CS:GO Client Variable List

1. +alt1
2. +alt2
3. +attack
4. +attack2
5. +back
6. +break
7. +camdistance
8. +camin
9. +cammousemove
10. +camout
11. +campitchdown
12. +campitchup
13. +camyawleft
14. +camyawright
15. +commandermousemove
16. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
17. +duck
18. +forward
19. +graph
20. +grenade1
21. +grenade2
22. +jlook
23. +jump
24. +klook
25. +left
26. +lookdown
27. +lookspin
28. +lookup
29. +mat_texture_list
30. +movedown
31. +moveleft
32. +moveright
33. +moveup
34. +posedebug // Turn on pose debugger or add ents to pose debugger UI
35. +reload
36. +right
37. +score
38. +showbudget
39. +showbudget_texture
40. +showbudget_texture_global
41. +showscores
42. +showvprof
43. +sixense_left_point_gesture
44. +sixense_ratchet
45. +sixense_right_point_gesture
46. +speed
47. +strafe
48. +use
49. +vgui_drawtree
50. +voicerecord
51. +walk
52. +zoom
53. +zoom_in
54. +zoom_out
55. -alt1
56. -alt2
57. -attack
58. -attack2
59. -back
60. -break
61. -camdistance
62. -camin
63. -cammousemove
64. -camout
65. -campitchdown
66. -campitchup
67. -camyawleft
68. -camyawright
69. -commandermousemove
70. -demoui2 // Send the advanced demo player UI (demoui2) to background.
71. -duck
72. -forward
73. -graph
74. -grenade1
75. -grenade2
76. -jlook
77. -jump
78. -klook
79. -left
80. -lookdown
81. -lookspin
82. -lookup
83. -mat_texture_list
84. -movedown
85. -moveleft
86. -moveright
87. -moveup
88. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
89. -reload
90. -right
91. -score
92. -showbudget
93. -showbudget_texture
94. -showbudget_texture_global
95. -showscores
96. -showvprof
97. -sixense_left_point_gesture
98. -sixense_ratchet
99. -sixense_right_point_gesture
100. -speed
101. -strafe
102. -use
103. -vgui_drawtree
104. -voicerecord
105. -walk
106. -zoom
107. -zoom_in
108. -zoom_out
109. achievement_debug “0″ // Turn on achievement debug msgs.
110. achievement_disable “0″ // Turn off achievements.
111. addip // Add an IP address to the ban list.
112. adsp_debug “0″
113. ainet_generate_report // Generate a report to the console.
114. ainet_generate_report_only // Generate a report to the console.
115. air_density // Changes the density of air for drag computations.
116. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
117. ai_debug_los “0″ // itl
118. ai_debug_node_connect // Debug the attempted connection between two nodes
119. ai_debug_shoot_positions “0″
120. ai_disable // 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
121. ai_drawbattlelines “0″
122. ai_drop_hint // Drop an ai_hint at the players current eye position.
123. ai_dump_hints
124. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
125. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
126. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
127. ai_report_task_timings_on_limit “0″
128. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
129. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
130. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
131. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
132. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
133. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
134. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
135. ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
136. ai_show_grid // Draw a grid on the floor where looking.
137. ai_show_hints // Displays all hints as small boxes Blue – hint is available for use Red – hint is currently being used by an NPC Orange -
138. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
139. ai_show_node // Highlight the specified node
140. ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
141. ai_step // use ai_step again. To resume processing no
142. ai_test_los // Test AI LOS from the players POV
143. ai_think_limit_label “0″
144. ai_vehicle_avoidance “1″
145. alias // Alias a command.
146. ammo_338mag_max “30″
147. ammo_357sig_max “52″
148. ammo_45acp_max “100″
149. ammo_50AE_max “35″
150. ammo_556mm_box_max “200″
151. ammo_556mm_max “90″
152. ammo_57mm_max “100″
153. ammo_762mm_max “90″
154. ammo_9mm_max “120″
155. ammo_buckshot_max “32″
156. ammo_decoy_max “1″
157. ammo_flashbang_max “1″
158. ammo_hegrenade_max “1″
159. ammo_molotov_max “1″
160. ammo_smokegrenade_max “1″
161. askconnect_accept // Accept a redirect request by the server.
162. asw_engine_finished_building_map // Notify engine that weve finished building a map
163. async_resume
164. async_suspend
165. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
166. autobuy // Attempt to purchase items with the order listed in cl_autobuy
167. autosave // Autosave
168. autosavedangerous // AutoSaveDangerous
169. autosavedangerousissafe
170. banid // Add a user ID to the ban list.
171. banip // Add an IP address to the ban list.
172. benchframe // Takes a snapshot of a particular frame in a time demo.
173. bench_end // Ends gathering of info.
174. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
175. bench_start // Starts gathering of info. Arguments: filename to write results into
176. bench_upload // Uploads most recent benchmark stats to the Valve servers.
177. bind // Bind a key.
178. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
179. bind_osx // Bind a key for OSX only.
180. bink_dump_precached_movies // Dumps information about all precached Bink movies
181. blackbox_dump // Dump the contents of the blackbox
182. blackbox_record // Record an entry into the blackbox
183. bot_add // bot_add <t|ct> <type> <difficulty> <name> – Adds a bot matching the given criteria.
184. bot_add_ct // bot_add_ct <type> <difficulty> <name> – Adds a Counter-Terrorist bot matching the given criteria.
185. bot_add_t // bot_add_t <type> <difficulty> <name> – Adds a terrorist bot matching the given criteria.
186. bot_all_weapons // Allows the bots to use all weapons
187. bot_autodifficulty_threshold “0″ // Percentage of Contribution Score that a bot must be outside of to change its difficulty (i.e. Contrib Score in the range [human
188. bot_chatter "0" // or normal.
189. bot_crouch "0"
190. bot_debug "0" // For internal testing purposes.
191. bot_debug_target "0" // For internal testing purposes.
192. bot_defer_to_human "0" // the bots will not do the scenario tasks.
193. bot_difficulty "1" // 3=expert.
194. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
195. bot_freeze "0"
196. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
197. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
198. bot_join_after_player "1" // bots wait until a player joins before entering the game.
199. bot_join_team "0" // or CT.
200. bot_kick // matching the given criteria.
201. bot_kill // matching the given criteria.
202. bot_knives_only // Restricts the bots to only using knives
203. bot_loadout "0" // bots are given these items at round start
204. bot_mimic "0"
205. bot_mimic_yaw_offset "180"
206. bot_pistols_only // Restricts the bots to only using pistols
207. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
208. bot_quota "0" // Determines the total number of bots in the game.
209. bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
210. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
211. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
212. bot_show_nav "0" // For internal testing purposes.
213. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
214. bot_snipers_only // Restricts the bots to only using sniper rifles
215. bot_stop "0" // immediately stops all bot processing.
216. bot_stop_control // Release control of a bot.
217. bot_take_control // Take control of a bot.
218. bot_traceview "0" // For internal testing purposes.
219. bot_zombie "0" // bots will stay in idle mode and not attack.
220. box // Draw a debug box.
221. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
222. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
223. budget_background_alpha "128" // how translucent the budget panel is
224. budget_bargraph_background_alpha "128" // how translucent the budget panel is
225. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
226. budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
227. budget_history_range_ms "66" // budget history range in milliseconds
228. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
229. budget_panel_height "384" // height in pixels of the budget panel
230. budget_panel_width "512" // width in pixels of the budget panel
231. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
232. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
233. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
234. budget_show_averages "0" // enable/disable averages in the budget panel
235. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
236. budget_show_peaks "1" // enable/disable peaks in the budget panel
237. budget_toggle_group // Turn a budget group on/off
238. bug // Show the bug reporting UI.
239. bugreporter_uploadasync "0" // Upload attachments asynchronously
240. bugreporter_username "0" // Username to use for bugreporter
241. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
242. buildcubemaps // Rebuild cubemaps.
243. buildmodelforworld // buildmodelforworld
244. buymenu // Show or hide main buy menu
245. cache_print // cache_print [section] Print out contents of cache memory.
246. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
247. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
248. camortho // Switch to orthographic camera.
249. cam_collision “1″ // an attempt is made to keep the camera from passing though walls.
250. cam_command // Tells camera to change modes
251. cam_idealdelta “4″ // Controls the speed when matching offset to ideal angles in thirdperson view
252. cam_idealdist “150″
253. cam_idealdistright “0″
254. cam_idealdistup “0″
255. cam_ideallag “4″ // Amount of lag used when matching offset to ideal angles in thirdperson view
256. cam_idealpitch “0″
257. cam_idealyaw “0″
258. cam_showangles “0″ // print viewangles/idealangles/cameraoffsets to the console.
259. cam_snapto “0″
260. cancelselect
261. cast_hull // Tests hull collision detection
262. cast_ray // Tests collision detection
263. cc_emit // Emits a closed caption
264. cc_findsound // Searches for soundname which emits specified text.
265. cc_flush // Flushes asyncd captions.
266. cc_lang “0″ // Current close caption language (emtpy = use game UI language)
267. cc_linger_time “1″ // Close caption linger time.
268. cc_predisplay_time “0″ // Close caption delay before showing caption.
269. cc_random // Emits a random caption
270. cc_showblocks // Toggles showing which blocks are pending/loaded async.
271. cc_subtitles “0″ // wont help hearing impaired players).
272. centerview
273. changelevel // Change server to the specified map
274. changelevel2 // Transition to the specified map in single player
275. chet_debug_idle “0″ // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
276. ch_createairboat // Spawn airboat in front of the player.
277. ch_createjeep // Spawn jeep in front of the player.
278. clear // Clear all console output.
279. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
280. clear_debug_overlays // clears debug overlays
281. clientport “27005″ // Host game client port
282. closecaption “0″ // Enable close captioning.
283. cl_allowdownload “0″ // Client downloads customization files
284. cl_allowupload “0″ // Client uploads customization files
285. cl_animationinfo // Hud element to examine.
286. cl_autobuy “0″ // The order in which autobuy will attempt to purchase items
287. cl_autohelp “0″ // Auto-help
288. cl_autowepswitch “0″ // Automatically switch to picked up weapons (if more powerful)
289. cl_backspeed “450″
290. cl_bob “0″
291. cl_bobamt_lat “0″
292. cl_bobamt_vert “0″
293. cl_bobcycle “1″
294. cl_bobup “0″
295. cl_bob_lower_amt “21″
296. cl_brushfastpath “1″
297. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
298. cl_buy_favorite_nowarn “0″ // Skips the error prompt when saving an invalid buy favorite
299. cl_buy_favorite_quiet “0″ // Skips the prompt when saving a buy favorite in the buy menu
300. cl_buy_favorite_reset // Reset favorite loadouts to the default
301. cl_buy_favorite_set // Saves the current loadout as a favorite
302. cl_camera_follow_bone_index “-2″ // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
303. cl_chatfilters “63″ // Stores the chat filter settings
304. cl_class “0″ // Default class when joining a game
305. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
306. cl_clockdrift_max_ms “150″ // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
307. cl_clockdrift_max_ms_threadmode “0″ // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
308. cl_clock_correction “1″ // Enable/disable clock correction on the client.
309. cl_clock_correction_adjustment_max_amount “200″ // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
310. cl_clock_correction_adjustment_max_offset “90″ // it moves towards apply
311. cl_clock_correction_adjustment_min_offset “10″ // then no clock correction is applied.
312. cl_clock_correction_force_server_tick “999″ // Force clock correction to match the server tick + this offset (-999 disables it).
313. cl_clock_showdebuginfo “0″ // Show debugging info about the clock drift.
314. cl_cmdrate “66″ // Max number of command packets sent to server per second
315. cl_crosshairalpha “255″
316. cl_crosshaircolor “1″ // Set crosshair color as defined in game_options.360.txt
317. cl_crosshaircolor_b “250″
318. cl_crosshaircolor_g “250″
319. cl_crosshaircolor_r “50″
320. cl_crosshairdot “0″
321. cl_crosshairscale “768″ // Crosshair scaling factor (deprecated)
322. cl_crosshairsize “7″
323. cl_crosshairthickness “0″
324. cl_crosshairusealpha “1″
325. cl_debugrumble “0″ // Turn on rumble debugging spew
326. cl_detail_avoid_force “0″ // percentage of the width of the detail sprite )
327. cl_detail_avoid_radius “64″ // radius around detail sprite to avoid players
328. cl_detail_avoid_recover_speed “0″ // how fast to recover position after avoiding players
329. cl_detail_max_sway “5″ // Amplitude of the detail prop sway
330. cl_detail_multiplier “1″ // extra details to create
331. cl_disablefreezecam “1″ // Turn on/off freezecam on client
332. cl_disable_ragdolls “0″
333. cl_downloadfilter “0″ // nosounds)
334. cl_drawhud “1″ // Enable the rendering of the hud
335. cl_drawleaf “-1″
336. cl_drawmaterial “0″ // Draw a particular material over the frame
337. cl_drawshadowtexture “0″
338. cl_dumpplayer // Dumps info about a player
339. cl_dumpsplithacks // Dump split screen workarounds.
340. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
341. cl_dynamiccrosshair “0″
342. cl_enable_weapon_voiceover “1″ // Enable/Disable weapon name voice over.
343. cl_entityreport “0″ // draw entity states to console
344. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
345. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
346. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
347. cl_extrapolate “1″ // Enable/disable extrapolation if interpolation history runs out.
348. cl_extrapolate_amount “0″ // Set how many seconds the client will extrapolate entities for.
349. cl_fastdetailsprites “1″ // whether to use new detail sprite system
350. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
351. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
352. cl_fixedcrosshairgap “3″ // How big to make the gap between the pips in the fixed crosshair
353. cl_flushentitypacket “0″ // For debugging. Force the engine to flush an entity packet.
354. cl_forcepreload “1″ // Whether we should force preloading.
355. cl_forwardspeed “450″
356. cl_fullupdate // Forces the server to send a full update packet
357. cl_game_mode_convars // Display the values of the convars for the current game_mode.
358. cl_idealpitchscale “0″
359. cl_ignorepackets “0″ // Force client to ignore packets (for debugging).
360. cl_interp “0″ // Sets the interpolation amount (bounded on low side by server interp ratio settings).
361. cl_interp_ratio “2″ // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
362. cl_jiggle_bone_debug “0″ // Display physics-based jiggle bone debugging information
363. cl_jiggle_bone_debug_pitch_constraints “0″ // Display physics-based jiggle bone debugging information
364. cl_jiggle_bone_debug_yaw_constraints “0″ // Display physics-based jiggle bone debugging information
365. cl_jiggle_bone_invert “0″
366. cl_lagcompensation “1″ // Perform server side lag compensation of weapon firing events.
367. cl_language “0″ // Language (from Steam API)
368. cl_leafsystemvis “0″
369. cl_leveloverview “0″
370. cl_leveloverviewmarker “0″
371. cl_logofile “0″ // Spraypoint logo decal.
372. cl_maxrenderable_dist “3000″ // Max distance from the camera at which things will be rendered
373. cl_minimal_rtt_shadows “1″
374. cl_mouseenable “0″
375. cl_mouselook “1″ // 0 for keyboard look. Cannot be set while connected to a server.
376. cl_observercrosshair “1″
377. cl_overdraw_test “0″
378. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
379. cl_particles_dumplist // optional name substring.
380. cl_particles_dump_effects
381. cl_particles_show_bbox “0″
382. cl_particles_show_controlpoints “0″
383. cl_particle_retire_cost “0″
384. cl_pclass “0″ // Dump entity by prediction classname.
385. cl_pdump “-1″ // Dump info about this entity to screen.
386. cl_phys_show_active “0″
387. cl_phys_timescale “1″ // Sets the scale of time for client-side physics (ragdolls)
388. cl_pitchdown “89″
389. cl_pitchup “89″
390. cl_playerspraydisable “1″ // Disable player sprays.
391. cl_portal_use_new_dissolve “1″ // Use new dissolve effect
392. cl_precacheinfo // Show precache info (client).
393. cl_predict “1″ // Perform client side prediction.
394. cl_predictioncopy_describe // Describe datamap_t for entindex
395. cl_predictionlist “0″ // Show which entities are predicting
396. cl_predictweapons “1″ // Perform client side prediction of weapon effects.
397. cl_pred_track // for field fieldname.
398. cl_ragdoll_gravity “600″ // Sets the gravity client-side ragdolls
399. cl_rebuy “0″ // The order in which rebuy will attempt to repurchase items
400. cl_reloadpostprocessparams
401. cl_removedecals // Remove the decals from the entity under the crosshair.
402. cl_report_soundpatch // reports client-side sound patch count
403. cl_resend “6″ // Delay in seconds before the client will resend the connect attempt
404. cl_resend_timeout “60″ // Total time allowed for the client to resend the connect attempt
405. cl_righthand “1″ // Use right-handed view models.
406. cl_rumblescale “0″ // Scale sensitivity of rumble effects (0 to 1.0)
407. cl_scalecrosshair “1″ // Enable crosshair scaling (deprecated)
408. cl_shadowtextureoverlaysize “256″
409. cl_showanimstate_activities “0″ // Show activities in the (client) animation state display.
410. cl_showents // Dump entity list to console.
411. cl_showerror “0″ // 2 for above plus detailed field deltas.
412. cl_showevents “0″ // Print event firing info in the console
413. cl_showfps “0″ // +10 = detailed )
414. cl_showhelp “0″ // Set to 0 to not show on-screen help
415. cl_showloadout “1″ // Toggles display of current loadout.
416. cl_showncustomtabhelp “0″
417. cl_showpluginmessages “0″ // Allow plugins to display messages to you
418. cl_showpos “0″ // Draw current position at top of screen
419. cl_show_scaleform_achievement_popups “1″
420. cl_sidespeed “450″
421. cl_skipfastpath “0″ // Set to 1 to stop all models that go through the model fast path from rendering
422. cl_skipslowpath “0″ // Set to 1 to skip any models that dont go through the model fast path
423. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
424. cl_soundemitter_reload // Flushes the sounds.txt system
425. cl_soundfile “0″ // Jingle sound file.
426. cl_soundscape_flush // Flushes the client side soundscapes
427. cl_soundscape_printdebuginfo // print soundscapes
428. cl_spec_mode “4″ // Saves the last viewed spectator mode for use next time we start to spectate
429. cl_sporeclipdistance “512″
430. cl_ss_origin // print origin in script format
431. cl_steamscreenshots // Enable/disable saving screenshots to Steam
432. cl_sunlight_ortho_size “0″ // Set to values greater than 0 for ortho view render projections.
433. cl_sun_decay_rate “0″
434. cl_team “0″ // Default team when joining a game
435. cl_timeout “35″ // the client will disconnect itself
436. cl_tree_sway_dir // sets tree sway wind direction and strength
437. cl_updaterate “66″ // Number of packets per second of updates you are requesting from the server
438. cl_updatevisibility // Updates visibility bits.
439. cl_upspeed “320″
440. cl_use_new_headbob “1″
441. cl_view // Set the view entity index.
442. cl_viewmodel_shift_left_amt “1″
443. cl_viewmodel_shift_right_amt “0″
444. cl_winddir “0″ // Weather effects wind direction angle
445. cl_windspeed “0″ // Weather effects wind speed scalar
446. cl_wpn_sway_scale “1″
447. cmd // Forward command to server.
448. cmd1 // sets userinfo string for split screen player in slot 1
449. cmd2 // sets userinfo string for split screen player in slot 2
450. cmd3 // sets userinfo string for split screen player in slot 3
451. cmd4 // sets userinfo string for split screen player in slot 4
452. collision_test // Tests collision system
453. colorcorrectionui // Show/hide the color correction tools UI.
454. commentary_cvarsnotchanging
455. commentary_finishnode
456. commentary_firstrun “0″
457. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
458. commentary_testfirstrun
459. condump // dump the text currently in the console to condumpXX.log
460. connect // Connect to specified server.
461. con_enable “1″ // Allows the console to be activated.
462. crash // Cause the engine to crash (Debug!!)
463. CreatePredictionError // Create a prediction error
464. create_flashlight
465. creditsdone
466. crosshair “1″
467. cs_make_vip // Marks a player as the VIP
468. cs_ShowStateTransitions “-2″ // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
469. CS_WarnFriendlyDamageInterval “1″ // Defines how frequently the server notifies clients that a player damaged a friend
470. cursortimeout “60″ // Seconds before mouse cursor hides itself due to inactivity
471. cvarlist // Show the list of convars/concommands.
472. c_maxdistance “200″
473. c_maxpitch “90″
474. c_maxyaw “135″
475. c_mindistance “30″
476. c_minpitch “0″
477. c_minyaw “-135″
478. c_orthoheight “100″
479. c_orthowidth “100″
480. c_thirdpersonshoulder “0″
481. c_thirdpersonshoulderaimdist “120″
482. c_thirdpersonshoulderdist “40″
483. c_thirdpersonshoulderheight “5″
484. c_thirdpersonshoulderoffset “20″
485. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
486. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
487. dbg_testdynamicwearablegib
488. debugsystemui // Show/hide the debug system UI.
489. debug_visibility_monitor “0″
490. default_fov “90″
491. demolist // Print demo sequence list.
492. demos // Demo demo file sequence.
493. demoui // Show/hide the demo player UI.
494. demoui2 // Show/hide the advanced demo player UI (demoui2).
495. demo_gototick // Skips to a tick in demo.
496. demo_pause // Pauses demo playback.
497. demo_recordcommands “1″ // Record commands typed at console into .dem files.
498. demo_resume // Resumes demo playback.
499. demo_timescale // Sets demo replay speed.
500. demo_togglepause // Toggles demo playback.
501. developer “0″ // Set developer message level
502. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
503. devshots_screenshot // use the screenshot command instead.
504. differences // Show all convars which are not at their default values.
505. disable_static_prop_loading “0″ // static props wont be loaded
506. disconnect // Disconnect game from server.
507. display_elapsedtime // Displays how much time has elapsed since the game started
508. display_game_events “0″
509. disp_list_all_collideable // List all collideable displacements
510. dlight_debug // Creates a dlight in front of the player
511. drawcross // Draws a cross at the given location Arguments: x y z
512. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
513. drawradar // Draws HUD radar
514. dsp_dist_max “1440″
515. dsp_dist_min “0″
516. dsp_enhance_stereo “0″
517. dsp_off “0″
518. dsp_player “0″
519. dsp_reload
520. dsp_slow_cpu “1″
521. dsp_volume “0″
522. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
523. dumpentityfactories // Lists all entity factory names.
524. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
525. dumpgamestringtable // Dump the contents of the game string table to the console.
526. dumpstringtables // Print string tables to console.
527. dump_entity_sizes // Print sizeof(entclass)
528. dump_globals // Dump all global entities/states
529. dump_particlemanifest // Dump the list of particles loaded.
530. echo // Echo text to console.
531. editdemo // Edit a recorded demo file (.dem ).
532. editor_toggle // Disables the simulation and returns focus to the editor
533. enable_debug_overlays “1″ // Enable rendering of debug overlays
534. enable_skeleton_draw “0″ // Render skeletons in wireframe
535. endmovie // Stop recording movie frames.
536. endround // End the current round.
537. english “1″ // running the english language set of assets.
538. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
539. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
540. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
541. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
542. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
543. ent_create // Creates an entity of the given type where the player is looking.
544. ent_dump // Usage: ent_dump <entity name>
545. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
546. ent_info // Usage: ent_info <class name>
547. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
548. ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
549. ent_messages_draw “0″ // Visualizes all entity input/output activity.
550. ent_name
551. ent_orient // only orients target entitys YAW. Use the allangles opt
552. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
553. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
554. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
555. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
556. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
557. ent_rotate // Rotates an entity by a specified # of degrees
558. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
559. ent_setang // Set entity angles
560. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
561. ent_setpos // Move entity to position
562. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
563. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
564. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
565. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
566. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
567. envmap
568. escape // Escape key pressed.
569. exec // Execute script file.
570. execifexists // Execute script file if file exists.
571. exit // Exit the engine.
572. explode // Kills the player with explosive damage
573. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
574. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
575. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
576. ff_damage_reduction_bullets “0″ // How much to reduce damage done to teammates when shot. Range is from 0 – 1 (with 1 being damage equal to what is done to an en
577. ff_damage_reduction_grenade “0″ // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 – 1 (with 1 being damage equal to what is don
578. ff_damage_reduction_grenade_self “1″ // How much to damage a player does to himself with his own grenade. Range is from 0 – 1 (with 1 being damage equal to what is do
579. ff_damage_reduction_other “0″ // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 – 1 (with 1 being damag
580. find // Find concommands with the specified string in their name/help text.
