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CS2-Console

There's: 1094 commands
name$description$flags
find$Find concommands with the specified string in their name/help text.$
log_dumpchannels$Dumps information about all logging channels.$ dontrecord
log_level$Set the spew level of a logging channel.$ dontrecord
log_verbosity$Set the verbosity of a logging channel.$ dontrecord
log_color$Set the color of a logging channel.$ dontrecord
log_flags$Set the flags on a logging channel.$ dontrecord
differences$Show all convars which are not at their default values (optional restricted to specific flags).$
cvarlist$Show the list of convars/concommands.$
help$Find help about a convar/concommand.$
findflags$Find concommands by flags.$
Test_ExitProcess$Test_ExitProcess <exit code> - immediately kill the process.$ cheat
Test_StartLoop$Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.$
Test_LoopCount$Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.$
Test_Loop$Test_Loop <loop name> - loop back to the specified loop start point unconditionally.$
Test_LoopForNumSeconds$Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.$
Test_RandomChance$Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.$
Test_StartScript$Start a test script running..$
Test_Checkpoint$Indicate to a test script that a checkpoint has been reached$
scrubber$Scrub system off - not a dev build$
lrucache_stats$Spews information about all CUtlLRUCaches$
lrucache_reset_stats$Resets stats for the specified CUtlLRUCaches (or all if none specified)$
lrucache_set_size$Sets the specified cache to the specified size$
lrucache_flush$Flushes the specified cache$
loop_dump$Print the listeners of the current loop mode$
addons$list current addon info.$
host_timescale_inc$Increment the timescale by one step$ cheat
host_timescale_dec$Decrement the timescale by one step$ cheat
vis_debug_show$Show/hide the vis debug visualization$
vis_debug_sunclusters$Showing clusters for sun/csm rendering. Red (full sun csm & lighting), Orange (no viewmodel sun or csm), Green (no sun at all)$
vis_debug_record_start$Record a path to debug vis$
vis_debug_record_stop$Record a path to debug vis$
vis_debug_find_los$Find or clear the vis LOS to here$
vis_debug_tracelos$Trace rays and check vis from the current camera$
vis_debug_lock$Lock vis LOS origin to current$
vis_debug_currentcluster$Show the current cluster number$
vis_debug_dumpvisibleclusters$Show the list of visible clusters$
vis_debug_drawcluster$Add cluster # to visualization, (-1) to clear$
vis_debug_sphere$Draw clusters in a sphere of radius around the camera$
fog_override_color$Sets the fog color override$ cheat
clear$Clear console output.$ dontrecord
clearall$Clear console output from all views.$ dontrecord
consoletool$Open a VConsole subtool.$ dontrecord
condump$dump the text currently in the console to condumpXX.log$
key_listboundkeys$List bound keys with bindings.$
key_findbinding$Find key bound to specified command string.$
toggle$Toggles specified convar value on and off.$ dontrecord
blink$Blink specified convar value between two values at the specified duration.$ dontrecord
incrementvar$Increment specified convar value.$ dontrecord
cyclevar$Cycle through specified convar values.$ dontrecord
exec$Execute a cfg file$ dontrecord
execifexists$Execute a cfg file if file exists$ dontrecord
exec_async$Execute a cfg file over time$ cheat dontrecord
run_perftest$Execute perftest.cfg$ cheat dontrecord
push_var_values$Save convars and config values$
pop_var_values$Restore previously pushed convars and config values$
multvar$Multiply specified convar value.$ dontrecord
bind$Bind a key.$ release
bindss$Bind a key for a particular splitscreen player.$ release
bindtoggle$Performs a bind <key> "increment var <cvar> 0 1 1".$
unbindall$Unbind all keys.$ release
unbind$Unbind a key.$ release
binddefaults$Bind all keys to their default values.$ release
writekeybindings$Saves current key bindings to disk.$ release
echoln$Echo the command arguments on the console$
input_state$input_state$ developmentonly
grep$grep line for pattern, print out matching lines only$
alias$Alias a command.$
echo$Echo text to console.$ server_can_execute
repeat_last_console_command$Repeat last console command.$
maps$Displays list of maps.$
map$map <mapname> :Load a new map.$ vconsole_fuzzy_matching vconsole_set_focus
changelevel$changelevel <mapname> :Multiplayer change level.$
connect$Connect to a remote server.$
connect_hltv$Connect to a remote HLTV server.$
restart$Poor man's restart: reload the current map from disk.$ cheat vconsole_set_focus
reloadgame$Reload the most recent saved game.$ cheat vconsole_set_focus
load$Usage:.   load [save file name].$ dontrecord vconsole_fuzzy_matching
disconnect$Disconnect from server$
status$Print connection status$
cl_fullupdate$Force uncompressed update$ cheat
pause$Toggle the server pause state.$
setpause$Set the pause state of the server.$
unpause$Clear the pause state of the server.$
cmd$Forward command to server.$
p2p_listpeers$List currently known peers.$
kickid$Kick a player by userid or uniqueid, with a message.$ dontrecord
kick$Kick a player by name.$ dontrecord
kickid_hltv$Kick a player by userid or uniqueid, with a message.$ dontrecord
demo_writemetafile$save current meta file demo_<version>.meta file for use in demo upconversion.$ dontrecord
r_toggleviewportsize$Toggles viewport size between small + full window.$
r_viewport$Slams viewport size to a specified value.$
r_render_coordination_state$Prints out the current render coordination state.$
r_force_engine_render_frame$Force a single render of the engine viewport.$
check_dpi$Show the currently detected DPI.$
screenshot$Take a screenshot: screenshot [filename]$
jpeg_screenshot$Take a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].$
png_screenshot$Take a .png screenshot: png_screenshot [filename]$
playsound$playsound <soundname>$
ss_add$Adds a splitscreen user.$
ss_remove$Removes a splitscreen user.$
host_writeconfig$Saves out the user config values.$
stats_print$Prints out perf statistics to the console, clears perf history$
stats_print_gpu$Prints out GPU perf statistics to the console.  Requires stats_display > 0, and stats_collect_gpu = true.  Optional argument of CSV filename$
time_asserts$Time asserts and show the lengthiest asserts$ developmentonly
vprof_on$Enable vprof$
vprof_off$Disable vprof$
vprof_reset$Reset the stats in VProf profiler$
vprof_reset_peaks$Reset just the peak time in VProf profiler$
vprof_generate_report$Generate a report to the console.$
vprof_generate_report_budget$Generate a report to the console based on budget group.$
vprof_generate_report_hierarchy$Generate a report to the console.$
vprof_vtrace$Toggle whether vprof data is sent to VTrace$
vprof_time_scale$Scale used when displaying time (0 = use default)$ developmentonly missing0
vprof_loadhitstore_scale$Scale used when displaying load-hit-stores (0 = use default)$ developmentonly missing0
vprof_dump_counters$Dump vprof counters to the console$
mem_dump$Dump memory stats to text file or <stdout>.$
mem_compact$Compacts the heap$
vmem_dump$Dump memory stats to log.$
memory$Print memory stats.$
memory_check_limit$Assert if peak memory use is over the limit.$ developmentonly
quit$Quit the game$ vconsole_set_focus
crash$Crash the client. Optional parameter -- type of crash:. 0: read from NULL. 1: write to NULL. 2: force an Assert$ cheat
crash_job$Cause the engine to crash in a job thread (Debug!!)$ cheat
crash_thread$Cause the engine to crash in a brand new non-main thread (Debug!!)$ cheat
crash_error$Cause the engine to crash by Plat_FatalError on main thread (Debug!!)$ cheat
crash_error_thread$Cause the engine to crash by Plat_FatalError on non-main thread (Debug!!)$ cheat
crash_error_job$Cause the engine to crash by Plat_FatalError on job thread (Debug!!)$ cheat
force_assert$Fire an assertion failure$ developmentonly
force_fatal_error$Fire a fatal error$ developmentonly
force_hibernate$Force toggle hibernation state$ developmentonly
console_test$Output text to test console$ developmentonly
open_asset$Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.$
disable_priority_boost$Disable focus based priority boost$
enable_priority_boost$Disable focus based priority boost$
generate_minidump_comment$Generate a minidump comment and spew the results to the console$ developmentonly
sys_info$Print system information to the console$
force_floating_point_exceptions$Enable floating point exceptions to find bugs$ developmentonly
UpdateBinarySizes$Dumps the binary sizes to use for the game in loadaddress.vpc$
StackStats_Dump$Dump a named stackstats structure to disk. Usage: stackstats_dump "structname" ["filename"]$ developmentonly
stop$Finish recording demo.$
record$Record a demo.$ dontrecord
_record$Record a demo incrementally.$ dontrecord
vtune$Controls VTune's sampling.$
playdemo$Play a recorded demo file (.dem ).$
timedemo$Play a demo and report performance info.$
timedemoquit$Play a demo, report performance info, and then exit$
listdemo$List demo file contents.$
benchframe$Takes a snapshot of a particular frame in a time demo.$
demo_pause$Pauses demo playback.$
demo_resume$Resumes demo playback.$
demo_togglepause$Toggles demo playback.$
demo_goto$Skips to location in demo.$
demo_gototick$Skips to a tick in demo.$
demo_marktick$Marks the current demo playback tick for later use$
demo_gotomark$Skips the current demo playback to the marked tick$
demo_info$Print information about currently playing demo.$
demo_timescale$Sets demo replay speed.$
startdemos$Play demos in demo sequence.$
nextdemo$Play next demo in sequence.$
demolist$Print demo sequence list.$
stopdemos$Stop looping demos (current demo will complete).$
rpestats$dump rpe$
instant_replay_pause$Pauses instant replay.$
instant_replay_resume$Resumes instant replay.$
instant_replay_togglepause$Toggles instant replay.$
instant_replay_skip$Number of seconds to skip back to instant replay from current position$
instant_replay_skip_live$Number of seconds to skip back to instant replay from live$
instant_replay_goto_tick$Goto a direct timestamp of the replay$
instant_replay_goto_tick_relative$Goto a direct timestamp of the replay$
instant_replay_live$If in replay, jumps back to live$
instant_replay_timescale$Sets instant replay speed.$
vprof_remote_start$Request a VProf data stream from the remote server (requires authentication)$
vprof_remote_stop$Stop an existing remote VProf data request$
rcon$Issue an rcon command.$ dontrecord
cl_precacheinfo$Show precache info (client).$
cl_spewworldgroups$Spew world groups (client)$ developmentonly
cl_spewserializers$Spew serializers$ cheat
cl_checkdeclareclasses$Check game code serializers$ cheat
sv_pure$Show user data.$
sv_fullupdate$Force a full update for all clients.$
users$Show user info for players on server.$
sv_spewworldgroups$Spew world groups (server)$ developmentonly
sv_shutdown$Sets the server to shutdown when all games have completed$
sv_showtags$Describe current gametags.$
sv_clientrates$Show client rates.$
banip$Add an IP address to the ban list.$
addip$Add an IP address to the ban list.$
removeip$Remove an IP address from the ban list.$
listip$List IP addresses on the ban list.$
writeip$Save the ban list to file.$
banid$Add a user ID to the ban list.$
removeid$Remove a user ID from the ban list.$
listid$Lists banned users.$
writeid$Writes a list of permanently-banned user IDs to file.$
log$Enables logging to file, console, and udp < on | off >.$
sv_packstats$Show entity packing stats, pass 'clear' as argument to reset counts.$ release
redirectstart$Redirect server console output$ missing0
redirectend$Redirect server console output$ missing0
stats$Prints server performance variables$
net_stats_json$Output server networking statistics in json format$
sv_spewmeta$Spew serializer meta$ cheat
sv_metaduplication$Check serializer meta for duplication, add verbose to command for full spew$ cheat
startmovie$Start recording movie frames.$ dontrecord
endmovie$Stop recording movie frames.$ dontrecord
setinfo$Adds a new user info value$ clientcmd_can_execute
cpuinfo$Print CPU configuration information$
reset_gameconvars$Reset game convars to default values$ cheat
status_json$Print status in JSON format$
mem_test$$
dumpstringtable$Usage:  dumpstringtable <tablename |all> <sv | cl> <verbose | simple> <element>      Print string tables to console, verbose to dump data, simple to show name and count only, can specifiy a single numeric element index to restrict spew.$
playcast$Play a broadcast$
tv_broadcast_resend$resend broadcast data to broadcast relay$
tv_status$Show SourceTV server status.$
tv_relay$Connect to SourceTV server and relay broadcast.$
tv_stop$Stops the SourceTV broadcast.$
tv_retry$Reconnects the SourceTV relay proxy.$
tv_record$Starts SourceTV demo recording.$
tv_broadcast_status$Print out broadcast status$
tv_stoprecord$Stops SourceTV demo recording.$
tv_clients$Shows list of connected SourceTV clients.$
tv_mem$hltv memory statistics. Use with "ent 10" (dump entity 10 memory usage) or "top 8" (dump top 8 memory users) or "class" CWorld (dump CWorld class)$
gameui_hide$Hides the game UI$
escape$Escape key pressed.$ clientcmd_can_execute
gameui_activate$Shows the game UI$
gameui_preventescape$Escape key doesn't hide game UI$
gameui_allowescapetoshow$Escape key allowed to show game UI$
gameui_preventescapetoshow$Escape key doesn't show game UI$
gameui_allowescape$Escape key allowed to hide game UI$
progress_enable$$
bug$bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.$ dontrecord
auto_bug$auto_bug : create non-interactive bug report.$ dontrecord
+bugvoice$Start recording bug voice attachment.$ dontrecord
-bugvoice$Finish recording bug voice attachment.$ dontrecord
bugvoice_clear$Clear voice attachment data.$ dontrecord
bugvoice_save$Write buffered voice attachment data to file.$ dontrecord
cl_break_on_missing_resource$Break in debugger when missing resource match is found..Format: cl_break_on_missing_resource <substring> /(empty to break on all) / 0 to turn off..$ developmentonly
toggleconsole$Show/hide the console.$ dontrecord
hideconsole$Hide the console.$ dontrecord
showconsole$Show the console.$ dontrecord
path$Show the filesystem path.$
fs_dump_open_duplicate_times$Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.$
fs_clear_open_duplicate_times$Clear the list of files that have been opened.$
ime_info$Spew IME info.$ dontrecord
key_updatelayout$Updates game keyboard layout to current windows keyboard setting.$
dump_localization_files$List all loaded localization files$
dump_loc_token$List information on the given token$
schema_list_bindings$schema_list_bindings <substring> - List registered global-scope schema bindings (classes & enums). If no substring, list them all.$ developmentonly
schema_all_list_bindings$schema_all_list_bindings <substring> - List all scopes registered schema bindings (classes & enums). If no substring, list them all.$ developmentonly
schema_dump_binding$schema_dump_binding <class_or_enum_name> - Print information about the named class or enum.$ developmentonly
schema_detailed_class_layout$schema_detailed_class_layout <class_name> - Print a detailed memory layout of the class (including inline structs).$ developmentonly
schema_stats$schema_stats - Print a summary of various schemasystem statistics.$ developmentonly
schema_meta_stats$schema_meta_stats [<options>]- Print a summary of schemasystem metadata statistics.$ developmentonly
rs_dump_stats$rs_dump_stats - Dump resourcesystem stats.$ developmentonly
resource_repeated_reload$resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)$
resource_manifest_validate_modules$Scan all of the loaded modules and validate any resource manifests found$
resource_list$List loaded resources matching a substring$
resource_log_allocate_timing$Log time spent in Allocate for all resource types$
resource_reset_allocate_timing$Reset tracked time spent in Allocate (see resource_log_allocate_timing)$
resource_leaks$resource_leaks <resource_name>: Show resource leaks for the named resource$
r_print_texture_stats$Texture stats$
r_gpu_mem_stats$Display GPU memory usage.$ linked_concommand
r_dx11_report_live_objects$Prints out live D3D11 objects (requires -dx11debug)$
r_textures_evict_all$Evict all resident texture.$ linked_concommand
r_renderdoc_capture_frame$Triggers a RenderDoc capture$ linked_concommand
mat_assert_on_shader_use$Assert on shader used based on substring of shader name$ developmentonly
mat_reloadmaterials$Reloads all materials. Takes an optional substring as an argument.$
mat_reinitmaterials$Reinitializes all loaded materials, reloading their shaders.$
mat_reloadshaders$Reloads all shaders. Takes optional substrings of shader names to recompile as arguments.$
mat_disable_dynamic_shader_compile$Reloads all shaders from vcs files until the next time mat_reloadshaders is called$
mat_clearshadercache$Clears the shader cache used for dynamic shader compile.$
mat_set_shader_quality$Force shader quality setting (valid values are 0 or 1)$
mat_print_shader_quality$Print current shader quality setting$
mat_print_materials$Print loaded materials. Takes an optional substring as an argument.$
mat_print_dead_materials$Print loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.$
mat_print_error_materials$Print loaded materials that are using the error shader or material.$
mat_print_materials_last_frame$Print materials used last frame$
mat_print_materials_unused$Print materials that have never been used$
mat_print_expensive_materials$Print materials sorted by cost heuristic$
mat_reset_material_costs$Reset material cost heuristic$
mat_print_material_info$Print info about a specific material$
mat_print_textures$Print loaded textures in alphabetical order. Takes an optional substring as an argument.$
mat_print_textures_size$Print loaded textures in ascending size order. Takes an optional substring as an argument.$
mat_print_textures_size_in_memory$Print loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.$
mat_print_shaders$Print loaded shaders. Takes a substring as an argument.$
mat_print_shader_info$Print detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.$
mat_print_modes$Print supported rendering modes.$
spew_fonts$Spew information about font manager fonts$
@panorama_dump_symbols$<ESymbolType> Dump all of the symbols in the Panorama symbol table$
@panorama_print_cache_status$Print internal panorama refcounts for every file$
@panorama_dispatch_event$Dispatch the event defined by the argument string. No creating panel is specified.$
@panorama_generate_layout_xsd$Generate the Layout XML Schema Definition for the current run-time (types are dependent on which game DLL is running).$
dump_panorama_events$print panorama event types and their documentation$
@panorama_print_svg_stats$$ developmentonly
dump_panorama_css_properties$Prints out all valid panorama CSS properties and their documentation$
dump_panorama_css_properties_memstats$Prints out mem stats of all valid panorama CSS properties$
dump_panorama_render_command_stats$$
lua_report_memory$$
net_spewcounts$Spew serializer counts.$
net_spewserializer$Spew serializer info.$ developmentonly
net_why_field_excluded$<classname> <fieldname>:  spew why field was excluded from networking for classname.$ developmentonly
fs_spew_readfieldlist$index <threshold bytes>: spew changes to ent index, optionally only spewing if update is > than threshold bytes$ cheat
fp_trace$Toggle field path tracing to file.$
net_captureculldata$Captures low-level data to replay path culling algorithm behavior in controlled unit test environment$
net_validatemessages$Activates/deactivates net message validation$ cheat
net_listallmessages$List all registered net messages$ cheat
net_messageinfo$Display info about a message (by classname or id)$ cheat
net_channels$Shows net channel info$
net_status$Shows current network status$
net_connections_stats$Print detailed network statistics for each network connection$
net_option$Get or set SteamNetworkingSockets options such as fake packet lag and loss$
sdr$An old command that has been renamed to 'net_option'$
net_fakelag$Shorthand for 'net_option FakePacketLag_Recv'$
net_serializedentitymemory$Spew CSerializedEntity memory$
net_serializedentitymetadatainfo$Spew CSerializedEntity metadata information$
ik_debug_fabrik_backwards_iteration_toggle$$
ik_debug_fabrik_forwards_iteration_toggle$$
phys_debug_draw$Set up debug-draw of physics internal state$
model_dump_convert_info$Print model load-time conversion info$ gamedll clientdll linked_concommand
print_model_bind_pose$Prints the bind pose of the specified model. Optionally limits to a particular bone and its parent chain, otherwise prints the entire skeleton.$
reload_model$Force a reload of a vmdl resource$
snd_front_headphone_position$Specifies the position (in degrees) of the virtual front left/right headphones.$
snd_rear_headphone_position$Specifies the position  (in degrees) of the virtual rear left/right headphones.$
snd_front_stereo_speaker_position$Specifies the position (in degrees) of the virtual front left/right speakers.$
snd_rear_stereo_speaker_position$Specifies the position (in degrees) of the virtual rear left/right speakers.$
snd_front_surround_speaker_position$Specifies the position (in degrees) of the virtual front left/right speakers.$
snd_rear_surround_speaker_position$Specifies the position (in degrees) of the virtual rear left/right speakers.$
snd_side_surround_speaker_position$Specifies the position (in degrees) of the virtual rear left/right speakers.$
snd_headphone_pan_exponent$Specifies the exponent for the pan xfade from phone to phone if the "exp" pan law is being used.$
snd_stereo_speaker_pan_exponent$Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.$
snd_surround_speaker_pan_exponent$Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.$
snd_headphone_pan_radial_weight$Apply cos(angle) * weight before pan law$
snd_stereo_speaker_pan_radial_weight$Apply cos(angle) * weight before pan law$
snd_surround_speaker_pan_radial_weight$Apply cos(angle) * weight before pan law$
soundsysteminfo$Describe the current sound device without an active voice list.$
play$Play a sound.$ server_can_execute
playvol$Play a sound at a specified volume.$
stopsound$$ cheat
soundinfo$Describe the current sound device with an active voice list.$
sndplaydelay$$
snd_setmixer$Set named Mixgroup of current mixer to mix vol, mute, solo.$ cheat
snd_setmixlayer$Set named Mixgroup of named mix layer to mix vol, mute, solo.$ cheat
snd_soundmixer_setmixlayer_amount$Set named mix layer mix amount.$ cheat
snd_soundmixer_set_trigger_factor$Set named mix layer / mix group, trigger amount.$ cheat
snd_soundmixer_flush$Reload soundmixers.txt file.$
snd_soundmixer_list_mixers$List all mixers to dev console.$
snd_soundmixer_list_mix_layers$List all mix layers to dev console.$
snd_soundmixer_list_mix_groups$List all mix groups to dev console.$
snd_print_current_mixer_mixgroup$Get data related to mix group matching string$
snd_async_flush$Flush all unlocked async audio data$
snd_async_showmem$Show async memory stats$
snd_async_showmem_summary$Show brief async memory stats$
snd_async_showmem_music$Show async memory stats for just non-streamed music$
movie_fixwave$Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.$
snd_compare_soundevents$Compare the compiled and loaded contents of 2 soundevents.$ cheat
snd_print_soundevent$Print the data associated with the specified soundevent.$ developmentonly vconsole_fuzzy_matching vconsole_set_focus
snd_print_soundevent_default_public_properties$Print the default public properties of a specified soundevent. Values do not reflect values set on the soundevent. For that see "snd_print_soundevent"$ developmentonly vconsole_fuzzy_matching vconsole_set_focus
snd_list_soundevents$List all available soundevents$ cheat
snd_list_deferred_soundevents$List all current deferred load soundevents$ cheat
snd_list_soundevents_by_stack$List all available soundevents using specified stack name$ cheat
snd_remove_soundevent$Remove the specified soundevent$ cheat
snd_remove_all_soundevents$Remove all soundevents$ cheat
snd_soundevent_clear_deferred$Clear the list of deferred soundevents for loading.$ cheat
snd_steamaudio_export_scene$Exports scene currently used by Steam Audio as a phononscene file.$ cheat
snd_steamaudio_probes_nearby$Load all the probes from a file and log the nearby probes within the radius.$
snd_get_physics_surface_properties$Get physics surface properties for all the materials.$ cheat
snd_set_physics_surface_properties$Set physics surface properties for materials. Usage: <heuristic #> <commit>$ cheat
vmix_debug_list$Debug dump the list of available vmix graphs$
vmix_input$Set an input mix value$ cheat
vmix_output$Dump main graph control output values$ cheat
soundlist$List all known sounds.$
snd_cast$Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically if cl_snd_cast_retrigger is set. The sound event will clear previous snd_cast events if cl_snd_cast_clear is set. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.$ cheat
snd_sos_test_soundmessage$test$ cheat
snd_sos_pause_soundevent$Pause the specified soundevent in the list$ cheat
snd_sos_unpause_soundevent$UnPause the first soundevent in the list$ cheat
snd_sos_set_operator_field$Currently sets a single float operator field$ cheat
snd_sos_set_operator_field_by_guid$Currently sets a single float operator field$ cheat
snd_sos_get_operator_field_info$Currently gets info for a single operator field$ cheat
snd_sos_soundevent_profile$Dump a record of current soundevents and profile data$ cheat
snd_sos_flush_operators$Flush and re-parse the sound operator system$ cheat
snd_sos_print_tool_properties$Prints the current state of tool properties.$ cheat
snd_sos_resolve_execute_operator$Resolve the inputs and execute one specified operator from a specified stack$ cheat
snd_sos_print_operator_stacks$Prints a list of currently available stacks$ cheat
snd_sos_print_strings$Prints a list of currently cached strings$ cheat
snd_sos_print_field_name_strings$Prints a list of currently cached field name strings$ cheat
snd_sos_print_groups$Prints the current state of the groups system$ cheat
snd_sos_print_operators$Prints a list of currently available operators$ cheat
snd_sos_print_operator_stack$Prints a master list of currently exposed variables$ cheat
snd_sos_print_operator_stack_opeator$Prints an operator from a stack$ cheat
snd_sos_print_stack_exec_list$Prints the current stack execution list$ cheat
snd_sos_start_soundevent$Starts a specified soundevent$ cheat
snd_sos_start_soundevent_at_pos$Starts a specified soundevent at the given position$ cheat
snd_sos_stop_soundevent_guid$Stops a specified soundevent$ cheat
snd_sos_stop_soundevent_index$Stops a specified soundevent$ cheat
snd_sos_stop_all_soundevents$Stops all soundevents currently on the execution list$ cheat
snd_sos_print_class_sizes$Prints the sizes of relevant sos classes.$ cheat
snd_print_samplers$List all available samplers$ cheat
snd_samplers_play_note$Play a note from a specified sampler$ cheat
snd_samplers_stop_note$Stop a note from a specified sampler$ cheat
snd_print_sequences$List all available midi sequences$ cheat
snd_sequence_stop_track$Stops the specified track$ cheat
snd_sequence_stop_all_tracks$Stops all currently playing sequences$ cheat
snd_sequence_set_track_bpm$Sets the tempo of the specified track$ cheat
snd_sequence_set_track_transpose$Sets the transposition of the specified track$ cheat
snd_print_arrangements$List all available sequence arrangments$ cheat
snd_print_activetracks$List all active tracks$ cheat
snd_arrangement_start$Starts the specified arrangement.$ cheat
snd_vmidi_flush$Purge and reload all vmidi data and files.$ cheat
snd_steamaudio_halton_sequence$Generate Halton Sequence for a given order and number of samples.$ cheat
pixelvis_debug$Dump debug info$ cheat
sc_showclasses$List the object class names known by scenesystem.$ cheat
sc_setclassflags$Low level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>.$ cheat
sc_list_extradata_allocations$Prints out the overall extra data allocation counts$
sc_listworlds$List all the active sceneworlds$ cheat
sc_dumpworld$Dump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)$ cheat
sc_dumpworld3d$Dump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)$ cheat
entity_lump_list$List all known entity lumps$
entity_lump_spew$Dump the contents of an entity lump$
world_layer_list$List all world layers$
world_layer_set_visible$Show or hide the specified world layer$
world_dump_loaded_worlds$Dump all of the worlds that we know about$
cl_particles_dumplist$Dump all new particles, optional name substring.$ clientdll linked_concommand
cl_particles_dumpsimlist$Dump all simulating particles, optional name substring.$ clientdll linked_concommand
particle_reset_assertions$Causes all single-fire particle assertions to trigger once more.$ developmentonly
particle_stop_all$Stops all particle systems currently playing$ developmentonly clientdll cheat
dumpparticlelist$Print out information on existing particle systems$
particle_profile$Profile particle$
particle_profile_spike$Profile particle spike$
tenfoot_pickle_dictionaries$compiles daisy wheel input dictionaries to more performant form$ clientdll linked_concommand
tenfoot_pickle_single_dictionary$[language] compiles one daisy wheel input dictionary$ clientdll linked_concommand
tenfoot_match$[prefix]: matches a string prefix$ clientdll linked_concommand
tenfoot_text_hotspots$find text autosuggest hot spots$ clientdll linked_concommand
nav_select_radius$Adds all areas in a radius to the selection set$ gamedll cheat
nav_toggle_selected_set$Toggles all areas into/out of the selected set.$ gamedll cheat
nav_store_selected_set$Stores the current selected set for later retrieval.$ gamedll cheat
nav_recall_selected_set$Re-selects the stored selected set.$ gamedll cheat
nav_add_to_selected_set$Add current area to the selected set.$ gamedll cheat
nav_add_to_selected_set_by_id$Add specified area id to the selected set.$ gamedll cheat
nav_remove_from_selected_set$Remove current area from the selected set.$ gamedll cheat
nav_toggle_in_selected_set$Remove current area from the selected set.$ gamedll cheat
nav_clear_selected_set$Clear the selected set.$ gamedll cheat
nav_begin_selecting$Start continuously adding to the selected set.$ gamedll cheat
nav_end_selecting$Stop continuously adding to the selected set.$ gamedll cheat
nav_begin_drag_selecting$Start dragging a selection area.$ gamedll cheat
nav_end_drag_selecting$Stop dragging a selection area.$ gamedll cheat
nav_begin_drag_deselecting$Start dragging a selection area.$ gamedll cheat
nav_end_drag_deselecting$Stop dragging a selection area.$ gamedll cheat
nav_raise_drag_volume_max$Raise the top of the drag select volume.$ gamedll cheat
nav_lower_drag_volume_max$Lower the top of the drag select volume.$ gamedll cheat
nav_raise_drag_volume_min$Raise the bottom of the drag select volume.$ gamedll cheat
nav_lower_drag_volume_min$Lower the bottom of the drag select volume.$ gamedll cheat
nav_toggle_selecting$Start or stop continuously adding to the selected set.$ gamedll cheat
nav_begin_deselecting$Start continuously removing from the selected set.$ gamedll cheat
nav_end_deselecting$Stop continuously removing from the selected set.$ gamedll cheat
nav_toggle_deselecting$Start or stop continuously removing from the selected set.$ gamedll cheat
nav_split$To split an Area into two, align the split line using your cursor and invoke the split command.$ gamedll cheat
nav_mark$Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.$ gamedll cheat
nav_unmark$Clears the marked Area or Ladder.$ gamedll cheat
nav_disconnect$To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.$ gamedll cheat
nav_avoid$Toggles the 'avoid this area when possible' flag used by the AI system.$ gamedll cheat
nav_test_level_hull$Find entities that intrude into the nav mesh.  List those entities in console output, and display bounding boxes around them for a while.$ gamedll cheat
nav_test_level_hull_move$$ gamedll cheat
nav_clear_attributes$Clear all nav attributes of selected area.$ gamedll cheat
nav_clear_attribute$Remove given nav attribute from all areas in the selected set.$ gamedll cheat
nav_mark_attribute$Set nav attribute for all areas in the selected set.$ gamedll cheat
nav_select_with_attribute$Selects areas with the given attribute.$ gamedll cheat
nav_switch$Switches to navmesh for the specified spawngroup$ gamedll
noclip$Toggle. Player becomes non-solid and flies.  Optional argument of 0 or 1 to force enable/disable$ gamedll cheat missing4
weapon_switch$Use a particular weapon   .Arguments: <weapon_name>$ developmentonly gamedll
remove_weapon$Remove a weapon held by the player..      Arguments: <weapon subclass name>$ gamedll cheat missing4
sv_record_bone_setup_stats$generate bone setup statistics$ developmentonly gamedll
rr_forceconcept$fire a response concept directly at a given character..USAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,...".criteria values are optional..$ gamedll cheat
firetarget$$ gamedll cheat
ent_fire$Usage:.   ent_fire <target> [action] [value] [delay].$ gamedll cheat vconsole_fuzzy_matching
ent_cancelpendingentfires$Cancels all ent_fire created outputs that are currently waiting for their delay to expire.$ gamedll
ent_fire_output$Usage:.   ent_fire_output <target> [output name] [value] [delay].$ gamedll cheat vconsole_fuzzy_matching
ent_info$Usage:.   ent_info <class name>.$ gamedll cheat
ent_show_response_criteria$Print, to the console, an entity's current criteria set used to select responses..   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_autoaim$Displays the entity's autoaim radius..      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_create$Creates an entity of the given designer or subclass name where the player is looking.$ gamedll cheat vconsole_fuzzy_matching
subclass_create$Creates an entity of the given subclass where the player is looking.$ gamedll cheat vconsole_fuzzy_matching
subclass_change$Changes the subclass of the given entity..      Arguments:      <new_subclass> {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat vconsole_fuzzy_matching
ent_teleport$Teleport the specified entity to where the player is looking..     Format: ent_teleport <entity name>$ gamedll cheat
ent_orient$Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis..   Format: ent_orient <entity name> <optional: allangles>$ gamedll cheat
respawn_player$Respawns the player from death!.$ gamedll cheat
replay_start$Start GOTV replay: replay_start <delay> [<player name or index>]$ gamedll cheat missing4
replay_death$start hltv replay of last death$ gamedll cheat
replay_stop$stop hltv replay$ gamedll missing4
telemetry_message$Place a message in the telemetry timeline$ gamedll cheat
telemetry_toggle_timespan$Starts/stops a timespan with an ever increasing name.$ gamedll cheat
rangefinder$Measures distance along a ray$ gamedll cheat
cast_ray$Tests ray cast$ gamedll cheat
cast_sphere$Tests sphere cast$ gamedll cheat
cast_aabb$Tests box collision detection$ gamedll cheat
cast_capsule$Tests capsule collision detection$ gamedll cheat
cast_convex$Tests convex hull collision detection$ gamedll cheat
cast_cylinder$Tests cylinder collision detection$ gamedll cheat
cast_obb$Tests cylinder collision detection$ gamedll cheat
cast_physics$Tests physics shape collision detection$ gamedll cheat
cast_intervals$Tests interval ray cast$ gamedll cheat
kill$Kills the player with generic damage$ gamedll cheat missing4
explode$Kills the player with explosive damage$ gamedll cheat missing4
killvector$Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>$ gamedll cheat missing4
explodevector$Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>$ gamedll cheat missing4
say$Display player message$ gamedll missing4
say_team$Display player message to team$ gamedll missing4
give$Give item to player..      Arguments: <item_name>$ gamedll vconsole_fuzzy_matching missing4
setmodel$Changes's player's model$ gamedll cheat
test_dispatcheffect$Test a clientside dispatch effect.. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>.   Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>.$ gamedll cheat
god$Toggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.$ gamedll cheat missing4
setpos$Move player to specified origin (must have sv_cheats).$ gamedll cheat missing4
setpos_player$Move specified player to specified origin (must have sv_cheats).$ gamedll cheat missing4
setang$Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).$ gamedll cheat missing4
setpos_exact$Move player to an exact specified origin (must have sv_cheats).$ gamedll cheat missing4
setang_exact$Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).$ gamedll cheat missing4
notarget$Toggle. Player becomes hidden to NPCs.$ gamedll cheat missing4
hurtme$Hurts the player..       Arguments: <health to lose>$ gamedll cheat missing4
groundlist$Display ground entity list <index>$ developmentonly gamedll cheat
steamvrevent_quit$steamvrevent_quit$ gamedll missing0
commentary_cvarsnotchanging$$ gamedll
commentary_finishnode$$ gamedll missing4
test_entity_blocker$Test command that drops an entity blocker out in front of the player.$ gamedll cheat
dbghist_addline$Add a line to the debug history. Format: <category id> <line>$ gamedll
dbghist_dump$Dump the debug history to the console. Format: <category id>.    Categories:.     0: Entity I/O.     1: AI Decisions.     2: Scene Print.     3: Alyx Blind.     4: Log of damage done to player.   5: Player Teleport.     6: Blind Zombie Sounds.         7: Player Continuous.$ gamedll
create_flashlight$$ gamedll cheat
fadeout$fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.$ gamedll cheat
fadein$fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.$ gamedll cheat
creditsdone$$ gamedll
shake$Shake the screen.$ gamedll cheat
shatterglass_restore$$ gamedll cheat
shatterglass_break$$ gamedll cheat
dump_globals$Dump all global entities/states$ gamedll
tv_msg$Send a screen message to all clients.$ gamedll
global_set$global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).$ gamedll cheat
markup_group_spew$Spew all current markup groups and their members$ gamedll cheat
markup_group_ent_text$markup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup group$ gamedll cheat
markup_group_ent_bbox$markup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup group$ gamedll cheat
particle_test_start$Dispatches the test particle system with the parameters specified in particle_test_file,. particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.. Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
particle_test_stop$Stops all particle systems on the selected entities..        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
particle_test_create$Creates the named particle system where the player is looking..    Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
particle_test_destroy$Destroys all particle systems matching the specified name..       Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
surfaceprop$Reports the surface properties at the cursor$ gamedll cheat
physics_debug_entity$Dumps debug info for an entity$ gamedll
phys_mark_debug$Mark object for debug$ gamedll cheat
phys_shoot$Shoots a phys object.$ gamedll cheat
prop_physics_create$Creates a physics prop with a specific .vmdl aimed away from where the player is looking..  Arguments: {.vmdl name}$ gamedll cheat
collect_entity_model_name$Collect model names of the entities you're pointing at$ gamedll cheat
prop_dynamic_create$Creates a dynamic prop with a specific .vmdl aimed away from where the player is looking..  Arguments: {.vmdl name}$ gamedll cheat
ent_rotate$Rotates an entity by a specified # of degrees$ gamedll cheat
ent_characterize$Spew PVS debug info for entity$ gamedll
sv_querycache_stats$Display status of the query cache (client only)$ gamedll
scene_playvcd$Play the given VCD as an instanced scripted scene.$ gamedll cheat
listRecentNPCSpeech$Displays a list of the last 5 lines of speech from NPCs.$ gamedll dontrecord
scene_flush$Flush all .vcds from the cache and reload from disk.$ gamedll
report_soundpatch$reports sound patch count$ gamedll
soundscape_flush$Flushes the server & client side soundscapes$ gamedll
sv_soundscape_printdebuginfo$print soundscapes$ gamedll cheat
Test_EHandle$$ gamedll cheat
Test_CreateEntity$$ gamedll cheat
Test_RandomPlayerPosition$$ gamedll cheat
showtriggers_toggle$Displays the movement bounding box for the triggers in orange.  Some entites will also display entity specific overlays..   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
showtriggers$Enable or Disable showing trigger entities$ gamedll cheat
server_game_time$Gives the game time in seconds (server's curtime)$ gamedll
sv_dev_simulate_gcdown$<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)$ gamedll
nav_delete$Deletes the currently highlighted Area.$ gamedll cheat
nav_delete_marked$Deletes the currently marked Area (if any).$ gamedll cheat
nav_delete_all_hull$Deletes all areas with given hull category.$ gamedll cheat
script_remove_watch_pattern$Remove a watch from the game debug overlay$ gamedll cheat
script_add_debug_filter$Add a filter to the game debug overlay$ gamedll cheat
script_remove_debug_filter$Remove a filter from the game debug overlay$ gamedll cheat
script_trace_enable$Turn on a particular trace output by file or function name$ gamedll cheat
script_trace_disable$Turn off a particular trace output by file or function name$ gamedll cheat
script_trace_enable_key$Turn on a particular trace output by table/instance$ gamedll cheat
script_trace_disable_key$Turn off a particular trace output by table/instance$ gamedll cheat
script_trace_enable_all$Turn on all trace output$ gamedll cheat
script_trace_disable_all$Turn off all trace output$ gamedll cheat
script_clear_watches$Clear all watches from the game debug overlay$ gamedll cheat
script_find$Find a key in the VM $ gamedll cheat
script_resurrect_unreachable$Use the garbage collector to track down reference cycles$ gamedll cheat
script_reload_code$Execute a vscript file, replacing existing functions with the functions in the run script$ gamedll cheat
script_reload_entity_code$Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts$ gamedll cheat
script_help$Output help for script functions$ gamedll cheat
script_help2$Output help for script functions suitable for auto-completion$ gamedll
script_dump_all$Dump the state of the VM to the console$ gamedll cheat
print_mapgroup_sv$Prints the current mapgroup and the contained maps$ gamedll release
send_round_backup_file_list$$ gamedll missing0 release
mp_backup_restore_list_files$Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number of files displayed$ gamedll release
mp_backup_restore_load_file$Loads player cash, KDA, scores and team scores; resets to the next round after the backup$ gamedll release
timeout_terrorist_start$$ gamedll
timeout_ct_start$$ gamedll
mp_warmup_start$Start warmup.$ gamedll
mp_warmup_end$End warmup immediately.$ gamedll
endround$End the current round.$ gamedll cheat
ent_list_report$Reports all list of all entities in a map, one by one$ gamedll
tv_time_remaining$Print remaining tv broadcast time$ gamedll release
mp_guardian_emit_bounds_config$mp_guardian_emit_bounds_config$ gamedll
mp_guardian_add_bounds_pt$mp_guardian_add_bounds_pt$ gamedll
mp_guardian_shoot_point$mp_guardian_shoot_point$ gamedll
mp_guardian_clear_all_bounds$mp_guardian_clear_all_bounds$ gamedll
mp_guardian_new_bounds$mp_guardian_new_bounds$ gamedll
mp_guardian_bomb_plant_emit_bounds_config$mp_guardian_bomb_plant_emit_bounds_config$ gamedll
mp_guardian_bomb_plant_add_bounds_pt$mp_guardian_bomb_plant_add_bounds_pt$ gamedll
mp_guardian_bomb_plant_clear_all_bounds$mp_guardian_bomb_plant_clear_all_bounds$ gamedll
mp_guardian_bomb_plant_new_bounds$mp_guardian_bomb_plant_new_bounds$ gamedll
mp_guardian_clear_all_player_spawns$mp_guardian_clear_all_player_spawns$ gamedll
mp_guardian_add_player_spawn_pt$mp_guardian_add_player_spawn_pt$ gamedll
mp_dump_timers$Prints round timers to the console for debugging$ gamedll
mp_debug_timeouts$Prints time outs to the console for debugging$ gamedll
mp_scrambleteams$Scramble the teams and restart the game$ gamedll
mp_swapteams$Swap the teams and restart the game$ gamedll
mp_pause_match$Pause the match in the next freeze time$ gamedll
mp_unpause_match$Resume the match$ gamedll
map_showspawnpoints$Shows player spawn points (red=invalid). Optionally pass in the duration.$ gamedll
map_showbombradius$Shows bomb radius from the center of each bomb site and planted bomb.$ gamedll cheat
map_setbombradius$Sets the bomb radius for the map.$ gamedll cheat
sv_game_mode_convars$Display the values of the convars for the current game_mode.$ gamedll
mapgroup$Specify a map group$ gamedll dontrecord
sv_throw_decoygrenade$throw decoy grenade with parmas.$ developmentonly gamedll cheat
sv_throw_molotov$throw molotov grenade with parmas.$ developmentonly gamedll cheat
sv_throw_smokegrenade$throw smoke grenade with parmas.$ developmentonly gamedll cheat
sv_rethrow_last_grenade$Emit the last grenade thrown on the server.$ gamedll cheat
clear_bombs$$ gamedll cheat
sv_cs_dump_econ_item_stringtable$sv_cs_dump_econ_item_stringtable$ gamedll
timeleft$prints the time remaining in the match$ gamedll missing4
observer_use$$ gamedll missing4
player_ping$Creates a ping notification where the player is looking.$ gamedll missing4
sv_dz_reset_danger_zone$$ gamedll
sv_dz_paradrop$$ gamedll
dz_shuffle_teams$Shuffle all teams for Danger Zone$ gamedll
dz_jointeam$dz_jointeam team# [slot#|name] - Join DZ team N (0 to leave your team).  Server admins can assign other players to teams.$ gamedll missing4
dz_clearteams$Clear all DZ teams$ gamedll
survival_check_num_possible_final_zone$print out a number of all possible final zone$ gamedll
rr_reloadresponsesystems$Reload all response system scripts.$ gamedll cheat
rr_findrules$Search and list rules by substring.$ gamedll
rr_findrules_verbose$Search and list rules by substring.$ gamedll
animevents_dump$List all the currently registered anim events..$ gamedll cheat
ent_animgraph_debug$Displays debug draws about the given entity(ies) animgraph. Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
mp_disable_autokick$Prevents a userid from being auto-kicked$ gamedll
givecurrentammo$Give a supply of ammo for current weapon...$ gamedll cheat
prop_debug$Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.$ gamedll cheat
debugoverlay_toggle$Toggles visibility of the debug overlay system.$ gamedll cheat
debugoverlay_cycle_domain$Toggles visibility of the debug overlay system.$ gamedll cheat
debugoverlay_cycle_state$Toggles visibility of the debug overlay system.$ gamedll cheat
debugoverlay_hide_imgui$Hides the overlay.$ gamedll cheat
imgui_set_selection$Sets ImGui selection$ gamedll cheat
imgui_set_status_text$Sets ImGui header status text$ gamedll cheat
save_set_subdirectory$$ gamedll replicated
save_clear_subdirectory$$ gamedll replicated
save$Save Game$ gamedll dontrecord
autosavedangerous$AutoSaveDangerous$ gamedll
autosave$Autosave$ gamedll
autosavedangerousissafe$$ gamedll
save_finish_async$$ gamedll
save_showelapsedtime$display up-to-date elapsed play time$ gamedll
save_watchclass$Restrict spew to entities with matching classname$ gamedll
save_watchentity$Restrict spew to entity index$ gamedll
report_entities$Lists all entities$ developmentonly gamedll cheat
ents$List server entities, sorted by spawn group$ gamedll
ent_spew_derived_classes$Prints out all entity classes which inherit from a specified base class$ developmentonly gamedll
net_reloadgameevents$Reload the game events$ developmentonly gamedll
gameevents_dumptofile$write gameevents keyvalues (sorted by name) to gameevents_<modname>.txt$ developmentonly gamedll
gameevents_analyze$compare game events across all mods$ developmentonly gamedll
ent_debug_origin_changes$turn on, off, or toggle origin changes on server for entity by index$ developmentonly gamedll
_resetgamestats$Erases current game stats and writes out a blank stats file$ gamedll
ent_viewentity$Selects the picked entity as the view entity$ developmentonly gamedll
ent_viewpunch$Used to debug ViewPunch$ developmentonly gamedll
in_forcebuttonstate$Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS$ developmentonly gamedll vconsole_fuzzy_matching
sv_load_forced_client_names_file$Loads a file containing SteamID64 names for clients$ gamedll release
sv_load_random_client_names_file$Loads a file containing random name words for clients$ gamedll release
host_workshop_map$Get the latest version of the map and host it on this server.$ gamedll
host_workshop_collection$Host a workshop map collection as a mapgroup$ gamedll
buyrandom$Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.$ gamedll missing4
traceattack$traceattack damage hitgroup$ gamedll
CreatePredictionError$Create a prediction error$ gamedll cheat
listissues$List all the issues that can be voted on.$ gamedll missing4
callvote$Start a vote on an issue.$ gamedll missing4
server_snd_cast$Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.$ gamedll cheat
mp_bot_ai_bt_clear_cache$Clears the cache for behavior tree files.$ gamedll release
bot_place$bot_place - Places a bot from the map at where the local player is pointing.$ gamedll cheat
bot_add$bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.$ gamedll
bot_add_t$bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.$ gamedll
bot_add_ct$bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.$ gamedll
bot_kill$bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.$ gamedll cheat
bot_kick$bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.$ gamedll
bot_knives_only$Restricts the bots to only using knives$ gamedll
bot_pistols_only$Restricts the bots to only using pistols$ gamedll
bot_snipers_only$Restricts the bots to only using sniper rifles$ gamedll
bot_all_weapons$Allows the bots to use all weapons$ gamedll
bot_goto_mark$Sends a bot to the marked nav area (useful for testing navigation meshes)$ gamedll cheat
bot_goto_selected$Sends a bot to the selected nav area (useful for testing navigation meshes)$ gamedll cheat
nav_check_connectivity$Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).$ gamedll cheat
nav_precise$Toggles the 'dont avoid obstacles' flag used by the AI system.$ gamedll cheat
dm_reset_spawns$$ gamedll
sv_throw_flashgrenade$throw flash grenade with parmas.$ developmentonly gamedll cheat
sv_throw_hegrenade$throw HEgrenade with parmas.$ developmentonly gamedll cheat
ent_text_filter$Set which ent_text filters you want: $ gamedll cheat
ent_setpos$Move entity to position$ gamedll cheat missing4
ent_setang$Set entity angles$ gamedll cheat missing4
ent_call$ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope$ gamedll cheat
ent_script_dump$Dumps the names and values of this entity's script scope to the console.        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_setname$Sets the targetname of the given entity(s). Arguments:      <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_find$Find and list all entities with classnames or targetnames that contain the specified substring..Format: find_ent <substring>.$ gamedll cheat
ent_find_index$Display data for entity matching specified index..Format: find_ent_index <index>.$ gamedll cheat
dump_animgraph_list$Displays stats about which animations are updating$ developmentonly gamedll
anim_eval_stats$Displays stats about how many EvaluatePose calls are unused$ developmentonly gamedll
ent_grab$grabs the object in front of the player. Options: -loose -multiple -toggle$ gamedll cheat
