CS:GO Console Variable list for client & server

This list shows the locked and unlocked ones.

Cvar: achievement_debug – Turn on achievement debug msgs.
Cvar: achievement_disable – Turn off achievements.
Cvar: adsp_debug -
Cvar: ai_debug_los – NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it’ll show non-solid entities that would do it if they were solid.
Cvar: ai_debug_shoot_positions -
Cvar: ai_drawbattlelines -
Cvar: ai_report_task_timings_on_limit -
Cvar: ai_think_limit_label -
Cvar: ai_vehicle_avoidance -
Cvar: ammo_338mag_max -
Cvar: ammo_357sig_max -
Cvar: ammo_45acp_max -
Cvar: ammo_50AE_max -
Cvar: ammo_556mm_box_max -
Cvar: ammo_556mm_max -
Cvar: ammo_57mm_max -
Cvar: ammo_762mm_max -
Cvar: ammo_9mm_max -
Cvar: ammo_buckshot_max -
Cvar: ammo_grenade_limit_default -
Cvar: ammo_grenade_limit_flashbang -
Cvar: ammo_grenade_limit_total -
Cvar: bot_autodifficulty_threshold_high – Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
Cvar: bot_autodifficulty_threshold_low – Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
Cvar: bot_chatter – Control how bots talk. Allowed values: ‘off’, ‘radio’, ‘minimal’, or ‘normal’.
Cvar: bot_crouch -
Cvar: bot_debug – For internal testing purposes.
Cvar: bot_debug_target – For internal testing purposes.
Cvar: bot_defer_to_human_goals – If nonzero and there is a human on the team, the bots will not do the scenario tasks.
Cvar: bot_defer_to_human_items – If nonzero and there is a human on the team, the bots will not get scenario items.
Cvar: bot_difficulty – Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
Cvar: bot_dont_shoot – If nonzero, bots will not fire weapons (for debugging).
Cvar: bot_freeze -
Cvar: bot_join_after_player – If nonzero, bots wait until a player joins before entering the game.
Cvar: bot_join_team – Determines the team bots will join into. Allowed values: ‘any’, ‘T’, or ‘CT’.
Cvar: bot_loadout – bots are given these items at round start
Cvar: bot_mimic -
Cvar: bot_mimic_yaw_offset -
Cvar: bot_quota – Determines the total number of bots in the game.
Cvar: bot_quota_mode – Determines the type of quota. Allowed values: ‘normal’, ‘fill’, and ‘match’. If ‘fill’, the server will adjust bots to keep N players in the game, where N is bot_quota. If ‘match’, the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
Cvar: bot_randombuy – should bots ignore their prefered weapons and just buy weapons at random?
Cvar: bot_show_battlefront – Show areas where rushing players will initially meet.
Cvar: bot_show_nav – For internal testing purposes.
Cvar: bot_show_occupy_time – Show when each nav area can first be reached by each team.
Cvar: bot_stop – If nonzero, immediately stops all bot processing.
Cvar: bot_traceview – For internal testing purposes.
Cvar: bot_zombie – If nonzero, bots will stay in idle mode and not attack.
Cvar: budget_averages_window – number of frames to look at when figuring out average frametimes
Cvar: budget_background_alpha – how translucent the budget panel is
Cvar: budget_bargraph_background_alpha – how translucent the budget panel is
Cvar: budget_bargraph_range_ms – budget bargraph range in milliseconds
Cvar: budget_history_numsamplesvisible – number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
Cvar: budget_history_range_ms – budget history range in milliseconds
Cvar: budget_panel_bottom_of_history_fraction – number between 0 and 1
Cvar: budget_panel_height – height in pixels of the budget panel
Cvar: budget_panel_width – width in pixels of the budget panel
Cvar: budget_panel_x – number of pixels from the left side of the game screen to draw the budget panel
Cvar: budget_panel_y – number of pixels from the top side of the game screen to draw the budget panel
Cvar: budget_peaks_window – number of frames to look at when figuring out peak frametimes
Cvar: budget_show_averages – enable/disable averages in the budget panel
Cvar: budget_show_history – turn history graph off and on. . good to turn off on low end
Cvar: budget_show_peaks – enable/disable peaks in the budget panel
Cvar: bugreporter_uploadasync – Upload attachments asynchronously
Cvar: bugreporter_username – Username to use for bugreporter
Cvar: chet_debug_idle – If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
Cvar: cl_allowdownload – Client downloads customization files
Cvar: cl_allowupload – Client uploads customization files
Cvar: cl_bot_difficulty_gamepad – Bot difficulty while playing with Gamepad device
Cvar: cl_bot_difficulty_hydra – Bot difficulty while playing with Hydra device
Cvar: cl_bot_difficulty_kbm – Bot difficulty while playing with Keyboard/Mouse device
Cvar: cl_bot_difficulty_ps3move – Bot difficulty while playing with PS3Move device
Cvar: cl_bot_difficulty_sharpshooter – Bot difficulty while playing with SharpShooter device
Cvar: cl_clock_correction – Enable/disable clock correction on the client.
Cvar: cl_clock_correction_adjustment_max_amount – Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
Cvar: cl_clock_correction_adjustment_max_offset – As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
Cvar: cl_clock_correction_adjustment_min_offset – If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
Cvar: cl_clock_correction_force_server_tick – Force clock correction to match the server tick + this offset (-999 disables it).
Cvar: cl_clock_showdebuginfo – Show debugging info about the clock drift.
Cvar: cl_clockdrift_max_ms – Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.
Cvar: cl_clockdrift_max_ms_threadmode – Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.
Cvar: cl_cmdrate – Max number of command packets sent to server per second
Cvar: cl_downloadfilter – Determines which files can be downloaded from the server (all, none, nosounds)
Cvar: cl_entityreport – For debugging, draw entity states to console
Cvar: cl_flushentitypacket – For debugging. Force the engine to flush an entity packet.
Cvar: cl_forcepreload – Whether we should force preloading.
Cvar: cl_ignorepackets – Force client to ignore packets (for debugging).
Cvar: cl_language – Language (from Steam API)
Cvar: cl_logofile – Spraypoint logo decal.
Cvar: cl_resend – Delay in seconds before the client will resend the ‘connect’ attempt
Cvar: cl_resend_timeout – Total time allowed for the client to resend the ‘connect’ attempt
Cvar: cl_showevents – Print event firing info in the console
Cvar: cl_showpluginmessages – Allow plugins to display messages to you
Cvar: cl_skipslowpath – Set to 1 to skip any models that don’t go through the model fast path
Cvar: cl_soundfile – Jingle sound file.
Cvar: cl_timeout – After this many seconds without receiving a packet from the server, the client will disconnect itself
Cvar: cl_updaterate – Number of packets per second of updates you are requesting from the server
Cvar: clientport – Host game client port
Cvar: closecaption – Enable close captioning.
Cvar: con_enable – Allows the console to be activated.
Cvar: cs_hostage_near_rescue_music_distance -
Cvar: cs_ShowStateTransitions – cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
Cvar: CS_WarnFriendlyDamageInterval – Defines how frequently the server notifies clients that a player damaged a friend
Cvar: cursortimeout – Seconds before mouse cursor hides itself due to inactivity
Cvar: custom_bot_difficulty – Bot difficulty for offline play.
Cvar: debug_visibility_monitor -
Cvar: demo_recordcommands – Record commands typed at console into .dem files.
Cvar: developer – Set developer message level
Cvar: disable_static_prop_loading – If non-zero when a map loads, static props won’t be loaded
Cvar: display_game_events -
Cvar: dsp_dist_max -
Cvar: dsp_dist_min -
Cvar: dsp_enhance_stereo -
Cvar: dsp_off -
Cvar: dsp_player -
Cvar: dsp_slow_cpu -
Cvar: dsp_volume -
Cvar: enable_debug_overlays – Enable rendering of debug overlays
Cvar: ent_messages_draw – Visualizes all entity input/output activity.
Cvar: ff_damage_reduction_bullets – How much to reduce damage done to teammates when shot. Range is from 0 – 1 (with 1 being damage equal to what is done to an enemy)
Cvar: ff_damage_reduction_grenade – How much to reduce damage done to teammates by a thrown grenade. Range is from 0 – 1 (with 1 being damage equal to what is done to an enemy)
Cvar: ff_damage_reduction_grenade_self – How much to damage a player does to himself with his own grenade. Range is from 0 – 1 (with 1 being damage equal to what is done to an enemy)
Cvar: ff_damage_reduction_other – How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 – 1 (with 1 being damage equal to what is done to an enemy)
Cvar: fish_dormant – Turns off interactive fish behavior. Fish become immobile and unresponsive.
Cvar: fog_enable_water_fog -
Cvar: force_audio_english – Keeps track of whether we’re forcing english in a localized language.
Cvar: fps_max – Frame rate limiter
Cvar: fps_screenshot_frequency – While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds when under the given fps.)
Cvar: fps_screenshot_threshold – Dump a screenshot when the FPS drops below the given value.
Cvar: func_break_max_pieces -
Cvar: fx_new_sparks – Use new style sparks.
Cvar: g_debug_angularsensor -
Cvar: g_debug_constraint_sounds – Enable debug printing about constraint sounds.
Cvar: g_debug_ragdoll_removal -
Cvar: g_debug_trackpather -
Cvar: g_debug_vehiclebase -
Cvar: g_debug_vehicledriver -
Cvar: g_debug_vehicleexit -
Cvar: g_debug_vehiclesound -
Cvar: g_jeepexitspeed -
Cvar: game_mode – The current game mode (based on game type). See GameModes.txt.
Cvar: game_type – The current game type. See GameModes.txt.
Cvar: global_event_log_enabled – Enables the global event log system
Cvar: host_flush_threshold – Memory threshold below which the host should flush caches between server instances
Cvar: host_map – Current map name.
Cvar: host_sleep – Force the host to sleep a certain number of milliseconds each frame.
Cvar: host_timescale – Prescale the clock by this amount.
Cvar: hostage_debug – Show hostage AI debug information
Cvar: hostfile – The HOST file to load.
Cvar: hostip – Host game server ip
Cvar: hostname – Hostname for server.
Cvar: hostport – Host game server port
Cvar: hud_scaling – Scales hud elements
Cvar: hunk_track_allocation_types -
Cvar: in_forceuser – Force user input to this split screen player.
Cvar: inferno_child_spawn_interval_multiplier – Amount spawn interval increases for each child
Cvar: inferno_child_spawn_max_depth -
Cvar: inferno_damage – Damage per second
Cvar: inferno_debug -
Cvar: inferno_flame_lifetime – Average lifetime of each flame in seconds
Cvar: inferno_flame_spacing – Minimum distance between separate flame spawns
Cvar: inferno_forward_reduction_factor -
Cvar: inferno_friendly_fire_duration – For this long, FF is credited back to the thrower.
Cvar: inferno_initial_spawn_interval – Time between spawning flames for first fire
Cvar: inferno_max_child_spawn_interval – Largest time interval for child flame spawning
Cvar: inferno_max_flames – Maximum number of flames that can be created
Cvar: inferno_max_range – Maximum distance flames can spread from their initial ignition point
Cvar: inferno_per_flame_spawn_duration – Duration each new flame will attempt to spawn new flames
Cvar: inferno_scorch_decals -
Cvar: inferno_spawn_angle – Angular change from parent
Cvar: inferno_surface_offset -
Cvar: inferno_velocity_decay_factor -
Cvar: inferno_velocity_factor -
Cvar: inferno_velocity_normal_factor -
Cvar: ip – Overrides IP for multihomed hosts
Cvar: joy_axisbutton_threshold – Analog axis range before a button press is registered.
Cvar: joy_wingmanwarrior_centerhack – Wingman warrior centering hack.
Cvar: lightcache_maxmiss -
Cvar: loopsingleplayermaps -
Cvar: mapcycledisabled – repeats the same map after each match instead of using the map cycle
Cvar: mat_bumpbasis -
Cvar: mat_debugalttab -
Cvar: mat_depthbias_normal -
Cvar: mat_displacementmap -
Cvar: mat_drawflat -
Cvar: mat_dynamic_tonemapping -
Cvar: mat_dynamiclightmaps -
Cvar: mat_dynamicPaintmaps -
Cvar: mat_fastnobump -
Cvar: mat_fillrate -
Cvar: mat_force_tonemap_scale -
Cvar: mat_forcedynamic -
Cvar: mat_fullbright -
Cvar: mat_leafvis – Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what does/doesn’t get drawn)
Cvar: mat_loadtextures -
Cvar: mat_local_contrast_edge_scale_override -
Cvar: mat_local_contrast_midtone_mask_override -
Cvar: mat_local_contrast_scale_override -
Cvar: mat_local_contrast_vignette_end_override -
Cvar: mat_local_contrast_vignette_start_override -
Cvar: mat_luxels -
Cvar: mat_measurefillrate -
Cvar: mat_monitorgamma – monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
Cvar: mat_monitorgamma_tv_enabled -
Cvar: mat_morphstats -
Cvar: mat_norendering -
Cvar: mat_normalmaps -
Cvar: mat_normals -
Cvar: mat_powersavingsmode – Power Savings Mode
Cvar: mat_proxy -
Cvar: mat_queue_mode – The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
Cvar: mat_queue_priority -
Cvar: mat_rendered_faces_count – Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use ‘mat_rendered_faces_spew’ to spew all models rendered in the current frame)
Cvar: mat_reversedepth -
Cvar: mat_show_texture_memory_usage – Display the texture memory usage on the HUD.
Cvar: mat_showlowresimage -
Cvar: mat_showmiplevels – color-code miplevels 2: normalmaps, 1: everything else
Cvar: mat_softwareskin -
Cvar: mat_spewalloc -
Cvar: mat_surfaceid -
Cvar: mat_surfacemat -
Cvar: mat_tessellation_accgeometrytangents -
Cvar: mat_tessellation_cornertangents -
Cvar: mat_tessellation_update_buffers -
Cvar: mat_texture_list_content_path – The content path to the materialsrc directory. If left unset, it’ll assume your content directory is next to the currently running game dir.
Cvar: mat_wireframe -
Cvar: mem_incremental_compact_rate – Rate at which to attempt internal heap compation
Cvar: metamod_version – Metamod:Source Version
Cvar: mm_basedir – Metamod:Source Base Folder
Cvar: mm_pluginsfile – Metamod:Source Plugins File
Cvar: mm_server_search_lan_ports – Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
Cvar: motdfile – The MOTD file to load.