581. findflags // Find concommands by flags.
582. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
583. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
584. firetarget
585. firstperson // Switch to firstperson camera.
586. fish_debug “0″ // Show debug info for fish
587. fish_dormant “0″ // Turns off interactive fish behavior. Fish become immobile and unresponsive.
588. flush // Flush unlocked cache memory.
589. flush_locked // Flush unlocked and locked cache memory.
590. fogui // Show/hide fog control UI.
591. fog_color “-1″
592. fog_colorskybox “-1″
593. fog_enable “1″
594. fog_enableskybox “1″
595. fog_enable_water_fog “1″
596. fog_end “-1″
597. fog_endskybox “-1″
598. fog_hdrcolorscale “-1″
599. fog_hdrcolorscaleskybox “-1″
600. fog_maxdensity “-1″
601. fog_maxdensityskybox “-1″
602. fog_override “0″ // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
603. fog_start “-1″
604. fog_startskybox “-1″
605. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
606. force_audio_english “0″ // Keeps track of whether were forcing english in a localized language.
607. force_centerview
608. foundry_engine_get_mouse_control // Give the engine control of the mouse.
609. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
610. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
611. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
612. foundry_update_entity // Updates the entitys position/angles when in edit mode
613. fps_screenshot_frequency “10″ // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
614. fps_screenshot_threshold “-1″ // Dump a screenshot when the FPS drops below the given value.
615. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
616. fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
617. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
618. fs_fios_flush_cache // Flushes the FIOS HDD cache.
619. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
620. fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
621. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
622. fs_printopenfiles // Show all files currently opened by the engine.
623. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
624. fs_warning_level // Set the filesystem warning level.
625. func_break_max_pieces “15″
626. fx_new_sparks “1″ // Use new style sparks.
627. g15_dumpplayer // Spew player data.
628. g15_reload // Reloads the Logitech G-15 Keyboard configs.
629. g15_update_msec “250″ // Logitech G-15 Keyboard update interval.
630. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
631. gameinstructor_enable “0″ // Display in game lessons that teach new players.
632. gameinstructor_find_errors “0″ // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
633. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
634. gameinstructor_reset_counts // Resets all display and success counts to zero.
635. gameinstructor_save_restore_lessons “1″ // Set to 0 to disable save/load of open lesson opportunities in single player.
636. gameinstructor_verbose “0″ // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
637. gameinstructor_verbose_lesson “0″ // Display more verbose information for lessons have this name.
638. gamemenucommand // Issue game menu command.
639. gamepadslot1
640. gamepadslot2
641. gamepadslot3
642. gamepadslot4
643. gamepadslot5
644. gamepadslot6
645. gameui_activate // Shows the game UI
646. gameui_allowescape // Escape key allowed to hide game UI
647. gameui_allowescapetoshow // Escape key allowed to show game UI
648. gameui_hide // Hides the game UI
649. gameui_preventescape // Escape key doesnt hide game UI
650. gameui_preventescapetoshow // Escape key doesnt show game UI
651. getpos // dump position and angles to the console
652. getpos_exact // dump origin and angles to the console
653. give // Give item to player. Arguments: <item_name>
654. givecurrentammo // Give a supply of ammo for current weapon..
655. global_event_log_enabled “0″ // Enables the global event log system
656. global_set // 2 = DEAD).
657. glow_outline_effect_enable “1″ // Enable entity outline glow effects.
658. glow_outline_width “6″ // Width of glow outline effect in screen space.
659. gl_clear_randomcolor “0″ // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
660. god // Toggle. Player becomes invulnerable.
661. gods // Toggle. All players become invulnerable.
662. groundlist // Display ground entity list <index>
663. g_debug_angularsensor “0″
664. g_debug_constraint_sounds “0″ // Enable debug printing about constraint sounds.
665. g_debug_ragdoll_removal “0″
666. g_debug_ragdoll_visualize “0″
667. g_debug_trackpather “0″
668. g_debug_vehiclebase “0″
669. g_debug_vehicledriver “0″
670. g_debug_vehicleexit “0″
671. g_debug_vehiclesound “0″
672. g_jeepexitspeed “100″
673. hammer_update_entity // Updates the entitys position/angles when in edit mode
674. hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
675. heartbeat // Force heartbeat of master servers
676. help // Find help about a convar/concommand.
677. hideconsole // Hide the console.
678. hidehud “0″
679. hidepanel // Hides a viewport panel <name>
680. hideradar // Hides HUD radar
681. hidescores // Forcibly hide score panel
682. hide_main_menu // Hide the main menu
683. hide_sf_main_menu // Hide the Scaleform main menu
684. hostage_debug “0″ // Show hostage AI debug information
685. hostfile “0″ // The HOST file to load.
686. hostip “-1062731136.000″ // Host game server ip
687. hostname “0″ // Hostname for server.
688. hostport “27015″ // Host game server port
689. host_flush_threshold “12″ // Memory threshold below which the host should flush caches between server instances
690. host_map “0″ // Current map name.
691. host_reset_config // reset config (for testing) with param as splitscreen index.
692. host_runofftime // Run off some time without rendering/updating sounds
693. host_sleep “0″ // Force the host to sleep a certain number of milliseconds each frame.
694. host_timescale “1″ // Prescale the clock by this amount.
695. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
696. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
697. hud_fastswitch “1″
698. hud_reloadscheme // Reloads hud layout and animation scripts.
699. hud_scaling “0″ // Scales hud elements
700. hud_showtargetid “1″ // Enables display of target names
701. hud_subtitles // Plays the Subtitles: <filename>
702. hud_takesshots “0″ // Auto-save a scoreboard screenshot at the end of a map.
703. hunk_print_allocations
704. hunk_track_allocation_types “1″
705. hurtme // Hurts the player. Arguments: <health to lose>
706. impulse
707. incrementvar // Increment specified convar value.
708. inferno_child_spawn_interval_multiplier “1″ // Amount spawn interval increases for each child
709. inferno_child_spawn_max_depth “4″
710. inferno_damage “40″ // Damage per second
711. inferno_debug “0″
712. inferno_dlight_spacing “200″ // Inferno dlights are at least this far apart
713. inferno_flame_lifetime “7″ // Average lifetime of each flame in seconds
714. inferno_flame_spacing “50″ // Minimum distance between separate flame spawns
715. inferno_forward_reduction_factor “0″
716. inferno_friendly_fire_duration “6″ // FF is credited back to the thrower.
717. inferno_initial_spawn_interval “0″ // Time between spawning flames for first fire
718. inferno_max_child_spawn_interval “1″ // Largest time interval for child flame spawning
719. inferno_max_flames “32″ // Maximum number of flames that can be created
720. inferno_max_range “300″ // Maximum distance flames can spread from their initial ignition point
721. inferno_per_flame_spawn_duration “5″ // Duration each new flame will attempt to spawn new flames
722. inferno_scorch_decals “1″
723. inferno_spawn_angle “45″ // Angular change from parent
724. inferno_surface_offset “20″
725. inferno_velocity_decay_factor “0″
726. inferno_velocity_factor “0″
727. inferno_velocity_normal_factor “0″
728. invnext
729. invnextgrenade
730. invnextnongrenade
731. invprev
732. in_forceuser “0″ // Force user input to this split screen player.
733. ip “0″ // Overrides IP for multihomed hosts
734. items_game_use_local “1″ // items_game.txt will not be stomped by the GC.
735. item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
736. joinsplitscreen // join split screen
737. joyadvancedupdate
738. joystick “0″ // false otherwise.
739. joy_accelmax “1″
740. joy_accelscale “0″
741. joy_advanced “0″
742. joy_advaxisr “0″
743. joy_advaxisu “0″
744. joy_advaxisv “0″
745. joy_advaxisx “0″
746. joy_advaxisy “0″
747. joy_advaxisz “0″
748. joy_autoaimdampen “0″ // How much to scale user stick input when the gun is pointing at a valid target.
749. joy_autoaimdampenrange “0″ // The stick range where autoaim dampening is applied. 0 = off
750. joy_axisbutton_threshold “0″ // Analog axis range before a button press is registered.
751. joy_cfg_preset “1″
752. joy_circle_correct “1″
753. joy_diagonalpov “0″ // too.
754. joy_display_input “0″
755. joy_forwardsensitivity “-1″
756. joy_forwardthreshold “0″
757. joy_gamma “0″
758. joy_inverty “0″ // Whether to invert the Y axis of the joystick for looking.
759. joy_lowend “1″
760. joy_lowmap “1″
761. joy_movement_stick “0″ // Which stick controls movement (0 is left stick)
762. joy_name “0″
763. joy_no_accel_jump “0″
764. joy_pitchsensitivity “0″ // joystick pitch sensitivity
765. joy_pitchthreshold “0″
766. joy_response_look “0″ // 1=Acceleration Promotion
767. joy_response_look_pitch “1″ // 1=Acceleration Promotion
768. joy_response_move “1″ // 1/sensitivity
769. joy_sensitive_step0 “0″
770. joy_sensitive_step1 “0″
771. joy_sensitive_step2 “0″
772. joy_sidesensitivity “1″
773. joy_sidethreshold “0″
774. joy_wingmanwarrior_centerhack “0″ // Wingman warrior centering hack.
775. joy_wingmanwarrior_turnhack “0″ // Wingman warrior hack related to turn axes.
776. joy_yawsensitivity “-1″ // joystick yaw sensitivity
777. joy_yawthreshold “0″
778. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
779. kdtree_test // Tests spatial partition for entities queries.
780. key_findbinding // Find key bound to specified command string.
781. key_listboundkeys // List bound keys with bindings.
782. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
783. kick // Kick a player by name.
784. kickid // with a message.
785. kill // Kills the player with generic damage
786. killserver // Shutdown the server.
787. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
788. lastinv
789. lightcache_maxmiss “2″
790. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
791. light_crosshair // Show texture color at crosshair
792. linefile // Parses map leak data from .lin file
793. listdemo // List demo file contents.
794. listid // Lists banned users.
795. listip // List IP addresses on the ban list.
796. listmodels // List loaded models.
797. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
798. load // Load a saved game.
799. loadcommentary
800. loader_dump_table
801. locator_split_len “0″
802. locator_split_maxwide_percent “0″
803. log // and udp < on | off >.
804. logaddress_add // Set address and port for remote host <ip:port>.
805. logaddress_del // Remove address and port for remote host <ip:port>.
806. logaddress_delall // Remove all udp addresses being logged to
807. logaddress_list // List all addresses currently being used by logaddress.
808. log_color // Set the color of a logging channel.
809. log_dumpchannels // Dumps information about all logging channels.
810. log_flags // Set the flags on a logging channel.
811. log_level // Set the spew level of a logging channel.
812. lookspring “0″
813. lookstrafe “0″
814. loopsingleplayermaps “0″
815. map // Start playing on specified map.
816. maps // Displays list of maps.
817. map_background // Runs a map as the background to the main menu.
818. map_commentary // on a specified map.
819. map_edit
820. map_setbombradius // Sets the bomb radius for the map.
821. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
822. map_showspawnpoints // Shows player spawn points (red=invalid)
823. mat_accelerate_adjust_exposure_down “40″
824. mat_aniso_disable “0″ // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
825. mat_bloomamount_rate “0″
826. mat_bloom_scalefactor_scalar “0″
827. mat_bumpbasis “0″
828. mat_camerarendertargetoverlaysize “128″
829. mat_colcorrection_forceentitiesclientside “0″ // Forces color correction entities to be updated on the client
830. mat_configcurrent // show the current video control panel config for the material system
831. mat_crosshair // Display the name of the material under the crosshair
832. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
833. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
834. mat_crosshair_printmaterial // print the material under the crosshair
835. mat_crosshair_reloadmaterial // reload the material under the crosshair
836. mat_debug // Activates debugging spew for a specific material.
837. mat_debugalttab “0″
838. mat_debug_bloom “0″
839. mat_displacementmap “1″
840. mat_drawflat “0″
841. mat_drawwater “1″
842. mat_dynamiclightmaps “0″
843. mat_dynamicPaintmaps “0″
844. mat_dynamic_tonemapping “1″
845. mat_edit // Bring up the material under the crosshair in the editor
846. mat_exposure_center_region_x “0″
847. mat_exposure_center_region_y “0″
848. mat_fastclip “0″
849. mat_fastnobump “0″
850. mat_fillrate “0″
851. mat_forcedynamic “0″
852. mat_force_bloom “0″
853. mat_force_tonemap_min_avglum “-1″ // Override. Old default was 3.0
854. mat_force_tonemap_percent_bright_pixels “-1″ // Override. Old value was 2.0
855. mat_force_tonemap_percent_target “-1″ // Override. Old default was 60.
