CS:GO Console Command List

CS:GO Console Command List. Enjoy.
-Nat0

    +alt1
    +alt2
    +attack
    +attack2
    +back
    +break
    +camdistance
    +camin
    +cammousemove
    +camout
    +campitchdown
    +campitchup
    +camyawleft
    +camyawright
    +commandermousemove
    +csm_rot_x_neg
    +csm_rot_x_plus
    +csm_rot_y_neg
    +csm_rot_y_plus
    +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
    +duck
    +forward
    +graph
    +grenade1
    +grenade2
    +jlook
    +jump
    +klook
    +left
    +lookdown
    +lookspin
    +lookup
    +mat_texture_list
    +movedown
    +moveleft
    +moveright
    +moveup
    +posedebug // Turn on pose debugger or add ents to pose debugger UI
    +reload
    +right

    +score
    +showbudget
    +showbudget_texture
    +showbudget_texture_global
    +showscores
    +showvprof
    +speed
    +strafe
    +use
    +vgui_drawtree
    +voicerecord
    +walk
    +zoom
    +zoom_in
    +zoom_out
    -alt1
    -alt2
    -attack
    -attack2
    -back
    -break
    -camdistance
    -camin
    -cammousemove
    -camout
    -campitchdown
    -campitchup
    -camyawleft
    -camyawright
    -commandermousemove
    -csm_rot_x_neg
    -csm_rot_x_plus
    -csm_rot_y_neg
    -csm_rot_y_plus
    -demoui2 // Send the advanced demo player UI (demoui2) to background.
    -duck
    -forward
    -graph
    -grenade1
    -grenade2
    -jlook
    -jump
    -klook
    -left
    -lookdown
    -lookspin
    -lookup
    -mat_texture_list
    -movedown
    -moveleft
    -moveright
    -moveup
    -posedebug // Turn off pose debugger or hide ents from pose debugger UI
    -reload
    -right
    -score
    -showbudget
    -showbudget_texture
    -showbudget_texture_global
    -showscores
    -showvprof
    -speed
    -strafe
    -use
    -vgui_drawtree
    -voicerecord
    -walk
    -zoom
    -zoom_in
    -zoom_out
    achievement_debug "0" // Turn on achievement debug msgs.
    achievement_disable "0" // Turn off achievements.
    addip // Add an IP address to the ban list.
    adsp_debug "0"
    adsp_reset_nodes
    ainet_generate_report // Generate a report to the console.
    ainet_generate_report_only // Generate a report to the console.
    air_density // Changes the density of air for drag computations.
    ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
    ai_debug_los "0" // itl
    ai_debug_node_connect // Debug the attempted connection between two nodes
    ai_debug_shoot_positions "0"
    ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
    ai_drawbattlelines "0"
    ai_drop_hint // Drop an ai_hint at the players current eye position.
    ai_dump_hints
    ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
    ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
    ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
    ai_report_task_timings_on_limit "0"
    ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
    ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
    ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
    ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
    ai_show_grid // Draw a grid on the floor where looking.
    ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
    ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
    ai_show_node // Highlight the specified node
    ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
    ai_step // use ai_step again. To resume processing no
    ai_test_los // Test AI LOS from the players POV
    ai_think_limit_label "0"
    ai_vehicle_avoidance "1"
    alias // Alias a command.
    ammo_338mag_max "30"
    ammo_357sig_max "52"
    ammo_357sig_small_max "24"
    ammo_45acp_max "100"
    ammo_50AE_max "35"
    ammo_556mm_box_max "200"
    ammo_556mm_max "90"
    ammo_556mm_small_max "40"
    ammo_57mm_max "100"
    ammo_762mm_max "90"
    ammo_9mm_max "120"
    ammo_buckshot_max "32"
    ammo_grenade_limit_default "1"
    ammo_grenade_limit_flashbang "1"
    ammo_grenade_limit_total "3"
    askconnect_accept // Accept a redirect request by the server.
    asw_engine_finished_building_map // Notify engine that weve finished building a map
    async_resume
    async_suspend
    audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
    autobuy // Attempt to purchase items with the order listed in cl_autobuy
    autosave // Autosave
    autosavedangerous // AutoSaveDangerous
    autosavedangerousissafe
    banid // Add a user ID to the ban list.
    banip // Add an IP address to the ban list.
    benchframe // Takes a snapshot of a particular frame in a time demo.
    bench_end // Ends gathering of info.
    bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
    bench_start // Starts gathering of info. Arguments: filename to write results into
    bench_upload // Uploads most recent benchmark stats to the Valve servers.
    bind // Bind a key.
    BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
    bind_osx // Bind a key for OSX only.
    blackbox_dump // Dump the contents of the blackbox
    blackbox_record // Record an entry into the blackbox
    bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
    bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
    bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
    bot_all_weapons // Allows the bots to use all weapons
    bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
    bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
    bot_chatter "0" // or normal.
    bot_crouch "0"
    bot_debug "0" // For internal testing purposes.
    bot_debug_target "0" // For internal testing purposes.
    bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
    bot_defer_to_human_items "1" // the bots will not get scenario items.
    bot_difficulty "1" // 3=expert.
    bot_dont_shoot "0" // bots will not fire weapons (for debugging).
    bot_freeze "0"
    bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
    bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
    bot_join_after_player "1" // bots wait until a player joins before entering the game.
    bot_join_team "0" // or CT.
    bot_kick // matching the given criteria.
    bot_kill // matching the given criteria.
    bot_knives_only // Restricts the bots to only using knives
    bot_loadout "0" // bots are given these items at round start
    bot_mimic "0"
    bot_mimic_yaw_offset "180"
    bot_pistols_only // Restricts the bots to only using pistols
    bot_place // bot_place - Places a bot from the map at where the local player is pointing.
    bot_quota "10" // Determines the total number of bots in the game.
    bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
    bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
    bot_show_battlefront "0" // Show areas where rushing players will initially meet.
    bot_show_nav "0" // For internal testing purposes.
    bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
bot_snipers_only // Restricts the bots to only using sniper rifles
    bot_stop "0" // immediately stops all bot processing.
    bot_traceview "0" // For internal testing purposes.
    bot_zombie "0" // bots will stay in idle mode and not attack.
    box // Draw a debug box.
    buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
    budget_averages_window "30" // number of frames to look at when figuring out average frametimes
    budget_background_alpha "128" // how translucent the budget panel is
    budget_bargraph_background_alpha "128" // how translucent the budget panel is
    budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
    budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
    budget_history_range_ms "66" // budget history range in milliseconds
    budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
    budget_panel_height "384" // height in pixels of the budget panel
    budget_panel_width "512" // width in pixels of the budget panel
    budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
    budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
    budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
    budget_show_averages "0" // enable/disable averages in the budget panel
    budget_show_history "1" // turn history graph off and on. . good to turn off on low end
    budget_show_peaks "1" // enable/disable peaks in the budget panel
    budget_toggle_group // Turn a budget group on/off
    bug // Show the bug reporting UI.
    bugreporter_uploadasync "0" // Upload attachments asynchronously
    bugreporter_username "0" // Username to use for bugreporter
    bug_swap // Automatically swaps the current weapon for the bug bait and back again.
    buildcubemaps // Rebuild cubemaps.
    building_cubemaps "0" // Indicates were building cubemaps
    buildmodelforworld // buildmodelforworld
    buymenu // Show or hide main buy menu
    buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
    buy_stamps // Temporary solution for Pinion to kick back to community map makers.
    cache_print // cache_print [section] Print out contents of cache memory.
    cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
    cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
    callvote // Start a vote on an issue.
    cam_collision "1" // an attempt is made to keep the camera from passing though walls.
    cam_command // Tells camera to change modes
    cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
    cam_idealdist "150"
    cam_idealdistright "0"
    cam_idealdistup "0"
    cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
    cam_idealpitch "0"
    cam_idealyaw "0"
    cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
    cam_snapto "0"
    cancelselect
    cash_player_bomb_defused "300"
    cash_player_bomb_planted "300"
    cash_player_damage_hostage "-30"
    cash_player_get_killed "0"
    cash_player_interact_with_hostage "150"
    cash_player_killed_enemy_default "300"
    cash_player_killed_enemy_factor "1"
    cash_player_killed_hostage "-1000"
    cash_player_killed_teammate "-3300"
    cash_player_rescued_hostage "1000"
    cash_player_respawn_amount "0"
    cash_team_elimination_bomb_map "3250"
    cash_team_elimination_hostage_map_ct "2000"
    cash_team_elimination_hostage_map_t "1000"
    cash_team_hostage_alive "0"
    cash_team_hostage_interaction "500"
    cash_team_loser_bonus "1400"
    cash_team_loser_bonus_consecutive_rounds "500"
    cash_team_planted_bomb_but_defused "800"
    cash_team_rescued_hostage "0"
    cash_team_terrorist_win_bomb "3500"
    cash_team_win_by_defusing_bomb "3250"
    cash_team_win_by_hostage_rescue "3500"
    cash_team_win_by_time_running_out_bomb "3250"
    cash_team_win_by_time_running_out_hostage "3250"
    cast_hull // Tests hull collision detection
    cast_ray // Tests collision detection
    cc_emit // Emits a closed caption
    cc_findsound // Searches for soundname which emits specified text.
    cc_flush // Flushes asyncd captions.
    cc_lang "0" // Current close caption language (emtpy = use game UI language)
    cc_linger_time "1" // Close caption linger time.
    cc_predisplay_time "0" // Close caption delay before showing caption.
    cc_random // Emits a random caption
    cc_showblocks // Toggles showing which blocks are pending/loaded async.
    cc_subtitles "0" // wont help hearing impaired players).
    centerview
    changelevel // Change server to the specified map
    changelevel2 // Transition to the specified map in single player
    chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
    ch_createairboat // Spawn airboat in front of the player.
    ch_createjeep // Spawn jeep in front of the player.
    clear // Clear all console output.
    clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
    clear_debug_overlays // clears debug overlays
    clientport "27005" // Host game client port
    closecaption "0" // Enable close captioning.
    closeonbuy "0" // Set non-zero to close the buy menu after buying something
    cl_allowdownload "1" // Client downloads customization files
    cl_allowupload "1" // Client uploads customization files
    cl_animationinfo // Hud element to examine.
    cl_autobuy "0" // The order in which autobuy will attempt to purchase items
    cl_autohelp "0" // Auto-help
    cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
    cl_backspeed "450"
    cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
    cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
    cl_bobcycle "0" // the frequency at which the viewmodel bobs.
    cl_bobup "0"
    cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
    cl_bob_version "0"
    cl_brushfastpath "1"
    cl_buy_favorite // Purchase a favorite weapon/equipment loadout
    cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
    cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
    cl_buy_favorite_reset // Reset favorite loadouts to the default
    cl_buy_favorite_set // Saves the current loadout as a favorite
    cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
    cl_chatfilters "63" // Stores the chat filter settings
    cl_class "0" // Default class when joining a game
    cl_clearhinthistory // Clear memory of client side hints displayed to the player.
    cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
    cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
    cl_clock_correction "1" // Enable/disable clock correction on the client.
    cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
    cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
    cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
    cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
    cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
    cl_cmdrate "128" // Max number of command packets sent to server per second
    cl_crosshairalpha "200"
    cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
    cl_crosshaircolor_b "50"
    cl_crosshaircolor_g "250"
    cl_crosshaircolor_r "50"
    cl_crosshairdot "0"
    cl_crosshairgap "0"
    cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
    cl_crosshairsize "5"
    cl_crosshairstyle "1"
    cl_crosshairthickness "0"
    cl_crosshairusealpha "1"
    cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
    cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
    cl_csm_server_status // Usage: cl_csm_server_status
    cl_csm_status // Usage: cl_csm_status
    cl_custommaterial_debug_graph "0"
    cl_debugrumble "0" // Turn on rumble debugging spew
    cl_debug_ugc_downloads "1"
    cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages
    cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages
    cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
    cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
    cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
    cl_detail_max_sway "5" // Amplitude of the detail prop sway
    cl_detail_multiplier "1" // extra details to create
    cl_disablefreezecam "0" // Turn on/off freezecam on client
    cl_disablehtmlmotd "0" // Disable HTML motds.
    cl_disable_ragdolls "0"
    cl_dm_buyrandomweapons "1" // they will receive the
    cl_downloadfilter "0" // nosounds)
    cl_download_demoplayer "1" // 2:all)
    cl_drawhud "1" // Enable the rendering of the hud
    cl_drawleaf "-1"
    cl_drawmaterial "0" // Draw a particular material over the frame
    cl_drawshadowtexture "0"
    cl_dumpplayer // Dumps info about a player
    cl_dumpsplithacks // Dump split screen workarounds.
    cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
    cl_entityreport "0" // draw entity states to console
    cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
    cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
    cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
    cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
    cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
    cl_fastdetailsprites "1" // whether to use new detail sprite system
    cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
    cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
    cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
    cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
    cl_forcepreload "0" // Whether we should force preloading.
    cl_forwardspeed "450"
    cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!
    cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
    cl_fullupdate // Forces the server to send a full update packet
    cl_game_mode_convars // Display the values of the convars for the current game_mode.
    cl_idealpitchscale "0"
    cl_ignorepackets "0" // Force client to ignore packets (for debugging).
    cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
    cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback
    cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
    cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
    cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_invert "0"
    cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
    cl_language "0" // Language (from Steam API)
    cl_leafsystemvis "0"
    cl_leveloverview "0"
    cl_leveloverviewmarker "0"
    cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
    cl_logofile "0" // Spraypoint logo decal.
    cl_mainmenu_show_datagraph "0"
    cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
    cl_minimal_rtt_shadows "1"
    cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
    cl_mouseenable "0"
    cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
    cl_observercrosshair "1"
    cl_overdraw_test "0"
    cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
    cl_particles_dumplist // optional name substring.
    cl_particles_dump_effects
    cl_particles_show_bbox "0"
    cl_particles_show_controlpoints "0"
    cl_particle_retire_cost "0"
    cl_pclass "0" // Dump entity by prediction classname.
    cl_pdump "-1" // Dump info about this entity to screen.
    cl_phys_show_active "0"
    cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
    cl_pitchdown "89"
    cl_pitchup "89"
    cl_portal_use_new_dissolve "1" // Use new dissolve effect
    cl_precacheinfo // Show precache info (client).
    cl_predict "1" // Perform client side prediction.
    cl_predictioncopy_describe // Describe datamap_t for entindex
    cl_predictionlist "0" // Show which entities are predicting
    cl_predictweapons "1" // Perform client side prediction of weapon effects.
    cl_pred_track // for field fieldname.
    cl_radar_always_centered "1" // even at map extents.
    cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
    cl_radar_rotate "1" // 1
    cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.
    cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
    cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
    cl_reloadpostprocessparams
    cl_removedecals // Remove the decals from the entity under the crosshair.
    cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
    cl_remove_old_ugc_downloads "1"
    cl_report_soundpatch // reports client-side sound patch count
    cl_resend "6" // Delay in seconds before the client will resend the connect attempt
    cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
    cl_righthand "1" // Use right-handed view models.
    cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
    cl_saveweaponcustomtextures // Save custom textures of current weapon.
    cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
    cl_shadowtextureoverlaysize "256"
    cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
    cl_showbackpackrarities "0" // Show item rarities within the backpack.
    cl_showents // Dump entity list to console.
    cl_showerror "0" // 2 for above plus detailed field deltas.
    cl_showevents "0" // Print event firing info in the console
    cl_showfps "0" // +10 = detailed )
    cl_showhelp "1" // Set to 0 to not show on-screen help
    cl_showloadout "1" // Toggles display of current loadout.
    cl_showpluginmessages "1" // Allow plugins to display messages to you
    cl_showpos "0" // Draw current position at top of screen
    cl_sidespeed "450"
    cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
    cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
    cl_sos_test_get_opvar
    cl_sos_test_set_opvar
    cl_soundemitter_flush // Flushes the sounds.txt system (server only)
    cl_soundemitter_reload // Flushes the sounds.txt system
    cl_soundfile "0" // Jingle sound file.
    cl_soundscape_flush // Flushes the client side soundscapes
    cl_soundscape_printdebuginfo // print soundscapes
    cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate
    cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
    cl_sporeclipdistance "512"
    cl_ss_origin // print origin in script format
    cl_steamscreenshots // Enable/disable saving screenshots to Steam
    cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
    cl_sun_decay_rate "0"
    cl_team "0" // Default team when joining a game
    cl_teamid_overhead "1" // 1 = on
    cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
    cl_teamid_overhead_maxdist_spec "1600" // max distance at which the overhead team id icons will show when a spectator
    cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
    cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
    cl_timeout "30" // the client will disconnect itself
    cl_tree_sway_dir // sets tree sway wind direction and strength
    cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
    cl_updatevisibility // Updates visibility bits.
    cl_upspeed "320"
    cl_use_new_headbob "1"
    cl_view // Set the view entity index.
    cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
    cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
    cl_winddir "0" // Weather effects wind direction angle
    cl_windspeed "0" // Weather effects wind speed scalar
    cl_wpn_sway_scale "1"
    cmd // Forward command to server.
    cmd1 // sets userinfo string for split screen player in slot 1
    cmd2 // sets userinfo string for split screen player in slot 2
    cmd3 // sets userinfo string for split screen player in slot 3
    cmd4 // sets userinfo string for split screen player in slot 4
    collision_test // Tests collision system
    colorcorrectionui // Show/hide the color correction tools UI.
    commentary_cvarsnotchanging
    commentary_finishnode
    commentary_firstrun "0"
    commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
    commentary_testfirstrun
    condump // dump the text currently in the console to condumpXX.log
    connect // Connect to specified server.
    con_enable "0" // Allows the console to be activated.
    con_filter_enable "0" // 2 displays filtered text brighter than ot
    con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
    con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
    con_logfile "0" // Console output gets written to this file
    con_min_severity // LS_ERROR=3.
    crash // Cause the engine to crash (Debug!!)
    CreatePredictionError // Create a prediction error
    create_flashlight
    creditsdone
    crosshair "1"
    cs_enable_player_physics_box "0"
    cs_hostage_near_rescue_music_distance "2000"
    cs_make_vip // Marks a player as the VIP
    cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
    CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend
    cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
    custom_bot_difficulty "0" // Bot difficulty for offline play.
    cvarlist // Show the list of convars/concommands.
    c_maxdistance "200"
    c_maxpitch "90"
    c_maxyaw "135"
    c_mindistance "30"
    c_minpitch "0"
    c_minyaw "-135"
    c_orthoheight "100"
    c_orthowidth "100"
    c_thirdpersonshoulder "0"
    c_thirdpersonshoulderaimdist "120"
    c_thirdpersonshoulderdist "40"
    c_thirdpersonshoulderheight "5"
    c_thirdpersonshoulderoffset "20"
    dbghist_addline // Add a line to the debug history. Format: <category id> <line>
    dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
    debugsystemui // Show/hide the debug system UI.
    debug_visibility_monitor "0"
    default_fov "90"
    demolist // Print demo sequence list.
    demos // Demo demo file sequence.
    demoui // Show/hide the demo player UI.
    demoui2 // Show/hide the advanced demo player UI (demoui2).
    demo_gototick // Skips to a tick in demo.
    demo_pause // Pauses demo playback.
    demo_recordcommands "1" // Record commands typed at console into .dem files.
    demo_resume // Resumes demo playback.
    demo_timescale // Sets demo replay speed.
    demo_togglepause // Toggles demo playback.
    developer "0" // Set developer message level
    devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
    devshots_screenshot // use the screenshot command instead.
    differences // Show all convars which are not at their default values.
    disable_static_prop_loading "0" // static props wont be loaded
    disconnect // Disconnect game from server.
    display_elapsedtime // Displays how much time has elapsed since the game started
    display_game_events "0"
    disp_list_all_collideable // List all collideable displacements
    dlight_debug // Creates a dlight in front of the player
    dm_reset_spawns
    dm_togglerandomweapons // Turns random weapons in deathmatch on/off
    drawcross // Draws a cross at the given location Arguments: x y z
    drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
    drawoverviewmap // Draws the overview map
    drawradar // Draws HUD radar
    dsp_db_min "80"
    dsp_db_mixdrop "0"
    dsp_dist_max "1440"
    dsp_dist_min "0"
    dsp_enhance_stereo "1"
    dsp_mix_max "0"
    dsp_mix_min "0"
    dsp_off "0"
    dsp_player "0"
    dsp_reload
    dsp_slow_cpu "0"
    dsp_volume "0"
    ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
    dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
    dumpentityfactories // Lists all entity factory names.
    dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
    dumpgamestringtable // Dump the contents of the game string table to the console.
    dumpstringtables // Print string tables to console.
    dump_entity_sizes // Print sizeof(entclass)
    dump_globals // Dump all global entities/states
    dump_particlemanifest // Dump the list of particles loaded.
    echo // Echo text to console.
    econ_clear_inventory_images // clear the local inventory images (they will regenerate)
    econ_highest_baseitem_seen "61"
    econ_show_items_with_tag // Lists the item definitions that have a specified tag.
    editdemo // Edit a recorded demo file (.dem ).
    editor_toggle // Disables the simulation and returns focus to the editor
    enable_debug_overlays "1" // Enable rendering of debug overlays
    enable_skeleton_draw "0" // Render skeletons in wireframe
    endmatch_votenextmap // Votes for the next map at the end of the match
    endmovie // Stop recording movie frames.
    endround // End the current round.
    english "0" // running the english language set of assets.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
    ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
    ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
    ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
    ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
    ent_create // Creates an entity of the given type where the player is looking.
    ent_dump // Usage: ent_dump <entity name>
    ent_fire // Usage: ent_fire <target> [action] [value] [delay]
    ent_info // Usage: ent_info <class name>
    ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
    ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
    ent_messages_draw "0" // Visualizes all entity input/output activity.
