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ConVars 列表

逆向得到的所有 ConVars

名称默认值Flags描述
CS_WarnFriendlyDamageInterval
3
gamedll cheat
Defines how frequently the server notifies clients that a player damaged a friend
Inferno_concav_plane_threshold
-10
developmentonly clientdll defensive
<no description>
_fov
0
developmentonly clientdll defensive
Automates fov command to server.
adsp_alley_min
122
developmentonly defensive
<no description>
adsp_courtyard_min
126
developmentonly defensive
<no description>
adsp_debug
0
archive
<no description>
adsp_door_height
112
developmentonly defensive
<no description>
adsp_duct_min
106
developmentonly defensive
<no description>
adsp_hall_min
110
developmentonly defensive
<no description>
adsp_low_ceiling
108
developmentonly defensive
<no description>
adsp_opencourtyard_min
126
developmentonly defensive
<no description>
adsp_openspace_min
130
developmentonly defensive
<no description>
adsp_openstreet_min
118
developmentonly defensive
<no description>
adsp_openwall_min
130
developmentonly defensive
<no description>
adsp_room_min
102
developmentonly defensive
<no description>
adsp_street_min
118
developmentonly defensive
<no description>
adsp_tunnel_min
114
developmentonly defensive
<no description>
adsp_wall_height
128
developmentonly defensive
<no description>
ai_debug_dyninteractions
0
gamedll cheat
Debug the NPC dynamic interaction system.
ai_debug_los
0
gamedll cheat
NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
ai_debug_ragdoll_magnets
false
developmentonly gamedll defensive
<no description>
ai_debug_scripted_sequence
"false"
gamedll cheat
<no description>
ai_debug_shoot_positions
0
gamedll clientdll replicated cheat
<no description>
ai_debug_soundent
0
developmentonly gamedll defensive
Reports sounds being entered into the AI sound list. Set to 1 to see all sounds, set to 2 to only see DANGER sounds.
ai_debug_soundent_duration
0.1
developmentonly gamedll defensive
Length of time to display ai_debug_soundent visual displays.
ai_debug_speech
0
developmentonly gamedll defensive
<no description>
ai_disabled
false
gamedll clientdll replicated cheat
<no description>
ai_expression_frametime
0.05
developmentonly gamedll defensive
Maximum frametime to still play background expressions.
ai_expression_optimization
false
developmentonly gamedll defensive
Disable npc background expressions when you can't see them.
ai_force_serverside_ragdoll
false
developmentonly gamedll defensive
<no description>
ai_off_nav_show_nearest
false
gamedll cheat
<no description>
ai_sequence_debug
false
developmentonly gamedll clientdll replicated defensive
<no description>
ai_use_visibility_cache
1
developmentonly gamedll defensive
Sets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC.
ai_use_visibility_cache_reciprocation
true
developmentonly gamedll defensive
Sets whether or not the visibility check cache should be reciprocal.
ammo_338mag_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_338mag_impulse
2800
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_338mag_max
30
gamedll clientdll replicated release
<no description>
ammo_357sig_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_357sig_impulse
2000
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_357sig_max
52
gamedll clientdll replicated release
<no description>
ammo_357sig_min_max
12
gamedll clientdll replicated release
<no description>
ammo_357sig_p250_max
26
gamedll clientdll replicated release
<no description>
ammo_357sig_small_max
24
gamedll clientdll replicated release
<no description>
ammo_45acp_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_45acp_impulse
2100
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_45acp_max
100
gamedll clientdll replicated release
<no description>
ammo_50AE_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_50AE_impulse
2400
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_50AE_max
35
gamedll clientdll replicated release
<no description>
ammo_556mm_box_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_box_impulse
2400
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_box_max
200
gamedll clientdll replicated release
<no description>
ammo_556mm_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_impulse
2400
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_max
90
gamedll clientdll replicated release
<no description>
ammo_556mm_small_max
40
gamedll clientdll replicated release
<no description>
ammo_57mm_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_57mm_impulse
2000
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_57mm_max
100
gamedll clientdll replicated release
<no description>
ammo_762mm_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_762mm_impulse
2400
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_762mm_max
90
gamedll clientdll replicated release
<no description>
ammo_9mm_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_9mm_impulse
2000
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_9mm_max
120
gamedll clientdll replicated release
<no description>
ammo_buckshot_headshot_mult
1
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_buckshot_impulse
600
developmentonly gamedll clientdll replicated defensive
You must enable tweaking via tweak_ammo_impulses to use this value.
ammo_buckshot_max
32
gamedll clientdll replicated release
<no description>
ammo_grenade_limit_breachcharge
3
gamedll clientdll replicated release
<no description>
ammo_grenade_limit_bumpmine
3
gamedll clientdll replicated release
<no description>
ammo_grenade_limit_default
1
gamedll clientdll replicated release missing3
<no description>
ammo_grenade_limit_flashbang
1
gamedll clientdll replicated release missing3
<no description>
ammo_grenade_limit_snowballs
3
gamedll clientdll replicated release
<no description>
ammo_grenade_limit_total
3
gamedll clientdll replicated release missing3
<no description>
ammo_grenade_limit_tripwirefire
1
gamedll clientdll replicated release
<no description>
ammo_item_limit_adrenaline
5
gamedll clientdll replicated release
<no description>
ammo_item_limit_healthshot
4
gamedll clientdll replicated release missing3
<no description>
anim_damped_move_speed_timewindow
0.2
developmentonly gamedll clientdll replicated
<no description>
anim_dampedaccel16_scale
0.85
developmentonly gamedll clientdll replicated
<no description>
anim_dampedaccel16_timewindow
0.25
developmentonly gamedll clientdll replicated
<no description>
anim_decode_forcewritealltransforms
false
developmentonly
Force BatchAnimationDecode to write transformations for all bones
anim_disable
false
developmentonly gamedll clientdll replicated defensive
<no description>
anim_resource_validate_on_load
true
release
Validates the animation group channel list against the animations on load for every animation
anim_scale_wasd_input_hip_dip
0.8
developmentonly gamedll clientdll replicated
<no description>
anim_scale_wasd_input_hip_swivel
0.8
developmentonly gamedll clientdll replicated
<no description>
animated_material_attributes
true
clientdll cheat
<no description>
animgraph_debug
false
gamedll clientdll replicated cheat
Debug animation graph
animgraph_debug_animevents
false
developmentonly gamedll clientdll replicated
Print info about animevents emitted by AnimGraph
animgraph_debug_entindex
0
gamedll clientdll replicated cheat
The entity to specifically debug
animgraph_debug_filterent
0
developmentonly gamedll clientdll replicated defensive
Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.
animgraph_debug_set_filter_params
""
developmentonly gamedll clientdll replicated defensive
Comma separated list of params to filter against when drawing debug text overlays
animgraph_debug_show_unreferenced_params
false
developmentonly gamedll clientdll replicated defensive
<no description>
animgraph_debug_tags
false
developmentonly gamedll clientdll replicated defensive
<no description>
animgraph_debug_variables
false
developmentonly gamedll clientdll replicated defensive
Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent.
animgraph_debug_variables_ignore_missing
true
developmentonly gamedll clientdll replicated defensive
If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.
animgraph_debug_variables_ignore_nonchanges
true
developmentonly gamedll clientdll replicated defensive
If set, animgraph_debug_variables won't show debug for variable sets that don't change the value.
animgraph_draw_traces
false
developmentonly gamedll clientdll replicated defensive
<no description>
animgraph_enable
true
developmentonly gamedll clientdll replicated
Enable animation graph
animgraph_enable_dirty_netvar_optimization
true
developmentonly defensive
<no description>
animgraph_enable_parallel_op_evaluation
false
developmentonly gamedll clientdll replicated defensive
<no description>
animgraph_enable_parallel_update
true
developmentonly gamedll clientdll replicated defensive
<no description>
animgraph_footlock_auto_ledge_detection
true
developmentonly replicated defensive
Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom
animgraph_footlock_auto_stair_detection
true
developmentonly replicated defensive
Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step
animgraph_footlock_calculate_tilt
true
developmentonly replicated defensive
<no description>
animgraph_footlock_debug_foot_index
-1
developmentonly replicated defensive
<no description>
animgraph_footlock_debug_type
2
developmentonly replicated defensive
<no description>
animgraph_footlock_draw_footbase
false
developmentonly defensive
<no description>
animgraph_footlock_enabled
true
developmentonly replicated defensive
A master convar that effectively disables the entire footlock node.
animgraph_footlock_ground_roll
true
developmentonly defensive
<no description>
animgraph_footlock_hip_offset_enable
true
developmentonly defensive
<no description>
animgraph_footlock_ik_enable
true
cheat
Enable IK.
animgraph_footlock_tilt_mode
1
developmentonly defensive
<no description>
animgraph_footlock_trace_ground_enabled
true
developmentonly replicated defensive
Convar for toggling foot lock ground tracking.
animgraph_footlock_use_hip_shift
true
developmentonly defensive
<no description>
animgraph_force_full_network_updates
false
developmentonly defensive
<no description>
animgraph_force_tick_all_graphs
false
developmentonly gamedll clientdll replicated defensive
<no description>
animgraph_ik_debug
false
developmentonly defensive
<no description>
animgraph_motionmatching_print_compressionstats
false
developmentonly replicated defensive
<no description>
animgraph_network_enable
true
developmentonly gamedll clientdll replicated
Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.
animgraph_record_all
false
gamedll clientdll replicated cheat
Automatically start recording AnimGraphs when they get created, and save them to disk when they are destroyed
animgraph_slope_draw_raycasts
false
gamedll clientdll replicated cheat
<no description>
animgraph_slope_enable
true
gamedll clientdll replicated cheat
<no description>
animgraph_slowdownonslopes_enabled
true
developmentonly replicated defensive
<no description>
animgraph_trace_ignore_prop_physics
true
developmentonly gamedll clientdll replicated defensive
<no description>
animgraph_trace_static_only
false
gamedll clientdll replicated cheat
<no description>
animgraph_verify_dirty_netvar_optimization
false
developmentonly defensive
<no description>
annotation_auto_load
false
clientdll release missing3
<no description>
async_serialize
false
developmentonly defensive
Force async reads to serialize for profiling
attached_output_stall_ms
250
developmentonly defensive
<no description>
audio_input_test_signal
false
developmentonly
For testing the audio input pathway with a sine tone instead of SDL3.
autosave_fully_async
true
developmentonly gamedll defensive
Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes
battery_saver
false
archive
OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on
blink_duration
0.5
developmentonly clientdll defensive
How many seconds an eye blink will last.
bot_allow_grenades
true
gamedll release
If nonzero, bots may use grenades.
bot_allow_machine_guns
true
gamedll release
If nonzero, bots may use the machine gun.
bot_allow_pistols
true
gamedll release
If nonzero, bots may use pistols.
bot_allow_rifles
true
gamedll release
If nonzero, bots may use rifles.
bot_allow_rogues
true
gamedll release missing3
If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
bot_allow_shotguns
true
gamedll release
If nonzero, bots may use shotguns.
bot_allow_snipers
true
gamedll release
If nonzero, bots may use sniper rifles.
bot_allow_sub_machine_guns
true
gamedll release
If nonzero, bots may use sub-machine guns.
bot_auto_follow
false
gamedll release
If nonzero, bots with high co-op may automatically follow a nearby human player.
bot_auto_vacate
true
gamedll release
If nonzero, bots will automatically leave to make room for human players.
bot_autodifficulty_threshold_high
5
min: -20, max: 20, gamedll clientdll replicated release missing3
Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
bot_autodifficulty_threshold_low
-2
min: -20, max: 20, gamedll clientdll replicated release missing3
Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
bot_chatter
"normal"
gamedll release missing3
Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
bot_chatter_use_rr
true
developmentonly gamedll
0 = Use old bot chatter system, 1 = Use response rules
bot_controllable
true
gamedll release
Determines whether bots can be controlled by players
bot_coop_idle_max_vision_distance
1400
min: -1, gamedll replicated release missing3
Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.
bot_crouch
false
gamedll cheat
<no description>
bot_debug
0
gamedll cheat
For internal testing purposes.
bot_debug_target
0
gamedll cheat
For internal testing purposes.
bot_defer_to_human_goals
false
gamedll release missing3
If nonzero and there is a human on the team, the bots will not do the scenario tasks.
bot_defer_to_human_items
true
gamedll release missing3
If nonzero and there is a human on the team, the bots will not get scenario items.
bot_difficulty
1
gamedll release missing3
Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
bot_dont_shoot
false
gamedll cheat release
If nonzero, bots will not fire weapons (for debugging).
bot_eco_limit
2000
gamedll release
If nonzero, bots will not buy if their money falls below this amount.
bot_flipout
false
gamedll release
If nonzero, bots use no CPU for AI. Instead, they run around randomly.
bot_force_duck
false
developmentonly gamedll defensive
<no description>
bot_freeze
false
gamedll cheat
<no description>
bot_ignore_enemies
false
gamedll cheat
If nonzero, bots will ignore enemies (for debugging).
bot_ignore_players
false
gamedll cheat
Bots will not see non-bot players.
bot_join_after_player
true
gamedll release
If nonzero, bots wait until a player joins before entering the game.
bot_join_delay
0
developmentonly gamedll defensive
Prevents bots from joining the server for this many seconds after a map change.
bot_join_in_warmup
true
developmentonly gamedll defensive
Prevents bots from joining the server while warmup phase is active.
bot_join_team
"any"
gamedll release
Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
bot_loadout
""
gamedll cheat
bots are given these items at round start
bot_max_visible_smoke_length
200
gamedll replicated release
Bots will see players through smoke clouds up to this length.
bot_max_vision_distance_override
-1
min: -1, gamedll replicated release missing3
Max distance bots can see targets.
bot_mimic
0
gamedll clientdll replicated cheat
Bot uses usercmd of player by index.
bot_mimic_spec_buttons
true
clientdll cheat
+attack, +jump etc are used for spectator control instead of being passed on to spectated bot
bot_mimic_yaw_offset
180
gamedll cheat
<no description>
bot_prefix
""
gamedll release
This string is prefixed to the name of all bots that join the game.
<difficulty> will be replaced with the bot's difficulty.
<weaponclass> will be replaced with the bot's desired weapon class.
<skill> will be replaced with a 0-100 representation of the bot's skill.
bot_quota
10
gamedll release missing3
Determines the total number of bots in the game.
bot_quota_mode
"normal"
gamedll release missing3
Determines the type of quota.
Allowed values: 'normal', 'fill', and 'match'.
If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
bot_randombuy
false
gamedll cheat
should bots ignore their prefered weapons and just buy weapons at random?
bot_show_battlefront
false
gamedll cheat
Show areas where rushing players will initially meet.
bot_show_nav
false
gamedll cheat
For internal testing purposes.
bot_show_occupy_time
false
gamedll cheat
Show when each nav area can first be reached by each team.
bot_stop
"0"
gamedll cheat
bot_stop <1|all> | <not_bomber> | <t> | <ct>
bot_traceview
0
gamedll cheat
For internal testing purposes.
bot_walk
false
gamedll release
If nonzero, bots can only walk, not run.
bot_zombie
false
gamedll cheat
If nonzero, bots will stay in idle mode and not attack.
break_damage_inherit_scale
1
developmentonly gamedll clientdll replicated defensive
<no description>
break_invulnerable_spawn_duration
0.5
developmentonly gamedll clientdll replicated defensive
<no description>
breakable_multiplayer
true
developmentonly gamedll defensive
<no description>
buddha
false
gamedll notify cheat
Player takes damage but won't die
buddha_ignore_bots
false
gamedll notify cheat
Bots always buddha 0
buddha_reset_hp
1
gamedll notify cheat
HP to set when damaged below zero in Buddha Mode
bug_submitter_override
""
archive
<no description>
buildcubemaps_renderdoc_capture
-1
developmentonly clientdll
Capture a specific cubemap with RenderDoc during buildcubemaps.
c_maxdistance
200
clientdll archive
<no description>
c_maxpitch
90
clientdll archive
<no description>
c_maxyaw
135
clientdll archive
<no description>
c_mindistance
30
clientdll archive
<no description>
c_minpitch
0
clientdll archive
<no description>
c_minyaw
-135
clientdll archive
<no description>
c_orthoheight
100
clientdll archive
<no description>
c_orthowidth
100
clientdll archive
<no description>
c_thirdpersonshoulder
false
clientdll archive
<no description>
c_thirdpersonshoulderaimdist
120
clientdll archive
<no description>
c_thirdpersonshoulderdist
40
clientdll archive
<no description>
c_thirdpersonshoulderheight
5
clientdll archive
<no description>
c_thirdpersonshoulderoffset
20
clientdll archive
<no description>
cachedvalue_count_partybrowser
0
clientdll hidden archive
<no description>
cachedvalue_count_teammates
0
clientdll hidden archive
<no description>
cam_collision
1
clientdll archive
When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_head_constraint_debug
false
developmentonly gamedll clientdll replicated
Show camera head constraint debug info
cam_head_constraint_distance
12
developmentonly gamedll clientdll replicated defensive
Distance to constrain first/thirdperson camera and head
cam_head_constraint_soft_transition
4
developmentonly gamedll clientdll replicated defensive
Constraint soft transition distance
cam_idealdelta
4
clientdll archive
Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist
150
clientdll archive
<no description>
cam_ideallag
4
clientdll archive
Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch
0
clientdll archive
<no description>
cam_idealyaw
0
clientdll archive
<no description>
cam_showangles
false
clientdll cheat
When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto
false
clientdll archive
<no description>
camera_datadriven_debug
false
developmentonly clientdll cheat
<no description>
camera_datadriven_disable_cache
false
developmentonly gamedll cheat
<no description>
camera_jolt_fix
true
developmentonly gamedll clientdll replicated
camera jolt fix
cash_player_bomb_defused
300
gamedll clientdll notify replicated release missing3
<no description>
cash_player_bomb_planted
300
gamedll clientdll notify replicated release missing3
<no description>
cash_player_damage_hostage
-30
gamedll clientdll notify replicated release missing3
<no description>
cash_player_get_killed
0
gamedll clientdll notify replicated release missing3
<no description>
cash_player_interact_with_hostage
150
gamedll clientdll notify replicated release missing3
<no description>
cash_player_killed_enemy_default
300
gamedll clientdll notify replicated release missing3
<no description>
cash_player_killed_enemy_factor
1
gamedll clientdll notify replicated release missing3
<no description>
cash_player_killed_hostage
-1000
gamedll clientdll notify replicated release missing3
<no description>
cash_player_killed_teammate
-300
gamedll clientdll notify replicated release missing3
<no description>
cash_player_rescued_hostage
1000
gamedll clientdll notify replicated release missing3
<no description>
cash_player_respawn_amount
0
gamedll clientdll notify replicated release missing3
<no description>
cash_team_bonus_shorthanded
0
gamedll clientdll notify replicated release missing3
<no description>
cash_team_elimination_bomb_map
3250
gamedll clientdll notify replicated release missing3
<no description>
cash_team_elimination_hostage_map_ct
2000
gamedll clientdll notify replicated release missing3
<no description>
cash_team_elimination_hostage_map_t
1000
gamedll clientdll notify replicated release missing3
<no description>
cash_team_hostage_alive
0
gamedll clientdll notify replicated release missing3
<no description>
cash_team_hostage_interaction
500
gamedll clientdll notify replicated release missing3
<no description>
cash_team_loser_bonus
1400
gamedll clientdll notify replicated release missing3
<no description>
cash_team_loser_bonus_consecutive_rounds
500
gamedll clientdll notify replicated release missing3
<no description>
cash_team_planted_bomb_but_defused
600
gamedll clientdll notify replicated release missing3
<no description>
cash_team_rescued_hostage
0
gamedll clientdll notify replicated release missing3
<no description>
cash_team_terrorist_win_bomb
3500
gamedll clientdll notify replicated release missing3
<no description>
cash_team_win_by_defusing_bomb
3250
gamedll clientdll notify replicated release missing3
<no description>
cash_team_win_by_hostage_rescue
3500
gamedll clientdll notify replicated release missing3
<no description>
cash_team_win_by_time_running_out_bomb
3250
gamedll clientdll notify replicated release missing3
<no description>
cash_team_win_by_time_running_out_hostage
3250
gamedll clientdll notify replicated release missing3
<no description>
cash_team_winner_bonus_consecutive_rounds
0
gamedll clientdll notify replicated release
<no description>
cc_captiontrace
1
developmentonly clientdll defensive
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_delay_time
0.25
clientdll archive
Close caption delay before showing caption.
cc_lang
""
clientdll archive
Current close caption language (emtpy = use game UI language)
cc_linger_time
1
clientdll archive
Close caption linger time.
cc_log
0
developmentonly clientdll defensive
Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)
cc_norepeat
5
developmentonly gamedll defensive
In multiplayer games, don't repeat captions more often than this many seconds.
cc_showmissing
false
developmentonly gamedll replicated defensive
Show missing closecaption entries.
cc_spectator_only
false
clientdll archive
<no description>
cc_subtitles
false
clientdll archive
If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
cc_vr_caption_catchup_interval
0.3
min: 0.01, developmentonly clientdll defensive
Duration it takes for attached caption to ideal point
cc_vr_caption_speed
1
min: 0, max: 2, clientdll archive
0 = slow, 1 = medium (default), 2 = fast
cc_vr_debug
false
developmentonly clientdll defensive
Debug visualization of VR closed caption placement
cc_vr_depth_test
false
developmentonly clientdll defensive
Have closed caption Panorama panel perform depth testing against the scene
cc_vr_epsilon
2.5
developmentonly clientdll defensive
Epsilon to trigger movement of VR subtitle panel in world space
cc_vr_font_size
1
min: 0, max: 2, clientdll archive
0 = small, 1 = med (default), 2 = large
cc_vr_forward_offset
30
developmentonly clientdll defensive
Subtitle offset distance (forward, in front of player)
cc_vr_vertical_offset
-6.5
developmentonly clientdll defensive
Subtitle vertical offset distance (positive is up)
cc_vr_width
1
min: 0, max: 2, clientdll archive
0 = narrow, 1 = med (default), 2 = wide
character_patches
true
developmentonly clientdll
<no description>
check_transmit_dump_ents
false
developmentonly gamedll
<no description>
chicken_stop
false
gamedll cheat
<no description>
clDrawTargetIDTrace
false
developmentonly clientdll
visualizing line trace for target ID
cl_ShowBoneSetupEnts
false
developmentonly clientdll defensive
Show which entities are having their bones setup each frame.
cl_access_all_missions
false
developmentonly clientdll
<no description>
cl_allow_animated_avatars
true
clientdll archive release
Whether or not to allow animated avatars
cl_allow_multi_input_binds
false
clientdll cheat release
<no description>
cl_anglespeedkey
0.67
developmentonly clientdll defensive
<no description>
cl_animgraph_history_force_temporal_consistency
true
developmentonly clientdll defensive
<no description>
cl_async_client_shatter
true
developmentonly clientdll
spawn client glass shards asynchronously during demos or when remotely connected.
cl_autobuy
""
clientdll release
The order in which autobuy will attempt to purchase items
cl_autohelp
true
clientdll archive userinfo
Auto-help
cl_bone_cache_optimization
true
developmentonly clientdll defensive
<no description>
cl_borrow_music_from_player_slot
-1
clientdll release
<no description>
cl_boxmove
0
developmentonly clientdll
run in a square, # represents how many usercommands to run before turning.
cl_boxmove_speed
1
developmentonly clientdll
how fast to run (1 to use player max run speed).
cl_buymenu_ct_nextround_high
5000
clientdll archive per_user release
<no description>
cl_buymenu_ct_nextround_low
1400
clientdll archive per_user release
<no description>
cl_buymenu_t_nextround_high
5000
clientdll archive per_user release
<no description>
cl_buymenu_t_nextround_low
1400
clientdll archive per_user release
<no description>
cl_buywheel_donate_key
0
clientdll archive per_user release
Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift.
cl_buywheel_nonumberpurchasing
false
clientdll archive per_user release
Set non-zero to prevent buy wheel from purchasing via number keys
cl_cache_sendtable
true
developmentonly defensive
Cache sendtables
cl_cameraoverride_fade_in_amount
0
developmentonly clientdll defensive
<no description>
cl_cameraoverride_shadow_depth_bias
0.006
developmentonly clientdll defensive
<no description>
cl_cameraoverride_shadow_end
0.8
developmentonly clientdll defensive
<no description>
cl_change_callback_limit
0.2
clientdll release
change callback msec warning limit
cl_chat_active
0
developmentonly clientdll defensive
<no description>
cl_clanid
"0"
clientdll hidden archive userinfo
Current clan ID for name decoration
cl_clock_buffer_ticks
0
developmentonly
Clock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired
cl_clock_correction
true
cheat
Enable/disable clock correction on the client.
cl_clock_recvmargin_adjust_limit_slowdown
93
min: 66, max: 100, developmentonly
Clock sync will not slow down time slower than N%
cl_clock_recvmargin_adjust_limit_speedup
106
min: 100, max: 150, developmentonly
Clock sync will not speed up time faster than N%
cl_clock_recvmargin_desired
5
developmentonly
Clock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks
cl_clock_recvmargin_minsamples_slowdown
3
developmentonly
Clock sync will not slow down unless we have N indicating samples
cl_clock_recvmargin_minsamples_speedup
0.5
developmentonly
Clock sync will not speed up unless we have N seconds of indicating samples
cl_clock_recvmargin_spew_interval
0
release
<no description>
cl_clock_recvmargin_timeconstant_slowdown
0.3
developmentonly
Clock sync will remove 63.2% of the error in N seconds
cl_clock_recvmargin_timeconstant_speedup
0.6
developmentonly
Clock sync will remove 63.2% of the error in N seconds
cl_clock_recvmargin_window
4
developmentonly
Clock sync will use past N seconds
cl_clockdbg
false
developmentonly defensive
<no description>
cl_clockdrift_max_ticks
3
min: 0, cheat
Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.
cl_clutch_mode
false
clientdll release
Silence voice and other distracting sounds until the end of round or next death.
cl_color
0
min: 0, max: 4, clientdll archive userinfo
Preferred teammate color
cl_connectionretrytime_p2p
20
release
Number of seconds over which to spread retry attempts for P2P.
cl_cq_min_queue
0
userinfo
Used by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength
cl_crosshair_drawoutline
true
clientdll archive per_user
Draws a black outline around the crosshair for better visibility
cl_crosshair_dynamic_maxdist_splitratio
1
min: 0, max: 1, clientdll archive per_user
If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio] [0 - 1]
cl_crosshair_dynamic_splitalpha_innermod
0
min: 0, max: 1, clientdll archive per_user
If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1]
cl_crosshair_dynamic_splitalpha_outermod
1
min: 0.3, max: 1, clientdll archive per_user
If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1]
cl_crosshair_dynamic_splitdist
3
clientdll archive per_user
If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)
cl_crosshair_friendly_warning
1
min: 0, max: 1, clientdll archive release
0: off, 1: on
cl_crosshair_outlinethickness
1
min: 0, max: 3, clientdll archive per_user
Set how thick you want your crosshair outline to draw (0-3)
cl_crosshair_recoil
true
clientdll archive per_user
<no description>
cl_crosshair_sniper_width
1
clientdll archive per_user
If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)
cl_crosshair_t
false
clientdll archive per_user
T style crosshair
cl_crosshairalpha
200
min: 0, max: 255, clientdll archive per_user
<no description>
cl_crosshaircolor
5
clientdll archive per_user
Set crosshair color as defined in game_options.consoles.txt
cl_crosshaircolor_b
0
min: 0, max: 255, clientdll archive per_user
<no description>
cl_crosshaircolor_g
255
min: 0, max: 255, clientdll archive per_user
<no description>
cl_crosshaircolor_r
0
min: 0, max: 255, clientdll archive per_user
<no description>
cl_crosshairdot
false
clientdll archive per_user
<no description>
cl_crosshairgap
-2.2
clientdll archive per_user
<no description>
cl_crosshairgap_useweaponvalue
true
clientdll archive per_user
If set to 1, the gap will update dynamically based on which weapon is currently equipped
cl_crosshairsize
3.9
clientdll archive per_user
<no description>
cl_crosshairstyle
2
clientdll archive per_user
0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED), 2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 = LEGACY (fake recoil - inaccurate feedback)
cl_crosshairthickness
0.6
clientdll archive per_user
<no description>
cl_crosshairusealpha
true
clientdll archive per_user
<no description>
cl_csgo_shoot_debugvis_rdp_text_l
10
developmentonly clientdll
<no description>
cl_csgo_shoot_debugvis_rdp_text_x
45
developmentonly clientdll
<no description>
cl_csgo_shoot_debugvis_show_los
false
developmentonly clientdll
Show line of last shot.
cl_csgo_shoot_debugvis_show_rdp
false
developmentonly clientdll
<no description>
cl_csgo_shoot_trim_input_frames
true
developmentonly clientdll
<no description>
cl_dangerzone_approaching_sound_radius
700
clientdll cheat release
<no description>
cl_dangerzone_moving_sound_volume
0.5
clientdll cheat release
<no description>
cl_dangerzone_sound_volume
0.2
clientdll cheat release
<no description>
cl_death_anim_viewmodel_drop_rate
50
developmentonly clientdll
<no description>
cl_death_anim_viewmodel_pitch_rate
60
developmentonly clientdll
<no description>
cl_deathcam_audio_mix_phase1_fade_amount
0.15
clientdll release
Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.
cl_deathcam_audio_mix_phase1_fade_time
2
clientdll release
Sets the amount of time we fade out over.
cl_deathcam_audio_mix_phase2_fade_amount
0.5
clientdll release
Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.
cl_deathcam_audio_mix_phase2_fade_time
0.4
clientdll release
Sets the amount of time we fade out over.
cl_deathcampanel_position_dynamic
1
clientdll archive
Turn on/off deathcam's kill panel dynamic Y movement
cl_deathnotices_show_numbers
0
clientdll release
0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name
cl_debounce_zoom
true
clientdll archive userinfo per_user
Whether or not to disable holding secondary fire to cycle zoom levels
cl_debug_client_gamestats
true
developmentonly clientdll defensive
<no description>
cl_debug_force_push_to_talk
false
developmentonly clientdll defensive
<no description>
cl_debug_overlay_fullposition
false
developmentonly clientdll defensive
<no description>
cl_debug_overlays_broadcast
false
release
Render debug overlays from server.
cl_debug_round_stat_submission
false
developmentonly clientdll
<no description>
cl_debugviewangle
false
developmentonly clientdll
Plots view angles yaw at various stages of the frame/tick in Tracy.
cl_demo_steadycam_blendframes
5
developmentonly clientdll defensive
blend over this many frames
cl_demo_steadycam_deflection
5
developmentonly clientdll defensive
if camera orientation changes this much update orientation
cl_demo_steadycam_enable
0
developmentonly clientdll defensive
Stabilize camera orientation/position during demo playback. 1 == remove roll, 2 == steadycam
cl_demo_steadycam_radius
16
developmentonly clientdll defensive
if camera moves this much from last anchor update anchor
cl_demo_view_offset_left
0
developmentonly clientdll defensive
View offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset)
cl_demoviewoverride
0
developmentonly clientdll defensive
Override view during demo playback
cl_disable_deathcam_audio_mix_fade_out
false
clientdll release
When set to true, disables audio being silenced while the death cam fades out.
cl_disable_postprocessing
false
clientdll cheat
<no description>
cl_disable_ragdolls
false
clientdll cheat
<no description>
cl_disable_round_end_report
false
clientdll archive release
<no description>
cl_disconnect_soundevent
"core.stop_all_soundevents"
developmentonly defensive
This soundevent is called to stop the desired soundevents when the game is disconnected.
cl_disconnect_voice_fade
2
developmentonly defensive
This is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect
cl_display_flashbang_values
false
developmentonly clientdll
<no description>
cl_display_game_events
false
clientdll cheat
<no description>
cl_display_player_visibilty
false
developmentonly clientdll
<no description>
cl_dm_buyrandomweapons
true
clientdll archive release
Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon)
cl_dormant_spew
false
developmentonly clientdll defensive
Spew state on when client entities become dormant or active.
cl_draw_only_deathnotices
false
clientdll release
For drawing only the crosshair and death notices (used for moviemaking)
cl_draw_simulating_entities
false
clientdll cheat
<no description>
cl_draw_simulating_entities_distance
false
developmentonly clientdll defensive
<no description>
cl_drawhud
true
clientdll cheat
Enable the rendering of the hud
cl_drawhud_force_deathnotices
0
clientdll release
0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices
cl_drawhud_force_radar
0
clientdll release
0: default; 1: draw radar even if hud disabled; -1: force no radar
cl_drawhud_force_teamid_overhead
0
clientdll release
0: default; 1: draw teamid even if hud disabled; -1: force no teamid
cl_drawhud_specvote
true
clientdll release
1: default; 0: disables vote UI for spectators
cl_embedded_stream_audio_volume
0
min: 0, max: 100, clientdll hidden archive
Embedded stream audio volume
cl_embedded_stream_audio_volume_xmaster
true
clientdll hidden archive
Whether embedded stream audio volume gets multiplied by master volume
cl_embedded_stream_video_playing
0
developmentonly clientdll hidden defensive
Embedded stream video playing state
cl_enable_eye_occlusion
true
developmentonly clientdll defensive
<no description>
cl_ent_joint_axis_size
4
developmentonly clientdll defensive
<no description>
cl_ent_joint_filter_substring
""
developmentonly clientdll defensive
<no description>
cl_ent_joint_names
true
developmentonly clientdll defensive
<no description>
cl_ent_joint_only_ik_joints
false
developmentonly clientdll defensive
<no description>
cl_ent_joint_use_bind_pose
false
developmentonly clientdll defensive
<no description>
cl_ent_pivot_size
20
clientdll archive cheat
<no description>
cl_ent_show_contexts
false
clientdll cheat
Show entity contexts in ent_text display
cl_ent_showonlyattachment
""
clientdll cheat
<no description>
cl_ent_showonlyhitbox
-1
clientdll cheat
<no description>
cl_ent_skeleton_only_ik_joints
false
developmentonly clientdll defensive
<no description>
cl_ent_text_flags_active
-1
clientdll archive cheat
<no description>
cl_ent_text_no_name_really_i_mean_it
false
clientdll cheat
<no description>
cl_error_report_time
0
clientdll release
Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable.
cl_extrapolate
true
clientdll cheat
Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount
0.25
clientdll cheat
Set how many seconds the client will extrapolate entities for.
cl_eye_occlusion_debug
false
clientdll cheat
<no description>
cl_eye_sin_wave
false
developmentonly clientdll defensive
<no description>
cl_eye_target_override
[0, 0, 0]
developmentonly clientdll defensive
<no description>
cl_eye_yaw_multiplier
1
developmentonly clientdll defensive
<no description>
cl_fake_timeout
false
developmentonly clientdll
<no description>
cl_fasttempentcollision
5
developmentonly clientdll defensive
<no description>
cl_firstperson_legs
true
developmentonly clientdll defensive
<no description>
cl_firstperson_legs_aoproxy
true
developmentonly clientdll defensive
<no description>
cl_fixedcrosshairgap
3
clientdll archive per_user
For crosshair style 1: How big to make the gap between the pips in the fixed crosshair
cl_flushentitypacket
0
cheat
For debugging. Force the engine to flush an entity packet.
cl_force_next_signon_to_reset
false
developmentonly
<no description>
cl_frametime_summary_report_detailed
true
clientdll release
When a perf report is dumped at the end of the session, should it be detailed?
cl_globallight_debug
false
developmentonly clientdll defensive
<no description>
cl_globallight_depth_bias
-999
developmentonly clientdll defensive
<no description>
cl_globallight_expansion
200
developmentonly clientdll defensive
<no description>
cl_globallight_freeze
false
developmentonly clientdll defensive
<no description>
cl_globallight_orig_calc_frustum
true
developmentonly clientdll defensive
<no description>
cl_globallight_shadow_mode
2
developmentonly clientdll defensive
<no description>
cl_globallight_slope_scale_depth_bias
-999
developmentonly clientdll defensive
<no description>
cl_globallight_use_alt_focus_region
false
developmentonly clientdll defensive
<no description>
cl_globallight_use_optimized_calc_frustum
true
developmentonly clientdll defensive
<no description>
cl_globallight_use_shaadow_near_offset
true
developmentonly clientdll defensive
<no description>
cl_globallight_world_bottom_height
0
developmentonly clientdll defensive
<no description>
cl_globallight_world_top_height
4096
developmentonly clientdll defensive
<no description>
cl_glow_brightness
1
clientdll cheat
Brightness of player halos
cl_glow_item_far_b
1
clientdll release
<no description>
cl_glow_item_far_g
0.4
clientdll release
<no description>
cl_glow_item_far_r
0.3
clientdll release
<no description>
cl_graphics_driver_warning_dont_show_again
false
clientdll archive release
<no description>
cl_grenadecrosshair_decoy
true
clientdll archive per_user
Is the grenade crosshair enabled
cl_grenadecrosshair_explosive
true
clientdll archive per_user
Is the grenade crosshair enabled
cl_grenadecrosshair_fire
true
clientdll archive per_user
Is the grenade crosshair enabled
cl_grenadecrosshair_flash
true
clientdll archive per_user
Is the grenade crosshair enabled
cl_grenadecrosshair_keepusercrosshair
true
clientdll archive per_user
Keep the user's crosshair when the grenade crosshair is enabled
cl_grenadecrosshair_smoke
true
clientdll archive per_user
Is the grenade crosshair enabled
cl_grenadecrosshair_tickinterval
10
min: 1, max: 45, developmentonly clientdll
<no description>
cl_grenadecrosshair_ticklabels
true
developmentonly clientdll
<no description>
cl_grenadecrosshair_tickscaling
1.1
min: 0.5, max: 2, developmentonly clientdll
<no description>
cl_grenadecrosshairdelay_decoy
2
clientdll archive per_user
How long should the pin be pulled for before showing the grenade crosshair
cl_grenadecrosshairdelay_explosive
2
clientdll archive per_user
How long should the pin be pulled for before showing the grenade crosshair
cl_grenadecrosshairdelay_fire
2
clientdll archive per_user
How long should the pin be pulled for before showing the grenade crosshair
cl_grenadecrosshairdelay_flash
2
clientdll archive per_user
How long should the pin be pulled for before showing the grenade crosshair
cl_grenadecrosshairdelay_smoke
2
clientdll archive per_user
How long should the pin be pulled for before showing the grenade crosshair
cl_gunlowerangle
2
developmentonly clientdll defensive
<no description>
cl_gunlowerspeed
0.1
developmentonly clientdll defensive
<no description>
cl_hide_avatar_images
0
clientdll archive
Hide avatar images for other players.
0 - Off.