856. mat_force_tonemap_scale “0″
857. mat_frame_sync_enable “1″
858. mat_frame_sync_force_texture “0″ // Force frame syncing to lock a managed texture.
859. mat_fullbright “0″
860. mat_hdr_enabled // Report if HDR is enabled for debugging
861. mat_hdr_tonemapscale “1″ // 16 = eyes wide open.
862. mat_hdr_uncapexposure “0″
863. mat_hsv “0″
864. mat_info // Shows material system info
865. mat_leafvis “0″ // or [3] entire PVS (see mat_leafvis_draw_mask for what
866. mat_loadtextures “1″
867. mat_lpreview_mode “-1″
868. mat_luxels “0″
869. mat_measurefillrate “0″
870. mat_monitorgamma “2″ // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
871. mat_monitorgamma_tv_enabled “1″
872. mat_morphstats “0″
873. mat_norendering “0″
874. mat_normalmaps “0″
875. mat_normals “0″
876. mat_postprocess_enable “1″
877. mat_powersavingsmode “0″ // Power Savings Mode
878. mat_proxy “0″
879. mat_queue_mode “-1″ // 2=queued
880. mat_queue_priority “1″
881. mat_reloadallmaterials // Reloads all materials
882. mat_reloadmaterial // Reloads a single material
883. mat_reloadtextures // Reloads all textures
884. mat_remoteshadercompile “0″
885. mat_rendered_faces_count “0″ // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
886. mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
887. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
888. mat_resetdefaults // resets the video config options to their defaults
889. mat_reversedepth “0″
890. mat_savechanges // saves current video configuration to the registry
891. mat_setvideomode // windowed state of the material system
892. mat_shadercount // display count of all shaders and reset that count
893. mat_showcamerarendertarget “0″
894. mat_showframebuffertexture “0″
895. mat_showlowresimage “0″
896. mat_showmaterials // Show materials.
897. mat_showmaterialsverbose // Show materials (verbose version).
898. mat_showmiplevels “0″ // 1: everything else
899. mat_showtextures // Show used textures.
900. mat_showwatertextures “0″
901. mat_show_texture_memory_usage “0″ // Display the texture memory usage on the HUD.
902. mat_softwareskin “0″
903. mat_spewalloc “0″
904. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
905. mat_stub “0″
906. mat_suppress // Supress a material from drawing
907. mat_surfaceid “0″
908. mat_surfacemat “0″
909. mat_tessellationlevel “6″
910. mat_tessellation_accgeometrytangents “0″
911. mat_tessellation_cornertangents “1″
912. mat_tessellation_update_buffers “1″
913. mat_texture_list_content_path “0″ // itll assume your content directory is next to the currently runn
914. mat_texture_list_exclude // save – saves exclude list file
915. mat_texture_list_txlod // -1 to dec resolution
916. mat_texture_list_txlod_sync // save – saves all changes to material content files
917. mat_tonemap_algorithm “1″ // 0 = Original Algorithm 1 = New Algorithm
918. mat_updateconvars // updates the video config convars
919. mat_viewportscale “1″ // Scale down the main viewport (to reduce GPU impact on CPU profiling)
920. mat_wireframe “0″
921. mat_yuv “0″
922. maxplayers // Change the maximum number of players allowed on this server.
923. mc_accel_band_size “34″ // (degrees)
924. mc_aim_heading_multiplier “1″
925. mc_aim_pitch_multiplier “1″
926. mc_dead_zone_radius “10″ // (degrees)
927. mc_max_turnrate “210″ // (degrees/sec)
928. memory // Print memory stats.
929. mem_compact
930. mem_dump // Dump memory stats to text file.
931. mem_dumpvballocs // Dump VB memory allocation stats.
932. mem_eat
933. mem_incremental_compact
934. mem_incremental_compact_rate “0″ // Rate at which to attempt internal heap compation
935. mem_test
936. mem_vcollide // Dumps the memory used by vcollides
937. mem_verify // Verify the validity of the heap
938. menuselect // menuselect
939. minisave // Saves game (for current level only!)
940. mm_datacenter_debugprint // Shows information retrieved from data center
941. mm_debugprint // Show debug information about current matchmaking session
942. mm_dedicated_force_servers “0″ // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
943. mm_dedicated_search_maxping “150″ // Longest preferred ping to dedicated servers for games
944. mm_dlc_debugprint // Shows information about dlc
945. mm_server_search_lan_ports “27015″ // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
946. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
947. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
948. motdfile “0″ // The MOTD file to load.
949. movie_fixwave // etc.
950. mp_afterroundmoney “0″ // amount of money awared to every player after each round
951. mp_autokick “1″ // Kick idle/team-killing players
952. mp_buytime “90″ // How many seconds after round start players can buy items for.
953. mp_death_drop_defuser “1″ // Drop defuser on player death
954. mp_death_drop_grenade “2″ // 2=current or best
955. mp_death_drop_gun “1″ // 2=current or best
956. mp_defuser_allocation “0″ // 2=everyone
957. mp_disable_autokick // Prevents a userid from being auto-kicked
958. mp_dump_timers // Prints round timers to the console for debugging
959. mp_forcerespawnplayers // Force all players to respawn.
960. mp_forcewin // Forces team to win
961. mp_force_pick_time “10″ // The amount of time a player has on the team screen to make a selection before being auto-teamed
962. mp_freezetime “6″ // how many seconds to keep players frozen when the round starts
963. mp_ggprogressive_round_restart_delay “15″ // Number of seconds to delay before restarting a round after a win in gungame progessive
964. mp_ggtr_bomb_detonation_bonus “1″ // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
965. mp_halftime_duration “15″ // Number of seconds that halftime lasts
966. mp_join_grace_time “20″ // Number of seconds after round start to allow a player to join a game
967. mp_limitteams “2″ // Max # of players 1 team can have over another (0 disables check)
968. mp_match_end_restart “1″ // perform a restart instead of loading a new map
969. mp_maxmoney “16000″ // maximum amount of money allowed in a players account
970. mp_playercashawards “1″ // Players can earn money by performing in-game actions
971. mp_playerid “0″ // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
972. mp_playerid_delay “0″ // Number of seconds to delay showing information in the status bar
973. mp_playerid_hold “0″ // Number of seconds to keep showing old information in the status bar
974. mp_required_voters “3″ // The number of human players required for a vote
975. mp_required_vote_majority “0″ // The percentage of human players that need to vote yes for a vote to pass
976. mp_restartgame “0″ // game will restart in the specified number of seconds
977. mp_roundtime “5″ // How many minutes each round takes.
978. mp_round_restart_delay “7″ // Number of seconds to delay before restarting a round after a win
979. mp_scrambleteams // Scramble the teams and restart the game
980. mp_startmoney “800″ // amount of money each player gets when they reset
981. mp_switchteams // Switch teams and restart the game
982. mp_teamcashawards “1″ // Teams can earn money by performing in-game actions
983. mp_tkpunish “0″ // 1=yes}
984. mp_tournament_restart // Restart Tournament Mode on the current level.
985. mp_win_panel_display_time “5″ // The amount of time to show the win panel between matches / halfs
986. ms_player_dump_properties // Prints a dump the current players property data
987. multvar // Multiply specified convar value.
988. muzzleflash_light “1″
989. m_customaccel “0″ // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
990. m_customaccel_exponent “1″ // Mouse move is raised to this power before being scaled by scale factor.
991. m_customaccel_max “0″ // 0 for no limit
992. m_customaccel_scale “0″ // Custom mouse acceleration value.
993. m_forward “1″ // Mouse forward factor.
994. m_mouseaccel1 “0″ // Windows mouse acceleration initial threshold (2x movement).
995. m_mouseaccel2 “0″ // Windows mouse acceleration secondary threshold (4x movement).
996. m_mousespeed “1″ // 2 to enable secondary threshold
997. m_pitch “0″ // Mouse pitch factor.
998. m_rawinput “0″ // Use Raw Input for mouse input.
999. m_side “0″ // Mouse side factor.
1000. m_yaw “0″ // Mouse yaw factor.
1001. name “0″ // Current user name
1002. nav_add_to_selected_set // Add current area to the selected set.
1003. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
1004. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
1005. nav_area_bgcolor “503316480″ // RGBA color to draw as the background color for nav areas while editing.
1006. nav_area_max_size “50″ // Max area size created in nav generation
1007. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
1008. nav_begin_area // drag the opposite corner to the desired location and
1009. nav_begin_deselecting // Start continuously removing from the selected set.
1010. nav_begin_drag_deselecting // Start dragging a selection area.
1011. nav_begin_drag_selecting // Start dragging a selection area.
1012. nav_begin_selecting // Start continuously adding to the selected set.
1013. nav_begin_shift_xy // Begin shifting the Selected Set.
1014. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
1015. nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
1016. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
1017. nav_check_floor // Updates the blocked/unblocked status for every nav area.
1018. nav_check_stairs // Update the nav mesh STAIRS attribute
1019. nav_chop_selected // Chops all selected areas into their component 1×1 areas
1020. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
1021. nav_clear_selected_set // Clear the selected set.
1022. nav_clear_walkable_marks // Erase any previously placed walkable positions.
1023. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
1024. nav_connect // then invoke the connect command. Note that this creates a
1025. nav_coplanar_slope_limit “0″
1026. nav_coplanar_slope_limit_displacement “0″
1027. nav_corner_adjust_adjacent “18″ // radius used to raise/lower corners in nearby areas when raising/lowering corners.
1028. nav_corner_lower // Lower the selected corner of the currently marked Area.
1029. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
1030. nav_corner_raise // Raise the selected corner of the currently marked Area.
1031. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
1032. nav_create_area_at_feet “0″ // Anchor nav_begin_area Z to editing players feet
1033. nav_create_place_on_ground “0″ // nav areas will be placed flush with the ground when created by hand.
1034. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
1035. nav_debug_blocked “0″
1036. nav_delete // Deletes the currently highlighted Area.
1037. nav_delete_marked // Deletes the currently marked Area (if any).
1038. nav_disconnect // then invoke the disconnect command. This will remove all connec
1039. nav_displacement_test “10000″ // Checks for nodes embedded in displacements (useful for in-development maps)
1040. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
1041. nav_draw_limit “500″ // The maximum number of areas to draw in edit mode
1042. nav_edit “0″ // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
1043. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
1044. nav_end_deselecting // Stop continuously removing from the selected set.
1045. nav_end_drag_deselecting // Stop dragging a selection area.
1046. nav_end_drag_selecting // Stop dragging a selection area.
1047. nav_end_selecting // Stop continuously adding to the selected set.
1048. nav_end_shift_xy // Finish shifting the Selected Set.
1049. nav_flood_select // use this command again.
1050. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
1051. nav_generate_fencetops “1″ // Autogenerate nav areas on fence and obstacle tops
1052. nav_generate_fixup_jump_areas “1″ // Convert obsolete jump areas into 2-way connections
1053. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
1054. nav_generate_incremental_range “2000″
1055. nav_generate_incremental_tolerance “0″ // Z tolerance for adding new nav areas.
1056. nav_gen_cliffs_approx // post-processing approximation
1057. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
1058. nav_ladder_flip // Flips the selected ladders direction.
1059. nav_load // Loads the Navigation Mesh for the current map.
1060. nav_lower_drag_volume_max // Lower the top of the drag select volume.
1061. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
1062. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
1063. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
1064. nav_mark_attribute // Set nav attribute for all areas in the selected set.
1065. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
1066. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
1067. nav_max_view_distance “0″ // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
1068. nav_max_vis_delta_list_length “64″
1069. nav_merge // and invoke the merge comm
1070. nav_merge_mesh // Merges a saved selected set into the current mesh.
1071. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
1072. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
1073. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
1074. nav_place_list // Lists all place names used in the map.
1075. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
1076. nav_place_replace // Replaces all instances of the first place with the second place.
1077. nav_place_set // Sets the Place of all selected areas to the current Place.
1078. nav_potentially_visible_dot_tolerance “0″
1079. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
1080. nav_quicksave “0″ // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
1081. nav_raise_drag_volume_max // Raise the top of the drag select volume.