    ent_name
    ent_orient // only orients target entitys YAW. Use the allangles opt
    ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
    ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
    ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
    ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
    ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
    ent_rotate // Rotates an entity by a specified # of degrees
    ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
    ent_setang // Set entity angles
    ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
    ent_setpos // Move entity to position
    ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
    ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
    ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
    ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
    ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
    envmap
    escape // Escape key pressed.
    exec // Execute script file.
    execifexists // Execute script file if file exists.
    execwithwhitelist // only execing convars on a whitelist.
    exit // Exit the engine.
    explode // Kills the player with explosive damage
    explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
    fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
    fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
    ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
    ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
    ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
    ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
    find // Find concommands with the specified string in their name/help text.
    findflags // Find concommands by flags.
    find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
    find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
    firetarget
    firstperson // Switch to firstperson camera.
    fish_debug "0" // Show debug info for fish
    fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
    flush // Flush unlocked cache memory.
    flush_locked // Flush unlocked and locked cache memory.
    fogui // Show/hide fog control UI.
    fog_color "-1"
    fog_colorskybox "-1"
    fog_enable "1"
    fog_enableskybox "1"
    fog_enable_water_fog "1"
    fog_end "-1"
    fog_endskybox "-1"
    fog_hdrcolorscale "-1"
    fog_hdrcolorscaleskybox "-1"
    fog_maxdensity "-1"
    fog_maxdensityskybox "-1"
    fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
    fog_start "-1"
    fog_startskybox "-1"
    forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
    force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
    force_centerview
    foundry_engine_get_mouse_control // Give the engine control of the mouse.
    foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
    foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
    foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
    foundry_update_entity // Updates the entitys position/angles when in edit mode
    fov_cs_debug "0" // Sets the view fov if cheats are on.
    fps_max "300" // Frame rate limiter
    fps_max_menu "120" // main menu
    fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
    fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
    fs_clear_open_duplicate_times // Clear the list of files that have been opened.
    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
    fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
    fs_fios_flush_cache // Flushes the FIOS HDD cache.
    fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
    fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
    fs_fios_print_prefetches // Displays all the prefetches currently in progress.
    fs_printopenfiles // Show all files currently opened by the engine.
    fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
    fs_warning_level // Set the filesystem warning level.
    func_break_max_pieces "0"
    fx_new_sparks "1" // Use new style sparks.
    g15_dumpplayer // Spew player data.
    g15_reload // Reloads the Logitech G-15 Keyboard configs.
    g15_update_msec "250" // Logitech G-15 Keyboard update interval.
    gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
    gameinstructor_enable "1" // Display in game lessons that teach new players.
    gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
    gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
    gameinstructor_reset_counts // Resets all display and success counts to zero.
    gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
    gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
    gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
    gamemenucommand // Issue game menu command.
    gamepadslot1
    gamepadslot2
    gamepadslot3
    gamepadslot4
    gamepadslot5
    gamepadslot6
    gameui_activate // Shows the game UI
    gameui_allowescape // Escape key allowed to hide game UI
    gameui_allowescapetoshow // Escape key allowed to show game UI
    gameui_hide // Hides the game UI
    gameui_preventescape // Escape key doesnt hide game UI
    gameui_preventescapetoshow // Escape key doesnt show game UI
    game_mode "0" // The current game mode (based on game type). See GameModes.txt.
    game_type "0" // The current game type. See GameModes.txt.
    getpos // dump position and angles to the console
    getpos_exact // dump origin and angles to the console
    give // Give item to player. Arguments: <item_name>
    givecurrentammo // Give a supply of ammo for current weapon..
    global_event_log_enabled "0" // Enables the global event log system
    global_set // 2 = DEAD).
    glow_outline_effect_enable "1" // Enable entity outline glow effects.
    glow_outline_width "6" // Width of glow outline effect in screen space.
    gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
    god // Toggle. Player becomes invulnerable.
    gods // Toggle. All players become invulnerable.
    groundlist // Display ground entity list <index>
    g_debug_angularsensor "0"
    g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
    g_debug_ragdoll_removal "0"
    g_debug_ragdoll_visualize "0"
    g_debug_trackpather "0"
    g_debug_vehiclebase "0"
    g_debug_vehicledriver "0"
    g_debug_vehicleexit "0"
    g_debug_vehiclesound "0"
    g_jeepexitspeed "100"
    hammer_update_entity // Updates the entitys position/angles when in edit mode
    hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
    heartbeat // Force heartbeat of master servers
    help // Find help about a convar/concommand.
    hideconsole // Hide the console.
    hidehud "0"
    hideoverviewmap // Hides the overview map
    hidepanel // Hides a viewport panel <name>
    hideradar // Hides HUD radar
    hidescores // Forcibly hide score panel
    hostage_debug "0" // Show hostage AI debug information
    hostfile "0" // The HOST file to load.
    hostip "-1062686208.000" // Host game server ip
    hostname "0" // Hostname for server.
    hostport "27015" // Host game server port
    host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
    host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
    host_map "0" // Current map name.
    host_reset_config // reset config (for testing) with param as splitscreen index.
    host_runofftime // Run off some time without rendering/updating sounds
    host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
    host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
    host_timescale "1" // Prescale the clock by this amount.
    host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
    host_workshop_map // Get the latest version of the map and host it on this server.
    host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
    host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
    hud_reloadscheme // Reloads hud layout and animation scripts.
    hud_scaling "0" // Scales hud elements
    hud_showtargetid "1" // Enables display of target names
    hud_subtitles // Plays the Subtitles: <filename>
    hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
    hunk_print_allocations
    hunk_track_allocation_types "1"
    hurtme // Hurts the player. Arguments: <health to lose>
    impulse
    incrementvar // Increment specified convar value.
    inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child
    inferno_child_spawn_max_depth "4"
    inferno_damage "40" // Damage per second
    inferno_debug "0"
    inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
    inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
    inferno_flame_spacing "42" // Minimum distance between separate flame spawns
    inferno_forward_reduction_factor "0"
    inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
    inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
    inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning
    inferno_max_flames "16" // Maximum number of flames that can be created
    inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point
    inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames
    inferno_scorch_decals "1"
    inferno_spawn_angle "45" // Angular change from parent
    inferno_surface_offset "20"
    inferno_velocity_decay_factor "0"
    inferno_velocity_factor "0"
    inferno_velocity_normal_factor "0"
    invnext
    invnextgrenade
    invnextitem
    invnextnongrenade
    invprev
    in_forceuser "0" // Force user input to this split screen player.
    ip "0" // Overrides IP for multihomed hosts
    joinsplitscreen // join split screen
    joyadvancedupdate
    joystick "0" // false otherwise.
    joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
    joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
    joy_accelmax "1"
    joy_accelscale "3"
    joy_accelscalepoly "0"
    joy_advanced "0"
    joy_advaxisr "0"
    joy_advaxisu "0"
    joy_advaxisv "0"
    joy_advaxisx "0"
    joy_advaxisy "0"
    joy_advaxisz "0"
    joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
    joy_autoAimDampenMethod "0"
    joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
    joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
    joy_cfg_preset "1"
    joy_circle_correct "1"
    joy_curvepoint_1 "0"
    joy_curvepoint_2 "0"
    joy_curvepoint_3 "0"
    joy_curvepoint_4 "1"
    joy_curvepoint_end "2"
    joy_diagonalpov "0" // too.
    joy_display_input "0"
    joy_forwardsensitivity "-1"
    joy_forwardthreshold "0"
    joy_gamma "0"
    joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
    joy_lowend "1"
    joy_lowend_linear "0"
    joy_lowmap "1"
    joy_movement_stick "0" // 2 = legacy controls
    joy_name "0"
    joy_no_accel_jump "0"
    joy_pitchsensitivity "-1" // joystick pitch sensitivity
    joy_pitchthreshold "0"
    joy_response_look "0" // 1=Acceleration Promotion
    joy_response_look_pitch "1" // 1=Acceleration Promotion
    joy_response_move "1" // 1/sensitivity
    joy_sensitive_step0 "0"
    joy_sensitive_step1 "0"
    joy_sensitive_step2 "0"
    joy_sidesensitivity "1"
    joy_sidethreshold "0"
    joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
    joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
    joy_yawsensitivity "-1" // joystick yaw sensitivity
    joy_yawthreshold "0"
    jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
    kdtree_test // Tests spatial partition for entities queries.
    key_findbinding // Find key bound to specified command string.
    key_listboundkeys // List bound keys with bindings.
    key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
    kick // Kick a player by name.
    kickid // with a message.
    kickid_ex // provide a force-the-kick flag and also assign a message.
    kill // Kills the player with generic damage
    killserver // Shutdown the server.
    killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
    lastinv
    lightcache_maxmiss "2"
    lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
    light_crosshair // Show texture color at crosshair
    linefile // Parses map leak data from .lin file
    listdemo // List demo file contents.
    listid // Lists banned users.
    listip // List IP addresses on the ban list.
    listissues // List all the issues that can be voted on.
    listmodels // List loaded models.
    listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
    load // Load a saved game.
    loadcommentary
    loader_dump_table
    locator_split_len "0"
    locator_split_maxwide_percent "0"
    lockMoveControllerRet "0"
    log // and udp < on | off >.
    logaddress_add // Set address and port for remote host <ip:port>.
    logaddress_del // Remove address and port for remote host <ip:port>.
    logaddress_delall // Remove all udp addresses being logged to
    logaddress_list // List all addresses currently being used by logaddress.
    log_color // Set the color of a logging channel.
    log_dumpchannels // Dumps information about all logging channels.
    log_flags // Set the flags on a logging channel.
    log_level // Set the spew level of a logging channel.
    lookspring "0"
    lookstrafe "0"
    loopsingleplayermaps "0"
    map // Start playing on specified map.
    mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle
    mapgroup // Specify a map group
    mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview
    maps // Displays list of maps.
    map_background // Runs a map as the background to the main menu.
    map_commentary // on a specified map.
    map_edit
    map_setbombradius // Sets the bomb radius for the map.
    map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
    map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
    mat_accelerate_adjust_exposure_down "40"
    mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
    mat_autoexposure_max "2"
    mat_autoexposure_max_multiplier "1"
    mat_autoexposure_min "0"
    mat_bloomamount_rate "0"
    mat_bumpbasis "0"
    mat_camerarendertargetoverlaysize "128"
    mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
    mat_colorcorrection "1"
    mat_configcurrent // show the current video control panel config for the material system
    mat_crosshair // Display the name of the material under the crosshair
    mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
    mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
    mat_crosshair_printmaterial // print the material under the crosshair
    mat_crosshair_reloadmaterial // reload the material under the crosshair
    mat_custommaterialusage // Show memory usage for custom weapon materials.
