in this area' flag used by the AI system. 
nav_delete cmd  Deletes the currently highlighted Area. 
nav_disconnect cmd  To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec 
nav_dont_hide cmd  Toggles the 'area is not suitable for hiding spots' flag used by the AI system. 
nav_edit sv, cheat Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. 
nav_end_area cmd  Defines the second corner of a new Area or Ladder and creates it. 
nav_generate cmd  Generate a Navigation Mesh for the current map and save it to disk. 
nav_generate_incremental cmd  Generate a Navigation Mesh for the current map and save it to disk. 
nav_jump cmd  Toggles the 'traverse this area by jumping' flag usedby the AI system. 
nav_ladder_flip cmd  Flips the selected ladder's direction. 
nav_load cmd  Loads the Navigation Mesh for the current map. 
nav_make_sniper_spots cmd  Chops the marked area into disconnected sub-areas suitable for sniper spots. 
nav_mark cmd  Marks the Area or Ladder under the curor for manipulation by subsequent editing commands. 
nav_mark_unnamed cmd  Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. 
nav_mark_walkable cmd  Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate 
nav_merge cmd  To merge two Areas ito one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm 
nav_no_hostages cmd  Toggles the 'hostages cannot use this area' flag used by the AI system. 
nav_no_jump cmd  Toggles the 'dont jump in this area' flag used by the AI system. 
nav_place_floodfill cmd  Sets the Place of the Area under the cursor to te curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli 
nav_place_list cmd  Lists all place names used in the map. 
nav_place_pick cmd  Sets the current Place to the Place of the Area under the cursor. 
nav_place_replace cmd  Replaces all instances of the first place with the second place. 
nav_precise md  Toggles the 'dont avoid obstacles' flag used by the AI system. 
nav_quicksave sv, cheat Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. 
nav_remove_unused_jump_areas cmd  Removes jump areas with at most 1 connection to a ladder or non-jump area. 
nav_restart_after_analysis sv When nav nav_restart_ater_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for increm 
nav_run cmd  Toggles the 'traverse this area by running' flag used by the AI system. 
nav_save cmd  Saves the current Navigation Mesh to disk. 
nav_set_place_mode cmd  Sets the editor into or out of Place mode. Place mode allows labelling o Area with Place names. 
nav_show_approach_points sv, cheat Show Approach Points in the Navigation Mesh. 
nav_show_area_info sv Duration in seconds to show nav area ID and attributes while editing 
nav_show_danger sv, cheat Show current 'danger' levels. 
nav_show_ladder_bounds cmd  Draws the bounding boxes of all func_ladders in themap. 
nav_show_player_counts sv, cheat Show current player counts in each area. 
nav_slope_limit sv The ground unit normal's Z component must be greater than this for nav areas to be generated. 
nav_snap_to_grid sv Snap to the nav generation grid when creating new nav areas 
nav_splice cmd  To splice, mark an rea, highlight a second area, then invoke the splice command to create a new, connected area between them. 
nav_split cmd  To split an Area into two, align the split line using your cursor and invoke the split command. 
nav_split_place_on_ground sv If true, nav areas will be placed flush with the ground when split. 
nav_stand cmd  Toggles the 'stand whle hiding' flag used by the AI system. 
nav_stop cmd  Toggles the 'must stop when entering this area' flag used by the AI system. 
nav_strip cmd  Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. 
nav_toggle_place_mode cmd  Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Placenames. 
nav_toggle_place_painting cmd  Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. 
nav_transient cmd  Toggles the 'area is transient and may become blocked' flag used by the AI system. 
nav_unmark cmd  Clears the marked Area or Ladder. 
nav_update_blocked cmd  Updates the blocked/unblocked status for every nav area. 
nav_use_place cmd  If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. 
nav_walk cmd  Toggles the 'traverse this area by walking' flag used by the AI system. 
nav_warp_to_mark cmd  Warps the player to the marke area. 
net_blockmsg cheat Discards incoming message <0|1|name> 
net_channels cmd  Shows net channel info 
net_chokeloop  Apply bandwidth choke to loopback packets 
net_drawslider  Draw completion slider during signon 
net_droppackets cheat Drops next n packets on client 
net_fakelag cheat Lag all incoming network data (including loopback) by this many milliseconds. 
net_fakeloss cheat Simulate packet loss as a percentage (negative means drop 1/n packets) 
net_graph a, cl Draw the network usage graph 
net_graphheight 64 cl  
net_graphos a, cl  
net_graphsolid a, cl  
net_maxfilesize 16  Maximum allowed file size for uploading in MB 
net_maxfragments 1280  Max fragment bytes per packet 
net_scale a, cl  
net_showdrop  Showdropped packets in console 
net_showevents  Dump game events to console (1=client only, 2=all). 
net_showfragments  Show netchannel fragments 
net_showmsg  Show incoming message <0|1|name> 
net_showpeaks  Show messages for large packets only  
net_showsplits  Show info about packet splits 
net_showtcp  Dump TCP stream summary to console 
net_showudp  Dump UPD packets summary to console 
net_start cmd  Inits multiplayer network sockets 
next cheat Set to 1 to advance to next frame ( when singletep == 1 ) 
nextdemo cmd  Play next demo in sequence. 
noclip cmd  Toggle. Player becomes non-solid and flies. 
notarget cmd  Toggle. Player becomes hidden to NPCs. 
npc_ammo_deplete cmd  Subtracts half of the target's ammo 
npc_bipass cmd  Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s 
npc_combat cmd  Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments {npc_name} 
npc_conditions cmd  Displays all the current AI conditions that an NPC has in the overlay text. Arguments {npc_nae} / {npc class_name} / no a 
npc_create cmd  Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that 
npc_create_aimed cmd  Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at 
npc_create_equipment sv  
npc_detroy cmd  Removes the given NPC(s) from the universe Arguments {npc_name} / {npc_class_name} / no argument picks what player is looki 
npc_destroy_unselected cmd  Removes all NPCs from the universe that aren't currently selected 
npc_enemies cmd  Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where t went) Unreachable 
npc_focus cmd  Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments {npc_name} / {np 
npc_freeze cmd  Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments 
npc_go cmd  Selected NPC(s will go to the location that the player is looking (shown with a purple box) Arguments -none- 
npc_go_do_run sv Set whether should run on NPC go 
npc_go_random cmd  Sends all selected NPC(s) to a random node. Arguments -none- 
npc_heal cmd  Heals the target back to full health 
npc_height_adjust a sv Enable test mode for ik height adjustment 
npc_kill cmd  Kills the given NPC(s) Arguments {npc_name} / {npc_class_name} / no argument picks what player is looking at 
npc_nearest cmd  Draw's a while box around the NPC(s) nearest node Arguments {entity_name} / {class_name} / no argument picks what player i 
npc_reset cmd  Reloads schedules for all NPC's from their script files Arguments -none- 
npc_route cmd  Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang 
npc_select cmd  Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arg 
npc_sentences sv  
npc_speakall cmd  Force the npc to try and speak all thier responses 
npc_squads cmd  Obsolete. Replaced by npc_combat 
npc_steering cmd  Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments {entity_name} / {class_name} / n 
npc_steering_all cmd  Displays the steering obstructions of all NPCs (used to perform local avoidance) 
npc_task_text cmd  Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu 
npc_tasks cmd  Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Txt) A 
npc_thinknow cmd  Trigger NPC to think 
npc_viewcone cmd  Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments {ent 
npc_vphysics sv  
old_radiusdamage sv, rep  
overview_alpha cl Overview map translucency. 
overview_health cl Show player's health in map overview. 
overview_locked cl Locks map angle, doesn't follow view angle. 
overview_mode cmd  Sets overview map mode off,small,large <0|1|2> 
overview_names cl Show player's names in map overview. 