Cvar: mp_afterroundmoney – amount of money awared to every player after each round
Cvar: mp_autokick – Kick idle/team-killing players
Cvar: mp_autoteambalance -
Cvar: mp_buytime – How many seconds after round start players can buy items for.
Cvar: mp_c4timer – how long from when the C4 is armed until it blows
Cvar: mp_death_drop_defuser – Drop defuser on player death
Cvar: mp_death_drop_grenade – Which grenade to drop on player death: 0=none, 1=best, 2=current or best
Cvar: mp_death_drop_gun – Which gun to drop on player death: 0=none, 1=best, 2=current or best
Cvar: mp_defuser_allocation – How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
Cvar: mp_do_warmup_period – Whether or not to do a warmup period at the start of a match.
Cvar: mp_force_pick_time – The amount of time a player has on the team screen to make a selection before being auto-teamed
Cvar: mp_freezetime – how many seconds to keep players frozen when the round starts
Cvar: mp_ggprogressive_round_restart_delay – Number of seconds to delay before restarting a round after a win in gungame progessive
Cvar: mp_ggtr_bomb_detonation_bonus – Number of bonus upgrades to award the Ts when they detonate a gun game bomb
Cvar: mp_halftime_duration – Number of seconds that halftime lasts
Cvar: mp_join_grace_time – Number of seconds after round start to allow a player to join a game
Cvar: mp_limitteams – Max # of players 1 team can have over another (0 disables check)
Cvar: mp_match_can_clinch – Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
Cvar: mp_match_end_restart – At the end of the match, perform a restart instead of loading a new map
Cvar: mp_maxmoney – maximum amount of money allowed in a player’s account
Cvar: mp_playercashawards – Players can earn money by performing in-game actions
Cvar: mp_playerid – Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
Cvar: mp_playerid_delay – Number of seconds to delay showing information in the status bar
Cvar: mp_playerid_hold – Number of seconds to keep showing old information in the status bar
Cvar: mp_restartgame – If non-zero, game will restart in the specified number of seconds
Cvar: mp_round_restart_delay – Number of seconds to delay before restarting a round after a win
Cvar: mp_roundtime – How many minutes each round takes.
Cvar: mp_startmoney – amount of money each player gets when they reset
Cvar: mp_teamcashawards – Teams can earn money by performing in-game actions
Cvar: mp_tkpunish – Will a TK’er be punished in the next round? {0=no, 1=yes}
Cvar: mp_warmuptime – If true, there will be a warmup period/round at the start of each match to allow all players to connect.
Cvar: mp_win_panel_display_time – The amount of time to show the win panel between matches / halfs
Cvar: name – Current user name
Cvar: nav_area_bgcolor – RGBA color to draw as the background color for nav areas while editing.
Cvar: nav_area_max_size – Max area size created in nav generation
Cvar: nav_coplanar_slope_limit -
Cvar: nav_coplanar_slope_limit_displacement -
Cvar: nav_corner_adjust_adjacent – radius used to raise/lower corners in nearby areas when raising/lowering corners.
Cvar: nav_create_area_at_feet – Anchor nav_begin_area Z to editing player’s feet
Cvar: nav_create_place_on_ground – If true, nav areas will be placed flush with the ground when created by hand.
Cvar: nav_debug_blocked -
Cvar: nav_displacement_test – Checks for nodes embedded in displacements (useful for in-development maps)
Cvar: nav_draw_limit – The maximum number of areas to draw in edit mode
Cvar: nav_edit – Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
Cvar: nav_generate_fencetops – Autogenerate nav areas on fence and obstacle tops
Cvar: nav_generate_fixup_jump_areas – Convert obsolete jump areas into 2-way connections
Cvar: nav_generate_incremental_range -
Cvar: nav_generate_incremental_tolerance – Z tolerance for adding new nav areas.
Cvar: nav_max_view_distance – Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
Cvar: nav_max_vis_delta_list_length -
Cvar: nav_potentially_visible_dot_tolerance -
Cvar: nav_quicksave – Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
Cvar: nav_selected_set_border_color – Color used to draw the selected set borders while editing.
Cvar: nav_selected_set_color – Color used to draw the selected set background while editing.
Cvar: nav_show_approach_points – Show Approach Points in the Navigation Mesh.
Cvar: nav_show_area_info – Duration in seconds to show nav area ID and attributes while editing
Cvar: nav_show_compass -
Cvar: nav_show_continguous – Highlight non-contiguous connections
Cvar: nav_show_danger – Show current ‘danger’ levels.
Cvar: nav_show_light_intensity -
Cvar: nav_show_node_grid -
Cvar: nav_show_node_id -
Cvar: nav_show_nodes -
Cvar: nav_show_player_counts – Show current player counts in each area.
Cvar: nav_show_potentially_visible – Show areas that are potentially visible from the current nav area
Cvar: nav_slope_limit – The ground unit normal’s Z component must be greater than this for nav areas to be generated.
Cvar: nav_slope_tolerance – The ground unit normal’s Z component must be this close to the nav area’s Z component to be generated.
Cvar: nav_snap_to_grid – Snap to the nav generation grid when creating new nav areas
Cvar: nav_solid_props – Make props solid to nav generation/editing
Cvar: nav_split_place_on_ground – If true, nav areas will be placed flush with the ground when split.
Cvar: nav_test_node -
Cvar: nav_test_node_crouch -
Cvar: nav_test_node_crouch_dir -
Cvar: nav_update_visibility_on_edit – If nonzero editing the mesh will incrementally recompue visibility
Cvar: net_allow_multicast -
Cvar: net_blockmsg – Discards incoming message: <0|1|name>
Cvar: net_droppackets – Drops next n packets on client
Cvar: net_earliertempents -
Cvar: net_fakejitter – Jitter fakelag packet time
Cvar: net_fakelag – Lag all incoming network data (including loopback) by this many milliseconds.
Cvar: net_fakeloss – Simulate packet loss as a percentage (negative means drop 1/n packets)
Cvar: net_maxroutable – Requested max packet size before packets are ‘split’.
Cvar: net_public_adr – For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: (“x.x.x.x” )
Cvar: net_showreliablesounds -
Cvar: net_showsplits – Show info about packet splits
Cvar: net_showudp – Dump UDP packets summary to console
Cvar: net_showudp_oob – Dump OOB UDP packets summary to console
Cvar: net_showudp_remoteonly – Dump non-loopback udp only
Cvar: net_splitpacket_maxrate – Max bytes per second when queueing splitpacket chunks
Cvar: net_splitrate – Number of fragments for a splitpacket that can be sent per frame
Cvar: net_steamcnx_allowrelay – Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrelay 1)
Cvar: net_steamcnx_enabled – Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.
Cvar: next – Set to 1 to advance to next frame ( when singlestep == 1 )
Cvar: noclip_fixup -
Cvar: npc_ally_deathmessage -
Cvar: npc_height_adjust – Enable test mode for ik height adjustment
Cvar: paintsplat_bias – Change bias value for computing circle buffer
Cvar: paintsplat_max_alpha_noise – Max noise value of circle alpha
Cvar: paintsplat_noise_enabled -
Cvar: panel_test_title_safe – Test vgui panel positioning with title safe indentation
Cvar: particle_test_attach_attachment – Attachment index for attachment mode
Cvar: particle_test_attach_mode – Possible Values: ‘start_at_attachment’, ‘follow_attachment’, ‘start_at_origin’, ‘follow_origin’
Cvar: particle_test_file – Name of the particle system to dynamically spawn
Cvar: password – Current server access password
Cvar: phys_debug_check_contacts -
Cvar: phys_show_active -
Cvar: player_debug_print_damage – When true, print amount and type of all damage received by player to console.
Cvar: post_jump_crouch – This determines how long the third person player character will crouch for after landing a jump. This only affects the third person animation visuals.
Cvar: r_AirboatViewDampenDamp -
Cvar: r_AirboatViewDampenFreq -
Cvar: r_AirboatViewZHeight -
Cvar: r_ambientfraction – Fraction of direct lighting used to boost lighting when model requests
Cvar: r_ambientlightingonly – Set this to 1 to light models with only ambient lighting (and no static lighting).
Cvar: r_avglight -
Cvar: r_avglightmap -
Cvar: r_brush_queue_mode -
Cvar: r_ClipAreaFrustums -
Cvar: r_ClipAreaPortals -
Cvar: r_colorstaticprops -
Cvar: r_debugrandomstaticlighting – Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
Cvar: r_DispBuildable -
Cvar: r_DispWalkable -
Cvar: r_dlightsenable -
Cvar: r_DrawBeams – 0=Off, 1=Normal, 2=Wireframe
Cvar: r_drawbrushmodels – Render brush models. 0=Off, 1=Normal, 2=Wireframe
Cvar: r_drawclipbrushes – Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
Cvar: r_drawdecals – Render decals.
Cvar: r_DrawDisp – Toggles rendering of displacment maps
Cvar: r_drawentities -
Cvar: r_drawfuncdetail – Render func_detail
Cvar: r_drawleaf – Draw the specified leaf.
Cvar: r_drawlightcache – 0: off 1: draw light cache entries 2: draw rays
Cvar: r_drawlightinfo -
Cvar: r_drawlights -
Cvar: r_DrawModelLightOrigin -
Cvar: r_drawmodelstatsoverlay -
Cvar: r_drawmodelstatsoverlaydistance -
Cvar: r_drawmodelstatsoverlayfilter -
Cvar: r_drawmodelstatsoverlaymax – time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
Cvar: r_drawmodelstatsoverlaymin – time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
Cvar: r_DrawPortals -
Cvar: r_drawskybox -
Cvar: r_drawstaticprops – 0=Off, 1=Normal, 2=Wireframe
Cvar: r_drawtranslucentworld -
Cvar: r_drawvgui – Enable the rendering of vgui panels
Cvar: r_drawworld – Render the world.
Cvar: r_dscale_basefov -
Cvar: r_dscale_fardist -
Cvar: r_dscale_farscale -
Cvar: r_dscale_neardist -
Cvar: r_dscale_nearscale -
Cvar: r_dynamic -
Cvar: r_dynamiclighting -
Cvar: r_eyemove -
Cvar: r_eyeshift_x -
Cvar: r_eyeshift_y -
Cvar: r_eyeshift_z -
Cvar: r_eyesize -
Cvar: r_flashlightbrightness -
Cvar: r_flashlightclip -
Cvar: r_flashlightdrawclip -
Cvar: r_flashlightscissor -
Cvar: r_hwmorph -
Cvar: r_itemblinkmax -
Cvar: r_itemblinkrate -
Cvar: r_JeepFOV -
Cvar: r_JeepViewDampenDamp -
Cvar: r_JeepViewDampenFreq -
Cvar: r_JeepViewZHeight -
Cvar: r_lightcache_numambientsamples – number of random directions to fire rays when computing ambient lighting
Cvar: r_lightcache_radiusfactor – Allow lights to influence lightcaches beyond the lights’ radii
Cvar: r_lightcachecenter -
Cvar: r_lightcachemodel -
Cvar: r_lightinterp – Controls the speed of light interpolation, 0 turns off interpolation
Cvar: r_lightmap -
Cvar: r_lightstyle -
Cvar: r_lightwarpidentity -
Cvar: r_lockpvs – Lock the PVS so you can fly around and inspect what is being drawn.
Cvar: r_modelAmbientMin – Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
Cvar: r_modelwireframedecal -
Cvar: r_nohw -
Cvar: r_nosw -
Cvar: r_novis – Turn off the PVS.
Cvar: r_occlusionspew – Activate/deactivates spew about what the occlusion system is doing.
Cvar: r_oldlightselection – Set this to revert to HL2′s method of selecting lights
Cvar: r_partition_level – Displays a particular level of the spatial partition system. Use -1 to disable it.
Cvar: r_portalsopenall – Open all portals
Cvar: r_proplightingpooling – 0 – off, 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset)
Cvar: r_radiosity – 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples for everything else
Cvar: r_randomflex -
Cvar: r_rimlight -
Cvar: r_shadow_deferred – Toggle deferred shadow rendering
Cvar: r_shadowids -
Cvar: r_shadows_gamecontrol -
Cvar: r_shadowwireframe -
Cvar: r_showenvcubemap -
Cvar: r_showz_power -
Cvar: r_skin -
Cvar: r_slowpathwireframe -
Cvar: r_vehicleBrakeRate -
Cvar: r_VehicleViewDampen -
Cvar: r_visocclusion – Activate/deactivate wireframe rendering of what the occlusion system is doing.
Cvar: r_visualizelighttraces -
Cvar: r_visualizelighttracesshowfulltrace -
Cvar: r_visualizetraces -
Cvar: radarvisdistance – at this distance and beyond you need to be point right at someone to see them
Cvar: radarvismaxdot – how closely you have to point at someone to see them beyond max distance
Cvar: radarvismethod – 0 for traditional method, 1 for more realistic method
Cvar: radarvispow – the degree to which you can point away from a target, and still see them on radar.
Cvar: rate – Max bytes/sec the host can receive data
Cvar: rcon_address – Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
Cvar: rcon_password – remote console password.
Cvar: rope_min_pixel_diameter -
Cvar: rr_followup_maxdist – ‘then ANY’ or ‘then ALL’ response followups will be dispatched only to characters within this distance.
Cvar: rr_remarkable_max_distance – AIs will not even consider remarkarbles that are more than this many units away.
Cvar: rr_remarkable_world_entities_replay_limit – TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
Cvar: rr_remarkables_enabled – If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
Cvar: rr_thenany_score_slop – When computing respondents for a ‘THEN ANY’ rule, all rule-matching scores within this much of the best score will be considered.
Cvar: safezonex – The percentage of the screen width that is considered safe from overscan
Cvar: safezoney – The percentage of the screen height that is considered safe from overscan
Cvar: scene_showfaceto – When playing back, show the directions of faceto events.
Cvar: scene_showlook – When playing back, show the directions of look events.
Cvar: scene_showmoveto – When moving, show the end location.
Cvar: scene_showunlock – Show when a vcd is playing but normal AI is running.
Cvar: sf_ui_tint – The current tint applied to the Scaleform UI
Cvar: showbudget_texture – Enable the texture budget panel.
Cvar: showtriggers – Shows trigger brushes
Cvar: singlestep – Run engine in single step mode ( set next to 1 to advance a frame )
Cvar: sk_autoaim_mode -
Cvar: skill – Game skill level (1-3).