1 - Block All
2 - Block all but friends
cl_hitbox_debug
false
developmentonly clientdll defensive
<no description>
cl_hold_game_events_force_delay_ticks
0
developmentonly clientdll defensive
Debugging convar to force late dispatch of game events.
cl_hold_game_events_until_server_tick
true
developmentonly clientdll defensive
Holds game events until client has received the tick the event was fired on.
cl_http_log_enable
false
clientdll dontrecord release clientcmd_can_execute
Allows sending HTTP log from client main menu.
cl_hud_color
0
clientdll archive release
0 = team color, 1 = white, 2 = bright white, 3 = light blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua, 11 = pink, 12 = teammate color.
cl_hud_radar_background_alpha
0.627
min: 0, max: 1, clientdll archive release
<no description>
cl_hud_radar_map_additive
true
clientdll archive release
Blend Hud radar map additively on top of background.
cl_hud_radar_scale
1
min: 0.8, max: 1.3, clientdll archive release
<no description>
cl_hud_telemetry_frametime_poor
100
min: 1, max: 100, clientdll archive release
Frame time greater than this is considered 'poor'.
cl_hud_telemetry_frametime_show
1
clientdll archive release
Show frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always
cl_hud_telemetry_net_detailed
0
clientdll archive release
Show breakdown network misdelivery (loss, late delivery, and peak jitter). 0=never, 1=only in poor network conditions, 2=always
cl_hud_telemetry_net_misdelivery_poor
5
clientdll archive release
Packet delivery anomaly rate (0..100) higher than this is considered 'poor'.
cl_hud_telemetry_net_misdelivery_show
1
clientdll archive release
Show percentage of user commands & server snapshots that are missed due to network conditions. 0=never, 1=only in poor conditions, 2=always
cl_hud_telemetry_net_quality_graph_show
0
clientdll archive release
Show packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always
cl_hud_telemetry_ping_poor
100
clientdll archive release
Ping higher than this (ms) is considered 'poor'.
cl_hud_telemetry_ping_show
1
clientdll archive release
Show ping in the HUD. 0=never, 1=only in poor conditions, 2=always
cl_hud_telemetry_serverrecvmargin_graph_show
0
clientdll archive release
Show graph of the server recv margin in the HUD. (How early/late user commands are arriving at the server before they are executed.) 0=never, 1=only when there are command queue problems, 2=always
cl_ignore_campaign_completion_requirements
false
developmentonly clientdll
Ignores campaign progression requirements when granting quests.
cl_ignorepackets
false
cheat
Force client to ignore packets (for debugging).
cl_import_csgo_config
true
clientdll archive release
<no description>
cl_inferno_bodyburn
true
developmentonly clientdll
<no description>
cl_instant_death_anim
false
developmentonly clientdll
<no description>
cl_interp_all
false
developmentonly clientdll defensive
Disable interpolation list optimizations.
cl_interp_animationvars
true
developmentonly clientdll defensive
Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval
cl_interp_hermite
true
clientdll cheat
Set to zero do disable hermite interpolation.
cl_interp_npcs
0
developmentonly clientdll defensive
Interpolate NPC positions starting this many seconds in past (or the value as per cl_interp_ratio, if greater)
cl_interp_ratio
2
min: 0, max: 19, clientdll userinfo
Set number of client simulation interpolation ticks.
cl_interp_simulationvars
true
developmentonly clientdll defensive
Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval
cl_interp_threadmodeticks
0
developmentonly clientdll defensive
Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_interpolate
true
developmentonly clientdll userinfo
Interpolate entities on the client.
cl_interpolate_report
false
clientdll archive
Enable to show interpolation profile timing
cl_inventory_debug_tooltip
false
clientdll release
<no description>
cl_inventory_radial_immediate_select
true
clientdll archive per_user
In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.
cl_inventory_radial_tap_to_cycle
true
clientdll archive per_user
In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.
cl_inventory_saved_filter2
"all"
clientdll archive release
<no description>
cl_inventory_saved_sort2
"inv_sort_age"
clientdll archive release
<no description>
cl_invites_only_friends
false
clientdll archive release
If turned on, will ignore in-game invites from recent teammates or other non-friends
cl_invites_only_mainmenu
false
clientdll archive release
If turned on, will ignore all invites when user is playing a match
cl_ironsight_filter_alpha
1
min: 0, max: 1, developmentonly clientdll
Ironsight filter alpha
cl_ironsight_min_channel_color
0.3
min: 0, max: 1, developmentonly clientdll
Ironsight min channel color value
cl_ironsight_usecrosshaircolor
false
clientdll archive per_user
Should the scope dot match the user's crosshair color
cl_itemimages_dynamically_generated
2
clientdll archive release
2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets only
cl_jiggle_bone_debug
false
cheat
Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_pitch_constraints
false
cheat
Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_yaw_constraints
false
cheat
Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_invert
false
cheat
<no description>
cl_jiggle_bone_sanity
true
developmentonly defensive
Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_jitter_bad_threshold_up
20
min: 1, max: 100, userinfo
When upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have 'irregular delivery'. This is a derived value and should not be modified manually
cl_join_advertise
1
clientdll archive
Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none)
cl_lagcompensation_test_auto_target
false
developmentonly clientdll
Auto-pick value of cl_lagcompensation_test_target.
cl_lagcompensation_test_target
-1
developmentonly clientdll
Player whose head is tracked to test lag compensation.
cl_language
"english"
developmentonly defensive
Language
cl_latch_report
false
clientdll archive
Enable to output stats about latching
cl_leveloverview
0
clientdll cheat
<no description>
cl_lightquery_debug
false
clientdll cheat
<no description>
cl_loadout_saved_sort
"inv_sort_age"
clientdll archive release
<no description>
cl_lock_camera
false
clientdll cheat
<no description>
cl_log_tick
false
developmentonly defensive
Log when a tick is received
cl_log_tick_skips
0
developmentonly defensive
Log when the tick delta >= this
cl_low_latency_vsync_recommendation_dont_show_again
false
clientdll archive release
<no description>
cl_mantle_gunloweramt
20
developmentonly clientdll defensive
<no description>
cl_mantle_gunlowerspeed
1.4
developmentonly clientdll defensive
<no description>
cl_map_preview_debug_jitter
false
developmentonly clientdll defensive
<no description>
cl_massreport
false
developmentonly clientdll defensive
<no description>
cl_matchlist_controlroom_aid
0
clientdll hidden release
<no description>
cl_min_china_movie_time
6
developmentonly clientdll defensive
<no description>
cl_min_movie_time
4
developmentonly clientdll defensive
<no description>
cl_mouselook
true
clientdll archive userinfo per_user notconnected
Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_mute_all_but_friends_and_party
0
clientdll archive
Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes.
cl_mute_enemy_team
false
clientdll archive
Block all communication from players on the enemy team.
cl_mute_player_after_reporting_abuse
true
developmentonly clientdll
Mute players reported for abuse automatically.
cl_names_debug
false
developmentonly
<no description>
cl_net_buffer_ticks
0
min: 0, max: 2, clientdll archive release
Number of ticks of delay for server snapshots and user commands. This value controls the value of cl_interp_ratio, which you should not modify directly.
cl_net_buffer_ticks_use_interp
false
clientdll release
If false, we smooth over packet loss by adjusting the clock synchronization to buffer packets. If true, we process packets immediately and use cl_interp to delay their effects
cl_net_showeventlisteners
false
developmentonly clientdll defensive
Show listening addition/removals
cl_net_showevents
0
developmentonly clientdll defensive
Dump game events to console (1=client only, 2=all).
cl_new_user_phase
0
clientdll archive release
0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled
cl_obs_interp_angle_progress_headstart
0.025
developmentonly clientdll defensive
<no description>
cl_obs_interp_dist_to_turn_to_face
500
developmentonly clientdll defensive
Changing to a target further than this will cause the camera to face the direction of travel
cl_obs_interp_enable
true
clientdll archive
Enables interpolation between observer targets
cl_obs_interp_obstruction_behavior
2
developmentonly clientdll defensive
<no description>
cl_obs_interp_pos_halflife
0.26
developmentonly clientdll defensive
<no description>
cl_obs_interp_pos_rate
0.27
clientdll archive
<no description>
cl_obs_interp_settle_dist
16
developmentonly clientdll defensive
<no description>
cl_obs_interp_snap_dist
0.01
developmentonly clientdll defensive
<no description>
cl_obs_interp_turn_to_face_end_frac
0.65
developmentonly clientdll defensive
<no description>
cl_obs_interp_turn_to_face_start_frac
0.1
developmentonly clientdll defensive
<no description>
cl_observed_bot_crosshair
2
clientdll archive release
Control the crosshair shown when observing a bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken over, otherwise show default.. 2: Always show default crosshair for bots.
cl_paintkit_override
""
clientdll cheat release
<no description>
cl_panel_freeze_time_after_press
0.5
developmentonly clientdll defensive
time to freeze mouse/pointer motion after a mouse button press
cl_parallel_readpacketentities
true
developmentonly defensive
Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).
cl_parallel_readpacketentities_threshold
2
developmentonly defensive
Use parallel processing of snapshot reading if above this many entries.
cl_pclass
""
clientdll cheat
Dump entity by prediction classname.
cl_pdump
-1
clientdll cheat
Dump info about this entity to screen.
cl_phys_animated_hierarchy
true
developmentonly clientdll defensive
<no description>
cl_phys_block_dist
1
developmentonly clientdll defensive
<no description>
cl_phys_block_fraction
0.1
developmentonly clientdll defensive
<no description>
cl_phys_debug_callback_entities
false
clientdll cheat
Print all entities that get touch callbacks. Each entity is printed only once.
cl_phys_enabled
true
clientdll cheat
Enable all physics simulation
cl_phys_networked_start_sleep
false
developmentonly clientdll defensive
<no description>
cl_phys_sleep_enable
true
clientdll cheat
Enable sleeping for dynamic physics bodies.
cl_phys_stop_at_collision
""
clientdll cheat
<no description>
cl_phys_timescale
1
developmentonly clientdll defensive
Scale time for physics
cl_phys_visualize_awake
false
developmentonly clientdll defensive
<no description>
cl_ping_fade_deadzone
60
clientdll archive release
Distance from the crosshair over which the ping is completely invisible
cl_ping_fade_distance
300
clientdll archive release
Distance from the crosshair over which the ping fades
cl_pitchdown
89
clientdll cheat
<no description>
cl_pitchspeed
225
developmentonly clientdll defensive
<no description>
cl_pitchup
89
clientdll cheat
<no description>
cl_playback_screenshots
false
developmentonly defensive
Allows the client to playback screenshot and jpeg commands in demos.
cl_player_lighting_origin_offset
32
developmentonly clientdll
<no description>
cl_player_ping_mute
0
clientdll archive release
If 1, player pinging will make a sound, if 0, pings will be silent
cl_player_proximity_debug
false
clientdll replicated cheat
<no description>
cl_player_ragdolls_collide
false
clientdll cheat release
<no description>
cl_player_visibility_far
700
developmentonly clientdll
distance at which proxy scale is maximized
cl_player_visibility_far_scale
1.3
developmentonly clientdll
proxy scale multiplier at max dist (is 1.0 at mindist)
cl_player_visibility_near
200
developmentonly clientdll
cull characters nearer than this
cl_player_visibility_show_stencil_proxy
false
developmentonly clientdll
<no description>
cl_player_visibility_stencil_bloat_amount
1.4
developmentonly clientdll
<no description>
cl_player_visibility_stencil_proxy_min_dist
3
developmentonly clientdll
<no description>
cl_player_visibility_stencil_proxy_min_dist_box
1
developmentonly clientdll
<no description>
cl_player_visibility_stencil_proxy_type
1
developmentonly clientdll
0 - box, 1 - dodecahedron
cl_playerspraydisable
false
clientdll archive
Disable player sprays.
cl_poll_network_early
true
developmentonly
Enable polling for network messages every frame, instead of every tick
cl_pred_always_latch
false
clientdll release
<no description>
cl_pred_build_verbose
false
developmentonly clientdll defensive
Verbose spew when building prediction optimized data runs.
cl_pred_checkstuck
false
developmentonly clientdll
Perform the additional 'stuck' traces on the client side during prediction.
cl_pred_optimize
2
developmentonly clientdll defensive
Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
cl_pred_parallel_postnetwork
true
developmentonly clientdll defensive
<no description>
cl_pred_print_every_cmd
false
clientdll release
Print something every time we predict a command
cl_predict_after_every_createmove
true
developmentonly
run prediction after every CreateMove instead of only after CreateMove for the final tick in a frame.
cl_predict_body_shot_fx
false
clientdll archive release
<no description>
cl_predict_bomb_defusal
true
developmentonly clientdll defensive
<no description>
cl_predict_head_shot_fx
false
clientdll archive release
<no description>
cl_predict_kill_ragdolls
true
clientdll archive release
<no description>
cl_predict_weapon_drop
true
developmentonly clientdll defensive
<no description>
cl_predictioncopy_runs
true
developmentonly clientdll defensive
<no description>
cl_prefer_lefthanded
false
clientdll archive userinfo per_user
Left handed preference
cl_promoted_settings_acknowledged
"0:0"
clientdll archive
<no description>
cl_quickinventory_filename
"radial_quickinventory.txt"
clientdll archive release
<no description>
cl_quickinventory_lastinv
true
clientdll archive release
<no description>
cl_quickinventory_line_update_speed
65
clientdll archive release
<no description>
cl_radar_always_centered
true
clientdll archive release
If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.
cl_radar_fast_transforms
true
developmentonly clientdll
Faster way of placing icons on the mini map.
cl_radar_icon_scale_min
0.6
min: 0.4, max: 1.25, clientdll archive release
Sets the minimum icon scale. Valid values are 0.4 to 1.25.
cl_radar_rotate
true
clientdll archive release
1
cl_radar_scale
0.7
min: 0.25, max: 1, clientdll archive release
Sets the radar scale. Valid values are 0.25 to 1.0.
cl_radar_scale_alternate
1
min: 0.25, max: 1, clientdll archive release
Sets the alternate radar scale. Valid values are 0.25 to 1.0.
cl_radar_scale_dynamic
false
clientdll archive release
Toggles between a radar that scales dynamically to encompass all the detected elements on the map.
cl_radar_square_with_scoreboard
true
clientdll archive release
If set, the radar will toggle to square when the scoreboard is visible.
cl_radial_coyote_time
0.15
developmentonly clientdll
Selection lenience: How long in seconds the last selected radial segment is used if no segment is selected.
cl_radial_menu_icon_radius
200
developmentonly clientdll
<no description>
cl_radial_menu_tap_duration
0.2
developmentonly clientdll
If nothing in a radial menu is selected, and the button engaging the radial menu is released within this duration, fallback on the radial's tap functionality
cl_radial_radio_tab
0
clientdll release
<no description>
cl_radial_radio_tab_0_text_1
"#Chatwheel_quiet"
clientdll archive release
<no description>
cl_radial_radio_tab_0_text_2
"#Chatwheel_requestecoround"
clientdll archive release
<no description>
cl_radial_radio_tab_0_text_3
"#Chatwheel_bplan"
clientdll archive release
<no description>
cl_radial_radio_tab_0_text_4
"#Chatwheel_requestweapon"
clientdll archive release
<no description>
cl_radial_radio_tab_0_text_5
"#Chatwheel_midplan"
clientdll archive release
<no description>
cl_radial_radio_tab_0_text_6
"#Chatwheel_droppedbomb"
clientdll archive release
<no description>
cl_radial_radio_tab_0_text_7
"#Chatwheel_aplan"
clientdll archive release
<no description>
cl_radial_radio_tab_0_text_8
"#Chatwheel_requestspend"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_1
"#Chatwheel_bombcarrierspotted"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_2
"#Chatwheel_requestecoround"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_3
"#Chatwheel_multipleenemieshere"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_4
"#Chatwheel_requestweapon"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_5
"#Chatwheel_rotatetome"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_6
"#Chatwheel_ihavethebomb"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_7
"#Chatwheel_oneenemyhere"
clientdll archive release
<no description>
cl_radial_radio_tab_1_text_8
"#Chatwheel_requestspend"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_1
"#Chatwheel_bombcarrierspotted"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_2
"#Chatwheel_requestecoround"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_3
"#Chatwheel_multipleenemieshere"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_4
"#Chatwheel_requestweapon"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_5
"#Chatwheel_rotatetome"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_6
"#Chatwheel_ihavethebomb"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_7
"#Chatwheel_oneenemyhere"
clientdll archive release
<no description>
cl_radial_radio_tab_2_text_8
"#Chatwheel_requestspend"
clientdll archive release
<no description>
cl_radial_radio_tap_to_ping
true
clientdll archive release
When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration
cl_radial_radio_version_reset
2
clientdll archive release
<no description>
cl_radialmenu_deadzone_size
0.4
min: 0, max: 1, clientdll release
<no description>
cl_radialmenu_deadzone_size_joystick
0.17
min: 0, max: 1, clientdll archive release
<no description>
cl_ragdoll_default_scale
1
developmentonly clientdll
<no description>
cl_ragdoll_limit
20
clientdll archive
Maximum number of ragdolls to show (-1 disables limit)
cl_ragdoll_lru_debug
false
clientdll replicated cheat
<no description>
cl_ragdoll_physics_enable
1
developmentonly clientdll defensive
Enable/disable ragdoll physics.
cl_ragdoll_reload
false
developmentonly clientdll defensive
<no description>
cl_ragdoll_workaround_threshold
4
clientdll release
Mainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ragdoll creation is simplified and ragdoll is created in the right place. If you increase this significantly, ragdoll positions on your client may be dramatically wrong, but it won't affect other clients
cl_random_taser_bone_y
-1
developmentonly clientdll defensive
The Y position used for the random taser force.
cl_random_taser_force_y
-1
developmentonly clientdll defensive
The Y position used for the random taser force.
cl_random_taser_power
4000
developmentonly clientdll defensive
Power used when applying the taser effect.
cl_rebuy
""
clientdll release
The order in which rebuy will attempt to repurchase items
cl_redemption_reset_timestamp
"0"
clientdll archive release
<no description>
cl_refresh_rate_recommendation_dont_show_again
false
clientdll archive release
<no description>
cl_resend
0.5
min: 0.1, max: 2, release
Delay in seconds before the client will resend the 'connect' attempt
cl_retire_low_priority_lights
false
developmentonly clientdll defensive
Low priority dlights are replaced by high priority ones
cl_sanitize_muted_players
true
clientdll release
Hide names and avatars of muted players.
cl_sanitize_player_names
false
clientdll archive
Replace names of other players with something non-offensive.
cl_sceneentity_debug
false
developmentonly clientdll defensive
Display all thinking scene entities and its data.
cl_scoreboard_mouse_enable_binding
"+attack2"
clientdll archive
Name of the binding to enable mouse selection in the scoreboard
cl_scoreboard_survivors_always_on
false
clientdll archive release
<no description>
cl_scoreboard_toggle_enable
false
developmentonly clientdll
<no description>
cl_screenmessage_notifytime
8
developmentonly clientdll defensive
How long to display screen message text
cl_script_attach_debugger_at_startup
false
developmentonly clientdll defensive
<no description>
cl_script_break_in_native_debugger_on_error
false
developmentonly clientdll defensive
<no description>
cl_search_key_token
""
clientdll hidden release
Development search key token.
cl_sendtable_cache_filename
"sendtables.bin"
developmentonly defensive
Send tables cache file
cl_sequence_debug
-1
developmentonly clientdll defensive
<no description>
cl_sequence_debug2
-1
developmentonly clientdll defensive
<no description>
cl_sequence_model_substring
""
developmentonly clientdll defensive
<no description>
cl_server_graphic1_enable
true
clientdll release
When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators.
cl_server_graphic2_enable
true
clientdll release
When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators.
cl_session
""
developmentonly hidden server_can_execute
<no description>
cl_show_camera_position
false
developmentonly clientdll
<no description>
cl_show_clan_in_death_notice
true
clientdll archive release
Is set, the clan name will show next to player names in the death notices.
cl_show_enemy_avatar_colors
true
developmentonly clientdll defensive
<no description>
cl_show_equipment_value
false
developmentonly clientdll defensive
<no description>
cl_show_equipped_character_for_player_avatars
false
clientdll archive
<no description>
cl_show_head_trajectory
0
developmentonly clientdll
<no description>
cl_show_matchmaking_stat_spew
false
developmentonly clientdll defensive
<no description>
cl_show_observer_crosshair
2
clientdll archive release
Show the crosshair of the player being observed. 0: off 1: friends and party 2: everyone
cl_show_playernames_max_chars_console
false
developmentonly clientdll
Shows all player names (including bots) as 16 W's.
cl_show_quest_info
false
developmentonly clientdll
<no description>
cl_show_splashes
true
developmentonly clientdll
<no description>
cl_showdemooverlay
0
developmentonly defensive
How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
cl_showerror
0
clientdll release
Show prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity.
cl_showfps
0
clientdll release
Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
cl_showloadout
true
clientdll archive per_user
Toggles display of current loadout.
cl_showmem
0
clientdll release
Draw approximate memory use at top of screen
cl_showpos
0
clientdll cheat release
Draw current position at top of screen
cl_showtextmsg
true
developmentonly clientdll defensive
Enable/disable text messages printing on the screen.
cl_showusercmd
false
developmentonly clientdll defensive
Show user command encoding
cl_silencer_mode
0
clientdll archive userinfo per_user
0: cannot detach; 1: press secondary fire to detach
cl_simulate_dormant_entities
true
developmentonly clientdll defensive
<no description>
cl_skel_constraints_enable
true
replicated cheat
<no description>
cl_skeleton_instance_smear_boneflags
false
clientdll cheat
Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
cl_skip_hierarchy_update_for_unchanged_entities
true
developmentonly gamedll clientdll replicated
Skip updating hierarchy information in PostDataUpdate for entities that have not changed
cl_skip_update_animations
false
developmentonly clientdll
Enable to skip game animations
cl_smoke_edge_feather
21
developmentonly gamedll clientdll replicated
<no description>
cl_smoke_lower_speed
1
developmentonly gamedll clientdll replicated
<no description>
cl_smoke_origin_height
68
developmentonly gamedll clientdll replicated
<no description>
cl_smoke_player_particle_effect
false
clientdll cheat
<no description>
cl_smoke_torus_ring_radius
61
developmentonly gamedll clientdll replicated
<no description>
cl_smoke_torus_ring_subradius
88
developmentonly gamedll clientdll replicated
<no description>
cl_smoke_volume_growth
1
developmentonly clientdll defensive
<no description>
cl_smoke_volumeprop
true
developmentonly clientdll defensive
<no description>
cl_smooth
true
developmentonly clientdll defensive
Smooth view/eye origin after prediction errors
cl_smooth_targetspeed
150
developmentonly clientdll
<no description>
cl_smoothtime
0.2
min: 0.01, max: 2, developmentonly clientdll defensive
Smooth client's view after prediction error over this many seconds
cl_snd_cast_clear
true
developmentonly defensive
<no description>
cl_snd_cast_retrigger
true
developmentonly defensive
<no description>
cl_snd_new_visualize
false
clientdll cheat
Displays soundevent name played at it's 3d position
cl_sniper_auto_rezoom
true
clientdll archive userinfo per_user
Auto-rezoom snipers after a shot
cl_sniper_delay_unscope
false
clientdll archive release
<no description>
cl_spawngroup_log
false
developmentonly
Dump the contents of the next spawngroup manifest to file.
cl_spawngroup_spewresources
false
developmentonly
Spew all manifest add/updates.
cl_spec_show_bindings
true
clientdll release clientcmd_can_execute
Toggle the visibility of the spectator bindings.
cl_spec_stats
true
clientdll release
<no description>
cl_spec_use_tournament_content_standards
false
clientdll release
<no description>
cl_streams_image_sfurl
"img://loadjpeg:(640x360):"
developmentonly clientdll
Format of Scaleform image representing the stream
cl_streams_mytwitchtv_channel
developmentonly clientdll
Twitch.tv account channel URL
cl_streams_mytwitchtv_nolink
developmentonly clientdll
Twitch.tv account linking URL
cl_streams_refresh_interval
300
developmentonly clientdll
How often to refresh streams list
cl_streams_request_accept
"application/vnd.twitchtv.v5+json"
developmentonly clientdll
Header for api request
cl_streams_request_url
developmentonly clientdll
Number of streams requested for display
cl_streams_write_response_file
""
developmentonly clientdll
When set will save streams info file for diagnostics
cl_teamcounter_playercount_instead_of_avatars
false
clientdll archive release
<no description>
cl_teamid_overhead_colors_show
true
clientdll archive release
Show team overhead id in teammate color
cl_teamid_overhead_fade_near_crosshair
0.5
clientdll archive release
The amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off
cl_teamid_overhead_maxdist
6000
clientdll cheat per_user
max distance at which the overhead team id icons will show
cl_teamid_overhead_maxdist_spec
4000
clientdll cheat per_user
max distance at which the overhead team id icons will show when a spectator
cl_teamid_overhead_mode
3
clientdll archive release
Always show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment
cl_teammate_color_1
[136, 206, 245, 255]
developmentonly clientdll defensive
<no description>
cl_teammate_color_2
[0, 158, 128, 255]
developmentonly clientdll defensive
<no description>
cl_teammate_color_3
[241, 228, 65, 255]
developmentonly clientdll defensive
<no description>
cl_teammate_color_4
[230, 128, 42, 255]
developmentonly clientdll defensive
<no description>
cl_teammate_color_5
[189, 44, 150, 255]
developmentonly clientdll defensive
<no description>
cl_teammate_colors_show
1
clientdll archive release
In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters
cl_tickpacket_desired_queuelength
0
min: 0, max: 5, userinfo
This value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin.
cl_tickpacket_recvmargin_adjust_limit
5
developmentonly
Recvmargin-based usercommand pacing will not speed up or slow down command pacing by more than N% compared to realtime
cl_tickpacket_recvmargin_desired
5
developmentonly
Recvmargin-based usercommand pacing will try to maintain N ms margin between user command arriving at the server and the server needing that user command. See also cl_tickpacket_desired_queuelength.
cl_tickpacket_recvmargin_minsamples
10
developmentonly
Recvmargin-based usercommand pacing will not take action unless we have N samples
cl_tickpacket_recvmargin_spew_interval
0
release
<no description>
cl_tickpacket_recvmargin_timeconstant
0.4
developmentonly
Recvmargin-based usercommand pacing will remove 63.2% of the error in N seconds
cl_tickpacket_recvmargin_window
4
developmentonly
Recvmargin-based usercommand pacing will use past N seconds
cl_tickpacket_send_every_tick
true
developmentonly
Send a network packet each time we generate a new usercommand, even if our frame rate is slow and we generate multiple commands in one frame
cl_ticks_net_print_threshold
2
release
Print a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage (0...100) exceeds this value. A value of 0 will cause the message to always print each time it is calculated
cl_ticks_warning_level
0
release
Print a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation
cl_timeout
30
archive
After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_tracer_frequency_override
1
developmentonly clientdll
Override tracer frequency (-1 to disable)
cl_tracer_whiz_distance
72
developmentonly clientdll defensive
<no description>
cl_tracer_whiz_infront_distance
32
developmentonly clientdll defensive
<no description>
cl_track_aim_head_log_closest
false
developmentonly clientdll
Log when closest distance to head was reached and what it was
cl_track_aim_head_threshold
0
developmentonly clientdll
Notify render device when rendering a frame with enemy head within threshold distance
cl_track_render_eye_angles
false
clientdll cheat
Spew render eye angles
cl_true_sight_spectate
true
developmentonly clientdll defensive
<no description>
cl_ui_particles_destroy_when_not_painting
true
developmentonly clientdll
<no description>
cl_use_entity_as_targetid
true
developmentonly clientdll defensive
<no description>
cl_use_old_wearable_shoulddraw
false
developmentonly clientdll defensive
<no description>
cl_use_opens_buy_menu
false
clientdll archive userinfo per_user
Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).
cl_usercmd_dbg
0
developmentonly
show usercmd payload sizing info for packets with more than this many usercmds
cl_usercmd_max_per_movemsg
4
min: 4, release
max number of CUserCmds to send in one client move message
cl_usercmd_showsize
false
developmentonly
<no description>
cl_usesocketsforloopback
false
developmentonly defensive
When connecting to local listen server (for example, using the 'map' command), default to loopback=false, which connects to '127.0.0.1' instead of 'loopback'. This uses the network stack so that fake lag/loss can be simulated.
cl_versus_intro
true
clientdll archive release
<no description>
cl_view_near_hud_player_eye_dist
20
developmentonly clientdll
<no description>
cl_view_near_other_player_eye_dist
16
developmentonly clientdll
<no description>
cl_viewmodel_reprediction_override
0
developmentonly clientdll
Disable reprediction for CS2 viewmodels. 0 = Leave it as-is, 1 = allow prediction errors, 2 = ignore prediction errors, 3 = ignore prediction errors and copy corrections forward
cl_viewmodel_reprediction_override_early_prediction_handling
0
developmentonly clientdll
Choose how to handle early predictions when disabling reprediction. 0 = allow reprediction of early commands, 1 = skip early prediction and wait for full predictions, 2 = early predictions are considered final predictions
cl_viewmodel_reprediction_override_restore_during_skips
true
developmentonly clientdll defensive
When skipping prediction for the viewmodel. Should we restore the predicted data for that predicted command?
cl_viewmodelsclonedasworld
true
developmentonly clientdll
<no description>
cl_viewtarget_clamp
true
developmentonly clientdll defensive
<no description>
cl_voiceenabled
true
developmentonly clientdll defensive
<no description>
cl_voip_lobby_audio_volume
0
min: 0, max: 100, developmentonly clientdll hidden
Lobby voip stream audio volume
cl_vrr_recommendation_dont_show_again
false
clientdll archive release
<no description>
cl_vsnd_morph_override_ease_enabled
true
developmentonly clientdll defensive
Controls whether the compiled in vsnd morph data ease in/out values are used or values set from the convars (cl_vsnd_morph_override_ease_in, cl_vsnd_morph_override_ease_out) are used
cl_vsnd_morph_override_ease_in
0.2
developmentonly clientdll defensive
If cl_enable_vsnd_morph_override_ease_enabled is true, ease into vsnd morph driven animation over the specified number of seconds.
cl_vsnd_morph_override_ease_out
0.2
developmentonly clientdll defensive
If cl_enable_vsnd_morph_override_ease_enabled is true, ease out of vsnd morph driven animation over the specified number of seconds.
cl_wallbang_heavy_threshold
22
clientdll cheat release
The Threshold where to switch from Light to Heavy Wallbang tracer
cl_weapon_clip_thinwalls
true
clientdll replicated cheat
<no description>
cl_weapon_clip_thinwalls_debug
false
clientdll replicated cheat
<no description>
cl_weapon_clip_thinwalls_lock
false
clientdll replicated cheat
<no description>
cl_weapon_clip_thinwalls_pitchlimit_down
67
clientdll replicated cheat
<no description>
cl_weapon_clip_thinwalls_pitchlimit_up
77
clientdll replicated cheat
<no description>
cl_weapon_debug_print_accuracy
false
developmentonly clientdll replicated
<no description>
cl_weapon_debug_show_accuracy
0
clientdll cheat release
Draws a circle representing the effective range with every shot.
cl_weapon_debug_show_accuracy_duration
10
clientdll cheat release
<no description>
cl_weapon_pickup_lerp
2
developmentonly clientdll defensive
<no description>
cl_workshop_map_download_timeout
120
developmentonly clientdll defensive
<no description>
cl_yawspeed
210
developmentonly clientdll defensive
<no description>
clientport
0
release
If non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.
closecaption
false
clientdll archive userinfo
Enable close captioning.
cloth_approximate_collide
true
developmentonly defensive
<no description>
cloth_batch
32
developmentonly defensive
<no description>
cloth_cdt_mul
0.1
developmentonly
<no description>
cloth_damping_bias
0
developmentonly defensive
<no description>
cloth_damping_multiplier
1
developmentonly defensive
<no description>
cloth_debug
0
developmentonly defensive
<no description>
cloth_debug_draw
0
developmentonly clientdll defensive
<no description>
cloth_debug_draw_nodepth_alpha
16
developmentonly defensive
<no description>
cloth_dry_drag
0
developmentonly defensive
<no description>
cloth_dry_drag_soften
1
developmentonly defensive
<no description>
cloth_filter_transform_stateless
false
developmentonly defensive
Enable the new, stateless version of FilterTransform
cloth_ground_offset
0
developmentonly defensive
<no description>
cloth_ground_plane_thickness
3
developmentonly defensive
<no description>
cloth_guard_threshold
1000
developmentonly defensive
<no description>
cloth_interpolation_strategy
0
developmentonly
<no description>
cloth_iv_dump
4
developmentonly clientdll defensive
<no description>
cloth_iv_store_back
false
developmentonly clientdll replicated defensive
<no description>
cloth_legacy_stretch_force
0.95
developmentonly defensive
<no description>
cloth_legacy_support
1
developmentonly defensive
<no description>
cloth_max_ticks_per_frame
8
developmentonly
<no description>
cloth_node_debug_axis_length
1
developmentonly defensive
<no description>
cloth_quad_smooth_iterations
-1
developmentonly defensive
<no description>
cloth_quad_smooth_rate
-1
developmentonly defensive
<no description>
cloth_quasistatic_iters
0
developmentonly
<no description>
cloth_reload_immediately
true
developmentonly defensive
Reload and reconstruct cloth on the fly after phsyics has been reloaded (usually due to having been recompiled). When set to 0, and the bones change, crashes may occur due to de-sychronization between animation/model state in the game, particles and rendering and cloth state
cloth_resim_after
0.5
developmentonly
<no description>
cloth_rigid_update
false
developmentonly
<no description>
cloth_rod_smooth_iterations
-1
developmentonly defensive
<no description>
cloth_rod_smooth_rate
-1
developmentonly defensive
<no description>
cloth_sdf_antitunnel
1
developmentonly
<no description>
cloth_sdf_collision
1
developmentonly
<no description>
cloth_sim_on_tick
true
developmentonly clientdll defensive
<no description>
cloth_simulate
true
developmentonly defensive
<no description>
cloth_sleep_threshold
30
developmentonly
<no description>
cloth_solver
0
developmentonly defensive
<no description>
cloth_step
1
developmentonly
<no description>
cloth_step_variability
0.05
developmentonly
<no description>
cloth_update
true
developmentonly clientdll defensive
<no description>
cloth_watch
1
developmentonly replicated defensive
<no description>
cloth_wind
0
developmentonly defensive
<no description>
cloth_wind_pitch
0
developmentonly defensive
<no description>
cojob_lock_hold_warning_threshold_ms
10000
developmentonly gamedll clientdll replicated defensive
How long in milliseconds before we warn about lock hold duration
cojob_max_no_yield_time_us
3000
developmentonly gamedll clientdll replicated defensive
Will spew if a job takes longer than the specified number of microseconds
commentary
false
gamedll archive
Desired commentary mode state.
commentary_available
false
developmentonly gamedll defensive
Automatically set by the game when a commentary file is available for the current map.
commentary_node_use_viewfacing
false
developmentonly clientdll defensive
<no description>
composite_material_cache_count_max
16
developmentonly clientdll
<no description>
composite_material_dump_images
false
developmentonly clientdll
<no description>
composite_material_save_to_disk
false
developmentonly clientdll
<no description>
composite_material_use_bc7
false
developmentonly clientdll
<no description>
composite_material_use_gpu
true
developmentonly clientdll
<no description>
composite_material_use_gpu_endpoint_optimization
false
developmentonly clientdll
<no description>
composite_material_use_gpu_perceptual_error_metric
true
developmentonly clientdll
<no description>
compositematerial_showdebugwindow
false
developmentonly clientdll archive replicated cheat menubar_item
Source2/Composite Material Debug
con_enable
false
archive per_user
Allows the console to be activated.
con_logfile_suffix
""
developmentonly defensive
Suffix to append to the console log, may be changed to reopen the log
connect_lobby
0
developmentonly clientdll hidden defensive
Sets the lobby ID to connect to on start.
contributionscore_assist
1
gamedll release missing3
amount of contribution score added for an assist
contributionscore_assist_reqs
0
gamedll release missing3
extra requirements to earn contribution score for an assist
contributionscore_bomb_defuse_major
3
gamedll release missing3
amount of contribution score for defusing a bomb while at least one enemy remains alive
contributionscore_bomb_defuse_minor
1
gamedll release missing3
amount of contribution score for defusing a bomb after eliminating enemy team
contributionscore_bomb_exploded
1
gamedll release missing3
amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round
contributionscore_bomb_planted
2
gamedll release missing3
amount of contribution score for planting a bomb
contributionscore_cash_bundle
0
gamedll release missing3
amount of contribution score for picking up a cash bundle
contributionscore_crate_break
0
gamedll release missing3
amount of contribution score for breaking an item crate
contributionscore_hostage_kill
-2
gamedll release missing3
amount of contribution score for killing a hostage, normally negative
contributionscore_hostage_rescue_major
3
gamedll release missing3
amount of contribution score added to rescuer per hostage rescued
contributionscore_hostage_rescue_minor
1
gamedll release missing3
amount of contribution score added to all alive CTs per hostage rescued
contributionscore_kill
2
gamedll release missing3
amount of contribution score added for a kill
contributionscore_kill_factor
0
gamedll release missing3
percentage of victim's contribution score to award to their killer as a bonus
contributionscore_kill_reqs
0
gamedll release missing3
extra requirements to earn contribution score for a kill
contributionscore_objective_kill
3
gamedll release missing3
amount of contribution score added for an objective related kill
contributionscore_participation
0
gamedll release missing3
amount of contribution score awarded to players for active participation in the round
contributionscore_suicide
-2
gamedll release missing3
amount of contribution score for a suicide, normally negative
contributionscore_team_kill
-2
gamedll release missing3
amount of contribution score for a team kill, normally negative
convars_echo_toggle_changes
true
developmentonly defensive
Echo to the console changes caused by toggling.
cpu_level
2
developmentonly clientdll defensive
CPU Level - Default: High
cq_buffer_bloat_msecs_max
150
replicated release
Server will not allow the client to buffer up more than N ms of commands.
cq_debug
0
developmentonly gamedll replicated defensive
Verbose command queue logging.
cq_dilation_percentage
5
min: 0.1, max: 10, developmentonly gamedll clientdll replicated defensive
When speeding up slowing down, this is how much
cq_enable
true
developmentonly gamedll clientdll replicated defensive
Run one usercmd per server tick and maintain a buffer. Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering.
cq_fake_starve
0
developmentonly gamedll
if set, starve this many commands by discarding during process usercmds.
cq_logging
false
gamedll release
command queue logging of events.
cq_logging_interval
0
gamedll release
command queue logging per player stats every N seconds, 0 to disable.
cq_max_starved_substitute_commands
4
gamedll release
Server will stop generating substitute commands if client hasn't sent one, after N in a row
cq_print_every_command
false
gamedll release
print every command as we execute it
cq_runtests
false
developmentonly gamedll
<no description>
cq_runtests_broadcast_info
false
developmentonly gamedll
send message to remote client console when tests change.
cq_runtests_interval
30
developmentonly gamedll
<no description>
crosshair
true
clientdll archive per_user
<no description>
crowbar_impact_damage_mass
8
developmentonly gamedll defensive
<no description>
crowbar_impact_damage_scale
1
developmentonly gamedll defensive
<no description>
cs_AssistDamageThreshold
25
developmentonly gamedll
cs_AssistDamageThreshold defines the amount of damage needed to score an assist
cs_ShowStateTransitions
-2
gamedll cheat
cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
cs_hostage_near_rescue_music_distance
2000
gamedll cheat
<no description>
cs_logtouchexpansion
-2
gamedll cheat
cs_logtouchexpansion <ent index or -1 for all>. Log player touch expansion component.
cs_minimap_create_output_size
1024
clientdll release
Size of minimap texture generated with cs_minimap_create (512 default)
cs_minimap_renderdoc_capture_enabled
false
developmentonly clientdll hidden cheat
<no description>
cs_minimap_rendering_msaa_mode
2
developmentonly clientdll cheat
MSAA mode used for minimap rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc
cs_steamvideo_max_kills_per_multikill
5
developmentonly clientdll
Max number of kills for a single multikill event
cs_steamvideo_max_time_between_multikill_events
5
developmentonly clientdll
Maximum time in seconds between consecutive kills for them to be combined into a multikill event
cs_steamvideo_multikill_padding_time
2
developmentonly clientdll
Time in seconds to add before the first kill and after the last kill for multikill events
csgo_3d_skybox
true
developmentonly clientdll defensive
<no description>
csgo_demoui_playbeck_timestep_value
15
developmentonly clientdll defensive
Number of seconds to seek when using TimeStep buttons on demo playback controller.
csgo_demoui_player_death_seek_lead_up_time
1
developmentonly clientdll defensive
Seek to a moment this amount of seconds leading up to a player death instead of the exact time of the death.
csgo_demoui_previous_event_search_offset
2
developmentonly clientdll defensive
Do not consider events that happened in the last specified number of seconds when a user clicks 'previous' on the UI.
csgo_disable_preview_maps
false
developmentonly clientdll defensive
<no description>
csgo_fatdemo_enable
false
gamedll clientdll replicated release
<no description>
csgo_fatdemo_output
"test.fatdem"
gamedll clientdll replicated release
<no description>
csgo_map_preview_scale
0
clientdll archive
<no description>
csgo_mappreview_transparent_background_col_performance
0.3
developmentonly clientdll
<no description>
csgo_mappreview_transparent_background_col_quality
0
developmentonly clientdll
<no description>
csgo_nav_jump_link_detour_threshold
1500
developmentonly gamedll replicated defensive
don't traverse a jump link if there's a detour that costs less than this amount
csgo_use_fullsort_for_opaque
true
clientdll cheat
fullsort the opaque pass when there wasn't a depth prepass
csgo_vanity_defer_teleport
3
developmentonly clientdll
<no description>
csm_bias_override_0
1
cheat
<no description>
csm_bias_override_1
1
cheat
<no description>
csm_bias_override_2
1
cheat
<no description>
csm_bias_override_3
1
cheat
<no description>
csm_cascade0_override_dist
-1
cheat
<no description>
csm_cascade1_override_dist
-1
cheat
<no description>
csm_cascade2_override_dist
-1
cheat
<no description>
csm_cascade3_override_dist
-1
cheat
<no description>
csm_cascade_viewdir_shadow_bias_scale
2
cheat
<no description>
csm_max_dist_between_caster_and_receiver
15000
cheat
default pushback
csm_max_num_cascades_override
-1
developmentonly defensive
Number of cascades in sunlight shadow
csm_max_shadow_dist_override
-1
developmentonly defensive
<no description>
csm_max_visible_dist
7500
cheat
<no description>
csm_res_override_0
0
cheat
<no description>
csm_res_override_1
0
cheat
<no description>
csm_res_override_2
0
cheat
<no description>
csm_res_override_3
0
cheat
<no description>
csm_shadow_worldview_align_x_to_u
true
cheat
<no description>
csm_shadow_worldview_shear_align_z_to_v
true
cheat
<no description>
csm_split_log_scalar
0.85
cheat
<no description>
csm_sst_max_visible_dist
2000
cheat
<no description>
csm_sst_pushback_distance
1500
cheat
default pushback
csm_sst_shadow_focus_region_maxz
2000
cheat
<no description>
csm_sst_shadow_focus_region_minz
-2000
cheat
<no description>
csm_viewdir_shadow_bias
0
cheat
<no description>
csm_viewmodel_farz
30
cheat
<no description>
csm_viewmodel_max_shadow_dist
21
cheat
<no description>
csm_viewmodel_max_visible_dist
1000
cheat
<no description>
csm_viewmodel_nearz
0.5
cheat
<no description>
csm_viewmodel_shadows
false
developmentonly defensive
<no description>
custom_bot_difficulty
2
gamedll clientdll replicated release
Bot difficulty for offline play.
cv_bot_ai_bt_debug_target
-1
gamedll replicated cheat
Draw the behavior tree of the given bot.
cv_bot_ai_bt_hiding_spot_show
false
gamedll replicated cheat
Draw hiding spots.
cv_bot_ai_bt_moveto_show_next_hiding_spot
false
gamedll replicated cheat
Draw the hiding spot the bot will check next.
damage_impact_heavy
40
developmentonly clientdll defensive
Damage ABOVE this value is considered heavy damage
damage_impact_medium
20
developmentonly clientdll defensive
Damage BELOW this value is considered light damage
death_chase_distance
76
developmentonly clientdll
<no description>
death_panel_delay_time
0.25
developmentonly clientdll
<no description>
death_panel_travel_time
0.25
developmentonly clientdll
<no description>
debug_aim_angle
0
developmentonly gamedll clientdll replicated
<no description>
debug_chicken
false
developmentonly gamedll
Chicken debug info
debug_destructible_parts
false
developmentonly gamedll defensive
Draw debug information for destructible parts.
debug_draw_enable
true
developmentonly replicated
<no description>
debug_entity_outline_highlight
false
clientdll cheat
<no description>
debug_hltv
0
developmentonly clientdll replicated clientcmd_can_execute
Print out hltv events
debug_overlay_fullposition
false
developmentonly gamedll defensive
<no description>
debug_physimpact
false
developmentonly gamedll defensive
<no description>
debug_shared_random
false
developmentonly gamedll clientdll replicated defensive
<no description>
debug_takedamage_summaries
false
gamedll cheat
<no description>
debug_video_config_cvars
false
developmentonly clientdll
<no description>
debug_visibility_monitor
0
gamedll cheat
<no description>
debugoverlay_force_respect_ttl
false
cheat
Force respect TTL even when clearing scopes
debugoverlay_show_text_outline
false
cheat
Toggle display of box around text
debugoverlay_text_scale
1
archive cheat
Scale of the text used for 3d display
decalfrequency
10
developmentonly gamedll notify defensive
<no description>
default_fov
90
clientdll cheat
<no description>
demo_allow_game_mismatch
false
developmentonly defensive
Allow playback of demo even if game directories are not matched [may crash or fail to load].
demo_debug
0
developmentonly
Turn on demo debug spew.
demo_flush
false
archive
Flush writing the demo file every network update
demo_highlight_fade_duration
0.25
clientdll release
Duration of the fade in and of the fade out transitions (fade in + fade out is 2x this value).
demo_highlight_seconds_after
2
clientdll release
How many seconds after the actual highlight event to show when viewing highlights.
demo_highlight_seconds_before
6
clientdll release
How many seconds before the actual highlight event to show when viewing highlights.