ent_ungrab$un-grabs all objects$ gamedll cheat
ent_name$Displays the entity name$ gamedll cheat
ent_actornames$Displays the entity name for all entities that have ShouldDisplayInActorNames true in code$ gamedll cheat
ent_text$Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_radius$Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text).      2 Arguments:    <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_text256$Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text).   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_clear$Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_add$Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text).    Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_remove$Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text).        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_clear$Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text).       Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_dump$Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_bbox$Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlays..     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_absbox$Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.. Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_attachments$Displays the attachment points on an entity..   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_joints$Displays the joint names + axes an entity..  Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_viewoffset$Displays the eye position for the given entity(ies) in red..     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_pivot$Displays the pivot for the given entity(ies)..        (y=up=green, z=forward=blue, x=left=red). .     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_skeleton$Displays the skeleton for the given entity(ies)..  Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_hitbox$Displays the hitboxes for the given entity(ies)..    Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_vcollide_wireframe$Displays the interpolated vcollide wireframe pm am entity..      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_select$Select or deselects the given entities(s) for later manipulation.    Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_messages$Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any messages that it sends or receives..   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_picker$Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at..    Arguments:      full - enables all debug information$ gamedll cheat
ent_show_damage$Sets damage display mode.  When on, you will see the amount of damage dealt over the target's head.$ gamedll cheat
ent_clear_debug_overlays$Clears all debug overlays$ gamedll cheat
ent_scale$Scales entities.      Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_remove$Removes the given entity(s). Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_remove_all$Removes all entities of the specified type.      Arguments:      {entity_name} / {class_name} $ gamedll cheat
ent_kill$Kills the given entity(s).     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_animgraph_setvar$Sets a variable on the animgraph of the given entity(s).   Arguments:   <varname>=<value>  <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_animgraph_record$Toggles recording of animgraph replay of the given entity(s).      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
save_animgraph_recording$Saves all active animgraph recordings to disk$ gamedll cheat
drawline$Draws line between two 3D Points..     Green if no collision.  Red is collides with something. Arguments: x1 y1 z1 x2 y2 z2$ gamedll cheat
drawcross$Draws a cross at the given location.  Arguments: x y z$ gamedll cheat
box$Draw a bbox.        Arguments:  minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>.$ gamedll cheat
axis$Draw an axis.      Arguments:  x y z pitch yaw roll <lifetime = 10.0> <r g b a>.$ gamedll cheat
ent_hierarchy$Prints the entity hierarchy tree rooted at the specified ent(s)$ gamedll cheat
ent_scenehierarchy$Prints the entity scenenode hierarchy tree rooted at the specified ent(s)$ gamedll cheat
phys_dump_intersection_controller$Dump intersection controller status$ gamedll
phys_list$List all physics component contents of every entity in the game;.    -stream [1|0] : initiate|terminate streaming to physics debugger.    -allents: include non-physical entities.    -classes: print class names.    -sdk    : Rubikon build.    -world  : current state of the world.    -world -touch: list body pairs (bodies in contact).    -world -save <name>: save world to a file.    -world -mem: memory dump.    -world -snapshots: Start/Stop dumping snapshots of the world into the current directory.    -world -profiletraces: ProfileRecordedTraces.    -world -agg: current aggregate data registry (loaded resources).$ gamedll
phys_sleep$Put all physics in all the worlds to sleep$ gamedll
phys_wakeup$Wake all physics objects in the Main physics up$ gamedll
ray_bench$Load the rays and run the benchmark$ gamedll
physics_highlight_active$Turns on the absbox for all active physics objects..  0 : un-highlight..$ gamedll
physics_report_active$Lists all active physics objects.  -more : extra info.$ gamedll
physics_add_test$add test object$ gamedll
physics_remove_test$remove test object$ gamedll
phys_create_test_character_proxy$Create test character proxy$ gamedll
test_list_entities$test-list entities$ gamedll cheat
report_simthinklist$Lists all simulating/thinking entities$ developmentonly gamedll
snd_sos_sv_soundevent_start$Test$ gamedll
snd_sos_sv_soundevent_stop_last$Test$ gamedll
snd_sos_sv_test_gender$Test$ gamedll
snd_sos_sv_soundevent_pause_last$Test$ gamedll
snd_sos_sv_soundevent_unpause_last$Test$ gamedll
script_reload$Reload scripts$ gamedll cheat
script_attach_debugger$Connect the vscript VM to the script debugger$ gamedll cheat
script_debug$Toggle the in-game script debug features$ gamedll cheat
script_add_watch$Add a watch to the game debug overlay$ gamedll cheat
script_remove_watch$Remove a watch from the game debug overlay$ gamedll cheat
script_add_watch_pattern$Add a watch to the game debug overlay$ gamedll cheat
cc_emit$Emits a closed caption$ clientdll
cc_random$Emits a random caption$ clientdll
cc_flush$Flushes async'd captions.$ clientdll
cc_showblocks$Toggles showing which blocks are pending/loaded async.$ clientdll
cc_findsound$Searches for soundname which emits specified text.$ clientdll
buymenu$Show or hide main buy menu$ clientdll server_can_execute
autobuy$Attempt to purchase items with the order listed in cl_autobuy$ clientdll clientcmd_can_execute
rebuy$Attempt to repurchase items with the order listed in cl_rebuy$ clientdll clientcmd_can_execute
teammenu$Show team selection window$ clientdll server_can_execute
dm_togglerandomweapons$Turns random weapons in deathmatch on/off$ clientdll server_can_execute clientcmd_can_execute
mat_reloadwearablecustommaterials$Reloads wearable custom materials for the local player$ developmentonly clientdll cheat
cl_dev_decaltrace_blood$Shoot out a decal spray that shoots blood.$ developmentonly clientdll cheat
+lookatweapon$$ clientdll
-lookatweapon$$ clientdll
show_loadout_toggle$Toggles loadout display$ clientdll clientcmd_can_execute
cl_sos_test_set_opvar$$ clientdll cheat
cl_sos_test_get_opvar$$ clientdll cheat
toggleRdrOpt$$ developmentonly clientdll
cl_steamscreenshots$Enable/disable saving screenshots to Steam$ clientdll
error_message_explain_vac$Take user to Steam support article$ missing0 clientdll clientcmd_can_execute
error_message_explain_pure$Take user to Steam support article$ missing0 clientdll clientcmd_can_execute
error_message_explain_unsigned$Take user to Steam support article$ missing0 clientdll clientcmd_can_execute
restart_normal$Restart$ missing0 clientdll clientcmd_can_execute
restart_in_insecure$Restart in insecure mode$ missing0 clientdll clientcmd_can_execute
show_untrusted_warning_again$Show untrusted warning again$ missing0 clientdll clientcmd_can_execute
restart_in_trusted$Restart in trusted mode$ missing0 clientdll clientcmd_can_execute
restart_in_untrusted$Restart in untrusted mode$ missing0 clientdll clientcmd_can_execute
mm_queue_show_stats$Display global server stats$ clientdll clientcmd_can_execute
clutch_mode_toggle$Toggle clutch mode convar$ clientdll release
csgo_launch_workshop_map$Launch a workshop map$ clientdll vconsole_fuzzy_matching vconsole_set_focus
ShowSteamStatsSessionID$Prints out the game stats session ID's (developer convar must be set to non-zero).$ developmentonly clientdll
refresh_ui_audio_state$Restores audio DSP state for the UI.$ clientdll cheat
confirm_join_new_session_exit_current$Confirm that we wish to join a new session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
cl_avatar_convert_rgb$Converts all png avatars in the avatars directory to rgb$ clientdll cheat release
cl_avatar_convert_png$Converts all rgb avatars in the avatars directory to png$ clientdll cheat release
drawoverviewmap$Draws the overview map$ clientdll
hideoverviewmap$Hides the overview map$ clientdll
+quickbuyradial$$ clientdll
-quickbuyradial$$ clientdll
+quickgrenaderadial$$ clientdll
-quickgrenaderadial$$ clientdll
+quickinv$$ clientdll
-quickinv$$ clientdll
+quickgearradial$$ clientdll
-quickgearradial$$ clientdll
+radialradio$$ clientdll
-radialradio$$ clientdll
+radialradio2$$ clientdll
-radialradio2$$ clientdll
+radialradio3$$ clientdll
-radialradio3$$ clientdll
map_enable_background_maps$Enables/disables portrait background maps$ clientdll cheat
csgo_video_settings_restore_previous$csgo_video_settings_restore_previous$ clientdll release
drawradar$Draws HUD radar$ clientdll
hideradar$Hides HUD radar$ clientdll
cl_reload_hud$Reloads the hud scale and resets scale and borders$ clientdll
+cl_show_team_equipment$$ clientdll
-cl_show_team_equipment$$ clientdll
+spray_menu$$ clientdll
-spray_menu$$ clientdll
voice_status_test_toggle$Test voice and status notices$ developmentonly clientdll
cl_mainmenu_show_blog$Show the blog and hide news panel$ missing0 clientdll clientcmd_can_execute
cl_mainmenu_hide_blog$Show the news panel and hide blog$ missing0 clientdll clientcmd_can_execute
confirm_abandon_match$Confirm that we wish to abandon match$ missing0 clientdll clientcmd_can_execute
confirm_join_friend_session_exit_current$Confirm that we wish to join a friend session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
csgo_watch_friend_session_exit_current$$ missing0 clientdll clientcmd_can_execute
confirm_watch_friend_session_exit_current$Confirm that we wish to watch a friend session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
voice_modenable_toggle$Toggle the voice_modenable convar.$ clientdll
localization_quest_item_string_printout$localization_quest_item_string_printout$ clientdll
csgo_econ_action_preview$Preview an economy item$ missing0 clientdll dontrecord clientcmd_can_execute
launch_warmup_map$Launches warmup map$ clientdll dontrecord clientcmd_can_execute
matchdraft_debug_sendlog$Print debug draft into HTTP log$ missing0 clientdll dontrecord release clientcmd_can_execute
mm_queue_draft_show$Display current draft$ missing0 clientdll clientcmd_can_execute
csgo_download_match$Downloads a match via serial code and starts playback$ clientdll dontrecord clientcmd_can_execute
cl_matchstats_print_own_data$cl_matchstats_print_own_data RANGENAME$ clientdll
gcmd$Generate a command$ missing0 clientdll clientcmd_can_execute
confirm_join_party_session_exit_current$Confirm that we wish to join a party session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
confirm_activate_itemid_now$Confirm item activation by item id$ missing0 clientdll clientcmd_can_execute
reload_store_config$$ clientdll
confirm_purchase_item_def_now$Confirm item purchase$ missing0 clientdll clientcmd_can_execute
cl_sim_grenade_trajectory$Draw trajectory of the deployed grenade if thrown from this position. Takes an optional parameter for how long the drawn trajectory will last.$ clientdll cheat
apply_crosshair_code$Apply a crosshair code to the current crosshair settings.$ clientdll
perfectworld_replenish_funds$Opens Perfect World funds replenishment page for account.$ missing0 clientdll clientcmd_can_execute
debug_purchase_defidx$Purchase an item by defindex$ clientdll release clientcmd_can_execute
cl_quest_schedule_print$cl_quest_schedule_print$ clientdll
cl_quest_events_print$cl_quest_events_print$ clientdll
econ_show_items_with_tag$Lists the item definitions that have a specified tag.$ clientdll
econ_build_pinboard_images_from_collection_name$Renders and saves images for all models in a collection.$ clientdll
dev_simulate_gcdown$<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)$ clientdll
slot11$$ clientdll server_can_execute
slot12$$ clientdll server_can_execute
slot13$$ clientdll server_can_execute
radio$Opens a radio menu$ clientdll
radio1$Opens a radio menu$ clientdll
radio2$Opens a radio menu$ clientdll
radio3$Opens a radio menu$ clientdll
menuselect$menuselect$ clientdll clientcmd_can_execute
cl_report_predcopy_overrides$Report prediction copy overrides$ clientdll
print_mapgroup$Prints the current mapgroup and the contained maps$ clientdll release
cl_game_mode_convars$Display the values of the convars for the current game_mode.$ clientdll
regenerate_weapon_skins$$ clientdll cheat
cl_cs_dump_econ_item_stringtable$cl_cs_dump_econ_item_stringtable$ clientdll
econ_clear_inventory_images$clear the local inventory images (they will regenerate)$ clientdll
endmatch_votenextmap$Votes for the next map at the end of the match$ clientdll clientcmd_can_execute
cl_rr_reloadresponsesystems$Reload all response system scripts.$ clientdll cheat
cl_rr_findrules$Search and list rules by substring.$ clientdll
cl_rr_findrules_verbose$Search and list rules by substring.$ clientdll
cl_ent_animgraph_debug$Displays debug draws about the given entity(ies) animgraph.      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_prop_debug$Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.$ clientdll cheat
cl_debugoverlay_toggle$Toggles visibility of the debug overlay system.$ clientdll cheat
cl_debugoverlay_cycle_domain$Toggles visibility of the debug overlay system.$ clientdll cheat
cl_debugoverlay_cycle_state$Toggles visibility of the debug overlay system.$ clientdll cheat
cl_debugoverlay_hide_imgui$Hides the overlay.$ clientdll cheat
cl_imgui_set_selection$Sets ImGui selection$ clientdll cheat
cl_imgui_set_status_text$Sets ImGui header status text$ clientdll cheat
game_particle_manager_dump_requeue$Dump contents of particle manager requeue$ developmentonly clientdll
game_particle_manager_list_active$Dump counts of active particles$ developmentonly clientdll
url_execute$Executes url-based commands, used for incoming commands from url-based launches when the game's already running.$ clientdll
cl_report_entities$Lists all entities$ developmentonly clientdll cheat
cl_ents$List client entities, sorted by spawn group$ clientdll
cl_ent_spew_derived_classes$Prints out all entity classes which inherit from a specified base class$ developmentonly clientdll
soundscape_dumpclient$Dumps the client's soundscape data..$ clientdll cheat
cl_in_forcebuttonstate$Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS$ developmentonly clientdll vconsole_fuzzy_matching
cl_record_bone_setup_stats$generate bone setup statistics$ developmentonly clientdll
cl_updatevisibility$Updates visibility bits.$ clientdll
ic$interp entity count.$ clientdll
dlight_debug$Creates a dlight in front of the player$ clientdll cheat
cl_removedecals$Remove the decals from the entity under the crosshair.$ clientdll cheat
iv_debug$Spew interpolated var info for entity.$ clientdll
iv_interp$Spew interpolated var info for entity.$ clientdll
iv_on$Spew both interpolated var debug info and history for entity.$ clientdll
iv_off$Turn off all interpolation variable spew.$ clientdll
dump_entity_report$List all entities in the scene$ clientdll cheat
cl_dump_projected_texture_count$Print out number of active projected textures$ clientdll
gameinstructor_reload_lessons$Shuts down all open lessons and reloads them from the script file.$ clientdll
gameinstructor_reset_counts$Resets all display and success counts to zero.$ developmentonly clientdll
gameinstructor_dump_open_lessons$Gives a list of all currently open lessons.$ clientdll cheat
gameinstructor_dump_run_lesson_counts$Gives a list of lessons that been completed or shown$ clientdll cheat
gameinstructor_teach_lesson$Force a specific lesson to be triggered$ clientdll
p2p_ping$Ping a peer.$ clientdll
servervoice_dump$servervoice_dump$ clientdll
servervoice_clear$servervoice_clear$ clientdll
cl_soundscape_flush$Flushes the client side soundscapes$ clientdll cheat server_can_execute
playsoundscape$Forces a soundscape to play$ clientdll cheat
stopsoundscape$Stops all soundscape processing and fades current looping sounds$ clientdll cheat
cl_soundscape_printdebuginfo$print soundscapes$ clientdll
cl_ss_origin$print origin in script format$ clientdll
camerazoomin$$ clientdll
camerazoomout$$ clientdll
cl_dumpsplithacks$Dump split screen workarounds.$ clientdll
convert_steamid$Convert SteamID into multiple formats$ clientdll
cl_showents$Dump entity list to console.$ clientdll cheat
cl_printfps$Print information from cl_showfps.$ clientdll
cl_resetfps$Reset information from cl_showfps.$ clientdll
ss_teleport$Teleport other splitscreen player to my location.$ developmentonly clientdll cheat
impulse$Triggers impulse command$ clientdll
in_forceinput$Forces a button to be a particular state -- WHEN SAMPLING INPUT$ developmentonly clientdll vconsole_fuzzy_matching
cam_command$Tells camera to change modes$ clientdll cheat
thirdperson$Switch to thirdperson camera.$ clientdll cheat execute_per_tick
firstperson$Switch to firstperson camera.$ clientdll execute_per_tick
thirdperson_mayamode$Switch to thirdperson Maya-like camera controls.$ clientdll cheat
thirdpersonshoulder$Switch to thirdperson-shoulder camera.$ clientdll
camortho$Switch to orthographic camera.$ clientdll cheat
+cammousemove$$ clientdll
-cammousemove$$ clientdll
+camdistance$$ clientdll
-camdistance$$ clientdll
snapto$$ clientdll
hud_reloadscheme$Reloads hud layout and animation scripts.$ clientdll
cl_tree_sway_dir$sets tree sway wind direction and strength$ clientdll
cl_particles_dump_effects$$ clientdll
cl_destroy_ragdolls$Destroys all client-side ragdolls$ clientdll
hmd_anchor_rotate$$ clientdll
cl_querycache_stats$Display status of the query cache (client only)$ clientdll cheat
cl_report_soundpatch$reports client-side sound patch count$ clientdll
spec_pos$dump position and angles to the console$ clientdll
getpos$dump position and angles to the console$ clientdll
getpos_exact$dump origin and angles to the console$ clientdll
shake_stop$Stops all active screen shakes..$ clientdll cheat
shake_testpunch$Test a punch-style screen shake..$ clientdll cheat
slot1$$ clientdll server_can_execute
slot2$$ clientdll server_can_execute
slot3$$ clientdll server_can_execute
slot4$$ clientdll server_can_execute
slot5$$ clientdll server_can_execute
slot6$$ clientdll server_can_execute
slot7$$ clientdll server_can_execute
slot8$$ clientdll server_can_execute
slot9$$ clientdll server_can_execute
slot0$$ clientdll server_can_execute
slot10$$ clientdll server_can_execute
cancelselect$$ clientdll server_can_execute
invnext$$ clientdll server_can_execute
invprev$$ clientdll server_can_execute
lastinv$$ clientdll server_can_execute
invnextselect$$ clientdll server_can_execute
invprevselect$$ clientdll server_can_execute
cl_ent_text_filter$Set which ent_text filters you want: $ clientdll cheat
cl_ent_setpos$Move entity to position$ clientdll cheat missing4
cl_ent_setang$Set entity angles$ clientdll cheat missing4
cl_ent_call$ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope$ clientdll cheat
cl_ent_script_dump$Dumps the names and values of this entity's script scope to the console.     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_setname$Sets the targetname of the given entity(s).      Arguments:      <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ clientdll cheat
cl_ent_find$Find and list all entities with classnames or targetnames that contain the specified substring..Format: find_ent <substring>.$ clientdll cheat
cl_ent_find_index$Display data for entity matching specified index..Format: find_ent_index <index>.$ clientdll cheat
buildcubemaps$Build Cubemaps$ clientdll
capturecubemap$Capture Cubemap$ clientdll
cl_dump_animgraph_list$Displays stats about which animations are updating$ developmentonly clientdll
cl_anim_eval_stats$Displays stats about how many EvaluatePose calls are unused$ developmentonly clientdll
cl_ent_grab$grabs the object in front of the player. Options: -loose -multiple -toggle$ clientdll cheat
cl_ent_ungrab$un-grabs all objects$ clientdll cheat
cl_ent_name$Displays the entity name$ clientdll cheat
cl_ent_actornames$Displays the entity name for all entities that have ShouldDisplayInActorNames true in code$ clientdll cheat
cl_ent_text$Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_radius$Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text).   2 Arguments:    <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ clientdll cheat
cl_ent_text256$Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text).        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_clear$Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_add$Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_remove$Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text).     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_clear$Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text).    Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_dump$Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text).      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_bbox$Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlays..  Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_absbox$Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays..      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_attachments$Displays the attachment points on an entity..        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_joints$Displays the joint names + axes an entity..       Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_viewoffset$Displays the eye position for the given entity(ies) in red..  Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_pivot$Displays the pivot for the given entity(ies)..     (y=up=green, z=forward=blue, x=left=red). .     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_skeleton$Displays the skeleton for the given entity(ies)..       Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_hitbox$Displays the hitboxes for the given entity(ies).. Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_vcollide_wireframe$Displays the interpolated vcollide wireframe pm am entity..   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_select$Select or deselects the given entities(s) for later manipulation. Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_messages$Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any messages that it sends or receives..        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_picker$Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.. Arguments:      full - enables all debug information$ clientdll cheat
cl_ent_show_damage$Sets damage display mode.  When on, you will see the amount of damage dealt over the target's head.$ clientdll cheat
cl_ent_clear_debug_overlays$Clears all debug overlays$ clientdll cheat
cl_ent_scale$Scales entities.   Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ clientdll cheat
cl_ent_remove$Removes the given entity(s).      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_remove_all$Removes all entities of the specified type.   Arguments:      {entity_name} / {class_name} $ clientdll cheat
cl_ent_animgraph_record$Toggles recording of animgraph replay of the given entity(s).   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_save_animgraph_recording$Saves all active animgraph recordings to disk$ clientdll cheat
cl_drawline$Draws line between two 3D Points..  Green if no collision.  Red is collides with something. Arguments: x1 y1 z1 x2 y2 z2$ clientdll cheat
cl_drawcross$Draws a cross at the given location.       Arguments: x y z$ clientdll cheat
cl_box$Draw a bbox.     Arguments:  minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>.$ clientdll cheat
cl_axis$Draw an axis.   Arguments:  x y z pitch yaw roll <lifetime = 10.0> <r g b a>.$ clientdll cheat
ent_rbox$Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays..   Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cli_ent_pivot$Displays the interpolated pivot for the given entity(ies)..       (y=up=green, z=forward=blue, x=left=red). .     Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cli_ent_skeleton$Displays the skeleton for the given entity(ies)..      Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cli_ent_hitbox$Displays the skeleton for the given entity(ies)..        Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cli_ent_attachments$Displays the interpolated attachment points on an entity..  Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cli_ent_vcollide_wireframe$Displays the interpolated vcollide wireframe pm am entity..  Arguments:      {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
ent_debug_anim$Use the specified entity for animation debugging.$ clientdll
cl_dumpentity$Dumps info about an entity$ clientdll cheat
cl_ent_hierarchy$Prints the entity hierarchy tree rooted at the specified ent(s)$ clientdll cheat
cl_ent_scenehierarchy$Prints the entity scenenode hierarchy tree rooted at the specified ent(s)$ clientdll cheat
cl_phys_dump_intersection_controller$Dump intersection controller status$ clientdll
cl_phys_list$List all physics component contents of every entity in the game;.    -stream [1|0] : initiate|terminate streaming to physics debugger.    -allents: include non-physical entities.    -classes: print class names.    -sdk    : Rubikon build.    -world  : current state of the world.    -world -touch: list body pairs (bodies in contact).    -world -save <name>: save world to a file.    -world -mem: memory dump.    -world -snapshots: Start/Stop dumping snapshots of the world into the current directory.    -world -profiletraces: ProfileRecordedTraces.    -world -agg: current aggregate data registry (loaded resources).$ clientdll
cl_phys_sleep$Put all physics in all the worlds to sleep$ clientdll
cl_phys_wakeup$Wake all physics objects in the Main physics up$ clientdll
cl_physics_highlight_active$Turns on the absbox for all active physics objects..  0 : un-highlight..$ clientdll
cl_physics_report_active$Lists all active physics objects.  -more : extra info.$ clientdll
cl_physics_add_test$add test object$ clientdll
cl_physics_remove_test$remove test object$ clientdll
cl_phys_create_test_character_proxy$Create test character proxy$ clientdll
dump_secondary_scene_worlds$Lists secondary scene worlds and ref counts$ clientdll
cl_test_list_entities$test-list entities$ clientdll cheat
cl_report_simthinklist$Lists all simulating/thinking entities$ developmentonly clientdll
snd_sos_cl_soundevent_start$Test$ clientdll
snd_sos_cl_soundevent_stop_last$Test$ clientdll
snd_sos_cl_soundevent_pause_last$Test$ clientdll
snd_sos_cl_soundevent_unpause_last$Test$ clientdll
cl_script_reload$Reload scripts$ clientdll cheat
cl_script_attach_debugger$Connect the vscript VM to the script debugger$ clientdll cheat
cl_script_debug$Toggle the in-game script debug features$ clientdll cheat
cl_script_add_watch$Add a watch to the game debug overlay$ clientdll cheat
cl_script_remove_watch$Remove a watch from the game debug overlay$ clientdll cheat
cl_script_add_watch_pattern$Add a watch to the game debug overlay$ clientdll cheat
cl_script_remove_watch_pattern$Remove a watch from the game debug overlay$ clientdll cheat
cl_script_add_debug_filter$Add a filter to the game debug overlay$ clientdll cheat
cl_script_remove_debug_filter$Remove a filter from the game debug overlay$ clientdll cheat
cl_script_trace_enable$Turn on a particular trace output by file or function name$ clientdll cheat
cl_script_trace_disable$Turn off a particular trace output by file or function name$ clientdll cheat
cl_script_trace_enable_key$Turn on a particular trace output by table/instance$ clientdll cheat
cl_script_trace_disable_key$Turn off a particular trace output by table/instance$ clientdll cheat
cl_script_trace_enable_all$Turn on all trace output$ clientdll cheat
cl_script_trace_disable_all$Turn off all trace output$ clientdll cheat
cl_script_clear_watches$Clear all watches from the game debug overlay$ clientdll cheat
cl_script_find$Find a key in the VM $ clientdll cheat
cl_script_resurrect_unreachable$Use the garbage collector to track down reference cycles$ clientdll cheat
cl_script_reload_code$Execute a vscript file, replacing existing functions with the functions in the run script$ clientdll cheat
cl_script_reload_entity_code$Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts$ clientdll cheat
cl_script_help$Output help for script functions$ clientdll cheat
cl_script_help2$Output help for script functions suitable for auto-completion$ clientdll
cl_script_dump_all$Dump the state of the VM to the console$ clientdll cheat
cl_pred_track$<entindex> <fieldname>:  Track changes to entity index entindex, for field fieldname.$ clientdll
cl_pred_track_off$clear field track changes.$ clientdll
cl_predictioncopy_describe$Describe datamap_t for entindex$ clientdll
cl_predictioncopy_print$Print simple description of prediction copy fields for entindex$ clientdll
ime_supported_info$Spew IME Supported info.$ dontrecord
ime_hkl_info$Spew IME HKL info.$ dontrecord
mm_ignored_sessions_reset$Reset ignored sessions$ developmentonly
mm_datacenter_debugprint$Shows information retrieved from data center$
mm_debugprint$Show debug information about current matchmaking session$
voice_reset_mutelist$Reset all mute information for all players who were ever muted.$
voice_mute$Mute a specific Steam user$
voice_unmute$Unmute a specific Steam user, or `all` to unmute all connected players.$
voice_show_mute$Show whether current players are muted.$
game_alias$Set the configuration of game type and mode based on game alias like "deathmatch".$ release
groups$Show status of all spawn groups.$ gamedll
r_camerapos$Prints out the current camera position + orientation to the console$ linked_concommand
r_incrementlodscale$Modifies the LOD scale$ linked_concommand
r_setpos$Moves the camera position + orientation to the specified position$ linked_concommand
r_entpos$Moves the camera position + orientation to the named entity$ linked_concommand
commandtool_exec$Runs a command from the command tool$ gamedll
spawn_group_activate$Activate specified spawngroup.$ gamedll cheat
spawn_group_load$Load named spawn group.$ gamedll cheat
spawn_group_unload$Unload named spawn group.$ gamedll cheat
spawn_group_list$List all spawn groups$ gamedll cheat
entityreport$Reports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.$ gamedll
entitysummary$Summarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.$ gamedll
cl_groups$Show status of all spawn groups.$ clientdll
cl_decal_debug$Toggles client decal debug visualization$ clientdll
cl_decal_shoot$Shoots a client-side decal$ clientdll
cl_decal_clear_world$Clears world decals$ clientdll
cl_decal_clear_all_entities$Clears decals from all entities$ clientdll
r_printdecalinfo$Prints info about decals currently in the scene$ clientdll
cl_commandtool_exec$Runs a command from the command tool$ clientdll
cl_entityreport$Reports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.$ clientdll
cl_entitysummary$Summarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.$ clientdll

Convars

There's: 3633 convars
name$description$flags
testscript_debug$Debug test scripts.$ developmentonly
host_force_frametime_to_equal_tick_interval$$ developmentonly
host_force_max_frametime_to_tick_interval$$ developmentonly
host_framerate$Set to lock per-frame time elapse.$ release
host_timescale$Prescale the clock by this amount.$ replicated cheat
engine_max_resource_system_update_time$$ developmentonly
r_experimental_lag_limiter$$ developmentonly
vis_sunlight_enable$Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)$ developmentonly cheat
vis_enable$Toggle static visibility$ developmentonly
r_indirectlighting$Set to use indirect lighting$ cheat
r_rendersun$Render sun lighting$ cheat
r_drawdecals$Set to render decals$ cheat
r_drawviewmodel$Render view model$ clientdll cheat
r_directlighting$Set to use direct lighting$ cheat
r_ssao$Set to use screen-space ambient occlusion$ developmentonly
r_force_zprepass$0: Force z prepass off. 1: Force on. -1: Don't force$ cheat
r_zprepass_normals$0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.$ cheat
r_translucent$Enable rendering of translucent geometry$ cheat
r_worldlod$Set to enable world LOD$ cheat
r_showsunshadowdebugrendertargets$Set to render sun shadow render targets$ cheat
r_showdebugoverlays$Set to render debug overlays$ cheat
r_showsceneobjectbounds$Show scenesystem object bounding boxes$ cheat
r_showsunshadowdebugsplitvis$Set to render sun shadow split visibility debugger$ cheat
r_show_hipoly_draw_calls$Transparent wireframe overlay for draw calls with triangle count higher than specified number$ cheat
r_showdebugrendertarget$Set the debug render target to show, 0 == disable$ cheat
fog_enable$Enable fog$ clientdll cheat
mat_wireframe$0=Off, 1=Surface Wireframe, 2=Transparent Wireframe$ cheat
mat_fullbright$$ cheat
mat_max_lighting_complexity$$ cheat
mat_luxels$$ cheat
mat_lpv_luxels$$ cheat
r_drawskybox$Render the 2d skybox.$ cheat
r_size_cull_threshold_fade$% above the screen size percentage where we will start fading out (==0 will disable fading).$ developmentonly
r_size_cull_threshold$Threshold of screen size percentage below which objects get culled$ developmentonly
r_size_cull_threshold_shadow$Threshold of sun shadow map size percentage below which objects get culled$ cheat
r_drawblankworld$Render blank instead of the game world$ cheat
fog_override_enable$Use fog_override convars instead of world fog data$ cheat
fog_override_start$$ cheat
fog_override_end$$ cheat
fog_override_max_density$$ cheat
fog_override_exponent$$ cheat
r_dof_override$$ cheat
r_dof_override_near_blurry$$ cheat
r_dof_override_near_crisp$$ cheat
r_dof_override_far_crisp$$ cheat
r_dof_override_far_blurry$$ cheat
r_dof_override_tilt_to_ground$$ cheat
mat_shading_complexity$Visualize shading complexity$ cheat
mat_overdraw$Visualize overdraw$ cheat
tv_relay_rate$default rate for relays$ developmentonly
tv_instant_replay_full_frame$Send embedded full frames$ developmentonly
tv_instant_replay_full_frame_time$Seconds between full frame embeddeds$ developmentonly
tv_extended_logging$$ developmentonly
tv_instant_replay_full_frame_build_threaded$Build the full frames on a seperate job thread$ developmentonly
tv_threaded_merge_entity_deltas$Enable SourceTV threading of delta merging$ developmentonly
spec_replay_leadup_time$Replay time in seconds before the highlighted event$ replicated release
tv_broadcast_url$URL of the broadcast relay$ release
tv_broadcast_url1$URL of the broadcast relay1$ release
r_drawpanorama$Enable the rendering of panorama UI$ cheat
input_downimpulsevalue$$ developmentonly clientdll
input_upimpulsevalue$$ developmentonly clientdll
input_filter_relative_analog_inputs$$ clientdll archive
bug_submitter_override$$ archive
r_skip_precache_validation_check$$ developmentonly
sv_pause_on_console_open$1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.$ archive
r_add_views_in_pre_output$$ developmentonly
r_extra_render_frames$$ cheat
con_enable$Allows the console to be activated.$ archive
r_debug_draw_safe_area_insets$Render safe area insets as wireframe.$ developmentonly
input_forceuser$Force user input to this split screen player.$ cheat
mouse_disableinput$Set to disable mouse input$ developmentonly
input_button_code_is_scan_code$Bind keys based on keyboard position instead of key name$ archive
convars_echo_toggle_changes$Echo to the console changes caused by toggling.$ developmentonly
joy_axisx_relative$$ archive per_user
joy_axisy_relative$$ archive per_user
joy_axisz_relative$$ archive per_user
joy_axisr_relative$$ archive per_user
joy_axisu_relative$$ archive per_user
joy_axisv_relative$$ archive per_user
joy_axisx_deadzone$$ archive per_user
joy_axisy_deadzone$$ archive per_user
joy_axisz_deadzone$$ archive per_user
joy_axisr_deadzone$$ archive per_user
joy_axisu_deadzone$$ archive per_user
joy_axisv_deadzone$$ archive per_user
player0_using_joystick$$ archive
tv_enable$Activates SourceTV on server.$ notify release
tv_enable1$Activates SourceTV[1] on server.$ notify release
clientport$If non-zero, client binds port to specific address.  Usually you should leave this blank to use a different random system-assigned port for each connection.$ release
hostport$Host game server port$ release
tv_port$Host SourceTV port$ release
r_vconsole_foregroundforcerender$When VConsole is in the foreground, force all engine & tools to render$ developmentonly
r_always_render_all_windows$Always force all engine & tools to render$ developmentonly
r_force_render_frame_count$The number of frames to render when a$ developmentonly
splitscreen_mode$$ archive
jpeg_quality$Set jpeg screenshot quality. [1..100]$ developmentonly
screenshot_subdir$Set the screenshot directory.$ developmentonly
screenshot_prefix$Set the screenshot auto naming prefix.$ developmentonly
screenshot_width$Screenshot width. -1 for screen width.$ developmentonly
screenshot_height$Screenshot height. -1 for screen height.$ developmentonly
cl_playback_screenshots$Allows the client to playback screenshot and jpeg commands in demos.$ developmentonly
voice_sequence_maximum_wait_time$When receiving packets out of sequence, wait this many seconds for missing sequences to arrive$ developmentonly
voice_always_sample_mic$For systems experiencing a hang/stall when using voice chat.$ archive
snd_mute_losefocus$$ archive
voice_threshold$$ clientdll archive
voice_threshold_delay$$ developmentonly
soundsystem_update_async$$ developmentonly
stats_display$Displays perf statistics information$ developmentonly
stats_collect_gpu$While doing stats_display, collect GPU perf counters. Used for stats_print_gpu.$ developmentonly
vprof_counters$$ developmentonly
vprof_counters_show_minmax$$ developmentonly
debug_draw_enable$$ developmentonly replicated
engine_rendersystem_used$Rendersystem option in use (changing this does not change the rendersystem).$ developmentonly
engine_rendersystem_init$Rendersystem option requested (changing this does not change the rendersystem).$ developmentonly
engine_platform_name_extended$Platform the engine is running on.$ developmentonly
engine_ostype$OS type the engine is running on.$ developmentonly
engine_cpu_info_extended$CPU the engine is running on.$ developmentonly
cl_language$Language$ developmentonly
sys_minidumpspewlines$Lines of crash dump console spew to keep.$ release
sv_maxrate$Max bandwidth rate allowed on server, 0 == unlimited$ replicated release
sv_minrate$Min bandwidth rate allowed on server, 0 == unlimited$ replicated release
sys_minidumpexpandedspew$$ developmentonly
report_connection_failure_percentage$$ developmentonly
engine_no_focus_sleep$$ archive
engine_no_focus_sleep_vconsole_suppress$When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior$ developmentonly
engine_show_frame_pacing$$ developmentonly
battery_saver$OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on$ archive
mobile_fps_limit$MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60$ archive
mobile_fps_increase_during_touch$MOBILE_FPS_CONTROL: If true we increase framerate limit during touch$ archive
mobile_fps_increase_during_charging$MOBILE_FPS_CONTROL: If true we increase framerate limit while charging$ archive
mobile_fps_increase_during_hfr_animations$MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions.$ developmentonly missing0
fps_max$Frame rate limiter.  0=no limit.  Does not apply to dedicated server.$ archive release
fps_max_ui$Frame rate limiter while the game UI is displayed.  0=no limit.  Does not apply to dedicated server.$ archive
fps_max_tools$Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit.$ archive
sv_fps_max$Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.$ developmentonly missing0
async_serialize$Force async reads to serialize for profiling$ developmentonly
con_logfile_suffix$Suffix to append to the console log, may be changed to reopen the log$ developmentonly
gameevents_showevents$Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).$ developmentonly
gameevents_showeventlisteners$Show listening addition/removals$ developmentonly
execute_command_every_frame$$ cheat
engine_show_frame_dispatch$show frame dispatch names.$ developmentonly
engine_show_frame_ticks$$ developmentonly
engine_show_frame_multiple_ticks$$ developmentonly
engine_vr_max_ticks_to_simulate$Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.$ developmentonly
engine_render_only$$ developmentonly
engine_allow_multiple_ticks_per_frame$When the client is catching up in low frame rate situations, should we run tick more than once a frame?$ developmentonly
engine_allow_multiple_simulates_per_frame$When the client is catching up in low frame rate situations, should we run client simulate more than once a frame?$ developmentonly
engine_client_tick_pad_enable$$ developmentonly
ss_voice_hearpartner$Route voice between splitscreen players on same system.$ developmentonly
sv_max_unreliable_delta_size$Maximum allowable entity delta size over unreliable delivery.$ developmentonly
sv_disable_reliable_delta_retransmit$Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.$ developmentonly
sv_ents_write_alarm$Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds$ release
sv_filterban$Set packet filtering by IP mode$ developmentonly
sv_banid_enabled$Whether server supports banid command$ release
sv_banid_dev_enabled$$ developmentonly
sv_max_queries_sec$Maximum queries per second to respond to from a single IP address.$ release
sv_max_queries_window$Window over which to average queries per second averages.$ release
sv_max_queries_sec_global$Maximum queries per second to respond to from anywhere.$ release
sv_logblocks$If true when log when a query is blocked (can cause very large log files)$ release
sv_logsdir$Folder in the game directory where server logs will be stored.$ archive
sv_logfile$Log server information in the log file.$ archive
sv_logflush$Flush the log file to disk on each write (slow).$ archive
sv_logecho$Echo log information to the console.$ archive
sv_log_onefile$Log server information to only one file.$ archive
sv_logbans$Log server bans in the server logs.$ archive
sv_parallel_packentities$Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.$ release
sv_networkvar_validate$Validate each StateChanged against known offsets.$ release
sv_enable_delta_packing$When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.$ release
sv_usenetworkvars$Use networkvar system.$ developmentonly
sv_networkvar_perfieldtracking$Track individual field offset changes, rather than a single dirty flag for the whole entity.$ release
tv_allow_camera_man_override$Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields present in all network packets, in every snapshot. This allows the secondary cameraman (-interactivecaster that connects to a tv port) to override those fields some seconds later regardless of whether they changed originally or not.$ release
sv_enable_alternate_baselines$Allow alternate baseline system, set to 2 for debugging spew.$ release
rcon_password$remote console password.$ dontrecord release server_cannot_query
rcon_connected_clients_allow$Allow clients to use rcon commands on server.$ replicated release
vconsole_rcon_server_details$when non-empty allows for easy vconsole connection to the dedicated server.$ dontrecord release server_cannot_query
sv_rcon_banpenalty$Number of minutes to ban users who fail rcon authentication$ developmentonly
sv_rcon_maxfailures$Max number of times a user can fail rcon authentication before being banned$ developmentonly
sv_rcon_minfailures$Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned$ developmentonly
sv_rcon_minfailuretime$Number of seconds to track failed rcon authentications$ developmentonly
sv_rcon_log$Enable/disable rcon logging.$ developmentonly
closecaption$Enable close captioning.$ clientdll archive userinfo
hostname$Hostname for server.$ release
hostname_in_client_status$Show server hostname in client status.$ release
developer$Set developer message level.$ developmentonly release
violence_hblood$Draw human blood$ archive
violence_hgibs$Show human gib entities$ archive
violence_ablood$Draw alien blood$ archive
violence_agibs$Show alien gib entities$ archive
sv_unlockedchapters$Highest unlocked game chapter.$ archive
name$$ archive per_user
mem_test_quiet$Don't print stats when memtesting$ developmentonly
mem_test_each_frame$Run heap check at end of every frame$ developmentonly
mem_test_every_n_seconds$Run heap check at a specified interval$ developmentonly
engine_sse42$turn on sse4.2 optimizations in the engine$ developmentonly
sv_temp_baseline_string_table_buffer_size$Buffer size for writing string table baselines$ developmentonly
tv_playcast_delay_resync$To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure$ release
tv_playcast_showerrors$Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" )$ missing0 release
tv_playcast_origin_auth$Get request X-Origin-Auth string$ missing0 release
tv_playcast_max_rcvage$$ missing0 release
tv_playcast_max_rtdelay$$ missing0 release
tv_playcast_delay_prediction$$ release
tv_playcast_retry_timeout$In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync$ release
tv_broadcast_keyframe_interval$The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server$ release
tv_broadcast_keyframe_interval1$The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server$ release
tv_broadcast_startup_resend_interval$The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails)$ release
tv_broadcast_max_requests$Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.$ release
tv_broadcast_max_requests1$Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.$ release
tv_broadcast_drop_fragments$Drop every Nth fragment$ missing0 release
tv_broadcast_terminate$Terminate every broadcast with a stop command$ missing0 release
tv_broadcast_origin_auth$X-Origin-Auth header of the broadcast POSTs$ missing0 release
tv_broadcast_origin_auth1$X-Origin-Auth header of the broadcast1 POSTs$ missing0 release
tv_broadcast_origin_delay$Injection delay request for CDN rebroadcast frameworks, seconds$ missing0 release
tv_maxrate$Max SourceTV spectator bandwidth rate allowed, 0 == unlimited$ release
tv_rate_multiplier$Multiply requested rate by this value to adjust Dota TV send rate$ developmentonly
tv_relaypassword$SourceTV password for relay proxies$ protected notify dontrecord release
tv_chattimelimit$Limits spectators to chat only every n seconds$ release
tv_chatgroupsize$Set the default chat group size$ release
tv_grouprelaydatareliable$When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays$ developmentonly
tv_grouprelaydataunreliable$When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays$ developmentonly
tv_grouprelaydatavoice$Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays$ developmentonly
tv_autoretry$Relay proxies retry connection after network timeout$ release
tv_timeout$SourceTV connection timeout in seconds.$ release
tv_snapshotrate$Snapshots broadcast per second$ replicated release
tv_snapshotrate1$Snapshots broadcast per second, GOTV[1]$ release
demo_writefullupdate_rate$Interval time in seconds to write full updates to demo.$ developmentonly
sv_replaysdir$Directory to store replays in$ developmentonly
tv_demo_starttick$$ developmentonly
tv_maxclients$Maximum client number on SourceTV server.$ release
tv_maxclients_relayreserved$This number of relay client connections are reserved for SourceTV relays.$ release
tv_update_hibernation_enabled$Allow SourceTV to control server hibernation state.$ developmentonly
tv_autorecord$Automatically records all games as SourceTV demos.$ release
tv_broadcast$Automatically broadcasts all games as GOTV demos through Steam.$ release
tv_broadcast1$Automatically broadcasts all games as GOTV[1] demos through Steam.$ release
tv_name$SourceTV host name$ release
tv_password$SourceTV password for all clients$ protected notify dontrecord release
tv_advertise_watchable$GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password$ protected notify dontrecord release
tv_window_size$Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system$ developmentonly
tv_enable_delta_frames$Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.$ release
tv_overridemaster$Overrides the SourceTV master root address.$ release
tv_dispatchmode$Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always$ release
tv_transmitall$Transmit all entities (not only director view)$ replicated release
tv_debug$SourceTV debug info.$ release
tv_title$Set title for SourceTV spectator UI$ release
tv_deltacache$Enable delta entity bit stream cache$ release
tv_relayvoice$Relay voice data: 0=off, 1=on$ release
tv_secret_code$When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly$ developmentonly
tv_relay_secret_code$When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly$ developmentonly
tv_relay_quit_after_game$Quit after a game has been relayed, do not hibernate$ developmentonly
entity_log_load_unserialize$Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client$ gamedll clientdll replicated cheat
demo_recordcommands$Record commands typed at console into .dem files.$ cheat
demo_quitafterplayback$Quits game after demo playback.$ release
demo_pauseatservertick$Pauses demo playback at server tick$ developmentonly
demo_usefastgoto$Use fast frame skipping when available for demo_goto commands.$ developmentonly
timedemo_start$Starts timedemo on given tick.$ developmentonly
timedemo_end$Ends timedemo on given tick.$ developmentonly
demo_flush$Flush writing the demo file every network update$ archive
demo_allow_game_mismatch$Allow playback of demo even if game directories are not matched [may crash or fail to load].$ developmentonly
demo_debug$Turn on demo debug spew.$ developmentonly
cl_showdemooverlay$How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)$ developmentonly
cl_flushentitypacket$For debugging. Force the engine to flush an entity packet.$ cheat
cl_parallel_readpacketentities$Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).$ developmentonly
cl_parallel_readpacketentities_threshold$Use parallel processing of snapshot reading if above this many entries.$ developmentonly
cl_profilereadpacketentities$$ developmentonly
cl_parallel_readpacketentities_type$.   -1 = use default (parallel controller split).   0 = single threaded combined (i.e., ReadFieldList and Decode combined into one call).   1 = single threaded split (first pass ReadFieldList, second pass Decode).       2 = worker thread for decode (main thread does ReadFieldList, worker thread does Decode).       3 = parallel combined (threadpool does read/decode on work items in parallel).  4 = parallel split.     5 = parallel controller combined (like parallel, but uses a parallelcontroller so each thread in pool can share a single SerializedEntity.