Cvar: snd_duckerattacktime -
Cvar: snd_duckerreleasetime -
Cvar: snd_duckerthreshold -
Cvar: snd_ducking_off -
Cvar: snd_ducktovolume -
Cvar: snd_filter -
Cvar: snd_foliage_db_loss – foliage dB loss per 1200 units
Cvar: snd_gain -
Cvar: snd_gain_max -
Cvar: snd_gain_min -
Cvar: snd_legacy_surround -
Cvar: snd_mixahead -
Cvar: snd_music_selection – Temporary convar to choose which music kit to use for this player.
Cvar: snd_musicvolume – Music volume
Cvar: snd_mute_losefocus -
Cvar: snd_obscured_gain_dB -
Cvar: snd_op_test_convar -
Cvar: snd_pause_all – Specifies to pause all sounds and not just voice
Cvar: snd_pitchquality -
Cvar: snd_pre_gain_dist_falloff -
Cvar: snd_prefetch_common – Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
Cvar: snd_refdb – Reference dB at snd_refdist
Cvar: snd_refdist – Reference distance for snd_refdb
Cvar: snd_showstart -
Cvar: snd_sos_list_operator_updates -
Cvar: snd_sos_show_block_debug – Spew data about the list of block entries.
Cvar: snd_sos_show_operator_entry_filter -
Cvar: snd_sos_show_operator_init -
Cvar: snd_sos_show_operator_prestart -
Cvar: snd_sos_show_operator_shutdown -
Cvar: snd_sos_show_operator_start -
Cvar: snd_sos_show_operator_stop_entry -
Cvar: snd_sos_show_operator_updates -
Cvar: snd_sos_show_queuetotrack -
Cvar: snd_sos_show_server_xmit -
Cvar: snd_sos_show_startqueue -
Cvar: snd_visualize – Show sounds location in world
Cvar: soundscape_debug – When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren’t in range, and white lines show soundscapes that are in range, but not the active soundscape.
Cvar: sourcemod_version – SourceMod Version
Cvar: spec_allow_roaming – If nonzero, allow free-roaming spectator camera.
Cvar: spec_freeze_deathanim_time – The time that the death cam will spend watching the player’s ragdoll before going into the freeze death cam.
Cvar: spec_freeze_target_fov – The target FOV that the deathcam should use.
Cvar: spec_freeze_target_fov_long – The target FOV that the deathcam should use when the cam zoom far away on the target.
Cvar: spec_freeze_time – Time spend frozen in observer freeze cam.
Cvar: spec_freeze_traveltime – Time taken to zoom in to frame a target in observer freeze cam.
Cvar: suitvolume -
Cvar: sv_accelerate -
Cvar: sv_allow_lobby_connect_only – If set, players may only join this server from matchmaking lobby, may not connect directly.
Cvar: sv_allow_votes – Allow voting?
Cvar: sv_allow_wait_command – Allow or disallow the wait command on clients connected to this server.
Cvar: sv_alltalk – Players can hear all other players’ voice communication, no team restrictions
Cvar: sv_alternateticks – If set, server only simulates entities on even numbered ticks.
Cvar: sv_cheats – Allow cheats on server
Cvar: sv_consistency – Whether the server enforces file consistency for critical files
Cvar: sv_contact – Contact email for server sysop
Cvar: sv_dc_friends_reqd – Set this to 0 to allow direct connects to a game in progress even if no presents are present
Cvar: sv_deadtalk – Dead players can speak (voice, text) to the living
Cvar: sv_downloadurl – Location from which clients can download missing files
Cvar: sv_dumpstringtables -
Cvar: sv_forcepreload – Force server side preloading.
Cvar: sv_friction – World friction.
Cvar: sv_full_alltalk – Any player (including Spectator team) can speak to any other player
Cvar: sv_gameinstructor_disable – Force all clients to disable their game instructors.
Cvar: sv_infinite_ammo – Player’s active weapon will never run out of ammo
Cvar: sv_lagcompensationforcerestore – Don’t test validity of a lag comp restore, just do it.
Cvar: sv_lan – Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
Cvar: sv_log_onefile – Log server information to only one file.
Cvar: sv_logbans – Log server bans in the server logs.
Cvar: sv_logecho – Echo log information to the console.
Cvar: sv_logfile – Log server information in the log file.
Cvar: sv_logflush – Flush the log file to disk on each write (slow).
Cvar: sv_logsdir – Folder in the game directory where server logs will be stored.
Cvar: sv_maxcmdrate – (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
Cvar: sv_maxrate – Max bandwidth rate allowed on server, 0 == unlimited
Cvar: sv_memlimit – If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
Cvar: sv_mincmdrate – This sets the minimum value for cl_cmdrate. 0 == unlimited.
Cvar: sv_minrate – Min bandwidth rate allowed on server, 0 == unlimited
Cvar: sv_noclipaccelerate -
Cvar: sv_noclipduringpause – If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
Cvar: sv_noclipspeed -
Cvar: sv_password – Server password for entry into multiplayer games
Cvar: sv_pausable – Is the server pausable.
Cvar: sv_pure_kick_clients – If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
Cvar: sv_pure_trace – If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
Cvar: sv_pushaway_hostage_force – How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
Cvar: sv_pushaway_max_hostage_force – Maximum of how hard the hostage is pushed away from physics objects.
Cvar: sv_pvsskipanimation – Skips SetupBones when npc’s are outside the PVS
Cvar: sv_regeneration_force_on – Cheat to test regenerative health systems
Cvar: sv_region – The region of the world to report this server in.
Cvar: sv_reservation_timeout – Time in seconds before lobby reservation expires.
Cvar: sv_search_key – When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
Cvar: sv_showimpacts – Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
Cvar: sv_showlagcompensation – Show lag compensated hitboxes whenever a player is lag compensated.
Cvar: sv_skyname – Current name of the skybox texture
Cvar: sv_specaccelerate -
Cvar: sv_specnoclip -
Cvar: sv_specspeed -
Cvar: sv_staminajumpcost – Stamina penalty for jumping
Cvar: sv_staminalandcost – Stamina penalty for landing
Cvar: sv_staminamax – Maximum stamina penalty
Cvar: sv_staminarecoveryrate – Rate at which stamina recovers (units/sec)
Cvar: sv_steamgroup – The ID of the steam group that this server belongs to. You can find your group’s ID on the admin profile page in the steam community.
Cvar: sv_steamgroup_exclusive – If set, only members of Steam group will be able to join the server when it’s empty, public people will be able to join the server only if it has players.
Cvar: sv_stopspeed – Minimum stopping speed when on ground.
Cvar: sv_tags – Server tags. Used to provide extra information to clients when they’re browsing for servers. Separate tags with a comma.
Cvar: sv_unlockedchapters – Highest unlocked game chapter.
Cvar: sv_visiblemaxplayers – Overrides the max players reported to prospective clients
Cvar: sv_voiceenable -
Cvar: sv_vote_allow_spectators – Allow spectators to vote?
Cvar: sv_vote_command_delay – How long after a vote passes until the action happens
Cvar: sv_vote_creation_timer – How often someone can individually call a vote.
Cvar: sv_vote_failure_timer – A vote that fails cannot be re-submitted for this long
Cvar: sv_vote_quorum_ratio – The minimum ratio of players needed to vote on an issue to resolve it.
Cvar: sv_vote_timer_duration – How long to allow voting on an issue
Cvar: sys_minidumpspewlines – Lines of crash dump console spew to keep.
Cvar: texture_budget_background_alpha – how translucent the budget panel is
Cvar: texture_budget_panel_bottom_of_history_fraction – number between 0 and 1
Cvar: texture_budget_panel_height – height in pixels of the budget panel
Cvar: texture_budget_panel_width – width in pixels of the budget panel
Cvar: texture_budget_panel_x – number of pixels from the left side of the game screen to draw the budget panel
Cvar: texture_budget_panel_y – number of pixels from the top side of the game screen to draw the budget panel
Cvar: tf_escort_score_rate – Score for escorting the train, in points per second
Cvar: think_limit – Maximum think time in milliseconds, warning is printed if this is exceeded.
Cvar: tv_nochat – Don’t receive chat messages from other SourceTV spectators
Cvar: tv_port – Host SourceTV port
Cvar: vgui_drawtree – Draws the vgui panel hiearchy to the specified depth level.
Cvar: view_punch_decay – Decay factor exponent for view punch
Cvar: view_recoil_tracking – How closely the view tracks with the aim punch from weapon recoil
Cvar: vis_force -
Cvar: vismon_poll_frequency -
Cvar: vismon_trace_limit -
Cvar: voice_enable – Toggle voice transmit and receive.
Cvar: voice_forcemicrecord -
Cvar: voice_inputfromfile – Get voice input from ‘voice_input.wav’ rather than from the microphone.
Cvar: voice_loopback -
Cvar: voice_mixer_boost -
Cvar: voice_mixer_mute -
Cvar: voice_mixer_volume -
Cvar: voice_player_speaking_delay_threshold -
Cvar: voice_recordtofile – Record mic data and decompressed voice data into ‘voice_micdata.wav’ and ‘voice_decompressed.wav’
Cvar: voice_scale -
Cvar: voice_threshold -
Cvar: volume – Sound volume
Cvar: vprof_graphheight -
Cvar: vprof_graphwidth -
Cvar: vprof_unaccounted_limit – number of milliseconds that a node must exceed to turn red in the vprof panel
Cvar: vprof_verbose – Set to one to show average and peak times
Cvar: vprof_warningmsec – Above this many milliseconds render the label red to indicate slow code.
Cvar: weapon_accuracy_nospread – Disable weapon inaccuracy spread
Cvar: weapon_recoil_cooldown – Amount of time needed between shots before restarting recoil
Cvar: weapon_recoil_decay1_exp – Decay factor exponent for weapon recoil
Cvar: weapon_recoil_decay2_exp – Decay factor exponent for weapon recoil
Cvar: weapon_recoil_decay2_lin – Decay factor (linear term) for weapon recoil
Cvar: weapon_recoil_scale – Overall scale factor for recoil. Used to reduce recoil on specific platforms
Cvar: weapon_recoil_suppression_factor – Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
Cvar: weapon_recoil_suppression_shots – Number of shots before weapon uses full recoil
Cvar: weapon_recoil_variance – Amount of variance per recoil impulse
Cvar: weapon_recoil_vel_decay – Decay factor for weapon recoil velocity
Cvar: weapon_recoil_view_punch_extra – Additional (non-aim) punch added to view from recoil
Cvar: windows_speaker_config -
Cvar: xbox_autothrottle -
Cvar: xbox_throttlebias -
Cvar: xbox_throttlespoof -
Locked Cvar: adsp_alley_min -
Locked Cvar: adsp_courtyard_min -
Locked Cvar: adsp_door_height -
Locked Cvar: adsp_duct_min -
Locked Cvar: adsp_hall_min -
Locked Cvar: adsp_low_ceiling -
Locked Cvar: adsp_opencourtyard_min -
Locked Cvar: adsp_openspace_min -
Locked Cvar: adsp_openstreet_min -
Locked Cvar: adsp_openwall_min -
Locked Cvar: adsp_room_min -
Locked Cvar: adsp_scale_delay_feedback -
Locked Cvar: adsp_scale_delay_gain -
Locked Cvar: adsp_street_min -
Locked Cvar: adsp_tunnel_min -
Locked Cvar: adsp_wall_height -
Locked Cvar: ai_auto_contact_solver -
Locked Cvar: ai_block_damage -
Locked Cvar: ai_debug_assault -
Locked Cvar: ai_debug_avoidancebounds -
Locked Cvar: ai_debug_directnavprobe -
Locked Cvar: ai_debug_doors -
Locked Cvar: ai_debug_dyninteractions – Debug the NPC dynamic interaction system.
Locked Cvar: ai_debug_efficiency -
Locked Cvar: ai_debug_enemies -
Locked Cvar: ai_debug_expressions – Show random expression decisions for NPCs.
Locked Cvar: ai_debug_follow -
Locked Cvar: ai_debug_loners -
Locked Cvar: ai_debug_looktargets -
Locked Cvar: ai_debug_nav -
Locked Cvar: ai_debug_ragdoll_magnets -
Locked Cvar: ai_debug_speech -
Locked Cvar: ai_debug_squads -
Locked Cvar: ai_debug_think_ticks -
Locked Cvar: ai_debugscriptconditions -
Locked Cvar: ai_default_efficient -
Locked Cvar: ai_efficiency_override -
Locked Cvar: ai_enable_fear_behavior -
Locked Cvar: ai_expression_frametime – Maximum frametime to still play background expressions.
Locked Cvar: ai_expression_optimization – Disable npc background expressions when you can’t see them.
Locked Cvar: ai_fear_player_dist -
Locked Cvar: ai_find_lateral_cover -
Locked Cvar: ai_find_lateral_los -
Locked Cvar: ai_follow_use_points -
Locked Cvar: ai_follow_use_points_when_moving -
Locked Cvar: ai_force_serverside_ragdoll -
Locked Cvar: ai_frametime_limit – frametime limit for min efficiency AIE_NORMAL (in sec’s).
Locked Cvar: ai_lead_time -
Locked Cvar: ai_LOS_mode -
Locked Cvar: ai_moveprobe_debug -
Locked Cvar: ai_moveprobe_jump_debug -
Locked Cvar: ai_moveprobe_usetracelist -
Locked Cvar: ai_nav_debug_experimental_pathing – Draw paths tried during search for bodysnatcher pathing
Locked Cvar: ai_navigator_generate_spikes -
Locked Cvar: ai_navigator_generate_spikes_strength -
Locked Cvar: ai_no_local_paths -
Locked Cvar: ai_no_node_cache -
Locked Cvar: ai_no_select_box -
Locked Cvar: ai_no_steer -
Locked Cvar: ai_no_talk_delay -
Locked Cvar: ai_norebuildgraph -
Locked Cvar: ai_path_adjust_speed_on_immediate_turns -
Locked Cvar: ai_path_insert_pause_at_est_end -
Locked Cvar: ai_path_insert_pause_at_obstruction -
Locked Cvar: ai_post_frame_navigation -
Locked Cvar: ai_radial_max_link_dist -
Locked Cvar: ai_reaction_delay_alert -
Locked Cvar: ai_reaction_delay_idle -
Locked Cvar: ai_rebalance_thinks -
Locked Cvar: ai_sequence_debug -
Locked Cvar: ai_setupbones_debug – Shows that bones that are setup every think
Locked Cvar: ai_shot_bias -
Locked Cvar: ai_shot_bias_max -
Locked Cvar: ai_shot_bias_min -
Locked Cvar: ai_shot_stats -
Locked Cvar: ai_shot_stats_term -
Locked Cvar: ai_show_hull_attacks -
Locked Cvar: ai_show_think_tolerance -
Locked Cvar: ai_simulate_task_overtime -
Locked Cvar: ai_spread_cone_focus_time -
Locked Cvar: ai_spread_defocused_cone_multiplier -
Locked Cvar: ai_spread_pattern_focus_time -
Locked Cvar: ai_strong_optimizations -
Locked Cvar: ai_strong_optimizations_no_checkstand -
Locked Cvar: ai_task_pre_script -
Locked Cvar: ai_test_moveprobe_ignoresmall -
Locked Cvar: ai_use_clipped_paths -
Locked Cvar: ai_use_efficiency -
Locked Cvar: ai_use_frame_think_limits -
Locked Cvar: ai_use_think_optimizations -
Locked Cvar: ai_use_visibility_cache -
Locked Cvar: ammo_338mag_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_338mag_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_357sig_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_357sig_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_45acp_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_45acp_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_50AE_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_50AE_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_box_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_box_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_57mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_57mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_762mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_762mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_9mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_9mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_buckshot_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_buckshot_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: anim_3wayblend – Toggle the 3-way animation blending code.