demo_mouse_enable_binding
"drop"
clientdll archive
Name of the binding to enable mouse on demo playback UI
demo_movie_write_intervals
false
clientdll hidden release
Write highlight interval metadata along with movie files when recording.
demo_pause_at_end
true
clientdll release
Pause demo playback when the end of the file is reached, otherwise quit to main menu.
demo_pauseatservertick
0
developmentonly defensive
Pauses demo playback at server tick
demo_playback_override_settings
false
developmentonly clientdll defensive
<no description>
demo_quitafterplayback
false
release
Quits game after demo playback.
demo_recordcommands
true
cheat
Record commands typed at console into .dem files.
demo_skip_to_shot_seconds_before
2
clientdll release
How many seconds before the shot to skip to when skipping to a specific shot ID.
demo_ui_mode
2
clientdll release
UI mode for demo playback. 0 = disabled, 1 = minimal, 2 = full
demo_usefastgoto
true
developmentonly defensive
Use fast frame skipping when available for demo_goto commands.
demo_writefullupdate_rate
60
developmentonly defensive
Interval time in seconds to write full updates to demo.
dev_add_onground_on_spawn
false
gamedll release
Should we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022.
dev_create_bhop_reports
false
developmentonly gamedll clientdll replicated cheat
Whether we should create bhop reports when you jump. Reports are created for the client and server and are numbered monotonically
dev_create_move_report
false
developmentonly gamedll clientdll replicated cheat
Whether we should create move reports when you push movement keys. Reports are created for the server and are numbered monotonically
dev_create_sensitivity_report
0
developmentonly clientdll
<no description>
dev_create_smooth_motion_report
false
developmentonly clientdll replicated cheat
<no description>
dev_cs_force_disable_move
false
developmentonly gamedll clientdll replicated
forcibly prevent players from moving
dev_cs_frame_firing_enable
true
developmentonly gamedll clientdll replicated
Enable that firing will pretend like it's happening on frames.
dev_cs_frame_firing_insert_idle_pose_now
true
developmentonly gamedll clientdll replicated
Should we insert the idle pose at this time to make the animation interpolation punchier?
dev_cs_frame_firing_play_animevents
true
developmentonly gamedll clientdll replicated
Should we play the animevents that animgraph will skip over?
dev_cs_frame_firing_skip_first_frame_enable
true
developmentonly gamedll clientdll replicated
Should we skip the first frame of shooting to make the animation punchier?
dev_cs_frame_firing_tick_offset_enable
true
developmentonly gamedll clientdll replicated
Should we offset the current frame to the tick
dev_cs_ragdoll_head_ankle_delta_z_threshold
35
developmentonly gamedll clientdll replicated
<no description>
dev_cs_ragdoll_nudge_intensity
500
developmentonly gamedll clientdll replicated
<no description>
dev_cs_ragdoll_nudge_max_duration
1.5
developmentonly gamedll clientdll replicated
<no description>
dev_cs_ragdoll_progress_check_interval
0.25
developmentonly gamedll clientdll replicated
<no description>
dev_reportmoneychanges
false
developmentonly gamedll replicated
Displays money account changes for players in the console
developer
0
release
Set developer message level.
devonly_chicken_activity_debug
false
developmentonly gamedll
Print chicken activity info to the console
devonly_chicken_blocktimer
0.2
developmentonly gamedll
Chicken blockertimer
devonly_chicken_feeler_distance
30
developmentonly gamedll
Chicken feeler distance
devonly_chicken_feeler_height
5
developmentonly gamedll
Chicken feeler height
devonly_chicken_feeler_pitch
45
developmentonly gamedll
Chicken feeler pitch
diffcheck
true
developmentonly defensive
Activate diffcheck system.
diffcheck_playerslot
0
developmentonly defensive
<no description>
diffcheck_spew
true
developmentonly defensive
Actually show diffcheck results.
diffcheck_spew_diff_filter
""
developmentonly defensive
Show diff with matching filter substring only.
diffcheck_spew_diff_only
false
developmentonly defensive
Show diff only.
disable_dynamic_prop_loading
false
gamedll cheat
If non-zero when a map loads, dynamic props won't be loaded
disable_source_soundscape_trace
false
developmentonly gamedll defensive
Bypasses lookup of soundscapes for indvidual audio sources when enabled.
display_game_events
false
gamedll cheat
<no description>
dota_enable_spatial_audio
false
release
Flag to enable spatial audio in Dota 2.
dota_overhead_on_received_item
true
developmentonly gamedll clientdll replicated defensive
Emit an overhead particle effect on receiving an item from an ally.
dota_spatial_audio_mix
1
release
Mix value to blend spatial and non-spatial audio in Dota 2.
dota_toast_manager_override_duration
-1
developmentonly clientdll
<no description>
dsp_automatic
0
developmentonly demo defensive
<no description>
dsp_db_min
80
developmentonly demo defensive
<no description>
dsp_db_mixdrop
0.5
developmentonly demo defensive
<no description>
dsp_dist_max
1440
cheat demo
<no description>
dsp_dist_min
0
cheat demo
<no description>
dsp_mix_max
0.8
developmentonly demo defensive
<no description>
dsp_mix_min
0.2
developmentonly demo defensive
<no description>
dsp_off
false
cheat
<no description>
dsp_vol_2ch
1
developmentonly demo defensive
<no description>
dsp_vol_4ch
0.5
developmentonly demo defensive
<no description>
dsp_vol_5ch
0.5
developmentonly demo defensive
<no description>
dsp_volume
0.8
archive demo
<no description>
dump_audio_input
false
developmentonly
<no description>
econ_debug_loadout_ui
false
developmentonly clientdll
Show debug data when players change their loadout.
econ_enable_inventory_images
true
developmentonly clientdll
allow inventory image rendering for use by scaleform
econ_inventory_image_pinboard
false
developmentonly clientdll
<no description>
enable_boneflex
true
clientdll archive
<no description>
engine_accurate_input_processing_delta_time
false
developmentonly defensive
When true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame)
engine_allow_multiple_simulates_per_frame
false
developmentonly defensive
When the client is catching up in low frame rate situations, should we run client simulate more than once a frame?
engine_allow_multiple_ticks_per_frame
true
developmentonly defensive
When the client is catching up in low frame rate situations, should we run tick more than once a frame?
engine_client_tick_pad_enable
false
developmentonly defensive
<no description>
engine_cpu_info_extended
""
developmentonly defensive
CPU the engine is running on.
engine_frametime_amnesty_debug
false
developmentonly defensive
Enable logging about events that disable frame time warnings
engine_frametime_warnings_enable
true
developmentonly defensive
Enable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expected
engine_low_latency_sleep_after_client_tick
false
release
When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.
engine_max_resource_system_update_time
5
developmentonly defensive
<no description>
engine_max_ticks_to_simulate
-1
developmentonly defensive
Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.
engine_no_focus_sleep
20
archive
<no description>
engine_no_focus_sleep_vconsole_suppress
true
developmentonly defensive
When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior
engine_ostype
""
developmentonly defensive
OS type the engine is running on.
engine_platform_name_extended
""
developmentonly defensive
Platform the engine is running on.
engine_relaunch_app_before_exiting
false
hidden release
Use this to tell Steam to relaunch the app right after existing
engine_render_only
false
developmentonly defensive
<no description>
engine_rendersystem_init
""
developmentonly defensive
Rendersystem option requested (changing this does not change the rendersystem).
engine_rendersystem_shader_model
0
developmentonly defensive
Rendersystem shader model in use (changing this does not change the shader model).
engine_rendersystem_used
""
developmentonly defensive
Rendersystem option in use (changing this does not change the rendersystem).
engine_show_frame_dispatch
false
developmentonly
show frame dispatch names.
engine_show_frame_pacing
false
release
<no description>
engine_show_frame_ticks
false
developmentonly defensive
<no description>
engine_sleep_busy_waits
false
developmentonly
<no description>
engine_sse42
true
developmentonly defensive
turn on sse4.2 optimizations in the engine
english
true
clientdll userinfo
If set to 1, running the english language set of assets.
ent_actornames_font
"Consolas"
gamedll clientdll replicated cheat
ent_actornames font name
ent_actornames_fontsize
24
gamedll clientdll replicated cheat
ent_actornames font size
ent_bitvec_enable
false
developmentonly gamedll defensive
<no description>
ent_debug_draw_thinkers
false
developmentonly gamedll clientdll replicated defensive
<no description>
ent_joint_axis_size
4
developmentonly gamedll defensive
<no description>
ent_joint_filter_substring
""
developmentonly gamedll defensive
<no description>
ent_joint_names
true
developmentonly gamedll defensive
<no description>
ent_joint_only_ik_joints
false
developmentonly gamedll defensive
<no description>
ent_joint_use_bind_pose
false
developmentonly gamedll defensive
<no description>
ent_messages_draw
false
gamedll clientdll replicated cheat
Visualizes all entity input/output activity.
ent_pivot_size
20
gamedll archive cheat
<no description>
ent_revert_dormancy_change
false
developmentonly clientdll defensive
<no description>
ent_show_contexts
false
gamedll cheat
Show entity contexts in ent_text display
ent_showonlyattachment
""
gamedll cheat
<no description>
ent_skeleton_duration
0
gamedll clientdll replicated cheat
Duration of ent_skeleton display
ent_skeleton_only_ik_joints
false
developmentonly gamedll defensive
<no description>
ent_steadystate_batchsize
20
developmentonly gamedll defensive
Max number of entities to transmit to player
ent_steadystate_delay
5
developmentonly gamedll defensive
Time in seconds without network state changes until an entity is considered for trickle updates
ent_steadystate_enable
true
developmentonly gamedll defensive
<no description>
ent_steadystate_interval
0.1
developmentonly gamedll defensive
Rate at which entities can be trickled to players
ent_test_interpolation
false
developmentonly clientdll defensive
<no description>
ent_text_flags_active
-1
gamedll archive cheat
<no description>
ent_text_no_name_really_i_mean_it
false
gamedll cheat
<no description>
entity_log_load_unserialize
0
gamedll clientdll replicated cheat
Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client
eom_local_player_defeat_anim_enabled
true
clientdll archive release
<no description>
execute_command_every_frame
""
cheat
<no description>
fade_debug_splitscreen_slot
-1
developmentonly clientdll defensive
<no description>
ff_damage_bullet_penetration
0
min: 0, max: 1, gamedll clientdll replicated release missing3
If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player
ff_damage_decoy_explosion
false
gamedll clientdll replicated release
Enables or disables team damage from decoy detonation
ff_damage_reduction_bullets
0.1
gamedll clientdll replicated release missing3
How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade
0.25
gamedll clientdll replicated release missing3
How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade_self
1
gamedll clientdll replicated release missing3
How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_other
0.25
gamedll clientdll replicated release missing3
How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
filesystem_buffer_size
0
developmentonly defensive
Size of per file buffers. 0 for none
filesystem_fake_latency
0
developmentonly defensive
<no description>
filesystem_max_stdio_read
16
developmentonly defensive
<no description>
filesystem_native
true
developmentonly defensive
Use native FS or STDIO
filesystem_report_buffered_io
false
developmentonly defensive
<no description>
filesystem_unbuffered_io
true
developmentonly defensive
<no description>
filter_player_simulation_time
true
developmentonly gamedll clientdll replicated
<no description>
fire_absorbrate
3
developmentonly gamedll defensive
<no description>
fire_dmgbase
1
developmentonly gamedll defensive
<no description>
fire_dmginterval
1
developmentonly gamedll defensive
<no description>
fire_dmgscale
0.1
developmentonly gamedll defensive
<no description>
fire_extabsorb
5
developmentonly gamedll defensive
<no description>
fire_extinguishes_under_water
false
developmentonly gamedll clientdll replicated defensive
<no description>
fire_extscale
12
developmentonly gamedll defensive
<no description>
fire_growthrate
1
developmentonly gamedll defensive
<no description>
fire_heatscale
1
developmentonly gamedll defensive
<no description>
fire_incomingheatscale
0.1
developmentonly gamedll defensive
<no description>
fire_maxabsorb
50
developmentonly gamedll defensive
<no description>
fire_use_modifier
false
developmentonly gamedll clientdll replicated defensive
<no description>
fish_debug
false
clientdll cheat
Show debug info for fish
fish_dormant
false
gamedll replicated cheat
Turns off interactive fish behavior. Fish become immobile and unresponsive.
fog_color
[-1, -1, -1]
clientdll cheat
<no description>
fog_colorskybox
[-1, -1, -1]
clientdll cheat
<no description>
fog_enable
true
clientdll cheat
Enable fog
fog_enableskybox
true
clientdll cheat
<no description>
fog_end
-1
clientdll cheat
<no description>
fog_endskybox
-1
clientdll cheat
<no description>
fog_hdrcolorscale
-1
clientdll cheat
<no description>
fog_hdrcolorscaleskybox
-1
clientdll cheat
<no description>
fog_maxdensity
-1
clientdll cheat
<no description>
fog_maxdensityskybox
-1
clientdll cheat
<no description>
fog_override
0
clientdll cheat
Overrides the map's fog settings (-1 populates fog_ vars with map's values)
fog_override_enable
false
cheat
Use fog_override convars instead of world fog data
fog_override_end
3500
cheat
<no description>
fog_override_exponent
2
cheat
<no description>
fog_override_max_density
0.4
cheat
<no description>
fog_override_start
1000
cheat
<no description>
fog_start
-1
clientdll cheat
<no description>
fog_startskybox
-1
clientdll cheat
<no description>
fog_volume_debug
false
developmentonly gamedll defensive
If enabled, prints diagnostic information about the current fog volume
font_show_glyph_miss
false
developmentonly
<no description>
footstep_audible_threshold
0.55
developmentonly gamedll clientdll replicated defensive
<no description>
footstep_debug
false
developmentonly gamedll clientdll replicated defensive
<no description>
footstep_force_volume
-1
developmentonly gamedll clientdll replicated defensive
<no description>
force_spectator_only_tools
false
developmentonly clientdll hidden cheat
<no description>
fov_cs_debug
0
clientdll cheat
Sets the view fov if cheats are on.
fov_cs_near_z
6.5
developmentonly clientdll cheat
<no description>
fov_cs_super_ultrawide_near_z
1
developmentonly clientdll cheat
<no description>
fov_cs_ultrawide_near_z
4
developmentonly clientdll cheat
<no description>
fov_desired
75
min: 1, max: 135, clientdll archive userinfo
Sets the base field-of-view.
fps_max
120
archive release
Frame rate limiter. 0=no limit. Does not apply to dedicated server.
fps_max_tools
120
archive
Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit.
fps_max_ui
0
archive
Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.
frag_grenade_blip_frequency
1
developmentonly gamedll clientdll replicated defensive
<no description>
freecamera_accel
5
developmentonly clientdll defensive
Tweak this parameter to adjust Free Camera movement acceleration.
freecamera_fog_end
2500
developmentonly clientdll defensive
Fog end for Free Camera.
freecamera_fog_start
1800
developmentonly clientdll defensive
Fog start for Free Camera.
freecamera_max_speed
500
developmentonly clientdll defensive
Tweak this parameter to adjust Free Camera movement max speed.
freecamera_rotation_multiplier
10
developmentonly clientdll defensive
Tweak this parameter to adjust Free Camera mouse rotation.
freecamera_zfar
4500
developmentonly clientdll defensive
Fog start for Free Camera.
fs_async_threads
-1
developmentonly defensive
Number of IO threads in async filesystem (-1 == auto)
fs_fake_read_delay_ms
0
developmentonly defensive
Add N ms of delay to every low-level read operation, to simulate a slow disk
fs_report_async_io
false
developmentonly defensive
<no description>
fs_report_long_reads
0
developmentonly defensive
0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold
fs_report_sync_opens
0
release
0:Off, 1:Always, 2:Not during load
fs_warning_mode
0
developmentonly defensive
0:Off, 1:Warn main thread, 2:Warn other threads
func_break_max_pieces
15
gamedll archive replicated
<no description>
func_break_reduction_factor
0.5
developmentonly gamedll defensive
<no description>
func_breakdmg_bullet
0.5
developmentonly gamedll defensive
<no description>
func_breakdmg_club
1.5
developmentonly gamedll defensive
<no description>
func_breakdmg_explosive
1.25
developmentonly gamedll defensive
<no description>
func_mover_debug
false
developmentonly gamedll defensive
<no description>
func_mover_get_speed_override
0
developmentonly gamedll defensive
<no description>
fx_drawmetalspark
true
developmentonly clientdll
Draw metal spark effects.
g_debug_angularsensor
false
gamedll cheat
<no description>
g_debug_constraint_sounds
false
gamedll cheat
Enable debug printing about constraint sounds.
g_debug_doors
false
developmentonly gamedll defensive
<no description>
g_debug_ragdoll_visualize
false
clientdll cheat
<no description>
g_debug_transitions
0
developmentonly gamedll cheat
Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
g_ragdoll_fadespeed
600
developmentonly clientdll defensive
<no description>
g_ragdoll_important_maxcount
2
developmentonly gamedll clientdll replicated defensive
<no description>
g_ragdoll_lvfadespeed
100
developmentonly clientdll defensive
<no description>
g_ragdoll_maxcount
5
developmentonly gamedll clientdll replicated defensive
<no description>
game_mode
1
gamedll clientdll replicated release
The current game mode (based on game type). See GameModes.txt.
game_online
true
developmentonly gamedll clientdll hidden replicated defensive
The current game is online.
game_particle_manager_requeue_messages
true
developmentonly clientdll hidden defensive
<no description>
game_public
true
developmentonly gamedll clientdll hidden replicated defensive
The current game is public.
game_type
0
gamedll clientdll replicated release
The current game type. See GameModes.txt.
gameevents_showeventlisteners
false
developmentonly defensive
Show listening addition/removals
gameevents_showevents
0
developmentonly defensive
Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).
gameinstructor_enable
false
clientdll release
Display in game lessons that teach new players.
gameinstructor_find_errors
false
clientdll cheat
Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_start_sound_cooldown
4
developmentonly clientdll defensive
Number of seconds forced between similar lesson start sounds.
gameinstructor_verbose
0
clientdll cheat
Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson
""
clientdll cheat
Display more verbose information for lessons have this name.
gamestats_file_output_directory
""
developmentonly gamedll defensive
When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
gc_secret_key
""
developmentonly gamedll protected defensive
Secret key for authenticating with the GC
gl_clear
true
developmentonly clientdll defensive
<no description>
gl_clear_gray
false
clientdll cheat
Clear the back buffer to gray every frame.
gl_clear_randomcolor
false
clientdll cheat
Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
glow_chickens
false
developmentonly gamedll
Glow chickens with a green outline.
glow_outline_width
6
clientdll cheat
Width of glow outline effect in screen space.
glow_use_tolerance
0.85
clientdll replicated cheat
<no description>
gotv_theater_container
""
clientdll release
Enables GOTV theater mode for the specified container, setting it to 'live' will play top live matches
gpu_level
3
developmentonly clientdll defensive
GPU Level - Default: High
gpu_mem_level
2
developmentonly clientdll defensive
Memory Level - Default: High
hairsim_force_fixed_timestep
true
developmentonly defensive
<no description>
hairsim_reset
false
developmentonly defensive
<no description>
healthshot_allow_use_at_full
true
gamedll clientdll replicated release missing3
<no description>
healthshot_health
50
gamedll clientdll replicated release missing3
<no description>
healthshot_healthboost_damage_multiplier
1
gamedll clientdll replicated release missing3
<no description>
healthshot_healthboost_speed_multiplier
1
gamedll clientdll replicated release missing3
<no description>
healthshot_healthboost_time
1
gamedll clientdll replicated release missing3
<no description>
hidehud
0
clientdll cheat
bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle
hinttext_displaytime
4
developmentonly clientdll defensive
<no description>
host_force_frametime_to_equal_tick_interval
false
developmentonly defensive
<no description>
host_force_max_frametime_to_tick_interval
false
developmentonly defensive
<no description>
host_framerate
0
release
Set to lock per-frame time elapse.
host_readconfig_ignore_userconfig
false
cheat
Whether we should ignore the user config file for reading/writing.
host_timescale
1
replicated cheat
Prescale the clock by this amount.
hostage_debug
0
gamedll clientdll replicated cheat
Show hostage AI debug information
hostage_drop_time
1
developmentonly gamedll
Time for the hostage before it fully drops to ground
hostage_is_silent
false
gamedll clientdll replicated cheat
When set, the hostage won't play any code driven response rules lines
hostfile
"host.txt"
gamedll release
The HOST file to load.
hostname
""
release
Hostname for server.
hostname_in_client_status
false
release
Show server hostname in client status.
hostport
27015
release
Host game server port
hud_fastswitch
0
clientdll archive
<no description>
hud_scaling
1
min: 0.9, max: 1.1, clientdll archive
Scales hud elements
hud_showtargetid
true
clientdll archive per_user
Enables display of target names
hullivr_edge_merge_tan
0.02
developmentonly replicated defensive
Should we try to straighten two faces connected to this edge? (tangent)
hullivr_faceisland_merge_disp
0
developmentonly replicated defensive
Should we straighten face island if the displacement is this much? (inches)
hullivr_faceisland_merge_tan
0.04
developmentonly replicated defensive
Should we try to straighten an island of faces deviating from their average normal (tangent)?
hullivr_version
3
developmentonly replicated defensive
<no description>
ik_constraints_enabled
true
developmentonly defensive
<no description>
ik_debug_all_chains_unique_color_per_chain
false
developmentonly defensive
<no description>
ik_debug_ccd
0
developmentonly defensive
<no description>
ik_debug_chain_to_filter_by
""
gamedll clientdll replicated cheat
<no description>
ik_debug_constraints
-1
developmentonly defensive
<no description>
ik_debug_dogleg3bone
0
developmentonly defensive
<no description>
ik_debug_dogleg3bone_enabled
true
developmentonly defensive
<no description>
ik_debug_fabrik_backwards_enabled
true
developmentonly defensive
<no description>
ik_debug_fabrik_backwards_iterations
0
developmentonly defensive
<no description>
ik_debug_fabrik_forwards_enabled
true
developmentonly defensive
<no description>
ik_debug_fabrik_forwards_iterations
0
developmentonly defensive
<no description>
ik_debug_groundtraces
false
developmentonly gamedll clientdll replicated
Show IK trace related details
ik_debug_perlin_solver
false
developmentonly gamedll clientdll replicated defensive
<no description>
ik_debug_planetilt
0
developmentonly defensive
<no description>
ik_debug_planetilt_axis_length
20
developmentonly defensive
<no description>
ik_debug_targets
false
developmentonly defensive
<no description>
ik_enable
true
cheat
Enable IK.
ik_fabrik_align_chain
true
developmentonly defensive
<no description>
ik_fabrik_backwards_enabled
true
developmentonly defensive
<no description>
ik_fabrik_forwards_enabled
true
developmentonly defensive
<no description>
ik_fabrik_override_num_iterations
-1
developmentonly defensive
<no description>
ik_final_fixup_enable
true
developmentonly defensive
<no description>
ik_hinge_debug_bone_index
-1
gamedll clientdll replicated cheat
<no description>
ik_planetilt_enable
true
developmentonly defensive
<no description>
imgui_debug_draw_dashboard_toggle_pause
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Dashboard/Pause Game When Activated
imgui_debug_draw_dashboard_window
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Dashboard/Show Dashboard
imgui_debug_draw_dashboard_window_toggle_focus
false
developmentonly gamedll clientdll replicated cheat
Dashboard toggle focus
imgui_default_font_size
20
archive cheat
Default imgui font size
imgui_domain
2
developmentonly gamedll clientdll archive replicated cheat
1 == client, 2 == server
imgui_enable
false
developmentonly gamedll clientdll replicated cheat
if imgui should display
imgui_enable_input
false
developmentonly gamedll clientdll replicated cheat
if imgui should consume input
imgui_ent_text_enable
true
developmentonly gamedll clientdll archive replicated cheat menubar_item
Show Entity Text in Window
imgui_entity_browser_size
0
developmentonly gamedll clientdll archive replicated cheat
<no description>
imgui_show_bullets
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
CSGO/Bullets
imgui_show_command_tool
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Game/Show Command Tool
imgui_show_entity_browser
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Game/Show Entity Browser
imgui_show_entity_catalog
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Game/Show Entity Catalog
imgui_show_example_window
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Source2/Show Example Window
imgui_show_grenades_window
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
CS2/Show Grenades History
imgui_show_overlay_nav_editor
false
developmentonly gamedll cheat menubar_item
Game/Nav Editor
imgui_show_sim_history_window
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Simulation History
imgui_show_sound_window
false
developmentonly gamedll clientdll archive replicated cheat menubar_item
Source2/Show Sound Window
imgui_temp_enable
false
developmentonly gamedll clientdll replicated cheat
if imgui should display temporarily
in_button_double_press_window
0.22
developmentonly gamedll clientdll replicated defensive
How short the time between presses needs to be for us to consider it a double-press
in_spewbuttondelta
0
developmentonly gamedll clientdll replicated
Spew button deltas, 0 = off, 1 = server, 2 = client, 3 = both
in_spewbuttonhold
0
developmentonly gamedll clientdll replicated
Spew button hold times, 0 = off, 1 = server, 2 = client, 3 = both
in_spewent
-1
developmentonly gamedll clientdll replicated
Which entity should we spew input for? (Useful for debugging bot input)
in_spewinput
0
developmentonly gamedll clientdll replicated
Spew input, 0 = off, 1 = server, 2 = client, 3 = both
inferno_batched_rays
true
developmentonly clientdll defensive
<no description>
inferno_child_spawn_interval_multiplier
0.1
gamedll cheat
Amount spawn interval increases for each child
inferno_child_spawn_max_depth
4
gamedll replicated release
<no description>
inferno_ct_experiment
true
gamedll clientdll replicated cheat
enable ct incendiary experiment
inferno_damage
40
gamedll cheat
Damage per second
inferno_damage_ct
40
gamedll cheat
Damage per second from CT inferno
inferno_damage_timer
0.2
developmentonly gamedll clientdll replicated defensive
How long between times for the inferno to deal damage.
inferno_debug
false
gamedll cheat
<no description>
inferno_dlight_spacing
7200
clientdll cheat
Inferno dlights are at least this far apart
inferno_dlights
30
developmentonly clientdll defensive
Min FPS at which molotov dlights will be created
inferno_fire
2
developmentonly clientdll defensive
<no description>
inferno_flame_lifetime
7
gamedll replicated release
Average lifetime of each flame in seconds
inferno_flame_lifetime_incendiary
5.5
gamedll replicated release
Average lifetime of each flame in seconds (incgrenade)
inferno_flame_spacing
42
gamedll cheat
Minimum distance between separate flame spawns
inferno_forward_reduction_factor
0.9
gamedll cheat
<no description>
inferno_friendly_fire_duration
6
gamedll cheat
For this long, FF is credited back to the thrower.
inferno_initial_spawn_interval
0.02
gamedll cheat
Time between spawning flames for first fire
inferno_max_child_spawn_interval
0.5
gamedll cheat
Largest time interval for child flame spawning
inferno_max_flames
16
gamedll replicated release
Maximum number of flames that can be created
inferno_max_range
150
gamedll replicated release
Maximum distance flames can spread from their initial ignition point
inferno_max_range_ct
110
gamedll replicated release
Maximum distance flames can spread from their initial ignition point for an incendiary
inferno_max_trace_per_tick
16
developmentonly gamedll defensive
<no description>
inferno_per_flame_spawn_duration
3
gamedll cheat
Duration each new flame will attempt to spawn new flames
inferno_smoke_volume_density
0.03
gamedll cheat
<no description>
inferno_spawn_angle
45
gamedll cheat
Angular change from parent
inferno_surface_offset
15
gamedll cheat
<no description>
inferno_velocity_decay_factor
0.2
gamedll cheat
<no description>
inferno_velocity_factor
0.003
gamedll cheat
<no description>
inferno_velocity_normal_factor
0
gamedll cheat
<no description>
input_button_code_is_scan_code_scd
true
archive per_user
Bind keys based on keyboard position instead of key name
input_downimpulsevalue
0.7
developmentonly clientdll
<no description>
input_filter_relative_analog_inputs
false
clientdll archive
<no description>
input_forceuser
-1
cheat
Force user input to this split screen player.
input_upimpulsevalue
0.3
developmentonly clientdll
<no description>
install_dlc_workshoptools_cvar
"-1"
clientdll release
DLC Install Status
instant_replay
true
developmentonly defensive
Enable instant replay recording.
instant_replay_history_limit
120
developmentonly defensive
Maximum amount of minutes to save history (0 is unlimited).
instant_replay_history_limit_low
10
developmentonly defensive
Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).
iv_debugbone
""
release
Debug bone name for interpolation spew of CAnimationState.
iv_parallel_latch
true
developmentonly clientdll defensive
<no description>
iv_parallel_restore
false
developmentonly clientdll defensive
<no description>
iv_wrapped_parallel_latch
true
developmentonly clientdll defensive
<no description>
joy_accel_filter
0.2
developmentonly clientdll
<no description>
joy_accelmax
1
developmentonly clientdll
<no description>
joy_accelscale
0.6
developmentonly clientdll
<no description>
joy_advanced
false
clientdll archive
<no description>
joy_advaxisr
0
clientdll archive
<no description>
joy_advaxisu
0
clientdll archive
<no description>
joy_advaxisv
0
clientdll archive
<no description>
joy_advaxisx
0
clientdll archive
<no description>
joy_advaxisy
0
clientdll archive
<no description>
joy_advaxisz
0
clientdll archive
<no description>
joy_autosprint
0
developmentonly clientdll defensive
Automatically sprint when moving with an analog joystick
joy_axisr_deadzone
0.15
archive per_user
<no description>
joy_axisr_relative
false
archive per_user
<no description>
joy_axisu_deadzone
0.15
archive per_user
<no description>
joy_axisu_relative
false
archive per_user
<no description>
joy_axisv_deadzone
0.15
archive per_user
<no description>
joy_axisv_relative
false
archive per_user
<no description>
joy_axisx_deadzone
0.15
archive per_user
<no description>
joy_axisx_relative
false
archive per_user
<no description>
joy_axisy_deadzone
0.15
archive per_user
<no description>
joy_axisy_relative
false
archive per_user
<no description>
joy_axisz_deadzone
0.15
archive per_user
<no description>
joy_axisz_relative
false
archive per_user
<no description>
joy_circle_correct_mode
1
clientdll archive per_user
<no description>
joy_circle_correct_mode_vehicle
2
clientdll archive per_user
<no description>
joy_display_input
false
clientdll archive
<no description>
joy_forward_sensitivity
1
clientdll archive per_user
<no description>
joy_lowend
1
developmentonly clientdll
<no description>
joy_lowmap
1
developmentonly clientdll
<no description>
joy_movement_stick
false
clientdll archive per_user
Which stick controls movement (0 is left stick)
joy_name
"joystick"
clientdll archive
<no description>
joy_pegged
0.75
developmentonly clientdll
<no description>
joy_pitch_sensitivity
3
clientdll archive per_user
<no description>
joy_pitchsensitivity
1
clientdll archive per_user
<no description>
joy_response_look
0
clientdll archive per_user
<no description>
joy_response_move
9
clientdll archive per_user
<no description>
joy_response_move_vehicle
6
developmentonly clientdll defensive
<no description>
joy_sensitive_step0
0.1
developmentonly clientdll
<no description>
joy_sensitive_step1
0.4
developmentonly clientdll
<no description>
joy_sensitive_step2
0.9
developmentonly clientdll
<no description>
joy_side_sensitivity
1
clientdll archive per_user
<no description>
joy_sidesensitivity
1
clientdll archive
<no description>
joy_vehicle_turn_lowend
0.7
developmentonly clientdll
<no description>
joy_vehicle_turn_lowmap
0.4
developmentonly clientdll
<no description>
joy_virtual_peg
0
developmentonly clientdll
<no description>
joy_xcontroller_cfg_loaded
false
developmentonly clientdll defensive
If 0, the 360controller.cfg file will be executed on startup & option changes.
joy_yaw_sensitivity
3
clientdll archive per_user
<no description>
joy_yawsensitivity
-1
clientdll archive per_user
<no description>
joystick
false
clientdll archive
True if the joystick is enabled, false otherwise.
jpeg_quality
90
min: 1, max: 100, developmentonly defensive
Set jpeg screenshot quality. [1..100]
key_bind_version
0
clientdll hidden archive release
<no description>
keychain_animation_reactivity
0.5
developmentonly clientdll
<no description>
keychain_preview_limit_step
0.125
developmentonly clientdll
<no description>
keychain_reactivity
0.1
developmentonly clientdll
<no description>
keychain_wmul
1
developmentonly clientdll
<no description>
labelled_debug_helper_arc_segments
20
gamedll clientdll replicated cheat
<no description>
labelled_debug_helper_enabled
true
gamedll clientdll replicated cheat
<no description>
labelled_debug_helper_scale
1
gamedll clientdll replicated cheat
<no description>
labelled_debug_helper_show_position
false
gamedll clientdll replicated cheat
<no description>
labelled_debug_helper_show_text
true
gamedll clientdll replicated cheat
<no description>
labelled_debug_helper_skeleton_show_bone_names
true
gamedll clientdll replicated cheat
<no description>
lb_allow_shadow_rotation
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Shadow Rotation
lb_allow_time_sliced_shadow_map_rendering
true
developmentonly defensive
Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi
lb_barnlight_shadow_use_precomputed_vis
true
developmentonly defensive
<no description>
lb_barnlight_shadowmap_scale
1
release
Scale for computed barnlight shadowmap size
lb_bin_slices
8192
developmentonly defensive
<no description>
lb_convert_to_barn_lights_falloff_match_point
0.15
developmentonly defensive
<no description>
lb_csm_cascade_size_override
-1
developmentonly defensive
Override width/height of individual cascades in the CSM
lb_csm_cross_fade_override
-1
developmentonly defensive
Override CSM cross fade amount
lb_csm_distance_fade_override
-1
developmentonly defensive
Override CSM distance fade
lb_csm_draw_alpha_tested
true
developmentonly defensive
<no description>
lb_csm_draw_translucent
true
developmentonly defensive
<no description>
lb_csm_fov_override
-1
developmentonly cheat
<no description>
lb_csm_override_bulb_radius
-1
developmentonly defensive
Override bulb radius for CSM
lb_csm_override_staticgeo_cascades
false
developmentonly defensive
Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value
lb_csm_override_staticgeo_cascades_value
-1
developmentonly defensive
If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects
lb_csm_receiver_plane_depth_bias
1.526e-05
developmentonly defensive
Shader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0)
lb_csm_receiver_plane_depth_bias_transmissive_backface
0.00015
developmentonly defensive
Depth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0)
lb_cubemap_normalization_max
32
developmentonly defensive
<no description>
lb_cubemap_normalization_roughness_begin
0.1
developmentonly defensive
<no description>
lb_debug_light_bounds
false
developmentonly cheat menubar_item
SceneSystem/LightBinner/Debug Light Bounds
lb_debug_shadow_atlas
false
developmentonly cheat menubar_item
SceneSystem/LightBinner/Debug Shadow Atlas
lb_debug_shadowtile_atlas
false
developmentonly cheat menubar_item
SceneSystem/LightBinner/Debug ShadowTile Atlas
lb_debug_silhouette
0
developmentonly cheat menubar_item
SceneSystem/LightBinner/Debug Silhouettes
lb_debug_tiles
0
developmentonly cheat menubar_item
SceneSystem/LightBinner/Debug Tiles
lb_debug_visualize_shadowed_lights
false
developmentonly cheat menubar_item
SceneSystem/LightBinner/Debug Visualize Shadowed Lights
lb_dynamic_shadow_penumbra
true
developmentonly defensive
Adjust shadow penumbra based on light size
lb_dynamic_shadow_resolution
true
developmentonly defensive
Dynamically adjust shadow resolution
lb_dynamic_shadow_resolution_base
1024
min: 128, max: 2048, developmentonly defensive
Base resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light
lb_dynamic_shadow_resolution_base_cmp_shadowmapsize
false
developmentonly cheat
take min of lb_dynamic_shadow_resolution and barnlight shadowmapsize as base shadowmapsize
lb_dynamic_shadow_resolution_delay
0.85
min: 0.1, max: 3, developmentonly defensive
Update delay for shadow size
lb_dynamic_shadow_resolution_hysteresis
0.33
min: 0.01, max: 1, developmentonly defensive
Update hysteresis for shadow size
lb_dynamic_shadow_resolution_quantization
64
min: 8, max: 128, developmentonly defensive
Quantization of dynamically computed shadow size
lb_enable_baked_shadows
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Enable Baked Shadows
lb_enable_binning
true
developmentonly menubar_item defensive
SceneSystem/LightBinner/Enable Binning
lb_enable_dynamic_lights
true
developmentonly cheat
Allows rendering dynamic lights
lb_enable_envmaps
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Enable EnvMaps
lb_enable_fog_mixed_shadows
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Enable Fog Mixed Shadows
lb_enable_lights
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Enable Lights
lb_enable_shadow_casting
true
developmentonly defensive
Allow stationary/dynamic lights to cast shadows.
lb_enable_stationary_lights
true
developmentonly cheat
Allows rendering stationary/mixed lights
lb_enable_sunlight
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Enable Sunlight
lb_low_quality_shader_fade_region_rescale
0
developmentonly cheat
For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.
lb_max_visible_barn_lights_override
-1
developmentonly cheat
Override maximum visible barn lights
lb_max_visible_envmaps_override
-1
developmentonly cheat
Override maximum visible envmaps
lb_mixed_shadows
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Enable Mixed Shadows
lb_override_barn_light_fade_sizes
[0.05, 0.025]
developmentonly cheat
<no description>
lb_override_barn_light_fade_sizes_enable
false
developmentonly cheat
<no description>
lb_override_barn_light_shadow_fade_sizes
[0.1, 0.05]
developmentonly cheat
<no description>
lb_shadow_map_cull_empty_mixed
false
cheat
Don't render shadows for mixed shadowmaps with no dynamics objects in view
lb_shadow_map_culling
true
cheat
<no description>
lb_shadow_texture_height_override
-1
developmentonly defensive
Override height of shadow atlas texture
lb_shadow_texture_width_override
-1
developmentonly defensive
Override width of shadow atlas texture
lb_sun_csm_size_cull_threshold_texels
10
developmentonly defensive
Size, in texels, where we will cull an object in the shadowmap
lb_tile_pixels
8
developmentonly defensive
<no description>
lb_timesliced_shadows_dynamic_size
true
developmentonly defensive
<no description>
lb_use_ellipsoid_bounds
true
developmentonly cheat
<no description>
lb_use_illumination_silhouette
true
developmentonly cheat menubar_item
SceneSystem/LightBinner/Use Illumination Bounds
leaderboards_cache_duration
600
developmentonly clientdll
<no description>
lightquery_debug_direct_lighting
true
gamedll clientdll replicated cheat
<no description>
lightquery_debug_indirect_lighting
true
gamedll clientdll replicated cheat
<no description>
lobby_default_privacy_bits2
"1"
clientdll archive release
Lobby default permissions (0: private, 1: public)
lobby_gamesearch_fake
0
developmentonly clientdll
<no description>
lobby_stats_fake
false
developmentonly clientdll
<no description>
locator_topdown_style
false
developmentonly clientdll defensive
Topdown games set this to handle distance and offscreen location differently.
lockMoveControllerRet
false
clientdll archive
<no description>
logaddress_token_secret
""
gamedll release
Set a secret string that will be hashed when using logaddress with explicit token hash.
logic_npc_counter_debug
false
gamedll replicated cheat
<no description>
lservercfgfile
"listenserver.cfg"
developmentonly gamedll defensive
<no description>
m_pitch
0.022
clientdll archive userinfo per_user
Mouse pitch factor.
m_yaw
0.022
clientdll archive userinfo per_user
Mouse yaw factor.
mapcyclefile
"mapcycle.txt"
developmentonly gamedll defensive
Name of the .txt file used to cycle the maps on multiplayer servers
mapoverview_allow_client_draw
false
clientdll release
Allow a client to draw on the map overview
mapoverview_icon_scale
1
min: 0.5, max: 3, clientdll archive release
Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0.
markup_volume_ref_cone_angle
135
developmentonly gamedll defensive
<no description>
mat_assert_on_error_shader_use
false
developmentonly
<no description>
mat_colcorrection_disableentities
false
developmentonly clientdll defensive
Disable map color-correction entities
mat_colcorrection_editor
false
developmentonly clientdll defensive
<no description>
mat_colcorrection_forceentitiesclientside
false
clientdll cheat
Forces color correction entities to be updated on the client
mat_colorcorrection
true
developmentonly
<no description>
mat_depthbias_shadowmap
0.0005
developmentonly clientdll defensive
<no description>
mat_disable_normal_mapping
false
clientdll cheat
<no description>
mat_fullbright
0
cheat
Debug rendering modes
mat_hide_error_shader
false
developmentonly
<no description>
mat_lpv_luxels
false
cheat
<no description>
mat_luxels
false
cheat
<no description>
mat_max_lighting_complexity
8
cheat
<no description>
mat_overdraw
0
cheat
Visualize overdraw
mat_overdraw_color
[0.075, 0.15, 0.075]
cheat
<no description>
mat_shader_cache
true
developmentonly
<no description>
mat_shading_complexity
false
cheat
Visualize shading complexity
mat_shading_complexity_color
[1, 0.5, 1]
cheat
<no description>
mat_shading_complexity_max_instruction_count
1024
cheat
<no description>
mat_shading_complexity_max_register_count
128
cheat
<no description>
mat_shadowmap_luxels
false
cheat
<no description>
mat_show_distance_field
0
cheat
0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera
mat_skip_static_const_eval
true
developmentonly
<no description>
mat_slopescaledepthbias_shadowmap
4
developmentonly clientdll defensive
<no description>
mat_tonemap_bloom_scale
-1
cheat
<no description>
mat_tonemap_bloom_start_value
-1
cheat
<no description>
mat_tonemap_debug
0
developmentonly defensive
<no description>
mat_tonemap_force_accelerate_exposure_down
-1
cheat
<no description>
mat_tonemap_force_average_lum_min
-1
cheat
Override. Old default was 3.0
mat_tonemap_force_log_lum_max
-1
cheat
<no description>
mat_tonemap_force_log_lum_min
-1
cheat
<no description>
mat_tonemap_force_max
-1
cheat
<no description>
mat_tonemap_force_min
-1
cheat
<no description>
mat_tonemap_force_percent_bright_pixels
-1
cheat
Override. Old value was 1.0
mat_tonemap_force_percent_target
-1
cheat
Override. Old default was 45.
mat_tonemap_force_rate
-1
cheat
<no description>
mat_tonemap_force_scale
0
cheat
<no description>
mat_tonemap_force_use_alpha
-1
cheat
<no description>
mat_tonemap_uncap_exposure
0
cheat
<no description>
mat_viewportscale
1
min: 0.0015625, max: 1, developmentonly clientdll defensive
Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_warn_bad_modes
false
developmentonly
<no description>
mat_wireframe
0
cheat
0=Off, 1=Surface Wireframe, 2=Transparent Wireframe
mem_level
2
developmentonly clientdll defensive
Memory Level - Default: High
mem_test_each_frame
false
developmentonly defensive
Run heap check at end of every frame
mem_test_every_n_seconds
0
developmentonly defensive
Run heap check at a specified interval
mem_test_quiet
false
developmentonly defensive
Don't print stats when memtesting
mesh_calculate_curvature_smooth_invert
false
gamedll clientdll replicated cheat
<no description>
mesh_calculate_curvature_smooth_pass_count
3
gamedll clientdll replicated cheat
<no description>
mesh_calculate_curvature_smooth_weight
1
gamedll clientdll replicated cheat
<no description>
mic_listen_while_nonfocused
false
developmentonly clientdll defensive
Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings
mm_csgo_community_search_players_min
3
archive release
When performing CSGO community matchmaking look for servers with at least so many human players
mm_datacenter_query_delay
5
developmentonly
Delay after datacenter update is enabled before data is actually queried.
mm_datacenter_retry_interval
75
developmentonly
Interval between datacenter stats retries.
mm_datacenter_update_interval
3600
developmentonly
Interval between datacenter stats updates.
mm_debug_friend_rp
0
developmentonly
<no description>
mm_dedicated_allow
true
developmentonly
1 = allow searches for dedicated servers
mm_dedicated_fake
false
developmentonly
1 = pretend like search is going, but abort after some time
mm_dedicated_force_servers
""
release
Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers.