    mat_debugalttab "0"
    mat_debug_bloom "0"
    mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
    mat_disable_bloom "0"
    mat_displacementmap "1"
    mat_drawflat "0"
    mat_drawgray "0"
    mat_drawwater "1"
    mat_dynamiclightmaps "0"
mat_dynamicPaintmaps "0"
    mat_dynamic_tonemapping "1"
    mat_edit // Bring up the material under the crosshair in the editor
    mat_exposure_center_region_x "0"
    mat_exposure_center_region_y "0"
    mat_fastclip "0"
    mat_fastnobump "0"
    mat_fillrate "0"
    mat_forcedynamic "0"
    mat_force_bloom "0"
    mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
    mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
    mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
    mat_force_tonemap_scale "0"
    mat_frame_sync_enable "1"
    mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
    mat_fullbright "0"
    mat_hdr_enabled // Report if HDR is enabled for debugging
    mat_hdr_uncapexposure "0"
    mat_hsv "0"
    mat_info // Shows material system info
    mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
    mat_loadtextures "1"
    mat_local_contrast_edge_scale_override "-1000"
    mat_local_contrast_midtone_mask_override "-1"
    mat_local_contrast_scale_override "0"
    mat_local_contrast_vignette_end_override "-1"
    mat_local_contrast_vignette_start_override "-1"
    mat_lpreview_mode "-1"
    mat_luxels "0"
    mat_measurefillrate "0"
    mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
    mat_monitorgamma_tv_enabled "0"
    mat_morphstats "0"
    mat_norendering "0"
    mat_normalmaps "0"
    mat_normals "0"
    mat_postprocess_enable "1"
    mat_powersavingsmode "0" // Power Savings Mode
    mat_proxy "0"
    mat_queue_mode "-1" // 2=queued
    mat_queue_priority "1"
    mat_reloadallcustommaterials // Reloads all custom materials
    mat_reloadallmaterials // Reloads all materials
    mat_reloadmaterial // Reloads a single material
    mat_reloadtextures // Reloads all textures
    mat_remoteshadercompile "0"
    mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
    mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
    mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
    mat_reversedepth "0"
    mat_savechanges // saves current video configuration to the registry
    mat_setvideomode // windowed state of the material system
    mat_shadercount // display count of all shaders and reset that count
    mat_showcamerarendertarget "0"
    mat_showframebuffertexture "0"
    mat_showlowresimage "0"
    mat_showmaterials // Show materials.
    mat_showmaterialsverbose // Show materials (verbose version).
    mat_showmiplevels "0" // 1: everything else
    mat_showtextures // Show used textures.
    mat_showwatertextures "0"
    mat_show_histogram "0"
    mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
    mat_softwareskin "0"
    mat_spewalloc "0"
    mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
    mat_stub "0"
    mat_surfaceid "0"
    mat_surfacemat "0"
    mat_tessellationlevel "6"
    mat_tessellation_accgeometrytangents "0"
    mat_tessellation_cornertangents "1"
    mat_tessellation_update_buffers "1"
    mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
    mat_texture_list_exclude // save - saves exclude list file
    mat_texture_list_txlod // -1 to dec resolution
    mat_texture_list_txlod_sync // save - saves all changes to material content files
    mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
    mat_updateconvars // updates the video config convars
    mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
    mat_wireframe "0"
    mat_yuv "0"
    maxplayers // Change the maximum number of players allowed on this server.
    mc_accel_band_size "0" // Percentage of half the screen width or height.
    mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
    mc_max_pitchrate "100" // (degrees/sec)
    mc_max_yawrate "230" // (degrees/sec)
    mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
    memory // Print memory stats.
    mem_compact
    mem_dump // Dump memory stats to text file.
    mem_dumpvballocs // Dump VB memory allocation stats.
    mem_eat
    mem_incremental_compact
    mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
    mem_test
    mem_vcollide // Dumps the memory used by vcollides
    mem_verify // Verify the validity of the heap
    menuselect // menuselect
    minisave // Saves game (for current level only!)
    mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
    mm_datacenter_debugprint // Shows information retrieved from data center
    mm_debugprint // Show debug information about current matchmaking session
    mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
    mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
    mm_dlc_debugprint // Shows information about dlc
    mm_queue_show_stats // Display global server stats
    mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
    mm_session_search_ping_buckets "4"
    mm_session_search_qos_timeout "15"
    mod_combiner_info // debug spew for Combiner Info
    mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
    mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
    molotov_throw_detonate_time "2"
    motdfile "0" // The MOTD file to load.
    movie_fixwave // etc.
    mp_afterroundmoney "0" // amount of money awared to every player after each round
    mp_autokick "1" // Kick idle/team-killing/team-damaging players
    mp_autoteambalance "1"
    mp_backup_restore_list_files // accepts a numeric parameter to limit the number o
    mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup
    mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
    mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
    mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_
    mp_buytime "90" // How many seconds after round start players can buy items for.
    mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
    mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
    mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
    mp_c4timer "45" // how long from when the C4 is armed until it blows
    mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.
    mp_ct_default_grenades "0" // separate each weapon class with a space like thi
    mp_ct_default_melee "0" // it shou
    mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with
    mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with
    mp_death_drop_c4 "1" // Whether c4 is droppable
    mp_death_drop_defuser "1" // Drop defuser on player death
    mp_death_drop_grenade "2" // 2=current or best
    mp_death_drop_gun "1" // 2=current or best
    mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run
    mp_defuser_allocation "0" // 2=everyone
    mp_disable_autokick // Prevents a userid from being auto-kicked
    mp_display_kill_assists "1" // Whether to display and score player assists
    mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)
    mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)
    mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
    mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
    mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
    mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
    mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.
    mp_dump_timers // Prints round timers to the console for debugging
    mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.
    mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
    mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the
    mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
    mp_forcerespawnplayers // Force all players to respawn.
    mp_forcewin // Forces team to win
    mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed
    mp_freezetime "6" // how many seconds to keep players frozen when the round starts
    mp_free_armor "0" // Determines whether armor and helmet are given automatically.
    mp_friendlyfire "0" // Allows team members to injure other members of their team
    mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
    mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
    mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
    mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade
    mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade
    mp_ggtr_bomb_pts_for_molotov "5" // Kill points required in a round to get a bonus molotov cocktail
    mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon
    mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game
    mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round
    mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime
    mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon
    mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not.
    mp_halftime "0" // Determines whether the match switches sides in a halftime event.
    mp_halftime_duration "15" // Number of seconds that halftime lasts
    mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
    mp_hostages_max "2" // Maximum number of hostages to spawn.
    mp_hostages_rescuetime "1" // Additional time added to round time if a hostage is reached by a CT.
    mp_hostages_run_speed_modifier "1" // slow down hostages by setting this to < 1.0.
    mp_hostages_spawn_farthest "0" // When enabled will consistently force the farthest hostages to spawn.
    mp_hostages_spawn_force_positions "0" // 6
    mp_hostages_spawn_same_every_round "1" // 1 = same spawns for entire match.
    mp_hostages_takedamage "0" // Whether or not hostages can be hurt.
    mp_humanteam "0" // T}
    mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
    mp_join_grace_time "2" // Number of seconds after round start to allow a player to join a game
    mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
    mp_logdetail "0" // 3=both)
    mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
    mp_match_end_changelevel "0" // perform a changelevel even if next map is the same
    mp_match_end_restart "0" // perform a restart instead of loading a new map
    mp_match_restart_delay "15" // Time (in seconds) until a match restarts.
    mp_maxmoney "16000" // maximum amount of money allowed in a players account
    mp_maxrounds "0" // max number of rounds to play before server changes maps
    mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it
    mp_overtime_enable "0" // use overtime rules to determine winner
    mp_overtime_halftime_pausetimer "0" // 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 t
    mp_overtime_maxrounds "6" // When overtime is enabled play additional rounds to determine winner
    mp_overtime_startmoney "10000" // Money assigned to all players at start of every overtime half
    mp_playercashawards "1" // Players can earn money by performing in-game actions
    mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
    mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
    mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
    mp_radar_showall "0" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
    mp_randomspawn "0" // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
    mp_randomspawn_los "1" // determines whether to test Line of Sight when spawning.
    mp_respawnwavetime_ct "10" // Time between respawn waves for CTs.
    mp_respawnwavetime_t "10" // Time between respawn waves for Terrorists.
    mp_respawn_immunitytime "4" // How many seconds after respawn immunity lasts.
    mp_respawn_on_death_ct "0" // counter-terrorists will respawn after dying.
    mp_respawn_on_death_t "0" // terrorists will respawn after dying.
    mp_restartgame "0" // game will restart in the specified number of seconds
    mp_roundtime "5" // How many minutes each round takes.
    mp_roundtime_defuse "0" // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
    mp_roundtime_hostage "0" // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
    mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
    mp_scrambleteams // Scramble the teams and restart the game
    mp_solid_teammates "1" // Determines whether teammates are solid or not.
    mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
    mp_spectators_max "2" // How many spectators are allowed in a match.
    mp_spec_swapplayersides "0" // Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
    mp_startmoney "800" // amount of money each player gets when they reset
    mp_swapteams // Swap the teams and restart the game
    mp_switchteams // Switch teams and restart the game
    mp_td_dmgtokick "300" // The damage threshhold players have to exceed in a match to get kicked.
    mp_td_dmgtowarn "200" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
    mp_td_spawndmgthreshold "50" // The damage threshold players have to exceed at the start of the round to be warned/kick.
    mp_teamcashawards "1" // Teams can earn money by performing in-game actions
    mp_teamflag_1 "0" // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
    mp_teamflag_2 "0" // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
    mp_teammates_are_enemies "0" // your teammates act as enemies and all players are valid targets.
    mp_teamname_1 "0" // A non-empty string overrides the first teams name.
    mp_teamname_2 "0" // A non-empty string overrides the second teams name.
    mp_timelimit "5" // game time per map in minutes
    mp_tkpunish "0" // 1=yes}
    mp_tournament_restart // Restart Tournament Mode on the current level.
    mp_t_default_grenades "0" // separate each weapon class with a space like this
    mp_t_default_melee "0" // The default melee weapon that the Ts will spawn with
    mp_t_default_primary "0" // The default primary (rifle) weapon that the Ts will spawn with
    mp_t_default_secondary "0" // The default secondary (pistol) weapon that the Ts will spawn with
    mp_use_respawn_waves "0" // they will respawn in waves.
    mp_verbose_changelevel_spew "1"
    mp_warmuptime "30" // How long the warmup period lasts. Changing this value resets warmup.
    mp_warmup_end // End warmup immediately.
    mp_warmup_pausetimer "0" // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
    mp_warmup_start // Start warmup.
    mp_weapons_allow_map_placed "0" // the game will not delete weapons placed in the map.
    mp_weapons_allow_randomize "0" // If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon
    mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not.
    mp_weapons_glow_on_ground "0" // weapons on the ground will have a glow around them.
    mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs
    ms_player_dump_properties // Prints a dump the current players property data
    multvar // Multiply specified convar value.
    muzzleflash_light "1"
    m_customaccel "3" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
    m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
    m_customaccel_max "0" // 0 for no limit
    m_customaccel_scale "0" // Custom mouse acceleration value.
    m_forward "1" // Mouse forward factor.
    m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
    m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
    m_mousespeed "1" // 2 to enable secondary threshold
    m_pitch "0" // Mouse pitch factor.
    m_rawinput "1" // Use Raw Input for mouse input.
    m_side "0" // Mouse side factor.
    m_yaw "0" // Mouse yaw factor.