Locked Cvar: async_allow_held_files – Allow AsyncBegin/EndRead()
Locked Cvar: async_mode – Set the async filesystem mode (0 = async, 1 = synchronous)
Locked Cvar: async_serialize – Force async reads to serialize for profiling
Locked Cvar: async_simulate_delay – Simulate a delay of up to a set msec per file operation
Locked Cvar: autoaim_max_deflect -
Locked Cvar: autoaim_max_dist -
Locked Cvar: autoaim_viewing_client -
Locked Cvar: blackbox -
Locked Cvar: BlendBonesMode -
Locked Cvar: bot_allow_grenades – If nonzero, bots may use grenades.
Locked Cvar: bot_allow_machine_guns – If nonzero, bots may use the machine gun.
Locked Cvar: bot_allow_pistols – If nonzero, bots may use pistols.
Locked Cvar: bot_allow_rifles – If nonzero, bots may use rifles.
Locked Cvar: bot_allow_rogues – If nonzero, bots may occasionally go ‘rogue’. Rogue bots do not obey radio commands, nor pursue scenario goals.
Locked Cvar: bot_allow_shotguns – If nonzero, bots may use shotguns.
Locked Cvar: bot_allow_snipers – If nonzero, bots may use sniper rifles.
Locked Cvar: bot_allow_sub_machine_guns – If nonzero, bots may use sub-machine guns.
Locked Cvar: bot_auto_follow – If nonzero, bots with high co-op may automatically follow a nearby human player.
Locked Cvar: bot_auto_vacate – If nonzero, bots will automatically leave to make room for human players.
Locked Cvar: bot_chatter_use_rr – 0 = Use old bot chatter system, 1 = Use response rules
Locked Cvar: bot_controllable – Determines whether bots can be controlled by players
Locked Cvar: bot_eco_limit – If nonzero, bots will not buy if their money falls below this amount.
Locked Cvar: bot_flipout – If nonzero, bots use no CPU for AI. Instead, they run around randomly.
Locked Cvar: bot_gungameselect_weapons_ct – the list of weapons that CT bots start with in gun game select
Locked Cvar: bot_gungameselect_weapons_t – the list of weapons that T bots start with in gun game select
Locked Cvar: bot_join_delay – Prevents bots from joining the server for this many seconds after a map change.
Locked Cvar: bot_prefix – This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot’s difficulty. <weaponclass> will be replaced with the bot’s desired weapon class. <skill> will be replaced with a 0-100 representation of the bot’s skill.
Locked Cvar: bot_profile_db – The filename from which bot profiles will be read.
Locked Cvar: bot_walk – If nonzero, bots can only walk, not run.
Locked Cvar: breakable_disable_gib_limit -
Locked Cvar: breakable_multiplayer -
Locked Cvar: bugreporter_console_bytes – Max # of console bytes to put into bug report body (full text still attached).
Locked Cvar: bugreporter_includebsp – Include .bsp for internal bug submissions.
Locked Cvar: bugreporter_snapshot_delay – Frames to delay before taking snapshot
Locked Cvar: building_cubemaps -
Locked Cvar: cash_player_bomb_defused -
Locked Cvar: cash_player_bomb_planted -
Locked Cvar: cash_player_damage_hostage -
Locked Cvar: cash_player_interact_with_hostage -
Locked Cvar: cash_player_killed_enemy_default -
Locked Cvar: cash_player_killed_enemy_factor -
Locked Cvar: cash_player_killed_hostage -
Locked Cvar: cash_player_killed_teammate -
Locked Cvar: cash_player_rescued_hostage -
Locked Cvar: cash_team_elimination_bomb_map -
Locked Cvar: cash_team_elimination_hostage_map -
Locked Cvar: cash_team_hostage_alive -
Locked Cvar: cash_team_hostage_interaction -
Locked Cvar: cash_team_loser_bonus -
Locked Cvar: cash_team_loser_bonus_consecutive_rounds -
Locked Cvar: cash_team_planted_bomb_but_defused -
Locked Cvar: cash_team_rescued_hostage -
Locked Cvar: cash_team_terrorist_win_bomb -
Locked Cvar: cash_team_win_by_defusing_bomb -
Locked Cvar: cash_team_win_by_hostage_rescue -
Locked Cvar: cash_team_win_by_time_running_out -
Locked Cvar: cc_norepeat – In multiplayer games, don’t repeat captions more often than this many seconds.
Locked Cvar: cc_showmissing – Show missing closecaption entries.
Locked Cvar: choreo_spew_filter – Spew choreo. Use a sub-string or * to display all events.
Locked Cvar: cl_cloud_settings – Cloud enabled from (from HKCU\Software\Valve\Steam\Apps\appid\Cloud)
Locked Cvar: cl_configversion – Configuration layout version. Bump this to force a reset of the PS3 save game / settings.
Locked Cvar: cl_connection_trouble_timeout – How long until we timeout on our network connection because of connectivity loss (-1 if no problem)
Locked Cvar: cl_csm_auto_entity -
Locked Cvar: cl_failremoteconnections – Force connection attempts to time out
Locked Cvar: cl_interpolate – Interpolate entities on the client.
Locked Cvar: cl_localnetworkbackdoor – Enable network optimizations for single player games.
Locked Cvar: cl_playback_screenshots – Allows the client to playback screenshot and jpeg commands in demos.
Locked Cvar: cl_retire_low_priority_lights – Low priority dlights are replaced by high priority ones
Locked Cvar: cl_savescreenshotstosteam – Saves screenshots to the Steam’s screenshot library
Locked Cvar: cl_screenshotlocation – Location to tag the screenshot with
Locked Cvar: cl_screenshotname – Custom Screenshot name
Locked Cvar: cl_screenshotusertag – User to tag in the screenshot
Locked Cvar: cl_showdemooverlay – How often to flash demo recording/playback overlay (0 – disable overlay, -1 – show always)
Locked Cvar: cl_simdbones – Use SIMD bone setup.
Locked Cvar: cl_teamid_max -
Locked Cvar: cl_teamid_min -
Locked Cvar: cl_titledataversionblock1 – stats for console title data block1 i/o version.
Locked Cvar: cl_titledataversionblock2 – stats for console title data block2 i/o version.
Locked Cvar: cl_titledataversionblock3 – stats for console title data block3 i/o version.
Locked Cvar: cl_use_simd_bones – 1 use SIMD bones 0 use scalar bones.
Locked Cvar: cl_voice_filter – Filter voice by name substring
Locked Cvar: collision_shake_amp -
Locked Cvar: collision_shake_freq -
Locked Cvar: collision_shake_time -
Locked Cvar: commentary – Desired commentary mode state.
Locked Cvar: commentary_available – Automatically set by the game when a commentary file is available for the current map.
Locked Cvar: con_drawnotify – Disables drawing of notification area (for taking screenshots).
Locked Cvar: con_filter_enable – Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than other text.
Locked Cvar: con_filter_text – Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
Locked Cvar: con_filter_text_out – Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
Locked Cvar: con_logfile – Console output gets written to this file
Locked Cvar: con_notifytime – How long to display recent console text to the upper part of the game window
Locked Cvar: con_nprint_bgalpha – Con_NPrint background alpha.
Locked Cvar: con_nprint_bgborder – Con_NPrint border size.
Locked Cvar: con_timestamp – Prefix console.log entries with timestamps
Locked Cvar: con_trace – Print console text to low level printout.
Locked Cvar: console_window_open – Is the console window active
Locked Cvar: contimes – Number of console lines to overlay for debugging.
Locked Cvar: contributionscore_assist – amount of contribution score added for an assist
Locked Cvar: contributionscore_bomb_defuse – amount of contribution score for defusing a bomb
Locked Cvar: contributionscore_bomb_planted – amount of contribution score for planting a bomb
Locked Cvar: contributionscore_hostage_kill – amount of contribution score for killing a hostage, normally negative
Locked Cvar: contributionscore_hostage_rescue – amount of contribution score added per hostage rescued
Locked Cvar: contributionscore_kill – amount of contribution score added for a kill
Locked Cvar: contributionscore_objective_kill – amount of contribution score added for an objective related kill
Locked Cvar: contributionscore_suicide – amount of contribution score for a suicide, normally negative
Locked Cvar: contributionscore_team_kill – amount of contribution score for a team kill, normally negative
Locked Cvar: coop – Cooperative play.
Locked Cvar: cpu_level – CPU Level – Default: High
Locked Cvar: cs_AssistDamageThreshold – cs_AssistDamageThreshold defines the amount of damage needed to score an assist
Locked Cvar: csm_quality_level – Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST
Locked Cvar: das_max_z_trace_length – Maximum height of player and still test for adsp
Locked Cvar: das_process_overhang_spaces -
Locked Cvar: datacachesize – Size in MB.
Locked Cvar: dbg_demofile -
Locked Cvar: deathmatch – Running a deathmatch server.
Locked Cvar: debug_map_crc – Prints CRC for each map lump loaded
Locked Cvar: debug_materialmodifycontrol -
Locked Cvar: debug_overlay_fullposition -
Locked Cvar: debug_paint_alpha -
Locked Cvar: debug_physimpact -
Locked Cvar: debug_touchlinks – Spew touch link activity
Locked Cvar: decalfrequency -
Locked Cvar: demo_avellimit – Angular velocity limit before eyes considered snapped for demo playback.
Locked Cvar: demo_debug – Demo debug info.
Locked Cvar: demo_enabledemos – Enable recording demos (must be set true before loading a map)
Locked Cvar: demo_fastforwardfinalspeed – Go this fast when starting to hold FF button.
Locked Cvar: demo_fastforwardramptime – How many seconds it takes to get to full FF speed.
Locked Cvar: demo_fastforwardstartspeed – Go this fast when starting to hold FF button.
Locked Cvar: demo_interplimit – How much origin velocity before it’s considered to have ‘teleported’ causing interpolation to reset.
Locked Cvar: demo_interpolateview – Do view interpolation during dem playback.
Locked Cvar: demo_legacy_rollback – Use legacy view interpolation rollback amount in demo playback.
Locked Cvar: demo_pauseatservertick – Pauses demo playback at server tick
Locked Cvar: demo_quitafterplayback – Quits game after demo playback.
Locked Cvar: dev_force_selected_device -
Locked Cvar: disp_dynamic -
Locked Cvar: dispcoll_drawplane -
Locked Cvar: displaysoundlist -
Locked Cvar: dsp_automatic -
Locked Cvar: dsp_db_min -
Locked Cvar: dsp_db_mixdrop -
Locked Cvar: dsp_facingaway -
Locked Cvar: dsp_mix_max -
Locked Cvar: dsp_mix_min -
Locked Cvar: dsp_room -
Locked Cvar: dsp_spatial -
Locked Cvar: dsp_speaker -
Locked Cvar: dsp_vol_2ch -
Locked Cvar: dsp_vol_4ch -
Locked Cvar: dsp_vol_5ch -
Locked Cvar: dsp_water -
Locked Cvar: dt_ShowPartialChangeEnts – (SP only) – show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
Locked Cvar: dt_UsePartialChangeEnts – (SP only) – enable FL_EDICT_PARTIAL_CHANGE optimization.
Locked Cvar: dtwarning – Print data table warnings?
Locked Cvar: dtwatchclass – Watch all fields encoded with this table.
Locked Cvar: dtwatchdecode – When watching show decode.
Locked Cvar: dtwatchencode – When watching show encode.
Locked Cvar: dtwatchent – Watch this entities data table encoding.
Locked Cvar: dtwatchvar – Watch the named variable.
Locked Cvar: ent_debugkeys -
Locked Cvar: ent_show_contexts – Show entity contexts in ent_text display
Locked Cvar: er_colwidth -
Locked Cvar: er_graphwidthfrac -
Locked Cvar: er_maxname -
Locked Cvar: errorcallstacks_enable – All Error() calls will attach a callstack
Locked Cvar: errorcallstacks_length – Length of automatic error callstacks
Locked Cvar: fast_fogvolume -
Locked Cvar: fast_poly_convert -
Locked Cvar: filesystem_buffer_size – Size of per file buffers. 0 for none
Locked Cvar: filesystem_max_stdio_read -
Locked Cvar: filesystem_native – Use native FS or STDIO
Locked Cvar: filesystem_report_buffered_io -
Locked Cvar: filesystem_unbuffered_io -
Locked Cvar: filesystem_use_overlapped_io -
Locked Cvar: fire_absorbrate -
Locked Cvar: fire_dmgbase -
Locked Cvar: fire_dmginterval -
Locked Cvar: fire_dmgscale -
Locked Cvar: fire_extabsorb -
Locked Cvar: fire_extscale -
Locked Cvar: fire_growthrate -
Locked Cvar: fire_heatscale -
Locked Cvar: fire_incomingheatscale -
Locked Cvar: fire_maxabsorb -
Locked Cvar: flex_expression -
Locked Cvar: flex_looktime -
Locked Cvar: flex_maxawaytime -
Locked Cvar: flex_maxplayertime -
Locked Cvar: flex_minawaytime -
Locked Cvar: flex_minplayertime -
Locked Cvar: flex_talk -
Locked Cvar: fog_volume_debug – If enabled, prints diagnostic information about the current fog volume
Locked Cvar: fps_max_splitscreen – Frame rate limiter, splitscreen
Locked Cvar: free_pass_peek_debug -
Locked Cvar: fs_enable_stats -
Locked Cvar: fs_monitor_read_from_pack – 0:Off, 1:Any, 2:Sync only
Locked Cvar: fs_report_long_reads – 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threshold
Locked Cvar: fs_report_sync_opens – 0:Off, 1:Always, 2:Not during map load
Locked Cvar: fs_report_sync_opens_callstack – 0 to not display the call-stack when we hit a fs_report_sync_opens warning. Set to 1 to display the call-stack.