Use syntax publicip1:port|privateip1:port,publicip2:port|privateip2:port if your server is behind NAT.
If the server is behind NAT, you can specify 0.0.0.0|privateip:port and if server port is in the list of mm_server_search_lan_ports its public address should be automatically detected.
mm_dedicated_ip
""
developmentonly
IP address of dedicated servers to consider available
mm_dedicated_search_maxping
150
min: 25, max: 350, archive
Longest preferred ping to dedicated servers for games
mm_dedicated_search_maxresults
75
developmentonly
<no description>
mm_dedicated_timeout_request
20
developmentonly
<no description>
mm_dlcs_mask_extras
0
developmentonly defensive
<no description>
mm_dlcs_mask_fake
""
developmentonly defensive
<no description>
mm_events_listeners_validation
false
developmentonly
<no description>
mm_ignored_sessions_forget_pass
5
developmentonly
<no description>
mm_ignored_sessions_forget_time
600
developmentonly
<no description>
mm_match_search_update_interval
10
developmentonly
Interval between matchsearcher updates.
mm_player_search_count
5
developmentonly
<no description>
mm_player_search_lan_ping_duration
3.5
developmentonly
Duration of LAN discovery ping phase.
mm_player_search_lan_ping_interval
0.5
developmentonly
Interval between LAN discovery pings.
mm_player_search_requests_limit
-1
developmentonly
How many friend requests are displayed.
mm_player_search_update_interval
10
developmentonly
Interval between players searches.
mm_server_search_inet_ping_interval
1
developmentonly
How long to wait between pinging internet server details.
mm_server_search_inet_ping_refresh
15
developmentonly
How often to refresh a listed server.
mm_server_search_inet_ping_timeout
3
developmentonly
How long to wait for internet server details.
mm_server_search_inet_ping_window
10
developmentonly
How many servers can be pinged for server details in a batch.
mm_server_search_lan_ping_duration
1
developmentonly
Duration of LAN discovery ping phase.
mm_server_search_lan_ping_interval
0.4
developmentonly
Interval between LAN discovery pings.
mm_server_search_lan_ports
"27015,27016,27017,27018,27019,27020"
archive release
Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mm_server_search_server_lifetime
180
developmentonly
How long until a server is no longer returned by the master till we remove it.
mm_server_search_update_interval
60
developmentonly
Interval between servers updates.
mm_session_search_num_results
10
developmentonly
<no description>
mm_session_search_qos_timeout
15
release
<no description>
mm_session_sys_connect_timeout
8
developmentonly
<no description>
mm_session_sys_delay_create
0
developmentonly
<no description>
mm_session_sys_delay_create_host
1.2
developmentonly
<no description>
mm_session_sys_kick_ban_duration
180
release
<no description>
mm_session_sys_pkey
""
release
<no description>
mm_session_sys_ranking_timeout
12
developmentonly
<no description>
mm_session_sys_slots_guaranteed
10
developmentonly
<no description>
mm_session_team_res_timeout
30
developmentonly
<no description>
mm_session_voice_loading
false
developmentonly
<no description>
mm_sv_load_test
false
developmentonly
<no description>
mm_teamsearch_errortime
3
developmentonly
Time team search is in error state until it self-cancels
mm_teamsearch_nostart
false
developmentonly
Team search will fake cancel before searching for server
mm_title_debug_version
0
developmentonly
This matchmaking version will override .res file version for isolating matchmaking
mm_tu_string
"00000000"
developmentonly defensive
<no description>
mm_use_p2p_for_listen_server
true
developmentonly defensive
<no description>
mobile_fps_increase_during_charging
false
archive
MOBILE_FPS_CONTROL: If true we increase framerate limit while charging
mobile_fps_increase_during_hfr_animations
true
developmentonly hidden defensive
MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions.
mobile_fps_increase_during_touch
true
archive
MOBILE_FPS_CONTROL: If true we increase framerate limit during touch
mobile_fps_limit
30
archive
MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60
model_default_preview_sequence_name
""
gamedll clientdll archive replicated
<no description>
molotov_throw_detonate_time
2
gamedll clientdll replicated release missing3
<no description>
molotov_usethrow_direction
false
gamedll cheat
<no description>
motdfile
"motd.txt"
gamedll release
The MOTD file to load.
mouse_disableinput
false
developmentonly defensive
Set to disable mouse input
mouse_inverty
false
clientdll archive userinfo
<no description>
mp_afterroundmoney
0
gamedll clientdll replicated release missing3
amount of money awared to every player after each round
mp_allowspectators
true
developmentonly gamedll clientdll replicated defensive
toggles whether the server allows spectator mode or not
mp_anyone_can_pickup_c4
false
gamedll clientdll replicated release missing3
If set, everyone can pick up the c4, not just Ts.
mp_autokick
true
gamedll replicated release missing3
Kick idle/team-killing/team-damaging players
mp_autoteambalance
true
gamedll notify release missing3
<no description>
mp_backup_restore_load_autopause
true
gamedll release
Whether to automatically pause the match after restoring round data from backup
mp_backup_round_auto
true
gamedll release
If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk
mp_backup_round_file
"backup"
gamedll release
If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt
mp_backup_round_file_last
""
gamedll release
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
"%prefix%_round%round%.txt"
gamedll release
If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%%date%%time%%team1%%team2%_%map%round%round%score%score1%%score2%.txt'
mp_bot_ai_bt
""
gamedll release missing3
Use the specified behavior tree file to drive the bot behavior.
mp_buy_allow_grenades
true
gamedll clientdll replicated release missing3
Whether players can purchase grenades from the buy menu or not.
mp_buy_allow_guns
255
min: 0, max: 255, gamedll clientdll replicated release missing3
Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).
mp_buy_anywhere
0
gamedll clientdll notify replicated release missing3
When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_buy_during_immunity
0
gamedll clientdll notify replicated release missing3
When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_buytime
90
min: 0, gamedll clientdll replicated release missing3
How many seconds after round start players can buy items for.
mp_c4_cannot_be_defused
false
gamedll clientdll replicated release missing3
If set, the planted c4 cannot be defused.
mp_c4timer
40
min: 10, gamedll clientdll notify replicated release missing3
how long from when the C4 is armed until it blows
mp_chattime
10
min: 1, max: 120, developmentonly gamedll clientdll replicated defensive
amount of time players can chat after the game is over
mp_competitive_endofmatch_extra_time
15
gamedll release
After a competitive match finishes rematch voting extra time is given for rankings.
mp_consecutive_loss_aversion
1
min: 0, gamedll clientdll replicated release
How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second win
mp_consecutive_loss_max
4
min: 0, gamedll clientdll replicated release missing3
<no description>
mp_coopmission_bot_difficulty_offset
0
gamedll replicated release missing3
The difficulty offset modifier for bots during coop missions.
mp_ct_default_grenades
""
gamedll clientdll replicated release missing3
The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
mp_ct_default_melee
"weapon_knife"
gamedll clientdll replicated release missing3
The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
mp_ct_default_primary
""
gamedll clientdll replicated release missing3
The default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_secondary
"weapon_hkp2000"
gamedll clientdll replicated release missing3
The default secondary (pistol) weapon that the CTs will spawn with
mp_damage_headshot_only
false
gamedll clientdll replicated release missing3
Determines whether non-headshot hits do any damage.
mp_damage_scale_ct_body
1
gamedll clientdll replicated release missing3
Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
mp_damage_scale_ct_head
1
gamedll clientdll replicated release missing3
Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
mp_damage_scale_t_body
1
gamedll clientdll replicated release missing3
Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
mp_damage_scale_t_head
1
gamedll clientdll replicated release missing3
Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
mp_damage_vampiric_amount
0
gamedll replicated release missing3
If Set to non-0, will determine the fraction of damage dealt that will be given to attacker.
mp_death_drop_breachcharge
true
gamedll clientdll replicated release
Drop breachcharge on player death
mp_death_drop_c4
true
gamedll clientdll replicated release missing3
Whether c4 is droppable
mp_death_drop_defuser
true
gamedll clientdll replicated release missing3
Drop defuser on player death
mp_death_drop_grenade
2
min: 0, max: 2, gamedll clientdll replicated release missing3
Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades
mp_death_drop_gun
1
min: 0, max: 2, gamedll clientdll replicated release missing3
Which gun to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_healthshot
true
gamedll clientdll replicated release
Drop healthshot on player death
mp_death_drop_taser
true
gamedll clientdll replicated release
Drop taser on player death
mp_deathcam_skippable
true
gamedll replicated release missing3
Determines whether a player can early-out of the deathcam.
mp_default_team_winner_no_objective
-1
gamedll clientdll replicated release missing3
If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.
mp_defuser_allocation
0
min: 0, max: 2, gamedll clientdll replicated release missing3
How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_disconnect_kills_bots
false
gamedll release
When a bot disconnects, kill them first. Requires mp_disconnect_kills_players.
mp_disconnect_kills_players
true
gamedll release
When a player disconnects, kill them first (triggering item drops, stats, etc.)
mp_display_kill_assists
true
gamedll clientdll replicated release missing3
Whether to display and score player assists
mp_dm_bonus_length_max
30
gamedll clientdll replicated release
Maximum time the bonus time will last (in seconds)
mp_dm_bonus_length_min
30
gamedll clientdll replicated release
Minimum time the bonus time will last (in seconds)
mp_dm_bonus_percent
50
min: 0, gamedll clientdll replicated release missing3
Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
mp_dm_bonusweapon_dogtags
0
gamedll clientdll replicated release missing3
Additional dogtags to drop when making a kill with the bonus weapon
mp_dm_dogtag_score
0
min: 0, gamedll clientdll replicated release missing3
Points to award for picking up a dogtag in deathmatch.
mp_dm_healthshot_killcount
3
gamedll clientdll replicated release
Grant healthshots in deathmatch after n kills
mp_dm_kill_base_score
10
min: 0, gamedll clientdll replicated release missing3
Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.
mp_dm_teammode
0
gamedll clientdll replicated release missing3
In deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contribution score)
mp_dm_teammode_bonus_score
1
gamedll clientdll replicated release missing3
Team deathmatch victory points to award for kill with bonus weapon
mp_dm_teammode_dogtag_score
0
gamedll clientdll replicated release missing3
Team deathmatch victory points to award for collecting enemy dogtags
mp_dm_teammode_kill_score
1
gamedll clientdll replicated release missing3
Team deathmatch victory points to award for enemy kill
mp_dm_time_between_bonus_max
40
gamedll clientdll replicated release
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
gamedll clientdll replicated release
Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_dogtag_despawn_on_killer_death
true
gamedll replicated release missing3
Whether dogtags should despawn when their killer dies
mp_dogtag_despawn_time
120
min: 0, gamedll replicated release missing3
How many seconds dogtags should stay around before despawning automatically (0 = infinite)
mp_dogtag_pickup_rule
0
gamedll replicated release missing3
Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone)
mp_drop_grenade_enable
true
gamedll clientdll replicated release missing3
Allows players to drop grenades.
mp_drop_knife_enable
false
gamedll clientdll replicated release missing3
Allows players to drop knives.
mp_economy_reset_rounds
0
gamedll clientdll replicated release missing3
Reset all player money every N rounds (0 for never)
mp_endmatch_votenextleveltime
20
gamedll release
If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
mp_endmatch_votenextmap
true
gamedll clientdll replicated release
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
true
gamedll clientdll replicated release
If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options.
mp_endmatch_votenextmap_wargames_modes
""
gamedll release
Modes available for endmatch voting during War Games. Separate names with spaces.
mp_endmatch_votenextmap_wargames_nummaps
3
gamedll release
Maximum number of maps to include in endmatch voting during War Games
mp_endmatch_votenextmap_wargames_nummodes
1
gamedll release
Maximum number of other War Games to include in endmatch voting during War Games
mp_endwarmup_player_count
0
gamedll clientdll replicated release
Number of players required to be connected to end warmup early. 0 to require maximum players for mode.
mp_equipment_reset_rounds
0
gamedll clientdll replicated release missing3
Reset all player equipment every N rounds (0 for never)
mp_fadetoblack
false
developmentonly gamedll clientdll notify replicated defensive
fade a player's screen to black when he dies
mp_fists_replace_melee
false
gamedll release missing3
If enabled then when melee weapon is dropped player will have fists, when melee weapon is picked up then fists are unavailable
mp_flinch_punch_scale
3
developmentonly gamedll clientdll replicated cheat
Scalar for first person view punch when getting hit.
mp_footsteps_serverside
true
gamedll release
Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.
mp_force_pick_time
15
gamedll clientdll replicated release missing3
The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_forcecamera
0
gamedll clientdll replicated release missing3
Restricts spectator modes for dead players
mp_forcerespawn
true
developmentonly gamedll notify defensive
<no description>
mp_fraglimit
0
gamedll notify release
<no description>
mp_free_armor
0
gamedll clientdll replicated release missing3
Determines whether kevlar (1+) and/or helmet (2+) are given automatically.
mp_freezetime
6
min: 0, max: 60, gamedll notify replicated release missing3
how many seconds to keep players frozen when the round starts
mp_friendlyfire
false
gamedll clientdll notify replicated release missing3
Allows team members to injure other members of their team
mp_give_player_c4
true
gamedll clientdll replicated release missing3
Whether this map should spawn a c4 bomb for a player or not.
mp_global_damage_per_second
0
min: 0, gamedll replicated release missing3
If above 0, deal non-lethal damage to players over time.
mp_guardian_bomb_plant_custom_x_mark_location
""
gamedll clientdll replicated release
x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries.
mp_guardian_force_collect_hostages_timeout
50
gamedll release missing3
Force bots to collect hostages after this amount of time if no enemy has been seen.
mp_guardian_target_site
-1
gamedll release missing3
If set to the index of a bombsite, will cause random spawns to be only created near that site.
mp_halftime
false
gamedll clientdll replicated release missing3
Determines whether the match switches sides in a halftime event.
mp_halftime_duration
15
min: 0, max: 300, gamedll clientdll replicated release
Target number of seconds that halftime lasts; shortened if team intros are active
mp_halftime_pausematch
0
gamedll clientdll replicated release
Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.
mp_halftime_pausetimer
0
gamedll clientdll replicated release missing3
Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
mp_heavyassaultsuit_aimpunch
true
gamedll clientdll replicated release missing3
How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
mp_heavyassaultsuit_cooldown
5
gamedll clientdll replicated release missing3
Determines cooldown of purchase.
mp_heavyassaultsuit_deploy_timescale
0.8
gamedll clientdll replicated release missing3
How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)
mp_heavyassaultsuit_speed
130
gamedll clientdll replicated release missing3
The max speed of a player when they are wearing the heavy assault suit
mp_heavybot_damage_reduction_scale
1
gamedll clientdll replicated release missing3
How much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage)
mp_hostages_max
2
gamedll replicated release missing3
Maximum number of hostages to spawn.
mp_hostages_rescuetime
1
gamedll clientdll replicated release
Additional time added to round time if a hostage is reached by a CT.
mp_hostages_rescuetowin
1
developmentonly gamedll clientdll replicated
0 == all alive, any other number is the number the CT's need to rescue to win the round.
mp_hostages_run_speed_modifier
1
min: 0.1, max: 1.5, gamedll replicated release
Default is 1.0, slow down hostages by setting this to < 1.0.
mp_hostages_spawn_farthest
false
gamedll replicated release
When enabled will consistently force the farthest hostages to spawn.
mp_hostages_spawn_force_positions
""
gamedll replicated release missing3
Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'
mp_hostages_spawn_force_positions_xyz
""
gamedll replicated release
Comma separated list of xyz locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2'
mp_hostages_spawn_same_every_round
true
gamedll replicated release missing3
0 = spawn hostages randomly every round, 1 = same spawns for entire match.
mp_hostages_takedamage
false
gamedll clientdll replicated release
Whether or not hostages can be hurt.
mp_humanteam
"any"
gamedll replicated release
Restricts human players to a single team {any, CT, T}
mp_ignore_round_win_conditions
false
gamedll replicated release
Ignore conditions which would end the current round
mp_items_prohibited
""
gamedll clientdll replicated release missing3
Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.
mp_join_grace_time
0
min: 0, max: 30, gamedll clientdll replicated release
Number of seconds after round start to allow a player to join a game
mp_limitteams
2
min: 0, max: 30, gamedll notify replicated release missing3
Max # of players 1 team can have over another (0 disables check)
mp_logdetail
0
min: 0, max: 3, gamedll release
Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
mp_logdetail_items
false
gamedll release
Logs a line any time a player acquires or loses an item.
mp_logmoney
false
gamedll release
Enables money logging. Values are: 0=off, 1=on
mp_match_can_clinch
true
gamedll clientdll replicated release missing3
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
false
gamedll clientdll replicated release missing3
At the end of the match, perform a changelevel even if next map is the same
mp_match_end_restart
false
gamedll clientdll replicated release
At the end of the match, perform a restart instead of loading a new map
mp_match_restart_delay
25
min: 1, max: 9999, gamedll clientdll replicated release
Time (in seconds) until a match restarts.
mp_max_armor
2
gamedll clientdll replicated release missing3
Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet
mp_maxmoney
16000
min: 0, gamedll clientdll replicated release missing3
maximum amount of money allowed in a player's account
mp_maxrounds
0
min: 0, gamedll clientdll notify replicated release missing3
max number of rounds to play before server changes maps
mp_min_halftime_duration
8.5
min: 0, max: 300, gamedll clientdll replicated release
Minimum number of seconds that halftime lasts even if team intros are active
mp_only_cts_rescue_hostages
true
gamedll clientdll replicated release missing3
<no description>
mp_overtime_enable
false
gamedll clientdll replicated release
If a match ends in a tie, use overtime rules to determine winner
mp_overtime_halftime_pausetimer
0
gamedll clientdll replicated release
If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer.
mp_overtime_limit
0
gamedll clientdll replicated release
When overtime is enabled, only so many overtimes can be played
mp_overtime_maxrounds
6
gamedll clientdll replicated release
When overtime is enabled play additional rounds to determine winner
mp_overtime_startmoney
10000
gamedll clientdll replicated release
Money assigned to all players at start of every overtime half
mp_plant_c4_anywhere
false
gamedll clientdll replicated release missing3
<no description>
mp_playercashawards
true
gamedll clientdll replicated release missing3
Players can earn money by performing in-game actions
mp_playerid
0
min: 0, max: 2, gamedll clientdll replicated release
Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delay
0.4
min: 0, max: 1, gamedll clientdll replicated release
Number of seconds to delay showing information in the status bar
mp_playerid_hold
0.1
min: 0, max: 1, gamedll clientdll replicated release
Number of seconds to keep showing old information in the status bar
mp_promoted_item_enabled
false
gamedll clientdll notify replicated release
Allow the purchasing of the promoted item.
mp_randomspawn
0
gamedll clientdll replicated release missing3
Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
mp_randomspawn_dist
0
gamedll clientdll replicated release missing3
If using mp_randomspawn, determines whether to test distance when selecting this spot.
mp_randomspawn_los
true
gamedll clientdll replicated release missing3
If using mp_randomspawn, determines whether to test Line of Sight when spawning.
mp_require_gun_use_to_acquire
false
gamedll release
Whether guns must be +used to acquire or default is touch-to-pickup
mp_respawn_immunitytime
4
gamedll clientdll replicated release missing3
How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity.
mp_respawn_on_death_ct
false
gamedll clientdll replicated release missing3
When set to 1, counter-terrorists will respawn after dying.
mp_respawn_on_death_t
false
gamedll clientdll replicated release missing3
When set to 1, terrorists will respawn after dying.
mp_respawnwavetime_ct
10
gamedll clientdll replicated release missing3
Time between respawn waves for CTs.
mp_respawnwavetime_t
10
gamedll clientdll replicated release missing3
Time between respawn waves for Terrorists.
mp_restartgame
0
gamedll release
If non-zero, game will restart in the specified number of seconds
mp_retake_ct_count
4
gamedll clientdll replicated release
Number of CT's when playing retakes.
mp_retake_ct_loadout_bonus_card
"#GameUI_Retake_Card_TheAWPortunity,1,1,rifle4"
gamedll clientdll replicated release missing3
CT bonus card for full buy round when playing bomb site retake.
mp_retake_ct_loadout_bonus_card_availability
"1,2"
gamedll clientdll replicated release missing3
CT bonus card availability pattern for full buy round when playing bomb site retake.
mp_retake_ct_loadout_default_pistol_round
"1|3;#GameUI_Retake_Card_4v3,0,0,secondary0|1;#GameUI_Retake_Card_FlashOut,0,0,secondary0,grenade2;#GameUI_Retake_Card_HideAndPeek,0,0,secondary0,grenade4"
gamedll clientdll replicated release missing3
CT Loadouts for default pistol round when playing bomb site retake.
mp_retake_ct_loadout_enemy_card
"#GameUI_Retake_Card_BehindEnemyLines,1,1,rifle1,grenade2"
gamedll clientdll replicated release missing3
CT enemy card for full buy round when playing bomb site retake.
mp_retake_ct_loadout_full_buy_round
"4|2;#GameUI_Retake_Card_LightEmUp,1,1,rifle1,grenade2|2;#GameUI_Retake_Card_Kobe,1,1,rifle1,grenade3|1;#GameUI_Retake_Card_1g,1,1,rifle1,grenade0|1;#GameUI_Retake_Card_DisappearingAct,1,1,rifle1,grenade4|1;#GameUI_Retake_Card_EyesOnTarget,1,1,rifle3"
gamedll clientdll replicated release missing3
CT Loadouts for full buy round when playing bomb site retake.
mp_retake_ct_loadout_light_buy_round
"3|2;#GameUI_Retake_Card_UmpInSmoke,1,1,smg2,grenade4|2;#GameUI_Retake_Card_FunNGun,1,1,smg0,grenade3|2;#GameUI_Retake_Card_Sharpshooter,1,1,rifle2,grenade2|2;#GameUI_Retake_Card_BurstBullpup,1,1,rifle0"
gamedll clientdll replicated release missing3
CT Loadouts for force buy round when playing bomb site retake.
mp_retake_ct_loadout_upgraded_pistol_round
"2|2;#GameUI_Retake_Card_TakeFive,0,0,secondary3|2;#GameUI_Retake_Card_BlindFire,0,0,secondary2,grenade2|2;#GameUI_Retake_Card_OnlyTakesOne,0,0,secondary4|2;#GameUI_Retake_Card_SneakyBeakyLike,0,0,secondary2,grenade4"
gamedll clientdll replicated release missing3
CT Loadouts for upgraded pistol round when playing bomb site retake.
mp_retake_max_consecutive_rounds_same_target_site
2
gamedll clientdll replicated release missing3
Limit the number of consecutive rounds targeting the same site.
mp_retake_t_count
3
gamedll clientdll replicated release
Number of terrorists when playing retakes.
mp_retake_t_loadout_bonus_card
"#GameUI_Retake_Card_TheAWPortunity,1,1,rifle4"
gamedll clientdll replicated release missing3
T bonus card for full buy round when playing bomb site retake.
mp_retake_t_loadout_bonus_card_availability
"1,1,2"
gamedll clientdll replicated release missing3
T bonus card availability pattern for full buy round when playing bomb site retake.
mp_retake_t_loadout_default_pistol_round
"0|3;#GameUI_Retake_Card_4BadGuysLeft,0,0,secondary0|1;#GameUI_Retake_Card_LookAway,0,0,secondary0,grenade2;#GameUI_Retake_Card_WhenThereIsSmoke,0,0,secondary0,grenade4"
gamedll clientdll replicated release missing3
T Loadouts for default pistol round when playing bomb site retake.
mp_retake_t_loadout_enemy_card
"#GameUI_Retake_Card_FindersKeepers,1,1,rifle1,grenade2"
gamedll clientdll replicated release missing3
T enemy card for full buy round when playing bomb site retake.
mp_retake_t_loadout_full_buy_round
"0|2;#GameUI_Retake_Card_OlReliable,1,1,rifle1,grenade2|1;#GameUI_Retake_Card_SmokeShow,1,1,rifle1,grenade4|1;#GameUI_Retake_Card_HotShot,1,1,rifle1,grenade0|1;#GameUI_Retake_Card_EyeSpy,1,1,rifle3,grenade3"
gamedll clientdll replicated release missing3
T Loadouts for full buy round when playing bomb site retake.
mp_retake_t_loadout_light_buy_round
"0|2;#GameUI_Retake_Card_BackInAFlash,1,1,smg2,grenade2|2;#GameUI_Retake_Card_AllIn,1,1,rifle0|1;#GameUI_Retake_Card_BoomBox,1,1,smg0,grenade3,grenade4|1;#GameUI_Retake_Card_SetThemFree,1,1,rifle2,grenade2"
gamedll clientdll replicated release missing3
T Loadouts for force buy round when playing bomb site retake.
mp_retake_t_loadout_upgraded_pistol_round
"0|2;#GameUI_Retake_Card_BlindFire,0,0,secondary2,grenade2|2;#GameUI_Retake_Card_QueOta,0,0,secondary4|1;#GameUI_Retake_Card_SmokeScreen,0,0,secondary2,grenade4|1;#GameUI_Retake_Card_TecTecBoom,0,0,secondary3,grenade3"
gamedll clientdll replicated release missing3
T Loadouts for upgraded pistol round when playing bomb site retake.
mp_round_restart_delay
7
min: 0, gamedll clientdll replicated release missing3
Number of seconds to delay before restarting a round after a win
mp_roundtime
5
min: 0.1, max: 60, gamedll notify replicated release missing3
How many minutes each round takes.
mp_roundtime_defuse
0
min: 0, max: 60, gamedll notify replicated release missing3
How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
mp_roundtime_hostage
0
min: 0, max: 60, gamedll notify replicated release missing3
How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
mp_shield_speed_deployed
170
gamedll clientdll replicated release
The max speed of a player when they have a shield deployed
mp_shield_speed_holstered
200
gamedll clientdll replicated release
The max speed of a player when they have a shield holstered
mp_shorthanded_cash_bonus_ignore_kicked
true
gamedll clientdll replicated release
Determines whether kicked players are included in the assessment for short-handedness
mp_shorthanded_cash_bonus_round_delay
2
gamedll clientdll replicated release
number of previous rounds that a team needs to have been shorthanded before they are eligible for the short-handed bonus
mp_solid_teammates
1
gamedll clientdll replicated release missing3
How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads
mp_spawnprotectiontime
5
gamedll replicated release
Kick players who team-kill within this many seconds of a round restart.
mp_spectators_max
2
min: 0, gamedll clientdll replicated release
How many spectators are allowed in a match.
mp_starting_losses
0
min: 0, gamedll clientdll replicated release missing3
Determines what the initial loss streak is.
mp_startmoney
800
min: 0, gamedll clientdll replicated release missing3
amount of money each player gets when they reset
mp_suicide_penalty
true
gamedll release missing3
Punish players for suicides
mp_t_default_grenades
""
gamedll clientdll replicated release missing3
The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
mp_t_default_melee
"weapon_knife"
gamedll clientdll replicated release missing3
The default melee weapon that the Ts will spawn with
mp_t_default_primary
""
gamedll clientdll replicated release missing3
The default primary (rifle) weapon that the Ts will spawn with
mp_t_default_secondary
"weapon_glock"
gamedll clientdll replicated release missing3
The default secondary (pistol) weapon that the Ts will spawn with
mp_tagging_scale
1
gamedll clientdll replicated release missing3
Scalar for player tagging modifier when hit. Lower values for greater tagging.
mp_taser_recharge_time
30
gamedll clientdll replicated release missing3
Determines recharge time for taser. -1 = disabled.
mp_td_dmgtokick
300
gamedll replicated release
The damage threshhold players have to exceed in a match to get kicked.
mp_td_dmgtowarn
200
gamedll replicated release
The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
mp_td_spawndmgthreshold
50
gamedll replicated release
The damage threshold players have to exceed at the start of the round to be warned/kick.
mp_team_intro_time
6.5
min: 0, gamedll notify replicated release missing3
How many seconds for team intro
mp_team_timeout_max
1
gamedll clientdll replicated release
Number of timeouts each team gets per match.
mp_team_timeout_ot_add_each
0
gamedll clientdll replicated release
Number of timeouts to add for each team when match goes to 2nd and each next overtime.
mp_team_timeout_ot_add_once
0
gamedll clientdll replicated release
Number of timeouts to add for each team when regulation time ends and match goes to overtime.
mp_team_timeout_ot_max
1
gamedll clientdll replicated release
Max number of timeouts each team can have per OT after all OT timeouts got added.
mp_team_timeout_time
60
gamedll clientdll replicated release
Duration of each timeout.
mp_teamcashawards
true
gamedll clientdll replicated release missing3
Teams can earn money by performing in-game actions
mp_teamflag_1
""
gamedll release
Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
mp_teamflag_2
""
gamedll release
Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
mp_teamlogo_1
""
gamedll release
Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
mp_teamlogo_2
""
gamedll release
Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
mp_teammatchstat_1
""
gamedll release
A non-empty string sets first team's match stat.
mp_teammatchstat_2
""
gamedll release
A non-empty string sets second team's match stat.
mp_teammatchstat_cycletime
45
gamedll release
Cycle match stats after so many seconds
mp_teammatchstat_holdtime
5
gamedll release
Decide on a match stat and hold it additionally for at least so many seconds
mp_teammatchstat_txt
""
gamedll release
A non-empty string sets the match stat description, e.g. 'Match 2 of 3'.
mp_teammates_are_enemies
false
gamedll clientdll notify replicated release missing3
When set, your teammates act as enemies and all players are valid targets.
mp_teamname_1
""
gamedll release
A non-empty string overrides the first team's name.
mp_teamname_2
""
gamedll release
A non-empty string overrides the second team's name.
mp_teamplay
false
developmentonly gamedll notify defensive
<no description>
mp_teamprediction_pct
0
gamedll release
A value between 1 and 99 will show predictions in favor of CT team.
mp_teamprediction_txt
"#SFUIHUD_Spectate_Predictions"
gamedll release
A value between 1 and 99 will set predictions in favor of first team.
mp_teamscore_1
0
gamedll release
A non-empty string for best-of-N maps won by the first team.
mp_teamscore_2
0
gamedll release
A non-empty string for best-of-N maps won by the second team.
mp_teamscore_max
0
min: 0, max: 7, gamedll release
How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)
mp_technical_timeout_duration_s
0
gamedll clientdll replicated release missing3
How many seconds is a full technical timeout?
mp_technical_timeout_per_team
0
gamedll clientdll replicated release missing3
How many technical timeouts are there per team?
mp_timelimit
0
gamedll clientdll notify replicated release missing3
game time per map in minutes
mp_tkpunish
0
gamedll replicated release
Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}
mp_tournament
false
developmentonly gamedll clientdll notify replicated defensive
<no description>
mp_tournament_whitelist
"item_whitelist.txt"
developmentonly gamedll defensive
Specifies the item whitelist file to use.
mp_use_respawn_waves
0
gamedll clientdll replicated release missing3
When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead.
mp_verbose_changelevel_spew
1
gamedll clientdll replicated release
<no description>
mp_warmup_items_drop_policy
247
gamedll clientdll replicated release missing3
Which items can drop during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser, 16=taser, 32=healthshot)
mp_warmup_items_nocost
false
gamedll clientdll replicated release missing3
Determines whether weapons are free to buy during warmup.
mp_warmup_items_nocount_policy
42
gamedll clientdll replicated release missing3
Which items are unlimited during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser/kevlar, 16=taser, 32=healthshot)
mp_warmup_jointeam_cooldown
2
developmentonly gamedll defensive
<no description>
mp_warmup_offline_enabled
false
gamedll clientdll replicated release
Whether or not to do a warmup period at the start of a match in an offline (bot) match.
mp_warmup_online_enabled
true
gamedll clientdll replicated release
Whether or not to do a warmup period at the start of an online match.
mp_warmup_pausetimer
0
gamedll clientdll replicated release missing3
Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
mp_warmuptime
30
min: 5, gamedll clientdll replicated release missing3
How long the warmup period lasts. Changing this value resets warmup.
mp_warmuptime_all_players_connected
0
gamedll clientdll replicated release missing3
Warmup time to use when all players have connected. 0 to disable.
mp_warmuptime_match_cancelled
5
gamedll clientdll replicated release missing3
Warmup time to use when the match will be cancelled (eg. due to a live VAC ban).
mp_weapon_next_owner_touch_time
1.3
gamedll cheat release
<no description>
mp_weapon_prev_owner_touch_time
1.5
gamedll clientdll replicated cheat release
<no description>
mp_weapon_self_inflict_amount
0
gamedll replicated release missing3
If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.
mp_weapons_allow_heavy
-1
gamedll clientdll replicated release missing3
Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_heavyassaultsuit
false
gamedll clientdll replicated release missing3
Determines whether heavyassaultsuit is permitted.
mp_weapons_allow_map_placed
false
gamedll clientdll replicated release missing3
If this convar is set, when a match starts, the game will not delete weapons placed in the map.
mp_weapons_allow_pistols
-1
gamedll clientdll replicated release missing3
Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_rifles
-1
gamedll clientdll replicated release missing3
Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_smgs
-1
gamedll clientdll replicated release missing3
Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_typecount
5
gamedll clientdll replicated release missing3
Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).
mp_weapons_allow_zeus
1
gamedll clientdll replicated release missing3
Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).
mp_weapons_max_gun_purchases_per_weapon_per_match
-1
min: -1, max: 1, gamedll clientdll replicated release missing3
Max number of times a player may purchase any weapon per match
mp_weaponstay
false
developmentonly gamedll notify defensive
<no description>
mp_win_panel_display_time
3
gamedll clientdll replicated release missing3
The amount of time to show the win panel between matches / halfs
mp_winlimit
0
min: 0, developmentonly gamedll clientdll notify replicated defensive
Max score one team can reach before server changes maps
multigpu_skip_semaphores
false
developmentonly defensive
<no description>
multigpu_skip_transfers
false
developmentonly defensive
<no description>
muzzle_flash_debug
false
developmentonly clientdll
<no description>
name
"unnamed"
archive per_user
<no description>
nav_approach_points_area_size_threshold
200
developmentonly gamedll defensive
Ignore nav areas with at least one side smaller than this amount during approach point calculation.
nav_avoid_obstacles
true
gamedll cheat
<no description>
nav_bfs_debug
0
gamedll cheat
<no description>
nav_curve_alt
false
gamedll cheat
<no description>
nav_curve_iter
0
gamedll cheat
<no description>
nav_curve_lock
-1
gamedll cheat
<no description>
nav_curve_max_step
10
gamedll cheat
<no description>
nav_curve_set
-1
gamedll cheat
<no description>
nav_curve_step
0.02
gamedll cheat
<no description>
nav_debug_blocked
false
gamedll cheat
<no description>
nav_drag_selection_volume_zmax_offset
32
developmentonly gamedll replicated defensive
The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset
32
developmentonly gamedll replicated defensive
The offset of the nav drag volume bottom from center
nav_draw_area_connections
false
gamedll cheat
<no description>
nav_draw_area_filled
true
gamedll cheat
<no description>
nav_draw_area_gravity
false
gamedll cheat
<no description>
nav_draw_area_ground
false
gamedll cheat
<no description>
nav_draw_area_hull_support
false
gamedll cheat
<no description>
nav_draw_area_ids
false
gamedll cheat
<no description>
nav_draw_area_inset_margin
0
gamedll cheat
<no description>
nav_draw_area_normal
false
gamedll cheat
<no description>
nav_draw_area_should_be_destroyed
false
gamedll cheat
<no description>
nav_draw_area_split_by_nav_link_mgr
false
gamedll cheat
<no description>
nav_draw_area_split_by_obstacle_mgr
false
gamedll cheat
<no description>
nav_draw_area_ztest
false
gamedll cheat
<no description>
nav_draw_attribute_dynamic
""
gamedll cheat
Draw all nav areas with this dynamic attribute
nav_draw_attribute_game
""
gamedll cheat
Draw all nav areas with this game attribute
nav_draw_blocked
true
gamedll cheat
<no description>
nav_draw_blocked_connections
false
gamedll cheat
<no description>
nav_draw_connected_area_radius
1000
gamedll cheat
<no description>
nav_draw_dangerareas
false
gamedll cheat
<no description>
nav_draw_externally_created
false
gamedll cheat
<no description>
nav_draw_hidingspots
false
gamedll cheat
<no description>
nav_draw_indirect_connections
false
gamedll cheat
<no description>
nav_draw_jump_links
false
gamedll cheat
<no description>
nav_draw_limit
300
gamedll cheat
The maximum number of areas to draw in edit mode
nav_draw_link_alignment
false
gamedll cheat
<no description>
nav_draw_links
false
gamedll cheat
<no description>
nav_draw_markup
true
gamedll cheat
<no description>
nav_draw_mesh
true
gamedll cheat
<no description>
nav_draw_mesh_grid
false
gamedll cheat
Draw the mesh's spatial grid structure around the edit cursor position.
nav_draw_mesh_offset
1
gamedll cheat
Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground
nav_draw_space_cells
false
gamedll cheat
<no description>
nav_draw_space_fly
false
gamedll cheat
<no description>
nav_draw_space_neighbors
false
gamedll cheat
<no description>
nav_draw_space_portals
false
gamedll cheat
<no description>
nav_draw_space_radius
0
gamedll cheat
<no description>
nav_draw_space_scatter
false
gamedll cheat
<no description>
nav_draw_space_swim
false
gamedll cheat
<no description>
nav_edit
0
gamedll cheat
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_edit_validate
false
gamedll cheat
Validate navmesh structures.
nav_find_occluded_node_nozup_use_raycast
true
gamedll cheat
<no description>
nav_flow_map_enabled
true
developmentonly gamedll
<no description>
nav_genrt_debug
false
gamedll cheat
<no description>
nav_genrt_no_splice
false
gamedll cheat
<no description>
nav_genrt_no_split
false
gamedll cheat
<no description>
nav_genrt_step
-1
gamedll cheat
<no description>
nav_max_view_distance
0
gamedll cheat
Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_obstacle_genrt
false
gamedll cheat
<no description>
nav_obstacle_validate
false
gamedll cheat
<no description>
nav_obstruction_draw
0
gamedll cheat
<no description>
nav_obstruction_draw_change
false
gamedll cheat
<no description>
nav_obstruction_draw_dist
-1
gamedll cheat
<no description>
nav_obstruction_draw_island
0
gamedll cheat
<no description>
nav_obstruction_draw_island_hull
-1
gamedll cheat
<no description>
nav_obstruction_draw_movefail_blocking
false
gamedll cheat
<no description>
nav_path_debug
false
gamedll cheat
<no description>
nav_path_debug_compute_with_open_goal
0
gamedll cheat
<no description>
nav_path_draw_areas
false
gamedll cheat
<no description>
nav_path_draw_arrow
true
gamedll cheat
<no description>
nav_path_draw_climb_segments
true
gamedll cheat
<no description>
nav_path_draw_connected_areas
false
gamedll cheat
<no description>
nav_path_draw_ground_segments
true
gamedll cheat
<no description>
nav_path_draw_jump_segments
true
gamedll cheat
<no description>
nav_path_draw_ladder_segments
true
gamedll cheat
<no description>
nav_path_draw_link_segments
true
gamedll cheat
<no description>
nav_path_draw_tick
0
gamedll cheat
<no description>
nav_path_fixup_climb_up_segments
false
gamedll cheat
<no description>
nav_path_fixup_gap_segments
false
gamedll cheat
<no description>
nav_path_jump_process_debug
false
gamedll cheat
<no description>
nav_path_optimize
true
gamedll cheat
<no description>
nav_path_optimize_portals
true
gamedll cheat
<no description>
nav_path_optimizer_debug
0
gamedll cheat
<no description>
nav_path_record_draw_last_fail
false
gamedll cheat
<no description>
nav_path_record_enable
1
gamedll cheat
<no description>
nav_pathfind_debug_log
0
gamedll cheat
<no description>
nav_pathfind_draw
0
gamedll cheat
<no description>
nav_pathfind_draw_blocked
0
gamedll cheat
<no description>
nav_pathfind_draw_costs
false
gamedll cheat
<no description>
nav_pathfind_draw_fail
0
gamedll cheat
<no description>
nav_pathfind_draw_total_costs
false
gamedll cheat
<no description>
nav_pathfind_inadmissable_heuristic_factor
1
gamedll cheat
<no description>
nav_pathfind_multithread
false
gamedll cheat
<no description>
nav_potentially_visible_dot_tolerance
0.98
gamedll cheat
<no description>
nav_select_allow_blocked
true
gamedll cheat
When selecting an area under nav_edit, allow area marked as blocked.
nav_select_area_id
-1
gamedll cheat
Select nav area with matching ID.
nav_select_block_id
-1
gamedll cheat
Select nav space block with matching ID.