1082. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
1083. nav_recall_selected_set // Re-selects the stored selected set.
1084. nav_remove_from_selected_set // Remove current area from the selected set.
1085. nav_remove_jump_areas // replacing them with connections.
1086. nav_run // Toggles the traverse this area by running flag used by the AI system.
1087. nav_save // Saves the current Navigation Mesh to disk.
1088. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
1089. nav_selected_set_border_color “-16751516″ // Color used to draw the selected set borders while editing.
1090. nav_selected_set_color “1623785472.000″ // Color used to draw the selected set background while editing.
1091. nav_select_blocked_areas // Adds all blocked areas to the selected set
1092. nav_select_damaging_areas // Adds all damaging areas to the selected set
1093. nav_select_half_space // Selects any areas that intersect the given half-space.
1094. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
1095. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
1096. nav_select_overlapping // Selects nav areas that are overlapping others.
1097. nav_select_radius // Adds all areas in a radius to the selection set
1098. nav_select_stairs // Adds all stairway areas to the selected set
1099. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
1100. nav_shift // Shifts the selected areas by the specified amount
1101. nav_show_approach_points “0″ // Show Approach Points in the Navigation Mesh.
1102. nav_show_area_info “0″ // Duration in seconds to show nav area ID and attributes while editing
1103. nav_show_compass “0″
1104. nav_show_continguous “0″ // Highlight non-contiguous connections
1105. nav_show_danger “0″ // Show current danger levels.
1106. nav_show_light_intensity “0″
1107. nav_show_nodes “0″
1108. nav_show_node_grid “0″
1109. nav_show_node_id “0″
1110. nav_show_player_counts “0″ // Show current player counts in each area.
1111. nav_show_potentially_visible “0″ // Show areas that are potentially visible from the current nav area
1112. nav_simplify_selected // Chops all selected areas into their component 1×1 areas and re-merges them together into larger areas
1113. nav_slope_limit “0″ // The ground unit normals Z component must be greater than this for nav areas to be generated.
1114. nav_slope_tolerance “0″ // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
1115. nav_snap_to_grid “0″ // Snap to the nav generation grid when creating new nav areas
1116. nav_solid_props “0″ // Make props solid to nav generation/editing
1117. nav_splice // connected area between them.
1118. nav_split // align the split line using your cursor and invoke the split command.
1119. nav_split_place_on_ground “0″ // nav areas will be placed flush with the ground when split.
1120. nav_stand // Toggles the stand while hiding flag used by the AI system.
1121. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
1122. nav_store_selected_set // Stores the current selected set for later retrieval.
1123. nav_strip // and Encounter Spots from the current Area.
1124. nav_subdivide // Subdivides all selected areas.
1125. nav_test_node “0″
1126. nav_test_node_crouch “0″
1127. nav_test_node_crouch_dir “4″
1128. nav_test_stairs // Test the selected set for being on stairs
1129. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
1130. nav_toggle_in_selected_set // Remove current area from the selected set.
1131. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
1132. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
1133. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
1134. nav_toggle_selecting // Start or stop continuously adding to the selected set.
1135. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
1136. nav_unmark // Clears the marked Area or Ladder.
1137. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
1138. nav_update_lighting // Recomputes lighting values
1139. nav_update_visibility_on_edit “0″ // If nonzero editing the mesh will incrementally recompue visibility
1140. nav_use_place // the current Place is set.
1141. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
1142. nav_warp_to_mark // Warps the player to the marked area.
1143. nav_world_center // Centers the nav mesh in the world
1144. net_allow_multicast “1″
1145. net_blockmsg “0″ // Discards incoming message: <0|1|name>
1146. net_channels // Shows net channel info
1147. net_droppackets “0″ // Drops next n packets on client
1148. net_dumpeventstats // Dumps out a report of game event network usage
1149. net_earliertempents “1″
1150. net_fakejitter “0″ // Jitter fakelag packet time
1151. net_fakelag “0″ // Lag all incoming network data (including loopback) by this many milliseconds.
1152. net_fakeloss “0″ // Simulate packet loss as a percentage (negative means drop 1/n packets)
1153. net_graph “1″ // = 3 draws payload legend.
1154. net_graphheight “64″ // Height of netgraph panel
1155. net_graphmsecs “400″ // The latency graph represents this many milliseconds.
1156. net_graphpos “2″
1157. net_graphproportionalfont “1″ // Determines whether netgraph font is proportional or not
1158. net_graphshowinterp “1″ // Draw the interpolation graph.
1159. net_graphshowlatency “1″ // Draw the ping/packet loss graph.
1160. net_graphsolid “1″
1161. net_graphtext “1″ // Draw text fields
1162. net_maxroutable “1200″ // Requested max packet size before packets are split.
1163. net_public_adr “0″ // this is the public facing ip address string: (x.x.x.x
1164. net_scale “5″
1165. net_showreliablesounds “0″
1166. net_showsplits “0″ // Show info about packet splits
1167. net_showudp “0″ // Dump UDP packets summary to console
1168. net_showudp_oob “0″ // Dump OOB UDP packets summary to console
1169. net_showudp_remoteonly “0″ // Dump non-loopback udp only
1170. net_splitpacket_maxrate “15000″ // Max bytes per second when queueing splitpacket chunks
1171. net_splitrate “1″ // Number of fragments for a splitpacket that can be sent per frame
1172. net_start // Inits multiplayer network sockets
1173. net_status // Shows current network status
1174. net_steamcnx_allowrelay “1″ // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
1175. net_steamcnx_enabled “1″ // 2 forces use of steam connections instead of raw UDP.
1176. net_steamcnx_status // Print status of steam connection sockets.
1177. next “0″ // Set to 1 to advance to next frame ( when singlestep == 1 )
1178. nextdemo // Play next demo in sequence.
1179. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
1180. noclip_fixup “1″
1181. notarget // Toggle. Player becomes hidden to NPCs.
1182. npc_ally_deathmessage “1″
1183. npc_ammo_deplete // Subtracts half of the targets ammo
1184. npc_bipass // s
1185. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
1186. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
1187. npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
1188. npc_create_aimed // 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
1189. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
1190. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
1191. npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
1192. npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
1193. npc_freeze // uses the NPC under the crosshair. Arguments
1194. npc_freeze_unselected // Freeze all NPCs not selected
1195. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
1196. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
1197. npc_heal // Heals the target back to full health
1198. npc_height_adjust “1″ // Enable test mode for ik height adjustment
1199. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
1200. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
1201. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
1202. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
1203. npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
1204. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
1205. npc_set_freeze // uses the NPC under the crosshair. Arguments
1206. npc_set_freeze_unselected // Freeze all NPCs not selected
1207. npc_squads // Obsolete. Replaced by npc_combat
1208. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
1209. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
1210. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
1211. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
1212. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
1213. npc_thinknow // Trigger NPC to think
1214. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
1215. option_duck_method “0″
1216. option_speed_method “0″
1217. paintsplat_bias “0″ // Change bias value for computing circle buffer
1218. paintsplat_max_alpha_noise “0″ // Max noise value of circle alpha
1219. paintsplat_noise_enabled “1″
1220. panel_test_title_safe “0″ // Test vgui panel positioning with title safe indentation
1221. particle_simulateoverflow “0″ // Used for stress-testing particle systems. Randomly denies creation of particles.
1222. particle_test_attach_attachment “0″ // Attachment index for attachment mode
1223. particle_test_attach_mode “0″ // follow_origin
1224. particle_test_file “0″ // Name of the particle system to dynamically spawn
1225. particle_test_start // particle_test_attach_mode and particl
1226. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
1227. password “0″ // Current server access password
1228. path // Show the engine filesystem path.
1229. pause // Toggle the server pause state.
1230. perfui // Show/hide the level performance tools UI.
1231. perfvisualbenchmark
1232. perfvisualbenchmark_abort
1233. physics_budget // Times the cost of each active object
1234. physics_constraints // Highlights constraint system graph for an entity
1235. physics_debug_entity // Dumps debug info for an entity
1236. physics_highlight_active // Turns on the absbox for all active physics objects
1237. physics_report_active // Lists all active physics objects
1238. physics_select // Dumps debug info for an entity
1239. phys_debug_check_contacts “0″
1240. phys_show_active “0″
1241. picker // pivot and debugging text is displayed for whatever entity the play
1242. ping // Display ping to server.
1243. pingserver // Ping a server for info
1244. pixelvis_debug // Dump debug info
1245. play // Play a sound.
1246. playdemo // Play a recorded demo file (.dem ).
1247. player_botdifflast_s “0″
1248. player_classplayedlast “0″
1249. player_debug_print_damage “0″ // print amount and type of all damage received by player to console.
1250. player_gamemodelast_m “0″
1251. player_gamemodelast_s “1″
1252. player_gametypelast_m “0″
1253. player_gametypelast_s “0″
1254. player_last_leaderboards_filter “0″ // Last mode setting in the Leaderboards screen
1255. player_last_leaderboards_mode “0″ // Last mode setting in the Leaderboards screen
1256. player_last_leaderboards_panel “0″ // Last opened panel in the Leaderboards screen
1257. player_last_medalstats_access_time1 “0″ // Last year/month/day we accessed this screen – packed as a uint32 of year:16-month:8-day:8
1258. player_last_medalstats_access_time2 “0″ // Last hour/min/sec we accessed this screen – packed as a uint32 of hour:8-min:8-sec:8
1259. player_last_medalstats_category “0″ // Last selected category on the Medals panel in the Medals & Stats screen
1260. player_last_medalstats_panel “0″ // Last opened panel in the Medals & Stats screen
1261. player_maplast_m “0″
1262. player_maplast_s “1″
1263. player_mmprivacylast_m “0″
1264. player_teamplayedlast “3″
1265. playflush // reloading from disk in case of changes.
1266. playgamesound // Play a sound from the game sounds txt file
1267. playsoundscape // Forces a soundscape to play
1268. playvideo // Plays a video: <filename> [width height]
1269. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
1270. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
1271. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
1272. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
1273. playvol // Play a sound at a specified volume.
1274. plugin_load // plugin_load <filename> : loads a plugin
1275. plugin_pause // plugin_pause <index> : pauses a loaded plugin
1276. plugin_pause_all // pauses all loaded plugins
1277. plugin_print // Prints details about loaded plugins
1278. plugin_unload // plugin_unload <index> : unloads a plugin
1279. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
1280. plugin_unpause_all // unpauses all disabled plugins
1281. post_jump_crouch “0″ // This determines how long the player character will crouch for after landing a jump. This only affects the third person animati
1282. press_x360_button // d[own])
1283. print_colorcorrection // Display the color correction layer information.
1284. progress_enable
1285. prop_crosshair // Shows name for prop looking at
1286. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
1287. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
1288. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
1289. pwatchent “-1″ // Entity to watch for prediction system changes.
1290. pwatchvar “0″ // Entity variable to watch in prediction system for changes.
1291. quit // Exit the engine.
1292. radarvisdistance “1000″ // at this distance and beyond you need to be point right at someone to see them
1293. radarvismaxdot “0″ // how closely you have to point at someone to see them beyond max distance
1294. radarvismethod “1″ // 1 for more realistic method
1295. radarvispow “0″ // and still see them on radar.
1296. radio1 // Opens a radio menu
1297. radio2 // Opens a radio menu
1298. radio3 // Opens a radio menu
1299. rate “20000″ // Max bytes/sec the host can receive data
1300. rcon // Issue an rcon command.
1301. rcon_address “0″ // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
1302. rcon_password “0″ // remote console password.
1303. rebuy // Attempt to repurchase items with the order listed in cl_rebuy
1304. recompute_speed // Recomputes clock speed (for debugging purposes).
1305. record // Record a demo.
1306. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
1307. reload_vjobs // reload vjobs module
1308. remote_bug // Starts a bug report with data from the currently connected rcon machine
1309. removeid // Remove a user ID from the ban list.
1310. removeip // Remove an IP address from the ban list.
1311. render_blanks // render N blank frames
1312. report_cliententitysim “0″ // List all clientside simulations and time – will report and turn itself off.
1313. report_clientthinklist “0″ // List all clientside entities thinking and time – will report and turn itself off.
1314. report_entities // Lists all entities
1315. report_simthinklist // Lists all simulating/thinking entities
1316. report_soundpatch // reports sound patch count
1317. report_touchlinks // Lists all touchlinks
1318. reset_expo // and end the round
1319. reset_gameconvars // Reset a bunch of game convars to default values
1320. respawn_entities // Respawn all the entities in the map.