        6 = parallel controller split.$ developmentonly
instant_replay$Enable instant replay recording.$ developmentonly
instant_replay_history_limit$Maximum amount of minutes to save history (0 is unlimited).$ developmentonly
instant_replay_history_limit_low$Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).$ developmentonly
rcon_address$Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) $ dontrecord release server_cannot_query
cl_clock_correction$Enable/disable clock correction on the client.$ cheat
cl_clockdrift_max_ticks$Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.$ cheat
cl_clock_showdebuginfo$Show debugging info about the clock drift, 1= resets, 2=adjustments, 3=verbose$ developmentonly
cl_clock_correction_force_server_tick$Force clock correction to match the server tick + this offset (-999 disables it).$ cheat
cl_clock_correction_adjustment_max_amount$Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.$ cheat
cl_clock_correction_adjustment_min_offset$If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.$ cheat
cl_clock_correction_adjustment_max_offset$As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.$ cheat
cl_resend$Delay in seconds before the client will resend the 'connect' attempt$ release
cl_connectionretrytime_p2p$Number of seconds over which to spread retry attempts for P2P.$ release
password$Current server access password$ archive dontrecord server_cannot_query
cl_clockdbg$$ developmentonly
cl_clock_unhook$$ developmentonly
cl_timeout$After this many seconds without receiving a packet from the server, the client will disconnect itself$ archive
cl_disconnect_soundevent$This soundevent is called to stop the desired soundevents when the game is disconnected.$ developmentonly
tv_nochat$Don't receive chat messages from other SourceTV spectators$ archive userinfo
cl_ignorepackets$Force client to ignore packets (for debugging).$ cheat
cl_predict_after_every_createmove$run prediction after every CreateMove instead of only after CreateMove for the final tick in a frame.$ developmentonly
spec_replay_rate_base$Base time scale of Killer Replay.Experimental.$ replicated release
rate$Min bytes/sec the host can receive data$ archive userinfo
cl_usercmd_dbg$show usercmd payload sizing info for packets with more than this many usercmds$ developmentonly
cl_usercmd_maxcount$max number of CUserCmds to send in one packet$ release
r_aspectratio$$ developmentonly
cl_interpolate$Interpolate entities on the client.$ developmentonly clientdll userinfo
cl_cache_sendtable$Cache sendtables$ developmentonly
cl_sendtable_cache_filename$Send tables cache file$ developmentonly
cl_spawngroup_spewresources$Spew all manifest add/updates.$ developmentonly
cl_log_tick$Log when a tick is received.$ developmentonly
cl_log_tick_skips$Log when the tick delta >= this$ developmentonly
cl_spawngroup_log$Dump the contents of the next spawngroup manifest to file.$ developmentonly
cl_debug_overlays_broadcast$Render debug overlays from server.$ release
sv_pausable_dev$Whether listen server is pausable when running -dev and playing solo against bots$ developmentonly
sv_pausable_dev_ds$Whether dedicated server is pausable when running -dev and playing solo against bots$ developmentonly
sv_pure_kick_clients$If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.$ release
sv_pure_trace$If set to 1, the server will print a message whenever a client is verifying a CRC for a file.$ release
sv_cheats$Allow cheats on server$ notify replicated release
sv_lan$Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )$ release
sv_pausable$Is the server pausable.$ release
sv_voicecodec$Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.$ release
sv_pvs_max_distance$if set, adds a maximum range to PVS/PAS checks$ replicated release
sv_parallel_sendsnapshot$Set to 1 to use threading snapshot sending on listen servers, 2 for dedicated servers.$ release
sv_skyname$Current name of the skybox texture$ gamedll clientdll archive replicated
sv_debug_overlays_bandwidth$Broadcast server debug overlays traffic$ release
sv_debug_overlays_broadcast$Broadcast server debug overlays$ notify cheat release
sv_voiceenable$$ archive notify release
voice_debugfeedbackfrom$$ developmentonly
sv_reserve_slots_for_reconnecting_players_kick_prior$Kick a previously connected player with the same steamID if a replacement comes along$ developmentonly
sv_memlimit$If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.$ cheat release
sv_hibernate_postgame_delay$# of seconds to wait after final client leaves before hibernating.$ release
sv_hibernate_when_empty$Puts the server into extremely low CPU usage mode when no clients connected$ release
sv_shutdown_immediately_on_request$The server will always shutdown on receiving the shutdown request, even if not hibernating$ developmentonly
sv_search_key$$ release
sv_region$The region of the world to report this server in.$ release
sv_cluster$Data center cluster this server lives in.$ release
sv_instancebaselines$Enable instanced baselines. Saves network overhead.$ developmentonly
sv_stats$Collect CPU usage stats$ developmentonly
sv_password$Server password for entry into multiplayer games$ protected notify dontrecord release
sv_tags$Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.$ notify release
sv_visiblemaxplayers$Overrides the max players reported to prospective clients$ release
sv_alternateticks$If set, server only simulates entities on even numbered ticks..$ sponly release
sv_steamgroup$The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.$ notify release
sv_steamgroup_exclusive$If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.$ release
sv_hosting_lobby$$ developmentonly replicated
sv_mmqueue_reservation$Server queue reservation$ developmentonly dontrecord
sv_mmqueue_reservation_timeout$Time in seconds before mmqueue reservation expires.$ developmentonly
sv_mmqueue_reservation_extended_timeout$Extended time in seconds before mmqueue reservation expires.$ developmentonly
spawngroup_ignore_timeouts$$ developmentonly
sv_snapshot_unlimited$For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume.  You may run out of memory of course...$ replicated release
sv_timeout$After this many seconds without a message from fully connected client, the client is dropped$ developmentonly
spec_replay_enable$Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)$ replicated release missing3
spec_replay_message_time$How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time$ replicated release
spec_replay_rate_limit$Minimum allowable pause between replay requests in seconds$ replicated release
spec_replay_on_death$When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players$ replicated release
replay_debug$$ replicated release
sv_maxclientframes$$ developmentonly
sv_extra_client_connect_time$Seconds after client connect during which extra frames are buffered to prevent non-delta'd update$ developmentonly
sv_maxreplay$Maximum replay time in seconds$ developmentonly
sv_stressbots$If set to 1, the server calculates data and fills packets to bots. Used for perf testing.$ release
sv_sendtables$Force full sendtable sending path.$ developmentonly
fs_async_threads$Number of IO threads in async filesystem (-1 == auto)$ developmentonly
fs_report_async_io$$ developmentonly
fs_report_sync_opens$0:Off, 1:Always, 2:Not during load$ release
fs_report_long_reads$0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold$ developmentonly
fs_warning_mode$0:Off, 1:Warn main thread, 2:Warn other threads$ developmentonly
fs_fake_read_delay_ms$Add N ms of delay to every low-level read operation, to simulate a slow disk$ developmentonly
filesystem_buffer_size$Size of per file buffers. 0 for none$ developmentonly
filesystem_unbuffered_io$$ developmentonly
filesystem_native$Use native FS or STDIO$ developmentonly
filesystem_max_stdio_read$$ developmentonly
filesystem_report_buffered_io$$ developmentonly
filesystem_fake_latency$$ developmentonly
cl_cursor_scale$Cursor size scaling factor.$ archive
cl_auto_cursor_scale$Automatic cursor size scaling.$ archive
joy_wingmanwarrior_centerhack$Wingman warrior centering hack.$ archive
joy_wingmanwarrior_turnhack$Wingman warrior hack related to turn axes.$ archive
joy_axisbutton_threshold$Analog axis range before a button press is registered.$ archive
resourcesystem_multiframe_finalize_time_msec$Max time to spend finalizing resources per frame in miliseconds.$ developmentonly
d3d_max_feature_level$Report the maximum D3D feature level available.$ developmentonly
r_low_latency$NVIDIA Low Latency (0 = off, 1 = on, 2 = on + boost)$ developmentonly
r_low_latency_trigger_flash$NVIDIA Low Latency Trigger Flash$ developmentonly
r_suppress_redundant_state_changes$$ developmentonly
r_draw_first_tri_only$$ cheat
r_draw_instances$$ cheat
r_texturefilteringquality$0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x$ developmentonly
r_fullscreen_gamma$Screen Gamma (only in fullscreen modes)$ archive
r_wait_on_present$$ developmentonly
r_async_shader_compile_notify_frequency$$ developmentonly
r_multigpu_num_gpus_found$$ developmentonly
r_multigpu_num_gpus_used$$ developmentonly
r_dx11_software_cmd_lists$Enable Software Command lists for DX11 (Avoid using deferred contexts)$ developmentonly
r_use_memory_budget_model$Use a model of GPU memory use to determine budget rather than querying the OS.$ developmentonly
r_renderdoc_open_captures$$ developmentonly
r_timestamp_query_multiplier$Set the TIMESTAMP query cycle multiplier, for drivers that lie$ developmentonly
r_pipeline_stats_present_flush$Experimental: Set to 1 to enable full GPU pipeline flushing after each present.$ developmentonly
r_pipeline_stats_command_flush$Experimental: Set to 1 to enable full GPU pipeline flushing after each command list.$ developmentonly
r_pipeline_stats_use_flush_api$Experimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries.$ developmentonly
r_pipeline_stats_flush_before_sleeping$Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.$ developmentonly
r_frame_sync_enable$$ developmentonly
r_force_no_present$Force the render device to not present frames.$ cheat
multigpu_skip_transfers$$ developmentonly
multigpu_skip_semaphores$$ developmentonly
r_texture_pool_size$Total size of the texture pool in MB$ developmentonly
r_texture_stream_mip_bias$Biases the mip level the texture streaming system choses to stream for each texture.$ developmentonly
r_max_texture_pool_size$Upper limit on texture pool size.$ developmentonly
r_texture_nonstreaming_load$Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.$ developmentonly
r_texture_hookup_uses_threadpool$Async Texture hookup uses its own threadpool instead of the global pool.$ developmentonly
r_texture_stream_max_resolution$Maximum resolution for top mip level in streaming textures. -1 = ignored.$ developmentonly
r_texture_stream_resolution_bias$$ developmentonly
r_validate_texture_streaming$Dumps state of texture streaming at the next frame boundary.$ developmentonly
r_fallback_texture_orange$Display fallback texture as orange$ developmentonly
r_texture_eager_eviction$$ developmentonly
r_texture_stream_throttle_amount$$ developmentonly
r_texture_stream_throttle_count$$ developmentonly
r_texture_stream_throttle_count_over_budget$$ developmentonly
r_texture_streamout_unthrottle_ms$After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.$ developmentonly
r_texture_streaming_timesliced$$ developmentonly
r_texture_budget_dynamic$Dynamically adjust texture streaming budget based on GPU memory usage.$ developmentonly
r_texture_budget_update_period$Time (in seconds) between updating texture memory budget.$ developmentonly
r_texture_budget_threshold$Reduce texture memory pool size when this percentage of the budget is full.$ developmentonly
r_texture_pool_reduce_rate$Reduce texture memory pool size by this many MB / s when over budget.$ developmentonly
r_texture_pool_increase_rate$Increase texture memory pool size by this many MB / s when under budget.$ developmentonly
r_texture_stream_resolution_bias_update_period$$ developmentonly
r_texture_stream_resolution_bias_increase_rate$$ developmentonly
r_texture_stream_resolution_bias_decrease_rate$$ developmentonly
r_texture_stream_resolution_bias_min$$ developmentonly
mat_shader_cache$$ developmentonly
mat_warn_bad_modes$$ developmentonly
mat_assert_on_error_shader_use$$ developmentonly
mat_hide_error_shader$$ developmentonly
mat_shading_complexity_color$$ cheat
mat_shading_complexity_max_instruction_count$$ cheat
mat_shading_complexity_max_register_count$$ cheat
mat_overdraw_color$$ cheat
font_show_glyph_miss$$ developmentonly
mat_colorcorrection$$ developmentonly
mat_viewportscale$Scale down the main viewport (to reduce GPU impact on CPU profiling)$ developmentonly clientdll
@panorama_disable_blur$$ developmentonly missing0
@panorama_disable_box_shadow$$ developmentonly missing0
@panorama_disable_render_callbacks$$ developmentonly missing0
@panorama_disable_draw_fancy_quad$$ developmentonly missing0
@panorama_disable_layer_clear$$ developmentonly missing0
@panorama_disable_draw_text$$ developmentonly missing0
@panorama_force_text_shadow_strength$$ developmentonly missing0
@panorama_disable_draw_text_shadow$$ developmentonly missing0
@panorama_disable_layer_cache$$ developmentonly missing0
@panorama_use_backbuffer_directly$$ developmentonly missing0
@panorama_highlight_composition_layers$$ developmentonly missing0
@panorama_highlight_slow_operations$$ developmentonly missing0
@panorama_highlight_bad_opacity_masks$$ developmentonly missing0
@panorama_stats_log_time$$ developmentonly missing0
@panorama_min_comp_layer_cache_cost$$ developmentonly missing0
@panorama_comp_layer_lru_lifetime$$ developmentonly missing0
@panorama_command_reordering$$ developmentonly missing0
@panorama_composition_atlas$$ developmentonly missing0
@panorama_temp_comp_layer_min_dimension$$ developmentonly missing0
@panorama_disable_render_target_cache$$ developmentonly missing0
@panorama_render_target_cache_max_size$$ developmentonly missing0
snd_ui_spatialization_spread$$ developmentonly cheat
panorama_spew_async_event_substring$If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.$ developmentonly missing0
panorama_js_minidumps$Enable sending minidumps on JS Exceptions.$ developmentonly missing0
@panorama_max_fps$$ developmentonly missing0
@panorama_max_overlay_fps$$ developmentonly missing0
@panorama_max_oof_overlay_up_fps$$ developmentonly missing0
@panorama_large_dispatch_event_queue$$ developmentonly missing0
@panorama_frame_limit_v8_gc_microseconds$$ developmentonly missing0
@panorama_reload_animations$$ developmentonly missing0
@panorama_debug_overlay_opacity_min$$ missing0 archive
@panorama_debug_overlay_opacity_max$$ missing0 archive
@panorama_debug_overlay_opacity$$ missing0 archive
@panorama_cache_command_list_repaint_threshold$$ developmentonly missing0
@panorama_cache_command_list_size_threshold$$ developmentonly missing0
@panorama_disallow_hover_styles$$ developmentonly missing0
@panorama_debug_ready_for_display$$ developmentonly missing0
@panorama_style_flag_force_invalidate$Force style invalidation of the entire panel subtree when adding / removing style flags.$ developmentonly missing0
@panorama_classes_force_invalidate$Force style invalidation of the entire panel subtree when adding / removing classes.$ developmentonly missing0
@panorama_show_fps$$ developmentonly
@panorama_show_fps_scale$$ developmentonly
@panorama_clear_frames_on_device_restore$$ developmentonly missing0
@panorama_disable_descendant_filtering$Disable descendant selector filtering$ developmentonly missing0
@panorama_suspend_paint$$ developmentonly missing0
@panorama_enable_secondary_layout_pass$$ developmentonly missing0
@panorama_joystick_axis_repeat_interval_start$$ developmentonly missing0
@panorama_joystick_axis_repeat_interval_end$$ developmentonly missing0
@panorama_joystick_axis_repeat_curve_time$$ developmentonly missing0
@panorama_joystick_button_repeat_interval_start$$ developmentonly missing0
@panorama_joystick_button_repeat_interval_end$$ developmentonly missing0
@panorama_joystick_button_repeat_curve_time$$ developmentonly missing0
@panorama_steampad_button_repeat_interval_start$$ developmentonly
@panorama_steampad_button_repeat_interval_end$$ developmentonly
@panorama_steampad_button_repeat_curve_time$$ developmentonly
@panorama_debug_dead_pad$$ developmentonly
steamcontroller_flow_sensitivity$$ developmentonly
@panorama_dragscroll_affordance$Minimum mouse movement in pixels before a move is treated as a drag scroll$ developmentonly missing0
@panorama_dragscroll_mintime$Minimum time that the mouse button must be down before a move is treated as a drag scroll$ developmentonly missing0
@panorama_dragscroll_velocitymultiplier$Multiplier for flick velocity off of actual measured velocity$ developmentonly missing0
forceactivecontrollertype$$ developmentonly missing0
@panorama_spew_layout_invalidates$$ developmentonly missing0
@panorama_transition_time_factor$A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast$ developmentonly missing0
@panorama_max_text_shadow_strength$$ developmentonly missing0
@panorama_allow_transitions$$ developmentonly missing0
@panorama_2d_translate_no_comp_layer$$ developmentonly missing0
@panorama_might_scroll_no_comp_layer$$ developmentonly missing0
@panorama_box_shadow_no_comp_layer$$ developmentonly missing0
@panorama_simple_borders_no_comp_layer$$ developmentonly missing0
@panorama_allow_texture_composition_layer_fast_path$$ developmentonly missing0
@panorama_transforms_no_comp_layer$$ developmentonly missing0
@panorama_transform_parents_no_layer_for_perspective$$ developmentonly missing0
@panorama_hsbc_through_fast_path$$ developmentonly missing0
@panorama_track_render_commands$$ developmentonly missing0
lua_assert_on_error$$ developmentonly
lua_shipping_assert_on_error$$ developmentonly
dti_report_stddev_threshold$For network encoding stats, provide a notes field if field change count is above this many standard deviations for the average field change counts for the serializer.$ release
net_culloptimization$Enable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon.$ developmentonly
net_filelogging$Log packets to files$ developmentonly
net_qosinterval_spew$Spew QoS interval data as we gather it$ developmentonly
net_qospacketloss_percentage_threshold$Spew a warning if packet loss percentage is above this threshold$ developmentonly
net_log_processing$Log network processing$ developmentonly
net_showudp$Dump UDP packets summary to console$ release
net_showudp_remoteonly$Dump non-loopback udp only$ release
net_showmsg$Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP$ developmentonly
net_showreliable$Like net_showmsg, but only spew reliable messages$ developmentonly
net_showpeaks$Show messages for large packets only: <size>$ developmentonly
net_showdrop$Show dropped packets in console$ developmentonly
net_compresspackets_minsize$Don't bother compressing packets below this size.$ developmentonly
net_restrict_showmsg_socket$If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.$ developmentonly
net_max_message_process_count$Maximum number of messages to process from a client in a single frame (0 == no limit).$ developmentonly
net_max_message_queue_size$Maximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit$ developmentonly
net_detailed_canpacket_log$$ developmentonly
net_showoob$Show connectionless UDP traffic.$ developmentonly
ip$Overrides IP for multihomed hosts$ release
hostip$Host game server ip$ release
net_public_adr$For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" )$ release
net_usesocketsforloopback$Use network sockets layer even for listen server local player's packets (multiplayer only).$ developmentonly
net_maxroutable$Requested max packet size before packets are 'split'.$ archive userinfo
net_p2p_listen_dedicated$Should dedicated server listen for new-style P2P?$ developmentonly
net_fs_showindirections$$ developmentonly
labelled_debug_helper_show_text$$ gamedll clientdll replicated cheat
labelled_debug_helper_show_position$$ gamedll clientdll replicated cheat
labelled_debug_helper_arc_segments$$ gamedll clientdll replicated cheat
labelled_debug_helper_enabled$$ gamedll clientdll replicated cheat
labelled_debug_helper_scale$$ gamedll clientdll replicated cheat
labelled_debug_helper_skeleton_show_bone_names$$ gamedll clientdll replicated cheat
ik_debug_perlin_solver$$ developmentonly gamedll clientdll replicated
model_default_preview_sequence_name$$ gamedll clientdll archive replicated
phys_build_mesh_wings$$ developmentonly
ik_hinge_debug_bone_index$$ gamedll clientdll replicated cheat
ik_debug_chain_to_filter_by$$ gamedll clientdll replicated cheat
mesh_calculate_curvature_smooth_pass_count$$ gamedll clientdll replicated cheat
mesh_calculate_curvature_smooth_invert$$ gamedll clientdll replicated cheat
mesh_calculate_curvature_smooth_weight$$ gamedll clientdll replicated cheat
anim_decode_forcewritealltransforms$Force BatchAnimationDecode to write transformations for all bones$ developmentonly
iv_debugbone$Debug bone name for interpolation spew of CAnimationState.$ release
skel_constraints_enable$$ replicated cheat
cl_skel_constraints_enable$$ replicated cheat
sv_skel_constraints_enable$$ replicated cheat
anim_resource_validate_on_load$Validates the animation group channel list against the animations on load for every animation$ release
animgraph_footlock_ground_roll$$ developmentonly
animgraph_motionmatching_print_compressionstats$$ developmentonly replicated
animgraph_force_full_network_updates$$ developmentonly
animgraph_enable_dirty_netvar_optimization$$ developmentonly
animgraph_verify_dirty_netvar_optimization$$ developmentonly
animgraph_footlock_enabled$A master convar that effectively disables the entire footlock node.$ developmentonly replicated
animgraph_footlock_hip_offset_enable$$ developmentonly
animgraph_footlock_tilt_mode$$ developmentonly
animgraph_footlock_use_hip_shift$$ developmentonly
animgraph_footlock_draw_footbase$$ developmentonly
animgraph_footlock_trace_ground_enabled$Convar for toggling foot lock ground tracking.$ developmentonly replicated
animgraph_footlock_calculate_tilt$$ developmentonly replicated
animgraph_footlock_auto_ledge_detection$Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom$ developmentonly replicated
animgraph_footlock_auto_stair_detection$Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step$ developmentonly replicated
animgraph_footlock_debug_foot_index$$ developmentonly replicated
animgraph_footlock_debug_type$$ developmentonly replicated
ik_debug_groundtraces$Show IK trace related details$ developmentonly gamedll clientdll replicated
animgraph_slowdownonslopes_enabled$$ developmentonly replicated
animgraph_ik_debug$$ developmentonly
ik_debug_fabrik_backwards_enabled$$ developmentonly
ik_debug_fabrik_forwards_enabled$$ developmentonly
ik_debug_fabrik_backwards_iterations$$ developmentonly
ik_debug_fabrik_forwards_iterations$$ developmentonly
ik_fabrik_align_chain$$ developmentonly
ik_fabrik_override_num_iterations$$ developmentonly
ik_fabrik_forwards_enabled$$ developmentonly
ik_fabrik_backwards_enabled$$ developmentonly
ik_debug_dogleg3bone$$ developmentonly
ik_debug_dogleg3bone_enabled$$ developmentonly
ik_debug_all_chains_unique_color_per_chain$$ developmentonly
ik_debug_planetilt$$ developmentonly
ik_debug_planetilt_axis_length$$ developmentonly
ik_planetilt_enable$$ developmentonly
ik_debug_constraints$$ developmentonly
ik_final_fixup_enable$$ developmentonly
ik_debug_targets$$ developmentonly
ik_constraints_enabled$$ developmentonly
ik_enable$Enable IK.$ cheat
phys_implicit_integarator$Use implicit integrator for gyroscopic forces$ developmentonly notify replicated
phys_drag_multiplier$Multiply air drag$ developmentonly notify replicated
phys_buoyancy_horizontal_damping_multiplier$Multiply water damping for buoyancy affecting linear velocity in the horizontal plane$ developmentonly notify replicated
phys_buoyancy_vertical_damping_multiplier$Multiply water damping for buoyancy affecting linear velocity in the vertical direction$ developmentonly notify replicated
phys_buoyancy_angular_damping_multiplier$Multiply water damping for buoyancy affecting angular velocity$ developmentonly notify replicated
phys_buoyancy_drag_multiplier$Multiply water drag (tries to equalize object velocity with the velocity of the water flow)$ developmentonly notify replicated
phys_fastaddcloneshape$$ developmentonly
rubikon_joint_deepdebugging$$ developmentonly
rubikon_joint_always_draw_at_pivot_point$$ developmentonly
phys_debug_showdefaultmaterial$If enabled, surfaces with default material are highlighted in physics debug geometry.$ cheat
phys_build_mass$$ developmentonly
phys_build_bounds$$ developmentonly
physics_hull_sphere_cast_sat_experimental$$ developmentonly
cloth_step$$ developmentonly
cloth_sleep_threshold$$ developmentonly
cloth_resim_after$$ developmentonly
cloth_max_ticks_per_frame$$ developmentonly
cloth_step_variability$$ developmentonly
cloth_interpolation_strategy$$ developmentonly
cloth_rigid_update$$ developmentonly
cloth_quasistatic_iters$$ developmentonly
cloth_per_bone_scale_enable$Enable per-bone scale in cloth, an experimental feature that is to be universally enabled after a small period of testing$ developmentonly
cloth_guard_threshold$$ developmentonly
cloth_watch$$ developmentonly replicated
cloth_debug$$ developmentonly
cloth_damping_multiplier$$ developmentonly
cloth_damping_bias$$ developmentonly
cloth_ground_plane_thickness$$ developmentonly
cloth_node_debug_axis_length$$ developmentonly
cloth_quad_smooth_rate$$ developmentonly
cloth_rod_smooth_rate$$ developmentonly
cloth_quad_smooth_iterations$$ developmentonly
cloth_rod_smooth_iterations$$ developmentonly
cloth_debug_draw_nodepth_alpha$$ developmentonly
cloth_ground_offset$$ developmentonly
cloth_legacy_stretch_force$$ developmentonly
cloth_legacy_support$$ developmentonly
cloth_wind$$ developmentonly
cloth_wind_pitch$$ developmentonly
cloth_dry_drag$$ developmentonly
cloth_dry_drag_soften$$ developmentonly
cloth_approximate_collide$$ developmentonly
phys_validate$$ developmentonly
phys2_debug_broadphase$$ developmentonly
physics_sphere_cast_with_epsilon_experimental$$ developmentonly
cloth_simulate$$ developmentonly
cloth_batch$$ developmentonly
cl_jiggle_bone_debug$Display physics-based 'jiggle bone' debugging information$ cheat
cl_jiggle_bone_debug_yaw_constraints$Display physics-based 'jiggle bone' debugging information$ cheat
cl_jiggle_bone_debug_pitch_constraints$Display physics-based 'jiggle bone' debugging information$ cheat
cl_jiggle_bone_invert$$ cheat
cl_jiggle_bone_sanity$Prevent jiggle bones from pointing directly away from their target in case of numerical instability.$ developmentonly
phys_jiggle_bone_enable$$ developmentonly
phys_old_contact_draw$$ developmentonly
phys2_contact_debug_draw_size$$ developmentonly
phys_cull_internal_mesh_contacts$$ developmentonly replicated
phys_fast_report_contacts$when 1, fast path for collision reporting is implemented making triggers faster in some cases$ developmentonly
hullivr_edge_merge_tan$Should we try to straighten two faces connected to this edge? (tangent)$ developmentonly replicated
hullivr_faceisland_merge_tan$Should we try to straighten an island of faces deviating from their average normal (tangent)?$ developmentonly replicated
hullivr_faceisland_merge_disp$Should we straighten face island if the displacement is this much? (inches)$ developmentonly replicated
hullivr_version$$ developmentonly replicated
vphysics_force_apply_magnitude$$ developmentonly
vphysics_return_implicit_velocity$$ developmentonly
phys_position_iterations$$ developmentonly
phys_velocity_iterations$$ developmentonly
vphys2_friction_factor$Change global friction factor$ cheat
vphys2_restitution_factor$Change global restitution factor$ cheat
phys_reload_immediately$Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)$ developmentonly
cloth_reload_immediately$$ developmentonly
phys_step_threaded$$ developmentonly
snd_occlusion_bounces$$ replicated cheat
snd_occlusion_indirect_radius$$ developmentonly cheat
snd_occlusion_debug_listener_pos$$ developmentonly cheat
snd_occlusion_indirect_min$$ developmentonly cheat
snd_occlusion_indirect_max$$ developmentonly cheat
snd_sos_show_operator_pause_entry$$ cheat
snd_steamaudio_pathing_enablevis$Enable visualization for pathing.$ cheat
snd_steamaudio_pathing_enablevalidationvis$Enable visualization for pathing validation.$ cheat
snd_sos_show_operator_stop_entry$$ cheat
snd_sos_limit_self$$ developmentonly
snd_sos_show_queuetotrack$$ cheat
snd_sos_show_voice_elapsed_time$$ developmentonly
snd_sos_show_soundevent_start$$ cheat
snd_sos_show_operator_init$$ cheat
snd_sos_show_operator_updates$$ cheat
snd_sos_show_operator_shutdown$$ cheat
snd_sos_list_operator_updates$$ cheat
snd_sos_show_operator_event_filter$$ cheat
snd_sos_show_operator_operator_filter$$ cheat
snd_sos_show_operator_not_executing$$ cheat
snd_sos_show_operator_event_and_stack$$ cheat
snd_sos_show_operator_field_filter$$ cheat
snd_sos_print_full_field_info$$ cheat
snd_sos_print_field_references$$ cheat
snd_sos_show_soundevent_param_overwrite$$ cheat
snd_sos_max_event_base_depth$$ developmentonly
snd_sos_show_parameter_overwrite_warnings$$ developmentonly
snd_sos_opvar_debug$$ cheat
snd_sos_show_opvar_updates$$ cheat
snd_sos_show_opvar_updates_filter$$ cheat
snd_sos_soundevent_filter$$ cheat
snd_sos_pause_system$$ cheat
snd_sos_block_stop_global_stack$$ cheat
snd_sos_block_global_stack$$ cheat
snd_sos_ingame_debug$$ cheat
snd_sos_show_track_list$$ developmentonly
snd_sequencer_show_bpm$$ cheat
snd_sequencer_show_events$$ cheat
snd_sequencer_show_quantize_queue$$ cheat
snd_enable_subgraph_log$$ developmentonly
snd_enable_subgraph_corenull_passthrough$$ developmentonly
silence_dsp$When on, silences all DSP mixes.$ cheat
adsp_room_min$$ developmentonly
adsp_duct_min$$ developmentonly
adsp_hall_min$$ developmentonly
adsp_tunnel_min$$ developmentonly
adsp_street_min$$ developmentonly
adsp_alley_min$$ developmentonly
adsp_courtyard_min$$ developmentonly
adsp_openspace_min$$ developmentonly
adsp_openwall_min$$ developmentonly
adsp_openstreet_min$$ developmentonly
adsp_opencourtyard_min$$ developmentonly
adsp_debug$$ archive
adsp_door_height$$ developmentonly
adsp_wall_height$$ developmentonly
adsp_low_ceiling$$ developmentonly
snd_mergemethod$Sound merge method (0 == sum and clip, 1 == max, 2 == avg).$ developmentonly
snd_gamevolume$Game volume$ archive
snd_voipvolume$Voice volume$ archive
snd_gamevoicevolume$Game v.o. volume$ archive
snd_delay_sound_ms_shift$Sound device synchronization shift (ms)$ developmentonly
snd_delay_sound_ms_max$Sound device synchronization max delay (ms)$ developmentonly
volume$Sound volume$ archive
snd_toolvolume$Volume of sounds in tools (e.g. Hammer, SFM)$ archive
snd_musicvolume$Music volume$ archive
snd_autodetect_latency$$ archive
snd_mixahead$$ archive
snd_mix_async$$ developmentonly cheat
dsp_dist_min$$ cheat demo
dsp_dist_max$$ cheat demo
dsp_mix_min$$ developmentonly demo
dsp_mix_max$$ developmentonly demo
dsp_db_min$$ developmentonly demo
dsp_db_mixdrop$$ developmentonly demo
snd_showstart$$ cheat
snd_filter$$ cheat
dsp_automatic$$ developmentonly demo
dsp_off$$ cheat
dsp_volume$$ archive demo
dsp_vol_5ch$$ developmentonly demo
dsp_vol_4ch$$ developmentonly demo
dsp_vol_2ch$$ developmentonly demo
snd_mixer_master_level$$ cheat
snd_mixer_master_dsp$$ cheat
snd_showclassname$$ cheat
snd_list$$ cheat
snd_disable_mixer_solo$$ cheat
snd_soundmixer$$ developmentonly
snd_disable_mixer_duck$$ cheat
snd_soundmixer_version$$ developmentonly
snd_async_spew_blocking$Spew message to console any time async sound loading blocks on file i/o.$ developmentonly
snd_refdist$Reference distance for snd_refdb$ cheat
snd_refdb$Reference dB at snd_refdist$ cheat
snd_gain$$ archive
snd_gain_max$$ cheat
snd_gain_min$$ cheat
snd_sos_default_update_stack$$ developmentonly
snd_compare_KV_convert$$ developmentonly
snd_sos_use_case_sensitive_soundevents$$ developmentonly
snd_sos_soundevent_deferred_interval_time$$ developmentonly
snd_sos_soundevent_max_deferred_time$$ developmentonly
speaker_config$$ archive
sound_device_override$ID of the sound device to use$ archive release
snd_enable_imgui$Game/Sound System Debugger$ developmentonly archive cheat menubar_item
snd_hrtf_distance_behind$HRTF calculations will calculate the player as being this far behind the camera.$ developmentonly
dota_enable_spatial_audio$Flag to enable spatial audio in Dota 2.$ developmentonly
dota_spatial_audio_mix$Mix value to blend spatial and non-spatial audio in Dota 2.$ developmentonly
snd_vmix_show_input_updates$If set to 1, show all incoming updates to vmix inputs..$ cheat
snd_vmix_override_mix_decay_time$If set > 0, overrides how long the decay time is on all mix graphs (in seconds)..$ cheat
snd_report_verbose_error$If set to 1, report more error found when playing sounds..$ cheat
snd_envelope_rate$$ cheat
snd_ducktovolume$$ archive
snd_duckerattacktime$$ archive
snd_duckerreleasetime$$ archive
snd_duckerthreshold$$ archive
voice_loopback$$ userinfo
voice_fadeouttime$$ developmentonly
voice_stall_ms$$ developmentonly
voice_min_buffer_ms$$ developmentonly
voice_initial_buffer_ms$$ developmentonly
snd_sos_show_block_debug$Spew data about the list of block entries.$ cheat
snd_sos_show_entry_match_free$$ developmentonly
snd_op_test_convar$$ cheat
snd_dsp_distance_min$$ cheat
snd_dsp_distance_max$$ cheat
snd_sos_report_entity_deleted$$ developmentonly
snd_sos_calc_angle_debug$$ replicated cheat
snd_sos_show_mixgroup_path_errors$$ developmentonly
snd_occlusion_debug$$ gamedll clientdll replicated cheat
cl_snd_cast_clear$$ developmentonly
cl_snd_cast_retrigger$$ developmentonly
snd_occlusion_min_wall_thickness$$ replicated cheat
snd_occlusion_report$$ developmentonly cheat
snd_occlusion_override$$ developmentonly replicated cheat
snd_occlusion_visualize$$ developmentonly cheat
snd_occlusion_rays$$ replicated cheat
snd_steamaudio_max_occlusion_samples$The maximum number of rays that can be traced for volumetric occlusion by Steam Audio.$ cheat
snd_steamaudio_num_rays$The number of rays to trace for reflection modeling by Steam Audio.$ cheat
snd_steamaudio_num_diffuse_samples$The number of directions considered for ray bounce by Steam Audio.$ cheat
snd_steamaudio_num_bounces$The maximum number of times any ray can bounce when using Steam Audio.$ cheat
snd_steamaudio_num_threads$Sets the number of threads used for realtime reflection by Steam Audio.$ cheat
snd_steamaudio_ir_duration$The time delay between a sound being emitted and the last audible reflection in Steam Audio.$ cheat
snd_steamaudio_ambisonics_order$The amount of directional detail in the simulated by Steam Audio.$ cheat
snd_steamaudio_max_convolution_sources$The maximum number of simultaneous sources that can be modeled by Steam Audio.$ cheat
snd_steamaudio_reverb_order$Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.$ developmentonly
snd_steamaudio_hybrid_reverb_transition_time$Set the transition time (in seconds) between convolution and parametric reverb.$ developmentonly
snd_steamaudio_hybrid_reverb_overlap$Set the overlap fraction (0 to 1) for hybrid reverb.$ developmentonly
snd_steamaudio_reverb_update_rate$Set the maximum update rate (in Hz) for reverb.$ developmentonly
snd_steamaudio_enable_custom_hrtf$Enable custom HRTF loading.$ developmentonly
snd_steamaudio_active_hrtf$Index of active HRTF.$ developmentonly
snd_steamaudio_enable_pathing$This variable is checked by soundstack to globally enabling pathing for audio processing.$ cheat
snd_steamaudio_load_pathing_data$If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.$ cheat
snd_steamaudio_load_reverb_data$If set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.$ cheat
mat_tonemap_csgo_force_rate$$ cheat
mat_tonemap_csgo_force_accelerate_exposure_down$$ cheat
mat_tonemap_csgo_force_use_alpha$$ cheat
mat_tonemap_csgo_force_scale$$ cheat
mat_tonemap_csgo_uncap_exposure$$ cheat
mat_tonemap_csgo_debug$$ developmentonly
mat_tonemap_csgo_bloom_start_value$$ cheat
mat_tonemap_csgo_bloom_scale$$ cheat
volume_fog_enable_jitter$$ cheat
volume_fog_enable_stereo$$ cheat
volume_fog_disable$$ cheat
volume_fog_clipmap_update$$ cheat
volume_fog_clipmaps_enabled$$ cheat
volume_fog_intermediate_textures_hdr$$ developmentonly
volume_fog_enlarge_frusta$$ cheat
volume_fog_dither_scale$$ cheat
volume_fog_show_volumes$$ cheat
volume_fog_width$$ developmentonly
volume_fog_height$$ developmentonly
volume_fog_depth$$ developmentonly
volume_fog_jitter_offset_random$$ developmentonly
r_light_probe_volume_debug_grid_albedo$albedo for LPV debug grid$ cheat
rtx_force_default_hitgroup$Forces all ray traced geometry to use default hit shaders instead of specialized ones.$ developmentonly
csm_slope_scale_db_override$$ cheat
csm_split_log_scalar$$ cheat
csm_res_override_0$$ cheat
csm_res_override_1$$ cheat
csm_res_override_2$$ cheat
csm_res_override_3$$ cheat
csm_bias_override_0$$ cheat
csm_bias_override_1$$ cheat
csm_bias_override_2$$ cheat
csm_bias_override_3$$ cheat
csm_max_num_cascades_override$Number of cascades in sunlight shadow$ developmentonly
csm_max_shadow_dist_override$$ developmentonly
csm_viewmodel_shadows$$ developmentonly
csm_viewmodel_max_shadow_dist$$ cheat
csm_viewmodel_farz$$ cheat
csm_viewmodel_max_visible_dist$$ cheat
csm_viewdir_shadow_bias$$ cheat
csm_cascade_viewdir_shadow_bias_scale$$ cheat
csm_cascade0_override_dist$$ cheat
csm_cascade1_override_dist$$ cheat
csm_cascade2_override_dist$$ cheat
csm_cascade3_override_dist$$ cheat
r_stereo_multiview_instancing$Use multiview instancing for stereo rendering.$ cheat
sc_log_submits$Log out display list submits from scenesystem$ cheat
sc_max_framebuffer_copies_per_layer$$ developmentonly
sc_queue_reflection_views_to_layers$$ developmentonly
sc_show_rejected_objects$$ developmentonly
sc_show_rejected_objects_range$$ developmentonly
sc_allow_secondary_contexts$$ developmentonly
sc_force_single_display_list_per_layer$$ developmentonly
sc_parallel_render_a_view$$ developmentonly
sc_no_cull$$ developmentonly
sc_no_vis$$ developmentonly
sc_bounds_group_cull$$ developmentonly
sc_disable_culling_boxes$$ cheat
sc_layer_batch_threshold$$ developmentonly
sc_layer_batch_threshold_fullsort$$ developmentonly
sc_disable_shadow_materials$$ cheat
sc_disable_shadow_fastpath$$ cheat
sc_extended_stats$$ cheat
sc_hdr_enabled_override$Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110$ developmentonly
r_lightBinnerFarPlane$$ cheat
r_cs_skinning$$ developmentonly
sc_force_translation_in_projection$If enabled, the camera's translation will be included in the projection matrix.$ cheat
sc_dump_lists$$ cheat
sc_disable_baked_lighting$$ developmentonly
sc_check_world$$ cheat
sc_lod_distance_scale_override$$ cheat
r_fallback_texture_lod_scale$Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure$ cheat
r_texture_lod_scale$Scale factor for requested texture size (texture streaming)$ cheat
sc_force_lod_level$$ cheat
sc_reject_all_objects$$ cheat
sc_skip_traversal$$ cheat
sc_disable_procedural_layer_rendering$$ cheat
sc_only_render_shadowcasters$$ cheat
sc_only_render_opaque$$ cheat
sc_skip_identical_rt_binds$$ developmentonly
sc_throw_away_all_layers$$ developmentonly
sc_keep_all_layers$$ developmentonly
sc_batch_layer_cb_updates$$ developmentonly
sc_new_morph_atlasing$$ developmentonly
sc_spew_cmt_usage$$ developmentonly
sc_disableThreading$$ cheat
r_shadows$$ cheat
debugoverlay_show_text_outline$Toggle display of box around text$ cheat
debugoverlay_force_respect_ttl$Force respect TTL even when clearing scopes$ cheat
screenmessage_show$Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present$ cheat
debugoverlay_ignore_source$Draw everything normal and ignore the source for rendering$ cheat
debugoverlay_draw_current$Tell debugoverlay to not draw any entries that have aged out by the time of rendering. Useful if sim runs more often than rendering.$ cheat
r_reset_character_decals$$ developmentonly
r_character_decal_resolution$$ developmentonly
r_character_decal_renderdoc_capture$$ developmentonly
r_fullscreen_quad_single_triangle$$ developmentonly
r_ssao_radius$$ developmentonly
r_ssao_bias$$ developmentonly
r_ssao_strength$$ developmentonly
r_ssao_blur$$ developmentonly
mat_tonemap_force_min$$ cheat
mat_tonemap_force_max$$ cheat
mat_tonemap_force_percent_target$Override. Old default was 45.$ cheat
mat_tonemap_force_percent_bright_pixels$Override. Old value was 1.0$ cheat
mat_tonemap_force_average_lum_min$Override. Old default was 3.0$ cheat
mat_tonemap_force_rate$$ cheat
mat_tonemap_force_accelerate_exposure_down$$ cheat
mat_tonemap_force_use_alpha$$ cheat
mat_tonemap_force_scale$$ cheat
mat_tonemap_uncap_exposure$$ cheat
mat_tonemap_debug$$ developmentonly
mat_tonemap_force_log_lum_min$$ cheat
mat_tonemap_force_log_lum_max$$ cheat
mat_tonemap_bloom_start_value$$ cheat
mat_tonemap_bloom_scale$$ cheat
sc_show_tonemap_visualizer$SceneSystem/Tonemap Visualizer$ developmentonly cheat menubar_item
mat_tonemap_csgo_force_min$$ cheat
mat_tonemap_csgo_force_max$$ cheat
mat_tonemap_csgo_force_percent_target$Override. Old default was 45.$ cheat
mat_tonemap_csgo_force_percent_bright_pixels$Override. Old value was 1.0$ cheat
mat_tonemap_csgo_force_average_lum_min$Override. Old default was 3.0$ cheat
sc_show_gpu_profiler$SceneSystem/GPU Profiler$ developmentonly cheat menubar_item
sc_show_texture_visualizer$SceneSystem/Texture Visualizer$ developmentonly cheat menubar_item
sc_draw_aggregate_meshes$SceneSystem/Aggregates/Draw Aggregates$ developmentonly menubar_item
sc_aggregate_gpu_culling$Toggles GPU culling of aggregate meshes$ developmentonly
sc_aggregate_gpu_occlusion_culling$$ developmentonly
sc_aggregate_gpu_culling_show_culled$SceneSystem/Aggregates/Show GPU Culled Meshes$ developmentonly menubar_item
sc_aggregate_gpu_culling_conservative_bounds$$ developmentonly
sc_aggregate_material_solo$$ developmentonly cheat
r_aoproxy_min_dist$$ developmentonly
r_aoproxy_min_dist_box$$ developmentonly
r_aoproxy_cull_dist$Distance to cull the AO proxy as a factor of size$ developmentonly
r_morphing_enabled$$ cheat
r_skinning_enabled$$ cheat
sc_force_push_constant_update_every_draw$$ developmentonly
sc_allow_dynamic_constant_batching$$ developmentonly
sc_visualize_sceneobjects$1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6 == LPV Binding$ developmentonly
sc_visualize_batches$color per batch$ developmentonly
sc_mesh_backface_culling$$ developmentonly
sc_force_materials_batchable$$ cheat
sc_disable_world_materials$$ cheat
fog_override$Overrides the map's fog settings (-1 populates fog_ vars with map's values)$ clientdll cheat
fog_color$$ clientdll cheat
fog_hdrcolorscale$$ clientdll cheat
r_dither_scale$$ developmentonly
lb_cubemap_normalization_max$$ developmentonly
lb_cubemap_normalization_roughness_begin$$ developmentonly
r_directional_lightmaps$$ developmentonly
r_light_probe_volume_debug_colors$$ cheat
r_cubemap_debug_colors$$ cheat
r_light_probe_volume_debug_grid$Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all$ cheat
r_light_probe_volume_debug_grid_bbox$Show LPV bounding box when debug grid is on, 0: off, 1: on$ cheat
lb_shadow_map_culling$$ cheat
lb_allow_time_sliced_shadow_map_rendering$Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi$ developmentonly
lb_convert_to_barn_lights_falloff_match_point$$ developmentonly
lb_sun_csm_size_cull_threshold_texels$Size, in texels, where we will cull an object in the shadowmap$ developmentonly
lb_csm_override_staticgeo_cascades$Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value$ developmentonly