nav_select_hull
0
gamedll cheat
Restrict area selection to areas that can support a hull of the given category
nav_show_area_connections
true
gamedll cheat
Show connections to selected area when true
nav_show_area_info_font
"Consolas"
gamedll cheat
<no description>
nav_show_area_info_font_size
-1
gamedll cheat
<no description>
nav_show_area_info_font_voffset
-11
gamedll cheat
<no description>
nav_show_area_verts
true
gamedll cheat
Show area vertex positions
nav_show_area_water_info
true
gamedll cheat
<no description>
nav_smooth_constrain_results
true
gamedll cheat
<no description>
nav_smooth_constrain_results_relax
0.006
gamedll cheat
<no description>
nav_smooth_constrain_spring
2
gamedll cheat
<no description>
nav_smooth_constrain_spring_relax
0.01
gamedll cheat
<no description>
nav_smooth_draw_accel
0
gamedll cheat
<no description>
nav_smooth_draw_boundary
0
gamedll cheat
<no description>
nav_smooth_draw_calc
false
gamedll cheat
<no description>
nav_smooth_draw_constraint_spline
false
gamedll cheat
<no description>
nav_smooth_draw_constraint_spring
0
gamedll cheat
<no description>
nav_smooth_draw_speed
0
gamedll cheat
<no description>
nav_smooth_enable
true
gamedll cheat
<no description>
nav_smooth_relax
true
gamedll cheat
<no description>
nav_smooth_relax_use_timesteps
false
gamedll cheat
<no description>
nav_smooth_spring_const_override
-1
gamedll cheat
<no description>
nav_smooth_spring_enable
true
gamedll cheat
<no description>
nav_smooth_spring_factor_deriv
0
gamedll cheat
<no description>
nav_smooth_spring_factor_dist
0
gamedll cheat
<no description>
nav_smooth_spring_factor_speed
0
gamedll cheat
<no description>
nav_smooth_spring_forward_dist_base
50
gamedll cheat
<no description>
nav_smooth_spring_forward_dist_time_limit
1
gamedll cheat
<no description>
nav_smooth_spring_max_dist
36
gamedll cheat
<no description>
nav_smooth_spring_tension_max_override
-1
gamedll cheat
<no description>
nav_smooth_spring_timestep_factor_accel
100
gamedll cheat
<no description>
nav_smooth_spring_timestep_factor_speed
100
gamedll cheat
<no description>
nav_smooth_spring_timestep_max
0.5
gamedll cheat
<no description>
nav_smooth_spring_timestep_min
0.1
gamedll cheat
<no description>
nav_smooth_spring_yaw_rotation_speed
50
gamedll cheat
<no description>
nav_smooth_spring_yaw_threshold
20
gamedll cheat
<no description>
nav_smooth_use_opt
true
gamedll cheat
<no description>
nav_space_select_dist
1000
gamedll cheat
<no description>
nav_split_show_line
false
gamedll cheat
Show the free split line.
nav_test_area_gravity
false
gamedll cheat
<no description>
nav_test_bfs_lattice_dist_0
-1
gamedll cheat
<no description>
nav_test_bfs_lattice_dist_1
-1
gamedll cheat
<no description>
nav_test_bfs_lattice_dist_2
-1
gamedll cheat
<no description>
nav_test_bfs_lattice_hex
false
gamedll cheat
Demonstrates searching hexagonal lattice over nav mesh.
nav_test_bfs_lattice_mark
2
gamedll cheat
<no description>
nav_test_bfs_lattice_simple
false
gamedll cheat
<no description>
nav_test_bfs_lattice_spacing_0
24
gamedll cheat
<no description>
nav_test_bfs_lattice_spacing_1
48
gamedll cheat
<no description>
nav_test_bfs_lattice_spacing_2
96
gamedll cheat
<no description>
nav_test_bfs_simple
false
gamedll cheat
<no description>
nav_test_boundary_zone_circle
0
gamedll cheat
<no description>
nav_test_boundary_zone_force
false
gamedll cheat
<no description>
nav_test_boundary_zone_grid_dim
90
gamedll cheat
<no description>
nav_test_boundary_zone_path
0
gamedll cheat
<no description>
nav_test_boundary_zone_rays
100
gamedll cheat
<no description>
nav_test_boundary_zone_rays_margin
-1
gamedll cheat
<no description>
nav_test_boundary_zone_rays_random
false
gamedll cheat
<no description>
nav_test_boundary_zone_sphere
0
gamedll cheat
<no description>
nav_test_curve_opt
0
gamedll cheat
<no description>
nav_test_detour
false
gamedll cheat
<no description>
nav_test_find_nearest
false
gamedll cheat
Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
nav_test_find_nearest_clear
false
gamedll cheat
Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
nav_test_find_random_connected
false
gamedll cheat
Demonstrates finding random points that are connected in the nav mesh to the start point.
nav_test_find_random_connected_dist_max
1000
gamedll cheat
<no description>
nav_test_find_random_connected_dist_min
100
gamedll cheat
<no description>
nav_test_find_z
0
gamedll cheat
<no description>
nav_test_force_npc_repath
false
gamedll cheat
<no description>
nav_test_genrt
false
gamedll cheat
<no description>
nav_test_genrt_place
false
gamedll cheat
<no description>
nav_test_getareaoverlapping_gravity
false
gamedll cheat
<no description>
nav_test_getnearestnav_gravity
false
gamedll cheat
<no description>
nav_test_multi_connection
false
gamedll cheat
<no description>
nav_test_npc_area
0
gamedll cheat
<no description>
nav_test_npc_collision
0
gamedll cheat
<no description>
nav_test_npc_collision_range
250
gamedll cheat
<no description>
nav_test_npc_collision_show_geometry
false
gamedll cheat
<no description>
nav_test_path
false
gamedll cheat
Calculate and draw a path from player/camera position to the test position.
nav_test_path_expansion_search
0
gamedll cheat
Extend nav_test_path by doing an expansion search on that path. Convar value defines dist.
nav_test_path_lock_goal
false
gamedll cheat
Lock the pathfinding goal to the current intersection point.
nav_test_path_lock_start
false
gamedll cheat
Lock the pathfinding start to the current intersection point.
nav_test_path_move
false
gamedll cheat
<no description>
nav_test_path_opt
true
gamedll cheat
Enable path optimization for nav_edit_path paths.
nav_test_path_opt_transitions
false
gamedll cheat
<no description>
nav_test_path_return
false
gamedll cheat
Calculate a return path from cursor position to the path calculated by nav_test_path.
nav_test_path_space
0
gamedll cheat
Should nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground
nav_test_path_space_fly
true
gamedll cheat
Test flight paths
nav_test_path_space_swim
true
gamedll cheat
Test swim paths
nav_test_pos_name
""
developmentonly gamedll defensive
<no description>
nav_test_pos_place
-1
developmentonly gamedll defensive
<no description>
nav_test_ray_space
0
gamedll cheat
<no description>
nav_test_rays
false
gamedll cheat
<no description>
nav_test_smooth
false
gamedll cheat
<no description>
nav_test_smooth_extern_push
0
gamedll cheat
<no description>
nav_test_smooth_in_speed
120
gamedll cheat
<no description>
nav_test_smooth_in_yaw
0
gamedll cheat
<no description>
nav_test_smooth_path_speed
-1
gamedll cheat
<no description>
nav_test_smooth_separating_dist
-1
gamedll cheat
<no description>
nav_test_smooth_spring_const
-1
gamedll cheat
<no description>
nav_test_smooth_spring_tension_max
-1
gamedll cheat
<no description>
nav_test_spline
0
gamedll cheat
<no description>
nav_test_split_obstacle
0
gamedll cheat
<no description>
nav_test_split_obstacle_dirty
false
gamedll cheat
<no description>
nav_test_split_obstacle_leave
false
gamedll cheat
<no description>
nav_test_split_obstacle_size
30
gamedll cheat
<no description>
nav_test_split_obstacle_update_pos
true
gamedll cheat
<no description>
nav_volume_debug
0
gamedll cheat
Draw or print debug information about nav volume queries.
navspace_create_water_smooth_connections
true
gamedll cheat
<no description>
navspace_create_water_transition_connections
true
gamedll cheat
<no description>
navspace_debug_pathfind
-1
gamedll cheat
<no description>
navspace_debug_stringpull
1
gamedll cheat
<no description>
navspace_debug_trace
0
gamedll cheat
<no description>
navspace_debug_transition_calc
0
gamedll cheat
<no description>
navspace_draw_water_changes
0
gamedll cheat
Draw changes in water volumes
navspace_path_use_water_level_locator
true
gamedll cheat
<no description>
net_allow_multicast
true
archive release
<no description>
net_async_clientconnect
true
developmentonly defensive
Enable async client connect optimization
net_async_job_random_sleep
0
developmentonly defensive
Sleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job
net_client_steamdatagram_enable_override
0
clientdll release
0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible
net_debug_to_file
false
developmentonly gamedll defensive
<no description>
net_showeventlisteners
false
developmentonly gamedll defensive
Show listening addition/removals
net_showevents
0
developmentonly gamedll defensive
Dump game events to console (1=client only, 2=all).
nextlevel
""
gamedll notify release
If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
nextmap_print_enabled
false
gamedll release
When enabled prints next map to clients
nextmode
""
gamedll notify replicated release
Sets the game mode to be played when the next level loads
noclip_fixup
true
gamedll cheat
<no description>
npcsolve_attract_draw
false
developmentonly gamedll defensive
<no description>
npcsolve_constraint_nav
true
developmentonly gamedll defensive
<no description>
npcsolve_constraint_npc
true
developmentonly gamedll defensive
<no description>
npcsolve_drag_linear
0
developmentonly gamedll defensive
<no description>
npcsolve_forward
true
developmentonly gamedll defensive
<no description>
npcsolve_forward_const
30000
developmentonly gamedll defensive
<no description>
npcsolve_forward_dist
200
developmentonly gamedll defensive
<no description>
npcsolve_forward_margin
5
developmentonly gamedll defensive
<no description>
npcsolve_path_close_const
0
developmentonly gamedll defensive
<no description>
npcsolve_path_close_max_tension
100
developmentonly gamedll defensive
<no description>
npcsolve_path_lookahead_const
4
developmentonly gamedll defensive
<no description>
npcsolve_path_lookahead_dist
100
developmentonly gamedll defensive
<no description>
npcsolve_path_vel_const
0
developmentonly gamedll defensive
<no description>
npcsolve_separation
true
developmentonly gamedll defensive
<no description>
npcsolve_separation_const
10000
developmentonly gamedll defensive
<no description>
npcsolve_separation_dist
5
developmentonly gamedll defensive
<no description>
npcsolve_separation_draw
false
developmentonly gamedll defensive
<no description>
npcsolve_separation_jitter
0
developmentonly gamedll defensive
<no description>
npcsolve_separation_r2
false
developmentonly gamedll defensive
<no description>
option_duck_method
false
clientdll archive userinfo per_user
Input toggle control
option_speed_method
false
clientdll archive userinfo per_user
Input toggle control
opus_decode_test_signal
false
developmentonly
<no description>
opus_encode_test_signal
false
developmentonly
<no description>
opus_unittest_test_signal
false
developmentonly
<no description>
panorama_2d_translate_no_comp_layer
true
developmentonly hidden defensive
<no description>
panorama_3dpanel_anim_fadeinout_time_scale
2
developmentonly clientdll
temp scale factor for animation fade in/out time
panorama_3dpanel_anims_pivotlock
false
developmentonly clientdll
default true.
panorama_3dpanel_camera_blend_mode
0
developmentonly clientdll
<no description>
panorama_3dpanel_camera_inout_scale
0.1
developmentonly clientdll defensive
<no description>
panorama_3dpanel_camera_inout_scale_kb
1
developmentonly clientdll defensive
<no description>
panorama_3dpanel_camera_lookat_scale
0.1
developmentonly clientdll defensive
<no description>
panorama_3dpanel_camera_preset_blend_time
1
developmentonly clientdll
time to blend between camera presets
panorama_3dpanel_camera_rotate_altitude_scale
0.004
developmentonly clientdll defensive
<no description>
panorama_3dpanel_camera_rotate_azimuth_scale
0.004
developmentonly clientdll defensive
<no description>
panorama_3dpanel_debuginfo_anim
true
developmentonly clientdll
<no description>
panorama_3dpanel_debuginfo_cam
true
developmentonly clientdll
<no description>
panorama_3dpanel_debuginfo_item
true
developmentonly clientdll
<no description>
panorama_3dpanel_debuginfo_manifest
true
developmentonly clientdll
<no description>
panorama_3dpanel_debuginfo_paused
true
developmentonly clientdll
<no description>
panorama_3dpanel_debuginfo_player
true
developmentonly clientdll
<no description>
panorama_3dpanel_light_move_scale
0.1
developmentonly clientdll defensive
<no description>
panorama_3dpanel_light_rotate_altitude_scale
0.004
developmentonly clientdll defensive
<no description>
panorama_3dpanel_light_rotate_azimuth_scale
0.004
developmentonly clientdll defensive
<no description>
panorama_3dpanel_loadout_rotate_drag
0.19
developmentonly clientdll defensive
<no description>
panorama_3dpanel_loadout_rotate_frametime_multiplier
4
developmentonly clientdll defensive
<no description>
panorama_3dpanel_loadout_rotate_grab_scale
0.5
developmentonly clientdll defensive
<no description>
panorama_3dpanel_loadout_rotate_scale
2
developmentonly clientdll defensive
<no description>
panorama_allow_texture_composition_layer_fast_path
true
developmentonly hidden defensive
<no description>
panorama_allow_transitions
true
developmentonly hidden defensive
<no description>
panorama_assert_loading_panel_type
false
developmentonly hidden defensive
Force style invalidation of the entire panel subtree when adding / removing classes.
panorama_async_compute_mipgen
true
developmentonly clientdll
use asynchronous compute for mipmap generation.
panorama_box_shadow_no_comp_layer
true
developmentonly hidden defensive
<no description>
panorama_cache_command_list_repaint_threshold
0.25
developmentonly hidden defensive
<no description>
panorama_cache_command_list_size_threshold
2048
developmentonly hidden defensive
<no description>
panorama_classes_force_invalidate
false
developmentonly hidden defensive
Force style invalidation of the entire panel subtree when adding / removing classes.
panorama_clear_frames_on_device_restore
2
developmentonly hidden defensive
<no description>
panorama_command_reordering
true
developmentonly hidden defensive
<no description>
panorama_comp_layer_lru_lifetime
1
developmentonly hidden defensive
<no description>
panorama_composition_atlas
true
developmentonly hidden defensive
<no description>
panorama_console_max_autocomplete
100
developmentonly clientdll hidden defensive
<no description>
panorama_console_max_history
100
developmentonly clientdll hidden defensive
<no description>
panorama_console_max_lines
2000
developmentonly clientdll hidden defensive
<no description>
panorama_console_position_and_size
""
clientdll hidden archive
<no description>
panorama_daisy_wheel
"ABXY"
developmentonly clientdll hidden defensive
Daisy wheel input mode: RS | ABXY
panorama_dash_gap_ratio
0.5
developmentonly hidden defensive
<no description>
panorama_dash_len
20
developmentonly hidden defensive
<no description>
panorama_debug_movies
false
developmentonly clientdll hidden defensive
<no description>
panorama_debug_overlay_opacity
0.25
hidden archive
<no description>
panorama_debug_overlay_opacity_max
0.25
hidden archive
<no description>
panorama_debug_overlay_opacity_min
0.01
hidden archive
<no description>
panorama_debug_ready_for_display
false
developmentonly hidden defensive
<no description>
panorama_debugger_theme
"Light"
clientdll archive
<no description>
panorama_disable_blur
false
developmentonly hidden defensive
<no description>
panorama_disable_box_shadow
false
developmentonly hidden defensive
<no description>
panorama_disable_descendant_filtering
false
developmentonly hidden defensive
Disable descendant selector filtering
panorama_disable_draw_fancy_quad
false
developmentonly hidden defensive
<no description>
panorama_disable_draw_text
false
developmentonly hidden defensive
<no description>
panorama_disable_draw_text_shadow
false
developmentonly hidden defensive
<no description>
panorama_disable_layer_cache
false
developmentonly hidden defensive
<no description>
panorama_disable_layer_clear
false
developmentonly hidden defensive
<no description>
panorama_disable_render_callbacks
false
developmentonly hidden defensive
<no description>
panorama_disable_render_target_cache
true
developmentonly hidden defensive
<no description>
panorama_disallow_hover_styles
false
developmentonly hidden defensive
<no description>
panorama_dragscroll_affordance
20
developmentonly hidden defensive
Minimum mouse movement in pixels before a move is treated as a drag scroll
panorama_dragscroll_maxflickvelocity
8000
developmentonly clientdll hidden defensive
Maximum velocity for a drag scroll flick
panorama_dragscroll_minflickvelocity
60
developmentonly clientdll hidden defensive
Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick
panorama_dragscroll_mintime
0.02
developmentonly hidden defensive
Minimum time that the mouse button must be down before a move is treated as a drag scroll
panorama_dragscroll_velocitymultiplier
0.5
developmentonly hidden defensive
Multiplier for flick velocity off of actual measured velocity
panorama_enable_secondary_layout_pass
true
developmentonly hidden defensive
<no description>
panorama_focus_world_panels
false
clientdll archive
when set request key focus when a world panel is enabled
panorama_force_active_controller_type
-1
developmentonly hidden defensive
<no description>
panorama_force_text_shadow_strength
-1
developmentonly hidden defensive
<no description>
panorama_highlight_bad_opacity_masks
false
developmentonly hidden defensive
<no description>
panorama_highlight_composition_layers
false
developmentonly hidden defensive
<no description>
panorama_highlight_slow_operations
false
developmentonly hidden defensive
<no description>
panorama_hsbc_through_fast_path
true
developmentonly hidden defensive
<no description>
panorama_joystick_axis_repeat_curve_time
1
developmentonly hidden defensive
<no description>
panorama_joystick_axis_repeat_interval_end
0.05
developmentonly hidden defensive
<no description>
panorama_joystick_axis_repeat_interval_start
0.22
developmentonly hidden defensive
<no description>
panorama_joystick_button_repeat_curve_time
1.2
developmentonly hidden defensive
<no description>
panorama_joystick_button_repeat_interval_end
0.1
developmentonly hidden defensive
<no description>
panorama_joystick_button_repeat_interval_start
0.48
developmentonly hidden defensive
<no description>
panorama_joystick_enabled
true
archive
Enable panorama joystick input
panorama_js_minidumps
false
developmentonly hidden defensive
Enable sending minidumps on JS Exceptions.
panorama_label_wrap_before_shrink
true
developmentonly clientdll hidden defensive
Should labels try to wrap text before using text-overflow: shrink
panorama_large_dispatch_event_queue
0
developmentonly hidden defensive
<no description>
panorama_light_inout_scale
0.5
developmentonly clientdll defensive
<no description>
panorama_max_fps
120
developmentonly hidden defensive
<no description>
panorama_max_oof_overlay_up_fps
4
developmentonly hidden defensive
<no description>
panorama_max_overlay_fps
60
developmentonly hidden defensive
<no description>
panorama_max_text_shadow_strength
10
developmentonly hidden defensive
<no description>
panorama_might_scroll_no_comp_layer
true
developmentonly hidden defensive
<no description>
panorama_min_comp_layer_cache_cost
4096
developmentonly hidden defensive
<no description>
panorama_movie_async_load_size_bytes
20971520
developmentonly clientdll hidden defensive
<no description>
panorama_movie_force_not_ready_behavior
-1
developmentonly clientdll hidden defensive
<no description>
panorama_reload_animations
2
developmentonly hidden defensive
<no description>
panorama_render_target_cache_max_size
31457280
developmentonly hidden defensive
<no description>
panorama_script_cache_enabled
true
developmentonly hidden defensive
Enable script caching to speed up recompiling scripts multiple times.
panorama_show_fps
false
developmentonly defensive
<no description>
panorama_show_fps_scale
1
developmentonly defensive
<no description>
panorama_simple_borders_no_comp_layer
true
developmentonly hidden defensive
<no description>
panorama_spew_async_event_substring
""
developmentonly hidden defensive
If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.
panorama_spew_layout_invalidates
false
developmentonly hidden defensive
<no description>
panorama_stats_log_time
0
developmentonly hidden defensive
<no description>
panorama_style_flag_force_invalidate
false
developmentonly hidden defensive
Force style invalidation of the entire panel subtree when adding / removing style flags.
panorama_suspend_paint
false
developmentonly hidden defensive
<no description>
panorama_temp_comp_layer_min_dimension
512
developmentonly hidden defensive
<no description>
panorama_track_render_commands
false
developmentonly hidden defensive
<no description>
panorama_transform_parents_no_layer_for_perspective
false
developmentonly hidden defensive
<no description>
panorama_transforms_no_comp_layer
false
developmentonly hidden defensive
<no description>
panorama_transition_time_factor
1
developmentonly hidden defensive
A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast
panorama_use_backbuffer_directly
true
developmentonly hidden defensive
<no description>
panorama_worldpanel_update_cull_distance
1000
developmentonly clientdll defensive
<no description>
panorama_worldpanel_update_cull_size_threshold
5
developmentonly clientdll defensive
<no description>
panorama_worldpanel_update_culling
false
developmentonly clientdll defensive
<no description>
particle_cluster_debug
0
developmentonly gamedll clientdll replicated defensive
<no description>
particle_cluster_manager_search_dist
256
developmentonly gamedll clientdll replicated defensive
<no description>
particle_cluster_nodraw
false
developmentonly gamedll clientdll replicated defensive
<no description>
particle_cluster_use_collision_hulls
true
developmentonly gamedll clientdll replicated defensive
<no description>
particle_test_attach_attachment
0
gamedll cheat
Attachment index for attachment mode
particle_test_attach_mode
"follow_attachment"
gamedll cheat
Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
particle_test_file
""
gamedll cheat
Name of the particle system to dynamically spawn
partybrowser_throttle_data
0.15
developmentonly clientdll
<no description>
partybrowser_timeout
15
developmentonly clientdll
<no description>
password
""
archive dontrecord server_cannot_query missing5
Current server access password
path_simple_closest_point_on_path_debug
false
developmentonly gamedll clientdll replicated
<no description>
pawn_mimic_all
false
developmentonly gamedll clientdll replicated
<no description>
phonemedelay
0
developmentonly clientdll defensive
Phoneme delay to account for sound system latency.
phonemefilter
0.08
developmentonly clientdll defensive
Time duration of box filter to pass over phonemes.
phonemesnap
2
developmentonly clientdll defensive
Lod at level at which visemes stops always considering two phonemes, regardless of duration.
phys2_contact_debug_draw_size
2
developmentonly defensive
<no description>
phys2_debug_broadphase
0
developmentonly defensive
<no description>
phys_active
true
developmentonly gamedll defensive
Whether PLAYER physics is actively simulated (ie. noclip)
phys_async_buoyancy_update
false
developmentonly gamedll clientdll replicated defensive
If true, buoyancy motion controllers are updated in an async job after the tick has completed.
phys_batch_ray_test
0
developmentonly clientdll defensive
<no description>
phys_build_bounds
false
developmentonly defensive
<no description>
phys_build_mass
false
developmentonly defensive
<no description>
phys_buoyancy_angular_damping_multiplier
1
developmentonly notify replicated defensive
Multiply water damping for buoyancy affecting angular velocity
phys_buoyancy_drag_multiplier
1
developmentonly notify replicated defensive
Multiply water drag (tries to equalize object velocity with the velocity of the water flow)
phys_buoyancy_horizontal_damping_multiplier
0
developmentonly notify replicated defensive
Multiply water damping for buoyancy affecting linear velocity in the horizontal plane
phys_buoyancy_max_acceleration
3200
developmentonly notify replicated defensive
Maximum acceleration that can be applied by water forces
phys_buoyancy_vertical_damping_multiplier
1
developmentonly notify replicated defensive
Multiply water damping for buoyancy affecting linear velocity in the vertical direction
phys_continuous_kinematic_update
0
developmentonly gamedll clientdll replicated defensive
<no description>
phys_cull_internal_mesh_contacts
false
developmentonly replicated defensive
<no description>
phys_debug_showdefaultmaterial
false
cheat
If enabled, surfaces with default material are highlighted in physics debug geometry.
phys_deterministic
true
developmentonly replicated defensive
<no description>
phys_drag_multiplier
1
developmentonly notify replicated defensive
Multiply air drag
phys_dump_filter_body_name
""
developmentonly defensive
<no description>
phys_dump_filter_solid_only
false
developmentonly defensive
<no description>
phys_dump_filter_trace_callstack
""
developmentonly defensive
<no description>
phys_dynamic_scaling
true
gamedll clientdll replicated cheat
<no description>
phys_enable_fallback_toi
true
developmentonly replicated defensive
<no description>
phys_enable_gjk_clipping
false
developmentonly replicated defensive
<no description>
phys_expensive_shape_threshold
6
clientdll cheat
<no description>
phys_fast_report_contacts
1
developmentonly defensive
when 1, fast path for collision reporting is implemented making triggers faster in some cases
phys_fastaddcloneshape
false
developmentonly defensive
<no description>
phys_headshotscale
1.3
developmentonly gamedll clientdll replicated defensive
Modifier for the headshot impulse hits on players
phys_highlight_expensive_objects
false
cheat
Highlight expensive physics objects
phys_highlight_expensive_objects_strength
0.02
cheat
Highlight expensive physics objects strength
phys_impactforcescale
1
developmentonly gamedll defensive
<no description>
phys_implicit_integarator
true
developmentonly notify replicated defensive
Use implicit integrator for gyroscopic forces
phys_intermediate_notify_remove_only
true
developmentonly replicated defensive
<no description>
phys_jiggle_bone_enable
true
developmentonly defensive
<no description>
phys_joint_elasticity_max_rest
0.25
developmentonly defensive
<no description>
phys_joint_elasticity_min_rest
0.01
developmentonly defensive
<no description>
phys_joint_plasticity_threshold_max
0.1
developmentonly defensive
<no description>
phys_joint_plasticity_threshold_min
0.01
developmentonly defensive
<no description>
phys_joint_teleport
true
gamedll cheat
Teleport joint anchors if connected to world
phys_length_damping_ratio
2
gamedll cheat
Spring damping ratio for length constraint
phys_length_frequency
5
gamedll cheat
Spring stiffness for length constraint
phys_log_updaters
false
developmentonly gamedll clientdll replicated defensive
<no description>
phys_log_updaters_exclude
"weapon pistol rifle survivor common_male"
developmentonly gamedll clientdll replicated defensive
<no description>
phys_log_updaters_include
"limbs"
developmentonly gamedll clientdll replicated defensive
<no description>
phys_manifold_pool_enabled
true
developmentonly replicated defensive
<no description>
phys_mesh_local_toi
true
developmentonly replicated defensive
<no description>
phys_min_motion_controller_count_to_run_in_job
8
developmentonly defensive
<no description>
phys_old_contact_draw
false
developmentonly defensive
<no description>
phys_parallel_islands
false
developmentonly gamedll clientdll replicated defensive
Enable/Disable Parallel Island Solving
phys_playerscale
10
developmentonly gamedll clientdll replicated defensive
This multiplies the bullet impact impuse on players for more dramatic results when players are shot.
phys_position_iterations
2
developmentonly defensive
<no description>
phys_powered_ragdoll_debug
false
developmentonly gamedll clientdll replicated defensive
<no description>
phys_pushscale
1
developmentonly gamedll clientdll replicated defensive
<no description>
phys_reload_immediately
false
developmentonly defensive
Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)
phys_shoot_angular_speed
3600
developmentonly gamedll defensive
<no description>
phys_shoot_speed
250
developmentonly gamedll defensive
<no description>
phys_show_stats
false
developmentonly gamedll clientdll replicated defensive
<no description>
phys_skip_creating_trivial_islands
false
developmentonly replicated defensive
<no description>
phys_solve_in_parallel_with_island_build
false
developmentonly replicated defensive
<no description>
phys_step_threaded
true
developmentonly
<no description>
phys_stressbodyweights
5
developmentonly gamedll defensive
<no description>
phys_threaded_kinematic_bone_update
false
developmentonly gamedll clientdll replicated defensive
<no description>
phys_threaded_transform_update
false
developmentonly gamedll clientdll replicated defensive
<no description>
phys_timescale
1
developmentonly gamedll defensive
Scale time for physics
phys_upimpactforcescale
0.375
developmentonly gamedll defensive
<no description>
phys_use_block_solver
true
gamedll cheat
Use block solving for constraint entities
phys_validate
false
developmentonly defensive
<no description>
phys_vehicleimpactforcescale
1.5
developmentonly gamedll defensive
<no description>
phys_velocity_iterations
8
developmentonly defensive
<no description>
phys_visualize_awake_dynamic_only
false
developmentonly gamedll clientdll replicated defensive
<no description>
phys_visualize_awake_unattached_only
false
developmentonly gamedll clientdll replicated defensive
<no description>
phys_visualize_traces
false
gamedll clientdll replicated cheat
<no description>
physcannon_maxforce
1500
developmentonly gamedll defensive
<no description>
physcannon_minforce
700
developmentonly gamedll defensive
<no description>
physics_hull_sphere_cast_sat_experimental
1
developmentonly defensive
<no description>
pickup_check_period
0.25
developmentonly gamedll defensive
<no description>
player0_using_joystick
false
archive
<no description>
player_botdifflast_s
"2"
clientdll archive release
<no description>
player_competitive_maplist_2v2_10_0_CCC21262
"mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_palais,mg_de_whistle,mg_de_overpass"
clientdll archive
<no description>
player_competitive_maplist_8_10_0_E5CC76A3
"mg_de_dust2,mg_de_train,mg_de_ancient,mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_mirage,mg_cs_office,mg_cs_italy,mg_de_edin,mg_de_anubis,mg_lobby_mapveto,mg_de_basalt,mg_de_overpass"
clientdll archive
<no description>
player_debug_off_nav
false
gamedll cheat
<no description>
player_debug_print_damage
false
gamedll cheat
When true, print amount and type of all damage received by player to console.
player_nevershow_communityservermessage
"0"
clientdll archive per_user
<no description>
player_ping_token_cooldown
20
gamedll cheat release
Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens).
player_survival_list_10_0_303
"mg_dz_blacksite,mg_dz_sirocco,mg_dz_vineyard,mg_dz_ember"
clientdll archive
<no description>
player_teamplayedlast
3
clientdll archive per_user
<no description>
player_use_radius
80
gamedll clientdll replicated cheat
<no description>
player_wargames_list2_10_0_0
""
clientdll archive
<no description>
population_distribution_debug
0
developmentonly gamedll replicated defensive
<no description>
pred_cloth_pos_max
2
developmentonly clientdll
<no description>
pred_cloth_pos_multiplier
0.5
developmentonly clientdll
<no description>
pred_cloth_pos_strength
0.25
developmentonly clientdll
<no description>
pred_cloth_rot_high
0.1
developmentonly clientdll
<no description>
pred_cloth_rot_low
0.01
developmentonly clientdll
<no description>
pred_cloth_rot_multiplier
0.3
developmentonly clientdll
<no description>
pred_cloth_smooth_motion
1
developmentonly clientdll
<no description>
pred_cloth_substeps
1
developmentonly clientdll
<no description>
pred_cloth_vmax
2
developmentonly clientdll
<no description>
pred_cloth_vw
0.05
developmentonly clientdll
<no description>
presettle_cloth_iterations
30
developmentonly clientdll defensive
<no description>
prop_debug_collision
false
gamedll cheat
Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)
prop_nav_ignore_edge_len
-1
developmentonly gamedll defensive
<no description>
prop_nav_ignore_mass
-1
developmentonly gamedll defensive
<no description>
prop_nav_obstacle_avoid_mass
100.1
developmentonly gamedll defensive
<no description>
prop_nav_obstacle_avoid_use_connection_blocker
false
developmentonly gamedll defensive
<no description>
prop_nav_obstacle_block_edge_min_a
-1
developmentonly gamedll defensive
<no description>
prop_nav_obstacle_block_edge_min_b
-1
developmentonly gamedll defensive
<no description>
prop_nav_obstacle_block_mass_a
-1
developmentonly gamedll defensive
<no description>
prop_nav_obstacle_block_mass_b
-1
developmentonly gamedll defensive
<no description>
props_break_apply_radial_forces
true
developmentonly gamedll clientdll replicated
<no description>
props_break_max_pieces_perframe
16
developmentonly gamedll clientdll replicated defensive
Maximum prop breakable piece count per frame (-1 = model default)
props_break_radial_force_ratio
0.33
developmentonly gamedll clientdll replicated
<no description>
props_breakable_debug_spawn
false
developmentonly gamedll clientdll replicated
<no description>
pulse_save_execution_history
true
developmentonly gamedll clientdll replicated
Keep a history of all instructions run on a per graph basis.
pulse_save_execution_history_limit
10000
developmentonly gamedll clientdll replicated
Keep a history of all instructions run on a per graph basis.
pvs_debugentity
-1
gamedll release
Verbose spew for this entity when doing IsInPVS computation.
pvs_flowtype
0
gamedll release
Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.
pwatchent
-1
clientdll cheat
Entity to watch for prediction system changes.
pwatchvar
""
clientdll cheat
Entity variable to watch in prediction system for changes.
r_AirboatViewDampenDamp
1
gamedll clientdll notify replicated cheat
<no description>
r_AirboatViewDampenFreq
7
gamedll clientdll notify replicated cheat
<no description>
r_AirboatViewZHeight
0
gamedll clientdll notify replicated cheat
<no description>
r_JeepViewDampenDamp
1
gamedll clientdll notify replicated cheat
<no description>
r_JeepViewDampenFreq
7
gamedll clientdll notify replicated cheat
<no description>
r_JeepViewZHeight
10
gamedll clientdll notify replicated cheat
<no description>
r_RainAllowInSplitScreen
false
developmentonly clientdll defensive
Allows rain in splitscreen
r_RainParticleDensity
1
developmentonly clientdll defensive
Density of Particle Rain 0-1
r_add_views_in_pre_output
false
developmentonly defensive
<no description>
r_allow_low_gpu_memory_mdoe
true
release
Allow Low GPU Memory mode (i.e. when building maps).
r_always_render_all_windows
false
developmentonly defensive
Always force all engine & tools to render
r_aoproxy_cull_dist
12
developmentonly defensive
Distance to cull the AO proxy as a factor of size
r_aoproxy_debug
false
clientdll cheat
<no description>
r_aoproxy_enable
true
developmentonly clientdll defensive
<no description>
r_aoproxy_min_dist
3
developmentonly defensive
<no description>
r_aoproxy_min_dist_box
1
developmentonly defensive
<no description>
r_aoproxy_show
false
clientdll cheat
<no description>
r_aspectratio
0
developmentonly defensive
<no description>
r_async_shader_compile_notify_frequency
10
developmentonly
<no description>
r_bloom_tent_filter_radius
3.1
developmentonly clientdll cheat
bloom mip up-sample filtering radius (using 3x3 tent filter, radius in mip level texels), 0.0 radius => box (2x2) filter with (fixed) 1.0 radius
r_character_decal_renderdoc_capture
false
developmentonly
<no description>
r_character_decal_resolution
1024
min: 256, developmentonly defensive
Resolution of character decal texture.
r_cs2_show_icon_editor
false
developmentonly clientdll replicated cheat menubar_item
CSGO/Icon Editor
r_csgo_bloom_threshold_all_samples
true
developmentonly clientdll
Execute bloom threshold once per sample during downsample (default enabled, higher quality, less bloom aliasing)
r_csgo_bloom_threshold_downsample_jimenez
true
developmentonly clientdll
Custom downsample based on Jimenez14, (default enabled, higher quality, decreases bloom aliasing further)
r_csgo_cable_pixel_radius_clamp
1.2
developmentonly clientdll
Minimum clamped size in pixels of a cable (if using F_CLAMP_MIN_RADIUS 1 in cable material)
r_csgo_cmaa_debug_edges
false
developmentonly clientdll
debug visualize edges
r_csgo_cmaa_enable
false
developmentonly clientdll defensive
<no description>
r_csgo_cmaa_extra_sharp
false
developmentonly clientdll defensive
trade more sharpness for reduced antialiasing
r_csgo_cmaa_quality
3
developmentonly clientdll defensive
0=low, 1=medium, 2=high, 3=ultra
r_csgo_csm_pushback_distance
7000
developmentonly clientdll
<no description>
r_csgo_cubemap_normalization
true
clientdll cheat
<no description>
r_csgo_debug_reflection_rects
0
clientdll cheat
<no description>
r_csgo_decal_debug
false
clientdll cheat
<no description>
r_csgo_decals_use_msaa
false
developmentonly clientdll
<no description>
r_csgo_depth_prepass
true
clientdll cheat
<no description>
r_csgo_depth_prepass_cull_threshold
60
clientdll cheat
<no description>
r_csgo_depth_prepass_reflections_large
true
clientdll cheat
<no description>
r_csgo_depth_prepass_reflections_small
true
clientdll cheat
<no description>
r_csgo_depth_prepass_skybox_alpha_tested
true
clientdll cheat
<no description>
r_csgo_depth_prepass_small_cull_threshold
10
clientdll cheat
<no description>
r_csgo_depth_prepass_viewmodel
true
clientdll cheat
<no description>
r_csgo_directional_lightmaps
true
clientdll cheat
<no description>
r_csgo_effects_bloom
true
clientdll cheat
<no description>
r_csgo_effects_bloom_when_smoked
false
clientdll cheat
<no description>
r_csgo_enable_cubemap_fog
true
developmentonly clientdll
<no description>
r_csgo_enable_glows
true
clientdll cheat
<no description>
r_csgo_enable_gradient_fog
true
developmentonly clientdll
<no description>
r_csgo_enable_high_precision_lighting
true
clientdll cheat
<no description>
r_csgo_enable_sunlight_check
true
developmentonly clientdll defensive
Enable vis tests for sunlight.
r_csgo_enable_tonemapping
true
clientdll cheat
<no description>
r_csgo_enable_translucent_screen_space
true
clientdll cheat
<no description>
r_csgo_enable_volume_fog
false
developmentonly clientdll
<no description>
r_csgo_firstpersonlegs_nearz_offset
0.1
developmentonly clientdll
<no description>
r_csgo_fsr_enable_mip_bias
true
developmentonly clientdll defensive
Apply negative mip bias when rendering with FSR.
r_csgo_fsr_rcas_sharpness
0.25
developmentonly clientdll defensive
RCAS sharpness when using FSR + RCAS upsample.
r_csgo_fsr_upsample
0
developmentonly clientdll defensive
0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR + RCAS upsample
r_csgo_gpu_culling
true
developmentonly clientdll menubar_item defensive
CSGO/Graphics/GPU Culling
r_csgo_gpu_culling_camera_offset
-0.5
developmentonly clientdll
<no description>
r_csgo_gpu_culling_shadows
false
developmentonly clientdll menubar_item defensive
CSGO/Graphics/GPU Cull Shadow Views
r_csgo_gpu_culling_two_pass
false
developmentonly clientdll menubar_item defensive
CSGO/Graphics/GPU Culling (Two Pass)
r_csgo_joint_upscale_sigma
0.002
developmentonly clientdll
<no description>
r_csgo_lowend_objects
true
developmentonly clientdll defensive
0 = Force disable, 1 = use video settings
r_csgo_mboit
true
clientdll cheat
<no description>
r_csgo_mboit_bias
5e-06
clientdll cheat
<no description>
r_csgo_mboit_debug
false
clientdll cheat
<no description>
r_csgo_mboit_force_mixed_resolution
false
developmentonly clientdll defensive
<no description>
r_csgo_mboit_overestimation
0.01
clientdll cheat
<no description>
r_csgo_mboit_upscale_cs
false
clientdll cheat
<no description>
r_csgo_mboit_use_4_moments
false
clientdll cheat
<no description>
r_csgo_microshadowing
true
developmentonly clientdll defensive
<no description>
r_csgo_mixed_resolution_color_slices
false
clientdll cheat
<no description>
r_csgo_mixed_resolution_particles
true
developmentonly clientdll defensive
<no description>
r_csgo_mixed_resolution_particles_minmax
false
clientdll cheat
<no description>
r_csgo_mixed_resolution_particles_scale
2
clientdll cheat
<no description>
r_csgo_mouse_trace_coord
true
clientdll cheat
<no description>
r_csgo_msaa_resolve_apply_exposure_scale
true
developmentonly clientdll
0 - before, 1 - after fix for a2c fringing
r_csgo_multiscattering
true
developmentonly clientdll defensive
<no description>
r_csgo_no_shader_resolve
false
clientdll cheat
<no description>
r_csgo_outline_glow_scaledenom
1
developmentonly clientdll cheat
<no description>
r_csgo_override_global_time
true
clientdll cheat
<no description>
r_csgo_postprocess_enable
true
clientdll cheat
<no description>
r_csgo_preview_csm_max_visible_distance
2000
developmentonly clientdll
<no description>
r_csgo_preview_csm_pushback_distance
1500
developmentonly clientdll
<no description>
r_csgo_prewarm_particles
false
developmentonly clientdll defensive
<no description>
r_csgo_r11g11b10_dither_mode
2
developmentonly clientdll
0 - disabled, 1 - regular dither noise, 2 - blue noise dither
r_csgo_readonly_depth_stencil_enable
true
clientdll cheat
<no description>
r_csgo_reconstruct_normals
false
clientdll cheat
<no description>
r_csgo_reconstruct_normals_method
0
clientdll cheat
<no description>
r_csgo_reflection_min_far_plane
5000
clientdll cheat
<no description>
r_csgo_render_decals
true
clientdll cheat
<no description>
r_csgo_render_decals_on_translucent
true
clientdll cheat
<no description>
r_csgo_render_dither_scale
1
clientdll cheat
<no description>
r_csgo_render_dynamic_objects
true
clientdll cheat
<no description>
r_csgo_render_inferno_decals
true
clientdll cheat
<no description>
r_csgo_render_opaque
true
clientdll cheat
<no description>
r_csgo_render_overlays
true
clientdll cheat
<no description>
r_csgo_render_post_bloom
1
clientdll cheat
<no description>
r_csgo_render_post_bloom_strength
-1
clientdll cheat
<no description>
r_csgo_render_post_colorcorrection
0
clientdll cheat
<no description>
r_csgo_render_post_film_grain
0
clientdll cheat
<no description>
r_csgo_render_post_fxaa
0
developmentonly clientdll defensive
<no description>
r_csgo_render_post_local_contrast
true
clientdll cheat
<no description>
r_csgo_render_post_mirror_horizontal
0
clientdll cheat
<no description>
r_csgo_render_post_mirror_vertical
0
clientdll cheat
<no description>
r_csgo_render_translucent
true
clientdll cheat
<no description>
r_csgo_resolve_dither_bluenoise_amount
4
developmentonly clientdll
Equivalent to r_csgo_render_dither_scale, but purely to control bluenoise for R11G11B10 downsample dither (if r_csgo_r11g11b10_dither_mode = 2)
r_csgo_resolve_dither_noise_amount
0.2
developmentonly clientdll
Amount of screen space dither noise to apply during resolve (used/essential with R11G11B10_FLOAT RT)
r_csgo_shadow_map_allocation_failure_policy
1
developmentonly clientdll cheat
What happens when a shadow map fails allocation? 0 = don't render, 1 = render unshadowed
r_csgo_shadows_debug
0
clientdll cheat
<no description>
r_csgo_smoke_avoid_flat
true
developmentonly clientdll
<no description>
r_csgo_smoke_clip_sniper
true
developmentonly clientdll
<no description>
r_csgo_smoke_fullres_enhance
false
developmentonly clientdll
Enhance edges of smokes to eliminate bad pixels
r_csgo_smoke_fullres_pass
true
developmentonly clientdll
Does a full res pass to cover holes and artifacts in smoke low res
r_csgo_smoke_overlay_min_dt
0.0156863
developmentonly clientdll
<no description>
r_csgo_smoke_shadow
true
developmentonly clientdll
<no description>
r_csgo_smoke_upscale_discard_pixels_behind
false
developmentonly clientdll
When upsampling smoke discard pixels behind solid depth to avoid pixelated artifacts
r_csgo_stencil_sniper_zoom
true
developmentonly clientdll
<no description>
r_csgo_tools_vis_cubemap_roughness
0.0001
developmentonly clientdll cheat
<no description>
r_csgo_upscale_depth_threshold
3
developmentonly clientdll
<no description>
r_csgo_viewmodel_csm_pushback_distance
1000
developmentonly clientdll
<no description>
r_csgo_viewmodel_envmap_clamp_plane_distance
24
developmentonly clientdll cheat
<no description>
r_csgo_viewmodel_envmap_position_bias
0.85
developmentonly clientdll cheat
<no description>
r_csgo_viewmodel_far_plane
100
developmentonly clientdll
<no description>
r_csgo_viewmodel_near_plane
1
developmentonly clientdll
<no description>
r_csgo_volume_mboit_optimization
true
clientdll cheat
<no description>
r_csgo_water_effects
true
clientdll cheat
<no description>
r_csgo_water_reflections
true
developmentonly clientdll
<no description>
r_csgo_water_refraction
true
clientdll cheat
<no description>
r_csgo_water_skybox_depth
true
developmentonly clientdll
<no description>
r_cubemap_debug_colors
0
cheat
<no description>
r_dac_disable_portrait_world_renderer
false
developmentonly clientdll
<no description>
r_dashboard_render_quality
true
developmentonly clientdll missing5 defensive
<no description>
r_debug_draw_safe_area_insets
false
developmentonly
Render safe area insets as wireframe.