overview_tracks cl Show player's tracks in map overview. 
overview_zoom cmd  Sets overview map zoom [
particle_simulateoverflow cheat, cl Used forstress-testing particle systems. Randomly denies creation of particles. 
password Current server access password 
path cmd  Show the engine filesystem path. 
pause cmd  Toggle the server pause state. 
perfui cmd  Show/hide the level performance tools UI. 
perfvisualenchmark cmd   
perfvisualbenchmark_abort cmd   
phonemedelay cl Phoneme delay to account for sound system latency. 
phonemefilter cl Time duration of box filter to pass over phonemes. 
phonemesnap cl Don't force visemes to always consider two phonemes, egardless of duration. 
phys_impactforcescale sv  
phys_penetration_error_time 10 sv Controls the duration of vphysics penetration error boxes. 
phys_pushscale sv, rep  
phys_speeds sv  
phys_stressbodyweights sv  
phys_swap cmd  Automatically swaps the current weapon for the physcannon and back again. 
phys_timescale sv Scale time for physics 
phys_upimpactforcescale sv  
physics_budget cmd  Times the cost of each active object 
physics_debug_entity cmd  Dumps debug info for an entity 
physics_highlight_active cmd  urns on the absbox for all active physics objects  
physics_report_active cmd  Lists all active physics objects 
physics_select cmd  Dumps debug info for an entity 
physicsshadowupdate_render sv  
picker cmd  Toggles 'picker' mode. When picker is on, the bounding box, pivot and dbugging text is displayed for whatever entity the play 
ping cmd  Display ping to server. 
pixelvis_debug cmd  Dump debug info 
play cmd  Play a sound. 
playdemo cmd  Play a recorded demo file (.dem ). 
player_old_armor sv  
payflush cmd  Play a sound, reloading from disk in case of changes. 
playgamesound cmd  Play a sound from the game sounds txt file 
playsoundscape cmd  Forces a soundscape to play 
playvol cmd  Play a sound at a specified volume. 
plugin_load cmd  plugin_load loads a plugin 
plugin_pause cmd  plugin_pause pauses a loaded plugin 
plugin_pause_all cmd  pauses all loaded plugins 
plugin_print cmd  Prints details about loaded plugins 
plugin_unload cmd  plugin_unload unloads a plugin 
plugin_unpause cmd  plugin_unpause unpauses a disabled plugin 
plugin_unpause_all cmd  unpauses all disabled plugins 
progress_enable cmd   
prop_crosshair cmd  Shows name for prop looking at 
prop_debug cmd  Toggle prop debug mode. If on, props will show colocoded bounding boxes. Red means ignore all damage. White means respond phys 
props_break_max_pieces -1 matsys  
pwatchent -1 cheat, cl Entity to watch for prediction system changes. 
pwatchvar cheat, cl Entity variable to watch in prediction system for changes. 
quit cmd  Exit the engine. 
quti cmd  Exit the engine. 
r_3dnow cmd   
r_3dsky cheat, cl Enable the rendering of 3d sky boxes 
r_AirboatViewDampenDamp sv, cheat, nf, rep  
r_AirboatViewDampenFreq sv, cheat, nf, rep  
r_AirboatViewZHeight sv, cheat, nf, rep  
r_ambientlightingonly cheat Set this to 1 to light models with only ambient lighting (and no static lighting). 
r_aspectratio a, cheat  
r_avglight   
r_avglightmap   
r_cheapwaterend cmd   
r_cheapwaterstart cmd   
r_cleardecals cmd  Usage r_cleardecals
r_ClipAreaPortals cheat  
r_colorstaticprops cheat  
r_debugcheapwater cheat, cl  
r_debugrandomstaticlighting cheat Set to 1 to make all static lighting red for debugging. Must restart for change to take affect. 
r_decal_cullsize  Decals under this size in pixels are culled 
r_decals 2048   
r_decalstaticprops  Decal static props test 
r_DispBuildabe cheat  
r_DispDrawAxes   
r_DispWalkable cheat  
r_DoCovertTransitions numeric, cl  
r_dopixelvisibility cl  
r_drawbatchdecals  Render decals batched. 
r_DrawBeams ceat, cl  
r_drawbrushmodels cheat Render brush models. 
r_drawclipbrushes cheat Draw clip brushes 
r_drawdecals cheat Render decals. 
r_drawdetailprops matsys  
r_DrawDisp cheat Toggles rendering of displacment maps 
r_drawentities cheat  
r_drawflecks matsys  
r_drawfullskybox cheat  
r_drawleaf -1 cheat Draw the specified leaf. 
r_drawlightcache cheat 0 off 1 draw light cache entries 2 draw rays 
r_drawlightinfo cheat  
r_drawlights cheat  
r_drawmodeldecals   
r_DrawModelLightOrigin cheat  
r_drawmodelstatsoverlay cheat  
r_drawmodelstatsoverlaydistance 500 cheat  
r_drawmodelstatsoverlaymax time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 
r_drawmodeltatsoverlaymin time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 
r_drawopaquerenderables cheat, cl  
r_drawopaqueworld cheat, cl  
r_drawothermodels cheat, cl  
r_drawparticles cheat, cl Enable/disable particle rendering 
r_drawpixelvsibility cl Show the occlusion proxies 
r_DrawPortals cheat  
r_DrawRain cheat, cl Enable/disable rain rendering. 
r_drawrenderboxes cheat, cl  
r_drawropes cheat, cl  
r_drawskybox cheat  
r_DrawSpecificStaticProp -1   
r_drawsprites cheat, cl  
r_drawstaticprops cheat  
r_drawtranslucentrenderables cheat, cl  
r_drawtranslucentworld cheat  
r_drawvgui cheat Enable the rendering of vgui panels 
r_drawviewmodel heat, cl  
r_drawworld cheat Render the world. 
r_dscale_basefov 90 cheat  
r_dscale_fardist 2000 cheat  
r_dscale_farscale cheat  
r_dscale_neardist 100 cheat  
r_dscale_nearscale cheat  
r_dynamic   
r_eyeglintlodpixels 20  The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. 
r_eyegloss  
r_eyemove  
r_eyes   
r_eyeshift_x  
r_eyeshift_y  
r_eyeshift_z  
r_eyesize  
r_eyewaterepsilon cheat, cl  
r_farz -1 cheat, cl Override the far clipping plane. -1 means to use the value in env_fog_controller. 
r_fastzreject  Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware 
r_flashlightconstant cheat, cl  
r_flashlightdrawfrustum cl  
r_flashlightdrawfrustumbbox   
r_flashlightdrawsweptbbox   
r_flashlightfar 750 cheat, cl  
_flashlightfov 45 cheat, cl  
r_flashlightlinear 100 cheat, cl  
r_flashlightlockposition cheat, cl  
r_flashlightmodels cl  
r_flashlightnear cheat, cl  
r_flashlightnodraw   
r_flashlightoffsetx 10 cheat, cl  
r_flashlightoffsety -20 cheat, cl  
r_flashlightoffsetz 24 cheat, cl  
r_flashlightquadratic cheat, cl  
r_flashlightvisualizetrace cheat, cl  
r_flex   
r_flushlod cmd  Flush and reload LODs. 
r_ForceRestore   
r_ForceWaterLeaf cl Enable for optimization to water - considers view in leaf under water for purposes of culling 
r_frustumcullworld   
r_JeepFOV 90 cheat, cl  
r_JeepViewBlendTo cheat, cl  
r_JeepViewBlendToScale cheat, cl  
r_JeepViewBlendoTime cheat, cl  
r_JeepViewDampenDamp sv, cheat, nf, rep  
r_JeepViewDampenFreq sv, cheat, nf, rep  
r_JeepViewZHeight 10 sv, cheat, nf, rep  
r_lightaverage  Activates/deactivate light averaging 
r_lightcache_numambientsamples 162  number of radom directions to fire rays when computing ambient lighting 
r_lightcachecenter cheat  
r_lightinterp  Controls the speed of light interpolation, 0 turns off interpolation 
r_lightmap -1   
r_lightstyle -1   
r_lockpvs cheat Lock the PVS s you can fly around and inspect what is being drawn. 