lb_csm_override_staticgeo_cascades_value$If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects$ developmentonly
sc_cache_envmap_lpv_lookup$$ developmentonly
r_cpu_light_binner_use_gpu$$ developmentonly
r_cpu_light_binner_default_spec_env_fade_time$$ developmentonly
r_cpu_light_binner_allow_sun_shadows_on_spots$$ developmentonly
r_cpu_light_binner_shadow_target_size$$ developmentonly
r_cpu_light_binner_spot_shadow_size$$ developmentonly
r_cpu_light_binner_32bit_shadows$$ developmentonly
sc_override_shadow_fade_min_dist$$ cheat
sc_override_shadow_fade_max_dist$$ cheat
lb_enable_lights$SceneSystem/LightBinner/Enable Lights$ developmentonly cheat menubar_item
lb_enable_envmaps$SceneSystem/LightBinner/Enable EnvMaps$ developmentonly cheat menubar_item
lb_use_illumination_silhouette$SceneSystem/LightBinner/Use Illumination Bounds$ developmentonly cheat menubar_item
lb_use_ellipsoid_bounds$$ developmentonly cheat
lb_debug_silhouette$SceneSystem/LightBinner/Debug Silhouettes$ developmentonly cheat menubar_item
lb_debug_tiles$SceneSystem/LightBinner/Debug Tiles$ developmentonly cheat menubar_item
lb_enable_stationary_lights$Allows rendering stationary/mixed lights$ developmentonly cheat
lb_enable_dynamic_lights$Allows rendering dynamic lights$ developmentonly cheat
lb_enable_shadow_casting$Allow stationary/dynamic lights to cast shadows.$ developmentonly
lb_enable_baked_shadows$SceneSystem/LightBinner/Enable Baked Shadows$ developmentonly cheat menubar_item
lb_mixed_shadows$SceneSystem/LightBinner/Enable Mixed Shadows$ developmentonly cheat menubar_item
lb_debug_shadow_atlas$SceneSystem/LightBinner/Debug Dynamic Shadow Atlas$ developmentonly cheat menubar_item
lb_debug_light_bounds$SceneSystem/LightBinner/Debug Light Bounds$ developmentonly cheat menubar_item
lb_show_light_fog_clipmap_cb_cost$Show cost of lights in fog clipmap constant buffer. yellow = 1 cost, red = 6 cost$ cheat
lb_enable_binning$SceneSystem/LightBinner/Enable Binning$ developmentonly menubar_item
lb_tile_pixels$$ developmentonly
lb_bin_slices$$ developmentonly
lb_shadow_texture_width_override$Override width of shadow atlas texture$ developmentonly
lb_shadow_texture_height_override$Override height of shadow atlas texture$ developmentonly
lb_csm_cascade_size_override$Override width/height of individual cascades in the CSM$ developmentonly
lb_csm_receiver_plane_depth_bias$Depth bias applied to shadow receiver$ developmentonly
lb_csm_draw_alpha_tested$$ developmentonly
lb_csm_draw_translucent$$ developmentonly
lb_enable_sunlight$SceneSystem/LightBinner/Enable Sunlight$ developmentonly cheat menubar_item
lb_low_quality_shader_fade_region_rescale$For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.$ developmentonly cheat
lb_max_visible_envmaps_override$Override maximum visible envmaps$ developmentonly cheat
lb_max_visible_barn_lights_override$Override maximum visible barn lights$ developmentonly cheat
lb_shadow_map_allocation_failure_policy$What happens when a shadow map fails allocation? 0 = don't render, 1 = render unshadowed$ developmentonly cheat
lb_enable_legacy_point_light_shadows$Enable shadows on legacy light_omni (non-barn) lights, not supported by cpu lightbinner$ developmentonly cheat
r_pixelvisibility_partial$$ cheat
r_dopixelvisibility$$ cheat
r_pixelvisibility_spew$$ cheat
r_drawpixelvisibility$Show the occlusion proxies$ developmentonly
r_render_to_cubemap_debug$$ developmentonly clientdll
r_draw_overlays$$ developmentonly
sc_use_clear_subrect$$ developmentonly
sc_enable_discard$$ developmentonly
sc_disable_spotlight_shadows$$ cheat
sc_shadow_depth_bias_state_override$$ developmentonly
sc_shadow_depth_bias$$ developmentonly
sc_shadow_slopescale_depth_bias$$ developmentonly
sc_shadow_depth_bias_clamp$$ developmentonly
r_light_probe_volume_debug_grid_prim$0: spheres, 1: cubes$ cheat
r_light_probe_volume_debug_grid_samplesize$sphere radius (world) for LPV debug grid$ cheat
r_light_probe_volume_debug_grid_roughness$roughness for LPV debug grid$ cheat
r_light_probe_volume_debug_grid_metalness$metalness for LPV debug grid$ cheat
r_grass_vertex_lighting$$ developmentonly
r_grass_alpha_test$$ developmentonly
r_grass_start_fade$$ developmentonly
r_grass_end_fade$$ developmentonly
r_grass_density_mode$0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1$ developmentonly
r_grass_quality$0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra$ developmentonly
r_grass_max_brightness_change$$ developmentonly
r_grass_allow_flattening$$ developmentonly
r_grass_parallel_load$$ developmentonly
r_render_world_node_bounds$Render world node bounds$ cheat
r_lightmap_size$Maximum lightmap resolution.$ developmentonly
r_lightmap_size_directional_irradiance$Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size$ developmentonly
r_lightmap_set$Lightmap set to use, only works on map load$ cheat
r_world_allow_bindless_desc$$ developmentonly
sc_allow_precomputed_vismembers$$ developmentonly
r_drawworld$Render the world.$ cheat
r_world_wind_strength$$ developmentonly
r_world_wind_offset_speed$$ developmentonly
r_world_wind_frequency_grass$$ developmentonly
r_world_wind_frequency_trees$$ developmentonly
r_world_wind_dir$$ developmentonly
r_world_wind_smooth_time$$ developmentonly
r_world_frame_load_threshold_ms$$ developmentonly
r_particle_max_detail_level$The maximum detail level of particle to create$ developmentonly
r_drawparticles$Enable/disable particle rendering$ cheat
r_draw_particle_children_with_parents$Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)$ cheat
r_particle_debug_filter$Limit debug visualizations to substring match of effect name$ developmentonly
r_particle_debug_randomseeds$Use random seeds in debug$ developmentonly
r_particle_render_test$render particles 100 times and show perf$ developmentonly
r_particle_render_refreshes_sleep_timer$Disable to get a better look at what's happening offscreen$ developmentonly
particles_multiplier$Multiply # of rendered particles by this for perf testing$ cheat
r_particle_min_timestep$A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.$ developmentonly
particle_snapshot_allow_combined_models$$ developmentonly
r_particle_max_draw_distance$The maximum distance that particles will render$ cheat
particle_layer_id_whitelist$$ developmentonly
cl_particle_batch_mode$$ developmentonly
cl_particle_fallback_multiplier$Multiplier for falling back to cheaper effects under load.$ developmentonly
cl_particle_fallback_base$Base for falling back to cheaper effects under load.$ developmentonly
cl_particle_retire_cost$$ cheat
cl_particle_simulate$Enables/Disables Particle Simulation$ cheat
cl_particle_max_count$$ developmentonly
cl_aggregate_particles$$ developmentonly
r_freezeparticles$Pause particle simulation$ cheat
r_threaded_particles$$ developmentonly
r_particle_timescale$$ developmentonly
r_particle_debug_force_simulation$-1 for all asleep, 1 for all awake$ developmentonly
cl_particle_log_creates$Print debug message every time a particle collection is created$ developmentonly
cl_particle_sim_fallback_threshold_ms$Amount of simulation time that can elapse before new systems start falling back to cheaper versions$ developmentonly
cl_particle_sim_fallback_base_multiplier$How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is.  Higher numbers are more aggressive.$ developmentonly
r_particle_cables_cast_shadows$$ developmentonly
particle_powsimd_random_range_exp$$ developmentonly
r_particle_max_texture_layers$$ developmentonly
r_particle_mixed_resolution_viewstart$$ developmentonly
r_particle_enable_fastpath$$ developmentonly
r_particle_force_material_binds$$ developmentonly
panorama_debugger_theme$$ clientdll archive
@panorama_debug_movies$$ developmentonly missing0 clientdll
@panorama_movie_async_load_size_bytes$$ developmentonly missing0 clientdll
@panorama_movie_force_not_ready_behavior$$ developmentonly missing0 clientdll
@console_position_and_size$$ missing0 clientdll archive
@console_max_history$$ developmentonly missing0 clientdll
@console_max_autocomplete$$ developmentonly missing0 clientdll
@console_max_lines$$ developmentonly missing0 clientdll
@panorama_dragscroll_minflickvelocity$Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick$ developmentonly missing0 clientdll
@panorama_dragscroll_maxflickvelocity$Maximum velocity for a drag scroll flick$ developmentonly missing0 clientdll
@panorama_daisy_wheel$Daisy wheel input mode: RS | ABXY$ developmentonly missing0 clientdll
nav_path_optimizer_debug$$ gamedll cheat
nav_path_jump_process_debug$$ gamedll cheat
nav_path_debug$$ gamedll cheat
nav_smooth_enable$$ gamedll cheat
nav_smooth_use_opt$$ gamedll cheat
nav_smooth_separating_dist_override$$ gamedll cheat
nav_smooth_calc_z$$ gamedll cheat
nav_smooth_constrain_results$$ gamedll cheat
nav_smooth_constrain_results_relax$$ gamedll cheat
nav_smooth_constrain_spring$$ gamedll cheat
nav_smooth_constrain_spring_relax$$ gamedll cheat
nav_smooth_draw_calc$$ gamedll cheat
nav_smooth_draw_boundary$$ gamedll cheat
nav_smooth_draw_constraint_spline$$ gamedll cheat
nav_smooth_draw_constraint_spring$$ gamedll cheat
nav_smooth_draw_speed$$ gamedll cheat
nav_smooth_draw_accel$$ gamedll cheat
nav_smooth_spring_const_override$$ gamedll cheat
nav_smooth_spring_tension_max_override$$ gamedll cheat
nav_smooth_spring_forward_dist_base$$ gamedll cheat
nav_smooth_spring_forward_dist_time_limit$$ gamedll cheat
nav_smooth_spring_factor_dist$$ gamedll cheat
nav_smooth_spring_factor_deriv$$ gamedll cheat
nav_smooth_spring_factor_speed$$ gamedll cheat
nav_smooth_spring_max_dist$$ gamedll cheat
nav_smooth_spring_timestep_min$$ gamedll cheat
nav_smooth_spring_timestep_max$$ gamedll cheat
nav_smooth_spring_timestep_factor_speed$$ gamedll cheat
nav_smooth_spring_timestep_factor_accel$$ gamedll cheat
nav_smooth_spring_yaw_rotation_speed$$ gamedll cheat
nav_smooth_spring_yaw_threshold$$ gamedll cheat
nav_smooth_relax$$ gamedll cheat
nav_smooth_relax_use_timesteps$$ gamedll cheat
nav_curve_iter$$ gamedll cheat
nav_curve_step$$ gamedll cheat
nav_curve_max_step$$ gamedll cheat
nav_curve_set$$ gamedll cheat
nav_curve_lock$$ gamedll cheat
nav_curve_alt$$ gamedll cheat
nav_pathfind_debug_log$$ gamedll cheat
nav_pathfind_debug_draw$$ gamedll cheat
nav_pathfind_debug_draw_errors$$ gamedll cheat
nav_pathfind_debug_draw_costs$$ gamedll cheat
nav_pathfind_debug_draw_total_costs$$ gamedll cheat
nav_pathfind_inadmissable_heuristic_factor$$ gamedll cheat
population_distribution_debug$$ developmentonly gamedll replicated
nav_bfs_debug$$ gamedll cheat
nav_search_lattice_progressive_scale$$ developmentonly gamedll
nav_search_lattice_initial_scale$$ developmentonly gamedll
navspace_debug_pathfind$$ gamedll cheat
navspace_debug_stringpull$$ gamedll cheat
navspace_debug_trace$$ gamedll cheat
navspace_debug_transition_calc$$ gamedll cheat
navspace_create_water_transition_connections$$ gamedll cheat
navspace_create_water_smooth_connections$$ gamedll cheat
navspace_create_tactial_connections$$ gamedll cheat
navspace_draw_water_changes$Draw changes in water volumes$ gamedll cheat
navspace_block_size_max$$ gamedll cheat
npcsolve_path_lookahead_const$$ developmentonly gamedll
npcsolve_path_lookahead_dist$$ developmentonly gamedll
npcsolve_path_close_const$$ developmentonly gamedll
npcsolve_path_close_max_tension$$ developmentonly gamedll
npcsolve_path_vel_const$$ developmentonly gamedll
npcsolve_attract_draw$$ developmentonly gamedll
npcsolve_drag_linear$$ developmentonly gamedll
npcsolve_constraint_npc$$ developmentonly gamedll
npcsolve_constraint_nav$$ developmentonly gamedll
npcsolve_separation$$ developmentonly gamedll
npcsolve_separation_const$$ developmentonly gamedll
npcsolve_separation_dist$$ developmentonly gamedll
npcsolve_separation_r2$$ developmentonly gamedll
npcsolve_separation_jitter$$ developmentonly gamedll
npcsolve_separation_draw$$ developmentonly gamedll
npcsolve_forward$$ developmentonly gamedll
npcsolve_forward_const$$ developmentonly gamedll
npcsolve_forward_dist$$ developmentonly gamedll
npcsolve_forward_margin$$ developmentonly gamedll
navnetsolve_draw_tri$$ developmentonly gamedll
fire_extinguishes_under_water$$ developmentonly gamedll clientdll replicated
nav_volume_debug$Draw or print debug information about nav volume queries.$ gamedll cheat
cojob_max_no_yield_time_us$Will spew if a job takes longer than the specified number of microseconds$ developmentonly gamedll clientdll replicated
cojob_lock_hold_warning_threshold_ms$How long in milliseconds before we warn about lock hold duration$ developmentonly gamedll clientdll replicated
nav_select_hull$Restrict area selection to areas that can support a hull of the given category$ gamedll cheat
nav_select_allow_blocked$When selecting an area under nav_edit, allow area marked as blocked.$ gamedll cheat
nav_select_area_id$Select nav area with matching ID.$ gamedll cheat
nav_select_block_id$Select nav space block with matching ID.$ gamedll cheat
nav_draw_limit$The maximum number of areas to draw in edit mode$ gamedll cheat
nav_drag_selection_volume_zmax_offset$The offset of the nav drag volume top from center$ developmentonly gamedll replicated
nav_drag_selection_volume_zmin_offset$The offset of the nav drag volume bottom from center$ developmentonly gamedll replicated
nav_split_show_line$Show the free split line.$ gamedll cheat
navspace_draw_cluster$$ gamedll cheat
navspace_draw_cluster_neighbor$$ gamedll cheat
nav_test_path$Calculate and draw a path from player/camera position to the test position.$ gamedll cheat
nav_test_path_space$Should nav_test_path test 3d navigation?  1 = space to space, 2 = multi-modal space/ground$ gamedll cheat
nav_test_path_space_fly$Test flight paths$ gamedll cheat
nav_test_path_space_swim$Test swim paths$ gamedll cheat
nav_test_path_lock_start$Lock the pathfinding start to the current intersection point.$ gamedll cheat
nav_test_path_lock_goal$Lock the pathfinding goal to the current intersection point.$ gamedll cheat
nav_test_path_opt$Enable path optimization for nav_edit_path paths.$ gamedll cheat
nav_test_path_opt_transitions$$ gamedll cheat
nav_test_path_expansion_search$Extend nav_test_path by doing an expansion search on that path.  Convar value defines dist.$ gamedll cheat
nav_test_path_move$$ gamedll cheat
nav_test_path_return$Calculate a return path from cursor position to the path calculated by nav_test_path.$ gamedll cheat
nav_test_rays$$ gamedll cheat
nav_test_ray_space$$ gamedll cheat
nav_test_boundary_zone_circle$$ gamedll cheat
nav_test_boundary_zone_path$$ gamedll cheat
nav_test_boundary_zone_rays$$ gamedll cheat
nav_test_boundary_zone_rays_random$$ gamedll cheat
nav_test_boundary_zone_rays_margin$$ gamedll cheat
nav_test_boundary_zone_force$$ gamedll cheat
nav_test_boundary_zone_grid_dim$$ gamedll cheat
nav_test_bfs_lattice_dist_0$$ gamedll cheat
nav_test_bfs_lattice_spacing_0$$ gamedll cheat
nav_test_bfs_lattice_dist_1$$ gamedll cheat
nav_test_bfs_lattice_spacing_1$$ gamedll cheat
nav_test_bfs_lattice_dist_2$$ gamedll cheat
nav_test_bfs_lattice_spacing_2$$ gamedll cheat
nav_test_bfs_lattice_mark$$ gamedll cheat
nav_test_bfs_simple$$ gamedll cheat
nav_test_bfs_lattice_simple$$ gamedll cheat
nav_test_bfs_lattice_hex$Demonstrates searching hexagonal lattice over nav mesh.$ gamedll cheat
nav_test_detour$$ gamedll cheat
nav_test_smooth$$ gamedll cheat
nav_test_smooth_in_yaw$$ gamedll cheat
nav_test_smooth_in_speed$$ gamedll cheat
nav_test_smooth_path_speed$$ gamedll cheat
nav_test_smooth_separating_dist$$ gamedll cheat
nav_test_smooth_spring_const$$ gamedll cheat
nav_test_smooth_spring_tension_max$$ gamedll cheat
nav_test_smooth_extern_push$$ gamedll cheat
nav_test_find_nearest$Calculate the nearest point on the navmesh to the trace point.  Uses selection from nav_select_hull.$ gamedll cheat
nav_test_find_nearest_clear$Calculate the nearest point on the navmesh to the trace point.  Uses selection from nav_select_hull.$ gamedll cheat
nav_test_find_z$$ gamedll cheat
nav_test_multi_connection$$ gamedll cheat
nav_test_split_obstacle$$ gamedll cheat
nav_test_split_obstacle_size$$ gamedll cheat
nav_test_split_obstacle_update_pos$$ gamedll cheat
nav_test_split_obstacle_dirty$$ gamedll cheat
nav_test_split_obstacle_leave$$ gamedll cheat
nav_test_find_random_connected$Demonstrates finding random points that are connected in the nav mesh to the start point.$ gamedll cheat
nav_test_find_random_connected_dist_min$$ gamedll cheat
nav_test_find_random_connected_dist_max$$ gamedll cheat
nav_test_genrt$$ gamedll cheat
nav_test_genrt_place$$ gamedll cheat
nav_test_spline$$ gamedll cheat
nav_test_curve_opt$$ gamedll cheat
nav_test_force_npc_repath$$ gamedll cheat
nav_test_npc_collision$$ gamedll cheat
nav_test_npc_collision_show_geometry$$ gamedll cheat
nav_test_npc_area$$ gamedll cheat
nav_test_pos_name$$ developmentonly gamedll
nav_test_pos_place$$ developmentonly gamedll
sv_no_navmesh$Block loading of the navmesh. Unplayable, only used for memory sampling.$ developmentonly gamedll cheat
nav_genrt_no_split$$ gamedll cheat
nav_genrt_no_splice$$ gamedll cheat
nav_genrt_step$$ gamedll cheat
nav_genrt_debug$$ gamedll cheat
nav_obstruction_draw_dist$$ gamedll cheat
nav_obstacle_validate$$ gamedll cheat
nav_obstruction_draw$$ gamedll cheat
nav_obstruction_draw_fail_block$$ gamedll cheat
nav_debug_blocked$$ gamedll cheat
nav_obstacle_genrt$$ gamedll cheat
nav_obstruction_draw_change$$ gamedll cheat
nav_avoid_obstacles$$ gamedll cheat
nav_path_draw_arrow$$ gamedll cheat
nav_path_draw_tick$$ gamedll cheat
nav_path_draw_areas$$ gamedll cheat
nav_path_draw_connected_areas$$ gamedll cheat
nav_path_draw_ground_segments$$ gamedll cheat
nav_path_draw_ladder_segments$$ gamedll cheat
nav_path_draw_jump_segments$$ gamedll cheat
nav_path_draw_climb_segments$$ gamedll cheat
nav_path_draw_link_segments$$ gamedll cheat
nav_path_debug_compute_with_open_goal$$ gamedll cheat
nav_path_fixup_gap_segments$$ gamedll cheat
nav_path_record_enable$$ gamedll cheat
nav_path_record_draw_last_fail$$ gamedll cheat
nav_path_optimize$$ gamedll cheat
nav_path_optimize_portals$$ gamedll cheat
nav_path_fixup_climb_up_segments$$ gamedll cheat
cq_debug$Verbose command queue logging.$ developmentonly gamedll replicated
cq_force_percent$debugging, force client tick rate faster/slower by specified percentage.$ developmentonly gamedll
cq_buffer_bloat_msecs$max buffer bloat before we reset and discard buffered user commands.$ developmentonly gamedll
cq_min_queue_size$min buffer queue target size.$ developmentonly gamedll
cq_resolve_commands_per_second$once cq_starve_hold_time elapses, we return to cq_min_queue_size over this many commands per second.$ developmentonly gamedll
cq_queue_sample_count$how many frames of samples to store in the buffer sample queue.$ developmentonly gamedll
cq_dropped_command_msecs$max msecs of starved usercmds to queue before dropping any additional.$ developmentonly gamedll
cq_adjust_deadzone_ticks$don't adjust rate faster/slower if average queue is this close to goal.$ developmentonly gamedll
cq_starve_hold_msecs$if we starve, we hold the faster time dilation for at least this many msecs.$ developmentonly gamedll
cq_starve_increment_msecs$if we starve, we increment target queue only this often, 0 to disable.$ developmentonly gamedll
cq_fake_starve$if set, starve this many commands by discarding during process usercmds.$ developmentonly gamedll
cq_logging$command queue logging of events.$ developmentonly gamedll
cq_logging_interval$command queue logging per player stats every N seconds, 0 to disable.$ developmentonly gamedll
cq_runtests$$ developmentonly gamedll
cq_runtests_interval$$ developmentonly gamedll
cq_runtests_broadcast_info$send message to remote client console when tests change.$ developmentonly gamedll
sv_remapper_range_multiplier$$ developmentonly gamedll clientdll replicated
sv_player_search_range$$ developmentonly gamedll clientdll replicated
sv_remapper_loopsoundfix$$ developmentonly gamedll clientdll replicated
g_debug_angularsensor$$ gamedll cheat
sv_disable_querycache$debug - disable trace query cache$ developmentonly gamedll clientdll replicated cheat
phys_ragdoll_force_magnitude$$ developmentonly gamedll clientdll replicated
ragdoll_sleepaftertime$After this many seconds of being basically stationary, the ragdoll will go to sleep.$ developmentonly gamedll clientdll replicated
g_ragdoll_maxcount$$ developmentonly gamedll clientdll replicated
ragdoll_lru_debug_removal$$ gamedll clientdll replicated cheat
sv_ragdoll_lru_debug$$ gamedll replicated cheat
ragdoll_lru_min_age$$ gamedll clientdll replicated cheat
g_ragdoll_important_maxcount$$ developmentonly gamedll clientdll replicated
scene_maxcaptionradius$Only show closed captions if recipient is within this many units of speaking actor (0==disabled).$ developmentonly gamedll
cc_showmissing$Show missing closecaption entries.$ developmentonly gamedll replicated
cc_norepeat$In multiplayer games, don't repeat captions more often than this many seconds.$ developmentonly gamedll
scene_print$When playing back a scene, print timing and event info to console.$ developmentonly gamedll clientdll replicated
scene_clientflex$Do client side flex animation.$ developmentonly gamedll clientdll replicated
sv_regeneration_force_on$Cheat to test regenerative health systems$ gamedll cheat
snd_opvar_set_point_debug$$ gamedll clientdll replicated cheat
snd_opvar_set_point_update_interval$$ developmentonly gamedll clientdll replicated
snd_steamaudio_dynamicpathing_max_samples$$ developmentonly gamedll clientdll replicated
snd_steamaudio_pathing_enable_caching$$ developmentonly gamedll clientdll replicated
snd_steamaudio_pathing_caching_threshold$$ developmentonly gamedll clientdll replicated
snd_new_visualize$Displays soundevent name played at it's 3d position$ gamedll cheat
soundevent_check_networked_entity$$ developmentonly gamedll
snd_disable_radar_visualize$$ developmentonly gamedll clientdll replicated
ai_debug_soundent$Reports sounds being entered into the AI sound list. Set to 1 to see all sounds, set to 2 to only see DANGER sounds.$ developmentonly gamedll
ai_debug_soundent_duration$Length of time to display ai_debug_soundent visual displays.$ developmentonly gamedll
soundpatch_captionlength$How long looping soundpatch captions should display for.$ developmentonly gamedll clientdll replicated
soundscape_debug$When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.$ gamedll cheat
steamlearn_enable$Enable SteamLearn data assembly and messaging$ developmentonly gamedll
steamlearn_override_inference_keys$Keys for overriding inference keys$ developmentonly gamedll
phys_pushscale$$ developmentonly gamedll clientdll replicated
debug_takedamage_summaries$$ gamedll cheat
g_debug_transitions$Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.$ developmentonly gamedll cheat
snd_sos_debug_trigger_opvar$$ developmentonly gamedll
teleport_trigger_debug$$ developmentonly gamedll
sv_strict_notarget$If set, notarget will cause entities to never think they are in the pvs$ developmentonly gamedll
voice_serverdebug$$ developmentonly gamedll
sv_alltalk$Players can hear all other players' voice communication, no team restrictions$ gamedll notify release missing3
mp_tournament_whitelist$Specifies the item whitelist file to use.$ developmentonly gamedll
gc_secret_key$Secret key for authenticating with the GC.$ developmentonly gamedll protected
nav_draw_area_filled$$ gamedll cheat
nav_draw_area_ztest$$ gamedll cheat
nav_draw_blocked$$ gamedll cheat
nav_draw_blocked_connections$$ gamedll cheat
nav_draw_connected_area_radius$$ gamedll cheat
nav_draw_hull_support$$ gamedll cheat
nav_draw_connections$$ gamedll cheat
nav_draw_indices$$ gamedll cheat
nav_draw_inset_margin$$ gamedll cheat
nav_draw_should_be_destroyed$$ gamedll cheat
nav_draw_split_by_obstacle_mgr$$ gamedll cheat
nav_draw_split_by_nav_link_mgr$$ gamedll cheat
nav_draw_vert_hotspots$$ gamedll cheat
nav_draw_externally_created$$ gamedll cheat
nav_draw_area_ground$$ gamedll cheat
nav_draw_vertex_normal$$ gamedll cheat
nav_edit$Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.$ gamedll cheat
nav_edit_validate$Validate navmesh structures.$ gamedll cheat
nav_space_select_dist$$ gamedll cheat
nav_draw_mesh$$ gamedll cheat
nav_draw_mesh_offset$Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground$ gamedll cheat
nav_draw_jump_links$$ gamedll cheat
nav_draw_mesh_grid$Draw the mesh's spatial grid structure around the edit cursor position.$ gamedll cheat
nav_draw_markup$$ gamedll cheat
nav_draw_markup_offset$$ gamedll cheat
nav_draw_space_swim$$ gamedll cheat
nav_draw_space_fly$$ gamedll cheat
nav_draw_space_neighbors$$ gamedll cheat
nav_draw_space_portals$$ gamedll cheat
nav_draw_space_bounds$$ gamedll cheat
nav_draw_attribute_game$Draw all nav areas with this game attribute$ gamedll cheat
nav_draw_attribute_dynamic$Draw all nav areas with this dynamic attribute$ gamedll cheat
nav_draw_links$$ gamedll cheat
nav_draw_link_alignment$$ gamedll cheat
nav_show_area_info_font$$ gamedll cheat
nav_show_area_info_font_size$$ gamedll cheat
nav_show_area_info_font_voffset$$ gamedll cheat
nav_show_area_connections$Show connections to selected area when true$ gamedll cheat
nav_show_area_verts$Show area vertex positions$ gamedll cheat
nav_show_area_water_info$$ gamedll cheat
motdfile$The MOTD file to load.$ gamedll release
hostfile$The HOST file to load.$ gamedll release
sv_shared_team_pvs$PVS is shared between teams$ developmentonly gamedll
sk_autoaim_mode$$ gamedll clientdll archive replicated
mp_friendlyfire$Allows team members to injure other members of their team$ gamedll clientdll notify replicated release missing3
tv_delay$SourceTV broadcast delay in seconds$ gamedll release missing3
tv_allow_static_shots$Auto director uses fixed level cameras for shots$ gamedll release
tv_allow_camera_man$Auto director allows spectators to become camera man$ developmentonly gamedll
tv_log_director_events$Log game events being considered by the director$ developmentonly gamedll
tv_allow_autorecording_index$When >=0 restricts autorecording only to the specified TV index$ gamedll release
pickup_check_period$$ developmentonly gamedll
logic_npc_counter_debug$$ gamedll replicated cheat
markup_volume_ref_cone_angle$$ developmentonly gamedll
sv_stopspeed$Minimum stopping speed when on ground.$ gamedll clientdll notify replicated release
sv_noclipaccelerate$$ gamedll clientdll archive notify replicated
sv_noclipspeed$$ gamedll clientdll archive notify replicated
sv_noclipfriction$Friction during noclip move.$ gamedll clientdll archive notify replicated
sv_specaccelerate$$ gamedll clientdll archive notify replicated
sv_specspeed$$ gamedll clientdll archive notify replicated
sv_specnoclip$$ gamedll clientdll archive notify replicated
sv_maxspeed$$ gamedll clientdll notify replicated release
sv_accelerate$$ gamedll clientdll notify replicated release
sv_airaccelerate$$ gamedll clientdll notify replicated release
sv_wateraccelerate$$ gamedll clientdll notify replicated release
sv_waterfriction$$ gamedll clientdll notify replicated release
sv_footsteps$Play footstep sound for players$ developmentonly gamedll clientdll notify replicated
sv_rollspeed$$ developmentonly gamedll clientdll notify replicated
sv_rollangle$Max view roll angle$ developmentonly gamedll clientdll notify replicated
sv_friction$World friction.$ gamedll clientdll notify replicated release
sv_bounce$Bounce multiplier for when physically simulated objects collide with other objects.$ gamedll clientdll notify replicated release
sv_maxvelocity$Maximum speed any ballistically moving object is allowed to attain per axis.$ gamedll clientdll replicated release
sv_stepsize$$ developmentonly gamedll clientdll notify replicated
sv_backspeed$How much to slow down backwards motion$ developmentonly gamedll clientdll replicated
sv_waterdist$Vertical view fixup when eyes are near water plane.$ developmentonly gamedll clientdll replicated
sv_mover_pogofrequency$The capsule pogo stick frequency [hz].$ developmentonly gamedll clientdll notify replicated
sv_mover_pogodampingratio$The capsule pogo stick damping ratio [-]$ developmentonly gamedll clientdll notify replicated
sv_mover_maxslope$The maximum slope the player can overcome [-]$ developmentonly gamedll clientdll notify replicated
r_JeepViewDampenFreq$$ gamedll clientdll notify replicated cheat
r_JeepViewDampenDamp$$ gamedll clientdll notify replicated cheat
r_JeepViewZHeight$$ gamedll clientdll notify replicated cheat
r_AirboatViewDampenFreq$$ gamedll clientdll notify replicated cheat
r_AirboatViewDampenDamp$$ gamedll clientdll notify replicated cheat
r_AirboatViewZHeight$$ gamedll clientdll notify replicated cheat
mp_restartgame$If non-zero, game will restart in the specified number of seconds$ gamedll release
sv_allchat$Players can receive all other players' text chat, no death restrictions$ gamedll notify release
spec_replay_bot$Enable Spectator Hltv Replay when killed by bot$ gamedll release
particle_test_file$Name of the particle system to dynamically spawn$ gamedll cheat
particle_test_attach_mode$Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'$ gamedll cheat
particle_test_attach_attachment$Attachment index for attachment mode$ gamedll cheat
handforce_scale$$ gamedll clientdll replicated cheat
handforce_inner$$ gamedll clientdll replicated cheat
handforce_outer$$ gamedll clientdll replicated cheat
headforce_strength$$ gamedll clientdll replicated cheat
headforce_inner$$ gamedll clientdll replicated cheat
headforce_outer$$ gamedll clientdll replicated cheat
g_debug_constraint_sounds$Enable debug printing about constraint sounds.$ gamedll cheat
phys_use_block_solver$Use block solving for constraint entities$ gamedll cheat
phys_joint_teleport$Teleport joint anchors if connected to world$ gamedll cheat
phys_length_frequency$Spring stiffness for length constraint$ gamedll cheat
phys_length_damping_ratio$Spring damping ratio for length constraint$ gamedll cheat
vehicle_debug_impact_damage$$ developmentonly gamedll
crowbar_impact_damage_scale$$ developmentonly gamedll
crowbar_impact_damage_mass$$ developmentonly gamedll
ent_debug_draw_thinkers$$ developmentonly gamedll clientdll replicated
think_limit$Maximum think time in milliseconds, warning is printed if this is exceeded.$ gamedll clientdll replicated release
npc_vphysics$$ developmentonly gamedll
vprof_scope_entity_gamephys$$ developmentonly gamedll
sv_usestepsimulation$use old stepsimulation system.$ developmentonly gamedll
ragdoll_prop_sleepdisabletime$Ragdoll is not allowed to physically sleep until this timer has elapsed.$ developmentonly gamedll replicated
ragdoll_prop_sleepaftertime$After this many seconds of being basically stationary, the ragdoll will go to sleep.$ developmentonly gamedll replicated
ragdoll_prop_settle$Enable more aggressive ragdoll settling$ developmentonly gamedll replicated
ragdoll_visualize_creation_skeleton$$ developmentonly gamedll replicated
ragdoll_visualize_targetpose$$ developmentonly gamedll replicated
ragdoll_validate_targetpose$$ developmentonly gamedll replicated
ragdoll_debug_item_detachment$$ developmentonly gamedll replicated
ragdoll_scale_sleep_tolerance$$ developmentonly gamedll replicated
ragdoll_override_root_orientation$$ developmentonly gamedll replicated
ragdoll_relax_limts$$ developmentonly gamedll replicated
prop_nav_ignore_mass$$ developmentonly gamedll
prop_nav_ignore_edge_len$$ developmentonly gamedll
prop_nav_obstacle_avoid_mass$$ developmentonly gamedll
prop_nav_obstacle_avoid_use_connection_blocker$$ developmentonly gamedll
prop_nav_obstacle_block_mass_a$$ developmentonly gamedll
prop_nav_obstacle_block_edge_min_a$$ developmentonly gamedll
prop_nav_obstacle_block_mass_b$$ developmentonly gamedll
prop_nav_obstacle_block_edge_min_b$$ developmentonly gamedll
prop_debug_vr_collision$Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_PROPS_VR_DEBRIS and will return to COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_PROPS_VR_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)$ gamedll cheat
phys_shoot_speed$$ developmentonly gamedll
phys_shoot_angular_speed$$ developmentonly gamedll
debug_physimpact$$ developmentonly gamedll
sv_unlag$Enables player lag compensation$ developmentonly gamedll
sv_maxunlag$Maximum lag compensation in seconds$ gamedll release
sv_showlagcompensation_rec$If > 0, show lag compensation hitboxes as they're recorded. Value is for how long.$ developmentonly gamedll
sv_lagcompensationforcerestore$Don't test validity of a lag comp restore, just do it.$ gamedll cheat
sv_unlag_fixstuck$Disallow backtracking a player for lag compensation if it will cause them to become stuck$ developmentonly gamedll
sv_unlag_debug$$ developmentonly gamedll
physcannon_minforce$$ developmentonly gamedll
physcannon_maxforce$$ developmentonly gamedll
voice_player_speaking_delay_threshold$$ gamedll cheat
mp_fadetoblack$fade a player's screen to black when he dies$ developmentonly gamedll clientdll notify replicated
sv_infinite_ammo$Player's active weapon will never run out of ammo$ gamedll clientdll replicated cheat release missing3
skeleton_instance_smear_boneflags$Smear boneflags across the model.  Costs computation, but tests to make sure your bone flags are consistent.$ gamedll cheat
phys_dynamic_scaling$$ gamedll clientdll replicated cheat
test_restoreonnewmodel$$ developmentonly gamedll clientdll replicated
anim_disable$$ developmentonly gamedll clientdll replicated
skeleton_instance_lod_optimization$Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute$ developmentonly gamedll clientdll replicated
cloth_iv_store_back$$ developmentonly gamedll clientdll replicated
skel_debug$$ developmentonly gamedll clientdll replicated
sv_ent_showonlyhitbox$$ gamedll cheat
debug_shared_random$$ developmentonly gamedll clientdll replicated
chet_debug_idle$If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info$ developmentonly gamedll archive cheat
ai_debug_speech$$ developmentonly gamedll
rr_followup_maxdist$'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.$ gamedll cheat
rr_thenany_score_slop$When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.$ gamedll archive cheat
snd_foliage_db_loss$foliage dB loss per 1200 units$ gamedll cheat
player_debug_off_nav$$ gamedll cheat
ai_debug_off_nav$$ gamedll cheat
ai_show_current_nav$$ gamedll cheat
ai_use_visibility_cache$$ developmentonly gamedll
ai_force_serverside_ragdoll$$ developmentonly gamedll
phys_stressbodyweights$$ developmentonly gamedll
phys_impactforcescale$$ developmentonly gamedll
phys_vehicleimpactforcescale$$ developmentonly gamedll
phys_upimpactforcescale$$ developmentonly gamedll
target_scan_use_query_cache$$ developmentonly gamedll
ai_debug_los$NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.$ gamedll cheat
ai_expression_optimization$Disable npc background expressions when you can't see them.$ developmentonly gamedll
ai_expression_frametime$Maximum frametime to still play background expressions.$ developmentonly gamedll
sv_regeneration_wait_time$$ developmentonly gamedll replicated
buddha$Player takes damage but won't die$ gamedll notify cheat
buddha_ignore_bots$Bots always buddha 0$ gamedll notify cheat
buddha_reset_hp$HP to set when damaged below zero in Buddha Mode$ gamedll notify cheat
sk_player_head$$ developmentonly gamedll
sk_player_chest$$ developmentonly gamedll
sk_player_stomach$$ developmentonly gamedll
sk_player_arm$$ developmentonly gamedll
sk_player_leg$$ developmentonly gamedll
player_debug_print_damage$When true, print amount and type of all damage received by player to console.$ gamedll cheat
spec_replay_winddown_time$The trailing time, in seconds, of replay past the event, including fade-out$ gamedll release
vis_force$$ gamedll cheat
g_debug_doors$$ developmentonly gamedll
camera_datadriven_disable_cache$$ developmentonly gamedll cheat
tv_show_allchat$$ gamedll release
commentary_available$Automatically set by the game when a commentary file is available for the current map.$ developmentonly gamedll
commentary$Desired commentary mode state.$ gamedll archive
ai_debug_ragdoll_magnets$$ developmentonly gamedll
debug_visibility_monitor$$ gamedll cheat
vismon_poll_frequency$$ gamedll cheat
vismon_trace_limit$$ gamedll cheat
r_decals_overide_fadestarttime_params$$ developmentonly gamedll clientdll replicated missing3
fire_maxabsorb$$ developmentonly gamedll
fire_absorbrate$$ developmentonly gamedll
fire_extscale$$ developmentonly gamedll
fire_extabsorb$$ developmentonly gamedll
fire_heatscale$$ developmentonly gamedll
fire_incomingheatscale$$ developmentonly gamedll
fire_dmgscale$$ developmentonly gamedll
fire_dmgbase$$ developmentonly gamedll
fire_growthrate$$ developmentonly gamedll
fire_dmginterval$$ developmentonly gamedll
fish_dormant$Turns off interactive fish behavior. Fish become immobile and unresponsive.$ gamedll replicated cheat
func_break_max_pieces$$ gamedll archive replicated
func_break_reduction_factor$$ developmentonly gamedll
sv_showladders$Show bbox and dismount points for all ladders (must be set before level load.).$ developmentonly gamedll
sv_ladder_slack_z_mult$Difference in Z increases toward the middle of the slack ladder..$ gamedll clientdll replicated cheat
shatterglass_debug$$ gamedll clientdll replicated cheat
shatterglass_cleanup$$ gamedll clientdll replicated cheat
shatterglass_cleanup_max$$ gamedll clientdll replicated cheat
shatterglass_shard_lifetime$$ gamedll clientdll replicated cheat
shatterglass_distort$$ gamedll clientdll replicated cheat
shatterglass_voronoi_size$$ gamedll clientdll replicated cheat
shatterglass_subdiv_size$$ gamedll clientdll replicated cheat
shatterglass_edge_uv_scale$$ gamedll clientdll replicated cheat
shatterglass_hit_tolerance$$ gamedll clientdll replicated cheat
servercfgfile$$ gamedll release
lservercfgfile$$ developmentonly gamedll
mp_teamplay$$ developmentonly gamedll notify
mp_forcerespawn$$ developmentonly gamedll notify
decalfrequency$$ developmentonly gamedll notify
sv_force_transmit_ents$Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).$ developmentonly gamedll
check_transmit_dump_ents$$ developmentonly gamedll
sv_parallel_checktransmit$Set to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers.$ developmentonly gamedll
ent_steadystate_enable$$ developmentonly gamedll
ent_steadystate_delay$Time in seconds without network state changes until an entity is considered for trickle updates$ developmentonly gamedll
net_debug_to_file$$ developmentonly gamedll
sv_server_side_animation$$ developmentonly gamedll
sv_dz_enable_respawn_solos$$ gamedll clientdll replicated release
sv_dz_show_weapon_spawns$$ developmentonly gamedll
sv_dz_show_security_door_item_price$$ developmentonly gamedll
sv_dz_zone_hex_radius$$ gamedll clientdll replicated release
sv_dz_zone_bombdrop_money_reward$How many money stacks players are rewarded each danger zone wave$ gamedll clientdll replicated release
sv_dz_zone_bombdrop_money_reward_bonus$How many bonus money stacks players are rewarded each danger zone wave when they have the bonus item$ gamedll clientdll replicated release
sv_dz_force_zone$$ gamedll clientdll replicated cheat
sv_dz_zone_damage$$ gamedll cheat release
mp_dronegun_stop$if non-zero, stops AI on all droneguns.$ gamedll clientdll replicated release
sv_grassburn$$ gamedll clientdll replicated release missing3
rr_debugrule$If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.$ developmentonly gamedll clientdll replicated
rr_dumpresponses$Dump all response_rules.txt and rules (requires restart)$ developmentonly gamedll clientdll replicated
rr_debugresponseconcept$If set, rr_debugresponseconcept will print only responses testing for the specified concept$ developmentonly gamedll clientdll replicated
rr_debugresponses$Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.$ developmentonly gamedll clientdll replicated
rr_debugclassname$If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.$ developmentonly gamedll clientdll replicated
rr_dacmode$If set to 1, enable special functionality for DAC$ developmentonly gamedll clientdll replicated
ragdoll_gravity_scale$$ gamedll clientdll replicated cheat
ragdoll_friction_scale$$ gamedll clientdll replicated cheat
animgraph_slope_enable$$ gamedll clientdll replicated cheat
phys_powered_ragdoll_debug$$ developmentonly gamedll clientdll replicated
footstep_audible_threshold$$ developmentonly gamedll clientdll replicated
animgraph_debug_tags$$ developmentonly gamedll clientdll replicated
animgraph_debug_set_filter_params$Comma separated list of params to filter against when drawing debug text overlays$ developmentonly gamedll clientdll replicated
footstep_debug$$ developmentonly gamedll clientdll replicated
footstep_force_volume$$ developmentonly gamedll clientdll replicated
animgraph_debug_variables$Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent.$ developmentonly gamedll clientdll replicated
animgraph_debug_variables_ignore_missing$If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.$ developmentonly gamedll clientdll replicated
animgraph_debug_variables_ignore_nonchanges$If set, animgraph_debug_variables won't show debug for variable sets that don't change the value.$ developmentonly gamedll clientdll replicated
animgraph_debug_filterent$Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.$ developmentonly gamedll clientdll replicated
animgraph_enable$Enable animation graph$ developmentonly gamedll clientdll replicated
animgraph_debug$Debug animation graph$ gamedll clientdll replicated cheat
animgraph_debug_entindex$The entity to specifically debug$ gamedll clientdll replicated cheat
animgraph_debug_animevents$Print info about animevents emitted by AnimGraph$ developmentonly gamedll clientdll replicated
animgraph_record_all$Automatically start recording AnimGraphs when they get created, and save them to disk when they are destroyed$ gamedll clientdll replicated cheat
sv_anim_queue_changes$$ developmentonly gamedll
sv_sequence_debug$$ developmentonly gamedll
sv_sequence_debug2$$ developmentonly gamedll
sv_sequence_model_substring$$ developmentonly gamedll
anim_resetclientsideframe_old_behavior$$ developmentonly gamedll clientdll replicated
ai_sequence_debug$$ developmentonly gamedll clientdll replicated
r_cacheSequenceData$$ developmentonly gamedll clientdll replicated
fire_use_modifier$$ developmentonly gamedll clientdll replicated
sv_clockcorrection_msecs$The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount$ gamedll release
sv_usercmd_queue_spew_threshold$Spew warning if command queue has grown above this many backlogged commands.$ gamedll release
ent_steadystate_interval$Rate at which entities can be trickled to players$ developmentonly gamedll
ent_steadystate_batchsize$Max number of entities to transmit to player$ developmentonly gamedll
sv_maxupdaterate$Maximum updates per second that the server will allow$ gamedll clientdll replicated release
sv_minupdaterate$Minimum updates per second that the server will allow$ gamedll clientdll replicated release
sv_client_min_interp_ratio$This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected)..              -1 = let clients set cl_interp_ratio to anything. any other value = set minimum value for cl_interp_ratio$ developmentonly gamedll clientdll replicated
sv_client_max_interp_ratio$This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.$ developmentonly gamedll clientdll replicated
sv_client_predict$This can be used to force the value of cl_predict for connected clients (only while they are connected)..   -1 = let clients set cl_predict to anything.    0 = force cl_predict to 0.    1 = force cl_predict to 1$ developmentonly gamedll clientdll replicated