r_debug_particle_shadows
false
clientdll cheat
<no description>
r_debug_precipitation
false
clientdll cheat
Show precipitation volumes
r_decals
2048
developmentonly clientdll defensive
<no description>
r_decals_additional_offset
0.01
developmentonly clientdll replicated defensive
<no description>
r_decals_default_fade_duration
1
developmentonly clientdll replicated defensive
<no description>
r_decals_default_start_fade
30
developmentonly clientdll replicated defensive
<no description>
r_decals_overide_fadestarttime_params
-1
developmentonly gamedll clientdll replicated missing3 defensive
<no description>
r_decals_overlap_threshold
6
developmentonly clientdll replicated defensive
<no description>
r_depth_of_field
1
developmentonly clientdll
0 = off, 1 = enabled (high quality, circular bokeh, HDR)
r_detail_lerp_znormal
0.89
developmentonly clientdll defensive
<no description>
r_detailprop_fade_dist
3000
developmentonly clientdll defensive
<no description>
r_detailprop_force_probe
false
developmentonly clientdll defensive
<no description>
r_detailprop_lod_dist
4000
developmentonly clientdll defensive
<no description>
r_directional_lightmaps
true
developmentonly defensive
<no description>
r_directlighting
true
cheat
Set to use direct lighting
r_dof2_maxblursize
5
developmentonly clientdll
<no description>
r_dof2_radiusscale
0.25
developmentonly clientdll
<no description>
r_dof_override
false
cheat
<no description>
r_dof_override_far_blurry
2000
cheat
<no description>
r_dof_override_far_crisp
180
cheat
<no description>
r_dof_override_near_blurry
-100
cheat
<no description>
r_dof_override_near_crisp
0
cheat
<no description>
r_dof_override_tilt_to_ground
0.5
cheat
<no description>
r_dopixelvisibility
true
cheat
<no description>
r_draw3dskybox
true
developmentonly clientdll defensive
<no description>
r_draw_overlays
true
developmentonly defensive
<no description>
r_drawblankworld
false
cheat
Render blank instead of the game world
r_drawchickens
true
clientdll cheat
Render chickens
r_drawcsplayers
true
clientdll cheat
Render CS players
r_drawdecals
true
cheat
Set to render decals
r_drawdetailprops
true
developmentonly clientdll defensive
<no description>
r_drawdevvisualizers
false
clientdll cheat
Render dev visualizers
r_drawmodeldecals
true
developmentonly clientdll defensive
<no description>
r_drawpanorama
true
cheat
Enable the rendering of panorama UI
r_drawpixelvisibility
false
developmentonly defensive
Show the occlusion proxies
r_drawropes
true
clientdll cheat
<no description>
r_drawskybox
true
cheat
Render the 2d skybox.
r_drawtracers
true
clientdll cheat
<no description>
r_drawtracers_firstperson
true
clientdll archive release
Toggle visibility of first person weapon tracers
r_drawviewmodel
true
clientdll cheat
Render view model
r_drawworld
true
cheat
Render the world.
r_enable_rigid_animation
false
developmentonly clientdll
<no description>
r_experimental_lag_limiter
false
developmentonly defensive
<no description>
r_extra_render_frames
0
cheat
<no description>
r_fallback_texture_lod_scale
2
cheat
Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure
r_farz
-1
clientdll cheat
Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlightambient
0
clientdll cheat
<no description>
r_flashlightbacktraceoffset
0.4
clientdll cheat
<no description>
r_flashlightbrightness
1
clientdll replicated cheat
<no description>
r_flashlightconstant
0
clientdll replicated cheat
<no description>
r_flashlightfar
1500
clientdll replicated cheat
<no description>
r_flashlightfov
53
clientdll replicated cheat
<no description>
r_flashlightladderdist
40
clientdll cheat
<no description>
r_flashlightlinear
100
clientdll replicated cheat
<no description>
r_flashlightlockposition
false
clientdll cheat
<no description>
r_flashlightmuzzleflashfov
120
clientdll cheat
<no description>
r_flashlightnear
4
clientdll replicated cheat
<no description>
r_flashlightnearoffsetscale
1
clientdll cheat
<no description>
r_flashlightoffsetforward
0
clientdll replicated cheat
<no description>
r_flashlightoffsetright
5
clientdll replicated cheat
<no description>
r_flashlightoffsetup
-5
clientdll replicated cheat
<no description>
r_flashlightquadratic
0
clientdll replicated cheat
<no description>
r_flashlightshadowatten
0.35
clientdll cheat
<no description>
r_flashlighttracedistcutoff
128
clientdll cheat
<no description>
r_flashlighttracedistwatercutoff
80
clientdll cheat
<no description>
r_flashlightvisualizetrace
false
clientdll cheat
<no description>
r_flush_on_pooled_ib_resize
true
release
<no description>
r_flush_pipeline_cache_time
5
developmentonly
<no description>
r_force_render_frame_count
5
developmentonly
The number of frames to render when a
r_force_thick_hair
false
developmentonly defensive
<no description>
r_force_zprepass
-1
cheat
0: Force z prepass off. 1: Force on. -1: Don't force
r_frame_sync_enable
true
developmentonly defensive
<no description>
r_freeze_sceneobjects
false
developmentonly clientdll defensive
<no description>
r_fullscreen_gamma
2.2
min: 1, max: 4, archive missing5
Screen Gamma (only in fullscreen modes)
r_fullscreen_quad_single_triangle
true
developmentonly
<no description>
r_grass_allow_flattening
false
developmentonly defensive
<no description>
r_grass_alpha_test
0
developmentonly defensive
<no description>
r_grass_density_mode
0
developmentonly defensive
0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1
r_grass_end_fade
3000
developmentonly defensive
<no description>
r_grass_max_brightness_change
75
developmentonly defensive
<no description>
r_grass_parallel_load
false
developmentonly defensive
<no description>
r_grass_quality
2
developmentonly defensive
0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra
r_grass_start_fade
2000
developmentonly defensive
<no description>
r_grass_vertex_lighting
0
developmentonly defensive
<no description>
r_hair_voxels
-1
developmentonly defensive
<no description>
r_haircull_percent
-1
developmentonly defensive
<no description>
r_hairsort
true
developmentonly defensive
<no description>
r_icon_csm_pushback_distance
-1
developmentonly clientdll cheat
csm pushback distance, should be much shorter/disabled for icon rendering
r_icon_custommaterial_maxres
512
developmentonly clientdll cheat
maxres for custommaterials when rendering icons
r_icon_generate_offline_mips
false
developmentonly clientdll cheat
generate mips via sidecar file for offline
r_icon_generate_runtime_mips
true
developmentonly clientdll cheat
generate mips for runtime
r_icon_highcontrast_postprocessing_weight
0.375
min: 0, max: 1, developmentonly clientdll cheat
if using high contrast postprocessing, use this weight (weight = 1.0 for characters)
r_icon_max_mip_width
128
developmentonly clientdll cheat
r_icon_max_mip_width
r_icon_player_equip_gloves_from_loadout
false
developmentonly clientdll cheat
equip gloves on player for icon rendering from loadout, or use default gloves
r_icon_reload_map
false
developmentonly clientdll cheat
force reload map on new request
r_icon_rendering_height
384
developmentonly clientdll hidden cheat
icon rendering height
r_icon_rendering_msaa_mode_4xnice
4
developmentonly clientdll hidden cheat
MSAA mode used for icon rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc
r_icon_rendering_width
512
developmentonly clientdll hidden cheat
icon rendering width
r_icon_show_timing
false
developmentonly clientdll cheat
show timing in output
r_icon_use_kv3_camera
false
developmentonly clientdll cheat
use test kv3 data for camera
r_impact_ricochet_chance
0.3
developmentonly clientdll defensive
<no description>
r_impacts_alt_orientation
true
developmentonly clientdll defensive
<no description>
r_impacts_decal_grazing_incidence_cutoff
0.55
developmentonly clientdll defensive
<no description>
r_impacts_decal_grazing_incidence_variance
0.1
developmentonly clientdll defensive
<no description>
r_indirectlighting
true
cheat
Set to use indirect lighting
r_late_particle_job_sync
false
developmentonly clientdll defensive
<no description>
r_light_flickering_enabled
true
developmentonly gamedll clientdll replicated defensive
<no description>
r_light_probe_volume_debug_colors
0
cheat
<no description>
r_light_probe_volume_debug_grid
false
cheat
Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all
r_light_probe_volume_debug_grid_albedo
[128, 128, 128, 255]
cheat
albedo for LPV debug grid
r_light_probe_volume_debug_grid_bbox
true
cheat
Show LPV bounding box when debug grid is on, 0: off, 1: on
r_light_probe_volume_debug_grid_metalness
0
cheat
metalness for LPV debug grid
r_light_probe_volume_debug_grid_prim
0
cheat
0: spheres, 1: cubes
r_light_probe_volume_debug_grid_roughness
0.5
cheat
roughness for LPV debug grid
r_light_probe_volume_debug_grid_samplesize
4
cheat
sphere radius (world) for LPV debug grid
r_lightmap_set
"lightmaps"
cheat
Lightmap set to use, only works on map load
r_lightmap_size
65536
developmentonly defensive
Maximum lightmap resolution.
r_lightmap_size_directional_irradiance
-1
developmentonly defensive
Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size
r_low_latency
1
developmentonly defensive
NVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost)
r_low_latency_trigger_flash
true
developmentonly defensive
NVIDIA Low Latency Trigger Flash
r_mapextents
16384
clientdll cheat
Set the max dimension for the map. This determines the far clipping plane
r_max_texture_pool_size
0
developmentonly defensive
Upper limit on texture pool size.
r_mipgen_compute_shader
false
developmentonly defensive
Use compute shader for mipgen.
r_mixed_shadows_fade_in_time
0.5
developmentonly gamedll clientdll replicated defensive
<no description>
r_mixed_shadows_fade_out_time
0.5
developmentonly gamedll clientdll replicated defensive
<no description>
r_monitor_3dskybox
true
developmentonly clientdll defensive
<no description>
r_morphing_enabled
true
cheat
<no description>
r_multigpu_num_gpus_found
1
developmentonly defensive
<no description>
r_multigpu_num_gpus_used
1
developmentonly defensive
<no description>
r_muzzleflashbrightness
0.4
clientdll replicated cheat
<no description>
r_muzzleflashlinear
0.05
clientdll replicated cheat
<no description>
r_nearz
-1
clientdll cheat
Override the near clipping plane. -1 means use the default.
r_particle_shadow_map_texture_size
1536
developmentonly clientdll defensive
<no description>
r_particle_shadows
true
developmentonly clientdll defensive
<no description>
r_particle_shadows_cast_on_particles
true
developmentonly clientdll defensive
<no description>
r_particle_shadows_cast_on_particles_scale
true
developmentonly clientdll defensive
<no description>
r_particle_shadows_cast_on_world
true
developmentonly clientdll defensive
<no description>
r_particle_shadows_compute
true
clientdll release
<no description>
r_pixelvisibility_partial
true
cheat
<no description>
r_pixelvisibility_spew
false
cheat
<no description>
r_player_fog_distance_multiplier
1.7
developmentonly clientdll cheat
<no description>
r_player_fog_maxdensity_multiplier
0.6
developmentonly clientdll cheat
<no description>
r_player_visibility_mode
1
clientdll archive release
<no description>
r_player_visibility_stencil
true
developmentonly clientdll cheat
<no description>
r_player_visibility_strength
1.1
developmentonly clientdll cheat
<no description>
r_post_bloom_debug
0
developmentonly clientdll
1 = bloom output (before thresholding), 2 = quarter res downsample, 3 = quarter res effects bloom 4 = quarter res effects raw
r_prefer_loop_unrolling
true
developmentonly defensive
Prefer shader loop unrolling.
r_propsmaxdist
1200
developmentonly clientdll defensive
Maximum visible distance
r_refraction_clip_plane_adjust
-1
clientdll cheat
<no description>
r_render_to_cubemap_begin_mixing_roughness
0.25
developmentonly clientdll defensive
<no description>
r_render_to_cubemap_debug
false
developmentonly clientdll defensive
<no description>
r_render_world_node_bounds
false
cheat
Render world node bounds
r_renderdoc_open_captures
true
developmentonly defensive
<no description>
r_renderdoc_validation_error_capture_limit
5
developmentonly defensive
<no description>
r_rendersun
true
cheat
Render sun lighting
r_replay_post_effect
-1
clientdll cheat
<no description>
r_reset_character_decals
false
developmentonly defensive
<no description>
r_ropetranslucent
true
developmentonly clientdll defensive
<no description>
r_screen_size_expansion
0
developmentonly clientdll defensive
<no description>
r_shadows
true
cheat
<no description>
r_shadowtile_waveops
false
hide
<no description>
r_show_build_info
true
clientdll archive release
Build information. Leave this enabled when submitting bug screenshots and videos, please!
r_show_gpu_memory_visualizer
false
developmentonly cheat menubar_item
SceneSystem/Vulkan GPU Memory Visualizer
r_show_time_info
false
clientdll release
Show real time, large.
r_showdebugoverlays
false
cheat
Set to render debug overlays
r_showdebugrendertarget
false
cheat
Set the debug render target to show, 0 == disable
r_showsceneobjectbounds
false
cheat
Show scenesystem object bounding boxes
r_showsunshadowdebugrendertargets
false
cheat
Set to render sun shadow render targets
r_showsunshadowdebugsplitvis
false
cheat
Set to render sun shadow split visibility debugger
r_size_cull_threshold
0.8
developmentonly
Threshold of screen size percentage below which objects get culled
r_size_cull_threshold_fade
0
developmentonly
% above the screen size percentage where we will start fading out (==0 will disable fading).
r_size_cull_threshold_shadow
0.2
cheat
Threshold of shadow map size percentage below which objects get culled
r_skinning_enabled
true
cheat
<no description>
r_skip_precache_validation_check
true
developmentonly defensive
<no description>
r_sleep
0
developmentonly defensive
<no description>
r_smooth_morph_normals
true
release
<no description>
r_ssao
true
developmentonly defensive
Set to use screen-space ambient occlusion
r_ssao_bias
0.5
developmentonly defensive
<no description>
r_ssao_blur
true
developmentonly defensive
<no description>
r_ssao_radius
30
developmentonly defensive
<no description>
r_ssao_strength
1.2
developmentonly defensive
<no description>
r_stereo_multiview_instancing
false
cheat
Use multiview instancing for stereo rendering.
r_strip_invisible_during_sceneobject_update
false
developmentonly clientdll defensive
<no description>
r_texture_budget_dynamic
true
developmentonly defensive
Dynamically adjust texture streaming budget based on GPU memory usage.
r_texture_budget_threshold
0.9
developmentonly defensive
Reduce texture memory pool size when this percentage of the budget is full.
r_texture_budget_update_period
0.5
developmentonly defensive
Time (in seconds) between updating texture memory budget.
r_texture_eager_eviction
false
developmentonly defensive
<no description>
r_texture_hookup_uses_threadpool
true
developmentonly defensive
Async Texture hookup uses its own threadpool instead of the global pool.
r_texture_lod_scale
1
cheat
Scale factor for requested texture size (texture streaming)
r_texture_nonstreaming_load
true
developmentonly defensive
Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.
r_texture_pool_increase_rate
64
developmentonly defensive
Increase texture memory pool size by this many MB / s when under budget.
r_texture_pool_reduce_rate
256
developmentonly defensive
Reduce texture memory pool size by this many MB / s when over budget.
r_texture_pool_size
1600
developmentonly defensive
Total size of the texture pool in MB
r_texture_stream_max_resolution
2147483647
min: 512, developmentonly defensive
Maximum resolution for top mip level in streaming textures
r_texture_stream_mip_bias
0
developmentonly defensive
Biases the mip level the texture streaming system choses to stream for each texture.
r_texture_stream_resolution_bias
1
developmentonly defensive
<no description>
r_texture_stream_resolution_bias_decrease_rate
0.1
developmentonly defensive
<no description>
r_texture_stream_resolution_bias_increase_rate
0.05
developmentonly defensive
<no description>
r_texture_stream_resolution_bias_min
1
developmentonly defensive
<no description>
r_texture_stream_resolution_bias_update_period
0.5
developmentonly defensive
<no description>
r_texture_stream_throttle_amount
10
developmentonly defensive
<no description>
r_texture_stream_throttle_count
3
developmentonly defensive
<no description>
r_texture_stream_throttle_count_over_budget
1
developmentonly defensive
<no description>
r_texture_streaming_timesliced
true
developmentonly defensive
<no description>
r_texture_streamout_unthrottle_ms
0.2
developmentonly defensive
After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.
r_texturefilteringquality
1
developmentonly missing5 defensive
0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
r_threaded_scene_object_update
true
developmentonly clientdll defensive
<no description>
r_translucent
true
cheat
Enable rendering of translucent geometry
r_update_particles_on_render_only_frames
false
developmentonly clientdll defensive
<no description>
r_validate_texture_streaming
false
developmentonly defensive
Dumps state of texture streaming at the next frame boundary.
r_vconsole_foregroundforcerender
true
developmentonly defensive
When VConsole is in the foreground, force all engine & tools to render
r_vma_defrag_algorithm
1
developmentonly
Defrag algorithm 0=Fast 1=Balanced 2=full 3=Extensive
r_vma_defrag_enabled
true
developmentonly
<no description>
r_vma_defrag_max_allocation_count_per_pass
256
developmentonly
During a VMA defrag, number of moves per pass.
r_vma_defrag_max_allocation_size_per_pass
32
developmentonly
During a VMA defrag, number of MB in moves per pass.
r_vma_defrag_moves_per_frame
20
developmentonly
During a VMA defrag, number of moves to process for a pass in a single frame update.
r_vma_defrag_threshold_mb
256
release
<no description>
r_vulkan_sw_cmd_lists
true
release
Enable Software Command lists for Vulkan
r_wait_on_present
false
developmentonly defensive
<no description>
r_world_frame_load_threshold_ms
10
developmentonly defensive
<no description>
r_world_wind_dir
[0.707, 0.707, 0.707]
developmentonly defensive
<no description>
r_world_wind_frequency_grass
0.03
developmentonly defensive
<no description>
r_world_wind_frequency_trees
0.003
developmentonly defensive
<no description>
r_world_wind_offset_speed
[0.25, 0.3, 0.25]
developmentonly defensive
<no description>
r_world_wind_smooth_time
2
developmentonly defensive
<no description>
r_world_wind_strength
40
developmentonly defensive
<no description>
r_zprepass_normals
false
cheat
0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.
radarvisdistance
1000
min: 10, gamedll cheat
at this distance and beyond you need to be point right at someone to see them
radarvismaxdot
0.996
min: 0, max: 1, gamedll cheat
how closely you have to point at someone to see them beyond max distance
radarvismethod
1
min: 0, max: 1, gamedll cheat
0 for traditional method, 1 for more realistic method
radarvispow
0.4
gamedll cheat
the degree to which you can point away from a target, and still see them on radar.
ragdoll_debug_item_detachment
false
developmentonly gamedll replicated defensive
<no description>
ragdoll_friction_scale
0.6
gamedll clientdll replicated cheat
<no description>
ragdoll_gravity_scale
1
gamedll clientdll replicated cheat
<no description>
ragdoll_impact_strength
500
developmentonly clientdll defensive
<no description>
ragdoll_lru_debug_removal
false
gamedll clientdll replicated cheat
<no description>
ragdoll_lru_min_age
10
gamedll clientdll replicated cheat
<no description>
ragdoll_move_entity
false
gamedll clientdll replicated cheat
<no description>
ragdoll_override_root_orientation
true
developmentonly gamedll replicated defensive
<no description>
ragdoll_parallel_pose_control
false
developmentonly gamedll clientdll replicated defensive
<no description>
ragdoll_prop_settle
true
developmentonly gamedll replicated defensive
Enable more aggressive ragdoll settling
ragdoll_prop_sleepaftertime
4
developmentonly gamedll replicated defensive
After this many seconds of being basically stationary, the ragdoll will go to sleep.
ragdoll_prop_sleepdisabletime
1.5
developmentonly gamedll replicated defensive
Ragdoll is not allowed to physically sleep until this timer has elapsed.
ragdoll_relax_limts
false
developmentonly gamedll replicated defensive
<no description>
ragdoll_resolve_initial_conflict
true
gamedll clientdll replicated cheat
<no description>
ragdoll_resolve_separation
true
gamedll clientdll replicated cheat
<no description>
ragdoll_scale_sleep_tolerance
true
developmentonly gamedll replicated defensive
<no description>
ragdoll_update_from_weights
false
gamedll clientdll replicated cheat
<no description>
ragdoll_validate_targetpose
true
developmentonly gamedll replicated defensive
<no description>
ragdoll_visualize_creation_skeleton
false
developmentonly gamedll replicated defensive
<no description>
ragdoll_visualize_targetpose
false
developmentonly gamedll replicated defensive
<no description>
rate
80000
archive userinfo
Min bytes/sec the host can receive data
rcon_address
""
dontrecord release server_cannot_query
Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_connected_clients_allow
true
replicated release
Allow clients to use rcon commands on server.
rcon_password
""
dontrecord release server_cannot_query
remote console password.
replay_debug
0
replicated release
<no description>
report_cliententitysim
false
clientdll cheat
List all clientside simulations and time - will report and turn itself off.
report_clientthinklist
false
clientdll cheat
List all clientside entities thinking and time - will report and turn itself off.
reset_voice_on_input_stallout
false
userinfo
If true, resets the input device when there was a long enough hitch between callbacks.
resourcesystem_multiframe_finalize_time_msec
10
developmentonly
Max time to spend finalizing resources per frame in miliseconds.
rope_averagelight
true
developmentonly clientdll defensive
Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide
1
developmentonly clientdll defensive
Collide rope with the world
rope_shake
false
developmentonly clientdll defensive
<no description>
rope_smooth_enlarge
1.4
developmentonly clientdll defensive
How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha
0.5
developmentonly clientdll defensive
Alpha for rope antialiasing effect
rope_smooth_maxalphawidth
1.75
developmentonly clientdll defensive
<no description>
rope_smooth_minalpha
0.2
developmentonly clientdll defensive
Alpha for rope antialiasing effect
rope_smooth_minwidth
0.3
developmentonly clientdll defensive
When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv
2
min: 0, max: 8, developmentonly clientdll defensive
Rope subdivision amount
rope_wind_dist
1000
developmentonly clientdll defensive
Don't use CPU applying small wind gusts to ropes when they're past this distance.
rr_dacmode
false
developmentonly gamedll clientdll replicated defensive
If set to 1, enable special functionality for DAC
rr_debugclassname
""
developmentonly gamedll clientdll replicated defensive
If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.
rr_debugresponseconcept
""
developmentonly gamedll clientdll replicated defensive
If set, rr_debugresponseconcept will print only responses testing for the specified concept
rr_debugresponses
0
developmentonly gamedll clientdll replicated defensive
Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
rr_debugrule
""
developmentonly gamedll clientdll replicated defensive
If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
rr_followup_maxdist
1800
gamedll cheat
'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
rr_thenany_score_slop
0
gamedll archive cheat
When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
rtx_allow_blas_compact
true
developmentonly defensive
<no description>
rtx_allow_blas_create
true
developmentonly defensive
<no description>
rtx_dynamic_blas
false
developmentonly defensive
Allow dynamic BLAS creation for geometry going through the compute shader skinning path.
rtx_force_default_hitgroup
false
developmentonly defensive
Forces all ray traced geometry to use default hit shaders instead of specialized ones.
rubikon_joint_always_draw_at_pivot_point
true
developmentonly defensive
<no description>
rubikon_joint_deepdebugging
false
developmentonly defensive
<no description>
run_voicecontainer_async
false
developmentonly
<no description>
safezonex
1
min: 0, max: 1, clientdll archive
The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height.
safezoney
1
min: 0.8, max: 1, clientdll archive
The percentage of the screen height that is considered safe from overscan
save_async
true
developmentonly gamedll defensive
<no description>
save_fake_hitch
0
developmentonly gamedll defensive
Force a busy wait for the specified number of milliseconds during save to simulate a hitch
save_history_count
1
developmentonly gamedll defensive
Keep this many old copies in history of autosaves and quicksaves.
save_maxarray_spew
10
gamedll release
Max number of array entries to spew when using SaveRestoreIO spewing.
save_screenshot
2
developmentonly gamedll defensive
0 = none, 1 = non-autosave, 2 = always, 3 = bug_only
save_spew
false
developmentonly gamedll clientdll replicated defensive
<no description>
sc_aggregate_debug_draw_meshlets
false
developmentonly menubar_item
SceneSystem/Aggregates/Visualize Meshlets
sc_aggregate_fragment_merging
true
developmentonly
<no description>
sc_aggregate_gpu_culling
true
developmentonly defensive
Toggles GPU culling of aggregate meshes
sc_aggregate_gpu_culling_conservative_bounds
false
developmentonly
<no description>
sc_aggregate_gpu_culling_show_culled
false
developmentonly menubar_item
SceneSystem/Aggregates/Show GPU Culled Meshes
sc_aggregate_gpu_occlusion_culling
true
developmentonly defensive
<no description>
sc_aggregate_gpu_vis_culling
true
developmentonly defensive
<no description>
sc_aggregate_indirect_draw_compaction
true
release
Use multidrawindirect...count if the driver/hardware supports it
sc_aggregate_indirect_draw_compaction_threshold
8
min: 1, release
Threshold of indirect draws when we will do compaction
sc_aggregate_material_solo
""
developmentonly cheat
<no description>
sc_aggregate_show_outside_vis
false
developmentonly
<no description>
sc_allow_dithered_lod
true
developmentonly defensive
Allow use of dithered lod transitions
sc_allow_dynamic_constant_batching
true
developmentonly defensive
<no description>
sc_allow_precomputed_vismembers
true
developmentonly defensive
<no description>
sc_allow_write_depth_before_blend
true
developmentonly defensive
<no description>
sc_barnlight_enable_precomputed_vis
false
developmentonly defensive
Enable use of precomputed vis membership for lights (requires map restart)
sc_batch_layer_cb_updates
true
developmentonly defensive
<no description>
sc_bounds_group_cull
true
developmentonly defensive
<no description>
sc_cache_envmap_lpv_lookup
true
developmentonly defensive
<no description>
sc_check_world
false
cheat
<no description>
sc_clutter_density_full_size
0.05
developmentonly defensive
Screen-size where clutter will be full density
sc_clutter_density_none_size
0.01
developmentonly defensive
Screen-size where clutter will be gone
sc_clutter_draw
true
developmentonly menubar_item
SceneSystem/Aggregates/Draw Aggregates
sc_disableThreading
false
cheat
<no description>
sc_disable_baked_lighting
false
developmentonly defensive
<no description>
sc_disable_culling_boxes
false
cheat
<no description>
sc_disable_procedural_layer_rendering
false
cheat
<no description>
sc_disable_shadow_fastpath
false
cheat
<no description>
sc_disable_shadow_materials
false
cheat
<no description>
sc_disable_spotlight_shadows
false
cheat
<no description>
sc_disable_world_materials
false
cheat
<no description>
sc_dithered_lod_transition_amt
0.075
min: 0, max: 0.2, developmentonly defensive
Percentage of the transition between two lods we will apply a dither
sc_draw_aggregate_meshes
true
developmentonly menubar_item
SceneSystem/Aggregates/Draw Aggregates
sc_dump_lists
false
cheat
<no description>
sc_enable_discard
true
developmentonly defensive
<no description>
sc_extended_stats
false
cheat
<no description>
sc_fade_distance_scale_override
-1
cheat
<no description>
sc_force_lod_level
-1
cheat
<no description>
sc_force_materials_batchable
false
cheat
<no description>
sc_force_single_display_list_per_layer
false
developmentonly defensive
<no description>
sc_force_translation_in_projection
false
cheat
If enabled, the camera's translation will be included in the projection matrix.
sc_hdr_enabled_override
-1
developmentonly defensive
Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110
sc_imgui_show_debug_log
false
developmentonly cheat menubar_item
SceneSystem/Imgui/Show Debug Log
sc_imgui_show_id_stack
false
developmentonly cheat menubar_item
SceneSystem/Imgui/Show ID Stack Tool
sc_imgui_show_metrics
false
developmentonly cheat menubar_item
SceneSystem/Imgui/Show Metrics
sc_instanced_material_solo
""
developmentonly cheat
<no description>
sc_instanced_mesh_enable
true
developmentonly cheat
Toggles rendering instanced meshes
sc_instanced_mesh_gpu_culling
true
developmentonly defensive
Toggles GPU culling of instanced meshes
sc_instanced_mesh_gpu_occlusion_culling
true
developmentonly defensive
Toggles GPU occlusion of instanced meshes
sc_instanced_mesh_gpu_vis_culling
true
developmentonly defensive
Toggles GPU vis of instanced meshes
sc_instanced_mesh_lod_bias
1.25
developmentonly defensive
Bias for LOD selection of instanced meshes
sc_instanced_mesh_lod_bias_shadow
1.75
developmentonly defensive
Bias for LOD selection of instanced meshes in shadowmaps
sc_instanced_mesh_motion_vectors
true
developmentonly defensive
Toggles motion vector support for instanced meshes
sc_instanced_mesh_size_cull_bias
1.5
developmentonly defensive
Bias for size culling of instanced meshes
sc_instanced_mesh_size_cull_bias_shadow
2
developmentonly defensive
Bias for size culling instanced meshes in shadowmaps
sc_instanced_mesh_solo
""
developmentonly cheat
<no description>
sc_keep_all_layers
false
developmentonly defensive
<no description>
sc_layer_batch_threshold
128
developmentonly defensive
<no description>
sc_layer_batch_threshold_fullsort
80
developmentonly defensive
<no description>
sc_max_framebuffer_copies_per_layer
1
developmentonly defensive
<no description>
sc_mesh_backface_culling
true
developmentonly defensive
<no description>
sc_no_cull
false
developmentonly defensive
<no description>
sc_no_vis
false
developmentonly defensive
<no description>
sc_only_render_opaque
false
cheat
<no description>
sc_only_render_shadowcasters
false
cheat
<no description>
sc_queue_reflection_views_to_layers
true
developmentonly defensive
<no description>
sc_reject_all_objects
false
cheat
<no description>
sc_rendergraph_debug_visualizer
false
developmentonly menubar_item
SceneSystem/RenderGraph Visualizer
sc_screen_size_lod_scale_override
-1
cheat
<no description>
sc_shadow_depth_bias
256
developmentonly defensive
<no description>
sc_shadow_depth_bias_clamp
0
developmentonly defensive
<no description>
sc_shadow_depth_bias_state_override
false
developmentonly defensive
<no description>
sc_shadow_slopescale_depth_bias
2.13
developmentonly defensive
<no description>
sc_show_cs_skinning_stats
false
developmentonly cheat menubar_item
SceneSystem/Compute Skinning Stats
sc_show_gpu_profiler
false
developmentonly cheat menubar_item
SceneSystem/GPU Profiler
sc_show_texture_visualizer
false
developmentonly cheat menubar_item
SceneSystem/Texture Visualizer
sc_show_tonemap_visualizer
false
developmentonly cheat menubar_item
SceneSystem/Tonemap Visualizer
sc_show_view_profiler
false
developmentonly cheat menubar_item
SceneSystem/View Profiler
sc_skip_traversal
false
cheat
<no description>
sc_spew_cmt_usage
false
developmentonly defensive
<no description>
sc_throw_away_all_layers
false
developmentonly defensive
<no description>
sc_use_clear_subrect
false
developmentonly defensive
<no description>
sc_visualize_batches
0
developmentonly defensive
color per batch
sc_visualize_sceneobjects
0
developmentonly defensive
1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6 == LPV Binding, 7 == instancing
scene_clientflex
true
developmentonly gamedll clientdll replicated defensive
Do client side flex animation.
scene_maxcaptionradius
1200
developmentonly gamedll defensive
Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_print
0
developmentonly gamedll clientdll replicated defensive
When playing back a scene, print timing and event info to console.
scene_vcdautosave
false
developmentonly clientdll defensive
Create a savegame before VCD playback
screenmessage_notifytime
8
developmentonly gamedll defensive
How long to display screen message text
screenmessage_show
-1
cheat
Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present
screenshot_height
-1
developmentonly defensive
Screenshot height. -1 for screen height.
screenshot_prefix
"shot"
developmentonly defensive
Set the screenshot auto naming prefix.
screenshot_subdir
"screenshots"
developmentonly defensive
Set the screenshot directory.
screenshot_width
-1
developmentonly defensive
Screenshot width. -1 for screen width.
script_attach_debugger_at_startup
false
developmentonly gamedll defensive
<no description>
script_break_in_native_debugger_on_error
false
developmentonly gamedll defensive
<no description>
sensitivity
1.25
min: 0.0001, max: 8, clientdll archive userinfo per_user
Mouse sensitivity.
servercfgfile
"server.cfg"
gamedll release
<no description>
shake_show
false
developmentonly clientdll defensive
Displays a list of the active screen shakes.
shatterglass_cleanup
true
gamedll clientdll replicated cheat
<no description>
shatterglass_cleanup_max
200
gamedll clientdll replicated cheat
<no description>
shatterglass_debug
false
gamedll clientdll replicated cheat
<no description>
shatterglass_hit_tolerance
2
gamedll clientdll replicated cheat
<no description>
shatterglass_shard_lifetime
15
gamedll clientdll replicated cheat
<no description>
show_visibility_boxes
false
clientdll cheat
Enable or Disable debug display of visibility boxes
silence_dsp
false
cheat
When on, silences all DSP mixes.
sk_autoaim_mode
1
gamedll clientdll archive replicated
<no description>
sk_player_arm
1
developmentonly gamedll defensive
<no description>
sk_player_chest
1
developmentonly gamedll defensive
<no description>
sk_player_head
2
developmentonly gamedll defensive
<no description>
sk_player_leg
1
developmentonly gamedll defensive
<no description>
sk_player_stomach
1
developmentonly gamedll defensive
<no description>
skel_constraints_enable
true
replicated cheat
<no description>
skel_debug
""
developmentonly gamedll clientdll replicated defensive
<no description>
skeleton_instance_lod_optimization
false
developmentonly gamedll clientdll replicated
Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute
skeleton_instance_scaleset_enable
true
gamedll clientdll replicated cheat
<no description>
skeleton_instance_smear_boneflags
false
gamedll cheat
Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
skill
1
min: 1, max: 3, gamedll clientdll archive replicated per_user
Game skill level.
slope_drop_debug
0
developmentonly gamedll clientdll replicated defensive
Toggles a test dropping the view offset based on the slope
slope_drop_enable
true
developmentonly gamedll clientdll replicated defensive
Toggles a test dropping the view offset based on the slope
slope_drop_max_offset
16
developmentonly gamedll clientdll replicated defensive
The maximum distance to adjust the view height
slope_drop_off_ground_blend_speed
160
developmentonly gamedll clientdll replicated defensive
The speed with which the slope drop is blended out when the entity leaves the ground
smoke_grenade_ct_color
[75, 127, 75]
developmentonly gamedll defensive
<no description>
smoke_grenade_custom_color
-1
developmentonly gamedll defensive
0 = Gray (classic), 1 = Red, 2 = Orange, 3 = Skyblue, 4 = Yellow, 5 = Green, , 6 = Blue, 7 = Purple, 8 = pink
smoke_grenade_t_color
[180, 129, 180]
developmentonly gamedll defensive
<no description>
smoke_param1
6.26
developmentonly gamedll clientdll replicated defensive
<no description>
smoke_param2
8.27
developmentonly gamedll clientdll replicated defensive
<no description>
smoke_param3
0.13
developmentonly gamedll clientdll replicated defensive
<no description>
smoke_param4
0
developmentonly gamedll clientdll replicated defensive
<no description>
smoke_param5
0
developmentonly gamedll clientdll replicated defensive
<no description>
smoke_use_noise_texture
true
developmentonly gamedll clientdll replicated defensive
<no description>
smoke_volume_lod_ratio_change
0.6
developmentonly clientdll
<no description>
smooth_cloth_amax
0.5
developmentonly
<no description>
smooth_cloth_amin
0.01
developmentonly
<no description>
smooth_cloth_amul
0.4
developmentonly
<no description>
smoothstairs
true
developmentonly gamedll clientdll replicated defensive
Smooth player eye z coordinate when traversing stairs.
snd_async_spew_blocking
0
developmentonly defensive
Spew message to console any time async sound loading blocks on file i/o.
snd_autodetect_latency
true
archive missing5
<no description>
snd_boxverb_simd
true
developmentonly defensive
Enable SIMD code path for shoebox reverb processor.
snd_boxverb_simd_svf
1
developmentonly defensive
0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf
snd_break_on_start_soundevent
""
gamedll clientdll replicated cheat
Use to debug break on any soundevent that is started matching this name
snd_compare_KV_convert
false
developmentonly defensive
<no description>
snd_deathcamera_volume
0.16
min: 0, max: 1, clientdll archive release
Volume of Deathcam Timers
snd_delay_sound_ms_max
250
min: 0, max: 250, developmentonly defensive
Sound device synchronization max delay (ms)
snd_delay_sound_ms_shift
23
min: 0, max: 50, developmentonly defensive
Sound device synchronization shift (ms)
snd_diffusor_simd
false
developmentonly defensive
Enable SIMD code path for diffusor processor.
snd_disable_mixer_duck
false
cheat
<no description>
snd_disable_mixer_solo
false
cheat
<no description>
snd_disable_radar_visualize
false
developmentonly gamedll clientdll replicated defensive
<no description>
snd_dsp_distance_max
2000
cheat
<no description>
snd_dsp_distance_min
20
cheat
<no description>
snd_duckerattacktime
0.5
archive
<no description>
snd_duckerreleasetime
2.5
archive
<no description>
snd_duckerthreshold
0.15
archive
<no description>
snd_ducktovolume
0.55
archive
<no description>
snd_enable_imgui
false
developmentonly archive cheat menubar_item
Game/Sound System Debugger
snd_enable_subgraph_corenull_passthrough
true
developmentonly defensive
<no description>
snd_enable_subgraph_log
false
developmentonly defensive
<no description>
snd_envelope_rate
0.9
cheat
<no description>
snd_eq_arms_race
-1
developmentonly clientdll archive
<no description>
snd_eq_casual
-1
developmentonly clientdll archive
<no description>
snd_eq_competitive
-1
developmentonly clientdll archive
<no description>
snd_eq_deathmatch
-1
developmentonly clientdll archive
<no description>
snd_eq_spectator
-1
developmentonly clientdll archive
<no description>
snd_eq_warmup
-1
developmentonly clientdll archive
<no description>
snd_event_oriented_box_debug
false
developmentonly gamedll clientdll replicated cheat
<no description>
snd_filter
""
cheat
<no description>
snd_foliage_db_loss
4
gamedll cheat
foliage dB loss per 1200 units
snd_gain
1
archive missing5
<no description>
snd_gain_max
1
cheat
<no description>
snd_gain_min
0.01
cheat
<no description>
snd_gamevoicevolume
1
min: 0, max: 1, archive
Game v.o. volume
snd_gamevolume
1
min: 0, max: 1, archive missing5
Game volume
snd_group_cluster_debug
false
replicated cheat
<no description>
snd_group_priority_debug
false
replicated cheat
<no description>
snd_group_priority_max_tolerance
0.05
replicated cheat
<no description>
snd_headphone_eq
0
clientdll archive clientcmd_can_execute
Select Headphone EQ Preset
snd_headphone_eq_active
0
clientdll clientcmd_can_execute
Select Headphone EQ Preset
snd_hrtf_distance_behind
0
developmentonly defensive
HRTF calculations will calculate the player as being this far behind the camera.
snd_list
""
cheat
<no description>
snd_log_empty_event_entities
false
clientdll cheat
Logs the sound event entities that have empty names.