    name "0" // Current user name
    nav_add_to_selected_set // Add current area to the selected set.
    nav_add_to_selected_set_by_id // Add specified area id to the selected set.
    nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
    nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
    nav_area_max_size "50" // Max area size created in nav generation
    nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
    nav_begin_area // drag the opposite corner to the desired location and
    nav_begin_deselecting // Start continuously removing from the selected set.
    nav_begin_drag_deselecting // Start dragging a selection area.
    nav_begin_drag_selecting // Start dragging a selection area.
    nav_begin_selecting // Start continuously adding to the selected set.
    nav_begin_shift_xy // Begin shifting the Selected Set.
    nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
    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).
    nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
    nav_check_floor // Updates the blocked/unblocked status for every nav area.
    nav_check_stairs // Update the nav mesh STAIRS attribute
    nav_chop_selected // Chops all selected areas into their component 1x1 areas
    nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
    nav_clear_selected_set // Clear the selected set.
    nav_clear_walkable_marks // Erase any previously placed walkable positions.
    nav_compress_id // Re-orders area and ladder IDs so they are continuous.
    nav_connect // then invoke the connect command. Note that this creates a
    nav_coplanar_slope_limit "0"
    nav_coplanar_slope_limit_displacement "0"
    nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
    nav_corner_lower // Lower the selected corner of the currently marked Area.
    nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
    nav_corner_raise // Raise the selected corner of the currently marked Area.
    nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
    nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
    nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
    nav_crouch // Toggles the must crouch in this area flag used by the AI system.
    nav_debug_blocked "0"
    nav_delete // Deletes the currently highlighted Area.
    nav_delete_marked // Deletes the currently marked Area (if any).
    nav_disconnect // then invoke the disconnect command. This will remove all connec
    nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
    nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
    nav_draw_limit "500" // The maximum number of areas to draw in edit mode
    nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
    nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
    nav_end_deselecting // Stop continuously removing from the selected set.
    nav_end_drag_deselecting // Stop dragging a selection area.
    nav_end_drag_selecting // Stop dragging a selection area.
    nav_end_selecting // Stop continuously adding to the selected set.
    nav_end_shift_xy // Finish shifting the Selected Set.
    nav_flood_select // use this command again.
    nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
    nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
    nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
    nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
    nav_generate_incremental_range "2000"
    nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.

   
   
   
    nav_gen_cliffs_approx // post-processing approximation
    nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
    nav_ladder_flip // Flips the selected ladders direction.
    nav_load // Loads the Navigation Mesh for the current map.
    nav_lower_drag_volume_max // Lower the top of the drag select volume.
    nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
    nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
    nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
    nav_mark_attribute // Set nav attribute for all areas in the selected set.
    nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
    nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
    nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
    nav_max_vis_delta_list_length "64"
    nav_merge // and invoke the merge comm
    nav_merge_mesh // Merges a saved selected set into the current mesh.
    nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
    nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
    nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
    nav_place_list // Lists all place names used in the map.
    nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
    nav_place_replace // Replaces all instances of the first place with the second place.
    nav_place_set // Sets the Place of all selected areas to the current Place.
    nav_potentially_visible_dot_tolerance "0"
    nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
    nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
    nav_raise_drag_volume_max // Raise the top of the drag select volume.
    nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
    nav_recall_selected_set // Re-selects the stored selected set.
    nav_remove_from_selected_set // Remove current area from the selected set.
    nav_remove_jump_areas // replacing them with connections.
    nav_run // Toggles the traverse this area by running flag used by the AI system.
    nav_save // Saves the current Navigation Mesh to disk.
    nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
    nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
    nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
    nav_select_blocked_areas // Adds all blocked areas to the selected set
    nav_select_damaging_areas // Adds all damaging areas to the selected set
    nav_select_half_space // Selects any areas that intersect the given half-space.
    nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
    nav_select_obstructed_areas // Adds all obstructed areas to the selected set
    nav_select_overlapping // Selects nav areas that are overlapping others.
    nav_select_radius // Adds all areas in a radius to the selection set
    nav_select_stairs // Adds all stairway areas to the selected set
    nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
    nav_shift // Shifts the selected areas by the specified amount
    nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
    nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
    nav_show_compass "0"
    nav_show_continguous "0" // Highlight non-contiguous connections
    nav_show_danger "0" // Show current danger levels.
    nav_show_light_intensity "0"
    nav_show_nodes "0"
    nav_show_node_grid "0"
    nav_show_node_id "0"
    nav_show_player_counts "0" // Show current player counts in each area.
    nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
    nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
    nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
    nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
    nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
    nav_solid_props "0" // Make props solid to nav generation/editing
    nav_splice // connected area between them.
    nav_split // align the split line using your cursor and invoke the split command.
    nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
    nav_stand // Toggles the stand while hiding flag used by the AI system.
    nav_stop // Toggles the must stop when entering this area flag used by the AI system.
    nav_store_selected_set // Stores the current selected set for later retrieval.
    nav_strip // and Encounter Spots from the current Area.
    nav_subdivide // Subdivides all selected areas.
    nav_test_node "0"
    nav_test_node_crouch "0"
    nav_test_node_crouch_dir "4"
    nav_test_stairs // Test the selected set for being on stairs
    nav_toggle_deselecting // Start or stop continuously removing from the selected set.
    nav_toggle_in_selected_set // Remove current area from the selected set.
    nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
    nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
    nav_toggle_selected_set // Toggles all areas into/out of the selected set.
    nav_toggle_selecting // Start or stop continuously adding to the selected set.
    nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
    nav_unmark // Clears the marked Area or Ladder.
    nav_update_blocked // Updates the blocked/unblocked status for every nav area.
    nav_update_lighting // Recomputes lighting values
    nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
    nav_use_place // the current Place is set.
    nav_walk // Toggles the traverse this area by walking flag used by the AI system.
    nav_warp_to_mark // Warps the player to the marked area.
    nav_world_center // Centers the nav mesh in the world
    net_allow_multicast "1"
    net_blockmsg "0" // Discards incoming message: <0|1|name>
    net_channels // Shows net channel info
    net_droppackets "0" // Drops next n packets on client
    net_dumpeventstats // Dumps out a report of game event network usage
    net_earliertempents "0"
    net_fakejitter "0" // Jitter fakelag packet time
    net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
    net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
    net_graph "0"
    net_graphheight "65" // Height of netgraph panel
    net_graphmsecs "400" // The latency graph represents this many milliseconds.
    net_graphpos "1"
    net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
    net_graphshowinterp "1" // Draw the interpolation graph.
    net_graphshowlatency "1" // Draw the ping/packet loss graph.
    net_graphshowsvframerate "0" // Draw the server framerate graph.
    net_graphsolid "1"
    net_graphtext "1" // Draw text fields
    net_maxroutable "1200" // Requested max packet size before packets are split.
    net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
    net_scale "5"
    net_showreliablesounds "0"
    net_showsplits "0" // Show info about packet splits
    net_showudp "0" // Dump UDP packets summary to console
    net_showudp_oob "0" // Dump OOB UDP packets summary to console
    net_showudp_remoteonly "0" // Dump non-loopback udp only
    net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
    net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
    net_start // Inits multiplayer network sockets
    net_status // Shows current network status
    net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
    net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
    net_steamcnx_status // Print status of steam connection sockets.
    next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
    nextdemo // Play next demo in sequence.
    nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
    noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
    noclip_fixup "1"
    notarget // Toggle. Player becomes hidden to NPCs.
    npc_ally_deathmessage "1"
    npc_ammo_deplete // Subtracts half of the targets ammo
    npc_bipass // s
    npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
    npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
    npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
    npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
    npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
    npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
    npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
    npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
    npc_freeze // uses the NPC under the crosshair. Arguments
    npc_freeze_unselected // Freeze all NPCs not selected
    npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
    npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
    npc_heal // Heals the target back to full health
    npc_height_adjust "1" // Enable test mode for ik height adjustment
    npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
    npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
    npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
    npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
    npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
    npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
    npc_set_freeze // uses the NPC under the crosshair. Arguments
    npc_set_freeze_unselected // Freeze all NPCs not selected
    npc_squads // Obsolete. Replaced by npc_combat
    npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
    npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
    npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
    npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
    npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
    npc_thinknow // Trigger NPC to think
    npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
    observer_use
    option_duck_method "0"
    option_speed_method "0"
    paintsplat_bias "0" // Change bias value for computing circle buffer
    paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
    paintsplat_noise_enabled "1"
    panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
    particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
    particle_test_attach_attachment "0" // Attachment index for attachment mode
    particle_test_attach_mode "0" // follow_origin
    particle_test_file "0" // Name of the particle system to dynamically spawn
    particle_test_start // particle_test_attach_mode and particl
    particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
    password "0" // Current server access password
    path // Show the engine filesystem path.
    pause // Toggle the server pause state.
    perfui // Show/hide the level performance tools UI.
    perfvisualbenchmark
    perfvisualbenchmark_abort
    physics_budget // Times the cost of each active object
    physics_constraints // Highlights constraint system graph for an entity
    physics_debug_entity // Dumps debug info for an entity
    physics_highlight_active // Turns on the absbox for all active physics objects
    physics_report_active // Lists all active physics objects
    physics_select // Dumps debug info for an entity
    phys_debug_check_contacts "0"
    phys_show_active "0"
    picker // pivot and debugging text is displayed for whatever entity the play
    ping // Display ping to server.
    pingserver // Ping a server for info
    pixelvis_debug // Dump debug info
    play // Play a sound.
    playdemo // Play a recorded demo file (.dem ).
    player_botdifflast_s "1"
    player_competitive_maplist2 "0"
    player_debug_print_damage "0" // print amount and type of all damage received by player to console.
    player_gamemodelast_m "0"
    player_gamemodelast_s "2"
    player_gametypelast_m "1"
    player_gametypelast_s "1"
    player_last_leaderboards_filter "0" // Last mode setting in the Leaderboards screen
    player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
    player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
    player_last_medalstats_category "3" // Last selected category on the Medals panel in the Medals & Stats screen
    player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
    player_maplast_m "0"
    player_maplast_s "0"
    player_medalstats_most_recent_time "1354610432" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
    player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
    player_nevershow_communityservermessage "0"
    player_teamplayedlast "3"
    playflush // reloading from disk in case of changes.
    playgamesound // Play a sound from the game sounds txt file
    playsoundscape // Forces a soundscape to play
    playvideo // Plays a video: <filename> [width height]
    playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
    playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
    playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
    playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
    playvol // Play a sound at a specified volume.
    play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
    play_with_friends_enabled "1"
    plugin_load // plugin_load <filename> : loads a plugin
    plugin_pause // plugin_pause <index> : pauses a loaded plugin
    plugin_pause_all // pauses all loaded plugins
    plugin_print // Prints details about loaded plugins
    plugin_unload // plugin_unload <index> : unloads a plugin
    plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
    plugin_unpause_all // unpauses all disabled plugins
    post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
    press_x360_button // d[own])
    print_colorcorrection // Display the color correction layer information.
