! !! (%s) key not handled: "%s" "%s" !! ERROR: bad input/output link:!! %s(%s,%s) doesn't match type from %s(%s) !!! Missing printname on weapon !!ERROR!! Force end of route with no goal! !%d !%s != !F !HEV_AMO0 !HEV_DET0 !HEV_DET1 !HEV_DET2 !HEV_DMG0 !HEV_DMG1 !HEV_DMG2 !HEV_DMG3 !HEV_DMG4 !HEV_DMG5 !HEV_DMG6 !HEV_DMG7 !HEV_HEAL7 !HEV_HLTH1 !HEV_HLTH2 !HEV_HLTH3 !HEV_MED1 !Player voice listeners !The global list of entities !Uq ![ !activator !contains !enemy !float< !float<= !float== !float> !float>= !friend !nearestfriend !player !self !speechtarget !string== !t !target1 !target2 !target3 !target4 !target5 !target6 !target7 !target8 !x !y " " because it is missing required fields: " conflicts with the existing symbol " " for field " " for option " " has no field named " " has no value named " " has not been loaded. " implements neither SetCachedSize() nor ByteSize(). Must implement one or the other. " in type " " is a message. To set the entire message, use syntax like " " is already defined (as something other than a package) in file " " is already defined in " " is already defined in file " " is already defined. " is an atomic type, not a message. " is missing required fields: " is not a field or extension of message " " is not a message type. " is not a type. " is not a valid identifier. " is not an enum type. " is not defined or is not an extension of " " is not defined. " is repeated. Repeated options are not supported. " is specified multiple times. " must be unique within " not previously defined in symbols_by_name_, but was defined in symbols_by_parent_; this shouldn't be possible. " seems to be defined in " " unknown. " uses the same enum value as " " was already set. " was listed twice. " was not found or had errors. " which is. "$0" does not declare $1 as an extension number. "%s" "%s" " "%s" "%i" "%s" "%s" "%s" %f "%s" %f %i "%s"{ "%s<%i><%s>" switched from team <%s> to <%s> "%s<%i><%s><%s>" [%.0f %.0f %.0f] attacked "%s<%i><%s><%s>" [%.0f %.0f %.0f] with "%s" (damage "%d") (damage_armor "%d") (health "%d") (armor "%d") (hitgroup "%s") "%s<%i><%s><%s>" [%.0f %.0f %.0f] committed suicide with "%s" "%s<%i><%s><%s>" [%.0f %.0f %.0f] committed suicide with "world" "%s<%i><%s><%s>" [%.0f %.0f %.0f] killed "%s<%i><%s><%s>" [%.0f %.0f %.0f] with "%s"%s%s%s%s%s%s%s%s%s "%s<%i><%s><%s>" [%.0f %.0f %.0f] killed other "%s" with "%s"%s%s%s%s%s%s%s%s%s "%s<%i><%s><%s>" [%.0f %.0f %.0f] killed other "%s<%i>" [%.0f %.0f %.0f] with "%s"%s%s%s%s%s%s%s%s%s "%s<%i><%s><%s>" assisted killing "%s<%i><%s><%s>" "%s<%i><%s><%s>" changed name to "%s" "%s<%i><%s><%s>" committed suicide with "%s" "%s<%i><%s><%s>" committed suicide with "world" "%s<%i><%s><%s>" disconnected (reason "%s") "%s<%i><%s><%s>" joined team "%s" "%s<%i><%s><%s>" killed "%s<%i><%s><%s>" "%s<%i><%s><%s>" purchased "%s" "%s<%i><%s><%s>" say "%s" "%s<%i><%s><%s>" say_team "%s" "%s<%i><%s><%s>" threw decoy [%.0f %.0f %.0f] "%s<%i><%s><%s>" threw flashbang [%.0f %.0f %.0f] "%s<%i><%s><%s>" threw hegrenade [%.0f %.0f %.0f] "%s<%i><%s><%s>" threw molotov [%.0f %.0f %.0f] "%s<%i><%s><%s>" threw smokegrenade [%.0f %.0f %.0f] "%s<%i><%s><%s>" triggered "Intermission_Kill_Limit" "%s<%i><%s><%s>" triggered "Killed_A_Hostage" "%s<%i><%s><%s>" triggered "clantag" (value "%s") "%s<%i><%s><%s>" "%s<%i><%s><>" connected, address "%s" "%s<%i><%s><>" entered the game "%s<%i><%s>" triggered "%s" "%s<%i><%s>" triggered "Defused_The_Bomb" "%s<%i><%s>" triggered "Rescued_A_Hostage" "%s<%i><%s>" triggered "Touched_A_Hostage" "%s<%i><%s>" triggered "Bomb_Begin_Plant" "%s<%i><%s>" triggered "Dropped_The_Bomb" "%s<%i><%s>" triggered "Got_The_Bomb" "%s<%i><%s>" triggered "Planted_The_Bomb" ") is not compatible with this reflection object (which is for type " "). Note that the exact same class is required; not just the same descriptor. ", but only ", field number ", found " ", which is not imported by " ". ". To use it here, please add the necessary import. ". If this is intended, set 'option allow_alias = true;' to the enum definition. ". This appears to be a value from a sibling type. ". Value: " ".) "/*" inside block comment. Block comments cannot be nested. "0x" must be followed by hex digits. ": "@ "MutableRawRepeatedField" "W "e" must be followed by exponent. "id" "elementid" "player_array" "w # #%s_chapter #:Z #Accept_All_Messages #Accept_Radio #Alias_Not_Avail #Already_Have_Helmet_Bought_Kevlar #Already_Have_Kevlar #Already_Have_Kevlar_Bought_Helmet #Already_Have_Kevlar_Helmet #Already_Have_One #CSGO_Coach_Join_CT #CSGO_Coach_Join_T #CSGO_MatchInfoTeam_LossElim #CSGO_MatchInfoTeam_WinAdvan #CSGO_No_Longer_Coach #CT_cant_buy #Cannot_Be_Spectator #Cannot_Carry_Anymore #Cant_buy #Chat_SavePlayer_Saved #Chat_SavePlayer_Savior #Chat_SavePlayer_Spectator #Cstrike_Name_Change #Cstrike_TitlesTXT_Affirmative #Cstrike_TitlesTXT_CanOnlyCarryOneHostage #Cstrike_TitlesTXT_Cannot_Move_Hostages_Warmup #Cstrike_TitlesTXT_CarryingHostage #Cstrike_TitlesTXT_Cheer #Cstrike_TitlesTXT_Compliment #Cstrike_TitlesTXT_Cover_me #Cstrike_TitlesTXT_Defusing_Bomb #Cstrike_TitlesTXT_Enemy_down #Cstrike_TitlesTXT_Enemy_spotted #Cstrike_TitlesTXT_Follow_me #Cstrike_TitlesTXT_Game_afk_bomb_drop #Cstrike_TitlesTXT_Game_teammate_attack #Cstrike_TitlesTXT_Get_out_of_there #Cstrike_TitlesTXT_Go_go_go #Cstrike_TitlesTXT_Got_Hostages #Cstrike_TitlesTXT_Hint_lost_a_level #Cstrike_TitlesTXT_Hint_lost_a_level_generic #Cstrike_TitlesTXT_Hint_warning_team_damage #Cstrike_TitlesTXT_Hint_warning_team_damage_start #Cstrike_TitlesTXT_Hold_this_position #Cstrike_TitlesTXT_In_position #Cstrike_TitlesTXT_Need_backup #Cstrike_TitlesTXT_Negative #Cstrike_TitlesTXT_Planting_Bomb #Cstrike_TitlesTXT_Regroup_team #Cstrike_TitlesTXT_Report_in_team #Cstrike_TitlesTXT_Reporting_in #Cstrike_TitlesTXT_Roger_that #Cstrike_TitlesTXT_Sector_clear #Cstrike_TitlesTXT_SomeonePickingUpHostage #Cstrike_TitlesTXT_Stick_together_team #Cstrike_TitlesTXT_Switch_To_BurstFire #Cstrike_TitlesTXT_Switch_To_FullAuto #Cstrike_TitlesTXT_Taking_fire #Cstrike_TitlesTXT_Team_fall_back #Cstrike_TitlesTXT_Thanks #Cstrike_TitlesTXT_You_take_the_point #E #EntFire:Generate and entity i/o event #GAMEUI_Contribution_Score #GAMEUI_GG_Contribution_Score #GAMEUI_Stat_AK47Hits #GAMEUI_Stat_AK47Kills #GAMEUI_Stat_AK47Shots #GAMEUI_Stat_AUGHits #GAMEUI_Stat_AUGKills #GAMEUI_Stat_AUGShots #GAMEUI_Stat_AWPHits #GAMEUI_Stat_AWPKills #GAMEUI_Stat_AWPShots #GAMEUI_Stat_BIZONHits #GAMEUI_Stat_BIZONKills #GAMEUI_Stat_BIZONShots #GAMEUI_Stat_BlindedEnemyKills #GAMEUI_Stat_DamageDone #GAMEUI_Stat_DeagleHits #GAMEUI_Stat_DeagleKills #GAMEUI_Stat_DeagleShots #GAMEUI_Stat_DecalSprays #GAMEUI_Stat_DecoyKills #GAMEUI_Stat_DominationOverkills #GAMEUI_Stat_Dominations #GAMEUI_Stat_EliteHits #GAMEUI_Stat_EliteKills #GAMEUI_Stat_EliteShots #GAMEUI_Stat_EnemyWeaponKills #GAMEUI_Stat_FAMASHits #GAMEUI_Stat_FAMASKills #GAMEUI_Stat_FAMASShots #GAMEUI_Stat_FiveSevenHits #GAMEUI_Stat_FiveSevenKills #GAMEUI_Stat_FiveSevenShots #GAMEUI_Stat_G3SG1Hits #GAMEUI_Stat_G3SG1Kills #GAMEUI_Stat_G3SG1Shots #GAMEUI_Stat_GALILARHits #GAMEUI_Stat_GALILARKills #GAMEUI_Stat_GALILARShots #GAMEUI_Stat_GALILHits #GAMEUI_Stat_GALILKills #GAMEUI_Stat_GALILShots #GAMEUI_Stat_GlockHits #GAMEUI_Stat_GlockKills #GAMEUI_Stat_GlockShots #GAMEUI_Stat_HEGrenadeKills #GAMEUI_Stat_HKP2000Hits #GAMEUI_Stat_HKP2000Kills #GAMEUI_Stat_HKP2000Shots #GAMEUI_Stat_HeadshotKills #GAMEUI_Stat_KnifeFightKills #GAMEUI_Stat_KnifeKills #GAMEUI_Stat_M249Hits #GAMEUI_Stat_M249Kills #GAMEUI_Stat_M249Shots #GAMEUI_Stat_M3Hits #GAMEUI_Stat_M3Kills #GAMEUI_Stat_M3Shots #GAMEUI_Stat_M4A1Hits #GAMEUI_Stat_M4A1Kills #GAMEUI_Stat_M4A1Shots #GAMEUI_Stat_MAC10Hits #GAMEUI_Stat_MAC10Kills #GAMEUI_Stat_MAC10Shots #GAMEUI_Stat_MAG7Hits #GAMEUI_Stat_MAG7Kills #GAMEUI_Stat_MAG7Shots #GAMEUI_Stat_MP5NavyHits #GAMEUI_Stat_MP5NavyKills #GAMEUI_Stat_MP5NavyShots #GAMEUI_Stat_MP7Hits #GAMEUI_Stat_MP7Kills #GAMEUI_Stat_MP7Shots #GAMEUI_Stat_MP9Hits #GAMEUI_Stat_MP9Kills #GAMEUI_Stat_MP9Shots #GAMEUI_Stat_MVPs #GAMEUI_Stat_MatchDraws #GAMEUI_Stat_MatchWins #GAMEUI_Stat_MatchWinsBaggage #GAMEUI_Stat_MatchWinsBank #GAMEUI_Stat_MatchWinsDepot #GAMEUI_Stat_MatchWinsEmbassy #GAMEUI_Stat_MatchWinsGG #GAMEUI_Stat_MatchWinsLake #GAMEUI_Stat_MatchWinsProgressive #GAMEUI_Stat_MatchWinsSafeHouse #GAMEUI_Stat_MatchWinsSelect #GAMEUI_Stat_MatchWinsShoots #GAMEUI_Stat_MatchWinsShorttrain #GAMEUI_Stat_MatchWinsStMarc #GAMEUI_Stat_MatchWinsSugarcane #GAMEUI_Stat_MatchWinsTRBomb #GAMEUI_Stat_MatchWinsTrain #GAMEUI_Stat_MatchesPlayed #GAMEUI_Stat_MolotovKills #GAMEUI_Stat_MoneyEarned #GAMEUI_Stat_NEGEVHits #GAMEUI_Stat_NEGEVKills #GAMEUI_Stat_NEGEVShots #GAMEUI_Stat_NovaHits #GAMEUI_Stat_NovaKills #GAMEUI_Stat_NovaShots #GAMEUI_Stat_NumBrokenWindows #GAMEUI_Stat_NumDeaths #GAMEUI_Stat_NumDefusedBombs #GAMEUI_Stat_NumHits #GAMEUI_Stat_NumKills #GAMEUI_Stat_NumPlantedBombs #GAMEUI_Stat_NumRescuedHostages #GAMEUI_Stat_NumShots #GAMEUI_Stat_P228Hits #GAMEUI_Stat_P228Kills #GAMEUI_Stat_P228Shots #GAMEUI_Stat_P250Hits #GAMEUI_Stat_P250Kills #GAMEUI_Stat_P250Shots #GAMEUI_Stat_P90Hits #GAMEUI_Stat_P90Kills #GAMEUI_Stat_P90Shots #GAMEUI_Stat_PistolRoundWins #GAMEUI_Stat_Revenges #GAMEUI_Stat_RoundsMapARMonastery #GAMEUI_Stat_RoundsMapARShoots #GAMEUI_Stat_RoundsMapAR_Baggage #GAMEUI_Stat_RoundsMapCSAssault #GAMEUI_Stat_RoundsMapCSItaly #GAMEUI_Stat_RoundsMapCSMilitia #GAMEUI_Stat_RoundsMapCSOffice #GAMEUI_Stat_RoundsMapDEAztec #GAMEUI_Stat_RoundsMapDEBalkan #GAMEUI_Stat_RoundsMapDEBank #GAMEUI_Stat_RoundsMapDECbble #GAMEUI_Stat_RoundsMapDEDepot #GAMEUI_Stat_RoundsMapDEDust #GAMEUI_Stat_RoundsMapDEDust2 #GAMEUI_Stat_RoundsMapDEEmbassy #GAMEUI_Stat_RoundsMapDEInferno #GAMEUI_Stat_RoundsMapDELake #GAMEUI_Stat_RoundsMapDENuke #GAMEUI_Stat_RoundsMapDEPiranesi #GAMEUI_Stat_RoundsMapDEProdigy #GAMEUI_Stat_RoundsMapDESafeHouse #GAMEUI_Stat_RoundsMapDEStMarc #GAMEUI_Stat_RoundsMapDESugarcane #GAMEUI_Stat_RoundsMapDEVertigo #GAMEUI_Stat_RoundsMapShorttrain #GAMEUI_Stat_RoundsMapTrain #GAMEUI_Stat_SAWEDOFFHits #GAMEUI_Stat_SAWEDOFFKills #GAMEUI_Stat_SAWEDOFFShots #GAMEUI_Stat_SCAR17Hits #GAMEUI_Stat_SCAR17Kills #GAMEUI_Stat_SCAR17Shots #GAMEUI_Stat_SCAR20Hits #GAMEUI_Stat_SCAR20Kills #GAMEUI_Stat_SCAR20Shots #GAMEUI_Stat_SG550Hits #GAMEUI_Stat_SG550Kills #GAMEUI_Stat_SG550Shots #GAMEUI_Stat_SG552Hits #GAMEUI_Stat_SG552Kills #GAMEUI_Stat_SG552Shots #GAMEUI_Stat_SG556Hits #GAMEUI_Stat_SG556Kills #GAMEUI_Stat_SG556Shots #GAMEUI_Stat_SSG08Hits #GAMEUI_Stat_SSG08Kills #GAMEUI_Stat_SSG08Shots #GAMEUI_Stat_ScoutHits #GAMEUI_Stat_ScoutKills #GAMEUI_Stat_ScoutShots #GAMEUI_Stat_TASERHits #GAMEUI_Stat_TASERKills #GAMEUI_Stat_TASERShots #GAMEUI_Stat_TEC9Hits #GAMEUI_Stat_TEC9Kills #GAMEUI_Stat_TEC9Shots #GAMEUI_Stat_TMPHits #GAMEUI_Stat_TMPKills #GAMEUI_Stat_TMPShots #GAMEUI_Stat_TR_NumDefusedBombs #GAMEUI_Stat_TR_NumPlantedBombs #GAMEUI_Stat_TimePlayed #GAMEUI_Stat_TotalRounds #GAMEUI_Stat_TotalWins #GAMEUI_Stat_UMP45Hits #GAMEUI_Stat_UMP45Kills #GAMEUI_Stat_UMP45Shots #GAMEUI_Stat_USPHits #GAMEUI_Stat_USPKills #GAMEUI_Stat_USPShots #GAMEUI_Stat_WeaponsDonated #GAMEUI_Stat_WinsMapARBaggage #GAMEUI_Stat_WinsMapARMonastery #GAMEUI_Stat_WinsMapARShoots #GAMEUI_Stat_WinsMapCSAssault #GAMEUI_Stat_WinsMapCSItaly #GAMEUI_Stat_WinsMapCSMilitia #GAMEUI_Stat_WinsMapCSOffice #GAMEUI_Stat_WinsMapDEAztec #GAMEUI_Stat_WinsMapDEBalkan #GAMEUI_Stat_WinsMapDEBank #GAMEUI_Stat_WinsMapDECbble #GAMEUI_Stat_WinsMapDEDepot #GAMEUI_Stat_WinsMapDEDust #GAMEUI_Stat_WinsMapDEDust2 #GAMEUI_Stat_WinsMapDEEmbassy #GAMEUI_Stat_WinsMapDEInferno #GAMEUI_Stat_WinsMapDELake #GAMEUI_Stat_WinsMapDENuke #GAMEUI_Stat_WinsMapDEPiranesi #GAMEUI_Stat_WinsMapDEProdigy #GAMEUI_Stat_WinsMapDESafeHouse #GAMEUI_Stat_WinsMapDEStMarc #GAMEUI_Stat_WinsMapDESugarcane #GAMEUI_Stat_WinsMapDEVertigo #GAMEUI_Stat_WinsMapShorttrain #GAMEUI_Stat_WinsMapTrain #GAMEUI_Stat_XM1014Hits #GAMEUI_Stat_XM1014Kills #GAMEUI_Stat_XM1014Shots #GAMEUI_Stat_ZoomedSniperKills #GAMEUI_Stat_gun_game_rounds_played #GAMEUI_Stat_gun_game_rounds_won #GOTV_Please_Wait_for_Broadcast_to_Start #GameUI_Stat_LastMatch_CTWins #GameUI_Stat_LastMatch_Contrib_Score #GameUI_Stat_LastMatch_Damage #GameUI_Stat_LastMatch_Deaths #GameUI_Stat_LastMatch_Dominations #GameUI_Stat_LastMatch_FavWeapon #GameUI_Stat_LastMatch_FavWeaponHits #GameUI_Stat_LastMatch_FavWeaponKills #GameUI_Stat_LastMatch_FavWeaponShots #GameUI_Stat_LastMatch_Kills #GameUI_Stat_LastMatch_MVPS #GameUI_Stat_LastMatch_MaxPlayers #GameUI_Stat_LastMatch_MoneySpent #GameUI_Stat_LastMatch_Revenges #GameUI_Stat_LastMatch_RoundsPlayed #GameUI_Stat_LastMatch_RoundsWon #GameUI_Stat_LastMatch_TWins #GameUI_Stat_LastMatch_gg_Contrib_Score #Game_connected #Game_idle_kick #Game_last_round #Game_no_timelimit #Game_radio #Game_radio_location #Game_timelimit #HL2_Chapter10_Title #HL2_Chapter11_Title #HL2_Chapter12_Title #HL2_Chapter13_Title #HL2_Chapter14_Title #HL2_Chapter1_Title #HL2_Chapter2_Title #HL2_Chapter3_Title #HL2_Chapter4_Title #HL2_Chapter5_Title #HL2_Chapter6_Title #HL2_Chapter7_Title #HL2_Chapter8_Title #HL2_Chapter9_Title #HL2_Chapter9a_Title #Hint_cannot_play_because_tk #Hint_careful_around_hostages #Hint_hostage_rescue_zone #Hint_lost_money #Hint_removed_for_next_hostage_killed #Hint_try_not_to_injure_teammates #Hint_use_nightvision #Hint_you_are_the_vip #Hint_you_have_the_defuser #INPUT_DEVICE_GAMEPAD_XBOX #INPUT_DEVICE_HYDRA #INPUT_DEVICE_KBMOUSE #INPUT_DEVICE_MOVE_NAV_CONTROLLER #INPUT_DEVICE_PSMOVE #INPUT_DEVICE_SHARPSHOOTER #Ignore_All_Messages #Ignore_Broadcast_Messages #Ignore_Broadcast_Team_Messages #Ignore_Radio #Item_CollectionReward #Item_Crafted #Item_Earned #Item_Foreign #Item_Found #Item_FoundInCrate #Item_GiftWrapped #Item_Gifted #Item_LevelUpReward #Item_PeriodicScoreReward #Item_PreviewItem #Item_PreviewItemPurchased #Item_QuestReward #Item_Recycling #Item_Refunded #Item_TournamentDrop #Item_Traded #LoadoutSlot_Appearance #LoadoutSlot_C4 #LoadoutSlot_Equipment #LoadoutSlot_Feet #LoadoutSlot_Flair #LoadoutSlot_Grenade #LoadoutSlot_Hands #LoadoutSlot_Heavy #LoadoutSlot_Legs #LoadoutSlot_Melee #LoadoutSlot_Misc #LoadoutSlot_MusicKit #LoadoutSlot_Rifle #LoadoutSlot_SMG #LoadoutSlot_Secondary #LoadoutSlot_Torso #LoadoutSlot_Vest #NewItemMethod_CollectionReward #NewItemMethod_Crafted #NewItemMethod_Dropped #NewItemMethod_Earned #NewItemMethod_Foreign #NewItemMethod_FoundInCrate #NewItemMethod_GiftWrapped #NewItemMethod_Gifted #NewItemMethod_LevelUpReward #NewItemMethod_PeriodicScoreReward #NewItemMethod_PreviewItem #NewItemMethod_PreviewItemPurchased #NewItemMethod_Promotion #NewItemMethod_Purchased #NewItemMethod_QuestReward #NewItemMethod_Recycling #NewItemMethod_Refunded #NewItemMethod_Support #NewItemMethod_TournamentDrop #NewItemMethod_Traded #Not_Enough_Money #Only_CT_Can_Move_Hostages #Pet_Killed #Player_Cash_Award_Bomb_Defused #Player_Cash_Award_Bomb_Planted #Player_Cash_Award_Damage_Hostage #Player_Cash_Award_Get_Killed #Player_Cash_Award_Interact_Hostage #Player_Cash_Award_Kill_Hostage #Player_Cash_Award_Kill_Teammate #Player_Cash_Award_Killed_Enemy #Player_Cash_Award_Killed_Enemy_Generic #Player_Cash_Award_Rescued_Hostage #Player_Cash_Award_Respawn #Player_Killed_Enemy_Leader #Player_Killing_Spree_more #Player_On_Killing_Spree #Player_Point_Award_Assist_Enemy #Player_Point_Award_Assist_Enemy_Plural #Player_Point_Award_Killed_Enemy #Player_Point_Award_Killed_Enemy_Plural #Player_You_Are_Now_Dominating #Player_You_Are_Still_Dominating #RDI_AB #RT_T_A #SFUIHUD_InfoPanel_Coop_CollectCoin #SFUIHUD_InfoPanel_Coop_DeployMissionBust #SFUIHUD_Spectate_Predictions #SFUI_BuyMenu_CantBuy #SFUI_BuyMenu_CantBuyTilNextWave #SFUI_Country_%s #SFUI_Healthshot_AlreadyAtMax #SFUI_Map_%s #SFUI_Notice_All_Hostages_Rescued #SFUI_Notice_All_Players_Connected #SFUI_Notice_Auto_Team_Balance_Next_Round #SFUI_Notice_Banned_For_Killing_Teammates #SFUI_Notice_Banned_For_TK_Start #SFUI_Notice_Bomb_Already_Being_Defused #SFUI_Notice_Bomb_Defused #SFUI_Notice_C4_Activated_At_Bomb_Spot #SFUI_Notice_C4_Arming_Cancelled #SFUI_Notice_C4_Defuse_Must_Be_On_Ground #SFUI_Notice_C4_Plant_At_Bomb_Spot #SFUI_Notice_C4_Plant_Must_Be_On_Ground #SFUI_Notice_CTs_Clinched_Match #SFUI_Notice_CTs_PreventEscape #SFUI_Notice_CTs_ReachedHostage #SFUI_Notice_CTs_Surrender #SFUI_Notice_CTs_Win #SFUI_Notice_CannotDropWeapon #SFUI_Notice_Escaping_Terrorists_Neutralized #SFUI_Notice_Game_Commencing #SFUI_Notice_Game_scoring #SFUI_Notice_Game_teammate_kills #SFUI_Notice_Game_will_restart_in #SFUI_Notice_Got_Bomb #SFUI_Notice_GuardianModeLowerDifficultyNextRound #SFUI_Notice_GuardianModeSurviveRound #SFUI_Notice_GuardianModeSurviveRoundHostage #SFUI_Notice_Guardian_PlayerHasDied #SFUI_Notice_Gun_Game_Leader #SFUI_Notice_Gun_Game_Team_Leader #SFUI_Notice_Hint_careful_around_teammates #SFUI_Notice_Hostage_Pickup_Must_Be_On_Ground #SFUI_Notice_Hostages_Not_Rescued #SFUI_Notice_Killed_Teammate #SFUI_Notice_Knife_Level #SFUI_Notice_Match_Will_Pause #SFUI_Notice_Match_Will_Resume #SFUI_Notice_Match_Will_Start_Chat #SFUI_Notice_Match_Will_Start_Waiting_Chat #SFUI_Notice_NewWaveBegun_%s%d #SFUI_Notice_NewWaveBegun_%s0 #SFUI_Notice_NextWaveIn #SFUI_Notice_Player_Balanced #SFUI_Notice_Round_Draw #SFUI_Notice_Stolen_Leader #SFUI_Notice_Target_Bombed #SFUI_Notice_Target_Saved #SFUI_Notice_Teams_Balanced #SFUI_Notice_Terrorists_Escaped #SFUI_Notice_Terrorists_Not_Escaped #SFUI_Notice_Terrorists_Planted #SFUI_Notice_Terrorists_Surrender #SFUI_Notice_Terrorists_Win #SFUI_Notice_Ts_Clinched_Match #SFUI_Notice_Warmup_Has_Ended #SFUI_Notice_YouDroppedWeapon #SFUI_ProPlayer_%s #SFUI_Second #SFUI_Seconds #SFUI_TitlesTXT_Decoy_in_the_hole #SFUI_TitlesTXT_Fire_in_the_hole #SFUI_TitlesTXT_Incendiary_in_the_hole #SFUI_TitlesTXT_Molotov_in_the_hole #SFUI_TitlesTXT_Smoke_in_the_hole #SFUI_WPNHUD_ASSAULTSUIT #SFUI_WPNHUD_CUTTERS #SFUI_WPNHUD_DEFUSER #SFUI_WPNHUD_HEAVYASSAULTSUIT #SFUI_WPNHUD_KEVLAR #SFUI_otherteam_vote_kick_player #SFUI_otherteam_vote_surrender #SFUI_otherteam_vote_timeout #SFUI_otherteam_vote_unimplemented #SFUI_vote_changelevel #SFUI_vote_continue #SFUI_vote_failed_vote_in_progress #SFUI_vote_kick_player_cheating #SFUI_vote_kick_player_idle #SFUI_vote_kick_player_other #SFUI_vote_kick_player_scamming #SFUI_vote_loadbackup #SFUI_vote_nextlevel #SFUI_vote_nextlevel_choices #SFUI_vote_not_ready_for_match #SFUI_vote_passed_changelevel #SFUI_vote_passed_continue #SFUI_vote_passed_kick_player #SFUI_vote_passed_loadbackup #SFUI_vote_passed_nextlevel #SFUI_vote_passed_nextlevel_extend #SFUI_vote_passed_not_ready_for_match #SFUI_vote_passed_not_ready_for_match_chat #SFUI_vote_passed_pause_match #SFUI_vote_passed_pause_match_chat #SFUI_vote_passed_ready_for_match #SFUI_vote_passed_rematch #SFUI_vote_passed_scramble_teams #SFUI_vote_passed_surrender #SFUI_vote_passed_surrender_q #SFUI_vote_passed_swap_teams #SFUI_vote_passed_timeout #SFUI_vote_passed_unpause_match #SFUI_vote_pause_match #SFUI_vote_ready_for_match #SFUI_vote_rematch #SFUI_vote_restart_game #SFUI_vote_scramble_teams #SFUI_vote_start_timeout #SFUI_vote_surrender #SFUI_vote_swap_teams #SFUI_vote_unpause_match #Spectator_Mode_Unkown #TF_UnknownStyle #Team_Cash_Award_Custom #Team_Cash_Award_Elim_Bomb #Team_Cash_Award_Elim_Hostage #Team_Cash_Award_Generic #Team_Cash_Award_Hostage_Alive #Team_Cash_Award_Hostage_Interaction #Team_Cash_Award_Loser_Bonus #Team_Cash_Award_Loser_Bonus_Neg #Team_Cash_Award_No_Income #Team_Cash_Award_No_Income_Suicide #Team_Cash_Award_Planted_Bomb_But_Defused #Team_Cash_Award_Rescued_Hostage #Team_Cash_Award_Survive_GuardianMode_Wave #Team_Cash_Award_T_Win_Bomb #Team_Cash_Award_Win_Defuse_Bomb #Team_Cash_Award_Win_Hostage_Rescue #Team_Cash_Award_Win_Hostages_Rescue #Team_Cash_Award_Win_Time #Terrorist_cant_buy #UniqueString:Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table. #VIP_cant_buy #Valve_Hint_JeepKeys #base #base is NULL #clan_ready_rules #community #completed #customized #developer #ebe2ca #empty# #ep2_Chapter1_Title #ep2_Chapter2_Title #ep2_Chapter3_Title #ep2_Chapter4_Title #ep2_Chapter5_Title #ep2_Chapter6_Title #ep2_Chapter7_Title #episodic_Chapter1_Title #episodic_Chapter2_Title #episodic_Chapter3_Title #episodic_Chapter4_Title #episodic_Chapter5_Title #favored #funfact_ace #funfact_best_accuracy #funfact_best_counterterrorist_accuracy #funfact_best_terrorist_accuracy #funfact_blind_kills #funfact_bomb_carriers #funfact_bomb_planted_before_kill #funfact_bots_assumed #funfact_broke_windows #funfact_ct_accuracy #funfact_ct_win_no_casualties #funfact_ct_win_no_kills #funfact_ct_win_time #funfact_damage_multiple_enemies #funfact_damage_no_kills #funfact_damage_with_grenade #funfact_default_weapon #funfact_defended_bomb #funfact_defuse_was_close_call_hundredths #funfact_defuse_was_close_call_tenths #funfact_defuse_was_close_call_thousandths #funfact_defused_with_dropped_kit #funfact_died_from_multiple_attackers #funfact_domination #funfact_donated_weapons #funfact_empty_guns #funfact_fall_damage #funfact_first_blood #funfact_first_kill #funfact_grenades_thrown #funfact_items_dropped_value #funfact_items_purchased #funfact_kill_defuser #funfact_kill_rescuer #funfact_kill_wounded_enemies #funfact_killed_before_dying #funfact_killed_enemies #funfact_killed_half_of_enemies #funfact_kills_grenades #funfact_kills_headshots #funfact_kills_with_last_round #funfact_kills_with_single_grenade #funfact_kills_with_stattrak_weapon #funfact_knife_bomb_planter #funfact_knife_in_gunfight #funfact_knife_kills #funfact_knife_level_reached #funfact_knife_without_ammo #funfact_molotov_burns #funfact_money_spent #funfact_num_times_jumped #funfact_number_of_overkills #funfact_pickup_bomb #funfact_posthumous_kills_with_grenade #funfact_pulled_trigger #funfact_quarter_health #funfact_respawned #funfact_revenge #funfact_rounds_without_dying #funfact_short_round #funfact_shots_fired #funfact_steps_taken #funfact_survival_time #funfact_survived_multiple_attackers #funfact_t_win_no_casualties #funfact_t_win_no_kills #funfact_taser_kill #funfact_ter_win_time #funfact_terrorist_accuracy #funfact_ticking_time #funfact_used_all_ammo #funfact_used_multiple_weapons #funfact_won_as_last_member #game_auto_team_balance_in #game_nextmap #game_player_was_team_balanced #game_restart_in_sec #game_restart_in_secs #game_scramble_in_sec #game_scramble_in_secs #game_switch_in_sec #game_switch_in_secs #genuine #haunted #hostagerescuetime #include #include is NULL #int# #j #normal #round_restart_in_sec #round_restart_in_secs #selfmade #strange #tournament #unique #unusual #valve_hint_alt_%s #vintage #winpanel_kills #winpanel_topdamage #winpanel_topheadshots #z #g $ $0 extend .$1 { $0 extensions $1 to $2; $0 message $1 $0 } $0$1 $2 $3 = $4 $0$1 = $2 $0enum $1 { $0option $1; $0rpc $1(.$2) returns (.$3) $0} $: $@ERROR: Bad %s LOCALID for %s $DUALSEQUENCE $R $SEQUENCE_BLEND_MODE $alphatest $basetexture $c $crackmaterial $gender $h $model $no_fullbright $tG $tHResponseGroup $tI $tJ $w $z $ % %%%s%% %%.%if%s %%weapon_%s%% %-30s %-64.64s %-64.64s %03d:%02d %-80s %-80s - %.80s %.*g %.04f %.0f %.10f %.10f %.10f %.1f %.1f: Zone %d, area %d (%.0f %.0f %.0f) is blocked from spawn area %d (%.0f %.0f %.0f) %.3d,%.3d,%.3d %.3f %d %d %.3f %d %d %.3f %.3f %.3f [vel %.2f] %.3f, %.3f %.4f %.4f %.4f %.4f "%s" %02X %02d %s %02d %04d +0000 %02i: %i %s %02i: NULL link %02x %04u%02u%02u %04u%02u%02u%02u%02u%02u %04u-%02u-%02u %04u-%02u-%02u %02u:%02u:%02u %04u-%02u-%02uT%02u:%02u:%02uZ %08X: %2.2d %20s = '%s' %20s = '%s' (weight %f) %255s %255s %3.1f (%s) --> (%s) %3.1f (%s) --> (%s),%.1f) %3.1f (%s) <-- (%s) %3.1f (%s,%d) <-- (%s) %3.1f (%s,%s) <-- (%s) %3.1f SetLookAt( %s ), duration = %f %3.1f: SendRadioMessage( %s ) %3.2f: Grenade: FINISH_THROW %3.2f: Grenade: Friend is in the way... %3.2f: Grenade: START_THROW %3.2f: Grenade: THROW COMPLETE %3.2f: Grenade: THROW FAILED %31s %32s -- select %5.2f, start %5.2f, run %5.2f %3d %4.1f: Bored. Repathing to a new nearby area %4.1f: Repathing to stay with leader. %40s: Age: %6.2f, NumActive: %3d, Bounds Center: (%.2f,%.2f,%.2f) (0x%08X) %43s%12d%12d%12s%12s %44s count averuntime maxruntime aveduration #yielded attempted waited failed longheld longwait wait-t/o t/o-msg jobfailed longslice %44s --- completed jobs (usec)---------------------------------- ------ lock counts---------------------------------- ------ failures ----------- %44s %12d %44s %12lld %12lld %12lld %12lld %8lld %8lld %8lld %8lld %8lld %8lld %8lld %8lld %8lld %8lld %5.2f : %s : %s : %5.3f %5.3f : adding %d (%d): %s : %5.3f (%.3f) %50s count aveduration netmsg sql sleep waitlock yield workitem %50s %8lld %16lld %13lld %11lld %8lld %8lld %8lld %8lld %8lld %50s --- running jobs (usec)-- -- locks held -- ----- pause reasons --------------------------------- %5u %-46s %10u %5.1f%% %14llu %5.1f%% %10u %10.2f %10d %5.1f%% %14lld %5.1f%% %5u %-46s %10u %5.1f%% %14llu %5.1f%% %9.1f %10u %10.2f %8.3f[%d] %s: %s %C %Y-%m-%dT%H:%M:%SZ %a, %e %b %Y %H:%M:%S %a, %e-%b-%y %H:%M:%S %b %d %c %c%.4d %d %d %d %d %d %d (%d): %s : %5.3f (%.3f) %d (%d/%d) %d (+%d) %d (0x%p) : %s %d : %s %d Connections %d areas added to selection %d areas chopped into %d %d areas simplified - %d remain %d backup files found, %d most recent listed, use 'mp_backup_restore_list_files %d' to list all. %d backup files listed. %d collisions in %.2f ms (%u dots) %d humans and %d bots in game %d in %d hit %d in %d hits %d of %d animations resident %d overlapping areas selected %d total counted strings. %d, %d, Error parsing Econ Item! %d,%.2f %.2f %.2f %d,%d, (%s), id:%llu %d.%d.