cq_enable$Run one usercmd per server tick and maintain a buffer.  Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering.$ developmentonly gamedll clientdll replicated
cq_dilation_percentage$When speeding up slowing down, this is how much$ developmentonly gamedll clientdll replicated
sv_showhitregistration$Display lag_compensated hitboxes. 0 = off, 1 = server only, 2 = client only, 3 = both server and client$ gamedll clientdll replicated cheat
disable_dynamic_prop_loading$If non-zero when a map loads, dynamic props won't be loaded$ gamedll cheat
breakable_multiplayer$$ developmentonly gamedll
func_breakdmg_bullet$$ developmentonly gamedll
func_breakdmg_club$$ developmentonly gamedll
func_breakdmg_explosive$$ developmentonly gamedll
ent_joint_axis_size$$ developmentonly gamedll
ent_joint_names$$ developmentonly gamedll
ent_joint_filter_substring$$ developmentonly gamedll
ent_joint_use_bind_pose$$ developmentonly gamedll
ent_joint_only_ik_joints$$ developmentonly gamedll
ent_skeleton_only_ik_joints$$ developmentonly gamedll
screenmessage_notifytime$How long to display screen message text$ developmentonly gamedll
imgui_domain$1 == client, 2 == server$ developmentonly gamedll clientdll archive replicated cheat
imgui_enable$if imgui should display$ developmentonly gamedll clientdll replicated cheat
imgui_enable_input$if imgui should consume input$ developmentonly gamedll clientdll replicated cheat
ent_showonlyattachment$$ gamedll cheat
imgui_show_entity_browser$Game/Show Entity Browser$ developmentonly gamedll clientdll archive replicated cheat menubar_item
imgui_show_command_tool$Game/Show Command Tool$ developmentonly gamedll clientdll archive replicated cheat menubar_item
imgui_show_example_window$Source2/Show Example Window$ developmentonly gamedll clientdll archive replicated cheat menubar_item
save_async$$ developmentonly gamedll
autosave_fully_async$Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes$ developmentonly gamedll
save_fake_hitch$Force a busy wait for the specified number of milliseconds during save to simulate a hitch$ developmentonly gamedll
sv_autosave$Set to 1 to autosave game on level transition. Does not affect autosave triggers.$ developmentonly gamedll replicated
save_screenshot$0 = none, 1 = non-autosave, 2 = always, 3 = bug_only$ developmentonly gamedll
save_history_count$Keep this many old copies in history of autosaves and quicksaves.$ developmentonly gamedll
save_spew$$ developmentonly gamedll clientdll replicated
save_maxarray_spew$Max number of array entries to spew when using SaveRestoreIO spewing.$ gamedll release
ent_messages_draw$Visualizes all entity input/output activity.$ gamedll clientdll replicated cheat
net_showevents$Dump game events to console (1=client only, 2=all).$ developmentonly gamedll
net_showeventlisteners$Show listening addition/removals$ developmentonly gamedll
display_game_events$$ gamedll cheat
phys_visualize_traces$$ gamedll clientdll replicated cheat
gamestats_file_output_directory$When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath.$ developmentonly gamedll
smoothstairs$Smooth player eye z coordinate when traversing stairs.$ developmentonly gamedll clientdll replicated
sv_suppress_viewpunch$$ developmentonly gamedll clientdll replicated cheat
in_button_double_press_window$How short the time between presses needs to be for us to consider it a double-press$ developmentonly gamedll clientdll replicated
in_spewinput$Spew input, 0 = off, 1 = server, 2 = client, 3 = both$ developmentonly gamedll clientdll replicated
in_spewbuttondelta$Spew button deltas, 0 = off, 1 = server, 2 = client, 3 = both$ developmentonly gamedll clientdll replicated
in_spewbuttonhold$Spew button hold times, 0 = off, 1 = server, 2 = client, 3 = both$ developmentonly gamedll clientdll replicated
in_spewent$Which entity should we spew input for? (Useful for debugging bot input)$ developmentonly gamedll clientdll replicated
sv_fake_dropped_ucmd_interval$$ developmentonly gamedll
sv_noclipduringpause$If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).$ gamedll clientdll replicated cheat
noclip_fixup$$ gamedll cheat
mp_forcecamera$Restricts spectator modes for dead players$ gamedll clientdll replicated release missing3
mp_allowspectators$toggles whether the server allows spectator mode or not$ developmentonly gamedll clientdll replicated
sv_staminamax$Maximum stamina penalty$ gamedll clientdll replicated release
sv_timebetweenducks$Minimum time before recognizing consecutive duck key$ gamedll clientdll replicated release
sv_accelerate_use_weapon_speed$$ gamedll clientdll notify replicated release
sv_accelerate_debug_speed$$ gamedll clientdll notify replicated release
dev_cs_enable_new_move$Should we use new move code or just force legacy move.$ developmentonly gamedll clientdll replicated
dev_cs_enable_consistent_jumps$Should we force subtick jump consistency.$ developmentonly gamedll clientdll replicated
sv_extreme_strafe_accuracy_fishtail$Number of degrees of aim 'fishtail' when making an extreme strafe direction change$ developmentonly gamedll clientdll replicated
sv_jump_impulse$Initial upward velocity for player jumps; sqrt(2*gravity*height).$ gamedll clientdll replicated release
sv_jump_impulse_exojump_multiplier$ExoJump impulse multiplier$ gamedll clientdll replicated release
sv_falldamage_exojump_multiplier$ExoJump fall damage multiplier$ gamedll clientdll replicated release
sv_exojump_jumpbonus_up$ExoJump upwards bonus when holding the jump button$ gamedll clientdll replicated release
sv_exojump_jumpbonus_forward$ExoJump forwards velocity bonus when duck jumping$ gamedll clientdll replicated release
sv_exojump_soundramp$$ developmentonly gamedll clientdll replicated
sv_air_max_wishspeed$$ gamedll clientdll replicated release
sv_air_max_horizontal_parachute_speed$$ gamedll clientdll replicated release
sv_airaccelerate_parachute$$ gamedll clientdll replicated release
sv_airaccelerate_rappel$$ gamedll clientdll replicated release
sv_air_pushaway_dist$$ gamedll clientdll replicated release missing3
view_punch_decay$Decay factor exponent for view punch$ gamedll clientdll replicated cheat release
sv_ladder_dampen$Amount to dampen perpendicular movement on a ladder$ developmentonly gamedll clientdll replicated
sv_ladder_angle$Cos of angle of incidence to ladder perpendicular for applying ladder_dampen$ developmentonly gamedll clientdll replicated
sv_ladder_scale_speed$Scale top speed on ladders$ gamedll clientdll replicated release
sv_falldamage_scale$$ gamedll clientdll replicated release
sv_runcmds$$ developmentonly gamedll
sv_max_usercmd_future_ticks$Prevents clients from running usercmds too far in the future. Prevents speed hacks.$ developmentonly gamedll
bot_crouch$$ gamedll cheat
sv_optimizedmovement$$ developmentonly gamedll clientdll replicated
sv_enablebunnyhopping$Allow player speed to exceed maximum running speed$ gamedll clientdll replicated release missing3
sv_autobunnyhopping$Players automatically re-jump while holding jump button$ gamedll clientdll replicated release missing3
dev_create_bhop_reports$Whether we should create bhop reports when you jump. Reports are created for the client and server and are numbered monotonically$ developmentonly gamedll clientdll replicated cheat
sv_weapon_encumbrance_scale$$ gamedll clientdll replicated release missing3
spec_freeze_time$Time spend frozen in observer freeze cam.$ gamedll clientdll replicated release missing3
spec_freeze_traveltime$Time taken to zoom in to frame a target in observer freeze cam.$ gamedll clientdll replicated release
spec_freeze_time_lock$Time players are prevented from skipping the freeze cam$ gamedll clientdll replicated release
spec_freeze_deathanim_time$The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.$ gamedll clientdll replicated release
sv_showplayerhitboxes$Show lag compensated hitboxes for the specified player index whenever a player fires.$ developmentonly gamedll clientdll replicated
sv_spec_use_tournament_content_standards$$ gamedll clientdll replicated release
sv_min_jump_landing_sound$$ gamedll clientdll replicated release
sv_cs_player_speed_has_hostage$$ gamedll clientdll replicated release
slope_drop_debug$Toggles a test dropping the view offset based on the slope$ developmentonly gamedll clientdll replicated
sv_weapon_encumbrance_per_item$$ gamedll clientdll replicated release missing3
sv_server_verify_blood_on_player$$ gamedll clientdll replicated cheat
sv_max_distance_transmit_footsteps$Maximum distance to transmit footstep sound effects.$ developmentonly gamedll clientdll replicated
dev_cs_force_disable_move$forcibly prevent players from moving$ developmentonly gamedll clientdll replicated
slope_drop_enable$Toggles a test dropping the view offset based on the slope$ developmentonly gamedll clientdll replicated
slope_drop_blend_max_speed$The max speed (in units/second) at which the slope offset can change$ developmentonly gamedll clientdll replicated
slope_drop_blend_min_speed$The min speed (in units/second) at which the slope offset can change$ developmentonly gamedll clientdll replicated
slope_drop_blend_max_distance$The distance when the max speed is used$ developmentonly gamedll clientdll replicated
slope_drop_blend_min_distance$The distance when the min speed is used$ developmentonly gamedll clientdll replicated
slope_drop_max_offset$The maximum distance to adjust the view height$ developmentonly gamedll clientdll replicated
slope_drop_off_ground_blend_speed$The speed with which the slope drop is blended out when the entity leaves the ground$ developmentonly gamedll clientdll replicated
slope_drop_debug_draw$Draw debug info for the slope drop$ developmentonly gamedll clientdll replicated
cam_head_constraint_distance$Distance to constrain first/thirdperson camera and head$ developmentonly gamedll clientdll replicated
cam_head_constraint_soft_transition$Constraint soft transition distance$ developmentonly gamedll clientdll replicated
cam_head_constraint_debug$Show camera head constraint debug info$ developmentonly gamedll clientdll replicated
dev_cs_ragdoll_progress_check_interval$$ developmentonly gamedll clientdll replicated
dev_cs_ragdoll_nudge_max_duration$$ developmentonly gamedll clientdll replicated
dev_cs_ragdoll_nudge_intensity$$ developmentonly gamedll clientdll replicated
dev_cs_ragdoll_head_ankle_delta_z_threshold$$ developmentonly gamedll clientdll replicated
player_ping_token_cooldown$Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens).$ gamedll cheat release
player_use_radius$$ gamedll clientdll replicated cheat
sv_debug_player_use$Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success$ developmentonly gamedll clientdll replicated
sv_extract_ammo_from_dropped_weapons$$ gamedll clientdll replicated release missing3
sv_guardian_refresh_ammo_for_items_on_waves$List of additional weapons to refill ammo on waves.$ gamedll release missing3
mp_drop_knife_enable$Allows players to drop knives.$ gamedll release missing3
mp_fists_replace_melee$If enabled then when melee weapon is dropped player will have fists, when melee weapon is picked up then fists are unavailable$ gamedll release missing3
mp_drop_grenade_enable$Allows players to drop grenades.$ gamedll release missing3
mp_weaponstay$$ developmentonly gamedll notify
sv_weapon_require_use_grace_period$$ gamedll release
sv_damage_print_enable$0: no damage print in console. 1: damage print in console on death. 2: damage print in console only at next round restart.$ gamedll clientdll replicated release missing3
sv_dev_damage_use_netvars$Whether we should use network vars (true) or legacy messages (false).$ developmentonly gamedll clientdll replicated
mp_logmoney$Enables money logging.  Values are: 0=off, 1=on$ gamedll release
anim_scale_damped_movespeed$$ developmentonly gamedll clientdll replicated
anim_scale_damped_accel_mag16$$ developmentonly gamedll clientdll replicated
anim_scale_damped_accel16$$ developmentonly gamedll clientdll replicated
anim_scale_damped_accel32$$ developmentonly gamedll clientdll replicated
anim_scale_overall_leans$$ developmentonly gamedll clientdll replicated
anim_scale_overall_hip_dip$$ developmentonly gamedll clientdll replicated
anim_scale_overall_arm_pump$$ developmentonly gamedll clientdll replicated
anim_scale_overall_counter_leans$$ developmentonly gamedll clientdll replicated
anim_scale_overall_hip_swivel$$ developmentonly gamedll clientdll replicated
anim_scale_wasd_input_leans$$ developmentonly gamedll clientdll replicated
anim_scale_wasd_input_hip_dip$$ developmentonly gamedll clientdll replicated
anim_scale_wasd_input_arm_pump$$ developmentonly gamedll clientdll replicated
anim_scale_wasd_input_counter_leans$$ developmentonly gamedll clientdll replicated
anim_scale_wasd_input_hip_swivel$$ developmentonly gamedll clientdll replicated
sv_dz_player_spawn_health$$ gamedll release
sv_dz_player_spawn_armor$$ gamedll release
sv_dz_player_max_health$$ gamedll release
sv_dz_jointeam_allowed$Whether non-server admins are allowed to use the dz_jointeam command$ gamedll release
sv_force_reflections$$ gamedll clientdll replicated release missing3
sv_dz_team_count$Max players allowed per team$ gamedll clientdll replicated release
sv_dz_warmup_tablet$$ gamedll release
sv_dz_show_enemy_name_scope_range$$ gamedll release
sv_dz_respawn_wait_time_per_death$$ developmentonly gamedll
sv_dz_respawn_additional_wait_time_solo$$ developmentonly gamedll
sv_dz_respawn_pick_time$$ developmentonly gamedll
sv_dz_last_respawn_wave$Missile wave number to prevent respawns, >5 will allow respawns on all waves$ developmentonly gamedll
sv_dz_last_respawn_warning$$ developmentonly gamedll
sv_dz_enable_respawn$$ gamedll clientdll replicated release
cl_smoke_torus_ring_radius$$ developmentonly gamedll clientdll replicated
cl_smoke_torus_ring_subradius$$ developmentonly gamedll clientdll replicated
cl_smoke_edge_feather$$ developmentonly gamedll clientdll replicated
cl_smoke_lower_speed$$ developmentonly gamedll clientdll replicated
smoke_grenade_custom_color$0 = Gray (classic), 1 = Red, 2 = Orange, 3 = Skyblue, 4 = Yellow, 5 = Green, , 6 = Blue, 7 = Purple, 8 = pink $ developmentonly gamedll
smoke_grenade_ct_color$$ developmentonly gamedll
smoke_grenade_t_color$$ developmentonly gamedll
smoke_param1$$ developmentonly gamedll clientdll replicated
smoke_param2$$ developmentonly gamedll clientdll replicated
smoke_param3$$ developmentonly gamedll clientdll replicated
smoke_param4$$ developmentonly gamedll clientdll replicated
smoke_param5$$ developmentonly gamedll clientdll replicated
smoke_use_noise_texture$$ developmentonly gamedll clientdll replicated
sv_ignoregrenaderadio$Turn off Fire in the hole messages$ gamedll release missing3
sv_breachcharge_distance_min$$ gamedll release
sv_breachcharge_distance_max$$ gamedll release
sv_breachcharge_delay_min$$ gamedll release
sv_breachcharge_delay_max$$ gamedll release
sv_breachcharge_fuse_min$$ gamedll release
sv_breachcharge_fuse_max$$ gamedll release
sv_breachcharge_arm_delay$$ gamedll release
sv_bumpmine_arm_delay$$ gamedll release
sv_bumpmine_detonate_delay$$ gamedll release
mp_plant_c4_anywhere$$ gamedll clientdll replicated release missing3
mp_guardian_bomb_plant_custom_x_mark_location$x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries.$ gamedll clientdll replicated release
weapon_land_dip_amt$The amount the gun should dip when the player lands after a jump.$ developmentonly gamedll clientdll replicated cheat
weapon_accuracy_forcespread$Force spread to the specified value.$ gamedll clientdll replicated release
weapon_accuracy_nospread$Disable weapon inaccuracy spread$ gamedll clientdll replicated release missing3
weapon_air_spread_scale$Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing$ gamedll clientdll replicated release missing3
weapon_reticle_knife_show$When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.$ gamedll clientdll replicated release missing3
weapon_auto_cleanup_time$If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.$ gamedll clientdll replicated release
weapon_max_before_cleanup$If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.$ gamedll clientdll replicated release missing3
weapon_sound_falloff_multiplier$Scaling for falloff of weapon firing sounds$ gamedll clientdll replicated cheat release missing3
dev_cs_frame_firing_enable$Enable that firing will pretend like it's happening on frames.$ developmentonly gamedll clientdll replicated
dev_cs_frame_firing_tick_offset_enable$Should we offset the current frame to the tick$ developmentonly gamedll clientdll replicated
dev_cs_frame_firing_skip_first_frame_enable$Should we skip the first frame of shooting to make the animation punchier?$ developmentonly gamedll clientdll replicated
dev_cs_frame_firing_insert_idle_pose_now$Should we insert the idle pose at this time to make the animation interpolation punchier?$ developmentonly gamedll clientdll replicated
dev_cs_frame_firing_play_animevents$Should we play the animevents that animgraph will skip over?$ developmentonly gamedll clientdll replicated
sv_turning_inaccuracy_enabled$$ gamedll clientdll replicated cheat release
sv_turning_inaccuracy_angle_min$$ gamedll clientdll replicated cheat release
sv_turning_inaccuracy_decay$$ gamedll clientdll replicated cheat release
weapon_skin_force_legacy$$ developmentonly gamedll
weapon_accuracy_reset_on_deploy$On deploy, forcibly reset weapon accuracy to zero.$ gamedll clientdll replicated cheat release
mp_weapon_next_owner_touch_time$$ gamedll cheat release
mp_weapon_prev_owner_touch_time$$ gamedll cheat release
sv_csgo_shoot_log$$ developmentonly gamedll clientdll replicated
sv_csgo_shoot_verify$$ developmentonly gamedll clientdll replicated
sv_csgo_shoot_assert_lagcompensation_error$$ developmentonly gamedll clientdll replicated
sv_csgo_shoot_lagcompensation_max_error$Warn if lag compensated head hitbox position doesn't match that on client.$ developmentonly gamedll clientdll replicated
sv_csgo_shoot_verify_on_attack_only$Only run lag compensation error check when primary attack goes down.$ developmentonly gamedll clientdll replicated
sv_csgo_shoot_use_full_interp$$ developmentonly gamedll clientdll replicated
sv_csgo_shoot_force_full_interp$$ developmentonly gamedll clientdll replicated
sv_csgo_shoot_force_use_target_time$$ developmentonly gamedll clientdll replicated
sv_fistpunch_damage$$ developmentonly gamedll clientdll replicated
sv_fistpunch_damage_to_player_multiplier$$ developmentonly gamedll clientdll replicated
sv_fistpunch_damage_hard$$ developmentonly gamedll clientdll replicated
sv_fistpunch_viewmove$$ developmentonly gamedll clientdll replicated
sv_fistpunch_impact_sounds$$ developmentonly gamedll clientdll replicated
sv_knife_attack_extend_from_player_aabb$$ gamedll clientdll replicated release missing3
knife_damage_scale$$ developmentonly gamedll
mp_weapon_melee_touch_time_after_hit$$ gamedll cheat release
sv_shield_explosive_damage_scale$$ gamedll clientdll replicated release
sv_shield_explosive_damage_mult$$ gamedll clientdll replicated release
sv_shield_explosive_damage_cap$$ gamedll clientdll replicated release
sv_shield_explosive_damage_mindist$$ gamedll clientdll replicated release
sv_shield_explosive_damage_crouch_bonus$$ gamedll clientdll replicated release
sv_shield_hitpoints$$ gamedll clientdll replicated release
sv_shield_bash_damage_to_players$$ gamedll clientdll replicated release
sv_shield_bash_damage_to_nonplayer$$ gamedll clientdll replicated release
tablet_c4_dist_min$$ gamedll clientdll replicated release
tablet_c4_dist_max$$ gamedll clientdll replicated release
sv_tablet_show_path_to_nearest_resq$$ gamedll clientdll replicated release
sv_dz_exploration_payment_amount$Number of cash bundles to award for exploring a new sector$ gamedll replicated release
sv_dz_exploration_payment_amount_bonus$Number of BONUS cash bundles to award for exploring (if the player has the item/upgrade)$ gamedll replicated release
mp_taser_recharge_time$Determines recharge time for taser. -1 = disabled.$ gamedll clientdll replicated release missing3
sv_tripwirefire_trace_length$$ gamedll release
sv_spawn_afk_bomb_drop_time$Players that have never moved since they spawned will drop the bomb after this amount of time.$ gamedll replicated release
sv_penetration_type$What type of penertration to use. 0 = old CS, 1 = new penetration$ developmentonly gamedll clientdll replicated
sv_showimpacts_penetration$Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)$ gamedll clientdll replicated release
sv_showimpacts$Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)$ gamedll clientdll replicated release
sv_showimpacts_time$Duration bullet impact indicators remain before disappearing$ gamedll clientdll replicated release
sv_showbullethits$1=show hits and near misses, 2=show hits only$ gamedll clientdll replicated release
ff_damage_reduction_grenade$How much to reduce damage done to teammates by a thrown grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)$ gamedll clientdll replicated release missing3
ff_damage_reduction_grenade_self$How much to damage a player does to himself with his own grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)$ gamedll clientdll replicated release missing3
ff_damage_reduction_bullets$How much to reduce damage done to teammates when shot.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)$ gamedll clientdll replicated release missing3
ff_damage_reduction_other$How much to reduce damage done to teammates by things other than bullets and grenades.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)$ gamedll clientdll replicated release missing3
ff_damage_bullet_penetration$If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player$ gamedll clientdll replicated release missing3
sv_clip_penetration_traces_to_players$$ developmentonly gamedll clientdll replicated
sv_nomvp$Disable MVP awards.$ developmentonly gamedll
sv_disconnected_player_data_hold_time$Duration, in seconds, to hold onto the data of disconnected players, for scoreboard display.$ gamedll clientdll replicated release
sv_mute_players_with_social_penalties$$ developmentonly gamedll
sv_guardian_extra_equipment_ct$Extra starting equipment for CT players in guardian modes$ gamedll release missing3
sv_guardian_extra_equipment_t$Extra starting equipment for Terrorist players in guardian modes$ gamedll release missing3
dev_create_move_report$Whether we should create move reports when you push movement keys. Reports are created for the server and are numbered monotonically$ developmentonly gamedll clientdll replicated cheat
sv_update_animgraph_movement_in_finish$Whether we should update animgraph movement in FinishMove.$ gamedll clientdll replicated cheat
sv_staminajumpcost$Stamina penalty for jumping$ gamedll clientdll replicated release missing3
sv_staminalandcost$Stamina penalty for landing$ gamedll clientdll replicated release missing3
sv_exostaminajumpcost$Stamina penalty for jumping with exo legs$ gamedll clientdll replicated release
sv_exostaminalandcost$Stamina penalty for landing with exo legs$ gamedll clientdll replicated release
sv_staminarecoveryrate$Rate at which stamina recovers (units/sec)$ gamedll clientdll replicated release
mp_consecutive_loss_max$$ gamedll replicated release missing3
contributionscore_assist$amount of contribution score added for an assist$ gamedll release missing3
contributionscore_kill$amount of contribution score added for a kill$ gamedll release missing3
contributionscore_objective_kill$amount of contribution score added for an objective related kill$ gamedll release missing3
contributionscore_hostage_rescue_minor$amount of contribution score added to all alive CTs per hostage rescued$ gamedll release missing3
contributionscore_hostage_rescue_major$amount of contribution score added to rescuer per hostage rescued$ gamedll release missing3
contributionscore_bomb_defuse_minor$amount of contribution score for defusing a bomb after eliminating enemy team$ gamedll release missing3
contributionscore_bomb_defuse_major$amount of contribution score for defusing a bomb while at least one enemy remains alive$ gamedll release missing3
contributionscore_bomb_planted$amount of contribution score for planting a bomb$ gamedll release missing3
contributionscore_bomb_exploded$amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round$ gamedll release missing3
contributionscore_suicide$amount of contribution score for a suicide, normally negative$ gamedll release missing3
contributionscore_team_kill$amount of contribution score for a team kill, normally negative$ gamedll release missing3
contributionscore_hostage_kill$amount of contribution score for killing a hostage, normally negative$ gamedll release missing3
contributionscore_cash_bundle$amount of contribution score for picking up a cash bundle$ gamedll release missing3
contributionscore_crate_break$amount of contribution score for breaking an item crate$ gamedll release missing3
contributionscore_kill_factor$percentage of victim's contribution score to award to their killer as a bonus$ gamedll release missing3
mp_guardian_draw_bounds$$ developmentonly gamedll
mp_endmatch_votenextmap_wargames_modes$Modes available for endmatch voting during War Games. Separate names with spaces.$ gamedll release
mp_endmatch_votenextmap_wargames_nummaps$Maximum number of maps to include in endmatch voting during War Games$ gamedll release
mp_endmatch_votenextmap_wargames_nummodes$Maximum number of other War Games to include in endmatch voting during War Games$ gamedll release
mp_guardian_loc_string_hud$Loc string token to use on hud for this mission, otherwise default to kills with weapon.$ gamedll clientdll replicated release missing3
mp_guardian_loc_weapon$Override to weapon dialog var applied to UI$ gamedll clientdll replicated release missing3
cash_team_terrorist_win_bomb$$ gamedll clientdll notify replicated release missing3
cash_team_elimination_hostage_map_t$$ gamedll clientdll notify replicated release missing3
cash_team_elimination_hostage_map_ct$$ gamedll clientdll notify replicated release missing3
cash_team_elimination_bomb_map$$ gamedll clientdll notify replicated release missing3
cash_team_survive_guardian_wave$$ gamedll clientdll notify replicated release missing3
cash_team_win_by_time_running_out_hostage$$ gamedll clientdll notify replicated release missing3
cash_team_win_by_time_running_out_bomb$$ gamedll clientdll notify replicated release missing3
cash_team_win_by_defusing_bomb$$ gamedll clientdll notify replicated release missing3
cash_team_win_by_hostage_rescue$$ gamedll clientdll notify replicated release missing3
cash_team_loser_bonus$$ gamedll clientdll notify replicated release missing3
cash_team_loser_bonus_consecutive_rounds$$ gamedll clientdll notify replicated release missing3
cash_team_winner_bonus_consecutive_rounds$$ gamedll clientdll notify replicated release
cash_team_rescued_hostage$$ gamedll clientdll notify replicated release missing3
cash_team_hostage_alive$$ gamedll clientdll notify replicated release missing3
cash_team_planted_bomb_but_defused$$ gamedll clientdll notify replicated release missing3
cash_team_hostage_interaction$$ gamedll clientdll notify replicated release missing3
cash_team_bonus_shorthanded$$ gamedll clientdll notify replicated release missing3
cash_player_killed_teammate$$ gamedll clientdll notify replicated release missing3
cash_player_killed_enemy_factor$$ gamedll clientdll notify replicated release missing3
cash_player_killed_enemy_default$$ gamedll clientdll notify replicated release missing3
cash_player_bomb_planted$$ gamedll clientdll notify replicated release missing3
cash_player_bomb_defused$$ gamedll clientdll notify replicated release missing3
cash_player_rescued_hostage$$ gamedll clientdll notify replicated release missing3
cash_player_interact_with_hostage$$ gamedll clientdll notify replicated release missing3
cash_player_damage_hostage$$ gamedll clientdll notify replicated release missing3
cash_player_killed_hostage$$ gamedll clientdll notify replicated release missing3
cash_player_respawn_amount$$ gamedll clientdll notify replicated release missing3
cash_player_get_killed$$ gamedll clientdll notify replicated release missing3
mp_guardian_give_random_grenades_to_bots$If set guardian bots will be given grenades at the beginning of the wave.$ gamedll release missing3
mp_solid_teammates$How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads$ gamedll clientdll replicated release missing3
mp_free_armor$Determines whether kevlar (1+) and/or helmet (2+) are given automatically.$ gamedll clientdll replicated release missing3
mp_max_armor$Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet$ gamedll clientdll replicated release missing3
mp_halftime$Determines whether the match switches sides in a halftime event.$ gamedll clientdll replicated release missing3
mp_randomspawn$Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.$ gamedll clientdll replicated release missing3
mp_randomspawn_los$If using mp_randomspawn, determines whether to test Line of Sight when spawning.$ gamedll clientdll replicated release missing3
mp_randomspawn_dist$If using mp_randomspawn, determines whether to test distance when selecting this spot.$ gamedll clientdll replicated release missing3
sv_competitive_minspec$Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.$ gamedll clientdll notify replicated release
mp_retake_t_count$Number of terrorists when playing retakes.$ gamedll clientdll replicated release
mp_retake_ct_count$Number of CT's when playing retakes.$ gamedll clientdll replicated release
mp_retake_ct_loadout_default_pistol_round$CT Loadouts for default pistol round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_ct_loadout_upgraded_pistol_round$CT Loadouts for upgraded pistol round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_ct_loadout_light_buy_round$CT Loadouts for force buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_ct_loadout_full_buy_round$CT Loadouts for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_ct_loadout_bonus_card_availability$CT bonus card availability pattern for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_ct_loadout_bonus_card$CT bonus card for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_ct_loadout_enemy_card$CT enemy card for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_t_loadout_default_pistol_round$T Loadouts for default pistol round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_t_loadout_upgraded_pistol_round$T Loadouts for upgraded pistol round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_t_loadout_light_buy_round$T Loadouts for force buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_t_loadout_full_buy_round$T Loadouts for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_t_loadout_bonus_card_availability$T bonus card availability pattern for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_t_loadout_bonus_card$T bonus card for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_t_loadout_enemy_card$T enemy card for full buy round when playing bomb site retake.$ gamedll clientdll replicated release missing3
mp_retake_max_consecutive_rounds_same_target_site$Limit the number of consecutive rounds targeting the same site.$ gamedll clientdll replicated release missing3
mp_teammates_are_enemies$When set, your teammates act as enemies and all players are valid targets.$ gamedll clientdll notify replicated release missing3
mp_buy_anywhere$When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.$ gamedll clientdll notify replicated release missing3
mp_buy_during_immunity$When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.$ gamedll clientdll notify replicated release missing3
sv_pushaway_force$How hard physics objects are pushed away from the players on the server.$ developmentonly gamedll clientdll replicated
sv_pushaway_min_player_speed$If a player is moving slower than this, don't push away physics objects (enables ducking behind things).$ developmentonly gamedll clientdll replicated
sv_pushaway_max_force$Maximum amount of force applied to physics objects by players.$ developmentonly gamedll clientdll replicated
sv_pushaway_clientside$Clientside physics push away (0=off, 1=only localplayer, 1=all players)$ developmentonly gamedll clientdll replicated
sv_pushaway_player_force$How hard the player is pushed away from physics objects (falls off with inverse square of distance).$ developmentonly gamedll clientdll replicated cheat
sv_pushaway_max_player_force$Maximum of how hard the player is pushed away from physics objects.$ developmentonly gamedll clientdll replicated cheat
sv_turbophysics$Turns on turbo physics$ developmentonly gamedll clientdll replicated
steamworks_sessionid_server$The server session ID for the new steamworks gamestats.$ developmentonly gamedll missing0 clientdll replicated
sv_grenade_trajectory_time_spectator$Length of time grenade trajectory remains visible as a spectator.$ gamedll clientdll replicated release missing3
sv_grenade_trajectory_prac_trailtime$Shows grenade trajectory practice visualization for this number of seconds.$ gamedll clientdll replicated release missing3
sv_grenade_trajectory_prac_pipreview$Shows grenade trajectory practice picture-in-picture preview.$ gamedll clientdll replicated release missing3
vm_debug$$ developmentonly gamedll clientdll replicated
healthshot_health$$ gamedll clientdll replicated release missing3
healthshot_healthboost_time$$ gamedll clientdll replicated release missing3
healthshot_healthboost_speed_multiplier$$ gamedll clientdll replicated release missing3
healthshot_allow_use_at_full$$ gamedll clientdll replicated release missing3
sv_health_approach_enabled$$ gamedll replicated release missing3
sv_health_approach_speed$$ gamedll replicated release missing3
molotov_throw_detonate_time$$ gamedll clientdll replicated release missing3
weapon_molotov_maxdetonateslope$Maximum angle of slope on which the molotov will detonate$ developmentonly gamedll clientdll replicated
cl_smoke_origin_height$$ developmentonly gamedll clientdll replicated
mp_death_drop_defuser$Drop defuser on player death$ gamedll clientdll replicated release missing3
mp_death_drop_taser$Drop taser on player death$ gamedll clientdll replicated release
mp_death_drop_breachcharge$Drop breachcharge on player death$ gamedll clientdll replicated release
mp_death_drop_healthshot$Drop healthshot on player death$ gamedll clientdll replicated release
mp_coop_force_join_ct$If set, real players will auto join CT on join.$ gamedll clientdll replicated release missing3
mp_coopterrorhunt_num_enemies$The number of enemies CTs have to hunt and kill.$ gamedll clientdll replicated release
mp_coopterrorhunt_kill_add_time$The number of seconds added to the clock when players get a kill.$ gamedll clientdll replicated release
mp_coopmission_mission_number$Which mission the map should run after it loads.$ gamedll clientdll replicated release missing3
mp_force_pick_time$The amount of time a player has on the team screen to make a selection before being auto-teamed$ gamedll clientdll replicated release missing3
bot_autodifficulty_threshold_low$Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty$ gamedll clientdll replicated release missing3
bot_autodifficulty_threshold_high$Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty$ gamedll clientdll replicated release missing3
mp_equipment_reset_rounds$Reset all player equipment every N rounds (0 for never)$ gamedll clientdll replicated release missing3
mp_economy_reset_rounds$Reset all player money every N rounds (0 for never)$ gamedll clientdll replicated release missing3
mp_weapons_allow_zeus$Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).$ gamedll clientdll replicated release missing3
mp_weapons_allow_pistols$Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.$ gamedll clientdll replicated release missing3
mp_weapons_allow_smgs$Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.$ gamedll clientdll replicated release missing3
mp_weapons_allow_heavy$Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.$ gamedll clientdll replicated release missing3
mp_weapons_allow_rifles$Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.$ gamedll clientdll replicated release missing3
mp_weapons_allow_heavyassaultsuit$Determines whether heavyassaultsuit is permitted.$ gamedll clientdll replicated release missing3
mp_heavyassaultsuit_cooldown$Determines cooldown of purchase.$ gamedll clientdll replicated release missing3
mp_weapons_allow_typecount$Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).$ gamedll clientdll replicated release missing3
mp_weapons_allow_map_placed$If this convar is set, when a match starts, the game will not delete weapons placed in the map.$ gamedll clientdll replicated release missing3
mp_default_team_winner_no_objective$If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.$ gamedll clientdll replicated release missing3
mp_weapons_glow_on_ground$If this convar is set, weapons on the ground will have a glow around them.$ gamedll clientdll replicated release missing3
mp_respawn_on_death_t$When set to 1, terrorists will respawn after dying.$ gamedll clientdll replicated release missing3
mp_respawn_on_death_ct$When set to 1, counter-terrorists will respawn after dying.$ gamedll clientdll replicated release missing3
mp_use_respawn_waves$When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead.$ gamedll clientdll replicated release missing3
mp_tdm_healthshot_killcount$Grant healthshots in team deathmatch after n kills$ gamedll clientdll replicated release
mp_ggprogressive_healthshot_killcount$Grant healthshots in arms race after n kills$ gamedll clientdll replicated release missing3
mp_items_prohibited$Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.$ gamedll clientdll replicated release missing3
mp_respawnwavetime_ct$Time between respawn waves for CTs.$ gamedll clientdll replicated release missing3
mp_respawnwavetime_t$Time between respawn waves for Terrorists.$ gamedll clientdll replicated release missing3
tr_completed_training$Whether the local player has completed the initial training portion of the training map$ developmentonly gamedll archive per_user
tr_best_course_time$The player's best time for the timed obstacle course$ developmentonly gamedll archive per_user
tr_valve_course_time$Valve's best time for the timed obstacle course$ developmentonly gamedll
mp_competitive_endofmatch_extra_time$After a competitive match finishes rematch voting extra time is given for rankings.$ gamedll release
mp_endmatch_votenextmap$Whether or not players vote for the next map at the end of the match when the final scoreboard comes up$ gamedll clientdll replicated release
mp_endmatch_votenextmap_keepcurrent$If set, keeps the current map in the list of voting options.  If not set, the current map will not appear in the list of voting options.$ gamedll clientdll replicated release
mp_endmatch_votenextleveltime$If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.$ gamedll release
sv_endmatch_item_drop_interval$The time between drops on the end match scoreboard $ developmentonly gamedll clientdll replicated
sv_endmatch_item_drop_interval_rare$The time between drops on the end match scoreboard for rare items $ developmentonly gamedll clientdll replicated
sv_endmatch_item_drop_interval_mythical$The time between drops on the end match scoreboard for mythical items $ developmentonly gamedll clientdll replicated
sv_endmatch_item_drop_interval_legendary$The time between drops on the end match scoreboard for legendary items $ developmentonly gamedll clientdll replicated
sv_endmatch_item_drop_interval_ancient$The time between drops on the end match scoreboard for ancient items $ developmentonly gamedll clientdll replicated
sv_compute_per_bot_difficulty$0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot $ developmentonly gamedll clientdll replicated
sv_show_bot_difficulty_in_name$0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name$ developmentonly gamedll clientdll replicated
sv_bot_difficulty_kbm$Bot difficulty while playing with Keyboard/Mouse device$ developmentonly gamedll missing0 clientdll replicated
sv_kick_ban_duration$How long should a kick ban from the server should last (in minutes)$ gamedll clientdll notify replicated release
sv_disable_immunity_alpha$If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]$ gamedll clientdll replicated release missing3
sv_deadtalk$Dead players can speak (voice, text) to the living$ gamedll clientdll notify replicated release missing3
sv_full_alltalk$Any player (including Spectator team) can speak to any other player$ gamedll clientdll replicated release
sv_talk_enemy_dead$Dead players can hear all dead enemy communication (voice, chat)$ gamedll clientdll replicated release missing3
sv_talk_enemy_living$Living players can hear all living enemy communication (voice, chat)$ gamedll clientdll replicated release missing3
sv_talk_after_dying_time$The number of seconds a player can continue talking after dying as if they were still alive$ gamedll clientdll replicated release
sv_auto_full_alltalk_during_warmup_half_end$When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match$ gamedll release missing3
sv_spec_hear$Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody$ gamedll clientdll notify replicated release
mp_c4timer$how long from when the C4 is armed until it blows$ gamedll clientdll notify replicated release missing3
dev_reportmoneychanges$Displays money account changes for players in the console$ developmentonly gamedll replicated
mp_roundtime$How many minutes each round takes.$ gamedll notify replicated release missing3
mp_roundtime_deployment$How many minutes deployment for coop mission takes.$ gamedll release
mp_roundtime_hostage$How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.$ gamedll notify replicated release missing3
mp_roundtime_defuse$How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.$ gamedll notify replicated release missing3
mp_team_intro_time$How many seconds for team intro$ gamedll notify replicated release missing3
mp_freezetime$how many seconds to keep players frozen when the round starts$ gamedll notify replicated release missing3
mp_limitteams$Max # of players 1 team can have over another (0 disables check)$ gamedll notify replicated release missing3
mp_tkpunish$Will TK'ers and team damagers be punished in the next round?  {0=no,  1=yes}$ gamedll replicated release
mp_autokick$Kick idle/team-killing/team-damaging players$ gamedll replicated release missing3
mp_suicide_penalty$Punish players for suicides$ gamedll release missing3
mp_spawnprotectiontime$Kick players who team-kill within this many seconds of a round restart.$ gamedll replicated release
mp_td_spawndmgthreshold$The damage threshold players have to exceed at the start of the round to be warned/kick.$ gamedll replicated release
mp_td_dmgtowarn$The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.$ gamedll replicated release
mp_td_dmgtokick$The damage threshhold players have to exceed in a match to get kicked.$ gamedll replicated release
mp_humanteam$Restricts human players to a single team {any, CT, T}$ gamedll replicated release
mp_guardian_special_kills_needed$The number of kills needed with a specific weapon.$ gamedll replicated release missing3
mp_guardian_special_weapon_needed$The weapon that needs to be used to increment the kills needed to complete the mission.$ gamedll replicated release missing3
mp_guardian_player_dist_min$The distance at which we start to warn a player when they are too far from the guarded bombsite.$ gamedll replicated release missing3