r_lod -1   
r_lod_noupdate   
r_mapextents 16384 cheat, cl Set the max dimension for the map. This determines the far clipping plane 
r_maxdlights 32   
r_maxmodeldecal 50   
r_maxnewsample   
r_maxsampledist 128   
r_minnewsamples   
r_mmx cmd   
r_modellodscale studio 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models 
r_modelwireframedecal cheat  
r_ewflashlight cheat, cl  
r_newproplighting   
r_nohw cheat  
r_norefresh   
r_nosw cheat  
r_novis cheat Turn off the PVS. 
r_occludeemaxarea  Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. 
r_occluderminarea  Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. 
r_occludermincount  At least this many occluders will be used, no matter how big they are. 
r_occlusion  Activate/deactivate the occlusion system. 
r_occlusionspew cheat Activate/deactivates spew about what the occlusion system is doing. 
r_overlayfadeenable   
r_overlayfademax 1200   
r_overlayfademin 1000   
r_overlaywireframe   
r_PhysPropStaticLighting cl  
r_pixelvis_partial cl  
r_portalscloseall   
r_portalsopenall   
r_PortalTestEnts cheat, cl Clip entities against portal frustums. 
r_printdecalinfo cmd   
r_propsmaxdist 1200 cl Maximum visible distance 
r_radiosity  0 no radiosity 1 radiosity with ambient cube (6 samples) 2 radiosity with 162 samples 3 162 samples for static props, 6 sam 
r_rainalpha cl  
r_rainalphapow cl  
r_raindensity cl  
r_RaiHack cl  
r_rainlength cl  
r_RainProfile cl Enable/disable rain profiling. 
r_RainRadius 1500 cl  
r_RainSideVel 130 cl How much sideways velocity rain gets. 
r_RainSimulate cl Enable/isable rain simulation. 
r_rainspeed 600 cl  
r_RainSplashPercentage 20 cl  
r_rainwidth cl  
r_renderoverlayfragment   
r_rootlod  Root LOD 
r_ropebatch cl  
r_ropetranslucent cl  
r_screenfademaxsize cheat, matsys  
r_screenfademinsize cheat, matsys  
r_screenoverlay cmd   
r_sequence_debug cl  
r_shadowangles cmd  Set shadow angles 
r_shadowblobbycutoff cmd  some shdow stuff 
r_shadowcolor cmd  Set shadow color 
r_shadowdir cmd  Set shadow direction 
r_shadowdist cmd  Set shadow distance 
r_shadowids cheat  
r_shadowmaxrendered 32 cl  
r_shadowrendertotexture   
r_hadows   
r_shadowwireframe cheat  
r_showenvcubemap cheat  
r_ShowViewerArea   
r_skin   
r_skybox cheat, cl Enable the rendering of sky boxes 
r_snapportal -1   
r_spray_lifetime  Number of rounds player sprays are visible 
r_sse cmd   
r_sse2 cmd   
r_staticpropinfo   
r_teeth   
r_TransitionSensitivity cl Controls when LODs are changed. Lower numbers cause more overt LOD transitions. 
r_updaterefracttexture cl  
r_vehicleBrakeRate sv, cheat  
r_vehicleDrawDebug sv, cheat  
r_VehicleViewClamp cheat, cl  
r_VehicleViewDampen sv, cheat, nf, rep  
r_visocclusion cheat Activate/deactivate wireframe rendering of what the occlusion system is doing. 
r_visualizelighttraces cheat  
r_visualizelighttracesshowfulltrace cheat  
r_visualizeproplightcaching cl  
r_visualizetraces cheat  
r_WaterDrawReflection cl Enable water reflection 
r_WaterrawRefraction cl Enable water refraction 
r_waterforceexpensive   
r_waterforcereflectentities   
r_worldlightmin   
r_worldlights  number of world lights to use per vertex 
radio1 cmd  Opens a radiomenu 
radio2 cmd  Opens a radio menu 
radio3 cmd  Opens a radio menu 
rate 30000 user Max bytes/sec the host can receive data 
rcon cmd  Issue an rcon command. 
rcon_address  Address of remote server if sending unconected rcon commands (format x.x.x.xp) 
rcon_password  remote console password. 
rebuy cmd  Attempt to repurchase items with the order listed in cl_rebuy 
recompute_speed cmd  Recomputes clock speed (for debugging purposes). 
record cmd  Record a demo. 
reload cmd  Reload the most recent saved game (add setpos to jump to current view position on reload). 
removeid cmd  Remove a user ID from the ban list. 
removeip cmd  Remove an IP address from the ban list. 
replaydelay sv  
report_entities cmd  Lists ll entities 
report_simthinklist cmd  Lists all simulating/thinking entities 
report_soundpatch cmd  reports sound patch count 
report_soundpatch cmd  reports sound patch count 
report_touchlinks cmd  Lists all touchlinks 
restart cmd  Restart the game on th same level (add setpos to jump to current view position on restart). 
retry cmd  Retry connection to last server. 
revert cmd  Revert convars to their default values. 
room_type demo  
rope_averagelight cl Makes ropes use average of cubemap lighting instead of max intensity. 
rope_ollide cl Collide rope with the world 
rope_drawlines cl  
rope_shake cl  
rope_smooth cl Do an antialiasing effect on ropes 
rope_smooth_enlarge cl How much to enlarge ropes in screen space for antialiasing effect 
rope_smooth_maxalpha cl Alpha for rope antialiasing effect 
rope_smooth_maxalphawidth cl  
rope_smooth_minalpha cl Alpha for rope antialiasing effect 
rope_smooth_minwidth cl When using smoothing, this is the min screenspace width it lets a rope shrink to 
rope_subdiv cl Rope subdivisionamount 
rope_wind_dist 1000 cl Don't use CPU applying small wind gusts to ropes when they're past this distance. 
save cmd  Saves current game. 
say cmd  Display player message 
say_team cmd  Display player message to team 
scene_allowoverrides sv When playing back a choreographed scene, allow per-model expression overrides. 
scene_flatturn sv  
scene_flush cmd  Flush all .vcds from the cache and reload from disk. 
scene_forcecombined sv When playing back, force use of combind .wav files even in english. 
scene_maxcaptionradius 1200 sv Only show closed captions if recipient is within this many units of speaking actor (0==disabled). 
scene_print sv When playing back a scene, print timing and event info to console. 
scene_showfaceto a, sv When playing back, show the directions of faceto events. 
scene_showlook a, sv When playing back, show the directions of look events. 
scene_showmoveto a, sv When moving, show the end location. 
scr_centertime cl  
screenshot cmd  Take a screenshot. 
sensitivity 11 a, cl Mouse sensitivity. 
servercfgfile  
setang cmd  Snap player eyes to specified pitch yaw (must have sv_cheats). 
setinfo cmd  Addes a new user info value 
setmaster cmd   
setmodel cmd  Changes's player's model 
setpause cmd  Set the pause state of the server. 
setpos cmd  Move player to specified origin (must have sv_cheats). 
shake cmd  Shake the screen. 
shake_show cl Displays a list of the active screen shakes. 
shake_stop cmd  Stops all active screen shakes. 
showbudget_texture  Enable the texture budget panel. 
showconsole cmd  Show the console. 