%d %date% %f %f %f %f %f EmitSound: Raw wave emitted '%s' (ent %i) (vol %f) %f: Player %s at [%0.2f %0.2f %0.2f] took %f damage from %s, type %s %g %hd %hu %i %i %i %i %i (wc:%i; z:%i) %i (z:%i) %i : %s (ground %i %s) %i%s %i, %i %i/%s - %s: UTIL_SetModel: not precached: %s %i: %s at %f %keywords %ld %lg %lld %llu %llx %ls [wstring, len = %d] %lu %m/%d/%y %map% %map_ar_baggage% %map_ar_baloney% %map_ar_monastery% %map_ar_shoots% %map_coop_cementplant% %map_cs_agency% %map_cs_assault% %map_cs_backalley% %map_cs_cruise% %map_cs_downtown% %map_cs_insertion% %map_cs_italy% %map_cs_militia% %map_cs_motel% %map_cs_office% %map_cs_rush% %map_cs_siege% %map_cs_thunder% %map_cs_workout% %map_de_ali% %map_de_aztec% %map_de_bank% %map_de_bazaar% %map_de_blackgold% %map_de_cache% %map_de_castle% %map_de_cbble% %map_de_chinatown% %map_de_coast% %map_de_dust% %map_de_dust2% %map_de_empire% %map_de_facade% %map_de_favela% %map_de_glass% %map_de_gwalior% %map_de_inferno% %map_de_lake% %map_de_log% %map_de_marquis% %map_de_mikla% %map_de_mirage% %map_de_mist% %map_de_nuke% %map_de_overgrown% %map_de_overpass% %map_de_rails% %map_de_resort% %map_de_royal% %map_de_ruins% %map_de_safehouse% %map_de_santorini% %map_de_seaside% %map_de_season% %map_de_shortdust% %map_de_shorttrain% %map_de_stmarc% %map_de_sugarcane% %map_de_train% %map_de_tulip% %map_de_vertigo% %map_de_zoo% %map_gd_bank% %map_gd_cbble% %map_gd_crashsite% %map_gd_lake% %map_gd_sugarcane% %p : %30s (last %5i/next %5i) %prefix% %prefix%_round%round%.txt %round% %s %s origin %f %f %f angles %f %f %f %s time: %6.3f sound name: %s scene: %s %s "%s" (level %d) %s %.0f%% %s %s %f %s %s %s %s %s %s %s %s %s @ %s: %s %s end_movie %s %s %s failed Urgent Movement, abandoning schedule %s %s failed Urgent Movement, retrying %s %s%s %s %s%s/ %s %s: %s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt. %s (%d) : %s %s (%i) %s (%s) at (%.3f %.3f %.3f) using obsolete or unknown material type. %s (%s) has an invalid spotlight length <= 0, setting to 500 %s (%s) has an invalid spotlight width %.1f (max %.1f). %s (%s) has an invalid spotlight width <= 0, setting to 10 %s (%s) received SetBloomScaleRange input without 2 arguments. Syntax: %s (%s) received StartAnimSequence input without correct parameters. Syntax: Setting to -1 uses the last frame of the texture. should be 1 or 0. %s (%s) received StartFloatLerp input without correct parameters. Syntax: should be 1 or 0. %s (%s) removing class relationships due to level transition %s (%s) set expression to: %s %s (%s) was unable to point at an entity named: %s %s (%s): %.3fms (%.3f%%) @ %s %s (%s): %s [%0.2f] %s (%s): StopSchedule called on NPC %s. %s (%s: %d/%s) [%d] %s (%x) spoke %s (%f) %s (ID %llu) %s (ID %llu) at backpack slot %d %s (l) %s (m) %s - %s %s : %8.2f: canceled %s : %8.2f: clearing events %s : %8.2f: finish %s %s : %8.2f: finished %s : %8.2f: ignored %s %s : %8.2f: start %s %s : %8.2f: MOVETO canceled but actor %s not at goal %s : %8.2f: waiting for actor %s to complete MOVETO but actor not in SCHED_SCENE_GENERIC %s : %s : %s -- %s "%s" %s : Automatically canceling playback %s : Automatically resuming playback %s : PauseThink canceling playback %s : Unknown action %i, automatically resuming playback %s : cancelled for '%s' %s : cancelled via input %s : cancelled via input at interrupt point %s : cancelled via interrupt %s : cancelled via player death %s : event suppressed %s : removed for '%s' %s : stop scripted scene %s <-> %s %s Blocked by %s %s Deactivate(): I have no player when called by %s! %s Didn't find a best rally point! %s FAILED to call script think function %s! %s InputActivate (%s): invalid or missing !activator! %s InputActivate: entity %s not found or is not a player! %s Interaction was blocked. %s RELEASED CONTROL of %s %s Speed: %.2f %s accepted %s accepted (1) %s angle matched: (%0.2f %0.2f %0.2f), desired (%0.2f, %0.2f, %0.2f) %s at %.0f %.0f %0.f uses model %s, which has an invalid prop_data type. DELETED. %s at %.0f %.0f %0.f uses model %s, which has no propdata which means it must be used on a prop_static. DELETED. %s at %.0f %.0f %0.f uses model %s, which has propdata which means that it be used on a prop_physics. DELETED. %s at (%.3f, %.3f, %.3f) has no model name! %s bot spawned outside of a buy zone (%d, %d, %d) %s can't assess %s %s checking block %d %s could not find attachment %s on target %s. %s couldn't create ScriptScope! %s current org: %f %f %s directly referenced wave %s (should use game_sounds.txt system instead) %s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: (%0.2f %0.2f %0.2f) %s distsqr: %0.2f (%0.2f %0.2f %0.2f), desired: <%0.2f (%0.2f %0.2f %0.2f) %s encoding %s %d format %s %d %s %s entered NOCLIP mode %s equipped with %s, proficiency is %s %s executing script: %s %s failed on: %s %s firing output OnConditionsSatisfied %s firing output OnConditionsTimeout (%f seconds) %s has Door model (%s) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file %s has a health specified in model '%s'. Use prop_physics or prop_dynamic instead. %s has a stopping path and no valid. Movement activity: %s (prev %s) %s has changed its model while processing AnimEvents on sequence %d. Aborting dispatch. %s has no sequence for act:%s %s has no sequence to match %s request %s invalid sequence requested %s is a priority script and cannot be kicked out of the queue %s is at: %0.2f %0.2f %0.2f %s is specified as the 'Next Script' and cannot be kicked out of the queue %s left NOCLIP mode %s missing activity "%s" needed by weapon"%s" %s missing from scenes.image %s moving with speed <= 0 (%s) %s not allowed to speak because they are in a scripted scene %s playing CChoreoEvent::SEQUENCE but AI has forced them to do something different %s put to sleep while in Scripted state! %s received AE_NPC_HURT_INTERACTION_PARTNER anim event, but it's not interacting with anything. %s rejected: current is closer and neither is seen %s rejected: current is closer and seen %s rejected: current is father but seen %s rejected: dead %s rejected: eluded %s rejected: feared, but never seen %s rejected: lower priority %s rejected: no hate/fear %s rejected: no target %s rejected: not seen and set to ignore unseen enemies %s rejected: not valid %s rejected: not yet valid %s rejected: old %s rejected: unreachable %s repositioned tag: %s : %.3f -> %.3f (%s:%s:%s) %s score %d:%d %s set to unnamed schedule! %s silencer! %s stuck on object %i/%s %s thinking for %.02fms!!! (%s); r%.2f (c%.2f, pst%.2f, ms%.2f), p-r%.2f, m%.2f %s tried to target an attachment (%s) on target %s, which has no model. %s trying to open a door that has been deleted! %s waiting... %f %s$%d %s%0.1f %s%0.1fcm %s%0.1fm %s%20s : %40s %5.3f %s%d out of %d waiting jobs printed. %s%d.vmt %s%i %s%s%s%s %s%s: Lock owner: %s (%llu), Reason: %s, Type: %d, %d Waiting %s%s: Lock owner: None, Type: %d, %d Waiting %s%sPhoenix %s(%d) : %s %s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d) %s(%s) could not find scene %d, named %s %s(%s) found an entity that wasn't a logic_choreographed_scene or logic_scene_list_manager in slot %d, named %s %s(%s) received ForceInteractionWithNPC input with bad parameters: %sFormat should be: ForceInteractionWithNPC %s(%s) received ForceInteractionWithNPC input, but couldn't find an interaction named %s that entity named %s could run. %s(%s) received ForceInteractionWithNPC input, but couldn't find entity named: %s %s(%s) received ForceInteractionWithNPC input, but entity named %s cannot run dynamic interactions. %s(%s) starting dynamic interaction "%s" with %s(%s). %s(%s) thinking for %.02f ms!!! %s(%s): Added dynamic interaction: %s %s(%s): Computing valid interactions with %s(%s) %s(token %i) : %s %s, %d, %d, %d, %f, %d, %d, %d, %d %s,%s %s,Kill,,0,-1 %s,damageammo:%s %s.%s %s.FootstepLeft %s.FootstepRight %s.RunFootstepLeft %s.RunFootstepRight %s.vmt %s/%llu/ %s/%llu/%llu.tmp %s/%llu/%s %s/*.* %s/ISteamRemoteStorage/GetCollectionDetails/v0001/ %s/Service/PublishedFile/GetDetails/v1/ %s/bin/%s %s: %d %s: %s %s: %s (%s) = %d %s: %s could not find viewposition %s. %s: %s could not find viewtarget %s. %s: %s has no commentary file. %s: Alternative paths in path_track not allowed when using the leading behavior! %s: Could not find info_lighting_relative '%s'! %s: Could not find lighting origin entity named '%s'! %s: Could not find path_track '%s'! %s: Mass: %.2f kg / %.2f lb (%s) %s: SetState: %s -> %s %s: Specified entity '%s' must be a path_track! %s: TeleportToCurrentPos input received; ignoring 'Teleport Home' spawnflag. %s: VPhysics Collision detection getting expensive, check for too many convex pieces! %s: VPhysics exceeded collision check limit (%d)!!!Interpenetration may result! %s: backwards mins/maxs %s: can't find %s %s: unexpected token %s %s: unknown scripted sequence "%s" %s:%d %s:%s:%s has no sequence for act:%s %s:%s[%i:%i] async load %s:%s[%i:%i] was resident %sCallChain <- CSimpleCallChainer("%s", self.GetScriptScope(), true) %sCallChain.PostScriptExecute() %sCurrent time: %6.3f %sLock acquired: %s:%d %sRecent NPC speech: %s\%s %s\* %s\Settings %s\maps\%s.nav %s_%c %s__%2d_%3d_%2d_%2d_%2d.txt %s_aim %s_heavy %s_heavy_bs %s_large %s_light_l %s_light_l_bs %s_light_r %s_light_r_bs %s_off %s_shoot_gren1 %s_shoot_gren2 %s_shoot_gren3 %s_t %s_weapon %score1% %score2% %sfemale%s %sjunk %smale%s %team1% %team2% %time% %u %u %u %u %u:%d:%d:%d:%s %u:%u:%u %z & & P && &0000 &5Z &: &= &G &U &category_730_ItemSet%5B%5D=tag_ &category_730_Quality%5B%5D=tag_strange &category_730_Rarity%5B%5D=tag_ &i &n &w ' ' Z '%20s' vs. '%20s' = '%s' : '%s' (entindex %d) 'out_location' must not be NULL 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance. ( ( def. "%s" ) (%.1f, %.1f, %.1f) -- Node ID: %d; WC id %d; type %d (%.2f) Target: '%s', Input: '%s', Parameter '%s'. Activator: '%s', Caller '%s'. (%0.2f) input %s: %s.%s(%s) (%0.2f) input : %s.%s(%s) (%0.2f) output: (%s,%s) -> (%s,%s)(%s) (%0.2f) output: (%s,%s) -> (%s,%s,%.1f)(%s) (%U (%d %d %d %d) (%d) Name: %s (%s) (%d), (%d) (%f %f %f %f) (%f %f %f) (%f, %f, %f) (%s displaced due to distance/visibility) (%s displaced due to priority, %d > %d ) (%s displaced) (%s) Schedule (%s) Failed at %d! (%s) key: %-16s value: %s (%u) (%zu) Descend: %s, (%s), %s (%zu) readdir failed to find '%s' in '%s' ((U (*%s*), (,Z (. (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown) (3Z (B (Disabled on Server) (Eluded) (LEADER) (NULL netname) (NULL) (SERVER) Inventory for account (%d): (Spectator) (UNKNOWN CONDITION) (Unreachable) (WK (Wb ([%d] %s) ([%d] %s: %s) (default) (failed) (knNcable/cable.vmt (no conditions) (null) (sv) (w (} ) )#w ). Contact the program author for an update. If you compiled the program yourself, make sure that your headers are from the same version of Protocol Buffers as your link-time library. (Version verification failed in " )CZ )P )h * * Last Round * * No Time Limit * ** Duplicate Hammer Node IDs: ** Should run "Check For Problems" on the VMF then verify dynamic links ** Walked off of the CNavMesh::m_grid in ForAllAreasOverlappingExtent() *** ERROR: logic_relay %s has been triggered but is awaiting refire. OUTPUTS WILL NOT BE FIRED!!! *** Noise occurred off the nav mesh - ignoring! *** PANIC *** *** Warning! LeadPlayer() has a NULL Goal Ent *** trigger_playermovement using obsolete spawnflag. Remove and reset with new value for "Disable auto player movement" **** ROUND STAT DEBUG **** ******* MAP CONTAINS DUPLICATE HAMMER NODE IDS! CHECK FOR PROBLEMS IN HAMMER TO CORRECT ******* ************* DO NOT IGNORE ME ******************************* **********************%s connects %s(%s:%d) to %s(%s:%d) **************************************************************** ************************************************************************************************* *****Node Graph Rebuild OVERRIDDEN by user***** ***AddOn Error! Host NPC %s does not have attachment %s ***CChoreoEvent::SCRIPT - FAILED to create private ScriptScope. ABORTING script call*** ***Combat state with no enemy! ***ERROR***Bad relationship type (%s) to unknown entity (%s)! ***FAILED to create private ScriptScope. ABORTING script*** ***Shared activity collision! %s<->%s*** ***Shared<->Private Activity collision!*** **Attempting to update point_spotlight but target ent is NULL **COULD NOT CREATE SOUNDENT** **Can't create ragdoll gib! **ERROR - Unspecified gib dir method in func_breakable! **ERROR: Bad RallyPoint in SetParameters **ERROR: Can't find a rally point named '%s' **ERROR: Can't find any assault points named: %s **ERROR: Can't find next assault point: %s **ERROR: ClearAssaultPoint called with no assault point **ERROR: Combat State with no enemy! slamming to ALERT **ERROR: Entity %s being used as an assault_assaultpoint, but is actually a %s! **ERROR: NPC %s hearing sound of unknown type %d! **ERROR: Specified a rally point that is LOCKED! **Squad Leader** **WARNING** Failed to apply item schema! **WARNING** Item schema mismatch after update! **empty** **studio** *.