    print_mapgroup // Prints the current mapgroup and the contained maps
    print_mapgroup_sv // Prints the current mapgroup and the contained maps
    progress_enable
    prop_crosshair // Shows name for prop looking at
    prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
    prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
    prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
    pwatchent "-1" // Entity to watch for prediction system changes.
    pwatchvar "0" // Entity variable to watch in prediction system for changes.
    quit // Exit the engine.
    radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
    radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
    radarvismethod "1" // 1 for more realistic method
    radarvispow "0" // and still see them on radar.
    radio1 // Opens a radio menu
    radio2 // Opens a radio menu
    radio3 // Opens a radio menu
    rate "80000" // Max bytes/sec the host can receive data
    rcon // Issue an rcon command.
    rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
    rcon_password "0" // remote console password.
    rebuy // Attempt to repurchase items with the order listed in cl_rebuy
    recompute_speed // Recomputes clock speed (for debugging purposes).
    record // Record a demo.
    reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
    reload_vjobs // reload vjobs module
    remote_bug // Starts a bug report with data from the currently connected rcon machine
    removeallids // Remove all user IDs from the ban list.
    removeid // Remove a user ID from the ban list.
    removeip // Remove an IP address from the ban list.
    render_blanks // render N blank frames
    report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
    report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
    report_entities // Lists all entities
    report_simthinklist // Lists all simulating/thinking entities
    report_soundpatch // reports sound patch count
    report_touchlinks // Lists all touchlinks
    reset_expo // and end the round
    reset_gameconvars // Reset a bunch of game convars to default values
    respawn_entities // Respawn all the entities in the map.
    restart // Restart the game on the same level (add setpos to jump to current view position on restart).
    retry // Retry connection to last server.
    rope_min_pixel_diameter "2"
    rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
    rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
    rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
    rr_reloadresponsesystems // Reload all response system scripts.
    rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
    rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
    rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
    rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
    r_AirboatViewDampenDamp "1"
    r_AirboatViewDampenFreq "7"
    r_AirboatViewZHeight "0"
    r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
    r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
    r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
    r_avglight "1"
    r_avglightmap "0"
    r_brush_queue_mode "0"
    r_cheapwaterend
    r_cheapwaterstart
    r_cleardecals // Usage r_cleardecals <permanent>.
    r_ClipAreaFrustums "1"
    r_ClipAreaPortals "1"
    r_colorstaticprops "0"
    r_debugcheapwater "0"
    r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
    r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
    r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
    r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
    r_disable_update_shadow "1"
    r_DispBuildable "0"
    r_DispWalkable "0"
    r_dlightsenable "1"
    r_drawallrenderables "0" // even ones inside solid leaves.
    r_DrawBeams "1" // 2=Wireframe
    r_drawbrushmodels "1" // 2=Wireframe
    r_drawclipbrushes "0" // purple=NPC)
    r_drawdecals "1" // Render decals.
    r_DrawDisp "1" // Toggles rendering of displacment maps
    r_drawentities "1"
    r_drawfuncdetail "1" // Render func_detail
    r_drawleaf "-1" // Draw the specified leaf.
    r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
    r_drawlightinfo "0"
    r_drawlights "0"
    r_DrawModelLightOrigin "0"
    r_drawmodelstatsoverlay "0"
    r_drawmodelstatsoverlaydistance "500"
    r_drawmodelstatsoverlayfilter "-1"
    r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
    r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
    r_drawopaquerenderables "1"
    r_drawopaqueworld "1"
    r_drawothermodels "1" // 2=Wireframe
    r_drawparticles "1" // Enable/disable particle rendering
    r_DrawPortals "0"
    r_DrawRain "1" // Enable/disable rain rendering.
    r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
    r_drawropes "1"
    r_drawscreenoverlay "0"
    r_drawskybox "1"
    r_drawsprites "1"
    r_drawstaticprops "1" // 2=Wireframe
    r_drawtracers "1"
    r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
    r_drawtracers_movetonotintersect "1"
    r_drawtranslucentrenderables "1"
    r_drawtranslucentworld "1"
    r_drawunderwateroverlay "0"
    r_drawvgui "1" // Enable the rendering of vgui panels
    r_drawviewmodel "1"
    r_drawworld "1" // Render the world.
    r_dscale_basefov "90"
    r_dscale_fardist "2000"
    r_dscale_farscale "4"
    r_dscale_neardist "100"
    r_dscale_nearscale "1"
    r_dynamic "1"
    r_dynamiclighting "1"
    r_eyegloss "1"
    r_eyemove "1"
    r_eyeshift_x "0"
    r_eyeshift_y "0"
    r_eyeshift_z "0"
    r_eyesize "0"
    r_eyewaterepsilon "7"
    r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
    r_flashlightambient "0"
    r_flashlightbacktraceoffset "0"
    r_flashlightbrightness "0"
    r_flashlightclip "0"
    r_flashlightconstant "0"
    r_flashlightdrawclip "0"
    r_flashlightfar "750"
    r_flashlightfov "53"
    r_flashlightladderdist "40"
    r_flashlightlinear "100"
    r_flashlightlockposition "0"
    r_flashlightmuzzleflashfov "120"
    r_flashlightnear "4"
    r_flashlightnearoffsetscale "1"
    r_flashlightoffsetforward "0"
    r_flashlightoffsetright "5"
    r_flashlightoffsetup "-5"
    r_flashlightquadratic "0"
    r_flashlightshadowatten "0"
    r_flashlightvisualizetrace "0"
    r_flushlod // Flush and reload LODs.
    r_hwmorph "0"
    r_itemblinkmax "0"
    r_itemblinkrate "4"
    r_JeepFOV "90"
    r_JeepViewBlendTo "1"
    r_JeepViewBlendToScale "0"
    r_JeepViewBlendToTime "1"
    r_JeepViewDampenDamp "1"
    r_JeepViewDampenFreq "7"
    r_JeepViewZHeight "10"
    r_lightcachecenter "1"
    r_lightcachemodel "-1"
    r_lightcache_invalidate
    r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
    r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
    r_lightinterp "5" // 0 turns off interpolation
    r_lightmap "-1"
    r_lightstyle "-1"
    r_lightwarpidentity "0"
    r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
    r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
    r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
    r_modelwireframedecal "0"
    r_nohw "0"
    r_nosw "0"
    r_novis "0" // Turn off the PVS.
    r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
    r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
    r_particle_demo "0"
    r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
    r_portalsopenall "0" // Open all portals
    r_PortalTestEnts "1" // Clip entities against portal frustums.
    r_printdecalinfo
    r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
    r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
    r_rainalpha "0"
    r_rainalphapow "0"
    r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
    r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
    r_raindensity "0"
    r_RainHack "0"
    r_rainlength "0"
    r_RainProfile "0" // Enable/disable rain profiling.
    r_RainRadius "1500"
    r_RainSideVel "130" // How much sideways velocity rain gets.
    r_RainSimulate "1" // Enable/disable rain simulation.
    r_rainspeed "600"
    r_RainSplashPercentage "20"
    r_rainwidth "0"
    r_randomflex "0"
    r_rimlight "1"
    r_screenoverlay // Draw specified material as an overlay
    r_shadowangles // Set shadow angles
    r_shadowblobbycutoff // some shadow stuff
    r_shadowcolor // Set shadow color
    r_shadowdir // Set shadow direction
    r_shadowdist // Set shadow distance
    r_shadowfromanyworldlight "0"
    r_shadowfromworldlights_debug "0"
    r_shadowids "0"
    r_shadows_gamecontrol "-1"
    r_shadowwireframe "0"
    r_shadow_debug_spew "0"
    r_shadow_deferred "0" // Toggle deferred shadow rendering
    r_showenvcubemap "0"
    r_showz_power "1"
    r_skin "0"
    r_skybox "1" // Enable the rendering of sky boxes
    r_slowpathwireframe "0"
    r_SnowDebugBox "0" // Snow Debug Boxes.
    r_SnowEnable "1" // Snow Enable
    r_SnowEndAlpha "255" // Snow.
    r_SnowEndSize "0" // Snow.
    r_SnowFallSpeed "1" // Snow fall speed scale.
    r_SnowInsideRadius "256" // Snow.
    r_SnowOutsideRadius "1024" // Snow.
    r_SnowParticles "500" // Snow.
    r_SnowPosScale "1" // Snow.
    r_SnowRayEnable "1" // Snow.
    r_SnowRayLength "8192" // Snow.
    r_SnowRayRadius "256" // Snow.
    r_SnowSpeedScale "1" // Snow.
    r_SnowStartAlpha "25" // Snow.
    r_SnowStartSize "1" // Snow.
    r_SnowWindScale "0" // Snow.
    r_SnowZoomOffset "384" // Snow.
    r_SnowZoomRadius "512" // Snow.
    r_swingflashlight "1"
    r_updaterefracttexture "1"
    r_vehicleBrakeRate "1"
    r_VehicleViewClamp "1"
    r_VehicleViewDampen "1"
    r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
    r_visualizelighttraces "0"
    r_visualizelighttracesshowfulltrace "0"
    r_visualizetraces "0"
    safezonex "1" // The percentage of the screen width that is considered safe from overscan
    safezoney "1" // The percentage of the screen height that is considered safe from overscan
    save // Saves current game.
    save_finish_async
    say // Display player message
    say_team // Display player message to team
    scene_flush // Flush all .vcds from the cache and reload from disk.
    scene_playvcd // Play the given VCD as an instanced scripted scene.
    scene_showfaceto "0" // show the directions of faceto events.
    scene_showlook "0" // show the directions of look events.
    scene_showmoveto "0" // show the end location.
    scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
    screenshot // Take a screenshot.
    script // Run the text as a script
    script_client // Run the text as a script
    script_debug // Connect the vscript VM to the script debugger
    script_debug_client // Connect the vscript VM to the script debugger
    script_dump_all // Dump the state of the VM to the console
    script_dump_all_client // Dump the state of the VM to the console
    script_execute // Run a vscript file
    script_execute_client // Run a vscript file
    script_help // optionally with a search string
    script_help_client // optionally with a search string
    script_reload_code // replacing existing functions with the functions in the run script
    script_reload_entity_code // replacing existing functions with the functions in the run scripts
    script_reload_think // replacing existing functions with the functions in the run script
    sensitivity "6" // Mouse sensitivity.
    servercfgfile "0"
    server_game_time // Gives the game time in seconds (servers curtime)
    setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
    setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
    setinfo // Adds a new user info value
    setmaster // add/remove/enable/disable master servers
    setmodel // Changess players model
    setpause // Set the pause state of the server.
    setpos // Move player to specified origin (must have sv_cheats).
    setpos_exact // Move player to an exact specified origin (must have sv_cheats).
    setpos_player // Move specified player to specified origin (must have sv_cheats).
    sf4_meshcache_stats // Outputs Scaleform 4 mesh cache stats
    sf_ui_tint "1" // The current tint applied to the Scaleform UI
    shake // Shake the screen.
    shake_stop // Stops all active screen shakes.
    shake_testpunch // Test a punch-style screen shake.
