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. |