%sbsp *D *DEAD* *DEAD*(Counter-Terrorist) *DEAD*(TEAM) *DEAD*(Terrorist) *DISABLED* *E *N12_GLOBAL__N_121CPlayerInfoManager_V1E *N12_GLOBAL__N_121IPlayerInfoManager_V1E *N6google8protobuf12_GLOBAL__N_123AggregateErrorCollectorE *N6google8protobuf12_GLOBAL__N_123GeneratedMessageFactoryE *SPEC* *T *Z14FX_FireBulletsitRK6VectorRK6QAngle10CSWeaponIDiiffff13WeaponSound_tE29CFireBulletTakeDamageListener *ZN10CPlantedC47C4ThinkEvE20CPlantedC4DefusedMVP *ZN10CPlantedC47ExplodeEP10CGameTraceiE21CPlantedC4ExplodedMVP *ZN12CCSGameRules10CleanUpMapEvE18CCSMapEntityFilter *ZN24CTeamplayRoundBasedRules10CleanUpMapEvE24CTeamplayMapEntityFilter *ZN8CHostage22HostageRescueZoneTouchER11inputdata_tE23CSimpleHostageRescueMVP *ZNK13CEconItemView17IterateAttributesEP26IEconItemAttributeIteratorE46CEconItemAttributeIterator_EconItemViewWrapper *h *lootlist *match_set_rarity *paintkit *rarity + +$ +++++Bot %s has CS = %f. Low = %f, High = %f +++++Bot %s with CS = %f, should decrease its difficulty +++++Bot %s with CS = %f, should increase its difficulty +++++Bot %s with Max Difficulty %d will become Bot %s with Max Difficulty %d +T +W +dev_simulate_gcdown +h +lookatweapon +taunt +x +y +z , , from: , not just within " , relative to sequence start: %f %f , score %4.2f ,%03d ,h ,i ,sv_load_test ,~ - - %d: %s - %d: %s x:%.4f y:%.4f z:%.4f - Core sequence: %s - Entry sequence: %s - Exit sequence: %s - Name: %s - Name: No Targetname -$ -- -- Error --: empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i --%s current org: %f %f --- %i links --- End Vote commands--- ----- ---------------------------------------------- ---------- ------ -------------- ------ --------- ---------- ---------- ----- ---------------------------------------------- ---------- ------ -------------- ------ ---------- ---------- ---------- ------ -------------- ------ ------- SERVER SOUNDSCAPES ------- ------- accelspeed = %f, flGoalSpeed = %f, flStoredAccel = %f -------- SOUNDSCAPE ENTITIES ----- ----------------- frame %d ----------------- ------------------ SERVER BENCHMARK RESULTS ------------------ ------------------------- ---------------------------------- ----------------------------------------- ----------- ----------- ----------- ----------- -------------------------------------------- -------------------------------------------------------------- ----------------------------------------------------------------------------------------- ---------------------------Total missing files %i -----------------Think report frame %i -----No profile found to match search criteria. Not updating this bot's difficulty. ----End Script Dump ----Script Dump for entity %s ---Vote commands--- --> --> %-26s -0.707 -0000 -1.0 -10 -10 -10 -1000 -2 -2.0 -30 -300 -90 0 0 -> -> %s '%s' -> Could not find an item definition named '%s' -Q -Uq -allowdebug -authkey -bugbait -defaultgamedir -g -gamemodes_serverfile -gamestatsfileoutputonly -gamestatslogging -gamestatsloggingtofile -h -headtracking -inf -lookatweapon -makedevshots -makereslists -maxplayers_override -nobots -noscripting -scriptlang -server_script does not recognize a language named '%s'. virtual machine did NOT start. -sv_benchmark -sv_load_test -taunt -tickrate -tournament -valveinternal -x -xlsp -y -z . . Please update your library. If you compiled the program yourself, make sure that your headers are from the same version of Protocol Buffers as your link-time library. (Version verification failed in " .%c ...done building AI node graph, %f seconds ...done determining links. %f seconds ...done determining zones. %f seconds ...done forcing dynamic link neighbors. %f seconds ...done initializing node neighbors. %f seconds ...done initializing node positions. %f seconds ../ ..\ ./google/protobuf/descriptor.pb.h ./google/protobuf/repeated_field.h ./google/protobuf/stubs/common.h ./google/protobuf/unknown_field_set.h .050 .080 .360 .996 .@%s doesn't like %s .AIN File will *NOT* be updated. User Override. .AIN File will be updated .B .K .PLACEHOLDER_VALUE .Z .[ .arc .arj .dummy .foo = value". .gm .gz .lua .lzh .manifest .mp3 .nut .placeholder.proto .ps3 .py .tgz .zip .zoo .~ / // // Choreo version 1 // Choreo version 1: <%i> Exported Events /C /EZ /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/../../game/shared/cstrike15/weapon_csbase.cpp /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/../../public/studio.cpp /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/base_gcmessages.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/cstrike15_gcmessages.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/cstrike15_usermessages.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/econ_gcmessages.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/gcsdk_gcmessages.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/gcsystemmsgs.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/netmessages.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/game/server/generated_proto/network_connection.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/gcsdk/../gcsdk/generated_proto/steammessages.pb.cc /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/gcsdk/job.cpp /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/gcsdk/messagelist.cpp /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/gcsdk/steamextra/tier1/tsmempool.h /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/public/tier0/tslist.h /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/public/tier1/utlsortvector.h /home/buildbot/buildslave/csgo_pcbeta_ubuntu12_linux/build/src/tier1/mempool.cpp 0 0 0 0 30 0 0 1 0 = OFF, 1 = Halloween, 2 = Winter 0 = Use old bot chatter system, 1 = Use response rules 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name 0 = knife kill in gungame has no effect on player level, 1 = knife kill demotes player by one level 0 = spawn hostages randomly every round, 1 = same spawns for entire match. 0 == all alive, any other number is the number the CT's need to rescue to win the round. 0 [ 0 for traditional method, 1 for more realistic method 0 i 0!n 0!w 0"R 0"y 0" 0#E 0#R 0#W 0#x 0#y 0#z 0$: 0$w 0$y 0$z 0%: 0%P 0%e 0%i 0(` 0)D 0)h 0*h 0,h 0,~ 0-T 0-~ 0.003 0.02 0.05 0.055 0.1 0.2 0.25 0.2f 0.3003 0.375 0.4 0.45 0.5 0.501 0.55 0.5f 0.6 0.7 0.75 0.78 0.8 0.9 0.97 0.98 0.99 0.B 0.^ 0.} 0/h 00T 00~ 0123456789ABCDEF 0123456789abcdef 01E 01T 01W 025 026 027 028 029 02T 030 032 033 034 035 036 037 038 039 03W 03} 040 041 042 043 044 045 046 047 048 049 04\ 04n 051 052 053 054 056 057 058 059 05~ 060 061 062 063 064 065 066 067 068 069 06z 070 071 072 073 074 075 076 077 078 079 07Q 081 082 083 084 085 086 087 088 089 08C 08} 090 091 092 093 094 095 096 097 098 099 09[ 09l 09u 0:@ 0:z 0: 0;@ 0;T 0;a 0<@ 0t 0>~ 0> 0?6 0?@ 0?P 0?Q 0?n 0?t 0? 0@@ 0@x 0@y 0A 0A@ 0AAutoGameSystem already added to game system list!!! 0A_ 0Av 0B8 0BB 0BQ 0Bu 0Bv 0C8 0C< 0C@ 0Ck 0Ct 0D8 0DA 0DK 0Da 0Dt 0Dv 0E 0E8 0EF 0Et 0FE 0FF 0FQ 0Fg 0Fk 0Fo 0G8 0Go 0H8 0HS 0Ha 0Hj 0Ho 0I@ 0Ij 0J8 0J@ 0Kj 0Kt 0Kv 0LA 0L[ 0M 0MV 0Mj 0Mt 0M| 0Nb 0Nh 0Nz 0N~ 0OV 0Ov 0PC 0PM 0Pv 0P} 0QC 0Q~ 0R6 0R@ 0RM 0RV 0S} 0U8 0Uu 0VE 0VV 0Vx 0V{ 0W 0W8 0W@ 0WF 0WV 0Wk 0Wo 0XD 0X\ 0Y= 0YD 0YK 0Z= 0Z@ 0ZE 0\w 0]D 0]e 0^@ 0^D 0^e 0^x 0_E 0_M 0a: 0ab 0ah 0bM 0bQ 0bn 0cv 0cz 0dF 0dQ 0db 0dz 0eL 0eM 0fN 0ft 0fy 0f} 0gy 0h 0hd 0ht 0iu 0iv 0jh 0ju 0kw 0lN 0mr 0nj 0nv 0n 0o 0oK 0qE 0qu 0qv 0rK 0st 0sw 0t 0tV 0tt 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14CEntityFactoryI16FilterDamageTypeE 14CEntityFactoryI17CBaseMoveBehaviorE 14CEntityFactoryI17CBreakableSurfaceE 14CEntityFactoryI17CCSGameRulesProxyE 14CEntityFactoryI17CCSPlayerResourceE 14CEntityFactoryI17CConstraintAnchorE 14CEntityFactoryI17CEnvDOFControllerE 14CEntityFactoryI17CEnvEffectsScriptE 14CEntityFactoryI17CEnvEntityIgniterE 14CEntityFactoryI17CEnvQuadraticBeamE 14CEntityFactoryI17CEnvScreenOverlayE 14CEntityFactoryI17CFireCrackerBlastE 14CEntityFactoryI17CFuncVPhysicsClipE 14CEntityFactoryI17CInfoIntermissionE 14CEntityFactoryI17CItemAmmoBuckshotE 14CEntityFactoryI17CLogicPlayerProxyE 14CEntityFactoryI17CMovementSpeedModE 14CEntityFactoryI17CPhysicsCannisterE 14CEntityFactoryI17CPhysicsNPCSolverE 14CEntityFactoryI17CPointAngleSensorE 14CEntityFactoryI17CRotorWashShooterE 14CEntityFactoryI17CSceneListManagerE 14CEntityFactoryI17CSlideshowDisplayE 14CEntityFactoryI17CTankTargetChangeE 14CEntityFactoryI17CTargetCDAudioRepE 14CEntityFactoryI17CTriggerBombResetE 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14CEntityFactoryI9CWreckageE 14CEntityFactoryI9DustTrailE 14CEnvFireSensor 14CEnvFireSource 14CEnvMicrophone 14CEnvSoundscape 14CEnvWindShared 14CFilterContext 14CFlexExpresser 14CFlextalkActor 14CFogController 14CFuncTankLaser 14CFuncTankTrain 14CFuncTrackAuto 14CGCMsgSQLStats 14CGameTimescale 14CGenericCycler 14CItemAmmo45ACP 14CItemAmmo556MM 14CItemAmmo762MM 14CLogicAutosave 14CLogicalEntity 14CMessageEntity 14CMsgLeaveParty 14CNPC_Furniture 14CParticleLight 14CPhysExplosion 14CPhysicsSpring 14CPointGiveAmmo 14CPointTeleport 14CPointTemplate 14CPrecipitation 14CRagdollBoogie 14CRagdollMagnet 14CSOLobbyInvite 14CSOPartyInvite 14CSVCMsg_Sounds 14CSameTeamGroup 14CScrambleTeams 14CSensorGrenade 14CServerGameDLL 14CShadowControl 14CSkyboxSwapper 14CSpatialEntity 14CTEBloodSprite 14CTEBloodStream 14CTEBubbleTrail 14CTEFireBullets 14CTELargeFunnel 14CTEMetalSparks 14CTEMuzzleFlash 14CTEPhysicsProp 14CTEPlayerDecal 14CTESpriteSpray 14CTeamplayRules 14CTempEntTester 14CTemplatesHook 14CTestTraceline 14CTextureToggle 14CTonemapSystem 14CTriggerCamera 14CTriggerImpact 14CTriggerRemove 14CTriggerVolume 14CUsePushFilter 14CUtlMapDataOpsI7CUtlMapI8string_t15CSimpleSimTimercPFbRKS1_S4_EELi2ELi10EE 14CWeaponGalilAR 14CWeaponHKP2000 14CWeaponMP5Navy 14ConCommandBase 14CountdownTimer 14FetchBombState 14GameServerPing 14IBaseCacheInfo 14IBaseInterface 14IBotController 14IEntityFactory 14IHasAttributes 14IServerGameDLL 14IServerUnknown 14IServerVehicle 14MovieExplosion 14PlantBombState 14ServerHltvInfo 14SporeExplosion 14TournamentTeam 14UseEntityState 14XpProgressData 14vehicle_gear_t 15.0 150 1500 151 152 153 154 155 156 157 158 159 15AccountActivity 15CAI_AssaultGoal 15CAI_DynamicLink 15CAI_TrackPather 15CAchievementMgr 15CAmbientGeneric 15CAutoGameSystem 15CBaseEntityList 15CBaseGameSystem 15CBaseProjectile 15CBaseTempEntity 15CBlendingCycler 15CCSGameMovement 15CCSHLTVDirector 15CCSUsrMsg_Shake 15CCSUsrMsg_Train 15CCollisionEvent 15CCommentaryAuto 15CEconItemSchema 15CEconItemSystem 15CEntityDissolve 15CEntityFreezing 15CEnvEntityMaker 15CEnvMuzzleFlash 15CFilterMultiple 15CFuncMoveLinear 15CFuncNavBlocker 15CFuncTankRocket 15CFuncTrackTrain 15CFuncWallToggle 15CFunc_DustCloud 15CFunc_DustMotes 15CGCClientSystem 15CGameGibManager 15CGamePlayerTeam 15CGamePlayerZone 15CGameRulesProxy 15CGameStringPool 15CGlobalEventLog 15CIPLocationInfo 15CInfoCameraLink 15CInfoMassCenter 15CInfoRemarkable 15CItemAmmo338MAG 15CItemAmmo357SIG 15CItemGeneration 15CLogicPlayMovie 15CMathColorBlend 15CMemberFunctor0IP18CParallelProcessorI24QueryCacheUpdateRecord_t21CFuncJobItemProcessorIS1_ELi1EEMS4_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE 15CMemberFunctor0IP18CParallelProcessorIP8CNavArea21CFuncJobItemProcessorIS2_ELi1EEMS5_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE 15CMemberFunctor1IP13CAI_NavigatorMS0_FbRK6VectorES2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE 15CMemberFunctor2IP13CAI_NavigatorMS0_FbRK12AI_NavGoal_tjES2_j12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE 15CMemberFunctor3IP14CBreakablePropMS0_FvRK6VectorS4_RK6QAngleES2_S2_S5_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE 15CMolotovGrenade 15CMoveableCamera 15CMsgAMSendEmail 15CMsgClientHello 15CMsgConVarValue 15CMsgHttpRequest 15CMsgServerHello 15CMsg_CVars_CVar 15CMultiplayRules 15CNPC_HearDanger 15CNextLevelIssue 15CParticleSystem 15CPhysBallSocket 15CPhysConstraint 15CPlayerResource 15CPointSpotlight 15CPoseController 15CProjectedDecal 15CRagdollManager 15CSOItemCriteria 15CSVCMsg_SetView 15CScriptedTarget 15CServerGameEnts 15CServerGameTags 15CSpriteOriented 15CTEBeamEntPoint 15CTEDynamicLight 15CTEEnergySplash 15CTeamSpawnPoint 15CTempEntsSystem 15CTonemapTrigger 15CTraceFilterLOS 15CTraceFilterNav 15CTriggerCDAudio 15CTriggerGravity 15CVoteController 15CWeaponBaseItem 15CWeaponDatabase 15CWeaponSawedoff 15DefuseBombState 15IEconItemSchema 15IEconItemSystem 15IEntityListener 15INodeListFilter 15ISaveRestoreOps 15IServerGameEnts 15IServerGameTags 15ITempEntsSystem 15PlayerQuestData 15TournamentEvent 15vehiclesounds_t 16000 161 162 163 164 165 166 167 168 169 16BotWhereBombMeme 16CAI_BaseHumanoid 