    showbudget_texture "0" // Enable the texture budget panel.
    showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
    showconsole // Show the console.
    showinfo // Shows a info panel: <type> <title> <message> [<command number>]
    showpanel // Shows a viewport panel <name>
    showtriggers "0" // Shows trigger brushes
    showtriggers_toggle // Toggle show triggers
    show_loadout_toggle // Toggles loadout display
    singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
    skill "1" // Game skill level (1-3).
    skip_next_map // Skips the next map in the map rotation for the server.
    sk_autoaim_mode "1"
    slot0
    slot1
    slot10
    slot11
    slot2
    slot3
    slot4
    slot5
    slot6
    slot7
    slot8
    slot9
    snapto
    sndplaydelay
    snd_async_flush // Flush all unlocked async audio data
    snd_async_showmem // Show async memory stats
    snd_async_showmem_music // Show async memory stats for just non-streamed music
    snd_async_showmem_summary // Show brief async memory stats
    snd_debug_panlaw "0" // Visualize panning crossfade curves
    snd_disable_mixer_duck "0"
    snd_disable_mixer_solo "0"
    snd_duckerattacktime "0"
    snd_duckerreleasetime "2"
    snd_duckerthreshold "0"
    snd_ducking_off "1"
    snd_ducktovolume "0"
    snd_dumpclientsounds // Dump sounds to console
    snd_dump_filepaths
    snd_dvar_dist_max "1320" // Play full far sound at this distance
    snd_dvar_dist_min "240" // Play full near sound at this distance
    snd_filter "0"
    snd_foliage_db_loss "4" // foliage dB loss per 1200 units
    snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
    snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
    snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
    snd_gain "1"
    snd_gain_max "1"
    snd_gain_min "0"
    snd_getmixer // Get data related to mix group matching string
    snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
    snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
    snd_legacy_surround "0"
    snd_list "0"
    snd_max_same_sounds "4"
    snd_max_same_weapon_sounds "3"
    snd_mixahead "0"
    snd_mixer_master_dsp "1"
    snd_mixer_master_level "1"
    snd_musicvolume "0" // Music volume
    snd_musicvolume_multiplier_inoverlay "0" // Music volume multiplier when Steam Overlay is active
    snd_music_selection "1" // Temporary convar to choose which music kit to use for this player.
    snd_mute_losefocus "1"
    snd_obscured_gain_dB "-2"
    snd_op_test_convar "1"
    snd_pause_all "1" // Specifies to pause all sounds and not just voice
    snd_pitchquality "1"
    snd_playsounds // Play sounds from the game sounds txt file at a given location
    snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
    snd_pre_gain_dist_falloff "1"
    snd_print_channels // Prints all the active channel.
    snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
    snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
    snd_print_dsp_effect // Prints the content of a dsp effect.
    snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
    snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
    snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
    snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
    snd_rebuildaudiocache // rebuild audio cache for current language
    snd_refdb "60" // Reference dB at snd_refdist
    snd_refdist "36" // Reference distance for snd_refdb
    snd_report_format_sound "0" // report all sound formats.
    snd_report_loop_sound "0" // report all sounds that just looped.
    snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
    snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
    snd_report_verbose_error "0" // report more error found when playing sounds.
    snd_restart // Restart sound system.
    snd_setmixer // solo.
    snd_setmixlayer // solo.
    snd_setmixlayer_amount // Set named mix layer mix amount.
    snd_setsoundparam // Set a sound paramater
    snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
    snd_show "0" // Show sounds info
    snd_showclassname "0"
    snd_showmixer "0"
    snd_showstart "0"
    snd_sos_flush_operators // Flush and re-parse the sound operator system
    snd_sos_list_operator_updates "0"
    snd_sos_print_operators // Prints a list of currently available operators
    snd_sos_show_block_debug "0" // Spew data about the list of block entries.
    snd_sos_show_client_rcv "0"
    snd_sos_show_client_xmit "0"
    snd_sos_show_operator_entry_filter "0"
    snd_sos_show_operator_init "0"
    snd_sos_show_operator_parse "0"
    snd_sos_show_operator_prestart "0"
    snd_sos_show_operator_shutdown "0"
    snd_sos_show_operator_start "0"
    snd_sos_show_operator_stop_entry "0"
    snd_sos_show_operator_updates "0"
    snd_sos_show_queuetotrack "0"
    snd_sos_show_server_xmit "0"
    snd_sos_show_startqueue "0"
    snd_soundmixer_flush // Reload soundmixers.txt file.
    snd_soundmixer_list_mixers // List all mixers to dev console.
    snd_soundmixer_list_mix_groups // List all mix groups to dev console.
    snd_soundmixer_list_mix_layers // List all mix layers to dev console.
    snd_soundmixer_set_trigger_factor // trigger amount.
    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_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
    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_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
    snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
    snd_visualize "0" // Show sounds location in world
    snd_writemanifest // outputs the precache manifest for the current level
    soundfade // Fade client volume.
    soundinfo // Describe the current sound device.
    soundlist // List all known sounds.
    soundscape_debug "0" // red lines show soundscapes that ar
    soundscape_dumpclient // Dumps the clients soundscape data.
    soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
    soundscape_flush // Flushes the server & client side soundscapes
    soundscape_radius_debug "0" // Prints current volume of radius sounds
    speak // Play a constructed sentence.
    spec_allow_roaming "0" // allow free-roaming spectator camera.
    spec_freeze_cinematiclight_b "1"
    spec_freeze_cinematiclight_g "1"
    spec_freeze_cinematiclight_r "1"
    spec_freeze_cinematiclight_scale "2"
    spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
    spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
    spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
    spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
    spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
    spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
    spec_freeze_time "5" // Time spend frozen in observer freeze cam.
    spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
    spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
    spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
    spec_gui // Shows or hides the spectator bar
    spec_hide_players "0" // Toggle the visibility of scoreboard players.
    spec_menu // Activates spectator menu
    spec_mode // Set spectator mode
    spec_next // Spectate next player
    spec_player // Spectate player by index
    spec_player_by_name // Spectate player by name
    spec_pos // dump position and angles to the console
    spec_prev // Spectate previous player ( valid values are 3 to 6 )
    spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
    spike // generates a fake spike
    spincycle // Cause the engine to spincycle (Debug!!)
    ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
    ss_map // Start playing on specified map with max allowed splitscreen players.
    ss_reloadletterbox // ss_reloadletterbox
    ss_splitmode "0" // 2 - vertical (only allowed in widescr
    startdemos // Play demos in demo sequence.
    startmovie // Start recording movie frames.
    startupmenu // and were not in developer
    star_memory // Dump memory stats
    stats // Prints server performance variables
    status // Display map and connection status.
    stop // Finish recording demo.
    stopdemo // Stop playing back a demo.
    stopsound
    stopsoundscape // Stops all soundscape processing and fades current looping sounds
    stopvideos // Stops all videos playing to the screen
    stopvideos_fadeout // Fades out all videos playing to the screen: <time>
    stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
    stringtabledictionary // Create dictionary for current strings.
    stuffcmds // Parses and stuffs command line + commands to command buffer.
    suitvolume "0"
    surfaceprop // Reports the surface properties at the cursor
    sv_accelerate "5"
    sv_airaccelerate "10"
    sv_allow_votes "1" // Allow voting?
    sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
    sv_alltalk "0" // chat)
    sv_alternateticks "0" // server only simulates entities on even numbered ticks.
    sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
    sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
    sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
    sv_broadcast_ugc_downloads "1"
    sv_broadcast_ugc_download_progress_interval "4"
    sv_cheats "0" // Allow cheats on server
    sv_clearhinthistory // Clear memory of server side hints displayed to the player.
    sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
    sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
    sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
    sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
    sv_consistency "0" // Whether the server enforces file consistency for critical files
    sv_contact "0" // Contact email for server sysop
    sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
    sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
    sv_deadtalk "0" // text) to the living
    sv_debug_ugc_downloads "1"
    sv_downloadurl "0" // Location from which clients can download missing files
    sv_dumpstringtables "0"
    sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
    sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
    sv_forcepreload "1" // Force server side preloading.
    sv_friction "4" // World friction.
    sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
    sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
    sv_game_mode_convars // Display the values of the convars for the current game_mode.
    sv_gravity "800" // World gravity.
    sv_grenade_trajectory "0" // Shows grenade trajectory visualization in-game.
    sv_grenade_trajectory_dash "0" // Dot-dash style grenade trajectory arc
    sv_grenade_trajectory_thickness "0" // Visible thickness of grenade trajectory arc
    sv_grenade_trajectory_time "20" // Length of time grenade trajectory remains visible.
    sv_grenade_trajectory_time_spectator "4" // Length of time grenade trajectory remains visible as a spectator.
    sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
    sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
    sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
    sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
    sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
    sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
    sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
    sv_kick_ban_duration "15" // How long should a kick ban from the server should last (in minutes)
    sv_kick_players_with_cooldown "1" // (0: do not kick; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
    sv_lagcompensationforcerestore "1" // just do it.
    sv_lan "0" // no non-class C addresses )
    sv_logbans "0" // Log server bans in the server logs.
    sv_logecho "1" // Echo log information to the console.
    sv_logfile "1" // Log server information in the log file.
    sv_logflush "0" // Flush the log file to disk on each write (slow).
    sv_logsdir "0" // Folder in the game directory where server logs will be stored.
    sv_log_onefile "0" // Log server information to only one file.
    sv_maxrate "0" // 0 == unlimited
    sv_maxspeed "320"
    sv_maxuptimelimit "0" // the server will exit.
    sv_maxusrcmdprocessticks "16" // 0 to allow no restrictions
    sv_maxusrcmdprocessticks_warning "-1" // negat
    sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
    sv_memlimit "0" // the server will exit.
    sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
    sv_minrate "5000" // 0 == unlimited
    sv_minupdaterate "10" // Minimum updates per second that the server will allow
    sv_minuptimelimit "0" // the server will continue running regardle
    sv_noclipaccelerate "5"
    sv_noclipduringpause "0" // etc.).
    sv_noclipspeed "5"
    sv_password "0" // Server password for entry into multiplayer games
    sv_pausable "0" // Is the server pausable.
    sv_precacheinfo // Show precache info.
    sv_pure // Show user data.
    sv_pure_checkvpk // CheckPureServerVPKFiles
    sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
    sv_pure_finduserfiles // ListPureServerFiles
    sv_pure_kick_clients "1" // it will issue a warning to the client.
    sv_pure_listfiles // ListPureServerFiles
    sv_pure_listuserfiles // ListPureServerFiles
    sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
    sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
    sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
    sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
    sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
    sv_querycache_stats // Display status of the query cache (client only)
    sv_rcon_whitelist_address "0" // e.g. 127.0.0.1
    sv_regeneration_force_on "0" // Cheat to test regenerative health systems
    sv_region "-1" // The region of the world to report this server in.
    sv_remove_old_ugc_downloads "1"
    sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
    sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
    sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
    sv_search_team_key "0" // set this key to match with known opponents team
    sv_showimpacts "0" // 3=server-only)
    sv_showimpacts_time "4" // Duration bullet impact indicators remain before disappearing
    sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
    sv_showtags // Describe current gametags.