1321. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
1322. rope_min_pixel_diameter “2″
1323. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
1324. rr_followup_maxdist “1800″ // then ANY or then ALL response followups will be dispatched only to characters within this distance.
1325. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
1326. rr_reloadresponsesystems // Reload all response system scripts.
1327. rr_remarkables_enabled “0″ // polling for info_remarkables and issuances of TLK_REMARK is enabled.
1328. rr_remarkable_max_distance “1200″ // AIs will not even consider remarkarbles that are more than this many units away.
1329. rr_remarkable_world_entities_replay_limit “1″ // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
1330. rr_thenany_score_slop “0″ // all rule-matching scores within this much of the best score will be considere
1331. r_AirboatViewDampenDamp “1″
1332. r_AirboatViewDampenFreq “7″
1333. r_AirboatViewZHeight “0″
1334. r_alphafade_usefov “1″ // Account for FOV when computing an entitys distance-based alpha fade
1335. r_ambientfraction “0″ // Fraction of direct lighting used to boost lighting when model requests
1336. r_ambientlightingonly “0″ // Set this to 1 to light models with only ambient lighting (and no static lighting).
1337. r_avglight “1″
1338. r_avglightmap “0″
1339. r_brush_queue_mode “0″
1340. r_cheapwaterend
1341. r_cheapwaterstart
1342. r_cleardecals // Usage r_cleardecals <permanent>.
1343. r_ClipAreaFrustums “1″
1344. r_ClipAreaPortals “1″
1345. r_colorstaticprops “0″
1346. r_debugcheapwater “0″
1347. r_debugrandomstaticlighting “0″ // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
1348. r_depthoverlay “0″ // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
1349. r_DispBuildable “0″
1350. r_DispWalkable “0″
1351. r_dlightsenable “1″
1352. r_drawallrenderables “0″ // even ones inside solid leaves.
1353. r_DrawBeams “1″ // 2=Wireframe
1354. r_drawbrushmodels “1″ // 2=Wireframe
1355. r_drawclipbrushes “0″ // purple=NPC)
1356. r_drawdecals “1″ // Render decals.
1357. r_DrawDisp “1″ // Toggles rendering of displacment maps
1358. r_drawentities “1″
1359. r_drawfuncdetail “1″ // Render func_detail
1360. r_drawleaf “-1″ // Draw the specified leaf.
1361. r_drawlightcache “0″ // 0: off 1: draw light cache entries 2: draw rays
1362. r_drawlightinfo “0″
1363. r_drawlights “0″
1364. r_DrawModelLightOrigin “0″
1365. r_drawmodelstatsoverlay “0″
1366. r_drawmodelstatsoverlaydistance “500″
1367. r_drawmodelstatsoverlayfilter “-1″
1368. r_drawmodelstatsoverlaymax “1″ // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
1369. r_drawmodelstatsoverlaymin “0″ // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
1370. r_drawopaquerenderables “1″
1371. r_drawopaqueworld “1″
1372. r_drawothermodels “1″ // 2=Wireframe
1373. r_drawparticles “1″ // Enable/disable particle rendering
1374. r_DrawPortals “0″
1375. r_DrawRain “1″ // Enable/disable rain rendering.
1376. r_drawrenderboxes “0″ // (0 – off) (1 – Draws the bounding box of entities) (2 – Draws the axis aligned bounding box used for culling) (3 – draws both b
1377. r_drawropes “1″
1378. r_drawscreenoverlay “0″
1379. r_drawskybox “1″
1380. r_drawsprites “1″
1381. r_drawstaticprops “1″ // 2=Wireframe
1382. r_drawtracers “1″
1383. r_drawtranslucentrenderables “1″
1384. r_drawtranslucentworld “1″
1385. r_drawunderwateroverlay “0″
1386. r_drawvgui “1″ // Enable the rendering of vgui panels
1387. r_drawviewmodel “1″
1388. r_drawworld “1″ // Render the world.
1389. r_dscale_basefov “90″
1390. r_dscale_fardist “2000″
1391. r_dscale_farscale “4″
1392. r_dscale_neardist “100″
1393. r_dscale_nearscale “1″
1394. r_dynamic “1″
1395. r_dynamiclighting “1″
1396. r_eyegloss “0″
1397. r_eyemove “0″
1398. r_eyeshift_x “0″
1399. r_eyeshift_y “0″
1400. r_eyeshift_z “0″
1401. r_eyesize “0″
1402. r_eyewaterepsilon “7″
1403. r_farz “-1″ // Override the far clipping plane. -1 means to use the value in env_fog_controller.
1404. r_flashlightambient “0″
1405. r_flashlightbacktraceoffset “0″
1406. r_flashlightbrightness “0″
1407. r_flashlightclip “0″
1408. r_flashlightconstant “0″
1409. r_flashlightdrawclip “0″
1410. r_flashlightfar “750″
1411. r_flashlightfov “53″
1412. r_flashlightladderdist “40″
1413. r_flashlightlinear “100″
1414. r_flashlightlockposition “0″
1415. r_flashlightmuzzleflashfov “120″
1416. r_flashlightnear “4″
1417. r_flashlightnearoffsetscale “1″
1418. r_flashlightoffsetforward “0″
1419. r_flashlightoffsetright “5″
1420. r_flashlightoffsetup “-5″
1421. r_flashlightquadratic “0″
1422. r_flashlightscissor “0″
1423. r_flashlightshadowatten “0″
1424. r_flashlightvisualizetrace “0″
1425. r_flushlod // Flush and reload LODs.
1426. r_hwmorph “0″
1427. r_itemblinkmax “0″
1428. r_itemblinkrate “4″
1429. r_JeepFOV “90″
1430. r_JeepViewBlendTo “1″
1431. r_JeepViewBlendToScale “0″
1432. r_JeepViewBlendToTime “1″
1433. r_JeepViewDampenDamp “1″
1434. r_JeepViewDampenFreq “7″
1435. r_JeepViewZHeight “10″
1436. r_lightcachecenter “1″
1437. r_lightcachemodel “-1″
1438. r_lightcache_invalidate
1439. r_lightcache_numambientsamples “162″ // number of random directions to fire rays when computing ambient lighting
1440. r_lightcache_radiusfactor “1000″ // Allow lights to influence lightcaches beyond the lights radii
1441. r_lightinterp “5″ // 0 turns off interpolation
1442. r_lightmap “-1″
1443. r_lightstyle “-1″
1444. r_lightwarpidentity “0″
1445. r_lockpvs “0″ // Lock the PVS so you can fly around and inspect what is being drawn.
1446. r_mapextents “16384″ // Set the max dimension for the map. This determines the far clipping plane
1447. r_modelAmbientMin “0″ // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
1448. r_modelwireframedecal “0″
1449. r_nohw “0″
1450. r_nosw “0″
1451. r_novis “0″ // Turn off the PVS.
1452. r_occlusionspew “0″ // Activate/deactivates spew about what the occlusion system is doing.
1453. r_oldlightselection “0″ // Set this to revert to HL2s method of selecting lights
1454. r_particle_demo “0″
1455. r_partition_level “-1″ // Displays a particular level of the spatial partition system. Use -1 to disable it.
1456. r_portalsopenall “0″ // Open all portals
1457. r_PortalTestEnts “1″ // Clip entities against portal frustums.
1458. r_printdecalinfo
1459. r_proplightingpooling “-1″ // 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
1460. r_radiosity “4″ // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
1461. r_rainalpha “0″
1462. r_rainalphapow “0″
1463. r_RainCheck “0″ // Enable/disable IsInAir() check for rain drops?
1464. r_RainDebugDuration “0″ // Shows rain tracelines for this many seconds (0 disables)
1465. r_raindensity “0″
1466. r_RainHack “0″
1467. r_rainlength “0″
1468. r_RainProfile “0″ // Enable/disable rain profiling.
1469. r_RainRadius “1500″
1470. r_RainSideVel “130″ // How much sideways velocity rain gets.
1471. r_RainSimulate “1″ // Enable/disable rain simulation.
1472. r_rainspeed “600″
1473. r_RainSplashPercentage “20″
1474. r_rainwidth “0″
1475. r_randomflex “0″
1476. r_rimlight “1″
1477. r_screenoverlay // Draw specified material as an overlay
1478. r_shadowangles // Set shadow angles
1479. r_shadowblobbycutoff // some shadow stuff
1480. r_shadowcolor // Set shadow color
1481. r_shadowdir // Set shadow direction
1482. r_shadowdist // Set shadow distance
1483. r_shadowfromanyworldlight “0″
1484. r_shadowfromworldlights_debug “0″
1485. r_shadowids “0″
1486. r_shadows_gamecontrol “-1″
1487. r_shadowwireframe “0″
1488. r_shadow_debug_spew “0″
1489. r_shadow_deferred “0″ // Toggle deferred shadow rendering
1490. r_showenvcubemap “0″
1491. r_showz_power “1″
1492. r_skin “0″
1493. r_skybox “1″ // Enable the rendering of sky boxes
1494. r_slowpathwireframe “0″
1495. r_SnowDebugBox “0″ // Snow Debug Boxes.
1496. r_SnowEnable “1″ // Snow Enable
1497. r_SnowEndAlpha “255″ // Snow.
1498. r_SnowEndSize “0″ // Snow.
1499. r_SnowFallSpeed “1″ // Snow fall speed scale.
1500. r_SnowInsideRadius “256″ // Snow.
1501. r_SnowOutsideRadius “1024″ // Snow.
1502. r_SnowParticles “500″ // Snow.
1503. r_SnowPosScale “1″ // Snow.
1504. r_SnowRayEnable “1″ // Snow.
1505. r_SnowRayLength “8192″ // Snow.
1506. r_SnowRayRadius “256″ // Snow.
1507. r_SnowSpeedScale “1″ // Snow.
1508. r_SnowStartAlpha “25″ // Snow.
1509. r_SnowStartSize “1″ // Snow.
1510. r_SnowWindScale “0″ // Snow.
1511. r_SnowZoomOffset “384″ // Snow.
1512. r_SnowZoomRadius “512″ // Snow.
1513. r_swingflashlight “1″
1514. r_updaterefracttexture “1″
1515. r_vehicleBrakeRate “1″
1516. r_VehicleViewClamp “1″
1517. r_VehicleViewDampen “1″
1518. r_visocclusion “0″ // Activate/deactivate wireframe rendering of what the occlusion system is doing.
1519. r_visualizelighttraces “0″
1520. r_visualizelighttracesshowfulltrace “0″
1521. r_visualizetraces “0″
1522. safezonex “1″ // The percentage of the screen width that is considered safe from overscan
1523. safezoney “1″ // The percentage of the screen height that is considered safe from overscan
1524. save // Saves current game.
1525. save_finish_async
1526. say // Display player message
1527. say_team // Display player message to team
1528. scene_flush // Flush all .vcds from the cache and reload from disk.
1529. scene_playvcd // Play the given VCD as an instanced scripted scene.
1530. scene_showfaceto “0″ // show the directions of faceto events.
1531. scene_showlook “0″ // show the directions of look events.
1532. scene_showmoveto “0″ // show the end location.
1533. scene_showunlock “0″ // Show when a vcd is playing but normal AI is running.
1534. screenshot // Take a screenshot.
1535. script // Run the text as a script
1536. script_client // Run the text as a script
1537. script_debug // Connect the vscript VM to the script debugger
1538. script_debug_client // Connect the vscript VM to the script debugger
1539. script_dump_all // Dump the state of the VM to the console
1540. script_dump_all_client // Dump the state of the VM to the console
1541. script_execute // Run a vscript file
1542. script_execute_client // Run a vscript file
1543. script_help // optionally with a search string
1544. script_help_client // optionally with a search string
1545. script_reload_code // replacing existing functions with the functions in the run script
1546. script_reload_entity_code // replacing existing functions with the functions in the run scripts
1547. script_reload_think // replacing existing functions with the functions in the run script
1548. sensitivity “1″ // Mouse sensitivity.
1549. server_game_time // Gives the game time in seconds (servers curtime)
1550. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
1551. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
1552. setinfo // Adds a new user info value
1553. setmodel // Changess players model
1554. setpause // Set the pause state of the server.
1555. setpos // Move player to specified origin (must have sv_cheats).
1556. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
1557. setpos_player // Move specified player to specified origin (must have sv_cheats).