16CAI_BehaviorBase 16CAI_BehaviorHostI11CAI_BaseNPCE 16CAI_BlendedMotor 16CAI_BlendingHostI16CAI_BehaviorHostI11CAI_BaseNPCEE 16CAI_ChangeTarget 16CAI_FearBehavior 16CAI_LeadBehavior 16CAI_SentenceBase 16CAI_SpeechFilter 16CAI_StandoffGoal 16CActivityDataOps 16CBaseAchievement 16CBaseRopePhysics 16CCSMLightManager 16CCSUsrMsg_Damage 16CCSUsrMsg_Geiger 16CCSUsrMsg_HudMsg 16CCSUsrMsg_Rumble 16CColorCorrection 16CDataManagerBase 16CDecoyProjectile 16CDefaultAccessor 16CDllDemandLoader 16CEconTool_Recipe 16CEntityClassListI10CSkyCameraE 16CEntityClassListI12CPointCameraE 16CEntityClassListI17CPhysicsNPCSolverE 16CEntitySaveUtils 16CEnvAmbientLight 16CEnvScreenEffect 16CFootstepControl 16CFunFact_StatSum 16CFuncIllusionary 16CFuncSmokeVolume 16CFuncTrackChange 16CFuncVehicleClip 16CGCToGCMsgRouted 16CGamePlayerEquip 16CImprovLocomotor 16CItemAssaultSuit 16CItem_Healthshot 16CLoadBackupIssue 16CLogicBranchList 16CLogicNavigation 16CMotorController 16CMsgApplySticker 16CMsgGCBannedWord 16CMsgHttpResponse 16CNonDamagingScan 16CPathCornerCrash 16CPauseMatchIssue 16CPlayerInventory 16CPlayerLocalData 16CPointHidingSpot 16CPrecacheHandler 16CPushBlockerEnum 16CRecipientFilter 16CRuleBrushEntity 16CRulePointEntity 16CSOEconClaimCode 16CSOQuestProgress 16CSVCMsg_BSPDecal 16CSVCMsg_FixAngle 16CSVCMsg_Prefetch 16CSVCMsg_SetPause 16CServerBenchmark 16CSimThinkManager 16CSingleplayRules 16CTEArmorRicochet 16CTEBeamRingPoint 16CTraceFilterDoor 16CTracePassFilter 16CTriggerMultiple 16CTriggerTeleport 16CWaterLODControl 16CWeaponCSBaseGun 16CWeaponFiveSeven 16CWeaponLOSFilter 16FileWeaponInfo_t 16FilterDamageType 16FunFactEvaluator 16GlobalStatistics 16IAI_MovementSink 16ICommandCallback 16IDrivableVehicle 16IEntitySaveUtils 16IGameStatTracker 16IMapEntityFilter 16IMatchEventsSink 16IPlayerAnimState 16IPositionWatcher 16IPrecacheHandler 16IRecipientFilter 16IServerBenchmark 16IVPhysicsWatcher 16IWatcherCallback 16PlayerMedalsInfo 16TournamentPlayer 170 171 172 173 174 175 176 177 178 179 17BotBombStatusMeme 17BotDefendHereMeme 17BotEventInterface 17BotHeardNoiseMeme 17BotWarnSniperMeme 17CAI_BaseFlyingBot 17CAI_ExpresserHostI11CBasePlayerE 17CAI_ExpresserHostI16CAI_BaseHumanoidE 17CAI_ExpresserHostI18CFlexExpresserShimE 17CAI_ExpresserHostI21CHostageExpresserShimE 17CAI_ExpresserSink 17CAimTargetManager 17CAttributeManager 17CAttribute_String 17CBalanceTeamGroup 17CBaseCombatWeapon 17CBaseMoveBehavior 17CBreakableSurface 17CCLCMsg_VoiceData 17CCSEntitySpotting 17CCSGCServerSystem 17CCSGameRulesProxy 17CCSPlayerResource 17CCSUsrMsg_BarTime 17CCSUsrMsg_HudText 17CCSUsrMsg_KillCam 17CCSUsrMsg_SayText 17CCSUsrMsg_TextMsg 17CChangeLevelIssue 17CChoreoStringPool 17CCommentarySystem 17CConstraintAnchor 17CEconTool_Default 17CEconTool_DescTag 17CEconTool_NameTag 17CEconTool_Sticker 17CEntityListSystem 17CEnvDOFController 17CEnvEffectsScript 17CEnvEntityIgniter 17CEnvQuadraticBeam 17CEnvScreenOverlay 17CFireCrackerBlast 17CFunFact_StatBest 17CFuncVPhysicsClip 17CGlobalEntityList 17CIKSaveRestoreOps 17CInfoIntermission 17CInventoryManager 17CItemAmmoBuckshot 17CLogicPlayerProxy 17CModelSoundsCache 17CMoveHelperServer 17CMovementSpeedMod 17CMsgAMGetLicenses 17CMsgClientWelcome 17CMsgGCCollectItem 17CMsgGCGiftedItems 17CMsgGCReportAbuse 17CMsgGCRoutingInfo 17CMsgInviteToParty 17CMsgKickFromParty 17CMsgWebAPIRequest 17CNETMsg_SetConVar 17CNETMsg_StringCmd 17CPhysicsCannister 17CPhysicsGameTrace 17CPhysicsNPCSolver 17CPluginBotManager 17CPointAngleSensor 17CPreMatchInfoData 17CPrecacheRegister 17CPropDoorRotating 17CRestartGameIssue 17CRotorWashShooter 17CSVCMsg_ClassInfo 17CSVCMsg_EntityMsg 17CSVCMsg_GameEvent 17CSVCMsg_SendTable 17CSVCMsg_VoiceData 17CSVCMsg_VoiceInit 17CSceneListManager 17CServerOnlyEntity 17CSlideshowDisplay 17CSolidSetDefaults 17CSoundscapeSystem 17CTEEffectDispatch 17CTEFootprintDecal 17CTEFoundryHelpers 17CTEGaussExplosion 17CTEParticleSystem 17CTEProjectedDecal 17CTEShatterSurface 17CTankTargetChange 17CTargetCDAudioRep 17CThrustController 17CTraceFilterChain 17CTraceFilterMelee 17CTriggerBombReset 17CTriggerHierarchy 17CTriggerProximity 17CTriggerTraceEnum 17CTriggerViewProxy 17CUtlSymbolDataOps 17CUtlVectorDataOpsI10CUtlVectorI10template_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI11thinkfunc_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI13AI_Waypoint_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI14CPassengerInfo10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI14Relationship_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI14globalentity_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI14physfollower_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI14vehicle_gear_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI15CAnimationLayer10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI16UnreachableEnt_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI17ResponseContext_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI17modifiedconvars_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI18AISquadEnemyInfo_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI19magnetted_objects_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI20vehicle_crashsound_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI24AIChannelScheduleState_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI24SaveRestoreBlockHeader_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI24ScriptedNPCInteraction_t10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI27CAI_ScriptConditionsElement10CUtlMemoryIS1_iEELi10EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CAI_BaseNPCE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CBaseEntityE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CBasePlayerE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CVGuiScreenE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI12CSceneEntityE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI17CSceneListManagerE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI5CFishE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorI7CHandleI9CBaseFlexE10CUtlMemoryIS3_iEELi13EE 17CUtlVectorDataOpsI10CUtlVectorIP11CBaseEntity10CUtlMemoryIS2_iEELi12EE 17CUtlVectorDataOpsI10CUtlVectorIi10CUtlMemoryIiiEELi5EE 17CUtlVectorDataOpsI18CAI_InterestTargetLi10EE 17CWaterTraceFilter 17IChoreoStringPool 17IEntityEnumerator 17IEntityFindFilter 17IPhysicsGameTrace 17IPredictionSystem 17IRotorWashShooter 17PlayerRankingInfo 17fogplayerparams_t 180 1800 181 182 183 184 185 186 187 188 189 18CAI_FollowBehavior 18CAI_LocalNavigator 18CAI_NetworkManager 18CAI_RappelBehavior 18CBaseServerVehicle 18CBaseTransmitProxy 18CBotDoorEnumerator 18CCLCMsg_ClientInfo 18CCLCMsg_HltvReplay 18CCSPlayerAnimState 18CCSPlayerInventory 18CCSUsrMsg_HintText 18CCSUsrMsg_ItemDrop 18CCSUsrMsg_RawAudio 18CCSUsrMsg_ResetHud 18CCSUsrMsg_SayText2 18CCSUsrMsg_ShowMenu 18CCSUsrMsg_VGUIMenu 18CCSUsrMsg_VotePass 18CCSUsrMsg_XRankGet 18CCSUsrMsg_XRankUpd 18CCSUsrMsg_XpUpdate 18CCollisionProperty 18CCopyableUtlVectorI30attachedparticlecontrolpoint_tE 18CCopyableUtlVectorIPcE 18CCopyableUtlVectorIjE 18CDefSaveRestoreOps 18CEconItemAttribute 18CEconTool_CrateKey 18CEconTool_PaintCan 18CEconTool_PaintKit 18CEnableMotionFixup 18CEnvInstructorHint 18CEnvParticleScript 18CEventsSaveDataOps 18CFilterMassGreater 18CFlexExpresserShim 18CFuncBlockDMSpawns 18CFuncTankAPCRocket 18CFuncTrainControls 18CGCMsgMemCachedGet 18CGCMsgMemCachedSet 18CGameEventListener 18CGameWeaponManager 18CGenericFlexCycler 18CHostageRescueZone 18CIncendiaryGrenade 18CItemAmmo556MM_BOX 18CLogicLineToEntity 18CMolotovProjectile 18CMsgAMFindAccounts 18CMsgAccountDetails 18CMsgApplyAutograph 18CMsgGameServerInfo 18CMsgNotifyWatchdog 18CMsgPackageLicense 18CMsgProtoBufHeader 18CMsgSDONoMemcached 18CMsgSOCacheVersion 18CMsgSOSingleObject 18CNETMsg_Disconnect 18CNPC_VehicleDriver 18CPlantedC4Training 18CPlayerInfoManager 18CPointEntityFinder 18CPostProcessSystem 18CPrecacheOtherList 18CRagdollConstraint 18CSVCMsg_HltvReplay 18CSVCMsg_ServerInfo 18CServerGameClients 18CSimplePhysicsProp 18CStartTimeOutIssue 18CTEPlayerAnimEvent 18CTraceFilterEntity 18CTraceFilterSimple 18CTriggerAutoCrouch 18CTriggerSoundscape 18CTriggerToggleSave 18CUnpauseMatchIssue 18CUtlCachedFileDataI17CModelSoundsCacheE 18CUtlCharConversion 18CVScriptGameSystem 18CVisibilityMonitor 18IAI_BehaviorBridge 18ICurveDataAccessor 18IEconItemInterface 18INearestNodeFilter 18IPlayerInfoManager 18IResourcePrecacher 18IServerGameClients 18IServerNetworkable 18PickupHostageState 18WatchableMatchInfo 190 191 192 193 194 195 196 197 1970/01/01 198 199 19BotChatterInterface 19CAI_AssaultBehavior 19CAI_BaseNPCFlyerNew 19CAI_ChangeHintGroup 19CAI_DefMovementSink 19CAI_LeadGoal_Weapon 19CAttributeContainer 19CBaseParticleEntity 19CBulletsTraceFilter 19CCLCMsg_BaselineAck 19CCSHostageAnimState 19CCSInventoryManager 19CCSUsrMsg_GameTitle 19CCSUsrMsg_RadioText 19CCSUsrMsg_ReportHit 19CCSUsrMsg_SendAudio 19CCSUsrMsg_VoiceMask 19CCSUsrMsg_VoteSetup 19CCSUsrMsg_VoteStart 19CCombatCharVisCache 19CDecalEmitterSystem 19CEconItemDefinition 19CEconTool_Autograph 19CEntityTouchManager 19CEnvSoundscapeProxy 19CFlexAnimationTrack 19CFuncAreaPortalBase 19CFuncLadderEndPoint 19CFuncNavObstruction 19CFuncTankAirboatGun 19CFuncTankPulseLaser 19CGCItemAcknowledged 19CGCMsgGetIPLocation 19CGCToGCMsgMasterAck 19CGameResponseSystem 19CInfoGameEventProxy 19CInfoLadderDismount 19CInfoViewParameters 19CItemAmmo357SIG_MIN 19CLogicCollisionPair 19CLogicEventListener 19CLogicRandomOutputs 19CMomentaryRotButton 19CMsgApplyEggEssence 19CMsgGCMsgSetOptions 19CMsgServerAvailable 19CMsgSystemBroadcast 19CNETMsg_SignonState 19CPhysBoxMultiplayer 19CPluginHelpersCheck 19CPointClientCommand 19CPointDevShotCamera 19CPointServerCommand 19CPredictedViewModel 19CProp_Hallucination 19CPushAwayEnumerator 19CReadyForMatchIssue 19CSOEconItemEquipped 19CSVCMsg_SplitScreen 19CSVCMsg_UserMessage 19CSimplePhysicsBrush 19CSoundControllerImp 19CSoundEmitterSystem 19CTEClientProjectile 19CTriggerSoftBarrier 19CUtlNoEscConversion 19CVariantSaveDataOps 19CVoiceGameMgrHelper 19EscapeFromBombState 19IDecalEmitterSystem 19IEconItemDefinition 19IGameEventListener2 19IGameSystemPerFrame 19IMultiplayerPhysics 19IPhysicsObjectEvent 19IPluginHelpersCheck 19IVPhysicsKeyHandler 19IVoiceGameMgrHelper 19MatchEndItemUpdates 19SpawnPointCoopEnemy 1T 1} 2 2) Blue : %i 2) Green: %i 2) Red : %i 2.5 20.0 20000 200000 201 202 203 204 205 206 207 208 209 20BotRequestReportMeme 20CAI_BehaviorHostBaseI11CAI_BaseNPCE 20CAI_ScriptConditions 20CAI_ScriptedSchedule 20CAI_ScriptedSentence 20CAI_ScriptedSequence 20CAI_StandoffBehavior 20CAI_TacticalServices 20CBaseCombatCharacter 20CBaseEntityClassList 20CBasePlayerAnimState 20CBaseVPhysicsTrigger 20CBombShieldTraceEnum 20CCLCMsg_CmdKeyValues 20CCLCMsg_FileCRCCheck 20CCLCMsg_ListenEvents 20CCSUsrMsg_AmmoDenied 20CCSUsrMsg_ClientInfo 20CCSUsrMsg_ItemPickup 20CCSUsrMsg_VoteFailed 20CCStrike15ItemSchema 20CCStrike15ItemSystem 20CCopyRecipientFilter 20CCustomMaterialOwner 20CEconTool_Collection 20CEconTool_EggEssence 20CEconTool_Noisemaker 20CEconTool_SeasonPass 20CEntityParticleTrail 20CEnvDetailController 20CEnvProjectedTexture 20CFailableAchievement 20CFlaggedEntitiesEnum 20CFlashbangProjectile 20CFuncInstanceIoProxy 20CFuncReflectiveGlass 20CGCMsgGetSystemStats 20CGCMsgMemCachedStats 20CHEGrenadeProjectile 20CInfoOverlayAccessor 20CItemAmmo357SIG_P250 20CItemAmmo556MM_SMALL 20CLogicActiveAutosave 20CLogicCompareInteger 20CMapLoadEntityFilter 20CModelPrecacheSystem 20CMsgAMAddFreeLicense 20CMsgApplyStrangePart 20CMsgCStrike15Welcome 20CMsgConnectionStatus 20CMsgGCGetCommandList 20CMsgGCHUpdateSession 20CMsgItemAcknowledged 20CMsgReplicateConVars 20CMsgSetItemPositions 20CMsgStoreGetUserData 20CMsgUpdateItemSchema 20CNavAreaCriticalData 20CParticleSystemQuery 20CPhysSlideConstraint 20CPhysicsEntitySolver 20CPlayerVoiceListener 20CPointCommentaryNode 20CPointVelocitySensor 20CRagdollPropAttached 20CRefCountServiceBaseILb1E6CRefMTE 20CSOEconItemAttribute 20CSOPersonaDataPublic 20CSVCMsg_CmdKeyValues 20CSVCMsg_GetCvarValue 20CSVCMsg_PaintmapData 20CSVCMsg_TempEntities 20CSaveRestoreBlockSet 20CSceneFindMarkFilter 20CScenePrecacheSystem 20CSceneTokenProcessor 20CServerBenchmarkHook 20CTargetChangeGravity 20CTeamRecipientFilter 20CToolFrameworkServer 20CTraceFilterPushMove 20CTraceFilterSkipNPCs 20CVehicleSoundsParser 20CWC_UpdateIgnoreList 20ConVar_ServerBounded 20IChoreoEventCallback 20INPCPassengerCarrier 20IParticleSystemQuery 20IPartitionEnumerator 20ISaveRestoreBlockSet 20ISceneTokenProcessor 20ISchemaAttributeType 20IToolFrameworkServer 20ParticleSmokeGrenade 20ScoreLeaderboardData 20TournamentMatchSetup 20vehicle_crashsound_t 210 2100 211 212 213 214 215 216 2160 217 218 219 21BotBombsiteStatusMeme 