    sv_shutdown // Sets the server to shutdown when all games have completed
    sv_skyname "0" // Current name of the skybox texture
    sv_soundemitter_reload // Flushes the sounds.txt system
    sv_soundscape_printdebuginfo // print soundscapes
    sv_spawn_afk_bomb_drop_time "15" // Players that have never moved since they spawned will drop the bomb after this amount of time.
    sv_specaccelerate "5"
    sv_specnoclip "1"
    sv_specspeed "3"
    sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
    sv_staminajumpcost "0" // Stamina penalty for jumping
    sv_staminalandcost "0" // Stamina penalty for landing
    sv_staminamax "80" // Maximum stamina penalty
    sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
    sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
    sv_steamgroup_exclusive "0" // public people will be able to join the ser
    sv_stopspeed "75" // Minimum stopping speed when on ground.
    sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
    sv_ugc_manager_max_new_file_check_interval_secs "600"
    sv_unlockedchapters "1" // Highest unlocked game chapter.
    sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
    sv_voiceenable "1"
    sv_vote_allow_in_warmup "0" // Allow voting during warmup?
    sv_vote_allow_spectators "0" // Allow spectators to vote?
    sv_vote_command_delay "2" // How long after a vote passes until the action happens
    sv_vote_creation_timer "120" // How often someone can individually call a vote.
    sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
    sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
    sv_vote_kick_ban_duration "15" // How long should a kick vote ban someone from the server? (in minutes)
    sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
    sv_vote_timer_duration "15" // How long to allow voting on an issue
    sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
    sys_antialiasing "1" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
    sys_aspectratio "-1" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
    sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
    sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
    sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
    teammenu // Show team selection window
    testhudanim // Test a hud element animation. Arguments: <anim name>
    Test_CreateEntity
    test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
    Test_EHandle
    test_entity_blocker // Test command that drops an entity blocker out in front of the player.
    test_freezeframe // Test the freeze frame code.
    Test_InitRandomEntitySpawner
    Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
    Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
    Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
    test_outtro_stats
    Test_ProxyToggle_EnableProxy
    Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
    Test_ProxyToggle_SetValue
    Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
    Test_RandomizeInPVS
    Test_RandomPlayerPosition
    Test_RemoveAllRandomEntities
    Test_RunFrame
    Test_SendKey
    Test_SpawnRandomEntities
    Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
    Test_StartScript // Start a test script running..
    Test_Wait
    Test_WaitForCheckPoint
    texture_budget_background_alpha "128" // how translucent the budget panel is
    texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
    texture_budget_panel_height "284" // height in pixels of the budget panel
    texture_budget_panel_width "512" // width in pixels of the budget panel
    texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
    texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
    think_limit "10" // warning is printed if this is exceeded.
    thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
    threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
    threadpool_run_tests
    thread_test_tslist
    thread_test_tsqueue
    timedemo // Play a demo and report performance info.
    timedemoquit // and then exit
    timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
    timeleft // prints the time remaining in the match
    timerefresh // Profile the renderer.
    toggle // or cycles through a set of values.
    toggleconsole // Show/hide the console.
    togglescores // Toggles score panel
    toolload // Load a tool.
    toolunload // Unload a tool.
    tv_advertise_watchable "0" // clients watching via UI will not need to type password
    tv_allow_camera_man "1" // Auto director allows spectators to become camera man
    tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
    tv_autorecord "0" // Automatically records all games as GOTV demos.
    tv_autoretry "1" // Relay proxies retry connection after network timeout
    tv_chatgroupsize "0" // Set the default chat group size
    tv_chattimelimit "8" // Limits spectators to chat only every n seconds
    tv_clients // Shows list of connected GOTV clients.
    tv_debug "0" // GOTV debug info.
    tv_delay "10" // GOTV broadcast delay in seconds
    tv_delaymapchange "1" // Delays map change until broadcast is complete
    tv_deltacache "2" // Enable delta entity bit stream cache
    tv_dispatchmode "1" // 2=always
    tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
    tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
    tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
    tv_maxclients "128" // Maximum client number on GOTV server.
    tv_maxrate "20000" // 0 == unlimited
    tv_msg // Send a screen message to all clients.
    tv_name "0" // GOTV host name
    tv_nochat "0" // Dont receive chat messages from other GOTV spectators
    tv_overridemaster "0" // Overrides the GOTV master root address.
    tv_password "0" // GOTV password for all clients
    tv_port "27020" // Host GOTV port
    tv_record // Starts GOTV demo recording.
    tv_relay // Connect to GOTV server and relay broadcast.
    tv_relaypassword "0" // GOTV password for relay proxies
    tv_relayradio "0" // 1=on
    tv_relaytextchat "1" // 2=say+say_team
    tv_relayvoice "1" // 1=on
    tv_retry // Reconnects the GOTV relay proxy.
    tv_snapshotrate "16" // Snapshots broadcasted per second
    tv_status // Show GOTV server status.
    tv_stop // Stops the GOTV broadcast.
    tv_stoprecord // Stops GOTV demo recording.
    tv_timeout "30" // GOTV connection timeout in seconds.
    tv_time_remaining // Print remaining tv broadcast time
    tv_title "0" // Set title for GOTV spectator UI
    tv_transmitall "1" // Transmit all entities (not only director view)
    tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
    ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
    ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
    ui_reloadscheme // Reloads the resource files for the active UI window
    ui_steam_overlay_notification_position "0" // Steam overlay notification position
    ui_workshop_games_expire_minutes "3"
    unbind // Unbind a key.
    unbindall // Unbind all keys.
    unbindalljoystick // Unbind all joystick keys.
    unbindallmousekeyboard // Unbind all mouse / keyboard keys.
    unload_all_addons // Reloads the search paths for game addons.
    unpause // Unpause the game.
    update_addon_paths // Reloads the search paths for game addons.
    use // Use a particular weapon Arguments: <weapon_name>
    user // Show user data.
    users // Show user info for players on server.
    vcollide_wireframe "0" // Render physics collision models in wireframe
    vehicle_flushscript // Flush and reload all vehicle scripts
    version // Print version info string.
    vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
    vgui_drawtree_clear
    vgui_dump_panels // vgui_dump_panels [visible]
    vgui_message_dialog_modal "1"
    vgui_spew_fonts
    vgui_togglepanel // show/hide vgui panel by name.
    viewanim_addkeyframe
    viewanim_create // viewanim_create
    viewanim_load // load animation from file
    viewanim_reset // reset view angles!
    viewanim_save // Save current animation to file
    viewanim_test // test view animation
    viewmodel_fov "60"
    viewmodel_offset_x "1"
    viewmodel_offset_y "1"
    viewmodel_offset_z "-1"
    viewmodel_presetpos "1" // 3:Classic
    view_punch_decay "18" // Decay factor exponent for view punch
    view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
    vismon_poll_frequency "0"
    vismon_trace_limit "12"
    vis_force "0"
    vm_debug "0"
    vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
    voicerecord_toggle
    voice_enable "1" // Toggle voice transmit and receive.
    voice_forcemicrecord "1"
    voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
    voice_loopback "0"
    voice_mixer_boost "0"
    voice_mixer_mute "0"
    voice_mixer_volume "1"
    voice_modenable "1" // Enable/disable voice in this mod.
    voice_mute // Mute a specific Steam user
    voice_player_speaking_delay_threshold "0"
    voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
    voice_reset_mutelist // Reset all mute information for all players who were ever muted.
    voice_scale "1"
    voice_show_mute // Show whether current players are muted.
    voice_threshold "2000"
    voice_unmute // or `all` to unmute all connected players.
    volume "0" // Sound volume
    voxeltree_box // Vector(max)>.
    voxeltree_playerview // View entities in the voxel-tree at the player position.
    voxeltree_sphere // float(radius)>.
    voxeltree_view // View entities in the voxel-tree.
    vox_reload // Reload sentences.txt file
    vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
    vprof // Toggle VProf profiler
    vprof_adddebuggroup1 // add a new budget group dynamically for debugging
    vprof_cachemiss // Toggle VProf cache miss checking
    vprof_cachemiss_off // Turn off VProf cache miss checking
    vprof_cachemiss_on // Turn on VProf cache miss checking
    vprof_child
    vprof_collapse_all // Collapse the whole vprof tree
    vprof_dump_counters // Dump vprof counters to the console
    vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
    vprof_expand_all // Expand the whole vprof tree
    vprof_expand_group // Expand a budget group in the vprof tree by name
    vprof_generate_report // Generate a report to the console.
    vprof_generate_report_AI // Generate a report to the console.
    vprof_generate_report_AI_only // 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_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
    vprof_generate_report_map_load // Generate a report to the console.
    vprof_graphheight "256"
    vprof_graphwidth "512"
    vprof_nextsibling
    vprof_off // Turn off VProf profiler
    vprof_on // Turn on VProf profiler
    vprof_parent
    vprof_playback_average // Average the next N frames.
    vprof_playback_start // Start playing back a recorded .vprof file.
    vprof_playback_step // step to the next tick.
    vprof_playback_stepback // step to the previous tick.
    vprof_playback_stop // Stop playing back a recorded .vprof file.
    vprof_prevsibling
    vprof_record_start // Start recording vprof data for playback later.
    vprof_record_stop // Stop recording vprof data
    vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
    vprof_remote_stop // Stop an existing remote VProf data request
    vprof_reset // Reset the stats in VProf profiler
    vprof_reset_peaks // Reset just the peak time in VProf profiler
    vprof_to_csv // Convert a recorded .vprof file to .csv.
    vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
    vprof_verbose "1" // Set to one to show average and peak times
    vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
    vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
    vtune // Controls VTunes sampling.
    vx_model_list // Dump models to VXConsole
    wc_air_edit_further // moves position of air node crosshair and placement location further away from play
    wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
    wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
    wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
    wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
    wc_destroy_undo // When in WC edit mode restores the last deleted node
    wc_link_edit
    weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
    weapon_debug_spread_gap "0"
    weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
    weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
    weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
    weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
    weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
    weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
    weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
    weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
    weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
    weapon_recoil_variance "0" // Amount of variance per recoil impulse
    weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
    weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
    weapon_reload_database // Reload the weapon database
    whitelistcmd // Runs a whitelisted command.
    windows_speaker_config "4"
    wipe_nav_attributes // Clear all nav attributes of selected area.
    workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
    writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
    writeip // Save the ban list to banned_ip.cfg.
    xbox_autothrottle "1"
    xbox_throttlebias "100"
    xbox_throttlespoof "200"
    xload // Load a saved game from a console storage device.
    xlook
    xmove
    xsave // Saves current game to a console storage device.
    zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
    zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
    _autosave // Autosave
    _autosavedangerous // AutoSaveDangerous
    _bugreporter_restart // Restarts bug reporter .dll
    _record // Record a demo incrementally.
    _resetgamestats // Erases current game stats and writes out a blank stats file
    _restart // Shutdown and restart the engine.

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