showhitlocation sv  
showinfo cmd  Shows a info panel <message> [<command>] </td></tr><tr><td valign="top" bgcolor="#000000">showpanel </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Shows a viewport panel <name> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">showparticlecounts </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">cl </td><td valign="top" bgcolor="#0c0c0c">Display number of particles drawn per frame </td></tr><tr><td valign="top" bgcolor="#000000">showtriggers </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv, cheat </td><td valign="top" bgcolor="#000000">Shows trigger brushes </td></tr><tr><td valign="top" bgcolor="#0c0c0c">showtriggers_toggle </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Toggle show triggers </td></tr><tr><td valign="top" bgcolor="#000000">singlestep </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">cheat </td><td valign="top" bgcolor="#000000">Run engine in single step mode ( set next to 1 to advance a frame ) </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sk_ally_regen_time </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Time taken for an ally to regenrate a point of health. </td></tr><tr><td valign="top" bgcolor="#000000">sk_npc_arm </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sk_npc_chest </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sk_npc_head </td><td valign="top" bgcolor="#000000">2 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sk_npc_leg </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sk_npc_stomach </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sk_player_arm </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sk_player_chest </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sk_player_head </td><td valign="top" bgcolor="#0c0c0c">2 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sk_player_leg </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sk_player_stomach </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">skill </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">Game skill level (1-3). </td></tr><tr><td valign="top" bgcolor="#0c0c0c">slist </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">List servers on your LAN. </td></tr><tr><td valign="top" bgcolor="#000000">slot0 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">slot1 </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">slot10 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">slot2 </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">slot3 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">slot4 </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">slot5 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">slot6 </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">slot7 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">slot8 </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">slot9 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">smoothstairs </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">Smooth player eye z coordinate when climbing stairs. </td></tr><tr><td valign="top" bgcolor="#000000">snapto </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_async_fullyasync </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">ll playback is fully async (sound doesn't play until data arrives). </td></tr><tr><td valign="top" bgcolor="#000000">snd_async_spew_blocking </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Spew message to console any time async sound loading blocks on file i/o. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_digital_surround </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_disable_mixer_duck </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_duckerattacktime </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_duckerreleasetime </td><td valign="top" bgcolor="#000000">2 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sd_duckerthreshold </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_ducktovolume </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_flushasync </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Flush all unlocked async .wav data </td></tr><tr><td valign="top" bgcolor="#000000">snd_foliage_db_loss </td><td valign="top" bgcolor="#000000">4 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_gain </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_gain_max </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_gain_min </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_memasync </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Show async memory stats </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_mixahead </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_musicvolume </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">Music volume </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_noextraupdate </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_obscured_gain_dB </td><td valign="top" bgcolor="#000000">-2 </td><td valign="top" bgcolor="#000000">cheat </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_pitchquality </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_profile </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">demo </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_rebuildaudiocache </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists </td></tr><tr><td valign="top" bgcolor="#000000">snd_refdb </td><td valign="top" bgcolor="#000000">60 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_refdist </td><td valign="top" bgcolor="#0c0c0c">36 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_restart </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Restart sound system. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_show </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">cheat </td><td valign="top" bgcolor="#0c0c0c">Show sounds info </td></tr><tr><td valign="top" bgcolor="#000000">snd_showclassname </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_showmixer </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_showstart </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">cheat </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_soundmixer </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_surround_speakers </td><td valign="top" bgcolor="#000000">4 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_visualize </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">cheat Show sounds location in world </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_vox_captiontrace </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Shows sentence name for sentences which are set not to show captions. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_vox_globaltimeout </td><td valign="top" bgcolor="#0c0c0c">300 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_vox_sectimetout </td><td valign="top" bgcolor="#000000">300 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">snd_vox_seqtimetout </td><td valign="top" bgcolor="#0c0c0c">300 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">snd_writemanifest </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">If running a game, outputs the precache maifest for the current level </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sndplaydelay </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">soundfade </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Fade client volume. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">soundinfo </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Describe the current sound device. </td></tr><tr><td valign="top" bgcolor="#000000">soundlist </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">List all known sounds. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">soundpatch_captionlength </td><td valign="top" bgcolor="#0c0c0c">2 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">How long looping soundpatch captions sould display for. </td></tr><tr><td valign="top" bgcolor="#000000">soundscape_fadetime </td><td valign="top" bgcolor="#000000">3 </td><td valign="top" bgcolor="#000000">cl </td><td valign="top" bgcolor="#000000">Time to crossfade sound effects between soundscapes </td></tr><tr><td valign="top" bgcolor="#0c0c0c">soundscape_flush </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Flushes the server & client side soundscapes </td></tr><tr><td valign="top" bgcolor="#000000">speak </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Play a constructed sentence. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">spec_help </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show spectator help screen </td></tr><tr><td valign="top" bgcolor="#000000">spec_menu </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Activates spectator menu </td></tr><tr><td valign="top" bgcolor="#0c0c0c">spec_mode </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Set spectator mode </td></tr><tr><td valign="top" bgcolor="#000000">spec_next </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Spectate next player </td></tr><tr><td valign="top" bgcolor="#0c0c0c">spec_player </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Spectate player by name </td></tr><tr><td valign="top" bgcolor="#000000">spec_pos </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">dump position and angles to the console </td></tr><tr><td valign="top" bgcolor="#0c0c0c">spec_prev </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Spectate previous player </td></tr><tr><td valign="top" bgcolor="#000000">spec_scoreboard </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a, cl </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">spec_track </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">cl </td><td valign="top" bgcolor="#0c0c0c">Tracks an entity in spec mode </td></tr><tr><td valign="top" bgcolor="#000000">spike </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">generates a fake spike </td></tr><tr><td valign="top" bgcolor="#0c0c0c">startdemos </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Play demos in demo sequence. </td></tr><tr><td valign="top" bgcolor="#000000">startmovie </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Start recording movie frames. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">strtupmenu </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer </td></tr><tr><td valign="top" bgcolor="#000000">stats </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Prints server performance variables </td></tr><tr><td valign="top" bgcolor="#0c0c0c">status </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Display map and connection status. </td></tr><tr><td valign="top" bgcolor="#000000">step_spline </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">stop </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Finish recording demo. </td></tr><tr><td valign="top" bgcolor="#000000">stopdemo </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Stop playing back a demo. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">stopsound </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">stopsoundscape </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Stops all soundscape processing and fades current looping sounds </td></tr><tr><td valign="top" bgcolor="#0c0c0c">stuffcmds </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Parses and stuffs command line + commands to command bffer. </td></tr><tr><td valign="top" bgcolor="#000000">suitvolume </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a, sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">surfaceprop </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Reports the surface properties at the cursor </td></tr><tr><td valign="top" bgcolor="#000000">sv_accelerate </td><td valign="top" bgcolor="#000000">10 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_airaccelerate </td><td valign="top" bgcolor="#0c0c0c">10 </td><td valign="top" bgcolor="#0c0c0c">sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_allowdownload </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Allow clients to download files </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_allowupload </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Allow clients to upload customizations files </td></tr><tr><td valign="top" bgcolor="#000000">sv_alltalk </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv, nf </td><td valign="top" bgcolor="#000000">Players can hear all other players, no team restrictions </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_alternateticks </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">matsys </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_autosave </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000">Set to 1 to save game on level transition. Does not affect autosave triggers. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_backspeed </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a, sv, rep </td><td valign="top" bgcolor="#0c0c0c">How much to slow dwn backwards motion </td></tr><tr><td valign="top" bgcolor="#000000">sv_bounce </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000">Bounce multiplier for when physically simulated objects collide with other objects. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_cacheencodedents </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">If set to 1, does an optimization to prevent extra SendTable_Encode calls. </td></tr><tr><td valign="top" bgcolor="#000000">sv_cheats </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">nf, rep </td><td valign="top" bgcolor="#000000">Allow cheats on server </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_consistency </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">rep </td><td valign="top" bgcolor="#0c0c0c">Whether the sever enforces file consistency for critical files </td></tr><tr><td valign="top" bgcolor="#000000">sv_contact </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Contact email for server sysop </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_debug_player_use </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success </td></tr><tr><td valign="top" bgcolor="#000000">sv_debugmanualmode </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Make sure entities correctly report whether or not their network data has changed. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_debugresponses </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Show verbose matching output (1 for simple, 2 for rule scoring) </td></tr><tr><td valign="top" bgcolor="#000000">sv_deltaprint </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Print accumulated CalcDelta profiling data (only if sv_deltatime is on) </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_deltatime </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Enable profiling of CalcDelta calls </td></tr><tr><td valign="top" bgcolor="#000000">sv_downloadurl </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">rep </td><td valign="top" bgcolor="#000000">Location from which clients can download missing files </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_dumpresponses </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Dump all response_rules.txt and rules (requires restart) </td></tr><tr><td valign="top" bgcolor="#000000">sv_enableoldqueries </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Enable support for old style (HL1) server queries </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_filterban </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Set packet filtering by IP mode </td></tr><tr><td valign="top" bgcolor="#000000">sv_findsoundname </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Find sound names which reference the specified wave files. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_footsteps </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c">Play footstep sound for players </td></tr><tr><td valign="top" bgcolor="#000000">sv_forcepreload </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">Force server side preloading. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_friction </td><td valign="top" bgcolor="#0c0c0c">4 </td><td valign="top" bgcolor="#0c0c0c">sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c">World friction. </td></tr><tr><td valign="top" bgcolor="#000000">sv_gravity </td><td valign="top" bgcolor="#000000">800 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000">World gravity. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_instancebaselines </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Enable instanced baselines. Saves network overhead. </td></tr><tr><td valign="top" bgcolor="#000000">sv_lagflushbonecache </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000">Flushes entity bone cache on lag compensation </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_lan </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) </td></tr><tr><td valign="top" bgcolor="#000000">sv_log_onefile </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">Log server information to only one file. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_logbans </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">Log server bans in the server logs. </td></tr><tr><td valign="top" bgcolor="#000000">sv_logblocks </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">If true when log when a query is blocked (can cause very large log files) </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_logdownloadlist </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_logecho </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">Echo log information to the console. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_logfile </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">Log server information in the log file. </td></tr><tr><td valign="top" bgcolor="#000000">sv_logsdir </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">Folder in the game directory where server los will be stored. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_massreport </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_max_queries_sec </td><td valign="top" bgcolor="#000000">3 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Maximum queries per second to respond to from a single IP address. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_max_queries_sec_global </td><td valign="top" bgcolor="#0c0c0c">60 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Maximum queries per second to respond to from anywhere. </td></tr><tr><td valign="top" bgcolor="#000000">sv_max_queries_window </td><td valign="top" bgcolor="#000000">30 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Window over which to average queries per second averages. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_max_usercmd_futue_ticks </td><td valign="top" bgcolor="#0c0c0c">8 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Prevents clients from running usercmds too far in the future. Prevents speed hacks. </td></tr><tr><td valign="top" bgcolor="#000000">sv_maxrate </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Max bandwidth rate allowed on server, 0 == unlimited </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_maxreplay </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Maximum replay time in seconds </td></tr><tr><td valign="top" bgcolor="#000000">sv_maxspeed </td><td valign="top" bgcolor="#000000">320 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_maxunlag </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Maximum lag compensation in seconds </td></tr><tr><td valign="top" bgcolor="#000000">sv_maxupdaterate </td><td valign="top" bgcolor="#000000">60 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Maximum updates per second that the server will allow </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_maxvelocity </td><td valign="top" bgcolor="#0c0c0c">3500 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">Maximum speed any ballistically moving object is allowed to attain per axis. </td></tr><tr><td valign="top" bgcolor="#000000">sv_minrate </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Min bandwidth rate allowed on server, 0 == unlimited </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_minupdaterate </td><td valign="top" bgcolor="#0c0c0c">10 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Minimum updates per second that the server will allow </td></tr><tr><td valign="top" bgcolor="#000000">sv_netvisdist </td><td valign="top" bgcolor="#000000">10000 </td><td valign="top" bgcolor="#000000">sv, cheat </td><td valign="top" bgcolor="#000000">Test networking visibility distance </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_noclipaccelerate </td><td valign="top" bgcolor="#0c0c0c">5 </td><td valign="top" bgcolor="#0c0c0c">a, sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_noclipduringpause </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv, cheat, rep </td><td valign="top" bgcolor="#000000">If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_noclipspeed </td><td valign="top" bgcolor="#0c0c0c">5 </td><td valign="top" bgcolor="#0c0c0c">a, sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_np_talker_maxdist </td><td valign="top" bgcolor="#000000">1024 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000">NPCs over this distance from the player won't attempt to speak. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_password </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">nf, prot </td><td valign="top" bgcolor="#0c0c0c">Server password for entry into multiplayer games </td></tr><tr><td valign="top" bgcolor="#000000">sv_pausable </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">nf </td><td valign="top" bgcolor="#000000">Is the server pausable. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_precacheinfo </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show precache info. </td></tr><tr><td valign="top" bgcolor="#000000">sv_pushaway_clientside </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv, rep </td><td valign="top" bgcolor="#000000">Clientside physics push away (0=off, 1=only localplayer, 1=all players) </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_pushaway_clientside_size </td><td valign="top" bgcolor="#0c0c0c">15 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">Minimum size of pushback objects </td></tr><tr><td valign="top" bgcolor="#000000">sv_pushaway_force </td><td valign="top" bgcolor="#000000">30000 </td><td valign="top" bgcolor="#000000">sv, rep </td><td valign="top" bgcolor="#000000">How hard physics objects are pushed away from the players on the server. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_pushaway_hostage_force </td><td valign="top" bgcolor="#0c0c0c">20000 </td><td valign="top" bgcolor="#0c0c0c">sv, cheat, rep </td><td valign="top" bgcolor="#0c0c0c">How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). </td></tr><tr><td valign="top" bgcolor="#000000">svpushaway_max_force </td><td valign="top" bgcolor="#000000">1000 </td><td valign="top" bgcolor="#000000">sv, rep </td><td valign="top" bgcolor="#000000">Maximum amount of force applied to physics objects by players. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_pushaway_max_hostage_force </td><td valign="top" bgcolor="#0c0c0c">1000 </td><td valign="top" bgcolor="#0c0c0c">sv, cheat, rep </td><td valign="top" bgcolor="#0c0c0c">Maximum of how hard the hostage is pushed away from physics objects. </td></tr><tr><td valign="top" bgcolor="#000000">sv_pushaway_max_player_force </td><td valign="top" bgcolor="#000000">10000 </td><td valign="top" bgcolor="#000000">sv, cheat, rep </td><td valign="top" bgcolor="#000000">Maximum of how hard the player is pushed away from physics objects. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_pushaway_min_player_speed </td><td valign="top" bgcolor="#0c0c0c">75 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">If a playe is moving slower than this, don't push away physics objects (enables ducking behind things). </td></tr><tr><td valign="top" bgcolor="#000000">sv_pushaway_player_force </td><td valign="top" bgcolor="#000000">200000 </td><td valign="top" bgcolor="#000000">sv, cheat, rep </td><td valign="top" bgcolor="#000000">How hard the player is pushed away from physics objects (falls off with inverse square of distance). </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_rcon_banpenalty </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Number of minutes to ban users who fail rcon authentication </td></tr><tr><td valign="top" bgcolor="#000000">sv_rcon_maxfailures </td><td valign="top" bgcolor="#000000">10 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Max number of times a user can ail rcon authentication before being banned </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_rcon_minfailures </td><td valign="top" bgcolor="#0c0c0c">5 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned </td></tr><tr><td valign="top" bgcolor="#000000">sv_rcon_minfailuretime </td><td valign="top" bgcolor="#000000">30 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Number of seconds to track failed rcon authentications </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_region </td><td valign="top" bgcolor="#0c0c0c">-1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">The region of the world to report this server in. </td></tr><tr><td valign="top" bgcolor="#000000">sv_rollangle </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000">Max view roll angle </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_rollspeed </td><td valign="top" bgcolor="#0c0c0c">200 </td><td valign="top" bgcolor="#0c0c0c">sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_runcmds </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_secure </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">rep </td><td valign="top" bgcolor="#0c0c0c">Server is using Valve Anti-Cheat </td></tr><tr><td valign="top" bgcolor="#000000">sv_sendtables </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Force full sendtable sending path. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_showhitboxes </td><td valign="top" bgcolor="#0c0c0c">-1 </td><td valign="top" bgcolor="#0c0c0c">sv, cheat </td><td valign="top" bgcolor="#0c0c0c">Send server-side hitboxs for specified entity to client (NOTE this uses lots of bandwidth, use on listen server only). </td></tr><tr><td valign="top" bgcolor="#000000">sv_showimpacts </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv, rep </td><td valign="top" bgcolor="#000000">Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_showladders </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Show bbox and dismount points for all ladders (must be set before level load.) </td></tr><tr><td valign="top" bgcolor="#000000">sv_skyname </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a, sv, rep </td><td valign="top" bgcolor="#000000">Current name of he skybox texture </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_soundemitter_filecheck </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Report missing wave files for sounds and game_sounds files. </td></tr><tr><td valign="top" bgcolor="#000000">sv_soundemitter_flush </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Flushes the sounds.txt system (server only) </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_soundemitter_trace </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">Show all EmitSound calls including their symbolic name and the actual wave file they resolved to </td></tr><tr><td valign="top" bgcolor="#000000">sv_soundscape_printdebuginfo </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">print soundscapes </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_specaccelerate </td><td valign="top" bgcolor="#0c0c0c">5 </td><td valign="top" bgcolor="#0c0c0c">a, sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_specnoclip </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">a, sv, nf, rep </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_specspeed </td><td valign="top" bgcolor="#0c0c0c">3 </td><td valign="top" bgcolor="#0c0c0c">a, sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_stats </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Collect CPU usage stats </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_stepsize </td><td valign="top" bgcolor="#0c0c0c">18 </td><td valign="top" bgcolor="#0c0c0c">sv, nf, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_stopspeed </td><td valign="top" bgcolor="#000000">100 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000">Minimum stopping speed when on ground. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_stressbots </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">If set to 1, the server calculates data and fills packets to bots. Used for perf testing. </td></tr><tr><td valign="top" bgcolor="#000000">sv_strict_notarget </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000">If set, notarget will cause entities to never think they are in the pvs </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_suppress_viewpunch </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_teststepsimulation </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_thinktimechck </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Check for thinktimes all on same timestamp. </td></tr><tr><td valign="top" bgcolor="#000000">sv_timeout </td><td valign="top" bgcolor="#000000">65 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">After this many seconds without a message from a client, the client is dropped </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_turbophysics </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Turns on turbo physics </td></tr><tr><td valign="top" bgcolor="#000000">sv_unlag </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000">Enables player lag compensation </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_unlag_debug </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_unlockedchapters </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">Highest unlocked game chapter. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_visiblemaxplayers </td><td valign="top" bgcolor="#0c0c0c">-1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Overrides the max players reported to prospective clients </td></tr><tr><td valign="top" bgcolor="#000000">sv_voicecodec </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_voiceenable </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">a, nf </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">sv_wateracceerate </td><td valign="top" bgcolor="#000000">10 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">sv_waterdist </td><td valign="top" bgcolor="#0c0c0c">12 </td><td valign="top" bgcolor="#0c0c0c">sv, rep </td><td valign="top" bgcolor="#0c0c0c">Vertical view fixup when eyes are near water plane. </td></tr><tr><td valign="top" bgcolor="#000000">sv_waterfriction </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv, nf, rep </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">template_debug </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">Test_CreateEntity </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">test_dispatcheffect </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Test a clientside dispatch effect. Usage test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau </td></tr><tr><td valign="top" bgcolor="#000000">Test_EHandle </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">test_entity_blocker </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Test command that drops an entity blocker out in front of the player. </td></tr><tr><td valign="top" bgcolor="#000000">Test_InitRandomEntitySpawner </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_Loop </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Test_Loop <loop name> - loop back to the specified loop start point unconditionally. </td></tr><tr><td valign="top" bgcolor="#000000">Test_LoopCount </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_LoopForNumSeconds </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds </td></tr><tr><td valign="top" bgcolor="#000000">test_nav_opt </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_ProxyToggle_EnableProxy </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">Test_ProxyToggle_EnsureValue </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_ProxyToggle_SetValue </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">Test_RandomChance </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_RandomizInPVS </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">Test_RandomPlayerPosition </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_RemoveAllRandomEntities </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">Test_RunFrame </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_SendKey </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">Test_SpawnRandomEntities </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_StartLoop </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Test_StatLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to. </td></tr><tr><td valign="top" bgcolor="#000000">Test_StartScript </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Start a test script running.. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">Test_Wait </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">Test_WaitForCheckPoint </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">testhudanim </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Test a hud element animation. Arguments <anim name> </td></tr><tr><td valign="top" bgcolor="#000000">testscript_debug </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Debug test scripts. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">texture_budget_background_alpha </td><td valign="top" bgcolor="#0c0c0c">128 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">how translucent the budget panel is </td></tr><tr><td valign="top" bgcolor="#000000">texture_budget_panel_bottom_of_history_fraction </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">number between 0 and 1 </td></tr><tr><td valign="top" bgcolor="#0c0c0c">texture_budget_panel_global </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show global times in the texture budget panel. </td></tr><tr><td valign="top" bgcolor="#000000">texture_budget_panel_height </td><td valign="top" bgcolor="#000000">284 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">height in pixels of the budget panel </td></tr><tr><td valign="top" bgcolor="#0c0c0c">texture_buget_panel_width </td><td valign="top" bgcolor="#0c0c0c">512 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">width in pixels of the budget panel </td></tr><tr><td valign="top" bgcolor="#000000">texture_budget_panel_x </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">number of pixels from the left side of the game screen to draw the budget panel </td></tr><tr><td valign="top" bgcolor="#0c0c0c">texture_budget_panel_y </td><td valign="top" bgcolor="#0c0c0c">450 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">number of pixels from the top side of the game screen to draw the budget panel </td></tr><tr><td valign="top" bgcolor="#000000">think_limit </td><td valign="top" bgcolor="#000000">10 </td><td valign="top" bgcolor="#000000">sv, rep </td><td valign="top" bgcolor="#000000">Maximum think time in milliseconds,warning is printed if this is exceeded. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">thirdperson </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Switch to thirdperson camera. </td></tr><tr><td valign="top" bgcolor="#000000">timedemo </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Play a demo and report performance info. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">timedemoquit </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Play a demo, report performance info, and then exit </td></tr><tr><td valign="top" bgcolor="#000000">timeleft </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">prints the time remaining in the match </td></tr><tr><td valign="top" bgcolor="#0c0c0c">timerefresh </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Profile the renderer. </td></tr><tr><td valign="top" bgcolor="#000000">toggleconsole </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Show/hide the console. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">togglescores </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Toggles score panel </td></tr><tr><td valign="top" bgcolor="#000000">trace_report </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tracer_extra </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">cl </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">tv_autorecord </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Automatically records al games as SourceTV demos. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_chattimelimit </td><td valign="top" bgcolor="#0c0c0c">3 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Limits spectators to chat only every n seconds </td></tr><tr><td valign="top" bgcolor="#000000">tv_clients </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Shows list of connected SourceTV clients. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_debug </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">SourceTV debug info. </td></tr><tr><td valign="top" bgcolor="#000000">tv_delay </td><td valign="top" bgcolor="#000000">10 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000">SrcTV broadcast delay in seconds </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_delaymapchange </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c">Delays map change until broadcast is complete </td></tr><tr><td valign="top" bgcolor="#000000">tv_dispatchmode </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Dispatch clients to relay proxies 0=never, 1=if appropriate, 2=always </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_enable </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Activates SourceTV on server. </td></tr><tr><td valign="top" bgcolor="#000000">tv_maxclients </td><td valign="top" bgcolor="#000000">128 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Maximum client number on SourceTVserver. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_maxrate </td><td valign="top" bgcolor="#0c0c0c">5000 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Max SourcTV spectator bandwidth rate allowed, 0 == unlimited </td></tr><tr><td valign="top" bgcolor="#000000">tv_name </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">SourceTV host name </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_nochat </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a, user </td><td valign="top" bgcolor="#0c0c0c">Don't receive chat messages from other SourceTV spectators </td></tr><tr><td valign="top" bgcolor="#000000">tv_overrideroot </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Overrides the SourceTV master root address. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_password </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">nf, prot </td><td valign="top" bgcolor="#0c0c0c">SourceTV password for all clients </td></tr><tr><td valign="top" bgcolor="#000000">tv_port </td><td valign="top" bgcolor="#000000">27020 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Host SourceTV port </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_record </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Starts SourceTV demo recording. </td></tr><tr><td valign="top" bgcolor="#000000">tv_relay </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Connect to SourceTV server and relay broadcast. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_relaypassword </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">nf, prot </td><td valign="top" bgcolor="#0c0c0c">SourceTV password for relay proxies </td></tr><tr><td valign="top" bgcolor="#000000">tv_retry </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Reconnects the SourceTVrelay proxy. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_snapshotrate </td><td valign="top" bgcolor="#0c0c0c">16 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Ticks broadcasted per second </td></tr><tr><td valign="top" bgcolor="#000000">tv_status </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Show SourceTV server status. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">tv_stop </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Stops the SourceTV broadcast. </td></tr><tr><td valign="top" bgcolor="#000000">tv_stoprecord </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Stops SourceTV demo recording. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">unbind </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Unbind a key. </td></tr><tr><td valign="top" bgcolor="#000000">unbindall </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Unbind all keys. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">unpause </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Unpause the game. </td></tr><tr><td valign="top" bgcolor="#000000">use </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Use a particular weapon Arguments <weapon_name> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">user </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show user data. </td></tr><tr><td valign="top" bgcolor="#000000">users </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Show user info for players on server. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">v_centermove </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">cl </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">v_centerspeed </td><td valign="top" bgcolor="#000000">500 </td><td valign="top" bgcolor="#000000">cl </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vcollide_wireframe </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">cheat </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">vcollide_wireframe_axes </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vcr_verbose </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Write extra information into .vcr file. </td></tr><tr><td valign="top" bgcolor="#000000">version </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Print version info string. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vgui_drawfocus </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Report which panel is under the mouse. </td></tr><tr><td valign="top" bgcolor="#000000">vgui_drawtree </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">cheat </td><td valign="top" bgcolor="#000000">Draws the vgui panel hiearchy to the specified depth level. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vgui_drawtree_bounds </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show panel bounds. </td></tr><tr><td valign="top" bgcolor="#000000">vgui_drawtree_clear </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vgui_drawtree_freeze </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Set to 1 to stop updating the vgui_drawtree view. </td></tr><tr><td valign="top" bgcolor="#000000">vgui_drawtree_hidden </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Draw the hidden panels. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vgui_drawtree_panelalpha </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show the panel alpha values in the vgui_drawtree view. </td></tr><tr><td valign="top" bgcolor="#000000">vgui_drawtree_panelptr </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Show the panel pointer values in the vgui_drawtree view. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vgui_drawtree_popupsonly </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Draws the vgui popup list in hierarchy(1) or most recently used(2) order. </td></tr><tr><td valign="top" bgcolor="#000000">vgui_drawtree_render_order </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">List the vgui_drawtree panels in render order. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vgui_drawtree_visible </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Draw the visible panels. </td></tr><tr><td valign="top" bgcolor="#000000">vgui_togglepanel </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">show/hide gui panel by name. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">viewmodel_fov </td><td valign="top" bgcolor="#0c0c0c">54 </td><td valign="top" bgcolor="#0c0c0c">cheat, cl </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">violence_ablood </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Draw alien blood </td></tr><tr><td valign="top" bgcolor="#0c0c0c">violence_agibs </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show alien gib entities </td></tr><tr><td valign="top" bgcolor="#000000">violence_hblood </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Draw human blood </td></tr><tr><td valign="top" bgcolor="#0c0c0c">violence_hgibs </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Show human gib entities </td></tr><tr><td valign="top" bgcolor="#000000">voice_avggain </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_clientdebug </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">cl </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">voice_dsound </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_enable </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">voice_fadeouttime </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_forcemicrecord </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">voice_inputfromfile </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Get voice input from 'voice_input.wav' ather than from the microphone. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_loopback </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">user </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">voice_maxgain </td><td valign="top" bgcolor="#000000">10 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_modenable </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">a, cl </td><td valign="top" bgcolor="#0c0c0c">Enable/disable voice in this mod. </td></tr><tr><td valign="top" bgcolor="#000000">voice_overdrive </td><td valign="top" bgcolor="#000000">2 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_overdrivefadetime </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">voice_profile </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voce_recordtofile </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav' </td></tr><tr><td valign="top" bgcolor="#000000">voice_scale </td><td valign="top" bgcolor="#000000">1 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_serverdebug </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">sv </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">voice_showchannels </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voice_showincoming </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">voice_steal </td><td valign="top" bgcolor="#000000">2 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">volume </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">Sound volume </td></tr><tr><td valign="top" bgcolor="#000000">vox_reload </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Reload sentences.txt file </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voxeltree_box </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">View entities in the voxel-tree inside box <Vector(min), Vector(max)>. </td></tr><tr><td valign="top" bgcolor="#000000">voxeltree_playerview </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">View entities in the voxel-tree at the player position. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">voxeltree_sphere </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">View entities in the voxel-tree inside sphere <Vector(center), float(radius)>. </td></tr><tr><td valign="top" bgcolor="#000000">voxeltree_view </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">View entities in the voxel-tree. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Toggle VProf profiler </td></tr><tr><td valign="top" bgcolor="#000000">vprof_adddebuggroup1 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">add a new budget group dynamically for debugging </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_cachemiss </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Toggle VProf cache miss checking </td></tr><tr><td valign="top" bgcolor="#000000">vprof_cachemiss_off </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Turn off VProf cache miss checking </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_cachemiss_on </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Turn on VProf cache miss checking </td></tr><tr><td valign="top" bgcolor="#000000">vprof_child </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_collapse_all </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Collapse the whole vprof tree </td></tr><tr><td valign="top" bgcolor="#000000">vprof_counters </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vpro_dump_groupnames </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Write the names of all of the vprof groups to the console. </td></tr><tr><td valign="top" bgcolor="#000000">vprof_dump_spikes </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Framerate at which vprof will begin to dump spikes to the console. 0 = disabled. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_expand_all </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Expand the whole vprof tree </td></tr><tr><td valign="top" bgcolor="#000000">vprof_expand_group </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Expand a budget group in the vprof tree by name </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_geerate_report </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Generate a report to the console. </td></tr><tr><td valign="top" bgcolor="#000000">vprof_generate_report_AI </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Generate a report to the console. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_generate_report_AI_only </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Generate a report to the console. </td></tr><tr><td valign="top" bgcolor="#000000">vprof_generate_report_hierarchy </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Generate a report to the console. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_generate_report_map_load </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Generate a report t the console. </td></tr><tr><td valign="top" bgcolor="#000000">vprof_graph </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Draw the vprof graph. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_graphheight </td><td valign="top" bgcolor="#0c0c0c">256 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">vprof_graphwidth </td><td valign="top" bgcolor="#000000">512 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_nextsibling </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">vprof_off </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Turn off VProf profiler </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_on </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Turn on VPof profiler </td></tr><tr><td valign="top" bgcolor="#000000">vprof_parent </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_playback_average </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Average the next N frames. </td></tr><tr><td valign="top" bgcolor="#000000">vprof_playback_start </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Start playing back a recorded .vprof file. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_playback_step </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">While playing back a .vprof file, step to the next tick. </td></tr><tr><td valign="top" bgcolor="#000000">vprof_playback_stepback </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">While laying back a .vprof file, step to the previous tick. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_playback_stop </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">vprof_prevsibling </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_record_start </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Start recording vprof data for playback later. </td></tr><tr><td valign="top" bgcolor="#000000">vprof_record_stop </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_remote_start </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Request a VProf data stream from the remot server (requires authentication) </td></tr><tr><td valign="top" bgcolor="#000000">vprof_remote_stop </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Stop an existing remote VProf data request </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_reset </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Reset the stats in VProf profiler </td></tr><tr><td valign="top" bgcolor="#000000">vprof_reset_peaks </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Reset just the peak time in VProf profiler </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_scope </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Set a specific scope to start showing vprof tree </td></tr><tr><td valign="top" bgcolor="#000000">vprof_unaccounte_limit </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">a </td><td valign="top" bgcolor="#000000">number of milliseconds that a node must exceed to turn red in the vprof panel </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_verbose </td><td valign="top" bgcolor="#0c0c0c">0 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">Set to one to show average and peak times </td></tr><tr><td valign="top" bgcolor="#000000">vprof_vtune_group </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">enable vtune for a particular vprof group ('disable' to disable) </td></tr><tr><td valign="top" bgcolor="#0c0c0c">vprof_warningmsec </td><td valign="top" bgcolor="#0c0c0c">10 </td><td valign="top" bgcolor="#0c0c0c">a </td><td valign="top" bgcolor="#0c0c0c">Above this many milliseconds render the label red t indicate slow code. </td></tr><tr><td valign="top" bgcolor="#000000">vtune </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Controls VTune's sampling. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">wait </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Stop command parsing until next frame. </td></tr><tr><td valign="top" bgcolor="#000000">wc_air_edit_further </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">When in WC edit mode and editing air nodes, moves position of air node crosshair and placement locaion further away from play </td></tr><tr><td valign="top" bgcolor="#0c0c0c">wc_air_edit_nearer </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player </td></tr><tr><td valign="top" bgcolor="#000000">wc_air_node_edit </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">When in WC edit mode, toggles laying down or air nodes instead of ground nodes </td></tr><tr><td valign="top" bgcolor="#0c0c0c">wc_create </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">When in WC edit mode, creates a node where the player is loking if a node is allowed at that location for the currently select </td></tr><tr><td valign="top" bgcolor="#000000">wc_destroy </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box). </td></tr><tr><td valign="top" bgcolor="#0c0c0c">wc_destroy_undo </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">When in WC edit mode restores the last deleted node </td></tr><tr><td valign="top" bgcolor="#000000">wc_link_edit </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">wc_update_entity </td><td valign="top" bgcolor="#0c0c0c">md </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Updates the entity's position/angles when in edit mode </td></tr><tr><td valign="top" bgcolor="#000000">weapon_showproficiency </td><td valign="top" bgcolor="#000000">0 </td><td valign="top" bgcolor="#000000">sv </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">writeid </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Writes a list of permanently-banned user IDs to banned_user.cfg. </td></tr><tr><td valign="top" bgcolor="#000000">writeip </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000">Save the ban list to banned_ip.cfg. </td></tr><tr><td valign="top" bgcolor="#0c0c0c">zoom_sensitivity_ratio </td><td valign="top" bgcolor="#0c0c0c">1 </td><td valign="top" bgcolor="#0c0c0c">cl </td><td valign="top" bgcolor="#0c0c0c">Additional mouse sensitivity scale factor applied when FOV is zoomed in. </td></tr><tr><td valign="top" bgcolor="#000000">_fov </td><td valign="top" bgcolor="#000000">0 , "cl" </td><td valign="top" bgcolor="#000000">utomates fov command to server. </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">_restart </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c">Shutdown and restart the engine. </td></tr><tr><td valign="top" bgcolor="#000000">+alt1 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+attack </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+attack2 </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+back </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+break </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+camdistance </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+camin </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+cammousemove </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+camout </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+campitchdown </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+campitchup </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+camyawleft </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+camyawright </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+commandermousemove </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+duck </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+forward </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+graph </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+jlook </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+jump </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+klook </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+left </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+lookdown </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+lookup </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+mat_texture_list </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+movedown </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+moveleft </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+moveright </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+moveup </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+reload </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+right </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+score </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+showbudget </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+showbudget_texture </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+showbudget_texture_global </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+showcores </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+showvprof </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+speed </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+strafe </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+use </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+vgui_drawtree </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+voicerecord </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">+walk </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">+zoom </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-alt1 </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-attack </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-attack2 </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-back </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-break </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-camdistance </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-camin </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-cammousemove </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-camout </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-campitchdown </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-campitchup </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-camyawleft </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-camyawright </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-commandermousemove </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-duck </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-forward </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-graph </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-jlook </td><td valign="top" bgcolor="#000000">cd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-jump </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-klook </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-left </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-lookdown </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-lookup </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-mat_texture_list </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-movedown </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-moveleft </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-moveright </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-moveup </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-reload </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-right </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-score </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-showbudget </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-showbudget_texture </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-showbudget_texture_global </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-showscores </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-showvprof </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-speed </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-strafe </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-use </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-vgui_drawtree </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-voicerecord </td><td valign="top" bgcolor="#0c0c0c">cmd </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr><tr><td valign="top" bgcolor="#000000">-walk </td><td valign="top" bgcolor="#000000">cmd </td><td valign="top" bgcolor="#000000"> </td><td valign="top" bgcolor="#000000"> </td></tr><tr><td valign="top" bgcolor="#0c0c0c">-zoom </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td><td valign="top" bgcolor="#0c0c0c"> </td></tr></table> </section> </div> <script language="javascript"> //$.backstretch("http://pylif.com/20100221_152616_0001.jpg"); $(".js-masonry").masonry().imagesLoaded(function() { $(this).masonry(); }); $('section').waypoint(function(dir) { var section = $(this); if ( dir == "up" ) section = section.prev(); $("#nav li").each(function(i, v) { if ( $("a",this).attr("href") == "/#" + section.attr("id") ) { $(this).addClass("active"); } else { $(this).removeClass("active"); } }); }, {offset: "50%"}); $("a[href^='#']").click(function(event) { event.preventDefault(); var $this = $(this), target = this.hash, $target = $(target); $("html, body").stop().animate({ 'scrollTop': $target.offset().top - 30 }, 800, 'swing', function() { window.location.hash = 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