21CAI_AddOnBehaviorBase 21CAI_AllySpeechManager 21CAI_ProxyMovementSink 21CBaseAnimatingOverlay 21CBaseAttributableItem 21CBaseGameStats_Driver 21CBaseWeaponWorldModel 21CBreakModelsPrecached 21CCSUsrMsg_AdjustMoney 21CCSUsrMsg_KeyHintText 21CEconTool_StrangePart 21CEconTool_WeddingRing 21CEconTool_WrappedGift 21CEnvTonemapController 21CFlexSceneFileManager 21CFuncAreaPortalWindow 21CGCMsgMemCachedDelete 21CGCToGCMsgRoutedReply 21CHostageCarriableProp 21CHostageExpresserShim 21CHurtableEntitiesEnum 21CInstancedSceneEntity 21CItemAmmo357SIG_SMALL 21CItemHeavyAssaultSuit 21CLocalizationProvider 21CLogicMeasureMovement 21CMsgApplyStatTrakSwap 21CMsgDevNewItemRequest 21CMsgGCCheckFriendship 21CMsgGCGetPersonaNames 21CMsgGCUpdateSessionIP 21CMsgInvitationCreated 21CMsgSOCacheSubscribed 21CMsgSOMultipleObjects 21CPASAttenuationFilter 21CPhysConstraintEvents 21CPhysConstraintSystem 21CPointProximitySensor 21CPrecipitationBlocker 21CPropVehicleDriveable 21CRagdollLRURetirement 21CRemarkableEntityList 21CResponseQueueManager 21CSVCMsg_EncryptedData 21CSVCMsg_GameEventList 21CServerRagdollTrigger 21CTraceFilterNoPlayers 21CTraceFilterPushFinal 21CTriggerSoundOperator 21CUtlCStringConversion 21EscapeFromFlamesState 21IKeyValuesDumpContext 21INavAvoidanceObstacle 21IPlayerPickupVPhysics 21IPositionInterpolator 21IScriptInstanceHelper 21InvestigateNoiseState 220 221 222 223 224 225 226 227 228compact 229 22BotAllHostagesGoneMeme 22CAI_ComponentWithOuterI11CAI_BaseNPC16CAI_BehaviorBaseE 22CAI_FightFromCoverGoal 22CBaseMultiplayerPlayer 22CBaseResourcePrecacher 22CCSPhysicsPushEntities 22CCSPropExplodingBarrel 22CCSUsrMsg_CloseCaption 22CCSUsrMsg_ReloadEffect 22CCSUsrMsg_RequestState 22CColorCorrectionSystem 22CColorCorrectionVolume 22CDefaultResponseSystem 22CEconItemSetDefinition 22CEconPersonaDataPublic 22CEconTool_StatTrakSwap 22CEconTool_UnusualPaint 22CGCMsgSQLStatsResponse 22CMaterialModifyControl 22CModelSoundsCacheSaver 22CMsgAMGetUserGameStats 22CMsgGCGetEmailTemplate 22CMsgGCMultiplexMessage 22CMsgGCRequestSessionIP 22CMsgGC_GlobalGame_Play 22CMsgLANServerAvailable 22CMsgSOCacheHaveVersion 22CMultiplayer_Expresser 22CNotReadyForMatchIssue 22CPhysObjSaveRestoreOps 22CPhysicsPlayerCallback 22CPhysicsPushedEntities 22CPointGamestatsCounter 22CPostProcessController 22CRespawnEntitiesFilter 22CSOEconItemEventTicket 22CSVCMsg_CrosshairAngle 22CSVCMsg_PacketEntities 22CServerNetworkProperty 22CServerOnlyPointEntity 22CSunlightShadowControl 22CTeamVehicleSpawnPoint 22CTraceFilterSimpleList 22CTriggerPlayerMovement 22CTriggerVPhysicsMotion 22IBreakableWithPropData 22IEconItemSetDefinition 22IEventRegisterCallback 22IParentPropInteraction 22IPhysicsCollisionEvent 22PlayerCommendationInfo 230 231 232 233 234 235 236 237 238 239 23CAI_LeadBehaviorHandler 23CAI_MoveAndShootOverlay 23CAutoGameSystemPerFrame 23CBaseGameSystemPerFrame 23CBotBreakableEnumerator 23CCLCMsg_LoadingProgress 23CCSUsrMsg_QuestProgress 23CClassPtrSaveRestoreOps 23CCommentaryViewPosition 23CDataObjectAccessSystem 23CEconLootListDefinition 23CEntityDataInstantiatorI10ModelScaleE 23CEntityDataInstantiatorI11touchlink_tE 23CEntityDataInstantiatorI12CWatcherListE 23CEntityDataInstantiatorI12groundlink_tE 23CEntityDataInstantiatorI17physicspushlist_tE 23CEntityDataInstantiatorI18StepSimulationDataE 23CEntityDataInstantiatorI18vphysicsupdateai_tE 23CFourWheelServerVehicle 23CGCMsgSystemStatsSchema 23CGameCoopMissionManager 23CGameDLL_ConVarAccessor 23CLagCompensationManager 23CLogicRegisterActivator 23CMsgAMGrantGuestPasses2 23CMsgAMSendEmailResponse 23CMsgApplyPennantUpgrade 23CMsgConsumableExhausted 23CMsgGCShowItemsPickedUp 23CMsgGCStorePurchaseInit 23CMsgGCToGCDirtySDOCache 23CMsgPartyInviteResponse 23CMsgSOCacheUnsubscribed 23CNETMsg_SplitScreenUser 23CPhysicsPropMultiplayer 23CPhysicsPropRespawnable 23CPointBonusMapsAccessor 23CPointTemplatePrecacher 23CSVCMsg_GameEvent_key_t 23CSmokeGrenadeProjectile 23CSplitScreenAddedConVar 23CStreamingUGCDownloader 23CTraceFilterOnlyHitThis 23CTraceFilterPlayersNPCs 23DetailedSearchStatistic 23IConCommandBaseAccessor 23IEconLootListDefinition 23IEntityDataInstantiator 23ILagCompensationManager 23IPartitionQueryCallback 23IPhysSaveRestoreManager 23IPhysicsCollisionSolver 23IPhysicsConstraintEvent 240 2400 241 242 243 244 245 246 247 248 24BotHostageBeingTakenMeme 24CAI_BasePhysicsFlyingBot 24CAI_NavInHintGroupFilter 24CAI_RadialLinkController 24CAI_SensedObjectsManager 24CBaseCSGrenadeProjectile 24CBaseWorkshopHTTPRequest 24CCLCMsg_RespondCvarValue 24CCSUsrMsg_CallVoteFailed 24CCSUsrMsg_WarmupHasEnded 24CCStrike15ItemDefinition 24CChildOperatorDefinition 24CConceptHistoriesDataOps 24CConstantForceController 24CEconTool_PennantUpgrade 24CEntityFactoryDictionary 24CEnvPlayerSurfaceTrigger 24CEventQueueSaveLoadProxy 24CFourWheelVehiclePhysics 24CInstancedResponseSystem 24CMsgGCToGCReloadVersions 24CNETMsg_PlayerAvatarData 24CPostFrameNavigationHook 24CSOEconGameAccountClient 24CSOEconItemDropRateBonus 24CSOItemCriteriaCondition 24CSchemaAttributeTypeBaseI17CAttribute_StringE 24CSchemaAttributeTypeBaseI6VectorE 24CSchemaAttributeTypeBaseIfE 24CSchemaAttributeTypeBaseIjE 24CSensorGrenadeProjectile 24CSoundEnvelopeController 24CStdStringSaveRestoreOps 24CTEKillPlayerAttachments 24CTeamplayRoundBasedRules 24CTraceFilterEntitiesOnly 24CVarBitVecSaveRestoreOpsI7CBitVecILi32EEE 24IEntityFactoryDictionary 24IInventoryUpdateListener 24ISaveRestoreBlockHandler 24ISchemaAttributeTypeBaseI17CAttribute_StringE 24ISchemaAttributeTypeBaseI6VectorE 24ISchemaAttributeTypeBaseIfE 24ISchemaAttributeTypeBaseIjE 251 252 253 254 255 255 200 96 255 255 255 255 257 258 259 25CAI_DynamicLinkController 25CAI_ExpresserWithFollowup 25CAttributeContainerPlayer 25CBroadcastRecipientFilter 25CCSUsrMsg_GlowPropTurnOff 25CCSUsrMsg_MarkAchievement 25CCSUsrMsg_VGUIMenu_Subkey 25CEconItemPreviewDataBlock 25CEconTool_DuelingMinigame 25CEnvSoundscapeTriggerable 25CGCClientJobServerWelcome 25CInfoInstructorHintTarget 25CMsgAMGetLicensesResponse 25CMsgGCReportAbuseResponse 25CMsgGCStorePurchaseCancel 25CMsgGCToGCIsTrustedServer 25CQueuedMatchmakingRematch 25CSOEconItemLeagueViewPass 25CSVCMsg_Broadcast_Command 25CSVCMsg_ClassInfo_class_t 25CSVCMsg_CreateStringTable 25CSVCMsg_UpdateStringTable 25CSoundPatchSaveRestoreOps 25CThinkContextsSaveDataOps 25CTraceFilterSkipClassname 25CTraceFilterValidForDecal 25CTriggerCameraMultiplayer 25CVGUILocalizationProvider 25EntityParticleTrailInfo_t 25ICSPlayerAnimStateHelpers 26 260 261 262 263 264 265 266 267 268 269 26CAI_FightFromCoverBehavior 26CAchievement_AchievedCount 26CBaseTeamObjectiveResource 26CCLCMsg_SplitPlayerConnect 26CCSUsrMsg_AchievementEvent 26CCSUsrMsg_CurrentTimescale 26CCSUsrMsg_DesiredTimescale 26CCSUsrMsg_DisplayInventory 26CCSUsrMsg_MatchStatsUpdate 26CCSUsrMsg_ServerRankUpdate 26CCollectionInfoHTTPRequest 26CEconTool_BackpackExpander 26CEconTool_CustomizeTexture 26CGCMsgMemCachedGetResponse 26CGCMsgMemCachedSet_KeyPair 26CMsgAMFindAccountsResponse 26CMsgClientWelcome_Location 26CMsgGCCStrike15_v2_Fantasy 26CMsgGCClientVersionUpdated 26CMsgGCNameItemNotification 26CMsgGCRequestAnnouncements 26CMsgGCServerVersionUpdated 26CMsgHttpRequest_QueryParam 26CPathfindNearestNodeFilter 26CPointPlayerMoveConstraint 26CPositionInterpolator_Rope 26CPropDoorRotatingBreakable 26CQueuedMatchmakingContinue 26CSVCMsg_Sounds_sounddata_t 26CSchemaAttributeType_Float 26CServerDLLSharedAppSystems 26CSingleUserRecipientFilter 26CSteamWorksGameStatsServer 26CStringTableSaveRestoreOps 26CTraceFilterNoNPCsOrPlayer 26ICommandCompletionCallback 26IEconItemAttributeIterator 26IServerDLLSharedAppSystems 26ScoreLeaderboardData_Entry 270 271 272 273 274 275 276 277 278 279 27CAI_SaveRestoreBlockHandler 27CCSUsrMsg_DisconnectToLobby 27CCSUsrMsg_PlayerStatsUpdate 27CCSUsrMsg_StopSpectatorMode 27CDefSaveRestoreBlockHandler 27CDefaultParticleSystemQuery 27CFunFact_PlayerEvalFunction 27CGCMsgGetIPLocationResponse 27CJeepFourWheelServerVehicle 27CMsgAdjustItemEquippedState 27CMsgGCBannedWordListRequest 27CMsgGCGetPartnerAccountLink 27CMsgGCMsgMasterSetDirectory 27CMsgGCStorePurchaseFinalize 27CMsgGCToGCUpdateSQLKeyValue 27CMsgGC_GlobalGame_Subscribe 27CMsgReplayUploadedToYouTube 27CMsgRequestInventoryRefresh 27CParticlePerformanceMonitor 27CPointAngularVelocitySensor 27CPreMatchInfoData_TeamStats 27CSVCMsg_GameEventList_key_t 27CSceneFindNearestMarkFilter 27CSchemaAttributeType_String 27CSchemaAttributeType_Uint32 27CSchemaAttributeType_Vector 27CTraceFilterSkipTwoEntities 27ClientJob_EMsgGCGiftedItems 27IKeyValuesDumpContextAsText 27IParticleOperatorDefinition 27OperationalStatisticElement 27OperationalStatisticsPacket 280 2800 281 282 283 284 285 286 287 288 289 28CCSUsrMsg_CloseCaptionDirect 28CCSUsrMsg_MatchEndConditions 28CCleanupDefaultRelationShips 28CDefaultPlayerPickupVPhysics 28CEconItemAttributeDefinition 28CFunFact_GenericEvalFunction 28CGCMsgGetSystemStatsResponse 28CGCMsgMemCachedStatsResponse 28CGCToGCMsgMasterAck_Response 28CLogicEventListenerItemEquip 28CMsgAMAddFreeLicenseResponse 28CMsgGCBannedWordListResponse 28CMsgGCCStrike15_v2_MatchList 28CMsgGCGetCommandListResponse 28CMsgGCHVacVerificationChange 28CMsgGC_ServerQuestUpdateData 28CMsgSOCacheSubscriptionCheck 28CMsgStoreGetUserDataResponse 28CPhysSaveRestoreBlockHandler 28CPointBroadcastClientCommand 28CPositionInterpolator_Linear 28CSVCMsg_SendTable_sendprop_t 28CSchemaAttributeType_Default 28CSteamWorksGameStatsUploader 28CTraceFilterWalkableEntities 28IEconItemAttributeDefinition 290 291 292 293 294 295 296 297 298 299 29CAI_EnemiesListSaveRestoreOps 29CCSUsrMsg_SendPlayerItemDrops 29CCSUsrMsg_SendPlayerItemFound 29CCSUsrMsg_ServerRankRevealAll 29CDataGCCStrike15_v2_MatchInfo 29CEconCraftingRecipeDefinition 29CEntFireAutoCompletionFunctor 29CGCDev_NewItemRequestResponse 29CGCStorePurchaseInit_LineItem 29CKeyValuesDumpContextAsDevMsg 29CMsgGCHAccountVacStatusChange 29CMsgGC_GlobalGame_Unsubscribe 29CMsgHttpRequest_RequestHeader 29CPublishedFileInfoHTTPRequest 29CResponseSystemSaveRestoreOps 29CTeamplayRoundBasedRulesProxy 29CTest_ProxyToggle_Networkable 29CTraceFilterAgainstEntityList 29CTraceFilterEntityIgnoreOther 29CTraceFilterOnlyNPCsAndPlayer 29CTraceFilterSkipTwoClassnames 29IPhysicsPlayerControllerEvent 29PlayerQuestData_QuestItemData 2@Bot.EditSwitchOn 2} 3 3.0 3.5 3.55 30.0 301 302 303 304 305 306 307 308 309 30CCSUsrMsg_RoundBackupFilenames 30CCSUsrMsg_ScoreLeaderboardData 30CCSUsrMsg_VoiceMask_PlayerMask 30CClientHeaderOverwatchEvidence 30CEntitySaveRestoreBlockHandler 30CGCSystemMsg_GetAccountDetails 30CInfoInstructorHintBombTargetA 30CInfoInstructorHintBombTargetB 30CMsgAMGetUserGameStatsResponse 30CMsgGCCStrike15_v2_Predictions 30CMsgGCCheckFriendship_Response 30CMsgGCGetEmailTemplateResponse 30CMsgGCGetPersonaNames_Response 30CMsgGCRequestSessionIPResponse 30CMsgGCToGCWebAPIAccountChanged 30CMsgSOCacheSubscriptionRefresh 30CTraceFilterNoCombatCharacters 30ISearchSurroundingAreasFunctor 310 311 312 313 314 315 316 317 318 319 31CAttributeIterator_HasAttribute 31CBaseEntityScriptInstanceHelper 31CDedicatedServerWorkshopManager 31CGCClientJobServerUpdateVersion 31CGCToGCMsgMasterStartupComplete 31CMsgAMGrantGuestPasses2Response 31CMsgGCClientDisplayNotification 31CMsgGCHAccountPhoneNumberChange 31CMsgGCHUpdateSession_ExtraField 31CMsgGCMsgMasterSetWebAPIRouting 31CMsgGCMultiplexMessage_Response 31CMsgGCStorePurchaseInitResponse 31CMsgGCToGCBannedWordListUpdated 31CMsgGCToGCDirtyMultipleSDOCache 31CMsgHttpResponse_ResponseHeader 31CMsgIncrementKillCountAttribute 31CResponseRulesToEngineInterface 31CTraceFilterSimpleClassnameList 31CVScriptSaveRestoreBlockHandler 31OperationalStatisticDescription 320 321 322 323 324 325 3250 326 327 328 329 32CCSUsrMsg_PlayerStatsUpdate_Stat 32CDirtySpatialPartitionEntityList 32CMsgAMSendEmail_ReplacementToken 32CMsgGCIncrementKillCountResponse 32CMsgGCMsgSetOptions_MessageRange 32CMsgItemAcknowledged__DEPRECATED 32CPositionInterpolator_CatmullRom 32CSchemaAttributeTypeProtobufBaseI17CAttribute_StringE 330 3300 331 332 333 334 335 336 337 338 339 33CEconItemPreviewDataBlock_Sticker 33CMsgGCCStrike15_v2_ClientToGCChat 33CMsgGCCStrike15_v2_GCToClientChat 33CMsgGCCStrike15_v2_PlayersProfile 33CMsgGCCStrike15_v2_WatchInfoUsers 33CMsgGCMsgMasterSetDirectory_SubGC 33CMsgGCStorePurchaseCancelResponse 33CMsgGCToGCBannedWordListBroadcast 33CMsgGCToGCBroadcastConsoleCommand 33CMsgGCToGCIsTrustedServerResponse 33CMsgSetItemPositions_ItemPosition 33CReliableBroadcastRecipientFilter 33CTemplate_SaveRestoreBlockHandler 33CWorkshop_GetContributors_Request 33IEconItemUntypedAttributeIterator 340 341 342 343 344 345 346 347 348 349 34CDataGCCStrike15_v2_TournamentInfo 34CMsgGCCStrike15_v2_MatchmakingStop 34CMsgGCMsgMasterSetClientMsgRouting 34CMsgGCRequestAnnouncementsResponse 34CMsgGCToGCRequestPassportItemGrant 34CMsgSOMultipleObjects_SingleObject 34CSVCMsg_GameEventList_descriptor_t 34CWorkshop_GetContributors_Response 350 3500 351 352 353 354 355 356 358 359 35CAchievementSaveRestoreBlockHandler 35CCommentary_SaveRestoreBlockHandler 35CDataGCCStrike15_v2_TournamentGroup 35CEventQueue_SaveRestoreBlockHandler 35CGCMsgMemCachedGetResponse_ValueTag 35CMsgGCCStrike15_v2_Client2GCTextMsg 35CMsgGCCStrike15_v2_GC2ClientTextMsg 35CMsgGCCStrike15_v2_MatchmakingStart 35CMsgGCStorePurchaseFinalizeResponse 35CSingleUserAndReplayRecipientFilter 35CTraceFilterPlayersNPCsPhysicsProps 35ScoreLeaderboardData_AccountEntries 361 362 363 364 365 366 367 368 369 36CAI_MappedActivityBehavior_Temporary 36CCSUsrMsg_ProcessSpottedEntityUpdate 36CInfoInstructorHintHostageRescueZone 36CMsgAMGetUserGameStatsResponse_Stats 36CMsgGCGetPartnerAccountLink_Response 36CMsgGCMsgMasterSetDirectory_Response 36CMsgNotificationOfSuspiciousActivity 36CMsgSOCacheSubscribed_SubscribedType 370 371 372 373 374 376 377 378 379 37CCSUsrMsg_ServerRankUpdate_RankUpdate 37CDataGCCStrike15_v2_TournamentSection 37CGCSystemMsg_GetPurchaseTrust_Request 37CMsgGCCStrike15_v2_AcknowledgePenalty 37CMsgGCCStrike15_v2_ClientReportPlayer 37CMsgGCCStrike15_v2_ClientReportServer 37CMsgGCMsgMasterSetWebAPIRouting_Entry 37CWorkshop_SetItemPaymentRules_Request 380 381 382 383 384 385 386 387 388 389 38CCSUsrMsg_SendLastKillerDamageToClient 38CGCSystemMsg_GetPurchaseTrust_Response 38CMsgGCCStrike15_v2_ClientCommendPlayer 38CMsgGCCStrike15_v2_Fantasy_FantasySlot 38CMsgGCCStrike15_v2_Fantasy_FantasyTeam 38CWorkshop_SetItemPaymentRules_Response 390 391 392 393 394 395 396 397 398 399 39CDataGCCStrike15_v2_TournamentGroupTeam 39CGCSystemMsg_GetAccountDetails_Response 39CMsgGCCStrike15_v2_ClientReportResponse 39CMsgGCItemPreviewItemBoughtNotification 39CTraceFilterSkipTwoEntitiesAndTeammates 3C 3CC4 3E 3_6? 