snd_mainmenu_music_break_time_max
0
clientdll cheat
Maximum amount of time to pause between playing main menu music
snd_mainmenu_music_break_time_min
0
clientdll cheat
Minimum amount of time to pause between playing main menu music
snd_mapobjective_volume
0.04
min: 0, max: 1, clientdll archive release
Volume of Map Objective Music
snd_max_pitch_shift_inaccuracy
0.08
developmentonly gamedll clientdll replicated defensive
<no description>
snd_menumusic_volume
0.04
min: 0, max: 1, clientdll archive release
Volume of Menu / Non-gameplay music
snd_mergemethod
1
developmentonly defensive
Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
snd_mix_async
true
developmentonly cheat
<no description>
snd_mixahead
0.001
archive missing5
<no description>
snd_mixer_master_dsp
1
cheat
<no description>
snd_mixer_master_level
1
cheat
<no description>
snd_musicvolume
1
min: 0, max: 1, archive missing5
Music volume
snd_mute_losefocus
true
archive missing5
<no description>
snd_mute_mvp_music_live_players
false
clientdll archive release
If set, MVP music is muted if players from both teams are still alive.
snd_mvp_volume
0.16
min: 0, max: 1, clientdll archive release
Volume of MVP Music
snd_new_visualize
false
gamedll cheat
Displays soundevent name played at it's 3d position
snd_occlusion_bounces
1
replicated cheat
<no description>
snd_occlusion_debug
false
gamedll clientdll replicated cheat
<no description>
snd_occlusion_debug_listener_pos
""
developmentonly cheat
<no description>
snd_occlusion_indirect_max
0.7
developmentonly cheat
<no description>
snd_occlusion_indirect_min
0.01
developmentonly cheat
<no description>
snd_occlusion_indirect_radius
120
developmentonly cheat
<no description>
snd_occlusion_min_wall_thickness
4
replicated cheat
<no description>
snd_occlusion_override
-1
developmentonly replicated cheat
<no description>
snd_occlusion_rays
4
replicated cheat
<no description>
snd_occlusion_report
false
developmentonly cheat
<no description>
snd_occlusion_visualize
false
developmentonly cheat
<no description>
snd_op_test_convar
720
cheat
<no description>
snd_opvar_set_point_debug
false
gamedll clientdll replicated cheat
<no description>
snd_opvar_set_point_update_interval
0.2
developmentonly gamedll clientdll replicated defensive
<no description>
snd_rear_stereo_scale
1
replicated cheat
<no description>
snd_refdb
60
cheat
Reference dB at snd_refdist
snd_refdist
36
cheat
Reference distance for snd_refdb
snd_report_c4_sounds
false
developmentonly clientdll cheat
<no description>
snd_report_verbose_error
false
cheat
If set to 1, report more error found when playing sounds.
snd_roundaction_volume
0
min: 0, max: 1, clientdll archive release
Volume of Move Action Music
snd_roundend_volume
0.16
min: 0, max: 1, clientdll archive release
Volume of Won/Lost Music
snd_roundstart_volume
0
min: 0, max: 1, clientdll archive release
Volume of Round Start Music
snd_sequencer_show_bpm
false
cheat
<no description>
snd_sequencer_show_events
false
cheat
<no description>
snd_sequencer_show_quantize_queue
false
cheat
<no description>
snd_showclassname
0
cheat
<no description>
snd_showstart
0
cheat
<no description>
snd_sos_block_global_stack
false
cheat
<no description>
snd_sos_block_stop_global_stack
true
cheat
<no description>
snd_sos_calc_angle_debug
false
replicated cheat
<no description>
snd_sos_compare_kv3_native_stacks
false
cheat
<no description>
snd_sos_debug_trigger_opvar
false
developmentonly gamedll defensive
<no description>
snd_sos_default_update_stack
"core_update_default"
developmentonly defensive
<no description>
snd_sos_hide_simple_parameter_overwrite_warnings
true
developmentonly defensive
<no description>
snd_sos_ingame_debug
false
cheat
<no description>
snd_sos_limit_self
false
developmentonly
<no description>
snd_sos_list_operator_updates
false
cheat
<no description>
snd_sos_max_event_base_depth
4
developmentonly defensive
<no description>
snd_sos_opvar_debug
false
cheat
<no description>
snd_sos_pause_system
false
cheat
<no description>
snd_sos_print_addfield_dupes
false
cheat
<no description>
snd_sos_print_field_references
false
cheat
<no description>
snd_sos_print_fps
false
cheat
<no description>
snd_sos_print_full_field_info
false
cheat
<no description>
snd_sos_print_table_arrays
false
cheat
<no description>
snd_sos_report_entity_deleted
false
developmentonly defensive
<no description>
snd_sos_show_block_debug
false
cheat
Spew data about the list of block entries.
snd_sos_show_entry_match_free
false
developmentonly defensive
<no description>
snd_sos_show_mixgroup_path_errors
false
developmentonly defensive
<no description>
snd_sos_show_operator_event_and_stack
true
cheat
<no description>
snd_sos_show_operator_event_filter
""
cheat
<no description>
snd_sos_show_operator_field_filter
""
cheat
<no description>
snd_sos_show_operator_init
false
cheat
<no description>
snd_sos_show_operator_not_executing
true
cheat
<no description>
snd_sos_show_operator_operator_filter
""
cheat
<no description>
snd_sos_show_operator_pause_entry
false
cheat
<no description>
snd_sos_show_operator_shutdown
false
cheat
<no description>
snd_sos_show_operator_stop_entry
false
cheat
<no description>
snd_sos_show_operator_updates
false
cheat
<no description>
snd_sos_show_opvar_updates
false
cheat
<no description>
snd_sos_show_opvar_updates_filter
""
cheat
<no description>
snd_sos_show_parameter_overwrite_warnings
false
developmentonly defensive
<no description>
snd_sos_show_queuetotrack
false
cheat
<no description>
snd_sos_show_soundevent_overwrites
false
developmentonly defensive
<no description>
snd_sos_show_soundevent_param_overwrite
false
cheat
<no description>
snd_sos_show_soundevent_start
false
cheat
<no description>
snd_sos_show_track_list
false
developmentonly defensive
<no description>
snd_sos_show_voice_elapsed_time
false
developmentonly defensive
<no description>
snd_sos_soundevent_deferred_interval_time
0.1
developmentonly defensive
<no description>
snd_sos_soundevent_filter
""
cheat
<no description>
snd_sos_soundevent_max_deferred_time
5
developmentonly defensive
<no description>
snd_sos_use_case_sensitive_soundevents
false
developmentonly defensive
<no description>
snd_sound_areas_debug
false
clientdll replicated cheat
<no description>
snd_sound_areas_debug_interval
0.2
clientdll replicated cheat
<no description>
snd_soundmixer
"Default_Mix"
developmentonly defensive
<no description>
snd_soundmixer_update_maximum_frame_rate
10
cheat
<no description>
snd_soundmixer_version
2
developmentonly defensive
<no description>
snd_spatialize_lerp
0
archive release
<no description>
snd_steamaudio_dynamicpathing_max_samples
16
developmentonly gamedll clientdll replicated defensive
<no description>
snd_steamaudio_enable_reverb
0
release
Enable Steam Audio Reverb processor.
snd_steamaudio_pathing_caching_threshold
5
developmentonly gamedll clientdll replicated defensive
<no description>
snd_steamaudio_pathing_enable_caching
true
developmentonly gamedll clientdll replicated defensive
<no description>
snd_steamaudio_perspective_correction_front_only
true
developmentonly
Use perspective correction for 3D audio only in the frontal directions.
snd_steamaudio_reverb_level_db
-3
release
Adjust overall volume (dB) of the output from Steam Audio Reverb processor.
snd_steamaudio_source_pathing_debug
false
archive
Enable path visualization for steam_audio_source operator.
snd_steamaudio_source_pathing_debug_duration
0.01
developmentonly defensive
Duration for which path remains visible. Should be close to update rate of the sound operator stack.
snd_steamaudio_source_pathing_enable_validation
false
developmentonly defensive
Enable real-time pathing validation against dynamic geometry.
snd_tensecondwarning_volume
0.04
min: 0, max: 1, clientdll archive release
Volume of Ten Second Warnings
snd_toolvolume
1
min: 0, max: 1, archive
Volume of sounds in tools (e.g. Hammer, SFM)
snd_ui_positional
false
developmentonly cheat
<no description>
snd_ui_spatialization_spread
1
developmentonly cheat
<no description>
snd_use_baked_occlusion
0
replicated cheat release
<no description>
snd_vmix_override_mix_decay_time
-1
cheat
If set > 0, overrides how long the decay time is on all mix graphs (in seconds).
snd_vmix_show_input_updates
false
cheat
If set to 1, show all incoming updates to vmix inputs.
snd_voipvolume
1
min: 0, max: 2, archive missing5
Voice volume
snd_vol_arms_race
1
developmentonly clientdll archive
<no description>
snd_vol_casual
1
developmentonly clientdll archive
<no description>
snd_vol_competitive
1
developmentonly clientdll archive
<no description>
snd_vol_deathmatch
1
developmentonly clientdll archive
<no description>
snd_vol_per_game_mode
true
developmentonly clientdll archive
<no description>
snd_vol_spectator
1
developmentonly clientdll archive
<no description>
snd_vol_warmup
1
developmentonly clientdll archive
<no description>
sos_debug_emit
false
developmentonly gamedll clientdll replicated defensive
<no description>
sound_device_override
""
archive release
ID of the sound device to use
soundevent_check_networked_entity
false
developmentonly gamedll
<no description>
soundpatch_captionlength
2
developmentonly gamedll clientdll replicated defensive
How long looping soundpatch captions should display for.
soundscape_debug
false
gamedll cheat
When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
soundscape_fadetime
3
clientdll cheat
Time to crossfade sound effects between soundscapes
soundscape_message
false
developmentonly clientdll defensive
<no description>
soundscape_radius_debug
false
clientdll cheat
Prints current volume of radius sounds
soundscape_update_include_bots
false
developmentonly gamedll cheat
Enable to calculate soundscape audio params for bots.
soundsystem_device_used
""
developmentonly defensive
Sound device in use (changing this does not change the soundsystem).
soundsystem_update_async
true
developmentonly defensive
<no description>
sparseshadowtree_copy_to_shadow_atlas_ps
true
developmentonly clientdll
Copy layer from CS output to shadow atlas uses PS copy (vs CopyTexture).
sparseshadowtree_cs_debug_colors
false
developmentonly clientdll
Output debug colors for SST CS.
sparseshadowtree_cs_exclude_next_cascade_region
true
developmentonly clientdll
Exclude the inner region of a cascade during CS unpack if there is a higher resolution cascade that will cover that area.
sparseshadowtree_cs_unpack_mode
1
min: 0, max: 2, developmentonly clientdll
Unpack mode in cs, 0 - one leaf per thread (16 output pixels), 1 (default) - one leaf row per thread (4 output pixels), 2 - one pixel out per thread.
sparseshadowtree_debug_tile_range_xmax
72
developmentonly clientdll
SST Tile range for renderdoc/debug capturing.
sparseshadowtree_debug_tile_range_xmin
71
developmentonly clientdll
SST Tile range for renderdoc/debug capturing.
sparseshadowtree_debug_tile_range_ymax
81
developmentonly clientdll
SST Tile range for renderdoc/debug capturing.
sparseshadowtree_debug_tile_range_ymin
80
developmentonly clientdll
SST Tile range for renderdoc/debug capturing.
sparseshadowtree_disable_for_viewmodel
false
developmentonly clientdll
Disable SST generation and runtime for viewmodel (use original CSM rendering).
sparseshadowtree_enable_rendering
true
developmentonly clientdll
Enable use of SST at runtime (static geo rendered into cascades via SST).
sparseshadowtree_leaf_compress_scaleoffset
true
developmentonly clientdll
Compress leaf node depths using scale & offset.
sparseshadowtree_leaf_precision
4e-06
developmentonly clientdll
precision for depth compression at SST leaf nodes.
sparseshadowtree_leaf_precision_viewmodel
0.0005
developmentonly clientdll
(viewmodel) precision for depth compression at SST leaf nodes.
sparseshadowtree_parallel_generation
2
developmentonly clientdll
Split SST tile generation into threadjobs (0 - disabled, 1 - wait on readpixels for job batch, 2 - async readpixels).
sparseshadowtree_plane_incr_per_step
1e-05
developmentonly clientdll
depth to increment candidate plane values per iteration to satisfy selection.
sparseshadowtree_plane_incr_per_step_viewmodel
0.0025
developmentonly clientdll
(viewmodel) depth to increment candidate plane values per iteration to satisfy selection.
sparseshadowtree_plane_max_error
4e-05
developmentonly clientdll
max error (distance away in depth) candidate plane is allowed before rejecting.
sparseshadowtree_plane_max_error_viewmodel
0.01
developmentonly clientdll
(viewmodel) max error (distance away in depth) candidate plane is allowed before rejecting.
sparseshadowtree_plane_num_iter
5
developmentonly clientdll
number of steps to push candidate plane behind depths.
sparseshadowtree_render_cables
false
developmentonly clientdll
Render cables into SST.
sparseshadowtree_renderdoc_capture_generation
false
developmentonly clientdll
Capture dual shadow maps during sparseshadowtree generation.
sparseshadowtree_unpack_direct_to_shadow_atlas
false
developmentonly clientdll
unpack SST directly into shadow atlas cascade vs via staging texture PS copy (NOTE - rendersystem fix reqd for AMD + driver fix required for NV + VK only.
sparseshadowtree_uv_frac_offset_x
0
developmentonly clientdll
uv x offset during copy to cascade.
sparseshadowtree_uv_frac_offset_y
0
developmentonly clientdll
uv y offset during copy to cascade.
sparseshadowtree_viewmodel_uses_cascade0
false
developmentonly clientdll
Re-use cascade 0 SST for viewmodel to save on the significant extra memory. Flipping this invalidates generated SSTs if viewmodel SST not already generated.
spawngroup_ignore_timeouts
false
developmentonly defensive
<no description>
speaker_config
-1
archive
<no description>
spec_autodirector
true
clientdll clientcmd_can_execute
Auto-director chooses best view modes while spectating
spec_autodirector_cameraman
-1
developmentonly clientdll
<no description>
spec_centerchasecam
false
clientdll archive
Looks at the target player's center, instead of his eye position, in chase came mode
spec_chasedistance
96
min: 16, max: 296, developmentonly clientdll defensive
Chase cam's ideal distance from target
spec_chasedistancespeed
144
min: 48, developmentonly clientdll defensive
Chase cam's ideal distance from target
spec_death_panel_replay_position
0.75
developmentonly clientdll defensive
<no description>
spec_freeze_deathanim_time
0.8
gamedll clientdll replicated release
The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.
spec_freeze_time
3
gamedll clientdll replicated release missing3
Time spend frozen in observer freeze cam.
spec_freeze_time_lock
1
gamedll clientdll replicated release
Time players are prevented from skipping the freeze cam
spec_freeze_traveltime
0.3
gamedll clientdll replicated release
Time taken to zoom in to frame a target in observer freeze cam.
spec_glow_decay_time
2
min: 0, clientdll release
Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.
spec_glow_full_time
1
min: 0, clientdll release
Noisy players stay at full brightness for this long.
spec_glow_silent_factor
0.4
min: 0, max: 1, clientdll release
Lurking player xray glow scaling.
spec_glow_spike_factor
1.2
min: 1, max: 3, clientdll release
Noisy player xray glow scaling (pop when noise is made). Make >1 to add a 'spike' to noise-making players
spec_glow_spike_time
0
min: 0, clientdll release
Time for noisy player glow 'spike' to show that they made noise very recently.
spec_lock_to_accountid
""
developmentonly clientdll
As an observer, lock the spectator target to the given accountid.
spec_replay_autostart
true
clientdll archive
Auto-start Killer Replay when available
spec_replay_bot
false
gamedll release
Enable Spectator Hltv Replay when killed by bot
spec_replay_cache_ragdolls
true
developmentonly clientdll defensive
when set to 0, ragdolls will settle dynamically before and after Killer Replay
spec_replay_colorcorrection
0.5
developmentonly clientdll defensive
Amount of color correction in deathcam replay
spec_replay_enable
0
replicated release missing3
Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)
spec_replay_fadein
0.75
developmentonly clientdll defensive
Amount of time in seconds it takes to visually fade into replay, or into real-time after replay
spec_replay_fadeout
0.75
developmentonly clientdll defensive
Amount of time in seconds it takes to visually fade out of replay, or out of real-time before replay
spec_replay_fullframe
true
developmentonly defensive
Send full frame on every hltv replay transition
spec_replay_leadup_time
5.3438
replicated release
Replay time in seconds before the highlighted event
spec_replay_message_time
9.5
replicated release
How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time
spec_replay_on_death
false
replicated release
When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players
spec_replay_others_experimental
false
developmentonly clientdll defensive
Replay the last death of the round, if possible. Disabled on official servers by default. Experimental.
spec_replay_outline
1
developmentonly clientdll defensive
Enable outline selecting victim in hltv replay: 0 - none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal spectator outlines
spec_replay_rate_base
1
replicated release
Base time scale of Killer Replay.Experimental.
spec_replay_rate_limit
3
replicated release
Minimum allowable pause between replay requests in seconds
spec_replay_rate_slowdown
1
developmentonly clientdll defensive
The part of Killer Replay right before death is played at this rate
spec_replay_rate_slowdown_length
0.5
developmentonly clientdll defensive
The part of Killer Replay right before death is played at this rate
spec_replay_review_sound
true
developmentonly clientdll defensive
When set to non-0, a sound effect is played during Killer Replay
spec_replay_round_delay
0
gamedll release
Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)
spec_replay_sound_fadein
0.05
developmentonly clientdll defensive
Amount of time in seconds it takes to fade in the audio before or after replay
spec_replay_sound_fadeout
0
developmentonly clientdll defensive
Amount of time in seconds it takes to fade out the audio before or after replay
spec_replay_victim_pov
false
developmentonly clientdll defensive
Killer Replay - replay from victim's point of view (1); the default is killer's (0). Experimental.
spec_replay_winddown_time
2
gamedll release
The trailing time, in seconds, of replay past the event, including fade-out
spec_show_xray
1
clientdll archive release
If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode
spec_track
0
developmentonly clientdll defensive
Tracks an entity in spec mode
spec_usenumberkeys_nobinds
true
clientdll archive
If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).
splitscreen_mode
0
archive cheat
<no description>
ss_mimic
0
developmentonly clientdll cheat
Split screen users mimic base player's CUserCmds
ss_voice_hearpartner
false
developmentonly defensive
Route voice between splitscreen players on same system.
stats_collect_gpu
false
developmentonly defensive
While doing stats_display, collect GPU perf counters. Used for stats_print_gpu.
stats_display
0
developmentonly defensive
Displays perf statistics information
stats_highlight_interval
10
developmentonly clientdll defensive
Interval between hightlight screens in the transition stats panel
steam_controller_haptics
true
clientdll release
<no description>
steamworks_sessionid_client
"0"
clientdll hidden userinfo
The client session ID for the new steamworks gamestats.
steamworks_sessionid_lifetime_client
"0"
developmentonly clientdll hidden defensive
The full client session ID for the new steamworks gamestats.
steamworks_sessionid_server
"0"
developmentonly gamedll clientdll hidden replicated defensive
The server session ID for the new steamworks gamestats.
sticky_tooltips
false
developmentonly clientdll hidden defensive
Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts.
suspicious_hit_odds_threshold
0.01
gamedll release
<no description>
suspicious_hit_player_radius
8
gamedll release
<no description>
suspicious_hit_strategy
0
gamedll release
What to do about suspicious hits. 0: Nothing. 1: Skip the bullet. 2: Skip the bullet and re-roll a new bullet.
sv_accelerate
5.5
gamedll clientdll notify replicated release
<no description>
sv_accelerate_debug_speed
false
gamedll clientdll notify replicated release
<no description>
sv_accelerate_use_weapon_speed
true
gamedll clientdll notify replicated release
<no description>
sv_ag2_low_skel_lod
false
developmentonly gamedll defensive
<no description>
sv_air_max_wishspeed
30
gamedll clientdll replicated release
<no description>
sv_airaccelerate
12
gamedll clientdll notify replicated release
<no description>
sv_allchat
true
gamedll notify release
Players can receive all other players' text chat, no death restrictions
sv_allow_annotations
false
gamedll clientdll replicated release missing3
Allow clients to use the annotation system on the server.
sv_allow_ground_weapon_pickup
true
developmentonly gamedll clientdll replicated
<no description>
sv_allow_switching_weapon_handedness
true
developmentonly gamedll clientdll replicated
<no description>
sv_allow_votes
true
gamedll release missing3
Allow voting?
sv_alltalk
false
gamedll notify release missing3
Players can hear all other players' voice communication, no team restrictions
sv_auto_adjust_bot_difficulty
true
gamedll release missing3
Adjust the difficulty of bots each round based on contribution score.
sv_auto_cstrafe_attempt_window
1
min: 1, max: 1000, gamedll release
The length of the window of trailing counter-strafe attempts considered during input automation detection.
sv_auto_cstrafe_kick
false
gamedll release
Whether or not to kick players when counter-strafe input automation is detected.
sv_auto_cstrafe_logging
0
min: 0, max: 2, gamedll release
0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe
sv_auto_cstrafe_lower_overlap_pct_threshold
0
min: 0, max: 100, gamedll release
The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold.
sv_auto_cstrafe_min_attempts
1
min: 1, max: 1000, gamedll release
The minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks).
sv_auto_cstrafe_sequence_length
1
min: 1, max: 1000, gamedll release
The length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window.
sv_auto_cstrafe_success_threshold
1
min: 1, max: 1000, gamedll release
The minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts.
sv_auto_cstrafe_upper_overlap_pct_threshold
0
min: 0, max: 100, gamedll release
The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes.
sv_auto_full_alltalk_during_warmup_half_end
true
gamedll release missing3
When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match
sv_autobunnyhopping
false
gamedll clientdll replicated release missing3
Players automatically re-jump while holding jump button
sv_autobuyammo
false
gamedll clientdll notify replicated release missing3
Enable automatic ammo purchase when inside buy zones during buy periods
sv_autoexec_mapname_cfg
false
gamedll release
Execute a mapname cfg file on the server automatically in custom game modes that require it.
sv_autosave
true
developmentonly gamedll replicated defensive
Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_backspeed
0.6
developmentonly gamedll clientdll replicated
How much to slow down backwards motion
sv_banid_dev_enabled
false
developmentonly defensive
<no description>
sv_banid_enabled
true
release
Whether server supports banid command
sv_bot_buy_decoy_weight
1
min: 0, gamedll release
Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_flash_weight
1
min: 0, gamedll release
Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_grenade_chance
33
min: 0, max: 100, gamedll release missing3
Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)
sv_bot_buy_hegrenade_weight
6
min: 0, gamedll release
Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_molotov_weight
1
min: 0, gamedll release
Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_smoke_weight
1
min: 0, gamedll release
Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_difficulty_kbm
0
developmentonly gamedll clientdll hidden replicated defensive
Bot difficulty while playing with Keyboard/Mouse device
sv_bot_parallel_threat_detection
true
developmentonly gamedll defensive
Perform bot threat detection in parallel
sv_bots_get_easier_each_win
0
gamedll release missing3
If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.
sv_bounce
0
gamedll clientdll notify replicated release
Bounce multiplier for when physically simulated objects collide with other objects.
sv_buy_status_override
-1
gamedll replicated release missing3
Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
sv_buymenu_open_prevents_opportunistic_pickup
false
gamedll release
<no description>
sv_c4_center_of_mass_offset
0
developmentonly gamedll defensive
Shifts center-of-mass along z-axis from default
sv_c4_upright_constraint_damping
0.5
developmentonly gamedll defensive
Controls how much velocity is damped on the constraint. 0 = undamped wobbly spring, 1 = critically damped no wobble fast converge, >1 = over damped
sv_c4_upright_constraint_enabled
true
developmentonly gamedll defensive
Use a constraint to keep C4 pointed upright when thrown
sv_c4_upright_constraint_strength
0.6
developmentonly gamedll defensive
How quickly the constraint converges
sv_chat_proximity
-1
gamedll clientdll replicated release
<no description>
sv_cheats
false
notify replicated release
Allow cheats on server
sv_client_max_interp_ratio
5
min: 0, max: 19, developmentonly gamedll clientdll replicated defensive
This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
sv_client_min_interp_ratio
0
min: 0, max: 19, developmentonly gamedll clientdll replicated defensive
This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
sv_clip_penetration_traces_to_players
true
developmentonly gamedll clientdll replicated defensive
<no description>
sv_clockcorrection_msecs
30
gamedll release
The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
sv_cluster
0
release
Data center cluster this server lives in.
sv_coaching_enabled
false
developmentonly gamedll clientdll replicated release
Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )
sv_competitive_minspec
true
gamedll clientdll notify replicated release
Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_compute_per_bot_difficulty
false
developmentonly gamedll clientdll replicated
0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot
sv_condense_late_buttons
true
developmentonly gamedll defensive
When condensing late commands. Should we compress multiple moves of button presses into the target move?
sv_connectionless_legacy_events_allowed
false
developmentonly
<no description>
sv_cq_min_queue
0
min: 0, developmentonly replicated defensive
Server min buffer size.
sv_cq_trim_bloat_remainder
1
gamedll release
When trimming a bloated CQ, leave at least N more commands than the minimum
sv_cq_trim_bloat_space
0
gamedll release
When trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue.
sv_cq_trim_catchup_remainder
1
gamedll release
When trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum
sv_cs_player_speed_has_hostage
200
gamedll clientdll replicated release
<no description>
sv_csgo_shoot_assert_lagcompensation_error
false
developmentonly gamedll clientdll replicated
<no description>
sv_csgo_shoot_force_full_interp
false
developmentonly gamedll clientdll replicated
<no description>
sv_csgo_shoot_force_use_target_time
false
developmentonly gamedll clientdll replicated
<no description>
sv_csgo_shoot_lagcompensation_max_error
1
developmentonly gamedll clientdll replicated
Warn if lag compensated head hitbox position doesn't match that on client.
sv_csgo_shoot_log
false
developmentonly gamedll clientdll replicated
<no description>
sv_csgo_shoot_log_attack_cmds_only
true
developmentonly gamedll clientdll replicated
<no description>
sv_csgo_shoot_use_full_interp
true
developmentonly gamedll clientdll replicated
<no description>
sv_csgo_shoot_verify
false
developmentonly gamedll clientdll replicated
<no description>
sv_csgo_shoot_verify_on_attack_only
true
developmentonly gamedll clientdll replicated
Only run lag compensation error check when primary attack goes down.
sv_damage_prediction_allowed
true
gamedll clientdll replicated release
<no description>
sv_deadtalk
false
gamedll clientdll notify replicated release missing3
Dead players can speak (voice, text) to the living
sv_debug_client_not_in_pvs
false
gamedll cheat
If set, draw failed client PVS checks with red box
sv_debug_overlays_bandwidth
65536
release
Broadcast server debug overlays traffic
sv_debug_overlays_broadcast
false
notify cheat release
Broadcast server debug overlays
sv_debug_player_use
0
developmentonly gamedll clientdll replicated defensive
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debugroundstats
false
developmentonly gamedll
<no description>
sv_deltaticks_enforce
2
release
By default, player must ack delta ticks in order. How to enforce it: 2 = kick all clients, 1 = kick only TV clients, 0 = do not kick.
sv_deltaticks_log
2
release
Whether diagnostic logging is enabled when clients ack delta ticks out of order. Policy: 2 = log all out of order acks, 1 = log only when disconnect is triggered, 0 = do not log.
sv_dev_damage_use_netvars
true
developmentonly gamedll clientdll replicated
Whether we should use network vars (true) or legacy messages (false).
sv_dev_entitydeltapadding_extra_max
0
developmentonly defensive
When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
sv_dev_entitydeltapadding_extra_min
0
developmentonly defensive
When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
sv_dev_entitydeltapadding_min_size
0
developmentonly defensive
When encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max
sv_disable_immunity_alpha
false
gamedll clientdll replicated release missing3
If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]
sv_disable_observer_interpolation
false
gamedll clientdll replicated release
Disallow interpolating between observer targets on this server.
sv_disable_querycache
false
developmentonly gamedll clientdll replicated cheat
debug - disable trace query cache
sv_disable_radar
0
gamedll clientdll replicated release missing3
0: regular radar; 1: always disabled; 2: disabled in warmup
sv_disable_reliable_delta_retransmit
true
developmentonly defensive
Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.
sv_disable_teamselect_menu
false
gamedll clientdll replicated release missing3
Disable teamselect menu on clients
sv_disconnected_player_data_hold_time
60
gamedll clientdll replicated release
Duration, in seconds, to hold onto the data of disconnected players, for scoreboard display.
sv_disconnected_players_cleanup_delay
0
min: 0, max: 300, gamedll release missing3
Delay between player disconnecting and their corpse getting cleaned up.
sv_dz_cash_bundle_size
50
gamedll replicated release
Size of a cash bundle
sv_dz_cash_mega_bundle_size
13
gamedll replicated release
Size of a mega cash bundle
sv_dz_contractkill_reward
10
gamedll replicated release
Cash bundles to award for a successful contract kill
sv_dz_hostage_rescue_reward
18
gamedll clientdll replicated release
Number of cash bundles to award for rescuing a hostage
sv_dz_show_enemy_name_scope_range
0
hide
<no description>
sv_dz_squad_wipe_reward
2
gamedll clientdll replicated release
Number of cash bundles to award for eliminating a squad
sv_early_network_message_processing
false
developmentonly gamedll
Processes network messages on the server before entities think, instead of at the end of the tick.
sv_enable_alternate_baselines
1
release
Allow alternate baseline system, set to 2 for debugging spew.
sv_enable_delta_packing
true
release
When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
sv_enable_donttransmit
true
developmentonly
When encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client.
sv_enable_pvs_vis_bits
false
developmentonly gamedll
<no description>
sv_enablebunnyhopping
false
gamedll clientdll replicated release missing3
Allow player speed to exceed maximum running speed
sv_endmatch_item_drop_interval
1
developmentonly gamedll clientdll replicated
The time between drops on the end match scoreboard
sv_endmatch_item_drop_interval_ancient
3.5
developmentonly gamedll clientdll replicated
The time between drops on the end match scoreboard for ancient items
sv_endmatch_item_drop_interval_legendary
2
developmentonly gamedll clientdll replicated
The time between drops on the end match scoreboard for legendary items
sv_endmatch_item_drop_interval_mythical
1.25
developmentonly gamedll clientdll replicated
The time between drops on the end match scoreboard for mythical items
sv_endmatch_item_drop_interval_rare
1
developmentonly gamedll clientdll replicated
The time between drops on the end match scoreboard for rare items
sv_ent_showonlyhitbox
-1
gamedll cheat
<no description>
sv_ents_write_alarm
0
release
Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds
sv_extra_client_connect_time
15
developmentonly defensive
Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
sv_extract_ammo_from_dropped_weapons
false
gamedll clientdll replicated release missing3
<no description>
sv_extreme_strafe_accuracy_fishtail
0
min: -5, max: 5, developmentonly gamedll clientdll replicated
Number of degrees of aim 'fishtail' when making an extreme strafe direction change
sv_fade_player_visibility_farz
false
gamedll clientdll replicated release
<no description>
sv_falldamage_scale
1
gamedll clientdll replicated release
<no description>
sv_falldamage_to_below_player_multiplier
1
gamedll clientdll replicated release missing3
Scale damage when distributed across two players
sv_falldamage_to_below_player_ratio
0
gamedll clientdll replicated release missing3
Landing on a another player's head gives them this ratio of the damage.
sv_filterban
1
developmentonly defensive
Set packet filtering by IP mode
sv_fistpunch_damage
10
developmentonly gamedll clientdll replicated defensive
<no description>
sv_fistpunch_damage_hard
20
developmentonly gamedll clientdll replicated defensive
<no description>
sv_fistpunch_damage_to_player_multiplier
1.5
developmentonly gamedll clientdll replicated defensive
<no description>
sv_fistpunch_impact_sounds
true
developmentonly gamedll clientdll replicated defensive
<no description>
sv_fistpunch_viewmove
40
developmentonly gamedll clientdll replicated defensive
<no description>
sv_flashed_amount_for_blind_kill
0.7
gamedll release
Minimum flashed alpha value for a player to be awarded a blind kill on the kill feed.
sv_footsteps
1
developmentonly gamedll clientdll notify replicated
Play footstep sound for players
sv_force_team_intro_random
0
developmentonly gamedll
<no description>
sv_force_team_intro_variant
0
developmentonly gamedll
<no description>
sv_fps_max
0
developmentonly hidden defensive
Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.
sv_friction
5.2
gamedll clientdll notify replicated release
World friction.
sv_full_alltalk
false
gamedll clientdll replicated release
Any player (including Spectator team) can speak to any other player
sv_game_mode_flags
0
gamedll release
Dedicated server game mode flags to run
sv_gameinstructor_disable
false
gamedll clientdll replicated release
Force all clients to disable their game instructors.
sv_gameinstructor_enable
false
clientdll replicated release
Force all clients to enable their game instructors.
sv_give_item
""
gamedll hidden replicated cheat release missing3
Player's extra item to give
sv_gravity
800
gamedll clientdll notify replicated release
World gravity.
sv_grenade_trajectory_prac_pipreview
false
gamedll clientdll replicated release missing3
Shows grenade trajectory practice picture-in-picture preview.
sv_grenade_trajectory_prac_trailtime
0
min: 0, max: 8, gamedll clientdll replicated release missing3
Shows grenade trajectory practice visualization for this number of seconds.
sv_grenade_trajectory_time_spectator
0
min: 0, max: 8, gamedll clientdll replicated release missing3
Length of time grenade trajectory remains visible as a spectator.
sv_guardian_extra_equipment_ct
""
gamedll release missing3
Extra starting equipment for CT players in guardian modes
sv_guardian_extra_equipment_t
""
gamedll release missing3
Extra starting equipment for Terrorist players in guardian modes
sv_guardian_health_refresh_per_wave
50
gamedll release missing3
Health given to survivors per wave in guardian mode.
sv_guardian_heavy_all
false
gamedll release missing3
<no description>
sv_guardian_heavy_count
0
gamedll release missing3
<no description>
sv_guardian_max_wave_for_heavy
0
gamedll release missing3
<no description>
sv_guardian_min_wave_for_heavy
0
gamedll release missing3
<no description>
sv_guardian_refresh_ammo_for_items_on_waves
""
gamedll release missing3
List of additional weapons to refill ammo on waves.
sv_guardian_respawn_health
50
min: 1, gamedll release missing3
Starting health of guardian players when respawned.
sv_guardian_spawn_health_ct
100
gamedll release missing3
Starting health in guardian modes.
sv_guardian_spawn_health_t
100
gamedll release missing3
Starting health in guardian modes.
sv_guardian_starting_equipment_humans
""
gamedll release missing3
Extra starting equipment for human players in guardian modes
sv_health_approach_enabled
true
gamedll replicated release missing3
<no description>
sv_health_approach_speed
10
gamedll replicated release missing3
<no description>
sv_hegrenade_damage_multiplier
1
gamedll clientdll replicated release missing3
<no description>
sv_hegrenade_radius_multiplier
1
gamedll clientdll replicated release missing3
<no description>
sv_hibernate_postgame_delay
5
release
# of seconds to wait after final client leaves before hibernating.
sv_hibernate_when_empty
true
release
Puts the server into extremely low CPU usage mode when no clients connected
sv_hide_ent_in_pvs
-1
developmentonly gamedll
<no description>
sv_hide_roundtime_until_seconds
0
gamedll clientdll replicated release
<no description>
sv_highlight_distance
500
gamedll clientdll replicated release
<no description>
sv_highlight_duration
3.5
gamedll clientdll replicated release
<no description>
sv_hitbox_debug
false
developmentonly gamedll defensive
<no description>
sv_hosting_lobby
false
developmentonly replicated
<no description>
sv_hoststate_quit_syscall
false
release
When enabled, game server will quit immediately via syscall instead of running host states shutdown sequence
sv_human_autojoin_team
0
gamedll clientdll replicated release missing3
Force human players on to a team. 0 to disable.
sv_ignoregrenaderadio
false
gamedll release missing3
Turn off Fire in the hole messages
sv_infinite_ammo
0
gamedll clientdll replicated cheat release missing3
Player's active weapon will never run out of ammo
sv_instancebaselines
true
developmentonly
Enable instanced baselines. Saves network overhead.
sv_invites_only_mainmenu
false
gamedll clientdll replicated release
If turned on, will ignore all invites when user is playing a match
sv_jump_impulse
301.993
min: 0, gamedll clientdll replicated release
Initial upward velocity for player jumps; sqrt(2gravityheight).
sv_jump_precision_enable
true
gamedll clientdll replicated release
Enable jump precision. Some game modes benefit from being able to turn this off.
sv_jump_spam_penalty_time
0.015625
gamedll clientdll replicated release
For subtick jumps, if this much time has elapsed since the last time the user has pressed the jump key, pretend they hadn't. Lowering this makes bunnyhopping easier.
sv_kick_ban_duration
15
gamedll clientdll notify replicated release
How long should a kick ban from the server should last (in minutes)
sv_kick_players_with_cooldown
1
gamedll replicated release
(0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
sv_ladder_angle
-0.707
min: -1, max: 1, developmentonly gamedll clientdll replicated defensive
Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
sv_ladder_dampen
0.2
min: 0, max: 1, developmentonly gamedll clientdll replicated defensive
Amount to dampen perpendicular movement on a ladder
sv_ladder_scale_speed
0.78
min: 0, max: 1, gamedll clientdll replicated release
Scale top speed on ladders
sv_ladder_slack_z_mult
0.026
gamedll clientdll replicated cheat
Difference in Z increases toward the middle of the slack ladder.
sv_lagcompensationforcerestore
true
gamedll cheat
Don't test validity of a lag comp restore, just do it.
sv_lan
false
release
Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_late_commands_allowed
5
gamedll release
Allow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value
sv_lightquery_debug
false
gamedll cheat
<no description>
sv_limit_buyrandom_per_life
true
gamedll release
Enable to limit buyrandom command to only run once per player life
sv_log_change_offsets
false
developmentonly gamedll
Log change offsets to game/varchangeinfoN.log files.
sv_log_http_record_before_any_listeners
false
gamedll release
<no description>
sv_log_onefile
false
archive release
Log server information to only one file.
sv_log_roundstats
true
gamedll release
<no description>
sv_logbans
false
archive release
Log server bans in the server logs.
sv_logblocks
false
release
If true when log when a query is blocked (can cause very large log files)
sv_logecho
true
archive release
Echo log information to the console.
sv_logfile
false
archive release
Log server information in the log file.
sv_logflush
false
archive release
Flush the log file to disk on each write (slow).
sv_logsdir
"logs"
archive release
Folder in the game directory where server logs will be stored.
sv_long_frame_ms
0
developmentonly defensive
If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.
sv_mapvetopickvote_maps
"de_anubis,de_inferno,de_mirage,de_train,de_dust2,de_nuke,de_ancient"
gamedll release
Which maps are used for map veto pick sequence
sv_mapvetopickvote_phase_duration
"[1:5][2:15][3:20][4:10][5:10][6:5]"
gamedll release
How many seconds each phase lasts
sv_mapvetopickvote_rnd
false
gamedll release
When enabled will shuffle veto pick maps list order every time
sv_massreport
false
developmentonly gamedll defensive
<no description>
sv_matchend_drops_enabled
true
gamedll release
Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented
sv_matchpause_auto_5v5
false
gamedll clientdll replicated release
When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
sv_max_change_offsets
48
developmentonly gamedll
How many network changes to track before requiring full diff check.
sv_max_deathmatch_respawns_per_tick
0
gamedll release missing3
<no description>
sv_max_distance_transmit_footsteps
1250
developmentonly gamedll clientdll replicated defensive
Maximum distance to transmit footstep sound effects.
sv_max_queries_sec
3
release
Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global
60
release
Maximum queries per second to respond to from anywhere.
sv_max_queries_window
30
release
Window over which to average queries per second averages.
sv_max_unreliable_delta_size
4096
developmentonly defensive
Maximum allowable entity delta size over unreliable delivery.
sv_maxclientframes
128
developmentonly defensive
<no description>
sv_maxrate
0
min: 0, max: 1000000, replicated release
Max bandwidth rate allowed on server, 0 == unlimited
sv_maxreplay
0
min: 0, max: 15, developmentonly defensive
Maximum replay time in seconds
sv_maxspeed
320
gamedll clientdll notify replicated release
<no description>
sv_maxunlag
1
min: 0, max: 1, gamedll clientdll replicated release
Maximum lag compensation in seconds
sv_maxuptimelimit
0
gamedll release
Number of hours to operate before trying sv_shutdown.
sv_maxvelocity
3500
gamedll clientdll replicated release
Maximum speed any ballistically moving object is allowed to attain per axis.
sv_memlimit
0
cheat release
If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
sv_merge_changes_after_tick_with_calcdelta
1
release
This fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix.
sv_min_jump_landing_sound
260
gamedll clientdll replicated release
<no description>
sv_minimum_desired_chicken_count
0
gamedll replicated release
Minimum number of chickens to attempt to spawn in the map
sv_minrate
5000
min: 0, max: 1000000, replicated release
Min bandwidth rate allowed on server, 0 == unlimited
sv_mmqueue_reservation
""
developmentonly dontrecord
Server queue reservation
sv_mmqueue_reservation_extended_timeout
21
min: 5, max: 180, developmentonly
Extended time in seconds before mmqueue reservation expires.
sv_mmqueue_reservation_timeout
21
min: 5, max: 180, developmentonly
Time in seconds before mmqueue reservation expires.
sv_mover_maxslope
0.7
developmentonly gamedll clientdll notify replicated defensive
The maximum slope the player can overcome [-]
sv_mover_pogodampingratio
1
developmentonly gamedll clientdll notify replicated defensive
The capsule pogo stick damping ratio [-]
sv_mover_pogofrequency
10
developmentonly gamedll clientdll notify replicated defensive
The capsule pogo stick frequency [hz].
sv_mute_players_with_social_penalties
true
developmentonly gamedll defensive
<no description>
sv_networkvar_perfieldtracking
true
release
Track individual field offset changes, rather than a single dirty flag for the whole entity.
sv_networkvar_validate
false
release
Validate each StateChanged against known offsets.
sv_no_navmesh
false
developmentonly gamedll cheat
Block loading of the navmesh. Unplayable, only used for memory sampling.