1558. sfcrosshair “0″
1559. sf_ui_tint “1″ // The current tint applied to the Scaleform UI
1560. shake // Shake the screen.
1561. shake_stop // Stops all active screen shakes.
1562. shake_testpunch // Test a punch-style screen shake.
1563. showbudget_texture “0″ // Enable the texture budget panel.
1564. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
1565. showconsole // Show the console.
1566. showpanel // Shows a viewport panel <name>
1567. showtriggers “0″ // Shows trigger brushes
1568. showtriggers_toggle // Toggle show triggers
1569. show_loadout_toggle // Toggles loadout display
1570. show_main_menu // Show the main menu
1571. show_sf_main_menu // Show the Scaleform main menu
1572. singlestep “0″ // Run engine in single step mode ( set next to 1 to advance a frame )
1573. sixense_aim_1to1_heading_multiplier “3″
1574. sixense_aim_1to1_pitch_multiplier “3″
1575. sixense_aim_1to1_ratchet_vertical “1″
1576. sixense_aim_freeaim_accel_band_exponent “1″
1577. sixense_aim_freeaim_accel_band_size “15″
1578. sixense_aim_freeaim_auto_level_rate “1″
1579. sixense_aim_freeaim_dead_zone_radius “0″
1580. sixense_aim_freeaim_heading_multiplier “1″
1581. sixense_aim_freeaim_max_speed “12″
1582. sixense_aim_freeaim_pitch_multiplier “1″
1583. sixense_aim_freeaim_spin_disabled
1584. sixense_aim_freeaim_switch_blend_time_enter “0″
1585. sixense_aim_freeaim_switch_blend_time_exit “0″
1586. sixense_aim_scope_heading_multiplier “0″
1587. sixense_aim_scope_pitch_multiplier “0″
1588. sixense_always_draw_crosshair “1″
1589. sixense_base_offset_x “0″
1590. sixense_base_offset_y “0″
1591. sixense_base_offset_z “-20″
1592. sixense_bind // Bind a concommand to a button.
1593. sixense_clear_bindings // Clear all sixense bindings.
1594. sixense_controller_angle_mode “0″
1595. sixense_create_default_bindings // Erase all current bindings and load the default bindings for this game.
1596. sixense_crosshair_horiz_multiplier “1″
1597. sixense_crosshair_vert_multiplier “1″
1598. sixense_crouch_sensitivity “1″
1599. sixense_delete_binding // Delete a single binding by index.
1600. sixense_disable_gestures
1601. sixense_enabled “0″
1602. sixense_exit_metroid_blend “0″
1603. sixense_exit_one_to_one_dot “0″
1604. sixense_feet_angles_offset_stick_spin_exponent “1″
1605. sixense_feet_angles_offset_stick_spin_horiz_multiplier “7″
1606. sixense_feet_angles_offset_stick_spin_invert_pitch “1″
1607. sixense_feet_angles_offset_stick_spin_vert_multiplier “4″
1608. sixense_filter_level “0″
1609. sixense_jump_sensitivity “1″
1610. sixense_left_handed “0″
1611. sixense_list_bindings // List the sixense bindings.
1612. sixense_max_charge_spin “3″
1613. sixense_melee_pitch_blend_val “0″
1614. sixense_mode “0″
1615. sixense_mouse_enabled “1″
1616. sixense_mouse_sensitivity “1″
1617. sixense_point_gesture_angle_threshold “15″
1618. sixense_reload_sensitivity “1″
1619. sixense_roll_correct_blend “0″
1620. sixense_select_grenade
1621. sixense_select_machinegun
1622. sixense_select_melee
1623. sixense_select_pistol
1624. sixense_sensitivity_level “2″
1625. sixense_set_base_offset
1626. sixense_set_filter_params
1627. sixense_show_frame // Show/hide Sixense UI.
1628. sixense_spring_view_enabled “1″
1629. sixense_spring_view_max_angle “45″
1630. sixense_spring_view_max_spring “0″
1631. sixense_spring_view_min_angle “1″
1632. sixense_spring_view_min_spring “0″
1633. sixense_teleport_metroid_blend_time “3″
1634. sixense_teleport_wait_to_blend_time “0″
1635. sixense_tilt_gesture_angle_threshold “35″
1636. sixense_trigger_threshold “0″
1637. sixense_walking_dead_zone_percent “10″
1638. sixense_walking_exponent “1″
1639. sixense_weapon_select_sensitivity “1″
1640. sixense_write_bindings // Save the sixense bindings to a file.
1641. sixense_zoom_momentary_time “500″
1642. skill “1″ // Game skill level (1-3).
1643. skip_next_map // Skips the next map in the map rotation for the server.
1644. sk_autoaim_mode “1″
1645. slot0
1646. slot1
1647. slot10
1648. slot11
1649. slot2
1650. slot3
1651. slot4
1652. slot5
1653. slot6
1654. slot7
1655. slot8
1656. slot9
1657. snapto
1658. sndplaydelay
1659. snd_async_flush // Flush all unlocked async audio data
1660. snd_async_showmem // Show async memory stats
1661. snd_async_showmem_music // Show async memory stats for just non-streamed music
1662. snd_async_showmem_summary // Show brief async memory stats
1663. snd_duckerattacktime “0″
1664. snd_duckerreleasetime “2″
1665. snd_duckerthreshold “0″
1666. snd_ducking_off “1″
1667. snd_ducktovolume “0″
1668. snd_dumpclientsounds // Dump sounds to console
1669. snd_dump_filepaths
1670. snd_filter “0″
1671. snd_foliage_db_loss “4″ // foliage dB loss per 1200 units
1672. snd_gain “1″
1673. snd_gain_max “1″
1674. snd_gain_min “0″
1675. snd_getmixer // Get data related to mix group matching string
1676. snd_legacy_surround “0″
1677. snd_mixahead “0″
1678. snd_musicvolume “0″ // Music volume
1679. snd_mute_losefocus “1″
1680. snd_obscured_gain_dB “-2″
1681. snd_op_test_convar “1″
1682. snd_pause_all “1″ // Specifies to pause all sounds and not just voice
1683. snd_pitchquality “1″
1684. snd_playsounds // Play sounds from the game sounds txt file at a given location
1685. snd_prefetch_common “1″ // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
1686. snd_pre_gain_dist_falloff “1″
1687. snd_print_channels // Prints all the active channel.
1688. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
1689. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
1690. snd_print_dsp_effect // Prints the content of a dsp effect.
1691. snd_rebuildaudiocache // rebuild audio cache for current language
1692. snd_refdb “60″ // Reference dB at snd_refdist
1693. snd_refdist “36″ // Reference distance for snd_refdb
1694. snd_restart // Restart sound system.
1695. snd_setmixer // solo.
1696. snd_setmixlayer // solo.
1697. snd_setmixlayer_amount // Set named mix layer mix amount.
1698. snd_setsoundparam // Set a sound paramater
1699. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
1700. snd_showstart “0″
1701. snd_sos_flush_operators // Flush and re-parse the sound operator system
1702. snd_sos_list_operator_updates “0″
1703. snd_sos_show_client_xmit “0″
1704. snd_sos_show_operator_entry_filter “0″
1705. snd_sos_show_operator_init “0″
1706. snd_sos_show_operator_prestart “0″
1707. snd_sos_show_operator_shutdown “0″
1708. snd_sos_show_operator_start “0″
1709. snd_sos_show_operator_stop_entry “0″
1710. snd_sos_show_operator_updates “0″
1711. snd_sos_show_queuetotrack “0″
1712. snd_sos_show_server_xmit “0″
1713. snd_sos_show_startqueue “0″
1714. snd_soundmixer_flush // Reload soundmixers.txt file.
1715. snd_soundmixer_list_mixers // List all mixers to dev console.
1716. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
1717. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
1718. snd_soundmixer_set_trigger_factor // trigger amount.
1719. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
1720. snd_visualize “0″ // Show sounds location in world
1721. snd_writemanifest // outputs the precache manifest for the current level
1722. soundfade // Fade client volume.
1723. soundinfo // Describe the current sound device.
1724. soundlist // List all known sounds.
1725. soundscape_debug “0″ // red lines show soundscapes that ar
1726. soundscape_dumpclient // Dumps the clients soundscape data.
1727. soundscape_fadetime “3″ // Time to crossfade sound effects between soundscapes
1728. soundscape_flush // Flushes the server & client side soundscapes
1729. soundscape_radius_debug “0″ // Prints current volume of radius sounds
1730. speak // Play a constructed sentence.
1731. spec_freeze_cinematiclight_b “1″
1732. spec_freeze_cinematiclight_g “1″
1733. spec_freeze_cinematiclight_r “1″
1734. spec_freeze_cinematiclight_scale “2″
1735. spec_freeze_deathanim_time “0″ // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
1736. spec_freeze_distance_max “80″ // Maximum random distance from the target to stop when framing them in observer freeze cam.
1737. spec_freeze_distance_min “60″ // Minimum random distance from the target to stop when framing them in observer freeze cam.
1738. spec_freeze_target_fov “42″ // The target FOV that the deathcam should use.
1739. spec_freeze_target_fov_long “90″ // The target FOV that the deathcam should use when the cam zoom far away on the target.
1740. spec_freeze_time “5″ // Time spend frozen in observer freeze cam.
1741. spec_freeze_traveltime “0″ // Time taken to zoom in to frame a target in observer freeze cam.
1742. spec_freeze_traveltime_long “0″ // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
1743. spec_gui // Shows or hides the spectator bar
1744. spec_menu // Activates spectator menu
1745. spec_pos // dump position and angles to the console
1746. spike // generates a fake spike
1747. ss_enable “0″ // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
1748. ss_map // Start playing on specified map with max allowed splitscreen players.
1749. ss_reloadletterbox // ss_reloadletterbox
1750. ss_splitmode “0″ // 2 – vertical (only allowed in widescr
1751. startdemos // Play demos in demo sequence.
1752. startmovie // Start recording movie frames.
1753. startupmenu // and were not in developer
1754. star_memory // Dump memory stats
1755. stats // Prints server performance variables
1756. status // Display map and connection status.
1757. stop // Finish recording demo.
1758. stopdemo // Stop playing back a demo.
1759. stopsound
1760. stopsoundscape // Stops all soundscape processing and fades current looping sounds
1761. stopvideos // Stops all videos playing to the screen
1762. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
1763. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
1764. stringtabledictionary // Create dictionary for current strings.
1765. stuffcmds // Parses and stuffs command line + commands to command buffer.
1766. suitvolume “0″
1767. surfaceprop // Reports the surface properties at the cursor
1768. sv_accelerate “10″
1769. sv_allow_lobby_connect_only “0″ // may not connect directly.
1770. sv_allow_wait_command “1″ // Allow or disallow the wait command on clients connected to this server.
1771. sv_alltalk “0″ // no team restrictions
1772. sv_alternateticks “1″ // server only simulates entities on even numbered ticks.
1773. sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
1774. sv_cheats “0″ // Allow cheats on server
1775. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
1776. sv_consistency “0″ // Whether the server enforces file consistency for critical files
1777. sv_contact “0″ // Contact email for server sysop
1778. sv_deadtalk “0″ // text) to the living
1779. sv_downloadurl “0″ // Location from which clients can download missing files
1780. sv_dumpstringtables “0″
1781. sv_forcepreload “1″ // Force server side preloading.
1782. sv_friction “4″ // World friction.
1783. sv_full_alltalk “0″ // Any player (including Spectator team) can speak to any other player
1784. sv_gameinstructor_disable “0″ // Force all clients to disable their game instructors.
1785. sv_game_mode_convars // Display the values of the convars for the current game_mode.
1786. sv_infinite_ammo “0″ // Players active weapon will never run out of ammo
1787. sv_lagcompensationforcerestore “1″ // just do it.
1788. sv_lan “0″ // no non-class C addresses )
1789. sv_logbans “0″ // Log server bans in the server logs.
1790. sv_logecho “1″ // Echo log information to the console.
1791. sv_logfile “1″ // Log server information in the log file.
1792. sv_logflush “0″ // Flush the log file to disk on each write (slow).
1793. sv_logsdir “0″ // Folder in the game directory where server logs will be stored.
1794. sv_log_onefile “0″ // Log server information to only one file.
1795. sv_maxcmdrate “102″ // this sets the maximum value for cl_cmdrate.
1796. sv_maxrate “0″ // 0 == unlimited
1797. sv_memlimit “0″ // the server will exit.