3} 4 4.0 4.5 40.0 401 402 403 404 405 406 407 408 409 40CDataGCCStrike15_v2_TournamentMatchDraft 40CMsgGCCStrike15_v2_Client2GCStreamUnlock 40CMsgGCMsgMasterSetClientMsgRouting_Entry 40CMsgGCMsgMasterSetWebAPIRouting_Response 40CMsgGCMsgWebAPIJobRequestForwardResponse 410 411 412 413 414 415 416 417 418 419 41CAttributeIterator_GetTypedAttributeValueI17CAttribute_StringPKcE 41CAttributeIterator_GetTypedAttributeValueI17CAttribute_StringS0_E 41CAttributeIterator_GetTypedAttributeValueI6VectorS0_E 41CAttributeIterator_GetTypedAttributeValueIffE 41CAttributeIterator_GetTypedAttributeValueIjfE 41CAttributeIterator_GetTypedAttributeValueIjjE 41CDataGCCStrike15_v2_TournamentGroup_Picks 41CMsgGCCStrike15_v2_AccountPrivacySettings 41CMsgGCCStrike15_v2_ClientSubmitSurveyVote 41CMsgGCCStrike15_v2_MatchEndRunRewardDrops 420 421 422 423 424 425 426 427 428 429 42CMsgGCCStrike15_v2_GC2ClientTournamentInfo 42CMsgGCCStrike15_v2_GiftsLeaderboardRequest 42CMsgGCCStrike15_v2_Server2GCClientValidate 42CMsgGCCstrike15_v2_ClientRequestNewMission 42CMsgGCGetPersonaNames_Response_PersonaName 42CWorkshop_PopulateItemDescriptions_Request 430 431 432 433 434 435 436 437 438 439 43CMsgAMSendEmail_PersonaNameReplacementToken 43CMsgGCCStrike15_v2_ClientToGCRequestElevate 43CMsgGCCStrike15_v2_GiftsLeaderboardResponse 43CMsgGCCStrike15_v2_MatchmakingServer2GCKick 43CMsgGCMsgMasterSetClientMsgRouting_Response 43CTraceFilterSkipTwoEntitiesAndCheckTeamMask 440 441 442 443 444 445 446 447 448 449 44CEconDefaultEquippedDefinitionInstanceClient 44CMsgGCCStrike15_v2_MatchmakingClient2GCHello 44CMsgGCCStrike15_v2_MatchmakingGC2ClientHello 44CMsgGCCStrike15_v2_MatchmakingServerMatchEnd 44CMsgGCCStrike15_v2_PlayerOverwatchCaseStatus 44CMsgGCCStrike15_v2_PlayerOverwatchCaseUpdate 44CMsgGCCstrike15_v2_GC2ServerNotifyXPRewarded 450 451 452 453 454 455 456 457 458 459 45CDefaultResponseSystemSaveRestoreBlockHandler 45CMsgGCCStrike15_v2_GC2ServerReservationUpdate 45CMsgGCCStrike15_v2_MatchmakingGC2ClientUpdate 460 461 462 463 464 465 466 467 468 469 46CDataGCCStrike15_v2_TournamentMatchDraft_Entry 46CEconItemAttributeIterator_ApplyAttributeFloat 46CMsgGCCStrike15_v2_ClientRequestJoinFriendData 46CMsgGCCStrike15_v2_ClientRequestJoinServerData 46CMsgGCCStrike15_v2_ClientRequestPlayersProfile 46CMsgGCCStrike15_v2_MatchmakingGC2ClientAbandon 46CMsgGCCStrike15_v2_MatchmakingGC2ClientReserve 46CMsgGCCStrike15_v2_MatchmakingGC2ServerConfirm 46CMsgGCCStrike15_v2_MatchmakingGC2ServerReserve 46CMsgGCCStrike15_v2_MatchmakingServerRoundStats 46CSOEconDefaultEquippedDefinitionInstanceClient 46CTraceFilterNoPlayersAndFlashbangPassableAnims 470 471 472 473 474 475 476 477 478 479 47CMsgGCCStrike15_v2_Client2GCRequestPrestigeCoin 47CMsgGCCStrike15_v2_MatchListRequestFullGameInfo 47CMsgGCCStrike15_v2_MatchmakingClient2ServerPing 480 481 482 483 484 485 486 487 488 489 48CMsgGCCStrike15_v2_ClientRequestWatchInfoFriends 48CMsgGCCStrike15_v2_MatchmakingGCOperationalStats 48CMsgGCCStrike15_v2_PlayerOverwatchCaseAssignment 490 491 492 493 494 495 496 497 498 499 49CMsgAMGetUserGameStatsResponse_Achievement_Blocks 49CMsgGCCStrike15_v2_AccountPrivacySettings_Setting 49CMsgGCCStrike15_v2_ClientVarValueNotificationInfo 49CMsgGCCStrike15_v2_MatchmakingGC2ServerRankUpdate 49CMsgGCCStrike15_v2_Predictions_GroupMatchTeamPick 49CMsgGCCStrike15_v2_ServerVarValueNotificationInfo 4= 4@Z 4A 4Bentity_killed 4C 4CBotI9CCSPlayerE 4CGib 4CJob 4CSun 4D 4\ 4baseitem 4o 4v 5 5.2 5.5 502 503 504 505 506 507 508 509 50CMsgGCCStrike15_v2_MatchEndRewardDropsNotification 50CMsgGCCStrike15_v2_MatchListRequestLiveGameForUser 50CMsgGCCStrike15_v2_MatchListRequestRecentUserGames 50CMsgGCCStrike15_v2_MatchListRequestTournamentGames 50CMsgGCCStrike15_v2_MatchmakingGC2ClientUpdate_Note 510 511 513 514 515 516 517 518 519 51CMsgGCCStrike15_v2_MatchListRequestCurrentLiveGames 51CMsgGCCStrike15_v2_MatchmakingOperator2GCBlogUpdate 51CMsgGCCStrike15_v2_ServerNotificationForUserPenalty 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 53ClientJob_EMsgGCCStrike15_v2_GiftsLeaderboardResponse 540 541 542 543 544 545 546 547 548 549 551 553 554 555 557 558 559 55CMsgGCCStrike15_v2_Client2GCEconPreviewDataBlockRequest 55CMsgGCCStrike15_v2_MatchmakingServerReservationResponse 55CMsgGCCStrike15_v2_MatchmakingServerRoundStats_DropInfo 55CMsgGCCStrike15_v2_Server2GCPureServerValidationFailure 55ClientJob_EMsgGCCStrike15_v2_GC2ServerReservationUpdate 560 561 562 563 564 565 566 567 568 569 56CCSUsrMsg_ProcessSpottedEntityUpdate_SpottedEntityUpdate 56CMsgGCCStrike15_v2_Client2GCEconPreviewDataBlockResponse 570 571 572 573 574 575 576 577 578 579 57CMsgGCCStrike15_v2_TournamentMatchRewardDropsNotification 580 581 582 583 584 585 586 587 588 589 58CMsgNotificationOfSuspiciousActivity_MultipleGameInstances 590 591 592 593 594 595 596 597 598 599 5CAK47 5CBeam 5CFire 5CFish 5CItem 5CSave 5CTeam 5ISave 5P 5v 5} 6 6" 600 601 602 603 604 605 606 607 608 609 60CWorkshop_SetItemPaymentRules_Request_PartnerItemPaymentRule 60ClientJob_EMsgGCCStrike15_v2_MatchEndRewardDropsNotification 610 611 612 613 614 615 616 617 618 619 61CWorkshop_SetItemPaymentRules_Request_WorkshopItemPaymentRule 61ClientJob_EMsgGCCStrike15_v2_ServerNotificationForUserPenalty 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 64CMsgGCCStrike15_v2_GiftsLeaderboardResponse_GiftLeaderboardEntry 64CWorkshop_PopulateItemDescriptions_Request_SingleItemDescription 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 6CBlood 6CCSBot 6CDecal 6CKnife 6CLight 6CTesla 6CWorld 6ConVar 6Q 6Vector 6v 7 7(Z 7.0 700 701 702 703 704 705 706 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 72CWorkshop_PopulateItemDescriptions_Request_ItemDescriptionsLanguageBlock 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 77 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 7BotMeme 7CBotCmd 7CCSTeam 7CCycler 7CDEagle 7CEmbers 7CGameUI 7CPlasma 7CRagGib 7CSCAR17 7CShower 7CSprite 7CTEDust 7CTEFizz 7E 7IConVar 7INotify 7IScorer 7Ky 7Q 7\ 7|Z 7 8 8 _ 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 8 <%s%.3f <%s:%llu> <%s:%s> <- << << NULL >> <<< BLIND >>> <> <> <> <> <@ = = { }". To set fields within it, use syntax like " ============================================ ==================================================================== ====================================================Performing Safe Entity Update =@ =Q =T =a =r =t > >%s%.3f >> >@ >C >t >v >z >~ ? ?3Z ???CRR_Response bogus index ?@ ?G ?H ?e ?o ?t @ @ b @ d @  @!b @!w @!y @!~ @"R @"g @#X @#d @#h @#x @$W @$[ @$j @$w @%E @%i @%y @&W @(Q @)N @)h @)x @*h @+T @+h @,h @,~ @-K @-h @.T @.} @/x @0h @0o @0} @1E @1o @1y @1} @2o @2} @3L @3\ @4[ @4\ @4v @4} @5K @5v @6 @7E @7Q @7g @7 @8\ @8l @8} @9K @9u @9 @:@ @:u @;@ @;T @;a @;o @;y @<@ @@ @>G @>I @>t @>~ @?6 @?@ @?t @@ @@@ @@x @A @A@ @Au @Av @B8 @B@ @Ba @Bh @C8 @C@ @CAI_Pathfinder @CQ @CW @Ca @Ct @Cv @D8 @D@ @DK @Do @Dt @Dv @D{ @E8 @EF @FF @F] @Fk @Ft @G8 @Gv @H@ @HI @HM @Hj @Ij @J7 @Js @Jv @Jz @J} @K8 @KI @K{ @K} @LA @L[ @Lo @Lq @Lv @Mo @Ms @Nb @Nv @Nz @OM @ORetireContext @Ou @P @PC @PV @Pt @Pu @Pv @Q> @QE @QM @RK @R[ @S6 @S@ @SN @Sx @Sy @TC @Ty @U\ @Ut @V@ @VE @VK @Vx @V} @W @WD @WE @WK @Wo @Wt @XD @XP @Y@ @YL @YY @Z< @Zk @[E @[F @[M @\B @\D @\N @]D @]u @^E @^e @^y @^} @_ @_6 @_E @_e @_v @_x @_} @`@ @`M @ax @a| @bv @c\ @d @d@ @dF @dk @dz @eE @en @fv @fy @g6 @g8 @gy @h8 @i @jF @k< @kC @menuselect @o^ @qC @qE @qc @qv @r @r< @rC @rw @sC @sQ @sc @st @sv @t @td @tf @tt @uL @ut @v @v_ @vz @w9 @wB @wC @workshop @wu @wv @wz @xY @xz @x| @y @y7 @yV @yY @y~ @z7 @z@ @zj @zt @{7 @{Y @|: @|Y @|\ @|s @}Y @}g @~ @~i @~w @@ @Y @g @t A A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators. A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators. A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f A file with this name is already in the pool. A multiplier used to slow down speed down on repeated fast ducks A non-empty string overrides the first team's name. A non-empty string overrides the second team's name. A non-empty string sets first team's match stat. A non-empty string sets second team's match stat. A non-empty string sets the match stat description, e.g. 'Match 2 of 3'. A protocol message was rejected because it was too big (more than A value between 1 and 99 will set predictions in favor of first team. A value between 1 and 99 will show predictions in favor of CT team. A vote that fails cannot be re-submitted for this long A.I. Disabled... A0 A5fSXbf7 A@ ACID ACTOR ACT_ ACT_180_LEFT ACT_180_RIGHT ACT_90_LEFT ACT_90_RIGHT ACT_ALIEN_BURROW_IDLE ACT_ALIEN_BURROW_OUT ACT_ARM ACT_BARNACLE_CHEW ACT_BARNACLE_CHOMP ACT_BARNACLE_HIT ACT_BARNACLE_PULL ACT_BIG_FLINCH ACT_BUSY_LEAN_BACK ACT_BUSY_LEAN_BACK_ENTRY ACT_BUSY_LEAN_BACK_EXIT ACT_BUSY_LEAN_LEFT ACT_BUSY_LEAN_LEFT_ENTRY ACT_BUSY_LEAN_LEFT_EXIT ACT_BUSY_QUEUE ACT_BUSY_SIT_CHAIR ACT_BUSY_SIT_CHAIR_ENTRY ACT_BUSY_SIT_CHAIR_EXIT ACT_BUSY_SIT_GROUND ACT_BUSY_SIT_GROUND_ENTRY ACT_BUSY_SIT_GROUND_EXIT ACT_BUSY_STAND ACT_CLIMB_DISMOUNT ACT_CLIMB_DOWN ACT_CLIMB_UP ACT_COMBAT_IDLE ACT_COVER ACT_COVER_LOW ACT_COVER_LOW_RPG ACT_COVER_MED ACT_COVER_PISTOL_LOW ACT_COVER_SMG1_LOW ACT_COWER ACT_CROSSBOW_DRAW_UNLOADED ACT_CROUCH ACT_CROUCHIDLE ACT_CROUCHIDLE_AGITATED ACT_CROUCHIDLE_AIM_STIMULATED ACT_CROUCHIDLE_STIMULATED ACT_CROUCHING_GRENADEIDLE ACT_CROUCHING_GRENADEREADY ACT_CROUCHING_PRIMARYATTACK ACT_CROUCHING_SHIELD_ATTACK ACT_CROUCHING_SHIELD_DOWN ACT_CROUCHING_SHIELD_KNOCKBACK ACT_CROUCHING_SHIELD_UP ACT_CROUCHING_SHIELD_UP_IDLE ACT_CROUCH_IDLE_AUTOGUN ACT_CROUCH_IDLE_DUAL ACT_CROUCH_IDLE_RIFLE ACT_CROUCH_IDLE_SHOTGUN ACT_CSGO_ALIVE_LOOP ACT_CSGO_CATCH ACT_CSGO_CLIMB_LADDER ACT_CSGO_DEFUSE ACT_CSGO_DEFUSE_WITH_KIT ACT_CSGO_DEPLOY ACT_CSGO_EXIT_LADDER_BOTTOM ACT_CSGO_EXIT_LADDER_TOP ACT_CSGO_FALL ACT_CSGO_FIRE_PRIMARY ACT_CSGO_FIRE_PRIMARY_OPT_1 ACT_CSGO_FIRE_PRIMARY_OPT_2 ACT_CSGO_FIRE_SECONDARY ACT_CSGO_FIRE_SECONDARY_OPT_1 ACT_CSGO_FIRE_SECONDARY_OPT_2 ACT_CSGO_FLASHBANG_REACTION ACT_CSGO_FLINCH ACT_CSGO_FLINCH_HEAD ACT_CSGO_FLINCH_MOLOTOV ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING ACT_CSGO_IDLE_TURN_BALANCEADJUST ACT_CSGO_JUMP ACT_CSGO_LAND_HEAVY ACT_CSGO_LAND_LIGHT ACT_CSGO_NULL ACT_CSGO_OPERATE ACT_CSGO_PLANT_BOMB ACT_CSGO_RELOAD ACT_CSGO_RELOAD_END ACT_CSGO_RELOAD_LOOP ACT_CSGO_RELOAD_START ACT_CSGO_SILENCER_ATTACH ACT_CSGO_SILENCER_DETACH ACT_CSGO_TWITCH ACT_CSGO_TWITCH_BUYZONE ACT_DEPLOY ACT_DEPLOY_IDLE ACT_DIEBACKWARD ACT_DIEFORWARD ACT_DIERAGDOLL ACT_DIESIMPLE ACT_DIEVIOLENT ACT_DIE_BACKSHOT ACT_DIE_BACKSIDE ACT_DIE_BARNACLE_SWALLOW ACT_DIE_CHESTSHOT ACT_DIE_CROUCH ACT_DIE_CROUCH_BACKSIDE ACT_DIE_CROUCH_FRONTSIDE ACT_DIE_CROUCH_HEADSHOT ACT_DIE_CROUCH_LEFTSIDE ACT_DIE_CROUCH_RIGHTSIDE ACT_DIE_FRONTSIDE ACT_DIE_GUTSHOT ACT_DIE_HEADSHOT ACT_DIE_LEFTSIDE ACT_DIE_RIGHTSIDE ACT_DIE_STAND ACT_DIE_STAND_HEADSHOT ACT_DISARM ACT_DI_ALYX_ANTLION ACT_DI_ALYX_HEADCRAB_MELEE