Locked Cvar: fs_warning_mode – 0:Off, 1:Warn main thread, 2:Warn other threads
Locked Cvar: func_break_reduction_factor -
Locked Cvar: func_breakdmg_bullet -
Locked Cvar: func_breakdmg_club -
Locked Cvar: func_breakdmg_explosive -
Locked Cvar: g_ai_threadedgraphbuild – If true, use experimental threaded node graph building.
Locked Cvar: g_debug_doors -
Locked Cvar: g_debug_npc_vehicle_roles -
Locked Cvar: g_debug_transitions – Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
Locked Cvar: g_Language -
Locked Cvar: g_ragdoll_important_maxcount -
Locked Cvar: g_ragdoll_maxcount -
Locked Cvar: gamestats_file_output_directory – When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
Locked Cvar: gameui_xbox -
Locked Cvar: gg_knife_kill_demotes – 0 = knife kill in gungame has no effect on player level, 1 = knife kill demotes player by one level
Locked Cvar: gpu_level – GPU Level – Default: High
Locked Cvar: gpu_mem_level – Memory Level – Default: High
Locked Cvar: hl2_episodic -
Locked Cvar: host_framerate – Set to lock per-frame time elapse.
Locked Cvar: host_limitlocal – Apply cl_cmdrate and cl_updaterate to loopback connection
Locked Cvar: host_print_frame_times -
Locked Cvar: host_profile -
Locked Cvar: host_runframe_input_parcelremainder -
Locked Cvar: host_showcachemiss – Print a debug message when the client or server cache is missed.
Locked Cvar: host_ShowIPCCallCount – Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
Locked Cvar: host_speeds – Show general system running times.
Locked Cvar: host_syncfps – Synchronize real render time to host_framerate if possible.
Locked Cvar: host_thread_mode – Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
Locked Cvar: host_threaded_sound – Run the sound on a thread (independent of mix)
Locked Cvar: hostage_feetyawrate – How many degrees per second that hostages can turn their feet or upper body.
Locked Cvar: hud_jeephint_numentries -
Locked Cvar: inferno_max_trace_per_tick -
Locked Cvar: item_enable_content_streaming -
Locked Cvar: item_enable_dynamic_loading – Enable/disable dynamic streaming of econ content.
Locked Cvar: item_quality_chance_common – Percentage chance that a random item is common.
Locked Cvar: item_quality_chance_rare – Percentage chance that a random item is a rare.
Locked Cvar: item_quality_chance_unique – Percentage chance that a random item is unique.
Locked Cvar: joy_deadzone_mode – 0 => Cross-shaped deadzone (default), 1 => Square deadzone.
Locked Cvar: joy_xcontroller_found – Automatically set to 1 if an xcontroller has been detected.
Locked Cvar: jpeg_quality – jpeg screenshot quality.
Locked Cvar: knife_damage_scale -
Locked Cvar: lservercfgfile -
Locked Cvar: map_noareas – Disable area to area connection testing.
Locked Cvar: map_wants_save_disable -
Locked Cvar: mapcyclefile – Name of the .txt file used to cycle the maps on multiplayer servers
Locked Cvar: mat_aaquality -
Locked Cvar: mat_ambient_light_b -
Locked Cvar: mat_ambient_light_g -
Locked Cvar: mat_ambient_light_r -
Locked Cvar: mat_antialias -
Locked Cvar: mat_bufferprimitives -
Locked Cvar: mat_bumpmap -
Locked Cvar: mat_colcorrection_disableentities -
Locked Cvar: mat_colcorrection_editor -
Locked Cvar: mat_colorcorrection -
Locked Cvar: mat_compressedtextures -
Locked Cvar: mat_debugdepth -
Locked Cvar: mat_debugdepthmode -
Locked Cvar: mat_debugdepthval -
Locked Cvar: mat_debugdepthvalmax -
Locked Cvar: mat_defaultlightmap – Default brightness for lightmaps where none have been created in the level.
Locked Cvar: mat_depth_blur_focal_distance_override -
Locked Cvar: mat_depth_blur_strength_override -
Locked Cvar: mat_depthfeather_enable -
Locked Cvar: mat_detail_tex -
Locked Cvar: mat_diffuse -
Locked Cvar: mat_disable_fancy_blending -
Locked Cvar: mat_dof_max_blur_radius -
Locked Cvar: mat_dof_quality -
Locked Cvar: mat_drawTitleSafe – Enable title safe overlay
Locked Cvar: mat_dxlevel -
Locked Cvar: mat_envmapsize -
Locked Cvar: mat_envmaptgasize -
Locked Cvar: mat_exclude_async_update -
Locked Cvar: mat_excludetextures -
Locked Cvar: mat_fastspecular – Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
Locked Cvar: mat_filterlightmaps -
Locked Cvar: mat_filtertextures -
Locked Cvar: mat_force_vertexfog -
Locked Cvar: mat_forceaniso -
Locked Cvar: mat_forcehardwaresync -
Locked Cvar: mat_forcemanagedtextureintohardware -
Locked Cvar: mat_grain_scale_override -
Locked Cvar: mat_hdr_level – Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
Locked Cvar: mat_leafvis_draw_mask – A bitfield which affects leaf visibility debug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS- and frustum-visible leafs, bit 2: render frustum bounds, bit 3: render leaves out of PVS.
Locked Cvar: mat_leafvis_freeze – If set to 1, uses the last known leaf visibility data for visualization. If set to 0, updates based on camera movement.
Locked Cvar: mat_leafvis_update_every_frame – Updates leafvis debug render every frame (expensive)
Locked Cvar: mat_levelflush -
Locked Cvar: mat_lightmap_pfms – Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
Locked Cvar: mat_max_worldmesh_vertices -
Locked Cvar: mat_maxframelatency -
Locked Cvar: mat_mipmaptextures -
Locked Cvar: mat_monitorgamma_tv_exp -
Locked Cvar: mat_monitorgamma_tv_range_max -
Locked Cvar: mat_monitorgamma_tv_range_min -
Locked Cvar: mat_motion_blur_enabled -
Locked Cvar: mat_motion_blur_percent_of_screen_max -
Locked Cvar: mat_noise_enable -
Locked Cvar: mat_paint_enabled -
Locked Cvar: mat_parallaxmap -
Locked Cvar: mat_parallaxmapsamplesmax -
Locked Cvar: mat_parallaxmapsamplesmin -
Locked Cvar: mat_phong -
Locked Cvar: mat_picmip -
Locked Cvar: mat_print_top_model_vert_counts – Constantly print to screen the top N models as measured by total faces rendered this frame
Locked Cvar: mat_processtoolvars -
Locked Cvar: mat_queue_mode_force_allow – Whether QMS can be enabled on single threaded CPU
Locked Cvar: mat_reducefillrate -
Locked Cvar: mat_reduceparticles -
Locked Cvar: mat_report_queue_status -
Locked Cvar: mat_screen_blur_override -
Locked Cvar: mat_shadowstate -
Locked Cvar: mat_showenvmapmask -
Locked Cvar: mat_software_aa_strength – Software AA – perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 – off), (1.0 – full)
Locked Cvar: mat_softwarelighting -
Locked Cvar: mat_specular – Enable/Disable specularity for perf testing. Will cause a material reload upon change.
Locked Cvar: mat_supportflashlight – 0 – do not support flashlight (don’t load flashlight shader combos), 1 – flashlight is supported
Locked Cvar: mat_texture_list – For debugging, show a list of used textures per frame
Locked Cvar: mat_texture_list_all – If this is nonzero, then the texture list panel will show all currently-loaded textures.
Locked Cvar: mat_texture_list_all_frames – How many frames to sample texture memory for all textures.
Locked Cvar: mat_texture_list_exclude_editing -
Locked Cvar: mat_texture_list_view – If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.
Locked Cvar: mat_tonemapping_occlusion_use_stencil -
Locked Cvar: mat_triplebuffered – This means we want triple buffering if we are fullscreen and vsync’d
Locked Cvar: mat_use_compressed_hdr_textures -
Locked Cvar: mat_vignette_enable -
Locked Cvar: mat_vsync – Force sync to vertical retrace
Locked Cvar: mem_dumpstats – Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
Locked Cvar: mem_force_flush – Force cache flush of unlocked resources on every alloc
Locked Cvar: mem_force_flush_section – Cache section to restrict mem_force_flush
Locked Cvar: mem_level – Memory Level – Default: High
Locked Cvar: mem_max_heapsize – Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
Locked Cvar: mem_max_heapsize_dedicated – Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)
Locked Cvar: mem_min_heapsize – Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
Locked Cvar: mem_periodicdumps – Write periodic memstats dumps every n seconds.
Locked Cvar: mem_test_each_frame – Run heap check at end of every frame
Locked Cvar: mem_test_every_n_seconds – Run heap check at a specified interval
Locked Cvar: mem_test_quiet – Don’t print stats when memtesting
Locked Cvar: miniprofiler_dump -
Locked Cvar: mm_datacenter_delay_mount_frames – How many frames to delay before attempting to mount the xlsp patch.
Locked Cvar: mm_datacenter_query_delay – Delay after datacenter update is enabled before data is actually queried.
Locked Cvar: mm_datacenter_report_version – Data version to report to DC.
Locked Cvar: mm_datacenter_retry_infochunks_attempts – How many times can we retry retrieving each info chunk before failing.
Locked Cvar: mm_datacenter_retry_interval – Interval between datacenter stats retries.
Locked Cvar: mm_datacenter_update_interval – Interval between datacenter stats updates.
Locked Cvar: mm_events_listeners_validation -
Locked Cvar: mm_heartbeat_seconds -
Locked Cvar: mm_heartbeat_seconds_xlsp -
Locked Cvar: mm_heartbeat_timeout -
Locked Cvar: mm_heartbeat_timeout_legacy -
Locked Cvar: mm_server_search_inet_ping_interval – How long to wait between pinging internet server details.
Locked Cvar: mm_server_search_inet_ping_refresh – How often to refresh a listed server.
Locked Cvar: mm_server_search_inet_ping_timeout – How long to wait for internet server details.
Locked Cvar: mm_server_search_inet_ping_window – How many servers can be pinged for server details in a batch.
Locked Cvar: mm_server_search_lan_ping_duration – Duration of LAN discovery ping phase.
Locked Cvar: mm_server_search_lan_ping_interval – Interval between LAN discovery pings.
Locked Cvar: mm_server_search_server_lifetime – How long until a server is no longer returned by the master till we remove it.
Locked Cvar: mm_server_search_update_interval – Interval between servers updates.
Locked Cvar: mm_sv_load_test -
Locked Cvar: mod_check_vcollide – Check all vcollides on load
Locked Cvar: mod_dont_load_vertices – For the dedicated server, supress loading model vertex data
Locked Cvar: mod_forcedata – Forces all model file data into cache on model load.
Locked Cvar: mod_forcetouchdata – Forces all model file data into cache on model load.
Locked Cvar: mod_load_anims_async -
Locked Cvar: mod_load_fakestall – Forces all ANI file loading to stall for specified ms
Locked Cvar: mod_load_mesh_async -
Locked Cvar: mod_load_preload – Indicates how far ahead in seconds to preload animations.
Locked Cvar: mod_load_showstall – 1 – show hitches , 2 – show stalls
Locked Cvar: mod_load_vcollide_async -
Locked Cvar: mod_lock_mdls_on_load -
Locked Cvar: mod_lock_meshes_on_load -
Locked Cvar: mod_test_mesh_not_available -
Locked Cvar: mod_test_not_available -
Locked Cvar: mod_test_verts_not_available -
Locked Cvar: mod_touchalldata – Touch model data during level startup
Locked Cvar: mod_trace_load -
Locked Cvar: mod_WeaponViewModelCache -
Locked Cvar: mod_WeaponWorldModelCache -
Locked Cvar: mod_WeaponWorldModelMinAge -
Locked Cvar: morph_debug -
Locked Cvar: morph_path -
Locked Cvar: movie_volume_scale -
Locked Cvar: mp_allowNPCs -
Locked Cvar: mp_allowspectators – toggles whether the server allows spectator mode or not
Locked Cvar: mp_autocrosshair -
Locked Cvar: mp_blockstyle – Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
Locked Cvar: mp_bonusroundtime – Time after round win until round restarts
Locked Cvar: mp_capdeteriorate_time – Time it takes for a full capture point to deteriorate.
Locked Cvar: mp_capstyle – Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times.
Locked Cvar: mp_clan_ready_signal – Text that team leader from each team must speak for the match to begin
Locked Cvar: mp_clan_readyrestart – If non-zero, game will restart once someone from each team gives the ready signal
Locked Cvar: mp_defaultteam -
Locked Cvar: mp_disable_respawn_times -
Locked Cvar: mp_enableroundwaittime – Enable timers to wait between rounds.
Locked Cvar: mp_facefronttime – After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
Locked Cvar: mp_fadetoblack – fade a player’s screen to black when he dies
Locked Cvar: mp_falldamage -
Locked Cvar: mp_feetyawrate – How many degrees per second that we can turn our feet or upper body.