1798. sv_mincmdrate “10″ // This sets the minimum value for cl_cmdrate. 0 == unlimited.
1799. sv_minrate “5000″ // 0 == unlimited
1800. sv_noclipaccelerate “5″
1801. sv_noclipduringpause “0″ // etc.).
1802. sv_noclipspeed “5″
1803. sv_password “0″ // Server password for entry into multiplayer games
1804. sv_pausable “0″ // Is the server pausable.
1805. sv_precacheinfo // Show precache info.
1806. sv_pure // Show user data.
1807. sv_pure_kick_clients “1″ // it will issue a warning to the client.
1808. sv_pure_trace “0″ // the server will print a message whenever a client is verifying a CRC for a file.
1809. sv_pushaway_hostage_force “20000″ // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
1810. sv_pushaway_max_hostage_force “1000″ // Maximum of how hard the hostage is pushed away from physics objects.
1811. sv_pvsskipanimation “1″ // Skips SetupBones when npcs are outside the PVS
1812. sv_querycache_stats // Display status of the query cache (client only)
1813. sv_regeneration_force_on “0″ // Cheat to test regenerative health systems
1814. sv_region “-1″ // The region of the world to report this server in.
1815. sv_reservation_timeout “45″ // Time in seconds before lobby reservation expires.
1816. sv_search_key “0″ // restrict search to only dedicated servers having the same sv_search_key.
1817. sv_search_team_key “0″ // set this key to match with known opponents team
1818. sv_showlagcompensation “0″ // Show lag compensated hitboxes whenever a player is lag compensated.
1819. sv_showtags // Describe current gametags.
1820. sv_shutdown // Sets the server to shutdown when all games have completed
1821. sv_skyname “0″ // Current name of the skybox texture
1822. sv_soundemitter_reload // Flushes the sounds.txt system
1823. sv_soundscape_printdebuginfo // print soundscapes
1824. sv_specaccelerate “5″
1825. sv_specnoclip “1″
1826. sv_specspeed “3″
1827. sv_steamgroup “0″ // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
1828. sv_steamgroup_exclusive “0″ // public people will be able to join the ser
1829. sv_tags “0″ // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
1830. sv_timescale // Change the speed of the game.
1831. sv_unlockedchapters “1″ // Highest unlocked game chapter.
1832. sv_visiblemaxplayers “-1″ // Overrides the max players reported to prospective clients
1833. sv_voiceenable “1″
1834. sys_antialiasing “0″ // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
1835. sys_aspectratio “-1″ // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
1836. sys_minidumpspewlines “500″ // Lines of crash dump console spew to keep.
1837. sys_refldetail “0″ // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
1838. sys_vsync “0″ // Convar used exclusively by the options screen to set vsync. Changing this convar manually will have no effect.
1839. teammenu // Show team selection window
1840. testhudanim // Test a hud element animation. Arguments: <anim name>
1841. Test_CreateEntity
1842. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
1843. Test_EHandle
1844. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
1845. test_freezeframe // Test the freeze frame code.
1846. Test_InitRandomEntitySpawner
1847. Test_Loop // Test_Loop <loop name> – loop back to the specified loop start point unconditionally.
1848. Test_LoopCount // Test_LoopCount <loop name> <count> – loop back to the specified loop start point the specified # of times.
1849. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> – loop back to the specified start point for the specified # of seconds.
1850. test_outtro_stats
1851. Test_ProxyToggle_EnableProxy
1852. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
1853. Test_ProxyToggle_SetValue
1854. Test_RandomChance // 0-100> <token1> <token2…> – Roll the dice and maybe run the command following the percenta
1855. Test_RandomizeInPVS
1856. Test_RandomPlayerPosition
1857. Test_RemoveAllRandomEntities
1858. Test_RunFrame
1859. Test_SendKey
1860. Test_SpawnRandomEntities
1861. Test_StartLoop // Test_StartLoop <loop name> – Denote the start of a loop. Really just defines a named point you can jump to.
1862. Test_StartScript // Start a test script running..
1863. Test_Wait
1864. Test_WaitForCheckPoint
1865. texture_budget_background_alpha “128″ // how translucent the budget panel is
1866. texture_budget_panel_bottom_of_history_fraction “0″ // number between 0 and 1
1867. texture_budget_panel_height “284″ // height in pixels of the budget panel
1868. texture_budget_panel_width “512″ // width in pixels of the budget panel
1869. texture_budget_panel_x “0″ // number of pixels from the left side of the game screen to draw the budget panel
1870. texture_budget_panel_y “450″ // number of pixels from the top side of the game screen to draw the budget panel
1871. tf_escort_score_rate “1″ // in points per second
1872. think_limit “10″ // warning is printed if this is exceeded.
1873. thirdperson // Switch to thirdperson camera.
1874. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
1875. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
1876. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
1877. threadpool_run_tests
1878. thread_test_tslist
1879. thread_test_tsqueue
1880. timedemo // Play a demo and report performance info.
1881. timedemoquit // and then exit
1882. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
1883. timeleft // prints the time remaining in the match
1884. timerefresh // Profile the renderer.
1885. toggle // or cycles through a set of values.
1886. toggleconsole // Show/hide the console.
1887. togglescores // Toggles score panel
1888. toolload // Load a tool.
1889. toolunload // Unload a tool.
1890. tv_clients // Shows list of connected SourceTV clients.
1891. tv_msg // Send a screen message to all clients.
1892. tv_nochat “0″ // Dont receive chat messages from other SourceTV spectators
1893. tv_port “27020″ // Host SourceTV port
1894. tv_record // Starts SourceTV demo recording.
1895. tv_relay // Connect to SourceTV server and relay broadcast.
1896. tv_retry // Reconnects the SourceTV relay proxy.
1897. tv_status // Show SourceTV server status.
1898. tv_stop // Stops the SourceTV broadcast.
1899. tv_stoprecord // Stops SourceTV demo recording.
1900. tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
1901. ui_posedebug_fade_in_time “0″ // Time during which a new pose activity layer is shown in green in +posedebug UI
1902. ui_posedebug_fade_out_time “0″ // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
1903. ui_reloadscheme // Reloads the resource files for the active UI window
1904. unbind // Unbind a key.
1905. unbindall // Unbind all keys.
1906. unbindalljoystick // Unbind all joystick keys.
1907. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
1908. unload_all_addons // Reloads the search paths for game addons.
1909. unpause // Unpause the game.
1910. update_addon_paths // Reloads the search paths for game addons.
1911. use // Use a particular weapon Arguments: <weapon_name>
1912. user // Show user data.
1913. users // Show user info for players on server.
1914. vcollide_wireframe “0″ // Render physics collision models in wireframe
1915. vehicle_flushscript // Flush and reload all vehicle scripts
1916. version // Print version info string.
1917. vgui_drawtree “0″ // Draws the vgui panel hiearchy to the specified depth level.
1918. vgui_drawtree_clear
1919. vgui_dump_panels // vgui_dump_panels [visible]
1920. vgui_message_dialog_modal “1″
1921. vgui_spew_fonts
1922. vgui_togglepanel // show/hide vgui panel by name.
1923. viewanim_addkeyframe
1924. viewanim_create // viewanim_create
1925. viewanim_load // load animation from file
1926. viewanim_reset // reset view angles!
1927. viewanim_save // Save current animation to file
1928. viewanim_test // test view animation
1929. viewmodel_fov “54″
1930. viewmodel_offset_x “0″
1931. viewmodel_offset_y “0″
1932. viewmodel_offset_z “0″
1933. vismon_poll_frequency “0″
1934. vismon_trace_limit “12″
1935. vis_force “0″
1936. vm_debug “0″
1937. vm_draw_always “0″ // 2 – Never draw view models. Should be done before map launches.
1938. voicerecord_toggle
1939. voice_enable “1″ // Toggle voice transmit and receive.
1940. voice_forcemicrecord “1″
1941. voice_inputfromfile “0″ // Get voice input from voice_input.wav rather than from the microphone.
1942. voice_loopback “0″
1943. voice_mixer_boost “0″
1944. voice_mixer_mute “0″
1945. voice_mixer_volume “1″
1946. voice_modenable “1″ // Enable/disable voice in this mod.
1947. voice_mute // Mute a specific Steam user
1948. voice_player_speaking_delay_threshold “0″
1949. voice_recordtofile “0″ // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
1950. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
1951. voice_scale “1″
1952. voice_show_mute // Show whether current players are muted.
1953. voice_threshold “2000″
1954. voice_unmute // or `all` to unmute all connected players.
1955. volume “1″ // Sound volume
1956. voxeltree_box // Vector(max)>.
1957. voxeltree_playerview // View entities in the voxel-tree at the player position.
1958. voxeltree_sphere // float(radius)>.
1959. voxeltree_view // View entities in the voxel-tree.
1960. vox_reload // Reload sentences.txt file
1961. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
1962. vprof // Toggle VProf profiler
1963. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
1964. vprof_cachemiss // Toggle VProf cache miss checking
1965. vprof_cachemiss_off // Turn off VProf cache miss checking
1966. vprof_cachemiss_on // Turn on VProf cache miss checking
1967. vprof_child
1968. vprof_collapse_all // Collapse the whole vprof tree
1969. vprof_dump_counters // Dump vprof counters to the console
1970. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
1971. vprof_expand_all // Expand the whole vprof tree
1972. vprof_expand_group // Expand a budget group in the vprof tree by name
1973. vprof_generate_report // Generate a report to the console.
1974. vprof_generate_report_AI // Generate a report to the console.
1975. vprof_generate_report_AI_only // Generate a report to the console.
1976. vprof_generate_report_budget // Generate a report to the console based on budget group.
1977. vprof_generate_report_hierarchy // Generate a report to the console.
1978. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
1979. vprof_generate_report_map_load // Generate a report to the console.
1980. vprof_graphheight “256″
1981. vprof_graphwidth “512″
1982. vprof_nextsibling
1983. vprof_off // Turn off VProf profiler
1984. vprof_on // Turn on VProf profiler
1985. vprof_parent
1986. vprof_playback_average // Average the next N frames.
1987. vprof_playback_start // Start playing back a recorded .vprof file.
1988. vprof_playback_step // step to the next tick.
1989. vprof_playback_stepback // step to the previous tick.
1990. vprof_playback_stop // Stop playing back a recorded .vprof file.
1991. vprof_prevsibling
1992. vprof_record_start // Start recording vprof data for playback later.
1993. vprof_record_stop // Stop recording vprof data
1994. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
1995. vprof_remote_stop // Stop an existing remote VProf data request
1996. vprof_reset // Reset the stats in VProf profiler
1997. vprof_reset_peaks // Reset just the peak time in VProf profiler
1998. vprof_to_csv // Convert a recorded .vprof file to .csv.
1999. vprof_unaccounted_limit “0″ // number of milliseconds that a node must exceed to turn red in the vprof panel
2000. vprof_verbose “1″ // Set to one to show average and peak times
2001. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
2002. vprof_warningmsec “10″ // Above this many milliseconds render the label red to indicate slow code.
2003. vtune // Controls VTunes sampling.
2004. vx_model_list // Dump models to VXConsole
2005. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
2006. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
2007. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
2008. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
2009. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
2010. wc_destroy_undo // When in WC edit mode restores the last deleted node
2011. wc_link_edit
2012. weapon_debug_spread_gap “0″
2013. weapon_debug_spread_show “0″ // 3: show accuracy with dynamic crosshair
2014. windows_speaker_config “6″
2015. wipe_nav_attributes // Clear all nav attributes of selected area.
2016. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
2017. writeip // Save the ban list to banned_ip.cfg.
2018. xbox_autothrottle “1″
2019. xbox_throttlebias “100″
2020. xbox_throttlespoof “200″
2021. xload // Load a saved game from a console storage device.
2022. xlook
2023. xmove
2024. xsave // Saves current game to a console storage device.
2025. zoom_sensitivity_ratio_joystick “0″ // Additional controller sensitivity scale factor applied when FOV is zoomed in.
2026. zoom_sensitivity_ratio_mouse “1″ // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
2027. _autosave // Autosave
2028. _autosavedangerous // AutoSaveDangerous
2029. _bugreporter_restart // Restarts bug reporter .dll
2030. _record // Record a demo incrementally.
2031. _resetgamestats // Erases current game stats and writes out a blank stats file
2032. _restart // Shutdown and restart the engine.

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