sv_noclipaccelerate
5
gamedll clientdll archive notify replicated
<no description>
sv_noclipduringpause
false
gamedll clientdll replicated cheat
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipfriction
4
gamedll clientdll archive notify replicated
Friction during noclip move.
sv_noclipspeed
1200
gamedll clientdll archive notify replicated
<no description>
sv_nomvp
false
developmentonly gamedll defensive
Disable MVP awards.
sv_nonemesis
true
developmentonly gamedll defensive
Disable nemesis and revenge.
sv_nowinpanel
false
developmentonly gamedll defensive
Turn on/off win panel on server
sv_optimizedmovement
true
developmentonly gamedll clientdll replicated
<no description>
sv_outofammo_indicator
false
gamedll clientdll replicated release missing3
<no description>
sv_parallel_checktransmit
0
gamedll release
Set to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers.
sv_parallel_packentities
2
release
Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.
sv_parallel_sendsnapshot
2
release
0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients' send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration
sv_party_mode
false
gamedll clientdll replicated release
Party!!
sv_password
""
protected notify dontrecord release
Server password for entry into multiplayer games
sv_pausable
0
release
Is the server pausable.
sv_pausable_dev
true
developmentonly
Whether listen server is pausable when running -dev and playing solo against bots
sv_pausable_dev_ds
false
developmentonly
Whether dedicated server is pausable when running -dev and playing solo against bots
sv_pause_on_console_open
false
archive
1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.
sv_pause_on_tick
0
developmentonly gamedll replicated cheat
Tick count to pause on
sv_phys_animated_hierarchy
true
developmentonly gamedll defensive
<no description>
sv_phys_debug_callback_entities
false
gamedll cheat
Print all entities that get touch callbacks. Each entity is printed only once.
sv_phys_enabled
true
gamedll cheat
Enable all physics simulation
sv_phys_sleep_enable
true
gamedll cheat
Enable sleeping for dynamic physics bodies.
sv_phys_stop_at_collision
""
gamedll cheat
<no description>
sv_phys_visualize_awake
false
developmentonly gamedll defensive
<no description>
sv_player_search_range
64
developmentonly gamedll clientdll replicated defensive
<no description>
sv_playerradio_use_allowlist
true
gamedll release
playerradio commands may only use responses from an allow list of commands.
sv_predictable_damage_tag_ticks
2
gamedll release
Delay player slowdown when damaged by # ticks to reduce misprediction effects
sv_prime_accounts_only
false
gamedll release
When this setting is enabled only prime users can connect to this game server.
sv_pure_kick_clients
true
release
If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_trace
0
release
If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
sv_pushaway_clientside
0
developmentonly gamedll clientdll replicated
Clientside physics push away (0=off, 1=only localplayer, 1=all players)
sv_pushaway_clientside_size
15
developmentonly gamedll clientdll replicated
Minimum size of pushback objects
sv_pushaway_force
300000
developmentonly gamedll clientdll replicated
How hard physics objects are pushed away from the players on the server.
sv_pushaway_hostage_force
20000
gamedll replicated cheat
How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_force
2000
developmentonly gamedll clientdll replicated
Maximum amount of force applied to physics objects by players.
sv_pushaway_max_hostage_force
1000
gamedll replicated cheat
Maximum of how hard the hostage is pushed away from physics objects.
sv_pushaway_max_player_force
20
developmentonly gamedll clientdll replicated cheat
Maximum of how hard the player is pushed away from physics objects.
sv_pushaway_min_player_speed
75
developmentonly gamedll clientdll replicated
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
sv_pushaway_player_force
450
developmentonly gamedll clientdll replicated cheat
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
sv_pvs_cache_query_inflate_amount
0
developmentonly gamedll
<no description>
sv_pvs_entity
-1
developmentonly gamedll defensive
If set, only allows this ent index to network (other than players and things that force sending).
sv_pvs_max_distance
0
replicated release
if set, adds a maximum range to PVS/PAS checks
sv_pvs_random
false
developmentonly gamedll defensive
If set, objects blink in/out of pvs randomly.
sv_quantize_movement_input
true
gamedll clientdll replicated release
Quantize movement input values. Enabling this restricts players from using analog input to move at fractional speeds normally impossible with digital button input.
sv_radio_throttle_window
10
gamedll release
The number of seconds before radio command tokens refresh.
sv_ragdoll_lru_debug
false
gamedll replicated cheat
<no description>
sv_rcon_banpenalty
0
min: 0, developmentonly defensive
Number of minutes to ban users who fail rcon authentication
sv_rcon_log
true
developmentonly defensive
Enable/disable rcon logging.
sv_rcon_maxfailures
10
min: 1, max: 20, developmentonly defensive
Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures
5
min: 1, max: 20, developmentonly defensive
Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime
30
min: 1, developmentonly defensive
Number of seconds to track failed rcon authentications
sv_record_item_time_data
false
gamedll release
Turn on recording of per player item time data into the server log.
sv_recvbuf_messages
1024
developmentonly defensive
Max number of messages that can be queued in a netchan receive buffer for an ordinary connection from a client.
sv_regeneration_force_on
false
gamedll cheat
Cheat to test regenerative health systems
sv_regeneration_wait_time
1
developmentonly gamedll replicated defensive
<no description>
sv_region
-1
release
The region of the world to report this server in.
sv_reliableavatardata
false
gamedll clientdll replicated release
Use server overrides for steam avatars
sv_remapper_loopsoundfix
false
developmentonly gamedll clientdll replicated defensive
<no description>
sv_remapper_range_multiplier
1
developmentonly gamedll clientdll replicated defensive
<no description>
sv_remove_ent_from_pvs
0
developmentonly gamedll
<no description>
sv_replaysdir
"replays"
developmentonly defensive
Directory to store replays in
sv_reserve_slots_for_reconnecting_players_kick_prior
true
developmentonly defensive
Kick a previously connected player with the same steamID if a replacement comes along
sv_rollangle
0
developmentonly gamedll clientdll notify replicated
Max view roll angle
sv_rollspeed
200
developmentonly gamedll clientdll notify replicated
<no description>
sv_runcmds
true
developmentonly gamedll defensive
<no description>
sv_script_think_interval
0.1
developmentonly gamedll clientdll replicated defensive
<no description>
sv_search_key
""
release
<no description>
sv_search_team_key
"public"
release
When initiating team search, set this key to match with known opponents team
sv_sendtables
1
developmentonly
Force full sendtable sending path.
sv_sequence_debug
-1
developmentonly gamedll defensive
<no description>
sv_sequence_debug2
-1
developmentonly gamedll defensive
<no description>
sv_sequence_model_substring
""
developmentonly gamedll defensive
<no description>
sv_server_graphic1
""
gamedll clientdll replicated release
A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
sv_server_graphic2
""
gamedll clientdll replicated release
A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
sv_server_verify_blood_on_player
true
gamedll clientdll replicated cheat
<no description>
sv_shared_team_pvs
false
developmentonly gamedll defensive
PVS is shared between teams
sv_shield_bash_damage_to_nonplayer
30
gamedll clientdll replicated release
<no description>
sv_shield_bash_damage_to_players
90
gamedll clientdll replicated release
<no description>
sv_shield_explosive_damage_cap
99
gamedll clientdll replicated release
<no description>
sv_shield_explosive_damage_crouch_bonus
10
gamedll clientdll replicated release
<no description>
sv_shield_explosive_damage_mindist
30
gamedll clientdll replicated release
<no description>
sv_shield_explosive_damage_mult
4
gamedll clientdll replicated release
<no description>
sv_shield_explosive_damage_scale
0.5
gamedll clientdll replicated release
<no description>
sv_shield_hitpoints
850
gamedll clientdll replicated release
<no description>
sv_show_bot_difficulty_in_name
false
developmentonly gamedll clientdll replicated defensive
0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name
sv_show_move_collisions
false
gamedll clientdll replicated cheat
Enable this to visualize collisions between player and geometry.
sv_show_team_equipment_force_on
false
gamedll clientdll replicated release missing3
Force on if not prohibited
sv_show_team_equipment_prohibit
false
gamedll clientdll notify replicated release
Determines whether +cl_show_team_equipment is prohibited.
sv_show_teammate_death_notification
false
gamedll release
Show chat notification upon teammate death
sv_show_voip_indicator_for_enemies
false
gamedll replicated release
Makes it so the voip icon is shown over enemies as well as allies when they are talking
sv_showbullethits
0
gamedll clientdll replicated release
1=show hits and near misses, 2=show hits only
sv_showhitregistration
0
gamedll clientdll replicated cheat
Display lag_compensated hitboxes. 0 = off, 1 = server only, 2 = client only, 3 = both server and client
sv_showimpacts
0
gamedll clientdll replicated release
Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
sv_showimpacts_penetration
0
gamedll clientdll replicated release
Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
sv_showimpacts_time
4
min: 0, max: 10, gamedll clientdll replicated release
Duration bullet impact indicators remain before disappearing
sv_showladders
false
developmentonly gamedll defensive
Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation_rec
0
developmentonly gamedll
If > 0, show lag compensation hitboxes as they're recorded. Value is for how long.
sv_showplayerhitboxes
0
developmentonly gamedll clientdll replicated defensive
Show lag compensated hitboxes for the specified player index whenever a player fires.
sv_shutdown_immediately_on_request
false
developmentonly defensive
The server will always shutdown on receiving the shutdown request, even if not hibernating
sv_skel_constraints_enable
false
replicated cheat
<no description>
sv_skip_update_animations
false
developmentonly gamedll
Enable to skip game animations
sv_skirmish_id
0
gamedll clientdll replicated release
Dedicated server skirmish id to run
sv_skyname
"sky_urb01"
gamedll clientdll archive replicated
Current name of the skybox texture
sv_smoke_perf_test
false
hide
<no description>
sv_smoke_volume_blind_start
0.2
developmentonly clientdll
<no description>
sv_snapshot_unlimited
false
replicated release
For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course...
sv_sniper_tracer_innacuracy
0.085
developmentonly gamedll clientdll replicated
How inaccurate a sniper shot can be before we trip sv_sniper_tracer_mode behavior.
sv_sniper_tracer_innacuracy_length
200
developmentonly gamedll clientdll replicated
How far should the tracer draw if we trip sv_sniper_tracer_mode behavior.
sv_sniper_tracer_mode
1
developmentonly gamedll clientdll replicated defensive
Mode for sniper tracers. 0: legacy, 1: hide when more than sv_sniper_tracer_innacuracy inaccurate.
sv_spawn_afk_bomb_drop_time
15
gamedll replicated release
Players that have never moved since they spawned will drop the bomb after this amount of time.
sv_spec_hear
1
gamedll clientdll notify replicated release
Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody
sv_spec_use_tournament_content_standards
false
gamedll clientdll replicated release
<no description>
sv_specaccelerate
5
gamedll clientdll archive notify replicated
<no description>
sv_specnoclip
true
gamedll clientdll archive notify replicated
<no description>
sv_specspeed
1200
gamedll clientdll archive notify replicated
<no description>
sv_staminajumpcost
0.08
min: 0, gamedll clientdll replicated release missing3
Stamina penalty for jumping
sv_staminalandcost
0.05
min: 0, gamedll clientdll replicated release missing3
Stamina penalty for landing
sv_staminamax
80
min: 0, max: 100, gamedll clientdll replicated release
Maximum stamina penalty
sv_staminarecoveryrate
60
min: 0, gamedll clientdll replicated release
Rate at which stamina recovers (units/sec)
sv_standable_normal
0.7
gamedll clientdll replicated cheat release
<no description>
sv_stats
true
developmentonly defensive
Collect CPU usage stats
sv_steamauth_enforce
2
release
By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.
sv_steamauth_ignore_localhost
true
release
Ignore VAC and auth errors for client connected via localhost address or in-engine loopback
sv_steamgroup
""
notify release
The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
sv_steamgroup_exclusive
false
release
If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
sv_step_move_vel_min
64
gamedll clientdll replicated cheat
Min velocity for step move.
sv_stepsize
18
developmentonly gamedll clientdll notify replicated
<no description>
sv_stopspeed
80
gamedll clientdll notify replicated release
Minimum stopping speed when on ground.
sv_strafing_inaccuracy_bias
0.5
gamedll clientdll replicated cheat release
<no description>
sv_strafing_inaccuracy_enabled
false
gamedll clientdll replicated cheat release
<no description>
sv_strafing_inaccuracy_scale
0.1
gamedll clientdll replicated cheat release
<no description>
sv_stressbots
false
release
If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget
false
developmentonly gamedll defensive
If set, notarget will cause entities to never think they are in the pvs
sv_suppress_friendlyfire_decals
true
developmentonly gamedll
<no description>
sv_suppress_viewpunch
false
developmentonly gamedll clientdll replicated cheat
<no description>
sv_tags
""
notify release
Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_talk_after_dying_time
0
gamedll clientdll replicated release
The number of seconds a player can continue talking after dying as if they were still alive
sv_talk_enemy_dead
false
gamedll clientdll replicated release missing3
Dead players can hear all dead enemy communication (voice, chat)
sv_talk_enemy_living
false
gamedll clientdll replicated release missing3
Living players can hear all living enemy communication (voice, chat)
sv_teamid_overhead
true
gamedll clientdll notify replicated release
Shows teamID over player's heads. 0 = off, 1 = on
sv_teamid_overhead_always_prohibit
false
gamedll clientdll notify replicated release
Determines whether cl_teamid_overhead_always is prohibited.
sv_teamid_overhead_maxdist
0
gamedll clientdll replicated release missing3
If >0, server will override cl_teamid_overhead_maxdist
sv_teamid_overhead_maxdist_spec
0
gamedll clientdll replicated release missing3
If >0, server will override cl_teamid_overhead_maxdist_spec
sv_temp_baseline_string_table_buffer_size
524288
developmentonly defensive
Buffer size for writing string table baselines
sv_timebetweenducks
0.4
min: 0, max: 2, gamedll clientdll replicated release
Minimum time before recognizing consecutive duck key
sv_timeout
20
developmentonly defensive
After this many seconds without a message from fully connected client, the client is dropped
sv_turbophysics
false
developmentonly gamedll clientdll replicated defensive
Turns on turbo physics
sv_turning_inaccuracy_angle_min
4
gamedll clientdll replicated cheat release
<no description>
sv_turning_inaccuracy_decay
0.8
gamedll clientdll replicated cheat release
<no description>
sv_turning_inaccuracy_enabled
false
gamedll clientdll replicated cheat release
<no description>
sv_unlag
true
developmentonly gamedll
Enables player lag compensation
sv_unlag_debug
false
developmentonly gamedll
<no description>
sv_unlag_fixstuck
false
developmentonly gamedll
Disallow backtracking a player for lag compensation if it will cause them to become stuck
sv_unlockedchapters
1
archive
Highest unlocked game chapter.
sv_unpause_on_console_close
false
archive
1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused.
sv_update_animgraph_movement_in_finish
true
gamedll clientdll replicated cheat
Whether we should update animgraph movement in FinishMove.
sv_use_hi_pri_context_switch_time
1
gamedll clientdll replicated release
+use search behaves as though high priority items are usable for this long after they become unusable to avoid players accidentally performing a different action.
sv_use_pvs_cache
false
developmentonly gamedll
<no description>
sv_usenetworkvars
true
developmentonly defensive
Use networkvar system.
sv_usercmd_custom_random_seed
false
gamedll release
When enabled server will populate an additional random seed independent of the client
sv_usercmd_execute_warning_ms
5
gamedll archive
Emit a warning if we spend more than N ms executing user commands for a single player
sv_vac_webapi_auth_key
""
gamedll release
Key for when posting to vac related webapis.
sv_versus_screen_scene_id
0
gamedll release missing3
Determines which scene is used for the versus screen.
sv_visiblemaxplayers
-1
release
Overrides the max players reported to prospective clients
sv_voice_proximity
-1
gamedll clientdll replicated release
<no description>
sv_voicecodec
"vaudio_speex"
release
Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable
true
archive notify release
<no description>
sv_vote_allow_in_warmup
false
gamedll release
Allow voting during warmup?
sv_vote_allow_spectators
false
gamedll release
Allow spectators to initiate votes?
sv_vote_command_delay
2
max: 4.5, gamedll release
How long after a vote passes until the action happens
sv_vote_count_spectator_votes
false
gamedll release
Allow spectators to vote on issues?
sv_vote_creation_timer
120
gamedll release
How often someone can individually call a vote.
sv_vote_disallow_kick_on_match_point
false
gamedll release
Disallow vote kicking on the match point round.
sv_vote_failure_timer
300
gamedll release
A vote that fails cannot be re-submitted for this long
sv_vote_issue_changelevel_allowed
true
developmentonly gamedll defensive
Can people hold votes to change levels?
sv_vote_issue_kick_allowed
true
gamedll notify replicated release
Can people hold votes to kick players from the server?
sv_vote_issue_loadbackup_allowed
true
gamedll notify replicated release
Can people hold votes to load match from backup?
sv_vote_issue_loadbackup_spec_authoritative
false
gamedll release
When enabled, admins load match from backup without players vote
sv_vote_issue_loadbackup_spec_only
false
gamedll notify replicated release
When enabled, only admins load match from backup
sv_vote_issue_loadbackup_spec_safe
true
gamedll release
When enabled, admins load match from backup in safe time of the round only
sv_vote_issue_matchready_allowed
true
developmentonly gamedll defensive
Can people hold votes to ready/unready the match?
sv_vote_issue_nextlevel_allowed
true
developmentonly gamedll defensive
Can people hold votes to set the next level?
sv_vote_issue_nextlevel_allowextend
true
developmentonly gamedll defensive
Allow players to extend the current map?
sv_vote_issue_nextlevel_choicesmode
true
developmentonly gamedll defensive
Present players with a list of lowest playtime maps to choose from?
sv_vote_issue_nextlevel_prevent_change
true
developmentonly gamedll defensive
Not allowed to vote for a nextlevel if one has already been set.
sv_vote_issue_pause_match_allowed
true
developmentonly gamedll defensive
Can people hold votes to pause/unpause the match?
sv_vote_issue_pause_match_spec_only
false
gamedll notify replicated release
When enabled, only admins start technical pause
sv_vote_issue_restart_game_allowed
false
gamedll release
Can people hold votes to restart the game?
sv_vote_issue_scramble_teams_allowed
false
developmentonly gamedll defensive
Can people hold votes to scramble the teams?
sv_vote_issue_surrrender_allowed
true
developmentonly gamedll defensive
Can people hold votes to surrender?
sv_vote_issue_swap_teams_allowed
false
developmentonly gamedll defensive
Can people hold votes to swap the teams?
sv_vote_issue_timeout_allowed
true
developmentonly gamedll defensive
Can people hold votes to time out?
sv_vote_kick_ban_duration
15
gamedll notify replicated release
How long should a kick vote ban someone from the server? (in minutes)
sv_vote_quorum_ratio
0.501
min: 0.01, max: 1, gamedll release
The minimum ratio of players needed to vote on an issue to resolve it.
sv_vote_timer_duration
15
gamedll release
How long to allow voting on an issue
sv_vote_to_changelevel_before_match_point
false
gamedll replicated release missing3
Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)
sv_vote_to_changelevel_rndmin
0
gamedll replicated release missing3
When non-zero, restricts vote to change level to this many first rounds or minutes of the match (default 0, vote is not disallowed)
sv_walkable_normal
0.7
gamedll clientdll replicated cheat release
<no description>
sv_warmup_to_freezetime_delay
4
min: 3, max: 20, gamedll clientdll replicated release missing3
Delay between end of warmup and start of match.
sv_watchtransmit
-2
gamedll release
Watch NetworkStateChanged info for this entity index.
sv_water_slow_amount
0.9
gamedll clientdll replicated release
<no description>
sv_wateraccelerate
10
gamedll clientdll notify replicated release
<no description>
sv_waterdist
12
developmentonly gamedll clientdll replicated
Vertical view fixup when eyes are near water plane.
sv_waterfriction
1
gamedll clientdll notify replicated release
<no description>
sv_weapon_require_use_grace_period
1
gamedll release
<no description>
sv_weapon_swap_difficulty_near_hi_pri
2
gamedll clientdll replicated release
0 = Cone searches easily reach past high priority items to swap weapons. 1 = Cone searches are narrowed and require that the weapon is strictly closer. 2 = cone searches are disabled near high priority items
sv_workshop_allow_other_maps
true
gamedll release
When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.
sys_minidumpexpandedspew
true
developmentonly defensive
<no description>
sys_minidumpspewlines
2000
release
Lines of crash dump console spew to keep.
target_scan_use_query_cache
true
developmentonly gamedll defensive
<no description>
teleport_trigger_debug
false
developmentonly gamedll
<no description>
test_restoreonnewmodel
0
developmentonly gamedll clientdll replicated defensive
<no description>
testscript_debug
false
developmentonly defensive
Debug test scripts.
think_limit
10
gamedll clientdll replicated release
Maximum think time in milliseconds, warning is printed if this is exceeded.
thread_pool_option
-1
hidden release
Thread pool option
throttle_expensive_ai
false
developmentonly gamedll defensive
<no description>
timedemo_end
"-1"
developmentonly defensive
Ends timedemo on given tick.
timedemo_start
"-1"
developmentonly defensive
Starts timedemo on given tick.
tool_spawned_model_scales
[1, 1, 1]
developmentonly gamedll replicated
<no description>
tools_stall_monitor_break_on_unknown_cause
false
developmentonly
Break on unknown stall cause
trusted_launch
0
clientdll archive
Trusted launch status
tv_advertise_watchable
false
protected notify dontrecord release
GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
tv_allow_autorecording_index
-1
gamedll release
When >=0 restricts autorecording only to the specified TV index
tv_allow_camera_man
true
developmentonly gamedll defensive
Auto director allows spectators to become camera man
tv_allow_camera_man_steamid
0
gamedll release
Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.
tv_allow_camera_man_steamid2
0
gamedll release
Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.
tv_allow_static_shots
true
gamedll release
Auto director uses fixed level cameras for shots
tv_autorecord
false
release
Automatically records all games as SourceTV demos.
tv_autoretry
true
release
Relay proxies retry connection after network timeout
tv_broadcast
false
release
Automatically broadcasts all games as GOTV demos through Steam.
tv_broadcast1
false
release
Automatically broadcasts all games as GOTV[1] demos through Steam.
tv_broadcast_drop_fragments
0
hidden release
Drop every Nth fragment
tv_broadcast_keyframe_interval
3
release
The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server
tv_broadcast_keyframe_interval1
3
release
The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server
tv_broadcast_max_requests
20
release
Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.
tv_broadcast_max_requests1
20
release
Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.
tv_broadcast_origin_auth
"gocastauth"
hidden release
X-Origin-Auth header of the broadcast POSTs
tv_broadcast_origin_auth1
"gocastauth"
hidden release
X-Origin-Auth header of the broadcast1 POSTs
tv_broadcast_origin_delay
0
hidden release
Injection delay request for CDN rebroadcast frameworks, seconds
tv_broadcast_startup_resend_interval
10
release
The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails)
tv_broadcast_terminate
true
hidden release
Terminate every broadcast with a stop command
tv_broadcast_url
release
URL of the broadcast relay
tv_broadcast_url1
release
URL of the broadcast relay1
tv_chatgroupsize
0
release
Set the default chat group size
tv_chattimelimit
0.2
release
Limits spectators to chat only every n seconds
tv_debug
0
release
SourceTV debug info.
tv_delay
120
min: 0, max: 960, gamedll release missing3
SourceTV broadcast delay in seconds
tv_delay1
15
min: 0, max: 960, gamedll release missing3
SourceTV[instance 1] broadcast delay in seconds
tv_delaymapchange
true
gamedll release
Delays map change until broadcast is complete
tv_deltacache
2
release
Enable delta entity bit stream cache
tv_demo_starttick
0
developmentonly defensive
<no description>
tv_dispatchmode
1
release
Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
tv_enable
false
notify release
Activates SourceTV on server.
tv_enable1
false
notify release
Activates SourceTV[1] on server.
tv_enable_delta_frames
true
release
Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.
tv_enable_dynamic
false
notify release
When enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv server
tv_extended_logging
false
developmentonly defensive
<no description>
tv_grouprelaydatareliable
false
developmentonly defensive
When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydataunreliable
false
developmentonly defensive
When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydatavoice
false
developmentonly defensive
Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays
tv_include_usercommands
true
gamedll release
HLTV streams will include player usercommands each tick
tv_instant_replay_full_frame
true
developmentonly defensive
Send embedded full frames
tv_instant_replay_full_frame_build_threaded
false
developmentonly defensive
Build the full frames on a seperate job thread
tv_instant_replay_full_frame_time
30
developmentonly defensive
Seconds between full frame embeddeds
tv_listen_voice_indices
0
clientdll userinfo
Bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none
tv_listen_voice_indices_h
0
clientdll userinfo
High 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none
tv_log_director_events
false
developmentonly gamedll defensive
Log game events being considered by the director
tv_maxclients
128
min: 0, max: 255, release
Maximum client number on SourceTV server.
tv_maxclients_relayreserved
0
min: 0, max: 255, release
This number of relay client connections are reserved for SourceTV relays.
tv_maxrate
0
release
Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
tv_name
"SourceTV"
release
SourceTV host name
tv_nochat
false
archive userinfo
Don't receive chat messages from other SourceTV spectators
tv_overridemaster
false
release
Overrides the SourceTV master root address.
tv_password
""
protected notify dontrecord release
SourceTV password for all clients of CSTV[0]
tv_password1
""
protected notify dontrecord release
SourceTV password for all clients of CSTV[1]. If empty, tv_password is used
tv_playcast_delay_prediction
true
release
<no description>
tv_playcast_delay_resync
0
release
To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure
tv_playcast_max_rcvage
15
hidden release
<no description>
tv_playcast_max_rtdelay
300
hidden release
<no description>
tv_playcast_origin_auth
""
hidden release
Get request X-Origin-Auth string
tv_playcast_retry_timeout
25
release
In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync
tv_playcast_showerrors
""
hidden release
Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" )
tv_port
27020
release
Host SourceTV[0] port
tv_port1
27021
release
Host SourceTV[1] port
tv_rate_multiplier
2
developmentonly defensive
Multiply requested rate by this value to adjust Dota TV send rate
tv_record_immediate
0
release
tv_record starting the moment tv_record was executed, not tv_delay earlier
tv_relay_hard_shutdown
false
developmentonly defensive
<no description>
tv_relay_quit_after_game
true
developmentonly defensive
Quit after a game has been relayed, do not hibernate
tv_relay_rate
500000
developmentonly defensive
default rate for relays
tv_relay_secret_code
true
developmentonly defensive
When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly
tv_relaypassword
""
protected notify dontrecord release
SourceTV password for relay proxies
tv_relayradio
false
gamedll release
Relay team radio commands to TV: 0=off, 1=on
tv_relayvoice
true
release
Relay voice data: 0=off, 1=on
tv_secret_code
true
developmentonly defensive
When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly
tv_secure_bypass
false
release
Bypass secure challenge on TV port
tv_show_allchat
true
gamedll release
<no description>
tv_spectator_port_offset
0
clientdll release
<no description>
tv_threaded_merge_entity_deltas
true
developmentonly defensive
Enable SourceTV threading of delta merging
tv_timeout
20
release
SourceTV connection timeout in seconds.
tv_title
"SourceTV"
release
Set title for SourceTV spectator UI
tv_transmitall
false
replicated release
Transmit all entities (not only director view)
tv_update_hibernation_enabled
true
developmentonly defensive
Allow SourceTV to control server hibernation state.
tv_window_size
16
release
Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system
ui_deepstats_radio_heat_figurine
"0"
clientdll archive release
<no description>
ui_deepstats_radio_heat_tab
"0"
clientdll archive release
<no description>
ui_deepstats_radio_heat_team
"0"
clientdll archive release
<no description>
ui_deepstats_toplevel_mode
"0"
clientdll archive release
<no description>
ui_hud_dist
24
developmentonly clientdll replicated defensive
distance from the player to the hud
ui_inspect_bkgnd_map_9CA40421
"warehouse"
clientdll archive release
Inspect background map
ui_inventorysettings_recently_acknowledged
""
clientdll archive release
<no description>
ui_leaderboards_top_public_appid
730
clientdll hidden release
<no description>
ui_lobby_draft_enabled
false
clientdll release
<no description>
ui_mainmenu_bkgnd_movie_9CA40421
"de_train"
clientdll archive release
Main menu background movie
ui_nearbylobbies_filter3
"competitive"
clientdll archive release
<no description>
ui_news_last_read_link
""
clientdll archive release
<no description>
ui_notification_tb_snooze
""
clientdll archive release
<no description>
ui_party_msg_sound_enabled
true
clientdll release
When enabled, lobby messages will play a short sound
ui_playsettings_custom_preset
""
clientdll archive release
<no description>
ui_playsettings_directchallengekey
""
clientdll archive release
<no description>
ui_playsettings_flags_listen_casual
"0"
clientdll archive release
<no description>
ui_playsettings_flags_listen_competitive
"16"
clientdll archive release
<no description>
ui_playsettings_flags_listen_cooperative
"0"
clientdll archive release
<no description>
ui_playsettings_flags_listen_deathmatch
"32"
clientdll archive release
<no description>
ui_playsettings_flags_listen_scrimcomp2v2
"0"
clientdll archive release
<no description>
ui_playsettings_flags_listen_skirmish
"0"
clientdll archive release
<no description>
ui_playsettings_flags_listen_survival
"0"
clientdll archive release
<no description>
ui_playsettings_flags_official_casual
"0"
clientdll archive release
<no description>
ui_playsettings_flags_official_competitive
"16"
clientdll archive release
<no description>
ui_playsettings_flags_official_cooperative
"0"
clientdll archive release
<no description>
ui_playsettings_flags_official_deathmatch
"32"
clientdll archive release
<no description>
ui_playsettings_flags_official_scrimcomp2v2
"0"
clientdll archive release
<no description>
ui_playsettings_flags_official_skirmish
"0"
clientdll archive release
<no description>
ui_playsettings_flags_official_survival
"0"
clientdll archive release
<no description>
ui_playsettings_listen_annotations
"0"
clientdll archive release
<no description>
ui_playsettings_listen_grenades
"0"
clientdll archive release
<no description>
ui_playsettings_listen_infammo
"0"
clientdll archive release
<no description>
ui_playsettings_listen_infwarmup
"0"
clientdll archive release
<no description>
ui_playsettings_maps_listen_casual
"mg_de_dust2"
clientdll archive release
<no description>
ui_playsettings_maps_listen_competitive
"mg_de_dust2"
clientdll archive release
<no description>
ui_playsettings_maps_listen_deathmatch
"mg_de_dust2"
clientdll archive release
<no description>
ui_playsettings_maps_listen_scrimcomp2v2
"mg_de_inferno"
clientdll archive release
<no description>
ui_playsettings_maps_listen_skirmish
"mg_skirmish_armsrace"
clientdll archive release
<no description>
ui_playsettings_maps_official_casual
"mg_dust247"
clientdll archive release
<no description>
ui_playsettings_maps_official_deathmatch
"mg_dust247"
clientdll archive release
<no description>
ui_playsettings_maps_official_gungameprogressive
"mg_armsrace"
clientdll archive release
<no description>
ui_playsettings_maps_workshop
""
clientdll archive release
<no description>
ui_playsettings_mode_listen
"deathmatch"
clientdll archive release
<no description>
ui_playsettings_mode_official_v20
"deathmatch"
clientdll archive release
<no description>
ui_playsettings_survival_solo
"0"
clientdll archive release
<no description>
ui_playsettings_warmup_map_name
"de_mirage"
clientdll archive release
<no description>
ui_popup_weaponupdate_version
"0"
clientdll archive release
<no description>
ui_render_task_clips_label
"dealt_damage"
clientdll release
<no description>
ui_render_task_file
"rendertask"
clientdll release
<no description>
ui_render_task_fps
60
clientdll release
<no description>
ui_render_task_generate_clips
false
clientdll release
<no description>
ui_setting_advertiseforhire_auto
1
clientdll archive release
Whether users will automatically advertise for invites (0: off; 1: last; 2: auto)
ui_setting_advertiseforhire_auto_last
"/competitive"
clientdll archive release
Which game mode users last used to advertise for invites
ui_show_subscription_alert
"0"
clientdll archive release
<no description>
ui_show_unlock_competitive_alert
""
clientdll archive release
<no description>
ui_steam_overlay_notification_position
"bottomleft"
clientdll archive
Steam overlay notification position
ui_steam_overlay_notification_position_horz
0
min: 0, max: 100, clientdll archive
Steam overlay notification position horizontal offset
ui_steam_overlay_notification_position_vert
0
min: 0, max: 100, clientdll archive
Steam overlay notification position vertical offset
ui_vanitysetting_loadoutslot_ct
""
clientdll archive release
<no description>
ui_vanitysetting_loadoutslot_t
""
clientdll archive release
<no description>
ui_vanitysetting_team
""
clientdll archive release
<no description>
update_voices_low_priority
false
developmentonly defensive
<no description>
use_fx_queue
true
developmentonly gamedll clientdll replicated
use_fx_queue
vconsole_rcon_server_details
""
dontrecord release server_cannot_query
when non-empty allows for easy vconsole connection to the dedicated server.
vehicle_debug_impact_damage
false
developmentonly gamedll
<no description>
videocfg_ao_detail
0
developmentonly clientdll defensive
<no description>
videocfg_fsr_detail
0
developmentonly clientdll defensive
<no description>
videocfg_hdr_detail
-1
developmentonly clientdll defensive
<no description>
videocfg_particle_detail
1
developmentonly clientdll defensive
<no description>
videocfg_shadow_quality
1
developmentonly clientdll defensive
<no description>
videocfg_texture_detail
1
developmentonly clientdll defensive
<no description>
view_punch_decay
18
gamedll clientdll replicated cheat release
Decay factor exponent for view punch
viewmodel_fov
60
min: 54, max: 68, clientdll archive userinfo per_user
Viewmodel FOV
viewmodel_offset_x
1
min: -2, max: 2.5, clientdll archive userinfo per_user
viewmodel_offset_x
viewmodel_offset_y
1
min: -2, max: 2, clientdll archive userinfo per_user
viewmodel_offset_y
viewmodel_offset_z
-1
min: -2, max: 2, clientdll archive userinfo per_user
viewmodel_offset_z
viewmodel_presetpos
1
clientdll archive
1:"Desktop", 2:"Classic"
violence_ablood
true
archive
Draw alien blood
violence_agibs
true
archive
Show alien gib entities
violence_hblood
true
archive
Draw human blood
violence_hgibs
true
archive
Show human gib entities
vis_enable
true
developmentonly defensive
Enable precomputed visibility when true
vis_force
false
gamedll cheat
<no description>
vis_sunlight_enable
true
developmentonly cheat
Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)
vismon_poll_frequency
0.5
gamedll cheat
<no description>
vismon_trace_limit
12
gamedll cheat
<no description>
vm_camera
true
developmentonly clientdll defensive
<no description>
vm_camera_interp_speed
8
developmentonly clientdll defensive
<no description>
vm_camera_no_roll
false
developmentonly clientdll defensive
<no description>
vm_camera_scale
1
developmentonly clientdll defensive
<no description>
vm_debug
0
developmentonly gamedll clientdll replicated defensive
<no description>
vm_draw_always
false
developmentonly clientdll defensive
<no description>
voice_all_icons
false
developmentonly clientdll defensive
Draw all players' voice icons
voice_always_sample_mic
false
archive
When enabled, open the voip audio input stream when the application launches.
voice_bypass_noise_gate
false
developmentonly
<no description>
voice_clientdebug
0
developmentonly clientdll defensive
<no description>
voice_debugfeedbackfrom
false
developmentonly defensive
<no description>
voice_device_override
""
archive release
Default device used for voice capture.
voice_fadeouttime
0.005
developmentonly defensive
<no description>
voice_in_process
false
developmentonly defensive
<no description>
voice_initial_buffer_ms
200
developmentonly defensive
<no description>
voice_input_stallout
2
userinfo
Time before we consider a mic stalled out and need to reset it.
voice_loopback
false
userinfo
<no description>
voice_loopback_no_networking
false
userinfo
<no description>
voice_min_buffer_ms
100
developmentonly defensive
<no description>
voice_modenable
true
clientdll archive release clientcmd_can_execute
Enable/disable voice in this mod.
voice_noise_supression
false
developmentonly defensive
<no description>
voice_player_speaking_delay_threshold
0.5
gamedll cheat
<no description>
voice_sequence_maximum_wait_time
0.5
developmentonly defensive
When receiving packets out of sequence, wait this many seconds for missing sequences to arrive
voice_serverdebug
false
developmentonly gamedll defensive
<no description>
voice_stall_ms
250
developmentonly defensive
<no description>
voice_test_log_send
false
release
<no description>
voice_threshold
-120
clientdll archive
decibel threshold for how loud the talker's input signal is before we think they are talking.
voice_threshold_attack
0.3
developmentonly
Amount of time we buffer outgoing audio to detect an onset.
voice_threshold_delay
0.7
developmentonly
Amount of time the talker is silent before we infer that they are no longer talking.
voice_threshold_hold
0.2
developmentonly
Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking.
voice_threshold_ramp_min_db
-60
developmentonly
A dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping.
voice_vox
0
clientdll archive per_user
Voice chat uses a vox-style always on
voice_vox_current_peak
0
developmentonly clientdll defensive
Current peak value (out of 64k) of the incoming voice stream
volume
1
min: 0, max: 1, archive
Sound volume
volume_fog_debug_volumes
false
cheat
<no description>
volume_fog_density_scale
1
developmentonly cheat
Scale global volume fog density
volume_fog_depth
128
developmentonly defensive
<no description>
volume_fog_depth_warp
7
developmentonly defensive
<no description>
volume_fog_depth_warp_debug
false
developmentonly defensive
<no description>
volume_fog_dither_scale
1
cheat
<no description>
volume_fog_enable_jitter
true
cheat
<no description>
volume_fog_force_indirect_lpvs
false
developmentonly cheat
Force use of LPVs for indirect lighting in fog
volume_fog_height
160
developmentonly defensive
<no description>
volume_fog_intermediate_textures_hdr
true
developmentonly defensive
<no description>
volume_fog_shadow_penumbra_multiplier
3
developmentonly defensive
Penumbra size multiplier for shadow sampling, reduces fog shadow aliasing
volume_fog_temporal_filter
true
developmentonly defensive
<no description>
volume_fog_temporal_weight
0.9
min: 0.1, max: 0.99, developmentonly defensive
Temporal filtering weight
volume_fog_width
240
developmentonly defensive
<no description>
vphys2_friction_factor
1
cheat
Change global friction factor
vphys2_restitution_factor
1
cheat
Change global restitution factor
vphysics_force_apply_magnitude
1
developmentonly defensive
<no description>
vphysics_return_implicit_velocity
false
developmentonly defensive
<no description>
vprof_counters
0
developmentonly defensive
<no description>
vprof_counters_show_minmax
false
developmentonly defensive
<no description>
vprof_scope_entity_clientthink
false
developmentonly clientdll hidden defensive
Does nothing whatsoever.
vprof_scope_entity_thinks
false
developmentonly gamedll clientdll replicated defensive
<no description>
vprof_think_limit
false
developmentonly gamedll defensive
<no description>
vulkan_amd_timestamp_workaround
false
developmentonly
Workaround AMD bug where vkCmdPipelineBarrier is needed prior to vkCmdResetQueryPool.
vulkan_batch_size
500
developmentonly defensive
<no description>
vulkan_batch_submits
true
developmentonly defensive
<no description>
vulkan_dedicated_allocation_threshold
512
developmentonly defensive
Size (in KBs) above which textures should be allocated in dedicated memory (NV-only).
vulkan_link_time_optimize_libraries
true
release
<no description>
vulkan_memgr_telemetry_stats
false
developmentonly
Track detailed stats for telemetry
vulkan_pipeline_compile_spew
false
developmentonly defensive
<no description>
vulkan_pipeline_compile_throttle_ms
0
developmentonly defensive
<no description>
weapon_accuracy_forcespread
0
gamedll clientdll replicated release
Force spread to the specified value.
weapon_accuracy_logging
false
developmentonly gamedll clientdll archive replicated
<no description>
weapon_accuracy_nospread
false
gamedll clientdll replicated release missing3
Disable weapon inaccuracy spread
weapon_accuracy_reset_on_deploy
false
gamedll clientdll replicated cheat release
On deploy, forcibly reset weapon accuracy to zero.
weapon_accuracy_shotgun_spread_patterns
true
gamedll clientdll replicated release
<no description>
weapon_air_spread_scale
1
min: 0, gamedll clientdll replicated release missing3
Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing
weapon_all_nametag
false
developmentonly clientdll
<no description>
weapon_all_stattrak
false
developmentonly clientdll
<no description>
weapon_auto_cleanup_time
0
gamedll clientdll replicated release
If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.
weapon_debug_inaccuracy_only_up
false
developmentonly gamedll clientdll replicated cheat
Force weapon inaccuracy to be in exactly the up direction
weapon_debug_max_inaccuracy
false
developmentonly gamedll clientdll replicated cheat
Force all shots to have maximum inaccuracy
weapon_debug_spread_gap
0.67
clientdll cheat per_user
<no description>
weapon_debug_spread_show
0
clientdll cheat per_user
Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair
weapon_land_dip_amt
20
developmentonly gamedll clientdll replicated cheat
The amount the gun should dip when the player lands after a jump.
weapon_max_before_cleanup
0
gamedll clientdll replicated release missing3
If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.
weapon_molotov_maxdetonateslope
30
min: 0, max: 90, developmentonly gamedll clientdll replicated defensive
Maximum angle of slope on which the molotov will detonate
weapon_near_empty_sound
true
gamedll clientdll replicated cheat
<no description>
weapon_random_stickers
false
developmentonly clientdll
<no description>
weapon_reticle_knife_show
true
gamedll clientdll replicated release missing3
When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
weapon_skin_force_legacy
-1
developmentonly gamedll
<no description>
weapon_skins
true
developmentonly clientdll
<no description>
weapon_skins_on_default
false
developmentonly clientdll
<no description>
weapon_sound_falloff_multiplier
1
gamedll clientdll replicated cheat release missing3
Scaling for falloff of weapon firing sounds
webapi_values_init_buffer_size
65536
developmentonly clientdll defensive
Initial buffer size for buffers in the WebAPIValues buffer pool
webapi_values_max_pool_size_mb
10
developmentonly clientdll defensive
Maximum size in bytes of the WebAPIValues buffer pool
zoom_sensitivity_ratio
1
min: 0.01, max: 3, clientdll archive per_user
Additional mouse sensitivity scale factor applied when FOV is zoomed in.

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