Locked Cvar: mp_flashlight -
Locked Cvar: mp_footsteps -
Locked Cvar: mp_forcecamera – Restricts spectator modes for dead players
Locked Cvar: mp_forcerespawn -
Locked Cvar: mp_fraglimit – The number of kills at which the map ends
Locked Cvar: mp_friendlyfire – Allows team members to injure other members of their team
Locked Cvar: mp_ggtr_bomb_defuse_bonus – Number of bonus upgrades to award the CTs when they defuse a gun game bomb
Locked Cvar: mp_ggtr_bomb_pts_for_flash – Kill points required in a round to get a bonus flash grenade
Locked Cvar: mp_ggtr_bomb_pts_for_he – Kill points required in a round to get a bonus HE grenade
Locked Cvar: mp_ggtr_bomb_pts_for_molotov – Kill points required in a round to get a bonus molotov cocktail
Locked Cvar: mp_ggtr_bomb_pts_for_upgrade – Kill points required to upgrade a player’s weapon
Locked Cvar: mp_ggtr_bomb_respawn_delay – Number of seconds to delay before making the bomb available to a respawner in gun game
Locked Cvar: mp_ggtr_end_round_kill_bonus – Number of bonus points awarded in Demolition Mode when knife kill ends round
Locked Cvar: mp_ggtr_halftime_delay – Number of seconds to delay during TR Mode halftime
Locked Cvar: mp_ggtr_last_weapon_kill_ends_half – End the half and give a team round point when a player makes a kill using the final weapon
Locked Cvar: mp_ggtr_rounds_per_half – Number of rounds to play in one half for gun game tr mode
Locked Cvar: mp_gungameimmunitytime – How many seconds after respawn immunity lasts.
Locked Cvar: mp_hostagepenalty – Terrorist are kicked for killing too much hostages
Locked Cvar: mp_humanteam – Restricts human players to a single team {any, CT, T}
Locked Cvar: mp_ignore_round_win_conditions – Ignore conditions which would end the current round
Locked Cvar: mp_ik – Use IK on in-place turns.
Locked Cvar: mp_logdetail – Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
Locked Cvar: mp_match_restart_delay – Time (in seconds) until a match restarts.
Locked Cvar: mp_maxrounds – max number of rounds to play before server changes maps
Locked Cvar: mp_molotovusedelay – Number of seconds to delay before the molotov can be used after acquiring it
Locked Cvar: mp_respawnwavetime – Time between respawn waves.
Locked Cvar: mp_restartround – If non-zero, the current round will restart in the specified number of seconds
Locked Cvar: mp_showcleanedupents – Show entities that are removed on round respawn.
Locked Cvar: mp_showroundtransitions – Show gamestate round transitions.
Locked Cvar: mp_spawnprotectiontime – Kick players who team-kill within this many seconds of a round restart.
Locked Cvar: mp_stalemate_at_timelimit – Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
Locked Cvar: mp_stalemate_enable – Enable/Disable stalemate mode.
Locked Cvar: mp_stalemate_timelimit – Timelimit (in seconds) of the stalemate round.
Locked Cvar: mp_teamlist -
Locked Cvar: mp_teamoverride -
Locked Cvar: mp_teamplay -
Locked Cvar: mp_teams_unbalance_limit – Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
Locked Cvar: mp_timelimit – game time per map in minutes
Locked Cvar: mp_tournament -
Locked Cvar: mp_tournament_whitelist – Specifies the item whitelist file to use.
Locked Cvar: mp_waitingforplayers_cancel – Set to 1 to end the WaitingForPlayers period.
Locked Cvar: mp_waitingforplayers_restart – Set to 1 to start or restart the WaitingForPlayers period.
Locked Cvar: mp_waitingforplayers_time – WaitingForPlayers time length in seconds
Locked Cvar: mp_weaponstay -
Locked Cvar: mp_winlimit – Max score one team can reach before server changes maps
Locked Cvar: nav_drag_selection_volume_zmax_offset – The offset of the nav drag volume top from center
Locked Cvar: nav_drag_selection_volume_zmin_offset – The offset of the nav drag volume bottom from center
Locked Cvar: nav_restart_after_analysis – When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
Locked Cvar: net_allow_syslink -
Locked Cvar: net_chokeloop – Apply bandwidth choke to loopback packets
Locked Cvar: net_compresspackets – Use lz compression on game packets.
Locked Cvar: net_compresspackets_minsize – Don’t bother compressing packets below this size.
Locked Cvar: net_compressvoice – Attempt to compress out of band voice payloads (360 only).
Locked Cvar: net_drawslider – Draw completion slider during signon
Locked Cvar: net_dumptest -
Locked Cvar: net_maxcleartime – Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
Locked Cvar: net_maxfilesize – Maximum allowed file size for uploading in MB
Locked Cvar: net_maxfragments – Max fragment bytes per packet
Locked Cvar: net_megasnapshot -
Locked Cvar: net_minroutable – Forces larger payloads.
Locked Cvar: net_paranoid -
Locked Cvar: net_queue_trace -
Locked Cvar: net_queued_packet_thread – Use a high priority thread to send queued packets out instead of sending them each frame.
Locked Cvar: net_showdrop – Show dropped packets in console
Locked Cvar: net_showeventlisteners – Show listening addition/removals
Locked Cvar: net_showevents – Dump game events to console (1=client only, 2=all).
Locked Cvar: net_showfragments – Show netchannel fragments
Locked Cvar: net_showmsg – Show incoming message: <0|1|name>
Locked Cvar: net_showpeaks – Show messages for large packets only: <size>
Locked Cvar: net_showtcp – Dump TCP stream summary to console
Locked Cvar: net_steamcnx_debug – Show debug spew for steam based connections, 2 shows all network traffic for steam sockets.
Locked Cvar: net_usesocketsforloopback – Use network sockets layer even for listen server local player’s packets (multiplayer only).
Locked Cvar: nextlevel – If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
Locked Cvar: npc_create_equipment -
Locked Cvar: npc_go_do_run – Set whether should run on NPC go
Locked Cvar: npc_sentences -
Locked Cvar: npc_vphysics -
Locked Cvar: old_radiusdamage -
Locked Cvar: paint_alpha_offset_enabled -
Locked Cvar: paint_max_surface_border_alpha -
Locked Cvar: paint_min_valid_alpha_value -
Locked Cvar: pc_fake_controller -
Locked Cvar: phys_enable_experimental_optimizations – enable some experimental SIMD/VMX128 optimizations in physics and collision
Locked Cvar: phys_enable_PIX_counters – enable PIX counters
Locked Cvar: phys_enable_query_cache -
Locked Cvar: phys_enable_simd_optimizations – enable some additional SIMD/VMX128 optimizations in physics and collision
Locked Cvar: phys_headshotscale – Modifier for the headshot impulse hits on players
Locked Cvar: phys_impactforcescale -
Locked Cvar: phys_penetration_error_time – Controls the duration of vphysics penetration error boxes.
Locked Cvar: phys_playerscale – This multiplies the bullet impact impuse on players for more dramatic results when players are shot.
Locked Cvar: phys_pushscale -
Locked Cvar: phys_speeds -
Locked Cvar: phys_stressbodyweights -
Locked Cvar: phys_timescale – Scale time for physics
Locked Cvar: phys_upimpactforcescale -
Locked Cvar: physicsshadowupdate_render -
Locked Cvar: PhysPMC -
Locked Cvar: pipeline_static_props -
Locked Cvar: player_old_armor -
Locked Cvar: prop_active_gib_limit -
Locked Cvar: prop_active_gib_max_fade_time -
Locked Cvar: prop_break_disable_float -
Locked Cvar: props_break_max_pieces – Maximum prop breakable piece count (-1 = model default)
Locked Cvar: props_break_max_pieces_perframe – Maximum prop breakable piece count per frame (-1 = model default)
Locked Cvar: r_ambientboost – Set to boost ambient term if it is totally swamped by local lights
Locked Cvar: r_ambientfactor – Boost ambient cube by no more than this factor
Locked Cvar: r_ambientmin – Threshold above which ambient cube will not boost (i.e. it’s already sufficiently bright
Locked Cvar: r_aspectratio -
Locked Cvar: r_bloomtintb -
Locked Cvar: r_bloomtintexponent -
Locked Cvar: r_bloomtintg -
Locked Cvar: r_bloomtintr -
Locked Cvar: r_buildingmapforworld -
Locked Cvar: r_decal_cover_count -
Locked Cvar: r_decal_overlap_area -
Locked Cvar: r_decal_overlap_count -
Locked Cvar: r_decals -
Locked Cvar: r_decalstaticprops – Decal static props test
Locked Cvar: r_drawbatchdecals – Render decals batched.
Locked Cvar: r_drawmodeldecals -
Locked Cvar: r_DrawSpecificStaticProp -
Locked Cvar: r_emulategl -
Locked Cvar: r_entity -
Locked Cvar: r_eyeglintlodpixels – The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
Locked Cvar: r_eyes -
Locked Cvar: r_fastzreject – Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
Locked Cvar: r_fastzrejectdisp – Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
Locked Cvar: r_flashlight_always_cull_for_single_pass -
Locked Cvar: r_flashlightculldepth -
Locked Cvar: r_flashlightdepthtexture -
Locked Cvar: r_flashlightdrawdepth -
Locked Cvar: r_flashlightdrawdepthres -
Locked Cvar: r_flashlightdrawsweptbbox -
Locked Cvar: r_flashlightnodraw -
Locked Cvar: r_flashlightrender -
Locked Cvar: r_flashlightrendermodels -
Locked Cvar: r_flashlightrenderworld -
Locked Cvar: r_flashlightupdatedepth -
Locked Cvar: r_flex -
Locked Cvar: r_ForceRestore -
Locked Cvar: r_frustumcullworld -
Locked Cvar: r_glint_alwaysdraw -
Locked Cvar: r_glint_procedural -
Locked Cvar: r_hidepaintedsurfaces – If enabled, hides all surfaces which have been painted.
Locked Cvar: r_hunkalloclightmaps -
Locked Cvar: r_keepstyledlightmapsonly -
Locked Cvar: r_lightaverage – Activates/deactivate light averaging
Locked Cvar: r_lightcache_zbuffercache -
Locked Cvar: r_lod -
Locked Cvar: r_lod_switch_scale -
Locked Cvar: r_maxdlights -
Locked Cvar: r_maxmodeldecal -
Locked Cvar: r_maxnewsamples -
Locked Cvar: r_maxsampledist -
Locked Cvar: r_minnewsamples -
Locked Cvar: r_norefresh -
Locked Cvar: r_occludeemaxarea – Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
Locked Cvar: r_occluderminarea – Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
Locked Cvar: r_occludermincount – At least this many occluders will be used, no matter how big they are.
Locked Cvar: r_occlusion – Activate/deactivate the occlusion system.
Locked Cvar: r_overlayfadeenable -
Locked Cvar: r_overlayfademax -
Locked Cvar: r_overlayfademin -
Locked Cvar: r_overlaywireframe -
Locked Cvar: r_portal_use_pvs_optimization – Enables an optimization that allows portals to be culled when outside of the PVS.
Locked Cvar: r_portalscloseall -
Locked Cvar: r_proplightingfromdisk – 0=Off, 1=On, 2=Show Errors
Locked Cvar: r_queued_decals – Offloads a bit of decal rendering setup work to the material system queue when enabled.
Locked Cvar: r_redownloadallpaintmaps -
Locked Cvar: r_renderoverlayfragment -
Locked Cvar: r_rootlod – Root LOD
Locked Cvar: r_shader_srgbread – 1 = use shader srgb texture reads, 0 = use HW
Locked Cvar: r_shadowrendertotexture -
Locked Cvar: r_shadows -
Locked Cvar: r_ShowViewerArea -
Locked Cvar: r_skybox_draw_last – Draws skybox after world brush geometry, rather than before.
Locked Cvar: r_snapportal -
Locked Cvar: r_spray_lifetime – Number of rounds player sprays are visible
Locked Cvar: r_staticlight_streams -
Locked Cvar: r_staticprop_lod -
Locked Cvar: r_staticpropinfo -
Locked Cvar: r_teeth -
Locked Cvar: r_threaded_shadow_clip -
Locked Cvar: r_unloadlightmaps -
Locked Cvar: r_visambient – Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
Locked Cvar: r_worldlightmin -
Locked Cvar: r_worldlights – number of world lights to use per vertex
Locked Cvar: reload_materials -
Locked Cvar: res_restrict_access -
Locked Cvar: room_type -
Locked Cvar: rpt_vprof_time -
Locked Cvar: rr_debug_qa – Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
Locked Cvar: rr_debugresponseconcept – If set, rr_debugresponses will print only responses testing for the specified concept
Locked Cvar: rr_debugresponses – Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
Locked Cvar: rr_debugrule – If set to the name of the rule, that rule’s score will be shown whenever a concept is passed into the response rules system.
Locked Cvar: rr_dumpresponses – Dump all response_rules.txt and rules (requires restart)
Locked Cvar: save_async -
Locked Cvar: save_asyncdelay – For testing, adds this many milliseconds of delay to the save operation.
Locked Cvar: save_console – Autosave on the PC behaves like it does on the consoles.
Locked Cvar: save_disable -
Locked Cvar: save_history_count – Keep this many old copies in history of autosaves and quicksaves.
Locked Cvar: save_huddelayframes – Number of frames to defer for drawing the Saving message.
Locked Cvar: save_in_memory – Set to 1 to save to memory instead of disk (Xbox 360)
Locked Cvar: save_multiplayer_override -
Locked Cvar: save_noxsave -
Locked Cvar: save_screenshot – 0 = none, 1 = non-autosave, 2 = always
Locked Cvar: save_spew -
Locked Cvar: scene_async_prefetch_spew – Display async .ani file loading info.
Locked Cvar: scene_clamplookat – Clamp head turns to a MAX of 20 degrees per think.
Locked Cvar: scene_clientflex – Do client side flex animation.
Locked Cvar: scene_clientplayback – Play all vcds on the clients.
Locked Cvar: scene_flatturn -
Locked Cvar: scene_forcecombined – When playing back, force use of combined .wav files even in english.
Locked Cvar: scene_maxcaptionradius – Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
Locked Cvar: scene_print – When playing back a scene, print timing and event info to console.