mp_guardian_player_dist_max$The maximum distance a player is allowed to get from the bombsite before they're killed.$ gamedll replicated release missing3
mp_guardian_bot_money_per_wave$The amount of money bots get time each wave the players complete.  This # is absolute and not additive, the money is set to (this)x(wave#) for each bot on each wave.$ gamedll replicated release missing3
mp_guardian_ai_bt_difficulty_adjust_wave_interval$Adjust the guardian bots' difficulty every nth guardian wave when using behavior trees.$ gamedll replicated release missing3
mp_guardian_ai_bt_difficulty_max_next_level_bots$How many bots to increase difficulty per wave - this many easier bots will get harder.$ gamedll replicated release missing3
mp_guardian_ai_bt_difficulty_cap_beginning_round$Starting this round a difficulty cap will be applied to the bots.$ gamedll replicated release missing3
mp_guardian_ai_bt_difficulty_initial_value$Starting difficulty level for the gardian bots.$ gamedll replicated release missing3
mp_ignore_round_win_conditions$Ignore conditions which would end the current round$ gamedll replicated release
mp_dm_time_between_bonus_min$Minimum time a bonus time will start after the round start or after the last bonus (in seconds)$ gamedll replicated release
mp_dm_time_between_bonus_max$Maximum time a bonus time will start after the round start or after the last bonus (in seconds)$ gamedll replicated release
mp_dm_bonus_length_min$Minimum time the bonus time will last (in seconds)$ gamedll replicated release
mp_dm_bonus_length_max$Maximum time the bonus time will last (in seconds)$ gamedll replicated release
mp_dogtag_pickup_rule$Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone)$ gamedll replicated release missing3
mp_dogtag_despawn_on_killer_death$Whether dogtags should despawn when their killer dies$ gamedll replicated release missing3
mp_dogtag_despawn_time$How many seconds dogtags should stay around before despawning automatically (0 = infinite)$ gamedll replicated release missing3
mp_damage_scale_ct_body$Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)$ gamedll replicated release missing3
mp_damage_scale_ct_head$Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%).  REMEMBER! headshots do 4x the damage of the body before this scaler is applied.$ gamedll replicated release missing3
mp_damage_scale_t_body$Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)$ gamedll replicated release missing3
mp_damage_scale_t_head$Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%).        REMEMBER! headshots do 4x the damage of the body before this scaler is applied.$ gamedll replicated release missing3
mp_damage_headshot_only$Determines whether non-headshot hits do any damage.$ gamedll replicated release missing3
mp_weapon_self_inflict_amount$If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.$ gamedll replicated release missing3
mp_damage_vampiric_amount$If Set to non-0, will determine the fraction of damage dealt that will be given to attacker.$ gamedll replicated release missing3
mp_global_damage_per_second$If above 0, deal non-lethal damage to players over time.$ gamedll replicated release missing3
mp_starting_losses$Determines what the initial loss streak is.$ gamedll replicated release missing3
mp_consecutive_loss_aversion$How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second win$ gamedll replicated release
mp_heavybot_damage_reduction_scale$How much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage)$ gamedll clientdll replicated release missing3
mp_heavyassaultsuit_deploy_timescale$How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)$ gamedll clientdll replicated release missing3
mp_heavyassaultsuit_aimpunch$How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot$ gamedll clientdll replicated release missing3
mp_shield_speed_deployed$The max speed of a player when they have a shield deployed$ gamedll clientdll replicated release
mp_shield_speed_holstered$The max speed of a player when they have a shield holstered$ gamedll clientdll replicated release
mp_backup_round_auto$If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk$ gamedll release
mp_backup_round_file$If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt$ gamedll release
mp_backup_round_file_pattern$If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt'$ gamedll release
mp_backup_round_file_last$Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.$ gamedll release
mp_backup_restore_load_autopause$Whether to automatically pause the match after restoring round data from backup$ gamedll release
mp_spec_swapplayersides$Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.$ gamedll clientdll replicated release
sv_gameinstructor_disable$Force all clients to disable their game instructors.$ gamedll clientdll replicated release
cs_AssistDamageThreshold$cs_AssistDamageThreshold defines the amount of damage needed to score an assist$ developmentonly gamedll
sv_matchpause_auto_5v5$When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.$ gamedll clientdll replicated release
mp_spectators_max$How many spectators are allowed in a match.$ gamedll clientdll replicated release
mp_buytime$How many seconds after round start players can buy items for.$ gamedll clientdll replicated release missing3
mp_buy_allow_grenades$Whether players can purchase grenades from the buy menu or not.$ gamedll clientdll replicated release missing3
mp_buy_allow_guns$Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).$ gamedll clientdll replicated release missing3
mp_warmup_online_enabled$Whether or not to do a warmup period at the start of an online match.$ gamedll clientdll replicated release
mp_warmup_offline_enabled$Whether or not to do a warmup period at the start of a match in an offline (bot) match.$ gamedll clientdll replicated release
mp_startmoney$amount of money each player gets when they reset$ gamedll clientdll replicated release missing3
mp_maxmoney$maximum amount of money allowed in a player's account$ gamedll clientdll replicated release missing3
mp_afterroundmoney$amount of money awared to every player after each round$ gamedll clientdll replicated release missing3
mp_playercashawards$Players can earn money by performing in-game actions$ gamedll clientdll replicated release missing3
mp_teamcashawards$Teams can earn money by performing in-game actions$ gamedll clientdll replicated release missing3
mp_overtime_enable$If a match ends in a tie, use overtime rules to determine winner$ gamedll clientdll replicated release
mp_overtime_maxrounds$When overtime is enabled play additional rounds to determine winner$ gamedll clientdll replicated release
mp_overtime_startmoney$Money assigned to all players at start of every overtime half$ gamedll clientdll replicated release
mp_hostages_takedamage$Whether or not hostages can be hurt.$ gamedll clientdll replicated release
mp_hostages_rescuetowin$0 == all alive, any other number is the number the CT's need to rescue to win the round.$ developmentonly gamedll clientdll replicated
mp_hostages_rescuetime$Additional time added to round time if a hostage is reached by a CT.$ gamedll clientdll replicated release
mp_anyone_can_pickup_c4$If set, everyone can pick up the c4, not just Ts.$ gamedll clientdll replicated release missing3
mp_c4_cannot_be_defused$If set, the planted c4 cannot be defused.$ gamedll clientdll replicated release missing3
sv_coaching_enabled$Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )$ developmentonly gamedll clientdll replicated release
sv_allow_thirdperson$Allows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set thirdperson without this convar being set)$ gamedll clientdll replicated release
sv_party_mode$Party!!$ gamedll clientdll replicated release
sv_dz_hostage_rescue_reward$Number of cash bundles to award for rescuing a hostage$ gamedll clientdll replicated release
sv_dz_squad_wipe_reward$Number of cash bundles to award for eliminating a squad$ gamedll clientdll replicated release
mp_shorthanded_cash_bonus_round_delay$number of previous rounds that a team needs to have been shorthanded before they are eligible for the short-handed bonus$ gamedll clientdll replicated release
mp_shorthanded_cash_bonus_ignore_kicked$Determines whether kicked players are included in the assessment for short-handedness$ gamedll clientdll replicated release
mp_disconnect_kills_players$When a player disconnects, kill them first (triggering item drops, stats, etc.)$ gamedll release
mp_disconnect_kills_bots$When a bot disconnects, kill them first.  Requires mp_disconnect_kills_players.$ gamedll release
mp_verbose_changelevel_spew$$ gamedll clientdll replicated release
mp_warmuptime$How long the warmup period lasts. Changing this value resets warmup.$ gamedll clientdll replicated release missing3
mp_warmuptime_all_players_connected$Warmup time to use when all players have connected. 0 to disable.$ gamedll clientdll replicated release missing3
mp_endwarmup_player_count$Number of players required to be connected to end warmup early. 0 to require maximum players for mode.$ gamedll clientdll replicated release
mp_warmup_pausetimer$Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.$ gamedll clientdll replicated release missing3
mp_halftime_pausetimer$Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.$ gamedll clientdll replicated release missing3
mp_halftime_pausematch$Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.$ gamedll clientdll replicated release
mp_overtime_halftime_pausetimer$If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer.$ gamedll clientdll replicated release
mp_respawn_immunitytime$How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity.$ gamedll clientdll replicated release missing3
mp_playerid$Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names$ gamedll clientdll replicated release
mp_playerid_delay$Number of seconds to delay showing information in the status bar$ gamedll clientdll replicated release
mp_playerid_hold$Number of seconds to keep showing old information in the status bar$ gamedll clientdll replicated release
mp_round_restart_delay$Number of seconds to delay before restarting a round after a win$ gamedll clientdll replicated release missing3
mp_halftime_duration$Target number of seconds that halftime lasts; shortened if team intros are active$ gamedll clientdll replicated release
mp_min_halftime_duration$Minimum number of seconds that halftime lasts even if team intros are active$ gamedll clientdll replicated release
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?$ gamedll clientdll replicated release missing3
mp_ggtr_always_upgrade$Award this many upgrade points every round in demolition mode$ gamedll clientdll replicated release missing3
mp_ggtr_end_round_kill_bonus$Number of bonus points awarded in Demolition Mode when knife kill ends round$ gamedll clientdll replicated release missing3
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$ gamedll clientdll replicated release missing3
mp_ggprogressive_round_restart_delay$Number of seconds to delay before restarting a round after a win in gungame progessive$ gamedll clientdll replicated release missing3
mp_ggprogressive_use_random_weapons$If set, selects random weapons from set categories for the progression order$ gamedll clientdll replicated release
mp_ggprogressive_random_weapon_kills_needed$If mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weapon$ gamedll clientdll replicated release
mp_ggtr_num_rounds_autoprogress$Upgrade the player's weapon after this number of rounds without upgrading$ gamedll clientdll replicated release
mp_ct_default_melee$The default melee weapon that the CTs will spawn with.       Even if this is blank, a knife will be given.  To give a taser, it should look like this: 'weapon_knife weapon_taser'.  Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!$ gamedll clientdll replicated release missing3
mp_ct_default_secondary$The default secondary (pistol) weapon that the CTs will spawn with$ gamedll clientdll replicated release missing3
mp_ct_default_primary$The default primary (rifle) weapon that the CTs will spawn with$ gamedll clientdll replicated release missing3
mp_ct_default_grenades$The default grenades that the CTs will spawn with.        To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'$ gamedll clientdll replicated release missing3
mp_t_default_melee$The default melee weapon that the Ts will spawn with$ gamedll clientdll replicated release missing3
mp_t_default_secondary$The default secondary (pistol) weapon that the Ts will spawn with$ gamedll clientdll replicated release missing3
mp_t_default_primary$The default primary (rifle) weapon that the Ts will spawn with$ gamedll clientdll replicated release missing3
mp_t_default_grenades$The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'$ gamedll clientdll replicated release missing3
mp_join_grace_time$Number of seconds after round start to allow a player to join a game$ gamedll clientdll replicated release
mp_win_panel_display_time$The amount of time to show the win panel between matches / halfs$ gamedll clientdll replicated release missing3
mp_ggtr_bomb_pts_for_upgrade$Kill points required to upgrade a player's weapon$ gamedll clientdll replicated release missing3
mp_ggtr_bomb_pts_for_he$Kill points required in a round to get a bonus HE grenade$ gamedll clientdll replicated release missing3
mp_ggtr_bomb_pts_for_flash$Kill points required in a round to get a bonus flash grenade$ gamedll clientdll replicated release missing3
mp_ggtr_bomb_pts_for_molotov$Kill points required in a round to get a bonus molotov cocktail$ gamedll clientdll replicated release missing3
mp_ggtr_bomb_respawn_delay$Number of seconds to delay before making the bomb available to a respawner in gun game$ gamedll clientdll replicated release missing3
mp_ggtr_bomb_defuse_bonus$Number of bonus upgrades to award the CTs when they defuse a gun game bomb$ gamedll clientdll replicated release missing3
mp_ggtr_bomb_detonation_bonus$Number of bonus upgrades to award the Ts when they detonate a gun game bomb$ gamedll clientdll replicated release missing3
mp_dm_kill_base_score$Number of base points to award for a kill in deathmatch.  Cheaper weapons award 1 or 2 additional points.$ gamedll clientdll replicated release missing3
mp_dm_bonus_percent$Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.$ gamedll clientdll replicated release missing3
mp_dm_bonus_respawn$When attempting to get the bonus weapon in deathmatch, whether we should respawn you with it or just give it to you directly$ gamedll clientdll replicated release missing3
mp_dm_dogtag_score$Points to award for picking up a dogtag in deathmatch.$ gamedll clientdll replicated release missing3
mp_dm_teammode$In deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contribution score)$ gamedll clientdll replicated release missing3
mp_dm_teammode_kill_score$Team deathmatch victory points to award for enemy kill$ gamedll clientdll replicated release missing3
mp_dm_teammode_bonus_score$Team deathmatch victory points to award for kill with bonus weapon$ gamedll clientdll replicated release missing3
mp_dm_teammode_dogtag_score$Team deathmatch victory points to award for collecting enemy dogtags$ gamedll clientdll replicated release missing3
mp_dm_bonusweapon_dogtags$Additional dogtags to drop when making a kill with the bonus weapon$ gamedll clientdll replicated release missing3
mp_display_kill_assists$Whether to display and score player assists$ gamedll clientdll replicated release missing3
mp_match_end_restart$At the end of the match, perform a restart instead of loading a new map$ gamedll clientdll replicated release
mp_match_end_changelevel$At the end of the match, perform a changelevel even if next map is the same$ gamedll clientdll replicated release missing3
mp_defuser_allocation$How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone$ gamedll clientdll replicated release missing3
mp_give_player_c4$Whether this map should spawn a c4 bomb for a player or not.$ gamedll clientdll replicated release missing3
mp_require_gun_use_to_acquire$Whether guns must be +used to acquire or default is touch-to-pickup$ gamedll release
mp_death_drop_gun$Which gun to drop on player death: 0=none, 1=best, 2=current or best$ gamedll clientdll replicated release missing3
mp_death_drop_c4$Whether c4 is droppable$ gamedll clientdll replicated release missing3
mp_death_drop_grenade$Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades$ gamedll clientdll replicated release missing3
ammo_item_limit_adrenaline$$ gamedll clientdll replicated release
ammo_grenade_limit_breachcharge$$ gamedll clientdll replicated release
ammo_item_limit_healthshot$$ gamedll clientdll replicated release missing3
ammo_50AE_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_762mm_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_556mm_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_556mm_box_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_338mag_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_9mm_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_buckshot_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_45acp_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_357sig_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_57mm_impulse$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_50AE_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_762mm_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_556mm_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_556mm_box_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_338mag_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_9mm_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_buckshot_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_45acp_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_357sig_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
ammo_57mm_headshot_mult$You must enable tweaking via tweak_ammo_impulses to use this value.$ developmentonly gamedll clientdll replicated
frag_grenade_blip_frequency$$ developmentonly gamedll clientdll replicated
spec_replay_round_delay$Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)$ gamedll release
mp_footsteps_serverside$Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.$ gamedll release
sv_warmup_to_freezetime_delay$Delay between end of warmup and start of match.$ gamedll clientdll replicated release missing3
sv_server_graphic1$A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.$ gamedll clientdll replicated release
sv_server_graphic2$A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.$ gamedll clientdll replicated release
sv_disable_observer_interpolation$Disallow interpolating between observer targets on this server.$ gamedll clientdll replicated release
sv_invites_only_mainmenu$If turned on, will ignore all invites when user is playing a match$ gamedll clientdll replicated release
sv_holiday_mode$0 = OFF, 1 = Halloween, 2 = Winter$ gamedll clientdll replicated release
sv_teamid_overhead_always_prohibit$Determines whether cl_teamid_overhead_always is prohibited.$ gamedll clientdll notify replicated release
sv_versus_screen_scene_id$Determines which scene is used for the versus screen.$ gamedll release missing3
sv_autoexec_mapname_cfg$Execute a mapname cfg file on the server automatically in custom game modes that require it.$ gamedll release
sv_show_team_equipment_prohibit$Determines whether +cl_show_team_equipment is prohibited.$ gamedll clientdll notify replicated release
sv_show_team_equipment_force_on$Force on if not prohibited$ gamedll clientdll replicated release missing3
sv_teamid_overhead_maxdist_spec$If >0, server will override cl_teamid_overhead_maxdist_spec$ gamedll clientdll replicated release missing3
sv_teamid_overhead_maxdist$If >0, server will override cl_teamid_overhead_maxdist$ gamedll clientdll replicated release missing3
sv_teamid_overhead$Shows teamID over player's heads.  0 = off, 1 = on$ gamedll clientdll notify replicated release
sv_disable_radar$0: regular radar; 1: always disabled; 2: disabled in warmup$ gamedll clientdll replicated release missing3
sv_hide_roundtime_until_seconds$$ gamedll clientdll replicated release
sv_outofammo_indicator$$ gamedll clientdll replicated release missing3
sv_falldamage_to_below_player_ratio$Landing on a another player's head gives them this ratio of the damage.$ gamedll clientdll replicated release missing3
sv_falldamage_to_below_player_multiplier$Scale damage when distributed across two players$ gamedll clientdll replicated release missing3
sv_chat_proximity$$ gamedll clientdll replicated release
sv_voice_proximity$$ gamedll clientdll replicated release
sv_highlight_duration$$ gamedll clientdll replicated release
sv_highlight_distance$$ gamedll clientdll replicated release
sv_fade_player_visibility_farz$$ gamedll clientdll replicated release
sv_kick_players_with_cooldown$(0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)$ gamedll replicated release
sv_matchend_drops_enabled$Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented$ gamedll release
sv_buy_status_override$Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody$ gamedll replicated release missing3
sv_auto_adjust_bot_difficulty$Adjust the difficulty of bots each round based on contribution score.$ gamedll release missing3
sv_bots_get_easier_each_win$If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.$ gamedll release missing3
sv_bots_get_harder_after_each_wave$If > 0, some # of bots will raise thier difficulty each time CTs beat a Guardian wave. The argument defines how many will raise their difficulty each time$ gamedll release missing3
sv_guardian_reset_c4_every_wave$$ gamedll release missing3
tv_delaymapchange$Delays map change until broadcast is complete$ gamedll release
sv_game_mode_flags$Dedicated server game mode flags to run$ gamedll release
nextmap_print_enabled$When enabled prints next map to clients$ gamedll release
sv_ggprogressive_autosniper_first$Should auto snipers go first or regular snipers?$ gamedll release
sv_ggprogressive_shotgun_last$Should auto snipers go first or regular snipers?$ gamedll release
sv_skirmish_id$Dedicated server skirmish id to run$ gamedll clientdll replicated release
ff_damage_decoy_explosion$Enables or disables team damage from decoy detonation$ gamedll clientdll replicated release
mp_autoteambalance$$ gamedll notify release missing3
mp_maxrounds$max number of rounds to play before server changes maps$ gamedll clientdll notify replicated release missing3
mp_winlimit$Max score one team can reach before server changes maps$ developmentonly gamedll clientdll notify replicated
mp_tournament$$ developmentonly gamedll clientdll notify replicated
mp_team_timeout_time$Duration of each timeout.$ gamedll clientdll replicated release
mp_team_timeout_max$Number of timeouts each team gets per match.$ gamedll clientdll replicated release
mp_technical_timeout_per_team$How many technical timeouts are there per team?$ gamedll clientdll replicated release missing3
mp_technical_timeout_duration_s$How many seconds is a full technical timeout?$ gamedll clientdll replicated release missing3
mp_weapons_max_gun_purchases_per_weapon_per_match$Max number of times a player may purchase any weapon per match$ gamedll clientdll replicated release missing3
sv_max_allowed_net_graph$Determines max allowed net_graph value for clients.$ gamedll clientdll notify replicated release
mp_match_restart_delay$Time (in seconds) until a match restarts.$ gamedll clientdll replicated release
mp_chattime$amount of time players can chat after the game is over$ developmentonly gamedll clientdll replicated
mp_timelimit$game time per map in minutes$ gamedll clientdll notify replicated release missing3
mp_fraglimit$$ gamedll notify release
nextmode$Sets the game mode to be played when the next level loads$ gamedll notify replicated release
nextlevel$If set to a valid map name, will trigger a changelevel to the specified map at the end of the round$ gamedll notify release
mapcyclefile$Name of the .txt file used to cycle the maps on multiplayer servers $ developmentonly gamedll
game_online$The current game is online.$ developmentonly gamedll missing0 clientdll replicated
game_public$The current game is public.$ developmentonly gamedll missing0 clientdll replicated
mp_teamname_1$A non-empty string overrides the first team's name.$ gamedll release
mp_teamname_2$A non-empty string overrides the second team's name.$ gamedll release
mp_teamflag_1$Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.$ gamedll release
mp_teamflag_2$Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.$ gamedll release
mp_teamlogo_1$Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'$ gamedll release
mp_teamlogo_2$Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'$ gamedll release
mp_teamprediction_txt$A value between 1 and 99 will set predictions in favor of first team.$ gamedll release
mp_teamprediction_pct$A value between 1 and 99 will show predictions in favor of CT team.$ gamedll release
mp_teammatchstat_txt$A non-empty string sets the match stat description, e.g. 'Match 2 of 3'.$ gamedll release
mp_teammatchstat_1$A non-empty string sets first team's match stat.$ gamedll release
mp_teammatchstat_2$A non-empty string sets second team's match stat.$ gamedll release
mp_teamscore_1$A non-empty string for best-of-N maps won by the first team.$ gamedll release
mp_teamscore_2$A non-empty string for best-of-N maps won by the second team.$ gamedll release
mp_teamscore_max$How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)$ gamedll release
mp_teammatchstat_holdtime$Decide on a match stat and hold it additionally for at least so many seconds$ gamedll release
mp_teammatchstat_cycletime$Cycle match stats after so many seconds$ gamedll release
mp_heavyassaultsuit_speed$The max speed of a player when they are wearing the heavy assault suit$ gamedll clientdll replicated release missing3
inferno_damage_timer$How long between times for the inferno to deal damage.$ developmentonly gamedll clientdll replicated
mp_hostagepenalty$Terrorist are kicked for killing too much hostages$ developmentonly gamedll notify missing3
hostage_debug$Show hostage AI debug information$ gamedll cheat
hostage_drop_time$Time for the hostage before it fully drops to ground$ developmentonly gamedll
hostage_is_silent$When set, the hostage won't play any code driven response rules lines$ gamedll cheat
sv_pushaway_hostage_force$How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).$ gamedll replicated cheat
sv_pushaway_max_hostage_force$Maximum of how hard the hostage is pushed away from physics objects.$ gamedll replicated cheat
mp_hostages_max$Maximum number of hostages to spawn.$ gamedll replicated release missing3
mp_hostages_spawn_farthest$When enabled will consistently force the farthest hostages to spawn.$ gamedll replicated release
mp_hostages_spawn_same_every_round$0 = spawn hostages randomly every round, 1 = same spawns for entire match.$ gamedll replicated release missing3
mp_hostages_spawn_force_positions$Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'$ gamedll replicated release missing3
mp_hostages_spawn_force_positions_xyz$Comma separated list of xyz locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2'$ gamedll replicated release
mp_hostages_run_speed_modifier$Default is 1.0, slow down hostages by setting this to < 1.0.$ gamedll replicated release
mp_only_cts_rescue_hostages$$ gamedll replicated release missing3
nav_approach_points_area_size_threshold$Ignore nav areas with at least one side smaller than this amount during approach point calculation.$ developmentonly gamedll
nav_draw_hidingspots$$ gamedll cheat
nav_draw_dangerareas$$ gamedll cheat
mp_guardian_target_site$If set to the index of a bombsite, will cause random spawns to be only created near that site.$ gamedll release missing3
sv_flashbang_strength$Flashbang strength$ developmentonly gamedll replicated
sv_hegrenade_damage_multiplier$$ gamedll replicated release missing3
sv_hegrenade_radius_multiplier$$ gamedll replicated release missing3
dota_overhead_on_received_item$Emit an overhead particle effect on receiving an item from an ally.$ developmentonly gamedll clientdll replicated
ai_shot_bias_min$$ developmentonly gamedll clientdll replicated
ai_shot_bias_max$$ developmentonly gamedll clientdll replicated
ai_debug_shoot_positions$$ gamedll clientdll replicated cheat
ai_disabled$$ gamedll clientdll replicated cheat
sv_script_think_interval$$ developmentonly gamedll clientdll replicated
vprof_scope_entity_thinks$$ developmentonly gamedll clientdll replicated
vprof_think_limit$$ developmentonly gamedll
ent_pivot_size$$ gamedll archive cheat
debug_overlay_fullposition$$ developmentonly gamedll
ent_text_no_name_really_i_mean_it$$ gamedll cheat
ent_show_contexts$Show entity contexts in ent_text display$ gamedll cheat
ent_actornames_font$ent_actornames font name$ gamedll clientdll replicated cheat
ent_actornames_fontsize$ent_actornames font size$ gamedll clientdll replicated cheat
ent_text_flags_active$$ gamedll archive cheat
sv_pushaway_clientside_size$Minimum size of pushback objects$ developmentonly gamedll clientdll replicated
props_break_max_pieces_perframe$Maximum prop breakable piece count per frame (-1 = model default)$ developmentonly gamedll clientdll replicated
break_damage_inherit_scale$$ developmentonly gamedll clientdll replicated
break_invulnerable_spawn_duration$$ developmentonly gamedll clientdll replicated
animgraph_enable_parallel_update$$ developmentonly gamedll clientdll replicated
animgraph_enable_tickJobs$$ developmentonly gamedll clientdll replicated
animgraph_force_tick_all_graphs$$ developmentonly gamedll clientdll replicated
sv_skip_update_animations$Enable to skip game animations$ developmentonly gamedll
animgraph_slope_draw_raycasts$$ gamedll clientdll replicated cheat
animgraph_draw_traces$$ developmentonly gamedll clientdll replicated
animgraph_trace_ignore_prop_physics$$ developmentonly gamedll clientdll replicated
sv_massreport$$ developmentonly gamedll
ent_skeleton_duration$Duration of ent_skeleton display$ gamedll clientdll replicated cheat
skill$Game skill level.$ gamedll clientdll archive replicated per_user
sv_lightquery_debug$$ gamedll cheat
lightquery_debug_direct_lighting$$ gamedll clientdll replicated cheat
lightquery_debug_indirect_lighting$$ gamedll clientdll replicated cheat
lightquery_debug_indirect_lighting_fast$0 = standard sampling, 1 = fast sampling, 2 = ultra-fast sampling$ gamedll clientdll replicated cheat
phys_active$Whether PLAYER physics is actively simulated (ie. noclip)$ developmentonly gamedll
sv_phys_enabled$Enable all physics simulation$ gamedll cheat
sv_phys_stop_at_collision$$ gamedll cheat
sv_phys_sleep_enable$Enable sleeping for dynamic physics bodies.$ gamedll cheat
sv_phys_animated_hierarchy$$ developmentonly gamedll
phys_show_stats$$ developmentonly gamedll clientdll replicated
phys_threaded_transform_update$$ developmentonly gamedll clientdll replicated
sv_gravity$World gravity.$ gamedll clientdll notify replicated release
phys_timescale$Scale time for physics$ developmentonly gamedll
phys_continuous_kinematic_update$$ developmentonly gamedll clientdll replicated
phys_parallel_islands$Enable/Disable Parallel Island Solving$ developmentonly gamedll clientdll replicated
sv_phys_visualize_awake$$ developmentonly gamedll
phys_visualize_awake_dynamic_only$$ developmentonly gamedll clientdll replicated
phys_visualize_awake_unattached_only$$ developmentonly gamedll clientdll replicated
sv_phys_debug_callback_entities$Print all entities that get touch callbacks. Each entity is printed only once.$ gamedll cheat
phys_log_updaters_include$$ developmentonly gamedll clientdll replicated
phys_log_updaters_exclude$$ developmentonly gamedll clientdll replicated
phys_log_updaters$$ developmentonly gamedll clientdll replicated
sv_hitbox_debug$$ developmentonly gamedll
sos_debug_emit$$ developmentonly gamedll clientdll replicated
snd_break_on_start_soundevent$Use to debug break on any soundevent that is started matching this name$ gamedll clientdll replicated cheat
script_break_in_native_debugger_on_error$$ developmentonly gamedll
script_attach_debugger_at_startup$$ developmentonly gamedll
ai_debug_dyninteractions$Debug the NPC dynamic interaction system.$ gamedll cheat
fog_volume_debug$If enabled, prints diagnostic information about the current fog volume$ developmentonly gamedll
ammo_50AE_max$$ gamedll clientdll replicated release
ammo_762mm_max$$ gamedll clientdll replicated release
ammo_556mm_max$$ gamedll clientdll replicated release
ammo_556mm_small_max$$ gamedll clientdll replicated release
ammo_556mm_box_max$$ gamedll clientdll replicated release
ammo_338mag_max$$ gamedll clientdll replicated release
ammo_9mm_max$$ gamedll clientdll replicated release
ammo_buckshot_max$$ gamedll clientdll replicated release
ammo_45acp_max$$ gamedll clientdll replicated release
ammo_357sig_max$$ gamedll clientdll replicated release
ammo_357sig_p250_max$$ gamedll clientdll replicated release
ammo_357sig_small_max$$ gamedll clientdll replicated release
ammo_357sig_min_max$$ gamedll clientdll replicated release
ammo_57mm_max$$ gamedll clientdll replicated release
ammo_grenade_limit_default$$ gamedll clientdll replicated release missing3
ammo_grenade_limit_flashbang$$ gamedll clientdll replicated release missing3
ammo_grenade_limit_total$$ gamedll clientdll replicated release missing3
ammo_grenade_limit_tripwirefire$$ gamedll clientdll replicated release
sv_vote_issue_pause_match_spec_only$When enabled, only admins start technical pause$ gamedll notify replicated release
sv_vote_issue_timeout_allowed$Can people hold votes to time out?$ developmentonly gamedll
sv_vote_issue_matchready_allowed$Can people hold votes to ready/unready the match?$ developmentonly gamedll
sv_vote_issue_swap_teams_allowed$Can people hold votes to swap the teams?$ developmentonly gamedll
sv_vote_issue_surrrender_allowed$Can people hold votes to surrender?$ developmentonly gamedll
weapon_accuracy_logging$$ developmentonly gamedll clientdll archive replicated
weapon_near_empty_sound$$ gamedll clientdll replicated cheat
weapon_debug_max_inaccuracy$Force all shots to have maximum inaccuracy$ developmentonly gamedll clientdll replicated cheat
weapon_debug_inaccuracy_only_up$Force weapon inaccuracy to be in exactly the up direction$ developmentonly gamedll clientdll replicated cheat
snd_max_pitch_shift_inaccuracy$$ developmentonly gamedll clientdll replicated
weapon_accuracy_shotgun_spread_patterns$$ gamedll clientdll replicated release
use_fx_queue$use_fx_queue$ developmentonly gamedll clientdll replicated
debug_aim_angle$$ developmentonly gamedll clientdll replicated
nav_max_view_distance$Maximum range for precomputed nav mesh visibility (0 = default 1500 units)$ gamedll cheat
nav_potentially_visible_dot_tolerance$$ gamedll cheat
bot_force_duck$$ developmentonly gamedll
mp_coopmission_bot_difficulty_offset$The difficulty offset modifier for bots during coop missions.$ gamedll replicated release missing3
bot_traceview$For internal testing purposes.$ gamedll replicated cheat
bot_stop$bot_stop <1|all> | <not_bomber> | <t> | <ct>$ gamedll replicated cheat
bot_ignore_enemies$If nonzero, bots will ignore enemies (for debugging).$ gamedll replicated cheat
bot_show_nav$For internal testing purposes.$ gamedll replicated cheat
bot_walk$If nonzero, bots can only walk, not run.$ developmentonly gamedll replicated
bot_difficulty$Defines the skill of bots joining the game.  Values are: 0=easy, 1=normal, 2=hard, 3=expert.$ gamedll replicated release missing3
bot_debug$For internal testing purposes.$ gamedll replicated cheat
bot_debug_target$For internal testing purposes.$ gamedll replicated cheat
bot_quota$Determines the total number of bots in the game.$ gamedll replicated release missing3
bot_quota_mode$Determines the type of quota..Allowed values: 'normal', 'fill', and 'match'..If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota..If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.$ gamedll replicated release missing3
bot_prefix$This string is prefixed to the name of all bots that join the game..<difficulty> will be replaced with the bot's difficulty..<weaponclass> will be replaced with the bot's desired weapon class..<skill> will be replaced with a 0-100 representation of the bot's skill.$ developmentonly gamedll replicated
bot_allow_rogues$If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.$ gamedll replicated release missing3
bot_allow_pistols$If nonzero, bots may use pistols.$ gamedll replicated release
bot_allow_shotguns$If nonzero, bots may use shotguns.$ gamedll replicated release
bot_allow_sub_machine_guns$If nonzero, bots may use sub-machine guns.$ gamedll replicated release
bot_allow_rifles$If nonzero, bots may use rifles.$ gamedll replicated release
bot_allow_machine_guns$If nonzero, bots may use the machine gun.$ gamedll replicated release
bot_allow_grenades$If nonzero, bots may use grenades.$ gamedll replicated release
bot_allow_snipers$If nonzero, bots may use sniper rifles.$ gamedll replicated release
bot_join_team$Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.$ gamedll replicated release
bot_join_after_player$If nonzero, bots wait until a player joins before entering the game.$ gamedll replicated release
bot_auto_vacate$If nonzero, bots will automatically leave to make room for human players.$ developmentonly gamedll replicated
bot_zombie$If nonzero, bots will stay in idle mode and not attack.$ gamedll replicated cheat
bot_defer_to_human_goals$If nonzero and there is a human on the team, the bots will not do the scenario tasks.$ gamedll replicated release missing3
bot_defer_to_human_items$If nonzero and there is a human on the team, the bots will not get scenario items.$ gamedll replicated release missing3
bot_chatter$Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.$ gamedll replicated release missing3
bot_dont_shoot$If nonzero, bots will not fire weapons (for debugging).$ gamedll replicated cheat release
bot_eco_limit$If nonzero, bots will not buy if their money falls below this amount.$ developmentonly gamedll replicated
bot_auto_follow$If nonzero, bots with high co-op may automatically follow a nearby human player.$ developmentonly gamedll replicated
bot_flipout$If nonzero, bots use no CPU for AI. Instead, they run around randomly.$ developmentonly gamedll replicated
bot_controllable$Determines whether bots can be controlled by players$ developmentonly gamedll replicated
mp_bot_ai_bt$Use the specified behavior tree file to drive the bot behavior.$ gamedll release missing3
bot_show_occupy_time$Show when each nav area can first be reached by each team.$ gamedll cheat
bot_show_battlefront$Show areas where rushing players will initially meet.$ gamedll cheat
bot_join_delay$Prevents bots from joining the server for this many seconds after a map change.$ developmentonly gamedll
bot_join_in_warmup$Prevents bots from joining the server while warmup phase is active.$ developmentonly gamedll
throttle_expensive_ai$$ developmentonly gamedll
csgo_nav_jump_link_detour_threshold$don't traverse a jump link if there's a detour that costs less than this amount$ developmentonly gamedll replicated
mp_guardian_force_collect_hostages_timeout$Force bots to collect hostages after this amount of time if no enemy has been seen.$ gamedll release missing3
bot_max_vision_distance_override$Max distance bots can see targets.$ gamedll replicated release missing3
bot_ignore_players$Bots will not see non-bot players.$ gamedll cheat
bot_coop_idle_max_vision_distance$Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.$ gamedll replicated release missing3
cv_bot_ai_bt_debug_target$Draw the behavior tree of the given bot.$ gamedll replicated cheat
cv_bot_ai_bt_moveto_show_next_hiding_spot$Draw the hiding spot the bot will check next.$ gamedll replicated cheat
cv_bot_ai_bt_hiding_spot_show$Draw hiding spots.$ gamedll replicated cheat
sv_bot_parallel_threat_detection$Perform bot threat detection in parallel$ developmentonly gamedll
bot_max_visible_smoke_length$Bots will see players through smoke clouds up to this length.$ gamedll replicated release
csgo_fatdemo_enable$$ gamedll clientdll replicated release
csgo_fatdemo_output$$ gamedll clientdll replicated release
bot_loadout$bots are given these items at round start$ gamedll cheat
bot_randombuy$should bots ignore their prefered weapons and just buy weapons at random?$ gamedll cheat
sv_bot_buy_grenade_chance$Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)$ gamedll release missing3
sv_bot_buy_smoke_weight$Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.$ gamedll release
sv_bot_buy_flash_weight$Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.$ gamedll release
sv_bot_buy_decoy_weight$Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.$ gamedll release
sv_bot_buy_molotov_weight$Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.$ gamedll release
sv_bot_buy_hegrenade_weight$Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.$ gamedll release
bot_coop_force_throw_grenade_chance$$ gamedll cheat
devonly_chicken_feeler_distance$Chicken feeler distance$ developmentonly gamedll
devonly_chicken_feeler_height$Chicken feeler height$ developmentonly gamedll
devonly_chicken_blocktimer$Chicken blockertimer$ developmentonly gamedll
debug_chicken$Chicken debug info$ developmentonly gamedll
inferno_per_flame_spawn_duration$Duration each new flame will attempt to spawn new flames$ gamedll cheat
inferno_initial_spawn_interval$Time between spawning flames for first fire$ gamedll cheat
inferno_child_spawn_interval_multiplier$Amount spawn interval increases for each child$ gamedll cheat
inferno_max_child_spawn_interval$Largest time interval for child flame spawning$ gamedll cheat
inferno_spawn_angle$Angular change from parent$ gamedll cheat
inferno_max_flames$Maximum number of flames that can be created$ gamedll replicated release
inferno_flame_spacing$Minimum distance between separate flame spawns$ gamedll cheat
inferno_flame_lifetime$Average lifetime of each flame in seconds$ gamedll replicated release
inferno_friendly_fire_duration$For this long, FF is credited back to the thrower.$ gamedll cheat
inferno_debug$$ gamedll cheat
inferno_damage$Damage per second$ gamedll cheat
inferno_max_range$Maximum distance flames can spread from their initial ignition point$ gamedll replicated release
inferno_velocity_factor$$ gamedll cheat
inferno_velocity_decay_factor$$ gamedll cheat
inferno_velocity_normal_factor$$ gamedll cheat
inferno_surface_offset$$ gamedll cheat
inferno_child_spawn_max_depth$$ gamedll replicated release
inferno_scorch_decals$$ gamedll cheat
inferno_max_trace_per_tick$$ developmentonly gamedll
inferno_forward_reduction_factor$$ gamedll cheat
inferno_smoke_volume_density$$ gamedll cheat
hint_panel_fadein$$ gamedll clientdll replicated cheat
hint_panel_fadeout$$ gamedll clientdll replicated cheat
hint_controller_use_hand_origin$$ developmentonly gamedll clientdll replicated
r_light_flickering_enabled$$ developmentonly gamedll clientdll replicated
r_mixed_shadows_fade_out_time$$ developmentonly gamedll clientdll replicated
r_mixed_shadows_fade_in_time$$ developmentonly gamedll clientdll replicated
sv_log_change_offsets$Log change offsets to game/varchangeinfoN.log files.$ developmentonly gamedll
sv_watchtransmit$Watch NetworkStateChanged info for this entity index.$ gamedll release
sv_max_change_offsets$How many network changes to track before requiring full diff check.$ developmentonly gamedll
sv_pvs_entity$If set, only allows this ent index to network (other than players and things that force sending).$ developmentonly gamedll