Locked Cvar: score_blind_enemy_bonus – Bonus for blinding enemy players
Locked Cvar: score_blind_friendly_penalty – Penalty for blinding friendly players
Locked Cvar: score_bomb_defuse_bonus – Points awarded for defusing or assisting with defuse of bomb
Locked Cvar: score_bomb_defuse_radius_inner – Inner radius (full bonus) for defusing or assisting with defusing the bomb
Locked Cvar: score_bomb_defuse_radius_outer – Outer radius (zero bonus) for defusing or assisting with defseing the bomb
Locked Cvar: score_bomb_plant_bonus – Points awarded for planting or assisting with planting the bomb
Locked Cvar: score_bomb_plant_radius_inner – Inner radius (full bonus) for planting or assisting with planting the bomb
Locked Cvar: score_bomb_plant_radius_outer – Outer radius (zero bonus) for planting or assisting with planting the bomb
Locked Cvar: score_damage – Points awarded for each point of damage to an enemy
Locked Cvar: score_default – Default points for a new user
Locked Cvar: score_dropped_bomb_proximity_damage_bonus – Points awarded for damaging enemy near dropped bomb
Locked Cvar: score_dropped_bomb_proximity_damage_bonus_radius_inner – Inner radius (full bonus) for doing damage near dropped bomb
Locked Cvar: score_dropped_bomb_proximity_damage_bonus_radius_outer – Outer radius (zero bonus) for doing damage near dropped bomb
Locked Cvar: score_dropped_defuser_proximity_damage_bonus – Points awarded for damaging enemy near dropped defuser
Locked Cvar: score_dropped_defuser_proximity_damage_radius_inner – Inner radius (full bonus) for doing damage near dropped defuser
Locked Cvar: score_dropped_defuser_proximity_damage_radius_outer – Outer radius (zero bonus) for doing damage near dropped defuser
Locked Cvar: score_ff_damage – Penalty awarded for each point of damage to a teammate
Locked Cvar: score_hostage_damage_penalty – Penalty for damaging a hostage
Locked Cvar: score_hostage_proximity_damage_bonus – Points awarded for damaging enemy near live hostage
Locked Cvar: score_hostage_proximity_damage_radius_inner – Inner radius (full bonus) for doing damage near hostage
Locked Cvar: score_hostage_proximity_damage_radius_outer – Outer radius (zero bonus) for doing damage near hostage
Locked Cvar: score_hostage_rescue_bonus – Points awarded for rescuing a hostage
Locked Cvar: score_hostage_rescue_radius_inner – Inner radius (full bonus) for rescuing hostage
Locked Cvar: score_hostage_rescue_radius_outer – Outer radius (zero bonus) for rescuing hostage
Locked Cvar: score_kill_enemy_bonus – Points awarded for killing an enemy
Locked Cvar: score_planted_bomb_proximity_damage_bonus – Points awarded for damaging enemy near planted bomb
Locked Cvar: score_planted_bomb_proximity_damage_radius_inner – Inner radius (full bonus) for doing damage near planted bomb
Locked Cvar: score_planted_bomb_proximity_damage_radius_outer – Outer radius (zero bonus) for doing damage near planted bomb
Locked Cvar: score_team_damage_bonus – Points awarded for each point of damage a nearby (in same zone) teammate does to enemies
Locked Cvar: score_typical_good_score – An average good score for use in funfacts
Locked Cvar: script_connect_debugger_on_mapspawn -
Locked Cvar: servercfgfile -
Locked Cvar: showbudget_texture_global_sum -
Locked Cvar: showhitlocation -
Locked Cvar: sk_ally_regen_time – Time taken for an ally to regenerate a point of health.
Locked Cvar: sk_npc_arm -
Locked Cvar: sk_npc_chest -
Locked Cvar: sk_npc_head -
Locked Cvar: sk_npc_leg -
Locked Cvar: sk_npc_stomach -
Locked Cvar: sk_player_arm -
Locked Cvar: sk_player_chest -
Locked Cvar: sk_player_head -
Locked Cvar: sk_player_leg -
Locked Cvar: sk_player_stomach -
Locked Cvar: sleep_when_meeting_framerate – Sleep instead of spinning if we’re meeting the desired framerate.
Locked Cvar: sleep_when_meeting_framerate_headroom_ms – Only sleep if the current frame has at least this much time remaining, otherwise spin.
Locked Cvar: smoothstairs – Smooth player eye z coordinate when traversing stairs.
Locked Cvar: snd_async_fullyasync – All playback is fully async (sound doesn’t play until data arrives).
Locked Cvar: snd_async_minsize -
Locked Cvar: snd_async_spew_blocking – Spew message to console any time async sound loading blocks on file i/o.
Locked Cvar: snd_async_stream_fail – Spew stream pool failures.
Locked Cvar: snd_async_stream_purges – Spew stream pool purges.
Locked Cvar: snd_async_stream_recover_from_exhausted_stream – If 1, recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many sounds are played). Set to 0, to stop the sound otherwise.
Locked Cvar: snd_async_stream_spew – Spew streaming info ( 0=Off, 1=streams, 2=buffers
Locked Cvar: snd_async_stream_spew_delayed_start_filter – Filter used to spew sounds that starts late. Use an empty string “” to display all sounds. By default only the VO are displayed.
Locked Cvar: snd_async_stream_spew_delayed_start_time – Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms delay.
Locked Cvar: snd_async_stream_spew_exhausted_buffer – If 1, spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
Locked Cvar: snd_async_stream_spew_exhausted_buffer_time – Number of milliseconds between each exhausted buffer spew.
Locked Cvar: snd_async_stream_static_alloc – If 1, spews allocations on the static alloc pool. Set to 0 for no spew.
Locked Cvar: snd_cull_duplicates – If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played.
Locked Cvar: snd_debug_gaincurve – Visualize sound gain fall off
Locked Cvar: snd_debug_gaincurvevol – Visualize sound gain fall off
Locked Cvar: snd_defer_trace -
Locked Cvar: snd_delay_for_choreo_enabled – Enables update of delay for choreo to compensate for IO latency.
Locked Cvar: snd_delay_for_choreo_reset_after_N_milliseconds – Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
Locked Cvar: snd_delay_sound_shift -
Locked Cvar: snd_disable_mixer_duck -
Locked Cvar: snd_disable_mixer_solo -
Locked Cvar: snd_dsp_cancel_old_preset_after_N_milliseconds – Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
Locked Cvar: snd_dsp_optimization – Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
Locked Cvar: snd_dsp_spew_changes – Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
Locked Cvar: snd_dsp_test1 -
Locked Cvar: snd_dsp_test2 -
Locked Cvar: snd_dvar_dist_max – Play full ‘far’ sound at this distance
Locked Cvar: snd_dvar_dist_min – Play full ‘near’ sound at this distance
Locked Cvar: snd_find_channel – Scan every channel to find the corresponding sound.
Locked Cvar: snd_list -
Locked Cvar: snd_lockpartial -
Locked Cvar: snd_max_same_sounds -
Locked Cvar: snd_max_same_weapon_sounds -
Locked Cvar: snd_mergemethod – Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
Locked Cvar: snd_mix_async -
Locked Cvar: snd_mix_dry_volume -
Locked Cvar: snd_mix_optimization – Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
Locked Cvar: snd_mix_soundchar_enabled – Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of doppler, directional, etc…).
Locked Cvar: snd_mix_test1 -
Locked Cvar: snd_mix_test2 -
Locked Cvar: snd_mixer_master_dsp -
Locked Cvar: snd_mixer_master_level -
Locked Cvar: snd_moviefix – Defer sound recording until next tick when laying off movies.
Locked Cvar: snd_music_boost – Specifies an amount to boost music volume by
Locked Cvar: snd_noextraupdate -
Locked Cvar: snd_prevent_ss_duplicates – switch to en/disable the prevention of splitscreen audio file duplicates
Locked Cvar: snd_profile -
Locked Cvar: snd_report_format_sound – If set to 1, report all sound formats.
Locked Cvar: snd_report_loop_sound – If set to 1, report all sounds that just looped.
Locked Cvar: snd_report_start_sound – If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example). Use snd_showstart to see the sounds that are really played.
Locked Cvar: snd_report_stop_sound – If set to 1, report all sounds stopped with S_StopSound().
Locked Cvar: snd_report_verbose_error – If set to 1, report more error found when playing sounds.
Locked Cvar: snd_show – Show sounds info
Locked Cvar: snd_show_channel_count – Show the current count of channel types.
Locked Cvar: snd_showclassname -
Locked Cvar: snd_showmixer -
Locked Cvar: snd_ShowThreadFrameTime -
Locked Cvar: snd_sos_allow_dynamic_chantype -
Locked Cvar: snd_sos_exec_when_paused -
Locked Cvar: snd_sos_show_client_rcv -
Locked Cvar: snd_sos_show_entry_match_free -
Locked Cvar: snd_sos_show_opvar_list -
Locked Cvar: snd_sos_show_source_info -
Locked Cvar: snd_sos_show_track_list -
Locked Cvar: snd_soundmixer -
Locked Cvar: snd_soundmixer_parse_debug -
Locked Cvar: snd_soundmixer_version -
Locked Cvar: snd_spatialize_roundrobin – Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized per frame.
Locked Cvar: snd_spew_dsp_process – Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
Locked Cvar: snd_store_filepaths -
Locked Cvar: snd_surround_speakers -
Locked Cvar: snd_voice_echo -
Locked Cvar: snd_vol_no_xfade – If current and target volumes are close, don’t cross-fade.
Locked Cvar: snd_vol_xfade_incr_max – Never change volume by more than +/-N units per frame during cross-fade.
Locked Cvar: snd_vol_xfade_speed_multiplier_for_doppler – Doppler effect is extremely sensible to volume variation. To reduce the pops, the cross-fade has to be very slow.
Locked Cvar: snd_vol_xfade_time – Channel volume cross-fade time in seconds.
Locked Cvar: snd_vox_captiontrace – Shows sentence name for sentences which are set not to show captions.
Locked Cvar: snd_vox_globaltimeout -
Locked Cvar: snd_vox_sectimetout -
Locked Cvar: snd_vox_seqtimetout -
Locked Cvar: soundpatch_captionlength – How long looping soundpatch captions should display for.
Locked Cvar: spec_freeze_time_lock – Time players are prevented from skipping the freeze cam
Locked Cvar: ss_voice_hearpartner – Route voice between splitscreen players on same system.
Locked Cvar: steamworks_sessionid_server – The server session ID for the new steamworks gamestats.
Locked Cvar: step_spline -
Locked Cvar: stringtable_alwaysrebuilddictionaries – Rebuild dictionary file on every level load
Locked Cvar: stringtable_compress – Compress string table for networking
Locked Cvar: stringtable_showsizes – Show sizes of string tables when building for signon
Locked Cvar: stringtable_usedictionaries – Use dictionaries for string table networking
Locked Cvar: studio_queue_mode -
Locked Cvar: sv_airaccelerate -
Locked Cvar: sv_allchat – Players can receive all other players’ text chat, team restrictions apply
Locked Cvar: sv_allowdownload – Allow clients to download files
Locked Cvar: sv_allowupload – Allow clients to upload customizations files
Locked Cvar: sv_autobuyammo – Enable automatic ammo purchase when inside buy zones during buy periods
Locked Cvar: sv_autosave – Set to 1 to autosave game on level transition. Does not affect autosave triggers.
Locked Cvar: sv_backspeed – How much to slow down backwards motion
Locked Cvar: sv_benchmark_autovprofrecord – If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.
Locked Cvar: sv_benchmark_numticks – If > 0, then it only runs the benchmark for this # of ticks.
Locked Cvar: sv_bonus_challenge – Set to values other than 0 to select a bonus map challenge type.
Locked Cvar: sv_bot_difficulty_gamepad – Bot difficulty while playing with Gamepad device
Locked Cvar: sv_bot_difficulty_hydra – Bot difficulty while playing with Hydra device
Locked Cvar: sv_bot_difficulty_kbm – Bot difficulty while playing with Keyboard/Mouse device
Locked Cvar: sv_bot_difficulty_ps3move – Bot difficulty while playing with PS3Move device
Locked Cvar: sv_bot_difficulty_sharpshooter – Bot difficulty while playing with SharpShooter device
Locked Cvar: sv_bounce – Bounce multiplier for when physically simulated objects collide with other objects.
Locked Cvar: sv_cacheencodedents – If set to 1, does an optimization to prevent extra SendTable_Encode calls.
Locked Cvar: sv_client_cmdrate_difference – cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
Locked Cvar: sv_client_max_interp_ratio – This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
Locked Cvar: sv_client_min_interp_ratio – This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
Locked Cvar: sv_client_predict – This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
Locked Cvar: sv_clockcorrection_msecs – The server tries to keep each player’s m_nTickBase withing this many msecs of the server absolute tickcount
Locked Cvar: sv_comp_mode_allow_dc – Set this to 1 to allow direct connects in Competitive mode
Locked Cvar: sv_competitive_minspec – Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages: fps_max minimum 59 (0 works too) cl_interp_ratio = minimum 1 maximum 2 cl_interp = minimum 0 maximum 0.031 cl_updaterate = minimum 10 maximum 150 cl_cmdrate = minimum 10 maximum 150 rate minimum 500
Locked Cvar: sv_compute_per_bot_difficulty – 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot
Locked Cvar: sv_creationtickcheck – Do extended check for encoding of timestamps against tickcount
Locked Cvar: sv_debug_player_use – Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
Locked Cvar: sv_debugmanualmode – Make sure entities correctly report whether or not their network data has changed.
Locked Cvar: sv_debugtempentities – Show temp entity bandwidth usage.
Locked Cvar: sv_deltaprint – Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
Locked Cvar: sv_deltatime – Enable profiling of CalcDelta calls
Locked Cvar: sv_disable_querycache – debug – disable trace query cache
Locked Cvar: sv_disablefreezecam – Turn on/off freezecam on server
Locked Cvar: sv_dumpmatchweaponmetrics – Turn on the exporting of weapon metrics at the end of a level.
Locked Cvar: sv_enablebunnyhopping -
Locked Cvar: sv_enableoldqueries – Enable support for old style (HL1) server queries
Locked Cvar: sv_extra_client_connect_time – Seconds after client connect during which extra frames are buffered to prevent non-delta’d update
Locked Cvar: sv_filterban – Set packet filtering by IP mode
Locked Cvar: sv_flashbang_strength – Flashbang strength
Locked Cvar: sv_footsteps – Play footstep sound for players
Locked Cvar: sv_force_transmit_ents – Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
Locked Cvar: sv_gravity – World gravity.
Locked Cvar: sv_hibernate_ms – # of milliseconds to sleep per frame while hibernating
Locked Cvar: sv_hibernate_ms_vgui – # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
Locked Cvar: sv_hibernate_postgame_delay – # of seconds to wait after final client leaves before hibernating.
Locked Cvar: sv_hibernate_when_empty – Puts the server into extremely low CPU usage mode when no clients connected
Locked Cvar: sv_hosting_lobby -
Locked Cvar: sv_ignoregrenaderadio – Turn off Fire in the hole messages
Locked Cvar: sv_instancebaselines – Enable instanced baselines. Saves network overhead.
Locked Cvar: sv_ladder_angle – Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
Locked Cvar: sv_ladder_dampen – Amount to dampen perpendicular movement on a ladder
Locked Cvar: sv_lagflushbonecache – Flushes entity bone cache on lag compensation
Locked Cvar: sv_lagpushticks – Push computed lag compensation amount by this many ticks.
Locked Cvar: sv_logblocks – If true when log when a query is blocked (can cause very large log files)
Locked Cvar: sv_logdownloadlist -
Locked Cvar: sv_massreport -
Locked Cvar: sv_master_legacy_mode – Use (outside-of-Steam) code to communicate with master servers.
Locked Cvar: sv_master_share_game_socket – Use the game’s socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to communicate to the master server on.
Locked Cvar: sv_max_queries_sec – Maximum queries per second to respond to from a single IP address.
Locked Cvar: sv_max_queries_sec_global – Maximum queries per second to respond to from anywhere.
Locked Cvar: sv_max_queries_window – Window over which to average queries per second averages.
Locked Cvar: sv_max_usercmd_future_ticks – Prevents clients from running usercmds too far in the future. Prevents speed hacks.
Locked Cvar: sv_maxclientframes -
Locked Cvar: sv_maxreplay – Maximum replay time in seconds
Locked Cvar: sv_maxroutable – Server upper bound on net_maxroutable that a client can use.
Locked Cvar: sv_maxspeed -
Locked Cvar: sv_maxunlag – Maximum lag compensation in seconds
Locked Cvar: sv_maxupdaterate – Maximum updates per second that the server will allow
Locked Cvar: sv_maxvelocity – Maximum speed any ballistically moving object is allowed to attain per axis.
Locked Cvar: sv_minupdaterate – Minimum updates per second that the server will allow
Locked Cvar: sv_multiplayer_maxtempentities -
Locked Cvar: sv_multiplayer_sounds -
Locked Cvar: sv_netvisdist – Test networking visibility distance
Locked Cvar: sv_new_delta_bits -
Locked Cvar: sv_nomvp – Disable MVP awards.
Locked Cvar: sv_nonemesis – Disable nemesis and revenge.
Locked Cvar: sv_nowinpanel – Turn on/off win panel on server
Locked Cvar: sv_npc_talker_maxdist – NPCs over this distance from the player won’t attempt to speak.
Locked Cvar: sv_optimizedmovement -
Locked Cvar: sv_parallel_packentities -
Locked Cvar: sv_parallel_sendsnapshot -
Locked Cvar: sv_pausable_dev – Whether listen server is pausable when running -dev and playing solo against bots
Locked Cvar: sv_pausable_dev_ds – Whether dedicated server is pausable when running -dev and playing solo against bots
Locked Cvar: sv_playerperfhistorycount – Number of samples to maintain in player perf history
Locked Cvar: sv_pushaway_clientside – Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Locked Cvar: sv_pushaway_clientside_size – Minimum size of pushback objects
Locked Cvar: sv_pushaway_force – How hard physics objects are pushed away from the players on the server.
Locked Cvar: sv_pushaway_max_force – Maximum amount of force applied to physics objects by players.
Locked Cvar: sv_pushaway_max_player_force – Maximum of how hard the player is pushed away from physics objects.
Locked Cvar: sv_pushaway_min_player_speed – If a player is moving slower than this, don’t push away physics objects (enables ducking behind things).
Locked Cvar: sv_pushaway_player_force – How hard the player is pushed away from physics objects (falls off with inverse square of distance).
Locked Cvar: sv_rcon_banpenalty – Number of minutes to ban users who fail rcon authentication
Locked Cvar: sv_rcon_log – Enable/disable rcon logging.
Locked Cvar: sv_rcon_maxfailures – Max number of times a user can fail rcon authentication before being banned
Locked Cvar: sv_rcon_minfailures – Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
Locked Cvar: sv_rcon_minfailuretime – Number of seconds to track failed rcon authentications
Locked Cvar: sv_regeneration_wait_time -
Locked Cvar: sv_reservation_grace – Time in seconds given for a lobby reservation.
Locked Cvar: sv_rollangle – Max view roll angle
Locked Cvar: sv_rollspeed -
Locked Cvar: sv_runcmds -
Locked Cvar: sv_script_think_interval -
Locked Cvar: sv_sendtables – Force full sendtable sending path.
Locked Cvar: sv_show_bot_difficulty_in_name – 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name
Locked Cvar: sv_showanimstate – Show the (server) animation state for the specified entity (-1 for none).
Locked Cvar: sv_showanimstate_activities – Show activities in the (server) animation state display.
Locked Cvar: sv_showanimstate_log – 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
Locked Cvar: sv_showladders – Show bbox and dismount points for all ladders (must be set before level load.)
Locked Cvar: sv_showplayerhitboxes – Show lag compensated hitboxes for the specified player index whenever a player fires.
Locked Cvar: sv_sound_discardextraunreliable -
Locked Cvar: sv_soundemitter_trace – Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)
Locked Cvar: sv_soundemitter_version – specfies what version of soundemitter system to use
Locked Cvar: sv_stats – Collect CPU usage stats
Locked Cvar: sv_stepsize -
Locked Cvar: sv_stressbots – If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
Locked Cvar: sv_strict_notarget – If set, notarget will cause entities to never think they are in the pvs
Locked Cvar: sv_suppress_viewpunch -
Locked Cvar: sv_test_scripted_sequences – Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world.
Locked Cvar: sv_teststepsimulation -
Locked Cvar: sv_thinktimecheck – Check for thinktimes all on same timestamp.
Locked Cvar: sv_threaded_init -
Locked Cvar: sv_timebetweenducks – Minimum time before recognizing consecutive duck key
Locked Cvar: sv_timeout – After this many seconds without a message from a client, the client is dropped
Locked Cvar: sv_turbophysics – Turns on turbo physics
Locked Cvar: sv_unlag – Enables player lag compensation
Locked Cvar: sv_unlag_debug -
Locked Cvar: sv_unlag_fixstuck – Disallow backtracking a player for lag compensation if it will cause them to become stuck
Locked Cvar: sv_useexplicitdelete – Explicitly delete dormant client entities caused by AllowImmediateReuse().
Locked Cvar: sv_validate_edict_change_infos – Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
Locked Cvar: sv_vehicle_autoaim_scale -
Locked Cvar: sv_voicecodec – Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
Locked Cvar: sv_vote_issue_changelevel_allowed – Can people hold votes to change levels?
Locked Cvar: sv_vote_issue_kick_allowed – Can people hold votes to kick players from the server?
Locked Cvar: sv_vote_issue_nextlevel_allowed – Can people hold votes to set the next level?
Locked Cvar: sv_vote_issue_nextlevel_allowextend – Allow players to extend the current map?
Locked Cvar: sv_vote_issue_nextlevel_choicesmode – Present players with a list of lowest playtime maps to choose from?
Locked Cvar: sv_vote_issue_nextlevel_prevent_change – Not allowed to vote for a nextlevel if one has already been set.
Locked Cvar: sv_vote_issue_restart_game_allowed – Can people hold votes to restart the game?
Locked Cvar: sv_vote_issue_scramble_teams_allowed – Can people hold votes to scramble the teams?
Locked Cvar: sv_vote_issue_surrrender_allowed – Can people hold votes to surrender?
Locked Cvar: sv_vote_issue_swap_teams_allowed – Can people hold votes to swap the teams?
Locked Cvar: sv_vote_kick_ban_duration – How long should a kick vote ban someone from the server? (in minutes)
Locked Cvar: sv_wateraccelerate -
Locked Cvar: sv_waterdist – Vertical view fixup when eyes are near water plane.
Locked Cvar: sv_waterfriction -
Locked Cvar: sys_minidumpexpandedspew -
Locked Cvar: template_debug -
Locked Cvar: testscript_debug – Debug test scripts.
Locked Cvar: testscript_running – Set to true when test scripts are running
Locked Cvar: texture_budget_panel_global – Show global times in the texture budget panel.
Locked Cvar: tf_arena_max_streak – Teams will be scrambled if one team reaches this streak
Locked Cvar: tf_arena_preround_time – Length of the Pre-Round time
Locked Cvar: tf_arena_round_time -
Locked Cvar: think_trace_limit – Break into the debugger if this many or more traces are performed in a single think function. Negative numbers mean that the same think function may be broken into many times (once per [x] may traces), positive numbers mean each think will break only once.
Locked Cvar: threadpool_affinity – Enable setting affinity
Locked Cvar: threadpool_reserve – Consume the specified number of threads in the thread pool
Locked Cvar: tr_best_course_time – The player’s best time for the timed obstacle course
Locked Cvar: tr_completed_training – Whether the local player has completed the initial training portion of the training map
Locked Cvar: tr_valve_course_time – Valve’s best time for the timed obstacle course
Locked Cvar: trace_report -
Locked Cvar: tv_allow_camera_man – Auto director allows spectators to become camera man
Locked Cvar: tv_allow_static_shots – Auto director uses fixed level cameras for shots
Locked Cvar: tv_autorecord – Automatically records all games as SourceTV demos.
Locked Cvar: tv_autoretry – Relay proxies retry connection after network timeout
Locked Cvar: tv_chatgroupsize – Set the default chat group size
Locked Cvar: tv_chattimelimit – Limits spectators to chat only every n seconds
Locked Cvar: tv_debug – SourceTV debug info.
Locked Cvar: tv_delay – SourceTV broadcast delay in seconds
Locked Cvar: tv_delaymapchange – Delays map change until broadcast is complete
Locked Cvar: tv_deltacache – Enable delta entity bit stream cache
Locked Cvar: tv_dispatchmode – Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
Locked Cvar: tv_enable – Activates SourceTV on server.
Locked Cvar: tv_maxclients – Maximum client number on SourceTV server.
Locked Cvar: tv_maxrate – Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
Locked Cvar: tv_name – SourceTV host name
Locked Cvar: tv_overridemaster – Overrides the SourceTV master root address.
Locked Cvar: tv_password – SourceTV password for all clients
Locked Cvar: tv_relaypassword – SourceTV password for relay proxies
Locked Cvar: tv_relayvoice – Relay voice data: 0=off, 1=on
Locked Cvar: tv_snapshotrate – Snapshots broadcasted per second
Locked Cvar: tv_timeout – SourceTV connection timeout in seconds.
Locked Cvar: tv_title – Set title for SourceTV spectator UI
Locked Cvar: tv_transmitall – Transmit all entities (not only director view)
Locked Cvar: ui_volume_scale -
Locked Cvar: vgui_drawfocus – Report which panel is under the mouse.
Locked Cvar: vgui_drawkeyfocus – Report which panel has keyboard focus.
Locked Cvar: vgui_drawtree_bounds – Show panel bounds.
Locked Cvar: vgui_drawtree_draw_selected – Highlight the selected panel
Locked Cvar: vgui_drawtree_freeze – Set to 1 to stop updating the vgui_drawtree view.
Locked Cvar: vgui_drawtree_hidden – Draw the hidden panels.
Locked Cvar: vgui_drawtree_panelalpha – Show the panel alpha values in the vgui_drawtree view.
Locked Cvar: vgui_drawtree_panelptr – Show the panel pointer values in the vgui_drawtree view.
Locked Cvar: vgui_drawtree_popupsonly – Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
Locked Cvar: vgui_drawtree_render_order – List the vgui_drawtree panels in render order.
Locked Cvar: vgui_drawtree_scheme – Show scheme file for each panel
Locked Cvar: vgui_drawtree_visible – Draw the visible panels.
Locked Cvar: vgui_panel_active – Is a vgui panel currently active
Locked Cvar: violence_ablood – Draw alien blood
Locked Cvar: violence_agibs – Show alien gib entities
Locked Cvar: violence_hblood – Draw human blood
Locked Cvar: violence_hgibs – Show human gib entities
Locked Cvar: voice_avggain -
Locked Cvar: voice_debugfeedback -
Locked Cvar: voice_debugfeedbackfrom -
Locked Cvar: voice_fadeouttime -
Locked Cvar: voice_maxgain -
Locked Cvar: voice_minimum_gain -
Locked Cvar: voice_overdrive -
Locked Cvar: voice_overdrivefadetime -
Locked Cvar: voice_profile -
Locked Cvar: voice_serverdebug -
Locked Cvar: voice_showchannels -
Locked Cvar: voice_showincoming -
Locked Cvar: voice_steal -
Locked Cvar: voice_thresold_delay -
Locked Cvar: voice_verbose – Turns on debug output with detailed spew about voice data processing.
Locked Cvar: voice_vox -
Locked Cvar: voice_writevoices – Saves each speaker’s voice data into separate .wav files
Locked Cvar: voice_xsend_debug -
Locked Cvar: vprof_counters -
Locked Cvar: vprof_counters_show_minmax -
Locked Cvar: vprof_dump_oninterval – Interval (in seconds) at which vprof will batch up data and dump it to the console.
Locked Cvar: vprof_dump_spikes – Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump
Locked Cvar: vprof_dump_spikes_budget_group – Budget gtNode to start report from when doing a dump spikes
Locked Cvar: vprof_dump_spikes_hiearchy – Set to 1 to get a hierarchy report whith vprof_dump_spikes
Locked Cvar: vprof_dump_spikes_node – Node to start report from when doing a dump spikes
Locked Cvar: vprof_dump_spikes_terse – Whether to use most terse output
Locked Cvar: vprof_graph – Draw the vprof graph.
Locked Cvar: vprof_scope – Set a specific scope to start showing vprof tree
Locked Cvar: vprof_scope_entity_gamephys -
Locked Cvar: vprof_scope_entity_thinks -
Locked Cvar: vprof_server_spike_threshold -
Locked Cvar: vprof_server_thread -
Locked Cvar: vprof_think_limit -
Locked Cvar: vx_do_not_throttle_events – Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
Locked Cvar: warningcallstacks_enable – All Warning()/DevWarning()/… calls will attach a callstack
Locked Cvar: warningcallstacks_length – Length of automatic warning callstacks
Locked Cvar: weapon_accuracy_logging -
Locked Cvar: weapon_land_dip_amt – The amount the gun should dip when the player lands after a jump.
Locked Cvar: weapon_molotov_maxdetonateslope – Maximum angle of slope on which the molotov will detonate
Locked Cvar: weapon_showproficiency -
Locked Cvar: xbox_arcade_remaining_trial_time – time remaining in trial mode
Locked Cvar: xbox_arcade_title_unlocked – debug unlocking arcade title
Locked Cvar: xbox_steering_deadzone -
Locked Cvar: xc_crouch_debounce -
Locked Cvar: xlsp_force_dc_name – Restrict to xlsp datacenter by name.

Source: Allied Modders

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