sv_pvs_random$If set, objects blink in/out of pvs randomly.$ developmentonly gamedll
pvs_flowtype$Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.$ gamedll release
pvs_debugentity$Verbose spew for this entity when doing IsInPVS computation.$ gamedll release
sv_workshop_allow_other_maps$When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.$ gamedll release
tv_allow_camera_man_steamid$Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.$ gamedll release
tv_allow_camera_man_steamid2$Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.$ gamedll release
game_type$The current game type. See GameModes.txt.$ gamedll clientdll replicated release
game_mode$The current game mode (based on game type). See GameModes.txt.$ gamedll clientdll replicated release
custom_bot_difficulty$Bot difficulty for offline play.$ gamedll clientdll replicated release
sv_prime_accounts_only$When this setting is enabled only prime users can connect to this game server.$ gamedll release
radarvismethod$0 for traditional method, 1 for more realistic method$ gamedll cheat
radarvispow$the degree to which you can point away from a target, and still see them on radar.$ gamedll cheat
radarvisdistance$at this distance and beyond you need to be point right at someone to see them$ gamedll cheat
radarvismaxdot$how closely you have to point at someone to see them beyond max distance$ gamedll cheat
mp_logdetail$Logs attacks.  Values are: 0=off, 1=enemy, 2=teammate, 3=both)$ gamedll release
mp_logdetail_items$Logs a line any time a player acquires or loses an item.$ gamedll release
sv_nonemesis$Disable nemesis and revenge.$ developmentonly gamedll
sv_debugroundstats$$ developmentonly gamedll
sv_record_item_time_data$Turn on recording of per player item time data into the server log.$ gamedll release
sv_autobuyammo$Enable automatic ammo purchase when inside buy zones during buy periods$ gamedll notify replicated release missing3
healthshot_healthboost_damage_multiplier$$ gamedll replicated release missing3
CS_WarnFriendlyDamageInterval$Defines how frequently the server notifies clients that a player damaged a friend$ gamedll cheat
mp_tagging_scale$Scalar for player tagging modifier when hit. Lower values for greater tagging.$ gamedll replicated release missing3
mp_flinch_punch_scale$Scalar for first person view punch when getting hit.$ developmentonly gamedll replicated cheat
phys_playerscale$This multiplies the bullet impact impuse on players for more dramatic results when players are shot.$ developmentonly gamedll replicated
phys_headshotscale$Modifier for the headshot impulse hits on players$ developmentonly gamedll replicated
sv_dz_parachute_reuse$$ gamedll replicated release
sv_player_parachute_velocity$$ gamedll replicated release
gg_knife_kill_demotes$0 = knife kill in gungame has no effect on player level, 1 = knife kill demotes player by one level$ developmentonly gamedll replicated
mp_logdistance_2d$Enables distance logging every so many units$ gamedll release
mp_logdistance_sec$Enables distance logging every so many seconds$ gamedll release
mp_logloadouts$Enables distance logging with full loadouts$ gamedll release
dev_add_onground_on_spawn$Should we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022.$ gamedll release
sv_guardian_min_wave_for_heavy$$ gamedll release missing3
sv_guardian_max_wave_for_heavy$$ gamedll release missing3
sv_guardian_heavy_count$$ gamedll release missing3
sv_guardian_heavy_all$$ gamedll release missing3
cs_logtouchexpansion$cs_logtouchexpansion <ent index or -1 for all>. Log player touch expansion component.$ gamedll cheat
sv_spawn_rappel_min_duration$$ gamedll replicated release
sv_spawn_rappel_min_duration_with_chute$$ gamedll replicated release
cs_ShowStateTransitions$cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.$ gamedll cheat
sv_guardian_starting_equipment_humans$Extra starting equipment for human players in guardian modes$ gamedll release missing3
sv_guardian_health_refresh_per_wave$Health given to survivors per wave in guardian mode.$ gamedll release missing3
sv_guardian_respawn_health$Starting health of guardian players when respawned.$ gamedll release missing3
sv_guardian_spawn_health_ct$Starting health in guardian modes.$ gamedll release missing3
sv_guardian_spawn_health_t$Starting health in guardian modes.$ gamedll release missing3
sv_nowinpanel$Turn on/off win panel on server$ developmentonly gamedll
sv_show_voip_indicator_for_enemies$Makes it so the voip icon is shown over enemies as well as allies when they are talking$ gamedll replicated release
bot_mimic$Bot uses usercmd of player by index.$ gamedll clientdll replicated cheat
bot_freeze$$ gamedll cheat
bot_mimic_yaw_offset$$ gamedll cheat
cs_hostage_near_rescue_music_distance$$ gamedll cheat
cs_enable_player_physics_box$$ gamedll release
sv_dz_cash_bundle_size$Size of a cash bundle$ gamedll replicated release
sv_dz_cash_mega_bundle_size$Size of a mega cash bundle$ gamedll replicated release
sv_dz_contractkill_reward$Cash bundles to award for a successful contract kill$ gamedll replicated release
mp_deathcam_skippable$Determines whether a player can early-out of the deathcam.$ gamedll replicated release missing3
sv_max_deathmatch_respawns_per_tick$$ developmentonly gamedll missing3
sv_radio_throttle_window$The number of seconds before radio command tokens refresh.$ gamedll release
tv_relayradio$Relay team radio commands to TV: 0=off, 1=on$ gamedll release
bot_chatter_use_rr$0 = Use old bot chatter system, 1 = Use response rules$ developmentonly gamedll
sv_vote_timer_duration$How long to allow voting on an issue$ gamedll release
sv_vote_command_delay$How long after a vote passes until the action happens$ gamedll release
sv_allow_votes$Allow voting?$ gamedll release missing3
sv_vote_failure_timer$A vote that fails cannot be re-submitted for this long$ gamedll release
sv_vote_creation_timer$How often someone can individually call a vote.$ gamedll release
sv_vote_quorum_ratio$The minimum ratio of players needed to vote on an issue to resolve it.$ gamedll release
sv_vote_allow_spectators$Allow spectators to initiate votes?$ gamedll release
sv_vote_count_spectator_votes$Allow spectators to vote on issues?$ gamedll release
sv_vote_allow_in_warmup$Allow voting during warmup?$ gamedll release
sv_vote_disallow_kick_on_match_point$Disallow vote kicking on the match point round.$ gamedll release
sv_mapvetopickvote_maps$Which maps are used for map veto pick sequence$ gamedll release
sv_mapvetopickvote_phase_duration$How many seconds each phase lasts$ gamedll release
sv_vote_issue_restart_game_allowed$Can people hold votes to restart the game?$ gamedll release
sv_arms_race_vote_to_restart_disallowed_after$Arms Race gun level after which vote to restart is disallowed$ gamedll replicated release missing3
sv_vote_issue_kick_allowed$Can people hold votes to kick players from the server?$ gamedll notify replicated release
sv_vote_kick_ban_duration$How long should a kick vote ban someone from the server? (in minutes)$ gamedll notify replicated release
sv_vote_issue_loadbackup_allowed$Can people hold votes to load match from backup?$ gamedll notify replicated release
sv_vote_issue_loadbackup_spec_only$When enabled, only admins load match from backup$ gamedll notify replicated release
sv_vote_issue_loadbackup_spec_safe$When enabled, admins load match from backup in safe time of the round only$ gamedll release
sv_vote_issue_loadbackup_spec_authoritative$When enabled, admins load match from backup without players vote$ gamedll release
sv_vote_issue_changelevel_allowed$Can people hold votes to change levels?$ developmentonly gamedll
sv_vote_to_changelevel_before_match_point$Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)$ gamedll replicated release missing3
sv_vote_issue_nextlevel_allowed$Can people hold votes to set the next level?$ developmentonly gamedll
sv_vote_issue_nextlevel_choicesmode$Present players with a list of lowest playtime maps to choose from?$ developmentonly gamedll
sv_vote_issue_nextlevel_allowextend$Allow players to extend the current map?$ developmentonly gamedll
sv_vote_issue_nextlevel_prevent_change$Not allowed to vote for a nextlevel if one has already been set.$ developmentonly gamedll
sv_vote_issue_scramble_teams_allowed$Can people hold votes to scramble the teams?$ developmentonly gamedll
sv_vote_issue_pause_match_allowed$Can people hold votes to pause/unpause the match?$ developmentonly gamedll
webapi_values_max_pool_size_mb$Maximum size in bytes of the WebAPIValues buffer pool$ developmentonly clientdll
webapi_values_init_buffer_size$Initial buffer size for buffers in the WebAPIValues buffer pool$ developmentonly clientdll
r_csgo_effects_bloom$$ clientdll cheat
r_csgo_effects_bloom_when_smoked$$ clientdll cheat
r_csgo_cubemap_normalization$$ clientdll cheat
r_csgo_postprocess_enable$$ clientdll cheat
r_csgo_enable_high_precision_lighting$$ clientdll cheat
r_csgo_render_alpha_immunity$$ developmentonly clientdll cheat
r_csgo_render_post_local_contrast$$ clientdll cheat
r_csgo_directional_lightmaps$$ clientdll cheat
r_csgo_multiscattering$$ developmentonly clientdll
r_csgo_microshadowing$$ developmentonly clientdll
r_csgo_viewmodel_envmap_position_bias$$ developmentonly clientdll cheat
r_csgo_tools_vis_cubemap_roughness$$ developmentonly clientdll cheat
r_csgo_stencil_sniper_zoom$$ developmentonly clientdll
r_csgo_firstpersonlegs_nearz_offset$$ developmentonly clientdll
r_csgo_water_effects$$ clientdll cheat
r_csgo_reflection_min_far_plane$$ clientdll cheat
r_csgo_water_refraction$$ clientdll cheat
r_player_fog_maxdensity_multiplier$$ developmentonly clientdll cheat
r_player_fog_distance_multiplier$$ developmentonly clientdll cheat
r_player_visibility_mode$$ clientdll archive release
r_player_visibility_strength$$ developmentonly clientdll cheat
r_player_visibility_stencil$$ developmentonly clientdll cheat
r_post_bloom_debug$1 = bloom output (before thresholding), 2 = quarter res downsample, 3 = quarter res effects bloom 4 = quarter res effects raw$ developmentonly clientdll
r_csgo_render_post_bloom_strength$$ clientdll cheat
r_csgo_bloom_threshold_all_samples$Execute bloom threshold once per sample during downsample (default enabled, higher quality, less bloom aliasing)$ developmentonly clientdll
r_csgo_bloom_threshold_downsample_jimenez$Custom downsample based on Jimenez14, (default enabled, higher quality, decreases bloom aliasing further)$ developmentonly clientdll
r_csgo_lowend_objects$0 = Force disable, 1 = use video settings$ developmentonly clientdll
r_refraction_clip_plane_adjust$$ clientdll cheat
r_particle_shadows$$ developmentonly clientdll
r_particle_shadows_cast_on_particles$$ developmentonly clientdll
r_particle_shadows_cast_on_particles_scale$$ developmentonly clientdll
r_particle_shadows_use_depth_pyramid$$ developmentonly clientdll
r_particle_shadows_cast_on_world$$ developmentonly clientdll
r_particle_shadow_map_texture_size$$ developmentonly clientdll
r_debug_particle_shadows$$ clientdll cheat
r_csgo_fsr_upsample$0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR + RCAS upsample$ developmentonly clientdll
r_csgo_fsr_rcas_sharpness$RCAS sharpness when using FSR + RCAS upsample.$ developmentonly clientdll
r_csgo_fsr_enable_mip_bias$Apply negative mip bias when rendering with FSR.$ developmentonly clientdll
r_csgo_enable_sunlight_check$Enable vis tests for sunlight.$ developmentonly clientdll
r_csgo_mixed_resolution_particles$$ developmentonly clientdll
r_csgo_mixed_resolution_color_slices$$ clientdll cheat
r_csgo_mixed_resolution_particles_scale$$ clientdll cheat
r_csgo_mixed_resolution_particles_minmax$$ clientdll cheat
r_csgo_mboit$$ clientdll cheat
r_csgo_mboit_debug$$ clientdll cheat
r_csgo_mboit_overestimation$$ clientdll cheat
r_csgo_mboit_bias$$ clientdll cheat
r_csgo_mboit_use_4_moments$$ clientdll cheat
r_csgo_mboit_force_mixed_resolution$$ developmentonly clientdll
r_csgo_joint_upscale_sigma$$ developmentonly clientdll
r_csgo_volume_mboit_optimization$$ clientdll cheat
r_csgo_cmaa_enable$$ developmentonly clientdll
r_csgo_cmaa_quality$0=low, 1=medium, 2=high, 3=ultra$ developmentonly clientdll
r_csgo_cmaa_extra_sharp$trade more sharpness for reduced antialiasing$ developmentonly clientdll
r_csgo_cmaa_debug_edges$debug visualize edges$ developmentonly clientdll
r_csgo_gpu_culling$CSGO/Graphics/GPU Culling$ developmentonly clientdll menubar_item
r_csgo_gpu_culling_two_pass$CSGO/Graphics/GPU Culling (Two Pass)$ developmentonly clientdll menubar_item
r_csgo_gpu_culling_shadows$CSGO/Graphics/GPU Cull Shadow Views$ developmentonly clientdll menubar_item
r_csgo_decals_use_msaa$$ developmentonly clientdll
r_csgo_smoke_overlay_min_dt$$ developmentonly clientdll
r_csgo_smoke_quality$0 - no CSM, 1 - use 3x3 or bilinear PCF (dep on shader detail), 2 - use 25 tap PCSS PCF$ developmentonly clientdll
r_csgo_msaa_resolve_apply_exposure_scale$0 - before, 1 - after fix for a2c fringing$ developmentonly clientdll
r_csgo_single_lightbinner$$ developmentonly clientdll
r_csgo_resolve_dither_noise_amount$Amount of screen space dither noise to apply during resolve (used/essential with R11G11B10_FLOAT RT)$ developmentonly clientdll
r_csgo_resolve_dither_bluenoise_amount$Equivalent to r_csgo_render_dither_scale, but purely to control bluenoise for R11G11B10 downsample dither (if r_csgo_r11g11b10_dither_mode = 2)$ developmentonly clientdll
r_csgo_r11g11b10_dither_mode$0 - disabled, 1 - regular dither noise, 2 - blue noise dither$ developmentonly clientdll
r_csgo_cable_pixel_radius_clamp$Minimum clamped size in pixels of a cable (if using F_CLAMP_MIN_RADIUS 1 in cable material)$ developmentonly clientdll
r_csgo_override_global_time$$ clientdll cheat
csgo_3d_skybox$$ developmentonly clientdll
csgo_use_fullsort_for_opaque$fullsort the opaque pass when there wasn't a depth prepass$ clientdll cheat
r_csgo_prewarm_particles$$ developmentonly clientdll
r_show_build_info$$ developmentonly clientdll
r_csgo_debug_reflection_rects$$ clientdll cheat
r_csgo_depth_prepass_reflections_large$$ clientdll cheat
r_csgo_depth_prepass_reflections_small$$ clientdll cheat
ui_deepstats_radio_heat_figurine$$ clientdll archive release
ui_popup_weaponupdate_version$$ clientdll archive release
ui_show_subscription_alert$$ clientdll archive release
ui_mainmenu_bkgnd_movie_94408AE3$Main menu background movie$ clientdll archive release
lobby_default_privacy_bits2$Lobby default permissions (0: private, 1: public)$ clientdll archive release
cl_clanid$Current clan ID for name decoration$ missing0 clientdll archive userinfo
ui_setting_advertiseforhire_auto$Whether users will automatically advertise for invites (0: off; 1: last; 2: auto)$ clientdll archive release
ui_setting_advertiseforhire_auto_last$Which game mode users last used to advertise for invites$ clientdll archive release
key_bind_version$$ missing0 clientdll archive release
cl_streams_request_url$Number of streams requested for display$ developmentonly clientdll
cl_streams_request_accept$Header for api request$ developmentonly clientdll
cl_streams_image_sfurl$Format of Scaleform image representing the stream$ developmentonly clientdll
cl_streams_refresh_interval$How often to refresh streams list$ developmentonly clientdll
cl_streams_write_response_file$When set will save streams info file for diagnostics$ developmentonly clientdll
cl_streams_mytwitchtv_nolink$Twitch.tv account linking URL$ developmentonly clientdll
cl_streams_mytwitchtv_channel$Twitch.tv account channel URL$ developmentonly clientdll
cachedvalue_count_teammates$$ missing0 clientdll archive
cl_righthand$Use right-handed view models.$ clientdll archive
vm_draw_always$$ developmentonly clientdll
vm_camera$$ developmentonly clientdll
vm_camera_scale$$ developmentonly clientdll
vm_camera_no_roll$$ developmentonly clientdll
vm_camera_interp_speed$$ developmentonly clientdll
cl_crosshairstyle$0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED), 2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 = LEGACY (fake recoil - inaccurate feedback)$ clientdll archive per_user
cl_crosshaircolor$Set crosshair color as defined in game_options.consoles.txt$ clientdll archive per_user
cl_crosshairalpha$$ clientdll archive per_user
cl_crosshairusealpha$$ clientdll archive per_user
cl_crosshairgap$$ clientdll archive per_user
cl_crosshairgap_useweaponvalue$If set to 1, the gap will update dynamically based on which weapon is currently equipped$ clientdll archive per_user
cl_crosshairsize$$ clientdll archive per_user
cl_crosshairthickness$$ clientdll archive per_user
cl_crosshairdot$$ clientdll archive per_user
cl_crosshair_recoil$$ clientdll archive per_user
cl_crosshaircolor_r$$ clientdll archive per_user
cl_crosshaircolor_g$$ clientdll archive per_user
cl_crosshaircolor_b$$ clientdll archive per_user
weapon_debug_spread_show$Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair$ clientdll cheat per_user
weapon_debug_spread_gap$$ clientdll cheat per_user
cl_crosshair_drawoutline$Draws a black outline around the crosshair for better visibility$ clientdll archive per_user
cl_crosshair_outlinethickness$Set how thick you want your crosshair outline to draw (0-3)$ clientdll archive per_user
cl_crosshair_dynamic_splitdist$If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)$ clientdll archive per_user
cl_crosshair_dynamic_splitalpha_innermod$If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1]$ clientdll archive per_user
cl_crosshair_dynamic_splitalpha_outermod$If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1]$ clientdll archive per_user
cl_crosshair_dynamic_maxdist_splitratio$If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio]  [0 - 1]$ clientdll archive per_user
cl_show_observer_crosshair$Show the crosshair of the player being observed. 0: off 1: friends and party 2: everyone $ clientdll archive release
cl_observed_bot_crosshair$Control the crosshair shown when observing a bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken over, otherwise show default.. 2: Always show default crosshair for bots.$ clientdll archive release
cl_fixedcrosshairgap$For crosshair style 1: How big to make the gap between the pips in the fixed crosshair$ clientdll archive per_user
cl_crosshair_t$T style crosshair$ clientdll archive per_user
cl_show_quest_info$$ developmentonly clientdll
cl_paintkit_override$$ clientdll cheat release
econ_enable_inventory_images$allow inventory image rendering for use by scaleform$ developmentonly clientdll
econ_inventory_image_pinboard$$ developmentonly clientdll
cl_ignore_campaign_completion_requirements$Ignores campaign progression requirements when granting quests.$ developmentonly clientdll
cl_use_old_wearable_shoulddraw$$ developmentonly clientdll
cl_chatfilters$Stores the chat filter settings $ clientdll archive
radio_icons_use_particles$0 = classic style, 1 = particles$ developmentonly clientdll
cq_netgraph$Display command queue statistics on the hud$ clientdll userinfo cheat
dota_toast_manager_override_duration$$ developmentonly clientdll
sticky_tooltips$Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts.$ developmentonly missing0 clientdll
r_csgo_render_post_fxaa$$ developmentonly clientdll
csgo_render_post_colorcorrection$$ clientdll cheat
csgo_render_post_bloom$$ clientdll cheat
csgo_render_post_film_grain$$ clientdll cheat
csgo_render_dither_scale$$ clientdll cheat
csgo_render_post_mirror_horizontal$$ clientdll cheat
csgo_render_post_mirror_vertical$$ clientdll cheat
glow_outline_width$Width of glow outline effect in screen space.$ clientdll cheat
r_bloom_tent_filter_radius$bloom mip up-sample filtering radius (using 3x3 tent filter, radius in mip level texels), 0.0 radius => box (2x2) filter with (fixed) 1.0 radius$ developmentonly clientdll cheat
r_depth_of_field$0 = off, 1 = enabled (high quality, circular bokeh, HDR)$ developmentonly clientdll
r_dof2_radiusscale$$ developmentonly clientdll
r_dof2_maxblursize$$ developmentonly clientdll
mat_disable_normal_mapping$$ clientdll cheat
r_csgo_enable_tonemapping$$ clientdll cheat
r_csgo_enable_volume_fog$$ developmentonly clientdll
r_csgo_enable_cubemap_fog$$ developmentonly clientdll
r_csgo_enable_gradient_fog$$ developmentonly clientdll
r_csgo_shadows_debug$$ clientdll cheat
r_aoproxy_debug$$ clientdll cheat
r_aoproxy_enable$$ developmentonly clientdll
r_csgo_decal_debug$$ clientdll cheat
r_csgo_depth_prepass$$ clientdll cheat
r_csgo_depth_prepass_cull_threshold$$ clientdll cheat
r_csgo_depth_prepass_small_cull_threshold$$ clientdll cheat
r_csgo_depth_prepass_viewmodel$$ clientdll cheat
r_csgo_depth_prepass_players$$ clientdll cheat
r_csgo_depth_prepass_skybox_alpha_tested$$ clientdll cheat
r_csgo_render_opaque$$ clientdll cheat
r_csgo_render_overlays$$ clientdll cheat
r_csgo_render_decals$$ clientdll cheat
r_csgo_render_inferno_decals$$ clientdll cheat
r_csgo_render_decals_on_translucent$$ clientdll cheat
r_csgo_render_translucent$$ clientdll cheat
r_csgo_readonly_depth_stencil_enable$$ clientdll cheat
r_csgo_enable_glows$$ clientdll cheat
r_csgo_outline_glow_scaledenom$$ developmentonly clientdll cheat
r_csgo_enable_outlines$$ clientdll cheat
r_csgo_outline_width$$ developmentonly clientdll cheat
r_csgo_enable_translucent_screen_space$$ clientdll cheat
r_csgo_render_dynamic_objects$$ clientdll cheat
r_csgo_no_shader_resolve$$ clientdll cheat
cl_radial_menu_icon_radius$$ developmentonly clientdll
cl_radial_menu_tap_duration$If nothing in a radial menu is selected, and the button engaging the radial menu is released within this duration, fallback on the radial's tap functionality$ developmentonly clientdll
cl_radial_coyote_time$Selection lenience: How long in seconds the last selected radial segment is used if no segment is selected.$ developmentonly clientdll
cl_scoreboard_survivors_always_on$$ clientdll archive release
cl_dz_playagain_auto_spectate$Automatically switch to spectate mode after clicking the 'Play Again' button in end of match screen$ clientdll archive release
r_dac_disable_portrait_world_renderer$$ developmentonly clientdll
csgo_monitorgamma_tv_exp$$ developmentonly clientdll
csgo_monitorgamma$monitor gamma (typically 2.2 for CRT and 1.7 for LCD)$ clientdll archive
safezonex$The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height.$ clientdll archive
safezoney$The percentage of the screen height that is considered safe from overscan$ clientdll archive
hud_scaling$Scales hud elements$ clientdll archive
spec_death_panel_replay_position$$ developmentonly clientdll
cl_deathcampanel_position_dynamic$Turn on/off deathcam's kill panel dynamic Y movement$ clientdll archive
death_panel_delay_time$$ developmentonly clientdll
death_panel_travel_time$$ developmentonly clientdll
csgo_demoui_player_death_seek_lead_up_time$Seek to a moment this amount of seconds leading up to a player death instead of the exact time of the death.$ developmentonly clientdll
csgo_demoui_previous_event_search_offset$Do not consider events that happened in the last specified number of seconds when a user clicks 'previous' on the UI.$ developmentonly clientdll
csgo_demoui_playbeck_timestep_value$Number of seconds to seek when using TimeStep buttons on demo playback controller.$ developmentonly clientdll
hinttext_displaytime$$ developmentonly clientdll
cl_fake_timeout$$ developmentonly clientdll
cl_crosshair_friendly_warning$0: off, 1: on$ clientdll archive release
cl_ping_fade_deadzone$Distance from the crosshair over which the ping is completely invisible$ clientdll archive release
cl_ping_fade_distance$Distance from the crosshair over which the ping fades$ clientdll archive release
cl_playerspray_auto_apply$Automatically apply graffiti when graffiti menu closes$ clientdll archive release
cl_crosshair_sniper_show_normal_inaccuracy$Include standing inaccuracy when determining sniper crosshair blur$ clientdll archive per_user
cl_drawhud_specvote$1: default; 0: disables vote UI for spectators$ clientdll release
cl_disable_round_end_report$$ clientdll archive release
player_competitive_maplist_8_10_0_FB803604$$ clientdll archive
player_competitive_maplist_2v2_10_0_DBAEB932$$ clientdll archive
player_wargames_list2_10_0_DC207394$$ clientdll archive
player_survival_list_10_0_303$$ clientdll archive
cl_embedded_stream_audio_volume$Embedded stream audio volume$ missing0 clientdll archive
cl_embedded_stream_audio_volume_xmaster$Whether embedded stream audio volume gets multiplied by master volume$ missing0 clientdll archive
cl_embedded_stream_video_playing$Embedded stream video playing state$ developmentonly missing0 clientdll
cl_promoted_settings_acknowledged$$ clientdll archive
cl_mute_player_after_reporting_abuse$Mute players reported for abuse automatically.$ developmentonly clientdll
cl_inventory_saved_filter2$$ clientdll archive release
cl_inventory_saved_sort2$$ clientdll archive release
cl_inventory_debug_tooltip$$ clientdll release
cl_access_all_missions$$ developmentonly clientdll
ui_lobby_draft_enabled$$ clientdll release
gotv_theater_container$Enables GOTV theater mode for the specified container, setting it to 'live' will play top live matches$ clientdll release
cl_spec_stats$$ clientdll release
cl_server_graphic1_enable$When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators.$ clientdll release
cl_server_graphic2_enable$When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators.$ clientdll release
cl_accountprivacysetting1$$ missing0 clientdll release
partybrowser_throttle_data$$ developmentonly clientdll
partybrowser_timeout$$ developmentonly clientdll
cl_invites_only_friends$If turned on, will ignore in-game invites from recent teammates or other non-friends$ clientdll archive release
cl_invites_only_mainmenu$If turned on, will ignore all invites when user is playing a match$ clientdll archive release
cachedvalue_count_partybrowser$$ missing0 clientdll archive
cl_voip_lobby_audio_volume$Lobby voip stream audio volume$ developmentonly missing0 clientdll
ui_nearbylobbies_filter3$$ clientdll archive release
ui_playsettings_prime$$ clientdll archive release
ui_playsettings_mode_listen$$ clientdll archive release
ui_playsettings_mode_official_v20$$ clientdll archive release
ui_playsettings_maps_official_casual$$ clientdll archive release
ui_playsettings_maps_official_deathmatch$$ clientdll archive release
ui_playsettings_maps_listen_competitive$$ clientdll archive release
ui_playsettings_maps_listen_scrimcomp2v2$$ clientdll archive release
ui_playsettings_maps_listen_skirmish$$ clientdll archive release
ui_playsettings_maps_listen_casual$$ clientdll archive release
ui_playsettings_maps_listen_deathmatch$$ clientdll archive release
ui_playsettings_custom_preset$$ clientdll archive release
ui_playsettings_flags_listen_scrimcomp2v2$$ clientdll archive release
ui_playsettings_flags_listen_skirmish$$ clientdll archive release
ui_playsettings_flags_listen_casual$$ clientdll archive release
ui_playsettings_flags_listen_survival$$ clientdll archive release
ui_playsettings_flags_listen_cooperative$$ clientdll archive release
ui_playsettings_flags_listen_competitive$$ clientdll archive release
ui_playsettings_flags_listen_deathmatch$$ clientdll archive release
ui_playsettings_flags_official_scrimcomp2v2$$ clientdll archive release
ui_playsettings_flags_official_skirmish$$ clientdll archive release
ui_playsettings_flags_official_casual$$ clientdll archive release
ui_playsettings_flags_official_survival$$ clientdll archive release
ui_playsettings_flags_official_cooperative$$ clientdll archive release
ui_playsettings_flags_official_competitive$$ clientdll archive release
ui_playsettings_flags_official_deathmatch$$ clientdll archive release
ui_playsettings_directchallengekey$$ clientdll archive release
ui_playsettings_maps_workshop$$ clientdll archive release
ui_vanitysetting_team$$ clientdll archive release
ui_show_unlock_competitive_alert$$ clientdll archive release
ui_vanitysetting_loadoutslot_ct$$ clientdll archive release
ui_vanitysetting_loadoutslot_t$$ clientdll archive release
ui_news_last_read_link$$ clientdll archive release
ui_playsettings_warmup_map_name$$ clientdll archive release
ui_playsettings_survival_solo$$ clientdll archive release
ui_inventorysettings_recently_acknowledged$$ clientdll archive release
player_botdifflast_s$$ clientdll archive release
ui_deepstats_toplevel_mode$$ clientdll archive release
ui_deepstats_radio_heat_tab$$ clientdll archive release
ui_deepstats_radio_heat_team$$ clientdll archive release
snd_roundstart_volume$Volume of round start music$ clientdll archive release
snd_roundaction_volume$Volume of round action music$ clientdll archive release
snd_roundend_volume$Volume of round end music$ clientdll archive release
snd_mapobjective_volume$Volume of map objective music$ clientdll archive release
snd_tensecondwarning_volume$Volume of ten-second warning music$ clientdll archive release
snd_deathcamera_volume$Volume of death camera music$ clientdll archive release
snd_mvp_volume$Volume of round MVP music$ clientdll archive release
voice_scale$Volume of incoming VOIP$ clientdll archive release
player_nevershow_communityservermessage$$ clientdll archive per_user
ui_steam_overlay_notification_position$Steam overlay notification position$ clientdll archive
ui_steam_overlay_notification_position_horz$Steam overlay notification position horizontal offset$ clientdll archive
ui_steam_overlay_notification_position_vert$Steam overlay notification position vertical offset$ clientdll archive
connect_lobby$Sets the lobby ID to connect to on start.$ developmentonly missing0 clientdll
trusted_launch$Trusted launch status$ clientdll archive
snd_headphone_eq$Select Headphone EQ Preset$ clientdll archive clientcmd_can_execute
cl_hide_avatar_images$Hide avatar images for other players. .   0 - Off..       1 - Block All.  2 - Block all but friends$ clientdll archive
cl_show_equipped_character_for_player_avatars$$ clientdll archive
cl_buywheel_nomousecentering$Set non-zero to prevent buy wheel from centering mouse into the wheel origin$ clientdll archive per_user release
cl_buywheel_nonumberpurchasing$Set non-zero to prevent buy wheel from purchasing via number keys$ clientdll archive per_user release
cl_buywheel_donate_key$Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift.$ clientdll archive per_user release
cl_compass_enabled$$ clientdll archive release
cl_inventory_radial_immediate_select$In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.$ clientdll archive per_user
cl_inventory_radial_tap_to_cycle$In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.$ clientdll archive per_user
cl_itemimages_dynamically_generated$2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets only$ clientdll archive release
c_csgo_itempreview_demo_scene$$ developmentonly clientdll
@panorama_3dpanel_camera_preset_blend_time$time to blend between camera presets$ developmentonly clientdll
@panorama_3dpanel_anim_fadeinout_time_scale$temp scale factor for animation fade in/out time$ developmentonly clientdll
@panorama_3dpanel_anims_pivotlock$default true.$ developmentonly clientdll
@panorama_3dpanel_loadout_rotate_scale$$ developmentonly clientdll
@panorama_3dpanel_loadout_rotate_drag$$ developmentonly clientdll
@panorama_3dpanel_loadout_rotate_grab_scale$$ developmentonly clientdll
@panorama_3dpanel_loadout_rotate_frametime_multiplier$$ developmentonly clientdll
@panorama_3dpanel_camera_rotate_azimuth_scale$$ developmentonly clientdll
@panorama_3dpanel_camera_rotate_altitude_scale$$ developmentonly clientdll
@panorama_3dpanel_light_rotate_azimuth_scale$$ developmentonly clientdll
@panorama_3dpanel_light_rotate_altitude_scale$$ developmentonly clientdll
@panorama_3dpanel_light_move_scale$$ developmentonly clientdll
@panorama_3dpanel_camera_inout_scale_kb$$ developmentonly clientdll
@panorama_3dpanel_camera_inout_scale$$ developmentonly clientdll
@panorama_3dpanel_camera_lookat_scale$$ developmentonly clientdll
panorama_light_inout_scale$$ developmentonly clientdll
@panorama_3dpanel_debuginfo_manifest$$ developmentonly clientdll
@panorama_3dpanel_debuginfo_item$$ developmentonly clientdll
@panorama_3dpanel_debuginfo_cam$$ developmentonly clientdll
@panorama_3dpanel_debuginfo_paused$$ developmentonly clientdll
@panorama_3dpanel_debuginfo_player$$ developmentonly clientdll
@panorama_3dpanel_debuginfo_anim$$ developmentonly clientdll
@panorama_3dpanel_camera_blend_mode$$ developmentonly clientdll
csgo_map_preview_scale$$ clientdll archive
mapoverview_allow_client_draw$Allow a client to draw on the map overview$ clientdll release
mapoverview_icon_scale$Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0.$ clientdll archive release
csgo_disable_preview_maps$$ developmentonly clientdll
csgo_debug_preview_maps$$ developmentonly clientdll
cl_map_preview_debug_jitter$$ developmentonly clientdll
cl_min_movie_time$$ developmentonly clientdll
cl_min_china_movie_time$$ developmentonly clientdll
csgo_vanity_defer_teleport$$ developmentonly clientdll
cl_quickinventory_lastinv$$ clientdll archive release
cl_quickinventory_line_update_speed$$ clientdll archive release
cl_quickinventory_filename$$ clientdll archive release
cl_radial_radio_tab$$ clientdll release
cl_radial_radio_tab_0_text_1$$ clientdll archive release
cl_radial_radio_tab_0_text_2$$ clientdll archive release
cl_radial_radio_tab_0_text_3$$ clientdll archive release
cl_radial_radio_tab_0_text_4$$ clientdll archive release
cl_radial_radio_tab_0_text_5$$ clientdll archive release
cl_radial_radio_tab_0_text_6$$ clientdll archive release
cl_radial_radio_tab_0_text_7$$ clientdll archive release
cl_radial_radio_tab_0_text_8$$ clientdll archive release
cl_radial_radio_tab_1_text_1$$ clientdll archive release
cl_radial_radio_tab_1_text_2$$ clientdll archive release
cl_radial_radio_tab_1_text_3$$ clientdll archive release
cl_radial_radio_tab_1_text_4$$ clientdll archive release
cl_radial_radio_tab_1_text_5$$ clientdll archive release
cl_radial_radio_tab_1_text_6$$ clientdll archive release
cl_radial_radio_tab_1_text_7$$ clientdll archive release
cl_radial_radio_tab_1_text_8$$ clientdll archive release
cl_radial_radio_tab_2_text_1$$ clientdll archive release
cl_radial_radio_tab_2_text_2$$ clientdll archive release
cl_radial_radio_tab_2_text_3$$ clientdll archive release
cl_radial_radio_tab_2_text_4$$ clientdll archive release
cl_radial_radio_tab_2_text_5$$ clientdll archive release
cl_radial_radio_tab_2_text_6$$ clientdll archive release
cl_radial_radio_tab_2_text_7$$ clientdll archive release
cl_radial_radio_tab_2_text_8$$ clientdll archive release
cl_radial_radio_version_reset$$ clientdll archive release
cl_radial_radio_tap_to_ping$When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration$ clientdll archive release
cl_radialmenu_deadzone_size$$ clientdll release
cl_radialmenu_deadzone_size_joystick$$ clientdll archive release
clTaserShakeFreqMin$how often the shake is applied (min time)$ developmentonly clientdll
clTaserShakeFreqMax$how often the shake is applied (max time)$ developmentonly clientdll
clTaserShakeTimeTotal$time the taser shake is applied.$ developmentonly clientdll
viewmodel_presetpos$1:"Desktop", 2:"Couch", 3:"Classic" $ clientdll archive
crosshair$$ clientdll archive per_user
lockMoveControllerRet$$ clientdll archive
hud_showtargetid$Enables display of target names$ clientdll archive per_user
cl_drawhud_force_teamid_overhead$0: default; 1: draw teamid even if hud disabled; -1: force no teamid$ clientdll release
cl_versus_intro$$ clientdll archive release
cl_teamid_overhead_mode$Always show team id over teammates. 1 = pips; 2 = pips, name, and equipment$ clientdll archive release
cl_teamid_overhead_colors_show$Show team overhead id in teammate color$ clientdll archive release
cl_drawhud_force_deathnotices$0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices$ clientdll release
cl_showloadout$Toggles display of current loadout.$ clientdll archive per_user
cl_spec_mode$Saves the last viewed spectator mode for use next time we start to spectate$ clientdll archive userinfo per_user server_can_execute
cl_draw_only_deathnotices$For drawing only the crosshair and death notices (used for moviemaking)$ clientdll release
cl_radar_square_with_scoreboard$If set, the radar will toggle to square when the scoreboard is visible.$ clientdll archive release
cl_radar_rotate$1$ clientdll archive release
cl_radar_scale$Sets the radar scale. Valid values are 0.25 to 1.0.$ clientdll archive release
cl_radar_always_centered$If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.$ clientdll archive release
cl_radar_icon_scale_min$Sets the minimum icon scale. Valid values are 0.4 to 1.25.$ clientdll archive release
cl_drawhud_force_radar$0: default; 1: draw radar even if hud disabled; -1: force no radar$ clientdll release
cl_radar_fast_transforms$Faster way of placing icons on the mini map.$ developmentonly clientdll
cl_spec_swapplayersides$Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.$ clientdll release
default_fov$$ clientdll cheat
player_teamplayedlast$$ clientdll archive per_user
voice_vox$Voice chat uses a vox-style always on$ clientdll archive per_user
voice_vox_current_peak$Current peak value (out of 64k) of the incoming voice stream$ developmentonly clientdll
cl_autobuy$The order in which autobuy will attempt to purchase items$ clientdll release
cl_rebuy$The order in which rebuy will attempt to repurchase items$ clientdll release
spec_replay_colorcorrection$Amount of color correction in deathcam replay$ developmentonly clientdll
cl_instant_death_anim$$ developmentonly clientdll
cl_disable_deathcam_audio_mix_fade_out$When set to true, disables audio being silenced while the death cam fades out.$ clientdll release
cl_deathcam_audio_mix_phase1_fade_time$Sets the amount of time we fade out over.$ clientdll release
cl_deathcam_audio_mix_phase1_fade_amount$Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.$ clientdll release
cl_deathcam_audio_mix_phase2_fade_time$Sets the amount of time we fade out over.$ clientdll release
cl_deathcam_audio_mix_phase2_fade_amount$Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.$ clientdll release
cl_scoreboard_mouse_enable_binding$Name of the binding to enable mouse selection in the scoreboard$ clientdll archive
snd_mute_mvp_music_live_players$If set, MVP music is muted if players from both teams are still alive.$ clientdll archive release
force_spectator_only_tools$$ developmentonly missing0 clientdll cheat
cl_debug_client_gamestats$$ developmentonly clientdll
steamworks_sessionid_lifetime_client$The full client session ID for the new steamworks gamestats.$ developmentonly missing0 clientdll
cl_debug_round_stat_submission$$ developmentonly clientdll
cl_csgo_shoot_debugvis_show_rdp$$ developmentonly clientdll
cl_csgo_shoot_debugvis_rdp_text_x$$ developmentonly clientdll
cl_csgo_shoot_debugvis_rdp_text_l$$ developmentonly clientdll
cl_csgo_shoot_debugvis_show_los$Show line of last shot.$ developmentonly clientdll
net_client_steamdatagram_ping_measurement_direct_only$Comma-separated list of data center codes where ping measurement should be based on direct ping only, not best triangulated ping.$ developmentonly clientdll
net_client_steamdatagram_enable_override$0: Use connect method requested by GC.  >0: Always use SDR if possible.  <0: Always use direct UDP if possible$ clientdll release
cl_show_matchmaking_stat_spew$$ developmentonly clientdll
lobby_stats_fake$$ developmentonly clientdll
lobby_gamesearch_fake$$ developmentonly clientdll
cl_session$$ developmentonly missing0 server_can_execute
tv_spectator_port_offset$$ clientdll release
cl_player_visibility_stencil_bloat_amount_box$$ developmentonly clientdll
cl_player_visibility_stencil_bloat_amount_ellipsoid$$ developmentonly clientdll
cl_player_visiblity_show_stencil_proxy$$ developmentonly clientdll
cl_player_visiblity_stencil_proxy_min_dist$$ developmentonly clientdll
cl_player_visibility_stencil_proxy_min_dist_box$$ developmentonly clientdll
cl_player_visibility_stencil_proxy_type$0 - box, 1 - dodecahedron$ developmentonly clientdll
cl_player_visibility_near$cull characters nearer than this$ developmentonly clientdll
cl_player_visibility_far$distance at which proxy scale is maximized$ developmentonly clientdll
cl_player_visibility_far_scale$proxy scale multiplier at max dist (is 1.0 at mindist)$ developmentonly clientdll
cl_track_aim_head_threshold$Notify render device when rendering a frame with enemy head within threshold distance$ clientdll release
cl_track_aim_head_log_closest$Log when closest distance to head was reached and what it was$ clientdll release
cl_track_render_eye_angles$Spew render eye angles$ clientdll release
cl_lagcompensation_test_target$Player whose head is tracked to test lag compensation.$ developmentonly clientdll
cl_lagcompensation_test_auto_target$Auto-pick value of cl_lagcompensation_test_target.$ developmentonly clientdll
smoke_volume_lod_ratio_change$$ developmentonly clientdll
cl_clutch_mode$Silence voice and other distracting sounds until the end of round or next death.$ developmentonly clientdll
cl_mute_enemy_team$Block all communication from players on the enemy team.$ clientdll archive
cl_mute_all_but_friends_and_party$Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes..$ clientdll archive
r_drawdetailprops$$ developmentonly clientdll
r_detail_lerp_znormal$$ developmentonly clientdll
r_detailprop_lod_dist$$ developmentonly clientdll
r_detailprop_fade_dist$$ developmentonly clientdll
r_detailprop_force_probe$$ developmentonly clientdll
damage_impact_heavy$Damage ABOVE this value is considered heavy damage$ developmentonly clientdll
damage_impact_medium$Damage BELOW this value is considered light damage$ developmentonly clientdll
directional_blood_impacts$1 means we calculate the direction outward from the hit players body in relation to local client$ developmentonly clientdll
steam_controller_haptics$$ clientdll release
steamworks_sessionid_client$The client session ID for the new steamworks gamestats.$ missing0 clientdll userinfo
r_drawchickens$Render chickens$ clientdll cheat
inferno_dlight_spacing$Inferno dlights are at least this far apart$ clientdll cheat
inferno_dlights$Min FPS at which molotov dlights will be created$ developmentonly clientdll
inferno_fire$$ developmentonly clientdll
Inferno_concav_plane_threshold$$ developmentonly clientdll
inferno_batched_rays$$ developmentonly clientdll
snd_mainmenu_music_break_time_min$Minimum amount of time to pause between playing main menu music$ clientdll cheat
snd_mainmenu_music_break_time_max$Maximum amount of time to pause between playing main menu music$ clientdll cheat
snd_menumusic_volume$Volume of main menu music$ clientdll archive release
snd_othermusic_volume$Volume of unclassified music$ clientdll archive release
r_drawdevvisualizers$Render dev visualizers$ clientdll cheat
fog_start$$ clientdll cheat
fog_end$$ clientdll cheat
fog_startskybox$$ clientdll cheat
fog_endskybox$$ clientdll cheat
fog_maxdensityskybox$$ clientdll cheat
fog_colorskybox$$ clientdll cheat
fog_enableskybox$$ clientdll cheat
fog_maxdensity$$ clientdll cheat
fog_hdrcolorscaleskybox$$ clientdll cheat
voice_modenable$Enable/disable voice in this mod.$ clientdll archive clientcmd_can_execute
voice_clientdebug$$ developmentonly clientdll
voice_all_icons$Draw all players' voice icons$ developmentonly clientdll
hud_fastswitch$$ clientdll archive
cc_linger_time$Close caption linger time.$ clientdll archive
cc_delay_time$Close caption delay before showing caption.$ clientdll archive
cc_captiontrace$Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)$ developmentonly clientdll
cc_log$Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)$ developmentonly clientdll
cc_subtitles$If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).$ clientdll archive
english$If set to 1, running the english language set of assets.$ clientdll userinfo
cc_vr_debug$Debug visualization of VR closed caption placement$ developmentonly clientdll
cc_vr_depth_test$Have closed caption Panorama panel perform depth testing against the scene$ developmentonly clientdll
cc_vr_forward_offset$Subtitle offset distance (forward, in front of player)$ developmentonly clientdll
cc_vr_vertical_offset$Subtitle vertical offset distance (positive is up)$ developmentonly clientdll
cc_vr_epsilon$Epsilon to trigger movement of VR subtitle panel in world space$ developmentonly clientdll
cc_vr_caption_catchup_interval$Duration it takes for attached caption to ideal point$ developmentonly clientdll
cc_vr_font_size$0 = small, 1 = med (default), 2 = large$ clientdll archive
cc_vr_caption_speed$0 = slow, 1 = medium (default), 2 = fast$ clientdll archive
cc_spectator_only$$ clientdll archive
cc_vr_width$0 = narrow, 1 = med (default), 2 = wide$ clientdll archive
cc_lang$Current close caption language (emtpy = use game UI language)$ clientdll archive
r_RainParticleDensity$Density of Particle Rain 0-1$ developmentonly clientdll
r_RainAllowInSplitScreen$Allows rain in splitscreen$ developmentonly clientdll
r_debug_precipitation$Show precipitation volumes$ clientdll cheat
r_decals$$ developmentonly clientdll
cl_fasttempentcollision$$ developmentonly clientdll
cl_tracer_whiz_distance$$ developmentonly clientdll
cl_tracer_whiz_infront_distance$$ developmentonly clientdll
fx_drawmetalspark$Draw metal spark effects.$ developmentonly clientdll
cl_playerspraydisable$Disable player sprays.$ clientdll archive
spec_replay_outline$Enable outline selecting victim in hltv replay: 0 - none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal spectator outlines$ developmentonly clientdll
spec_glow_silent_factor$Lurking player xray glow scaling.$ clientdll release
spec_glow_spike_factor$Noisy player xray glow scaling (pop when noise is made).  Make >1 to add a 'spike' to noise-making players$ clientdll release
spec_glow_full_time$Noisy players stay at full brightness for this long.$ clientdll release
spec_glow_decay_time$Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.$ clientdll release
spec_glow_spike_time$Time for noisy player glow 'spike' to show that they made noise very recently.$ clientdll release
spec_show_xray$If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode$ clientdll archive release
r_drawcsplayers$Render CS players$ clientdll cheat
cl_random_taser_bone_y$The Y position used for the random taser force.$ developmentonly clientdll
cl_random_taser_force_y$The Y position used for the random taser force.$ developmentonly clientdll
cl_random_taser_power$Power used when applying the taser effect.$ developmentonly clientdll
cl_ragdoll_workaround_threshold$Mainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ragdoll creation is simplified and ragdoll is created in the right place. If you increase this significantly, ragdoll positions on your client may be dramatically wrong, but it won't affect other clients$ clientdll release
cl_ragdoll_physics_enable$Enable/disable ragdoll physics.$ developmentonly clientdll
cl_show_head_trajectory$$ developmentonly clientdll
cl_show_camera_position$$ developmentonly clientdll
sv_smoke_volume_blind_start$$ developmentonly clientdll
cl_crosshair_sniper_width$If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)$ clientdll archive per_user
sv_show_ragdoll_playernames$$ clientdll replicated release missing3
debug_entity_outline_highlight$$ clientdll cheat
cl_player_lighting_origin_offset$$ developmentonly clientdll
cl_display_player_visibilty$$ developmentonly clientdll
cl_display_flashbang_values$$ developmentonly clientdll
cl_color$Preferred teammate color$ clientdll archive userinfo
cl_borrow_music_from_player_slot$$ developmentonly clientdll
spec_xray_dropped_defusekits$Whether to X-ray dropped defuse kits.$ clientdll release
spec_xray_dropped_unoccluded$Whether to always X-ray dropped c4 and defuse kits.$ clientdll release
cl_spec_show_bindings$Toggle the visibility of the spectator bindings.$ clientdll release clientcmd_can_execute
cl_minmodels$Uses one player model for each team.  Set this value to -1 to allow unapproved / in progress player models to be used.$ developmentonly clientdll
cl_min_ct$Controls which CT model is used when cl_minmodels is set to 1.$ developmentonly clientdll
cl_min_t$Controls which Terrorist model is used when cl_minmodels is set to 1.$ developmentonly clientdll
cl_teamid_overhead_maxdist$max distance at which the overhead team id icons will show$ clientdll cheat per_user
cl_teamid_overhead_maxdist_spec$max distance at which the overhead team id icons will show when a spectator$ clientdll cheat per_user
cl_show_equipment_value$$ developmentonly clientdll
cl_show_clan_in_death_notice$Is set, the clan name will show next to player names in the death notices.$ clientdll archive release
cl_dm_buyrandomweapons$Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon)$ clientdll archive release
cl_hud_color$0 = default, 1 = light blue, 2 = orange, 3 = green, 4 = purple, 5 = white.$ clientdll archive release
cl_hud_radar_scale$$ clientdll archive release
cl_use_entity_as_targetid$$ developmentonly clientdll
cl_dangerzone_approaching_sound_radius$$ clientdll cheat release
cl_dangerzone_sound_volume$$ clientdll cheat release
cl_dangerzone_moving_sound_volume$$ clientdll cheat release
cl_weapon_pickup_lerp$$ developmentonly clientdll
character_patches$$ developmentonly clientdll
cl_firstperson_legs$$ developmentonly clientdll
cl_smoke_player_particle_effect$$ clientdll cheat
cl_weapon_clip_thinwalls$$ clientdll replicated cheat
cl_weapon_clip_thinwalls_debug$$ clientdll replicated cheat
cl_weapon_clip_thinwalls_lock$$ clientdll replicated cheat
thirdperson_lockcamera$$ clientdll replicated cheat
cl_player_proximity_debug$$ clientdll replicated cheat
cl_view_near_hud_player_eye_dist$$ developmentonly clientdll
cl_view_near_other_player_eye_dist$$ developmentonly clientdll
clDrawTargetIDTrace$visualizing line trace for target ID$ developmentonly clientdll
m_yaw$Mouse yaw factor.$ clientdll archive per_user
m_pitch$Mouse pitch factor.$ clientdll archive per_user
joy_display_input$$ clientdll archive
dev_create_sensitivity_report$$ developmentonly clientdll
cl_vprof_scope_entity_gamephys$$ developmentonly clientdll
r_propsmaxdist$Maximum visible distance$ developmentonly clientdll
cl_predictweapons$Perform client side prediction of weapon effects.$ clientdll userinfo
cl_lagcompensation$Perform server side lag compensation of weapon firing events.$ clientdll userinfo
cl_showerror$Show prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity.$ clientdll release
cl_error_report_time$Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable.$ clientdll release
cl_pdump$Dump info about this entity to screen.$ clientdll cheat
cl_pclass$Dump entity by prediction classname.$ clientdll cheat
cl_pred_optimize$Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).$ developmentonly clientdll
cl_pred_parallel_postnetwork$$ developmentonly clientdll
cl_ragdoll_lru_debug$$ clientdll replicated cheat
cl_ragdoll_limit$Maximum number of ragdolls to show (-1 disables limit)$ clientdll archive
snd_sound_areas_debug$$ clientdll replicated cheat
snd_sound_areas_debug_interval$$ clientdll replicated cheat
cl_snd_new_visualize$Displays soundevent name played at it's 3d position$ clientdll cheat
viewmodel_fov$Viewmodel FOV$ clientdll archive
cl_leveloverview$$ clientdll cheat
r_mapextents$Set the max dimension for the map.  This determines the far clipping plane$ clientdll cheat
gl_clear$$ developmentonly clientdll
gl_clear_randomcolor$Clear the back buffer to random colors every frame. Helps spot open seams in geometry.$ clientdll cheat
gl_clear_gray$Clear the back buffer to gray every frame.$ clientdll cheat
r_nearz$Override the near clipping plane. -1 means use the default.$ clientdll cheat
r_farz$Override the far clipping plane. -1 means to use the value in env_fog_controller.$ clientdll cheat
cl_demoviewoverride$Override view during demo playback$ developmentonly clientdll
cl_demo_view_offset_left$View offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset)$ developmentonly clientdll
cl_lock_camera$$ clientdll cheat
_fov$Automates fov command to server.$ developmentonly clientdll
cl_demo_steadycam_enable$Stabilize camera orientation/position during demo playback.  1 == remove roll, 2 == steadycam$ developmentonly clientdll
cl_demo_steadycam_radius$if camera moves this much from last anchor update anchor$ developmentonly clientdll
cl_demo_steadycam_deflection$if camera orientation changes this much update orientation$ developmentonly clientdll
cl_demo_steadycam_blendframes$blend over this many frames$ developmentonly clientdll
fade_debug_splitscreen_slot$$ developmentonly clientdll
shake_show$Displays a list of the active screen shakes.$ developmentonly clientdll
r_screen_size_expansion$$ developmentonly clientdll
c_thirdpersonshoulderaimdist$$ clientdll archive
joy_name$$ clientdll archive
joy_advanced$$ clientdll archive
joy_advaxisx$$ clientdll archive
joy_advaxisy$$ clientdll archive
joy_advaxisz$$ clientdll archive
joy_advaxisr$$ clientdll archive
joy_advaxisu$$ clientdll archive
joy_advaxisv$$ clientdll archive
joy_sidesensitivity$$ clientdll archive
joy_pitchsensitivity$$ clientdll archive per_user
joy_yawsensitivity$$ clientdll archive per_user
joy_movement_stick$Which stick controls movement (0 is left stick)$ clientdll archive per_user
joy_xcontroller_cfg_loaded$If 0, the 360controller.cfg file will be executed on startup & option changes.$ developmentonly clientdll
cl_mouselook$Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.$ notconnected clientdll archive userinfo per_user
cl_drawhud$Enable the rendering of the hud$ clientdll cheat
fov_desired$Sets the base field-of-view.$ clientdll archive userinfo
cl_glow_item_far_r$$ clientdll release
cl_glow_item_far_g$$ clientdll release
cl_glow_item_far_b$$ clientdll release
cl_glow_brightness$Brightness of player halos$ clientdll cheat
mat_colcorrection_editor$$ developmentonly clientdll
compositematerial_showdebugwindow$Source2/Composite Material Debug$ developmentonly clientdll archive replicated cheat menubar_item
r_decals_default_start_fade$$ developmentonly clientdll replicated
r_decals_default_fade_duration$$ developmentonly clientdll replicated
r_flashlightlockposition$$ clientdll cheat
r_flashlightfov$$ clientdll replicated cheat
r_flashlightoffsetright$$ clientdll replicated cheat
r_flashlightoffsetup$$ clientdll replicated cheat
r_flashlightoffsetforward$$ clientdll replicated cheat
r_flashlightnear$$ clientdll replicated cheat
r_flashlightfar$$ clientdll replicated cheat
r_flashlightconstant$$ clientdll replicated cheat
r_flashlightquadratic$$ clientdll replicated cheat
r_flashlightbrightness$$ clientdll replicated cheat
r_flashlightvisualizetrace$$ clientdll cheat
r_flashlightambient$$ clientdll cheat
r_flashlightshadowatten$$ clientdll cheat
r_flashlightladderdist$$ clientdll cheat
r_flashlightlinear$$ clientdll replicated cheat
r_muzzleflashlinear$$ clientdll replicated cheat
r_muzzleflashbrightness$$ clientdll replicated cheat
r_flashlightnearoffsetscale$$ clientdll cheat
r_flashlighttracedistcutoff$$ clientdll cheat
r_flashlightbacktraceoffset$$ clientdll cheat
r_flashlighttracedistwatercutoff$$ clientdll cheat
muzzle_flash_debug$$ developmentonly clientdll
r_flashlightmuzzleflashfov$$ clientdll cheat
cl_async_client_shatter$spawn client glass shards asynchronously during demos or when remotely connected.$ developmentonly clientdll
r_impacts_alt_orientation$$ developmentonly clientdll
r_impacts_decal_grazing_incidence_cutoff$$ developmentonly clientdll
r_impacts_decal_grazing_incidence_variance$$ developmentonly clientdll
r_impact_ricochet_chance$$ developmentonly clientdll
r_drawtracers$$ clientdll cheat
r_drawtracers_firstperson$$ developmentonly clientdll
cl_show_splashes$$ developmentonly clientdll
glow_use_tolerance$$ clientdll replicated cheat
spec_autodirector$Auto-director chooses best view modes while spectating$ developmentonly clientdll clientcmd_can_execute
locator_topdown_style$Topdown games set this to handle distance and offscreen location differently.$ developmentonly clientdll
hidehud$bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle$ clientdll cheat
joy_vehicle_turn_lowend$$ developmentonly clientdll
joy_vehicle_turn_lowmap$$ developmentonly clientdll
joy_sensitive_step0$$ developmentonly clientdll
joy_sensitive_step1$$ developmentonly clientdll
joy_sensitive_step2$$ developmentonly clientdll
joy_lowend$$ developmentonly clientdll
joy_lowmap$$ developmentonly clientdll
joy_accelscale$$ developmentonly clientdll
joy_accelmax$$ developmentonly clientdll
joy_pegged$$ developmentonly clientdll
joy_virtual_peg$$ developmentonly clientdll
joy_accel_filter$$ developmentonly clientdll
joy_response_look$$ clientdll archive per_user
joy_response_move$$ clientdll archive per_user
joy_response_move_vehicle$$ developmentonly clientdll
joy_circle_correct_mode$$ clientdll archive per_user
joy_circle_correct_mode_vehicle$$ clientdll archive per_user
mouse_inverty$$ clientdll archive
joy_pitch_sensitivity$$ clientdll archive per_user
joy_yaw_sensitivity$$ clientdll archive per_user
joy_forward_sensitivity$$ clientdll archive per_user
joy_side_sensitivity$$ clientdll archive per_user
joy_autosprint$Automatically sprint when moving with an analog joystick$ developmentonly clientdll
sensitivity$Mouse sensitivity.$ clientdll archive per_user
mat_depthbias_shadowmap$$ developmentonly clientdll
cl_globallight_orig_calc_frustum$$ developmentonly clientdll
cl_globallight_world_bottom_height$$ developmentonly clientdll
cl_globallight_world_top_height$$ developmentonly clientdll
cl_globallight_use_alt_focus_region$$ developmentonly clientdll
cl_globallight_slope_scale_depth_bias$$ developmentonly clientdll
cl_globallight_depth_bias$$ developmentonly clientdll
cl_globallight_use_shaadow_near_offset$$ developmentonly clientdll
cl_cameraoverride_fade_in_amount$$ developmentonly clientdll
cl_cameraoverride_shadow_depth_bias$$ developmentonly clientdll
cl_cameraoverride_shadow_end$$ developmentonly clientdll
cl_globallight_use_optimized_calc_frustum$$ developmentonly clientdll
fish_debug$Show debug info for fish$ clientdll cheat
r_monitor_3dskybox$$ developmentonly clientdll
gameinstructor_verbose$Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.$ clientdll cheat
gameinstructor_verbose_lesson$Display more verbose information for lessons have this name.$ clientdll cheat
gameinstructor_find_errors$Set to 1 and the game instructor will run EVERY scripted command to uncover errors.$ clientdll cheat
gameinstructor_enable$Display in game lessons that teach new players.$ clientdll archive release
gameinstructor_start_sound_cooldown$Number of seconds forced between similar lesson start sounds.$ developmentonly clientdll
cl_voiceenabled$$ developmentonly clientdll
commentary_node_use_viewfacing$$ developmentonly clientdll
rope_shake$$ developmentonly clientdll
rope_subdiv$Rope subdivision amount$ developmentonly clientdll
rope_collide$Collide rope with the world$ developmentonly clientdll
rope_smooth_enlarge$How much to enlarge ropes in screen space for antialiasing effect$ developmentonly clientdll
rope_smooth_minwidth$When using smoothing, this is the min screenspace width it lets a rope shrink to$ developmentonly clientdll
rope_smooth_minalpha$Alpha for rope antialiasing effect$ developmentonly clientdll
rope_smooth_maxalphawidth$$ developmentonly clientdll
rope_smooth_maxalpha$Alpha for rope antialiasing effect$ developmentonly clientdll
r_drawropes$$ clientdll cheat
r_ropetranslucent$$ developmentonly clientdll
rope_wind_dist$Don't use CPU applying small wind gusts to ropes when they're past this distance.$ developmentonly clientdll
rope_averagelight$Makes ropes use average of cubemap lighting instead of max intensity.$ developmentonly clientdll
cl_sceneentity_debug$Display all thinking scene entities and its data.$ developmentonly clientdll
mp_usehwmvcds$Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)$ developmentonly clientdll
scene_vcdautosave$Create a savegame before VCD playback$ developmentonly clientdll
tv_listen_voice_indices$Bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none$ clientdll userinfo
tv_listen_voice_indices_h$High 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none$ clientdll userinfo
mic_listen_while_nonfocused$Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings$ developmentonly clientdll
soundscape_fadetime$Time to crossfade sound effects between soundscapes$ clientdll cheat
soundscape_message$$ developmentonly clientdll
soundscape_radius_debug$Prints current volume of radius sounds$ clientdll cheat
r_drawsprites$$ clientdll cheat
freecamera_fog_start$Fog start for Free Camera.$ developmentonly clientdll
freecamera_fog_end$Fog end for Free Camera.$ developmentonly clientdll
freecamera_zfar$Fog start for Free Camera.$ developmentonly clientdll
freecamera_rotation_multiplier$Tweak this parameter to adjust Free Camera mouse rotation.$ developmentonly clientdll
freecamera_max_speed$Tweak this parameter to adjust Free Camera movement max speed.$ developmentonly clientdll
freecamera_accel$Tweak this parameter to adjust Free Camera movement acceleration.$ developmentonly clientdll
stats_highlight_interval$Interval between hightlight screens in the transition stats panel$ developmentonly clientdll
cl_change_callback_limit$change callback msec warning limit$ clientdll release
cl_ShowBoneSetupEnts$Show which entities are having their bones setup each frame.$ developmentonly clientdll
cpu_level$CPU Level - Default: High$ developmentonly clientdll
gpu_level$GPU Level - Default: High$ developmentonly clientdll
mem_level$Memory Level - Default: High$ developmentonly clientdll
gpu_mem_level$Memory Level - Default: High$ developmentonly clientdll
cl_dormant_spew$Spew state on when client entities become dormant or active.$ developmentonly clientdll
cl_showtextmsg$Enable/disable text messages printing on the screen.$ developmentonly clientdll
cl_chat_active$$ developmentonly clientdll
cl_showfps$Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )$ clientdll release
cl_showpos$Draw current position at top of screen$ clientdll release
cl_showmem$Draw approximate memory use at top of screen$ clientdll release
report_clientthinklist$List all clientside entities thinking and time - will report and turn itself off.$ clientdll cheat
vprof_scope_entity_clientthink$Does nothing whatsoever.$ developmentonly missing0 clientdll
cl_showusercmd$Show user command encoding$ developmentonly clientdll
cl_anglespeedkey$$ developmentonly clientdll
cl_yawspeed$$ developmentonly clientdll
cl_pitchspeed$$ developmentonly clientdll
cl_pitchdown$$ clientdll cheat
cl_pitchup$$ clientdll cheat
cl_steamcontroller$$ developmentonly clientdll
joystick$True if the joystick is enabled, false otherwise.$ clientdll archive
cl_boxmove$run in a square, # represents how many usercommands to run before turning.$ developmentonly clientdll
cl_boxmove_speed$how fast to run (1 to use player max run speed).$ developmentonly clientdll
ss_mimic$Split screen users mimic base player's CUserCmds$ developmentonly clientdll cheat
cam_snapto$$ clientdll archive
cam_ideallag$Amount of lag used when matching offset to ideal angles in thirdperson view$ clientdll archive
cam_idealdelta$Controls the speed when matching offset to ideal angles in thirdperson view$ clientdll archive
cam_idealyaw$$ clientdll archive
cam_idealpitch$$ clientdll archive
cam_idealdist$$ clientdll archive
cam_collision$When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.$ clientdll archive
cam_showangles$When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.$ clientdll cheat
c_maxpitch$$ clientdll archive
c_minpitch$$ clientdll archive
c_maxyaw$$ clientdll archive
c_minyaw$$ clientdll archive
c_maxdistance$$ clientdll archive
c_mindistance$$ clientdll archive
c_orthowidth$$ clientdll archive
c_orthoheight$$ clientdll archive
c_thirdpersonshoulder$$ clientdll archive
c_thirdpersonshoulderoffset$$ clientdll archive
c_thirdpersonshoulderdist$$ clientdll archive
c_thirdpersonshoulderheight$$ clientdll archive
game_particle_manager_requeue_messages$$ developmentonly missing0 clientdll
cl_hold_game_events_until_server_tick$Holds game events until client has received the tick the event was fired on.$ developmentonly clientdll
cl_hold_game_events_force_delay_ticks$Debugging convar to force late dispatch of game events.$ developmentonly clientdll
cl_net_showevents$Dump game events to console (1=client only, 2=all).$ developmentonly clientdll
cl_net_showeventlisteners$Show listening addition/removals$ developmentonly clientdll
cl_display_game_events$$ clientdll cheat
ent_revert_dormancy_change$$ developmentonly clientdll
r_draw3dskybox$$ developmentonly clientdll
option_duck_method$Input toggle control$ clientdll archive userinfo per_user
spec_chasedistance$Chase cam's ideal distance from target$ developmentonly clientdll
spec_centerchasecam$Looks at the target player's center, instead of his eye position, in chase came mode$ clientdll archive
spec_track$Tracks an entity in spec mode$ developmentonly clientdll
bot_mimic_spec_buttons$+attack, +jump etc are used for spectator control instead of being passed on to spectated bot$ clientdll cheat
cl_skeleton_instance_smear_boneflags$Smear boneflags across the model.  Costs computation, but tests to make sure your bone flags are consistent.$ clientdll cheat
cl_phys_networked_start_sleep$$ developmentonly clientdll
cloth_debug_draw$$ developmentonly clientdll
cloth_update$$ developmentonly clientdll
cloth_iv_dump$$ developmentonly clientdll
r_enable_rigid_animation$$ developmentonly clientdll
cl_ent_showonlyhitbox$$ clientdll cheat
cl_interp_threadmodeticks$Additional interpolation ticks to use when interpolating with threaded engine mode set.$ developmentonly clientdll
report_cliententitysim$List all clientside simulations and time - will report and turn itself off.$ clientdll cheat
cl_extrapolate$Enable/disable extrapolation if interpolation history runs out.$ clientdll cheat
cl_interp_npcs$Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)$ developmentonly clientdll
cl_interp_all$Disable interpolation list optimizations.$ developmentonly clientdll
r_drawmodeldecals$$ developmentonly clientdll
cl_simulate_dormant_entities$$ developmentonly clientdll
cl_draw_simulating_entities$$ developmentonly clientdll
cl_draw_simulating_entities_distance$$ developmentonly clientdll
ent_test_interpolation$$ developmentonly clientdll
cl_interp_animationvars$Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval$ developmentonly clientdll
cl_interp_simulationvars$Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval$ developmentonly clientdll
iv_wrapped_parallel_latch$$ developmentonly clientdll
iv_parallel_latch$$ developmentonly clientdll
iv_parallel_restore$$ developmentonly clientdll
cl_latch_report$Enable to output stats about latching$ clientdll archive
cl_interpolate_report$Enable to show interpolation profile timing.$ clientdll archive
cl_interp_hermite$Set to zero do disable hermite interpolation.$ clientdll cheat
cl_extrapolate_amount$Set how many seconds the client will extrapolate entities for.$ clientdll cheat
phonemedelay$Phoneme delay to account for sound system latency.$ developmentonly clientdll
phonemefilter$Time duration of box filter to pass over phonemes.$ developmentonly clientdll
blink_duration$How many seconds an eye blink will last.$ developmentonly clientdll
cl_viewtarget_clamp$$ developmentonly clientdll
cl_enable_eye_occlusion$$ developmentonly clientdll
cl_eye_occlusion_debug$$ clientdll cheat
enable_boneflex$$ clientdll archive
phonemesnap$Lod at level at which visemes stops always considering two phonemes, regardless of duration.$ developmentonly clientdll
cl_eye_target_override$$ developmentonly clientdll
cl_eye_yaw_multiplier$$ developmentonly clientdll
cl_eye_sin_wave$$ developmentonly clientdll
cl_smooth$Smooth view/eye origin after prediction errors$ developmentonly clientdll
cl_smoothtime$Smooth client's view after prediction error over this many seconds$ developmentonly clientdll
zoom_sensitivity_ratio$Additional mouse sensitivity scale factor applied when FOV is zoomed in.$ clientdll archive per_user
ragdoll_impact_strength$$ developmentonly clientdll
g_debug_ragdoll_visualize$$ clientdll cheat
g_ragdoll_fadespeed$$ developmentonly clientdll
g_ragdoll_lvfadespeed$$ developmentonly clientdll
mat_colcorrection_disableentities$Disable map color-correction entities$ developmentonly clientdll
mat_colcorrection_forceentitiesclientside$Forces color correction entities to be updated on the client$ clientdll cheat
cl_retire_low_priority_lights$Low priority dlights are replaced by high priority ones$ developmentonly clientdll
cl_globallight_freeze$$ developmentonly clientdll
cl_globallight_expansion$$ developmentonly clientdll
cl_globallight_debug$$ developmentonly clientdll
cl_globallight_shadow_mode$$ developmentonly clientdll
mat_slopescaledepthbias_shadowmap$$ developmentonly clientdll
cl_player_ping_mute$If 1, player pinging will make a sound, if 0, pings will be silent$ clientdll archive release
cl_tracer_frequency_override$Override tracer frequency (-1 to disable)$ developmentonly clientdll
cl_parachute_autodeploy$Auto-deploy parachute if fall speed exceeds lethal limit$ clientdll archive userinfo per_user server_can_execute
cl_rappel_tilt$$ clientdll release
cl_disable_ragdolls$$ clientdll cheat
cl_ragdoll_reload$$ developmentonly clientdll
cl_ragdoll_default_scale$$ developmentonly clientdll
animated_material_attributes$$ clientdll cheat
cl_anim_queue_changes$$ developmentonly clientdll
cl_sequence_debug$$ developmentonly clientdll
cl_sequence_debug2$$ developmentonly clientdll
cl_sequence_model_substring$$ developmentonly clientdll
r_show_ao_proxies$$ clientdll cheat
cl_cq_min_queue$Allows client to disable (=-1), defer to server (=0), or request a certain min-command queue size for games that support the command queue (IsUsingCommandQueue()) for CUserCmds.$ clientdll userinfo cheat
cl_updaterate$Number of packets per second of updates you are requesting from the server$ clientdll archive userinfo
cl_interp_ratio$Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).$ clientdll userinfo
cl_interp$Sets the interpolation amount (bounded on low side by server interp ratio settings).$ clientdll userinfo
cl_predict$Perform client side prediction.$ clientdll userinfo cheat
mp_usehwmmodels$Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)$ developmentonly clientdll
cl_ent_joint_axis_size$$ developmentonly clientdll
cl_ent_joint_names$$ developmentonly clientdll
cl_ent_joint_filter_substring$$ developmentonly clientdll
cl_ent_joint_use_bind_pose$$ developmentonly clientdll
cl_ent_joint_only_ik_joints$$ developmentonly clientdll
cl_ent_skeleton_only_ik_joints$$ developmentonly clientdll
cl_screenmessage_notifytime$How long to display screen message text$ developmentonly clientdll
cl_ent_showonlyattachment$$ clientdll cheat
fov_cs_debug$Sets the view fov if cheats are on.$ clientdll cheat
fov_cs_ultrawide_near_z$$ developmentonly clientdll cheat
cl_sniper_delay_unscope$$ clientdll archive release
death_chase_distance$$ developmentonly clientdll
cl_sanitize_player_names$Replace names of other players with something non-offensive.$ clientdll archive
cl_sanitize_muted_players$Hide names and avatars of muted players.$ clientdll release
cl_show_playernames_max_chars_console$Shows all player names (including bots) as 16 W's.$ developmentonly clientdll
cl_teammate_color_1$$ developmentonly clientdll
cl_teammate_color_2$$ developmentonly clientdll
cl_teammate_color_3$$ developmentonly clientdll
cl_teammate_color_4$$ developmentonly clientdll
cl_teammate_color_5$$ developmentonly clientdll
cl_teammate_colors_show$In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters$ clientdll archive release
cl_show_enemy_avatar_colors$$ developmentonly clientdll
option_speed_method$Input toggle control$ clientdll archive userinfo per_user
cl_pred_checkstuck$Perform the additional 'stuck' traces on the client side during prediction.$ developmentonly clientdll
spec_hide_players$Toggle the visibility of scoreboard players.$ clientdll release clientcmd_can_execute
spec_dz_group_teams$If set, will group players into their teams for spectating, if 0, spectating numbers will be the default individual players$ clientdll release
spec_usenumberkeys_nobinds$If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).$ clientdll archive
cl_obs_interp_enable$Enables interpolation between observer targets$ clientdll archive
cl_obs_interp_pos_rate$$ clientdll archive
cl_obs_interp_pos_halflife$$ developmentonly clientdll
cl_obs_interp_snap_dist$$ developmentonly clientdll
cl_obs_interp_settle_dist$$ developmentonly clientdll
cl_obs_interp_dist_to_turn_to_face$Changing to a target further than this will cause the camera to face the direction of travel$ developmentonly clientdll
cl_obs_interp_angle_progress_headstart$$ developmentonly clientdll
cl_obs_interp_turn_to_face_start_frac$$ developmentonly clientdll
cl_obs_interp_turn_to_face_end_frac$$ developmentonly clientdll
cl_obs_interp_obstruction_behavior$$ developmentonly clientdll
cl_spec_use_tournament_content_standards$$ clientdll release
viewmodel_offset_x$viewmodel_offset_x$ clientdll archive
viewmodel_offset_y$viewmodel_offset_y$ clientdll archive
viewmodel_offset_z$viewmodel_offset_z$ clientdll archive
viewmodel_offset_randomize$randomly change viewmodel offsets to visualize range$ clientdll cheat
viewmodel_always_on$Force the view model to draw, even when in 3rd person$ clientdll cheat
cl_gunlowerangle$$ developmentonly clientdll
cl_gunlowerspeed$$ developmentonly clientdll
cl_mantle_gunloweramt$$ developmentonly clientdll
cl_mantle_gunlowerspeed$$ developmentonly clientdll
cl_death_anim_viewmodel_drop_rate$$ developmentonly clientdll
cl_death_anim_viewmodel_pitch_rate$$ developmentonly clientdll
cl_wpn_sway_interp$$ developmentonly clientdll
cl_wpn_sway_scale$$ clientdll cheat
cl_smoke_volumeprop$$ developmentonly clientdll
cl_smoke_volume_growth$$ developmentonly clientdll
cl_viewmodelsclonedasworld$$ developmentonly clientdll
cl_weapon_debug_print_accuracy$$ clientdll cheat release
cl_weapon_debug_show_accuracy$Draws a circle representing the effective range with every shot.$ clientdll cheat release
cl_weapon_debug_show_accuracy_duration$$ clientdll cheat release
cl_wallbang_heavy_threshold$The Threshold where to switch from Light to Heavy Wallbang tracer$ clientdll cheat release
weapon_skins$$ developmentonly clientdll
weapon_skins_for_bots$$ developmentonly clientdll
weapon_skins_on_default$$ developmentonly clientdll
weapon_random_stickers$$ developmentonly clientdll
weapon_all_stattrak$$ developmentonly clientdll
weapon_all_nametag$$ developmentonly clientdll
cl_cam_driver_compensation_scale$$ clientdll release
cl_sniper_auto_rezoom$Auto-rezoom snipers after a shot$ clientdll archive userinfo per_user
cl_tablet_mapmode$$ clientdll archive release
econ_debug_loadout_ui$Show debug data when players change their loadout.$ developmentonly clientdll
snd_music_selection$Tracking rotating music for players with no music packs equipped.$ clientdll archive
cl_use_opens_buy_menu$Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).$ clientdll archive userinfo per_user
cl_silencer_mode$0: cannot detach; 1: press secondary fire to detach$ clientdll archive userinfo per_user
cl_autohelp$Auto-help$ clientdll archive userinfo
closeonbuy$Set non-zero to close the buy menu after buying something$ clientdll archive per_user
cl_join_advertise$Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none)$ clientdll archive
composite_material_cache_count_max$$ developmentonly clientdll
r_replay_post_effect$$ clientdll cheat
leaderboards_cache_duration$$ developmentonly clientdll
cl_predictioncopy_runs$$ developmentonly clientdll
pwatchent$Entity to watch for prediction system changes.$ clientdll cheat
pwatchvar$Entity variable to watch in prediction system for changes.$ clientdll cheat
cl_pred_build_verbose$Verbose spew when building prediction optimized data runs.$ developmentonly clientdll
dllverification_sendmessage$$ developmentonly clientdll
cl_panel_freeze_time_after_press$time to freeze mouse/pointer motion after a mouse button press$ developmentonly clientdll
panorama_focus_world_panels$when set request key focus when a world panel is enabled$ clientdll archive
panorama_async_compute_mipgen$use asynchronous compute for mipmap generation.$ developmentonly clientdll
panorama_worldpanel_update_culling$$ developmentonly clientdll
panorama_worldpanel_update_cull_distance$$ developmentonly clientdll
panorama_worldpanel_update_cull_size_threshold$$ developmentonly clientdll
ui_hud_dist$distance from the player to the hud$ developmentonly clientdll replicated
point_hint_ui_dpi$$ developmentonly clientdll replicated
point_hint_ui_width$$ developmentonly clientdll replicated
point_hint_ui_height$$ developmentonly clientdll replicated
point_hint_ui_large_width$$ developmentonly clientdll replicated
point_hint_ui_large_height$$ developmentonly clientdll replicated
cl_ent_pivot_size$$ clientdll archive cheat
cl_debug_overlay_fullposition$$ developmentonly clientdll
cl_ent_text_no_name_really_i_mean_it$$ clientdll cheat
cl_ent_show_contexts$Show entity contexts in ent_text display$ clientdll cheat
cl_ent_text_flags_active$$ clientdll archive cheat
buildcubemaps_renderdoc_capture$Capture a specific cubemap with RenderDoc during buildcubemaps.$ developmentonly clientdll
show_visibility_boxes$Enable or Disable debug display of visibility boxes$ clientdll cheat
cl_skip_update_animations$Enable to skip game animations$ developmentonly clientdll
cl_massreport$$ developmentonly clientdll
cl_lightquery_debug$$ clientdll cheat
cl_phys_enabled$Enable all physics simulation$ clientdll cheat
cl_phys_stop_at_collision$$ clientdll cheat
cl_phys_sleep_enable$Enable sleeping for dynamic physics bodies.$ clientdll cheat
cl_phys_animated_hierarchy$$ developmentonly clientdll
cl_phys_block_fraction$$ developmentonly clientdll
cl_phys_block_dist$$ developmentonly clientdll
cloth_sim_on_tick$$ developmentonly clientdll
cl_phys_timescale$Scale time for physics$ developmentonly clientdll
cloth_update_bones_on_ticks$$ developmentonly clientdll
cl_phys_visualize_awake$$ developmentonly clientdll
phys_batch_ray_test$$ developmentonly clientdll
cl_phys_debug_callback_entities$Print all entities that get touch callbacks. Each entity is printed only once.$ clientdll cheat
cl_hitbox_debug$$ developmentonly clientdll
r_strip_invisible_during_sceneobject_update$$ developmentonly clientdll
r_threaded_scene_object_update$$ developmentonly clientdll
r_freeze_sceneobjects$$ developmentonly clientdll
@panorama_early_anim_dispatch$$ developmentonly clientdll
cl_script_break_in_native_debugger_on_error$$ developmentonly clientdll
cl_script_attach_debugger_at_startup$$ developmentonly clientdll
spec_replay_review_sound$When set to non-0, a sound effect is played during Killer Replay$ developmentonly clientdll
spec_replay_rate_slowdown$The part of Killer Replay right before death is played at this rate$ developmentonly clientdll
spec_replay_rate_slowdown_length$The part of Killer Replay right before death is played at this rate$ developmentonly clientdll
spec_replay_fadein$Amount of time in seconds it takes to visually fade into replay, or into real-time after replay$ developmentonly clientdll
spec_replay_fadeout$Amount of time in seconds it takes to visually fade out of replay, or out of real-time before replay$ developmentonly clientdll
spec_replay_sound_fadein$Amount of time in seconds it takes to fade in the audio before or after replay$ developmentonly clientdll
spec_replay_sound_fadeout$Amount of time in seconds it takes to fade out the audio before or after replay$ developmentonly clientdll
spec_replay_cache_ragdolls$when set to 0, ragdolls will settle dynamically before and after Killer Replay$ developmentonly clientdll
spec_replay_others_experimental$Replay the last death of the round, if possible. Disabled on official servers by default. Experimental.$ developmentonly clientdll
spec_replay_autostart$Auto-start Killer Replay when available$ clientdll archive
spec_replay_victim_pov$Killer Replay - replay from victim's point of view (1); the default is killer's (0). Experimental.$ developmentonly clientdll
mm_player_search_requests_limit$How many friend requests are displayed.$ developmentonly
mm_player_search_update_interval$Interval between players searches.$ developmentonly
mm_player_search_lan_ping_interval$Interval between LAN discovery pings.$ developmentonly
mm_player_search_lan_ping_duration$Duration of LAN discovery ping phase.$ developmentonly
mm_events_listeners_validation$$ developmentonly
net_allow_multicast$$ archive release
cl_names_debug$$ developmentonly
mm_player_search_count$$ developmentonly
mm_ignored_sessions_forget_time$$ developmentonly
mm_ignored_sessions_forget_pass$$ developmentonly
mm_server_search_update_interval$Interval between servers updates.$ developmentonly
mm_server_search_inet_ping_interval$How long to wait between pinging internet server details.$ developmentonly
mm_server_search_inet_ping_timeout$How long to wait for internet server details.$ developmentonly
mm_server_search_inet_ping_window$How many servers can be pinged for server details in a batch.$ developmentonly
mm_server_search_inet_ping_refresh$How often to refresh a listed server.$ developmentonly
mm_server_search_server_lifetime$How long until a server is no longer returned by the master till we remove it.$ developmentonly
mm_server_search_lan_ping_interval$Interval between LAN discovery pings.$ developmentonly
mm_server_search_lan_ping_duration$Duration of LAN discovery ping phase.$ developmentonly
mm_server_search_lan_ports$Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.$ archive release
mm_datacenter_update_interval$Interval between datacenter stats updates.$ developmentonly
mm_datacenter_retry_interval$Interval between datacenter stats retries.$ developmentonly
mm_datacenter_query_delay$Delay after datacenter update is enabled before data is actually queried.$ developmentonly
mm_session_sys_delay_create$$ developmentonly
mm_session_sys_delay_create_host$$ developmentonly
mm_session_sys_connect_timeout$$ developmentonly
mm_session_team_res_timeout$$ developmentonly
mm_session_voice_loading$$ developmentonly
mm_session_sys_ranking_timeout$$ developmentonly
mm_session_sys_slots_guaranteed$$ developmentonly
mm_session_sys_pkey$$ release
mm_session_sys_kick_ban_duration$$ release
voice_test_log_send$$ release
mm_dlcs_mask_fake$$ developmentonly
mm_dlcs_mask_extras$$ developmentonly
mm_tu_string$$ developmentonly
mm_dedicated_allow$1 = allow searches for dedicated servers$ developmentonly
mm_dedicated_fake$1 = pretend like search is going, but abort after some time$ developmentonly
mm_dedicated_force_servers$Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers..Use syntax `publicip1:port|privateip1:port,publicip2:port|privateip2:port` if your server is behind NAT..If the server is behind NAT, you can specify `0.0.0.0|privateip:port` and if server port is in the list of `mm_server_search_lan_ports` its public address should be automatically detected.$ release
mm_dedicated_ip$IP address of dedicated servers to consider available$ developmentonly
mm_dedicated_timeout_request$$ developmentonly
mm_dedicated_search_maxping$Longest preferred ping to dedicated servers for games$ archive
mm_dedicated_search_maxresults$$ developmentonly
mm_teamsearch_errortime$Time team search is in error state until it self-cancels$ developmentonly
mm_teamsearch_nostart$Team search will fake cancel before searching for server$ developmentonly
sv_search_team_key$When initiating team search, set this key to match with known opponents team$ release
mm_session_search_num_results$$ developmentonly
mm_session_search_qos_timeout$$ release
mm_match_search_update_interval$Interval between matchsearcher updates.$ developmentonly
mm_sv_load_test$$ developmentonly
mm_title_debug_version$This matchmaking version will override .res file version for isolating matchmaking$ developmentonly
mm_csgo_community_search_players_min$When performing CSGO community matchmaking look for servers with at least so many human players$ archive release
diffcheck_playerslot$$ developmentonly
diffcheck_spew$Actually show diffcheck results.$ developmentonly
diffcheck_spew_diff_only$Show diff only.$ developmentonly
diffcheck_spew_diff_filter$Show diff with matching filter substring only.$ developmentonly
diffcheck$Activate diffcheck system.$ developmentonly
nav_gen_true$Always true$ cheat
nav_gen_false$Always false$ cheat
nav_gen_match_ground$$ cheat
nav_gen_opt_to_quads$$ cheat
nav_gen_opt_to_quads_angle_limit$$ cheat
nav_gen_opt_to_quads_planar_deviation_limit$$ cheat
nav_gen_opt_to_quads_num_steps$$ cheat
nav_gen_opt_to_quads_se_limit_start$$ cheat
nav_gen_opt_to_quads_se_limit_end$$ cheat
nav_gen_opt_to_quads_weld_limit_start$$ cheat
nav_gen_opt_to_quads_weld_limit_end$$ cheat
nav_gen_degen_limit$$ cheat
nav_gen_markup_split_tol_base$$ cheat
nav_gen_markup_split_tol_nonentity$$ cheat
nav_gen_markup_split_tol_nonav$$ cheat
nav_gen_markup_split_expand$$ cheat
nav_gen_max_edge_len_do_clip$$ cheat
nav_gen_max_edge_len$$ cheat
nav_gen_max_edge_len_split_tol$$ cheat
nav_gen_max_bottleneck_width_do_clip$$ cheat
nav_gen_max_bottleneck_width$$ cheat
nav_gen_island_removal$$ cheat
nav_gen_island_removal_all_hulls$$ cheat
nav_gen_tri_reduce_all$$ cheat
nav_gen_connect_dist_a$$ cheat
nav_gen_connect_dist_b$$ cheat
nav_gen_connect_dist_z_mult$$ cheat
nav_gen_connect_angle$$ cheat
nav_gen_connect_angle_ignore_z$$ cheat
nav_gen_connect_overlap$$ cheat
nav_gen_connect_allow_multiple$$ cheat
nav_gen_add_jumps$$ cheat
nav_gen_vertical_limit$$ cheat
nav_gen_remove_vertical_polys$$ cheat
nav_gen_split_boundary_polys$$ cheat
nav_gen_split_multi_connection_polys$$ cheat
nav_gen_split_multi_connection_polys_tol$$ cheat
nav_gen_clip_polys_to_clearance$$ cheat
nav_gen_clip_polys_to_clearance_debug$$ cheat
nav_gen_join_nonzup$$ cheat
nav_gen_agent_radius_buffer$Buffer to add to agent radius before passing to nav gen$ cheat
nav_gen_jump_connection_min_overlap_ratio$Minimum edge overlap required for jump connection consideration as a percentage of agent radius$ cheat
nav_gen_tr_max_acceptable_cost_1$$ cheat
nav_gen_tr_max_acceptable_cost_2$$ cheat
recast_partitioning$0 = watershed, 1 = monotone, 2 = layers$ replicated cheat
recast_mark_overhang$Enable/disable overhang detection$ replicated cheat
tr_epsilon_t_junction$$ replicated cheat
tr_openedge_penalty$$ replicated cheat
tr_max_acceptable_edge_length$$ replicated cheat
tr_do_reduce$$ replicated cheat
nav_split_place_on_ground$If true, nav areas will be placed flush with the ground when split.$ cheat
nav_max_vis_delta_list_length$$ cheat
nav_corner_adjust_adjacent$radius used to raise/lower corners in nearby areas when raising/lowering corners.$ cheat
nav_show_potentially_visible$Show areas that are potentially visible from the current nav area$ cheat
nav_validate$Level of validation for nav system.  Higher will be slower.$ cheat

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Counter Strike 2 Command Console List

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