ACT_DI_ALYX_ZOMBIE_MELEE ACT_DI_ALYX_ZOMBIE_SHOTGUN26 ACT_DI_ALYX_ZOMBIE_SHOTGUN64 ACT_DI_ALYX_ZOMBIE_TORSO_MELEE ACT_DOOR_LOCKED ACT_DOOR_OPEN ACT_DOTA_ATTACK ACT_DOTA_ATTACK_EVENT ACT_DOTA_CAST_ABILITY_1 ACT_DOTA_CAST_ABILITY_2 ACT_DOTA_CAST_ABILITY_3 ACT_DOTA_CAST_ABILITY_4 ACT_DOTA_CHANNEL_ABILITY_1 ACT_DOTA_CHANNEL_ABILITY_2 ACT_DOTA_CHANNEL_ABILITY_3 ACT_DOTA_CHANNEL_ABILITY_4 ACT_DOTA_CHANNEL_END_ABILITY_1 ACT_DOTA_CHANNEL_END_ABILITY_2 ACT_DOTA_CHANNEL_END_ABILITY_3 ACT_DOTA_CHANNEL_END_ABILITY_4 ACT_DOTA_DIE ACT_DOTA_DISABLED ACT_DOTA_FLINCH ACT_DOTA_IDLE ACT_DOTA_OVERRIDE_ABILITY_1 ACT_DOTA_OVERRIDE_ABILITY_2 ACT_DOTA_OVERRIDE_ABILITY_3 ACT_DOTA_OVERRIDE_ABILITY_4 ACT_DOTA_RUN ACT_DO_NOT_DISTURB ACT_DROP_WEAPON ACT_DROP_WEAPON_SHOTGUN ACT_DUCK_DODGE ACT_DYINGLOOP ACT_DYINGTODEAD ACT_EXPLODE ACT_FIRE ACT_FIRE_END ACT_FIRE_LOOP ACT_FIRE_RECOVER ACT_FIRE_START ACT_FLICK_LEFT ACT_FLICK_LEFT_MIDDLE ACT_FLICK_RIGHT ACT_FLICK_RIGHT_MIDDLE ACT_FLINCH_CHEST ACT_FLINCH_CHEST_BACK ACT_FLINCH_CROUCH_BACK ACT_FLINCH_CROUCH_FRONT ACT_FLINCH_CROUCH_LEFT ACT_FLINCH_CROUCH_RIGHT ACT_FLINCH_HEAD ACT_FLINCH_HEAD_BACK ACT_FLINCH_HEAD_LEFT ACT_FLINCH_HEAD_RIGHT ACT_FLINCH_LEFTARM ACT_FLINCH_LEFTLEG ACT_FLINCH_PHYSICS ACT_FLINCH_RIGHTARM ACT_FLINCH_RIGHTLEG ACT_FLINCH_STOMACH ACT_FLINCH_STOMACH_BACK ACT_FLY ACT_GAUSS_SPINCYCLE ACT_GAUSS_SPINUP ACT_GESTURE_BARNACLE_STRANGLE ACT_GESTURE_BIG_FLINCH ACT_GESTURE_FLINCH_BLAST ACT_GESTURE_FLINCH_BLAST_DAMAGED ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN ACT_GESTURE_FLINCH_BLAST_SHOTGUN ACT_GESTURE_FLINCH_CHEST ACT_GESTURE_FLINCH_HEAD ACT_GESTURE_FLINCH_LEFTARM ACT_GESTURE_FLINCH_LEFTLEG ACT_GESTURE_FLINCH_RIGHTARM ACT_GESTURE_FLINCH_RIGHTLEG ACT_GESTURE_FLINCH_STOMACH ACT_GESTURE_MELEE_ATTACK1 ACT_GESTURE_MELEE_ATTACK2 ACT_GESTURE_MELEE_ATTACK_SWING ACT_GESTURE_RANGE_ATTACK1 ACT_GESTURE_RANGE_ATTACK1_LOW ACT_GESTURE_RANGE_ATTACK2 ACT_GESTURE_RANGE_ATTACK2_LOW ACT_GESTURE_RANGE_ATTACK_AR1 ACT_GESTURE_RANGE_ATTACK_AR2 ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE ACT_GESTURE_RANGE_ATTACK_HMG1 ACT_GESTURE_RANGE_ATTACK_ML ACT_GESTURE_RANGE_ATTACK_PISTOL ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW ACT_GESTURE_RANGE_ATTACK_SHOTGUN ACT_GESTURE_RANGE_ATTACK_SLAM ACT_GESTURE_RANGE_ATTACK_SMG1 ACT_GESTURE_RANGE_ATTACK_SMG1_LOW ACT_GESTURE_RANGE_ATTACK_SMG2 ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE ACT_GESTURE_RANGE_ATTACK_THROW ACT_GESTURE_RANGE_ATTACK_TRIPWIRE ACT_GESTURE_RELOAD ACT_GESTURE_RELOAD_PISTOL ACT_GESTURE_RELOAD_SHOTGUN ACT_GESTURE_RELOAD_SMG1 ACT_GESTURE_SMALL_FLINCH ACT_GESTURE_TURN_LEFT ACT_GESTURE_TURN_LEFT45 ACT_GESTURE_TURN_LEFT45_FLAT ACT_GESTURE_TURN_LEFT90 ACT_GESTURE_TURN_LEFT90_FLAT ACT_GESTURE_TURN_RIGHT ACT_GESTURE_TURN_RIGHT45 ACT_GESTURE_TURN_RIGHT45_FLAT ACT_GESTURE_TURN_RIGHT90 ACT_GESTURE_TURN_RIGHT90_FLAT ACT_GLIDE ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE ACT_HL2MP_GESTURE_RELOAD_MELEE ACT_HL2MP_IDLE_CROUCH_MELEE ACT_HL2MP_IDLE_MELEE ACT_HL2MP_JUMP_MELEE ACT_HL2MP_RUN_MELEE ACT_HL2MP_WALK_CROUCH_MELEE ACT_HOP ACT_HOVER ACT_IDLE ACT_IDLETORUN ACT_IDLE_AGITATED ACT_IDLE_AIM_AGITATED ACT_IDLE_AIM_AUTOGUN ACT_IDLE_AIM_DUAL ACT_IDLE_AIM_PISTOL ACT_IDLE_AIM_RELAXED ACT_IDLE_AIM_RIFLE ACT_IDLE_AIM_RIFLE_STIMULATED ACT_IDLE_AIM_SHOTGUN ACT_IDLE_AIM_STEALTH ACT_IDLE_AIM_STIMULATED ACT_IDLE_ANGRY ACT_IDLE_ANGRY_MELEE ACT_IDLE_ANGRY_PISTOL ACT_IDLE_ANGRY_RPG ACT_IDLE_ANGRY_SHOTGUN ACT_IDLE_ANGRY_SMG1 ACT_IDLE_AUTOGUN ACT_IDLE_CARRY ACT_IDLE_DUAL ACT_IDLE_HURT ACT_IDLE_MANNEDGUN ACT_IDLE_MELEE ACT_IDLE_ON_FIRE ACT_IDLE_PACKAGE ACT_IDLE_PISTOL ACT_IDLE_RELAXED ACT_IDLE_RIFLE ACT_IDLE_RPG ACT_IDLE_RPG_RELAXED ACT_IDLE_SHOTGUN ACT_IDLE_SHOTGUN_AGITATED ACT_IDLE_SHOTGUN_RELAXED ACT_IDLE_SHOTGUN_STIMULATED ACT_IDLE_SMG1 ACT_IDLE_SMG1_RELAXED ACT_IDLE_SMG1_STIMULATED ACT_IDLE_STEALTH ACT_IDLE_STEALTH_PISTOL ACT_IDLE_STIMULATED ACT_IDLE_SUITCASE ACT_ITEM1_VM_DRAW ACT_ITEM1_VM_DRYFIRE ACT_ITEM1_VM_HOLSTER ACT_ITEM1_VM_IDLE ACT_ITEM1_VM_IDLE_LOWERED ACT_ITEM1_VM_IDLE_TO_LOWERED ACT_ITEM1_VM_LOWERED_TO_IDLE ACT_ITEM1_VM_PRIMARYATTACK ACT_ITEM1_VM_PULLBACK ACT_ITEM1_VM_RELOAD ACT_ITEM1_VM_SECONDARYATTACK ACT_ITEM2_VM_DRAW ACT_ITEM2_VM_DRYFIRE ACT_ITEM2_VM_HOLSTER ACT_ITEM2_VM_IDLE ACT_ITEM2_VM_IDLE_LOWERED ACT_ITEM2_VM_IDLE_TO_LOWERED ACT_ITEM2_VM_LOWERED_TO_IDLE ACT_ITEM2_VM_PRIMARYATTACK ACT_ITEM2_VM_PULLBACK ACT_ITEM2_VM_RELOAD ACT_ITEM2_VM_SECONDARYATTACK ACT_JUMP ACT_JUMP_AUTOGUN ACT_JUMP_DUAL ACT_JUMP_RIFLE ACT_JUMP_SHOTGUN ACT_LAND ACT_LEAP ACT_LOOKBACK_LEFT ACT_LOOKBACK_RIGHT ACT_MELEE_ATTACK1 ACT_MELEE_ATTACK2 ACT_MELEE_ATTACK_SWING ACT_MELEE_ATTACK_SWING_GESTURE ACT_MELEE_VM_DRAW ACT_MELEE_VM_DRYFIRE ACT_MELEE_VM_HOLSTER ACT_MELEE_VM_IDLE ACT_MELEE_VM_IDLE_LOWERED ACT_MELEE_VM_IDLE_TO_LOWERED ACT_MELEE_VM_LOWERED_TO_IDLE ACT_MELEE_VM_PRIMARYATTACK ACT_MELEE_VM_PULLBACK ACT_MELEE_VM_RELOAD ACT_MELEE_VM_SECONDARYATTACK ACT_MP_AIRWALK ACT_MP_AIRWALK_BUILDING ACT_MP_AIRWALK_ITEM1 ACT_MP_AIRWALK_ITEM2 ACT_MP_AIRWALK_MELEE ACT_MP_AIRWALK_PDA ACT_MP_AIRWALK_PRIMARY ACT_MP_AIRWALK_SECONDARY ACT_MP_ATTACK_AIRWALK_BUILDING ACT_MP_ATTACK_AIRWALK_GRENADE ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY ACT_MP_ATTACK_AIRWALK_ITEM1 ACT_MP_ATTACK_AIRWALK_ITEM2 ACT_MP_ATTACK_AIRWALK_MELEE ACT_MP_ATTACK_AIRWALK_PRIMARY ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE ACT_MP_ATTACK_AIRWALK_SECONDARY ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE ACT_MP_ATTACK_CROUCH_BUILDING ACT_MP_ATTACK_CROUCH_GRENADE ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING ACT_MP_ATTACK_CROUCH_GRENADE_MELEE ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY ACT_MP_ATTACK_CROUCH_ITEM1 ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY ACT_MP_ATTACK_CROUCH_ITEM2 ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY ACT_MP_ATTACK_CROUCH_MELEE ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY ACT_MP_ATTACK_CROUCH_POSTFIRE ACT_MP_ATTACK_CROUCH_PREFIRE ACT_MP_ATTACK_CROUCH_PRIMARY ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED ACT_MP_ATTACK_CROUCH_SECONDARY ACT_MP_ATTACK_CROUCH_SECONDARYFIRE ACT_MP_ATTACK_STAND_BUILDING ACT_MP_ATTACK_STAND_GRENADE ACT_MP_ATTACK_STAND_GRENADE_BUILDING ACT_MP_ATTACK_STAND_GRENADE_MELEE ACT_MP_ATTACK_STAND_GRENADE_PRIMARY ACT_MP_ATTACK_STAND_GRENADE_SECONDARY ACT_MP_ATTACK_STAND_ITEM1 ACT_MP_ATTACK_STAND_ITEM1_SECONDARY ACT_MP_ATTACK_STAND_ITEM2 ACT_MP_ATTACK_STAND_ITEM2_SECONDARY ACT_MP_ATTACK_STAND_MELEE ACT_MP_ATTACK_STAND_MELEE_SECONDARY ACT_MP_ATTACK_STAND_PDA ACT_MP_ATTACK_STAND_POSTFIRE ACT_MP_ATTACK_STAND_PREFIRE ACT_MP_ATTACK_STAND_PRIMARY ACT_MP_ATTACK_STAND_PRIMARYFIRE ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED ACT_MP_ATTACK_STAND_SECONDARY ACT_MP_ATTACK_STAND_SECONDARYFIRE ACT_MP_ATTACK_STAND_STARTFIRE ACT_MP_ATTACK_SWIM_BUILDING ACT_MP_ATTACK_SWIM_GRENADE ACT_MP_ATTACK_SWIM_GRENADE_BUILDING ACT_MP_ATTACK_SWIM_GRENADE_MELEE ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY ACT_MP_ATTACK_SWIM_ITEM1 ACT_MP_ATTACK_SWIM_ITEM2 ACT_MP_ATTACK_SWIM_MELEE ACT_MP_ATTACK_SWIM_PDA ACT_MP_ATTACK_SWIM_POSTFIRE ACT_MP_ATTACK_SWIM_PREFIRE ACT_MP_ATTACK_SWIM_PRIMARY ACT_MP_ATTACK_SWIM_PRIMARYFIRE ACT_MP_ATTACK_SWIM_SECONDARY ACT_MP_ATTACK_SWIM_SECONDARYFIRE ACT_MP_CROUCHWALK ACT_MP_CROUCHWALK_BUILDING ACT_MP_CROUCHWALK_ITEM1 ACT_MP_CROUCHWALK_ITEM2 ACT_MP_CROUCHWALK_MELEE ACT_MP_CROUCHWALK_PDA ACT_MP_CROUCHWALK_PRIMARY ACT_MP_CROUCHWALK_SECONDARY ACT_MP_CROUCH_BUILDING ACT_MP_CROUCH_DEPLOYED ACT_MP_CROUCH_DEPLOYED_IDLE ACT_MP_CROUCH_IDLE ACT_MP_CROUCH_ITEM1 ACT_MP_CROUCH_ITEM2 ACT_MP_CROUCH_MELEE ACT_MP_CROUCH_PDA ACT_MP_CROUCH_PRIMARY ACT_MP_CROUCH_SECONDARY ACT_MP_DEATH_CRUSH ACT_MP_DEATH_CRUSH_PRIMARY ACT_MP_DEPLOYED ACT_MP_DEPLOYED_IDLE ACT_MP_DEPLOYED_PRIMARY ACT_MP_DOUBLEJUMP ACT_MP_DROWNING_PRIMARY ACT_MP_GESTURE_FLINCH ACT_MP_GESTURE_FLINCH_CHEST ACT_MP_GESTURE_FLINCH_HEAD ACT_MP_GESTURE_FLINCH_ITEM1 ACT_MP_GESTURE_FLINCH_ITEM2 ACT_MP_GESTURE_FLINCH_LEFTARM ACT_MP_GESTURE_FLINCH_LEFTLEG ACT_MP_GESTURE_FLINCH_MELEE ACT_MP_GESTURE_FLINCH_PRIMARY ACT_MP_GESTURE_FLINCH_RIGHTARM ACT_MP_GESTURE_FLINCH_RIGHTLEG ACT_MP_GESTURE_FLINCH_SECONDARY ACT_MP_GESTURE_FLINCH_STOMACH ACT_MP_GESTURE_VC_FINGERPOINT ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1 ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2 ACT_MP_GESTURE_VC_FINGERPOINT_MELEE ACT_MP_GESTURE_VC_FINGERPOINT_PDA ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY ACT_MP_GESTURE_VC_FISTPUMP ACT_MP_GESTURE_VC_FISTPUMP_BUILDING ACT_MP_GESTURE_VC_FISTPUMP_ITEM1 ACT_MP_GESTURE_VC_FISTPUMP_ITEM2 ACT_MP_GESTURE_VC_FISTPUMP_MELEE ACT_MP_GESTURE_VC_FISTPUMP_PDA ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY ACT_MP_GESTURE_VC_HANDMOUTH ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1 ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2 ACT_MP_GESTURE_VC_HANDMOUTH_MELEE ACT_MP_GESTURE_VC_HANDMOUTH_PDA ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY ACT_MP_GESTURE_VC_NODNO ACT_MP_GESTURE_VC_NODNO_BUILDING ACT_MP_GESTURE_VC_NODNO_ITEM1 ACT_MP_GESTURE_VC_NODNO_ITEM2 ACT_MP_GESTURE_VC_NODNO_MELEE ACT_MP_GESTURE_VC_NODNO_PDA ACT_MP_GESTURE_VC_NODNO_PRIMARY ACT_MP_GESTURE_VC_NODNO_SECONDARY ACT_MP_GESTURE_VC_NODYES ACT_MP_GESTURE_VC_NODYES_BUILDING ACT_MP_GESTURE_VC_NODYES_ITEM1 ACT_MP_GESTURE_VC_NODYES_ITEM2 ACT_MP_GESTURE_VC_NODYES_MELEE ACT_MP_GESTURE_VC_NODYES_PDA ACT_MP_GESTURE_VC_NODYES_PRIMARY ACT_MP_GESTURE_VC_NODYES_SECONDARY ACT_MP_GESTURE_VC_THUMBSUP ACT_MP_GESTURE_VC_THUMBSUP_BUILDING ACT_MP_GESTURE_VC_THUMBSUP_ITEM1 ACT_MP_GESTURE_VC_THUMBSUP_ITEM2 ACT_MP_GESTURE_VC_THUMBSUP_MELEE ACT_MP_GESTURE_VC_THUMBSUP_PDA ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY ACT_MP_GRENADE1_ATTACK ACT_MP_GRENADE1_DRAW ACT_MP_GRENADE1_IDLE ACT_MP_GRENADE2_ATTACK ACT_MP_GRENADE2_DRAW ACT_MP_GRENADE2_IDLE ACT_MP_ITEM1_GRENADE1_ATTACK ACT_MP_ITEM1_GRENADE1_DRAW ACT_MP_ITEM1_GRENADE1_IDLE ACT_MP_ITEM1_GRENADE2_ATTACK ACT_MP_ITEM1_GRENADE2_DRAW ACT_MP_ITEM1_GRENADE2_IDLE ACT_MP_ITEM2_GRENADE1_ATTACK ACT_MP_ITEM2_GRENADE1_DRAW ACT_MP_ITEM2_GRENADE1_IDLE ACT_MP_ITEM2_GRENADE2_ATTACK ACT_MP_ITEM2_GRENADE2_DRAW ACT_MP_ITEM2_GRENADE2_IDLE ACT_MP_JUMP ACT_MP_JUMP_BUILDING ACT_MP_JUMP_FLOAT ACT_MP_JUMP_FLOAT_BUILDING ACT_MP_JUMP_FLOAT_ITEM1 ACT_MP_JUMP_FLOAT_ITEM2 ACT_MP_JUMP_FLOAT_MELEE ACT_MP_JUMP_FLOAT_PDA ACT_MP_JUMP_FLOAT_PRIMARY ACT_MP_JUMP_FLOAT_SECONDARY ACT_MP_JUMP_IMPACT_E ACT_MP_JUMP_IMPACT_N ACT_MP_JUMP_IMPACT_S ACT_MP_JUMP_IMPACT_TOP ACT_MP_JUMP_IMPACT_W ACT_MP_JUMP_ITEM1 ACT_MP_JUMP_ITEM2 ACT_MP_JUMP_LAND ACT_MP_JUMP_LAND_BUILDING ACT_MP_JUMP_LAND_ITEM1 ACT_MP_JUMP_LAND_ITEM2 ACT_MP_JUMP_LAND_MELEE ACT_MP_JUMP_LAND_PDA ACT_MP_JUMP_LAND_PRIMARY ACT_MP_JUMP_LAND_SECONDARY ACT_MP_JUMP_MELEE ACT_MP_JUMP_PDA ACT_MP_JUMP_PRIMARY ACT_MP_JUMP_SECONDARY ACT_MP_JUMP_START ACT_MP_JUMP_START_BUILDING ACT_MP_JUMP_START_ITEM1 ACT_MP_JUMP_START_ITEM2 ACT_MP_JUMP_START_MELEE ACT_MP_JUMP_START_PDA ACT_MP_JUMP_START_PRIMARY ACT_MP_JUMP_START_SECONDARY ACT_MP_LONG_FALL ACT_MP_LONG_FALL_PRIMARY ACT_MP_MELEE_GRENADE1_ATTACK ACT_MP_MELEE_GRENADE1_DRAW ACT_MP_MELEE_GRENADE1_IDLE ACT_MP_MELEE_GRENADE2_ATTACK ACT_MP_MELEE_GRENADE2_DRAW ACT_MP_MELEE_GRENADE2_IDLE ACT_MP_PRIMARY_GRENADE1_ATTACK ACT_MP_PRIMARY_GRENADE1_DRAW ACT_MP_PRIMARY_GRENADE1_IDLE ACT_MP_PRIMARY_GRENADE2_ATTACK ACT_MP_PRIMARY_GRENADE2_DRAW ACT_MP_PRIMARY_GRENADE2_IDLE ACT_MP_RELOAD_AIRWALK ACT_MP_RELOAD_AIRWALK_END ACT_MP_RELOAD_AIRWALK_LOOP ACT_MP_RELOAD_AIRWALK_PRIMARY ACT_MP_RELOAD_AIRWALK_PRIMARY_END ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP ACT_MP_RELOAD_AIRWALK_SECONDARY ACT_MP_RELOAD_AIRWALK_SECONDARY_END ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP ACT_MP_RELOAD_CROUCH ACT_MP_RELOAD_CROUCH_END ACT_MP_RELOAD_CROUCH_LOOP ACT_MP_RELOAD_CROUCH_PRIMARY ACT_MP_RELOAD_CROUCH_PRIMARY_END ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP ACT_MP_RELOAD_CROUCH_SECONDARY ACT_MP_RELOAD_CROUCH_SECONDARY_END ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP ACT_MP_RELOAD_STAND ACT_MP_RELOAD_STAND_END ACT_MP_RELOAD_STAND_LOOP ACT_MP_RELOAD_STAND_PRIMARY ACT_MP_RELOAD_STAND_PRIMARY_END ACT_MP_RELOAD_STAND_PRIMARY_LOOP ACT_MP_RELOAD_STAND_SECONDARY ACT_MP_RELOAD_STAND_SECONDARY_END ACT_MP_RELOAD_STAND_SECONDARY_LOOP ACT_MP_RELOAD_SWIM ACT_MP_RELOAD_SWIM_END ACT_MP_RELOAD_SWIM_LOOP ACT_MP_RELOAD_SWIM_PRIMARY ACT_MP_RELOAD_SWIM_PRIMARY_END ACT_MP_RELOAD_SWIM_PRIMARY_LOOP ACT_MP_RELOAD_SWIM_SECONDARY ACT_MP_RELOAD_SWIM_SECONDARY_END ACT_MP_RELOAD_SWIM_SECONDARY_LOOP ACT_MP_RUN ACT_MP_RUN_BUILDING ACT_MP_RUN_ITEM1 ACT_MP_RUN_ITEM2 ACT_MP_RUN_MELEE ACT_MP_RUN_PDA ACT_MP_RUN_PRIMARY ACT_MP_RUN_SECONDARY ACT_MP_RUN_SPEEDPAINT ACT_MP_RUN_SPEEDPAINT_PRIMARY ACT_MP_SECONDARY_GRENADE1_ATTACK ACT_MP_SECONDARY_GRENADE1_DRAW ACT_MP_SECONDARY_GRENADE1_IDLE ACT_MP_SECONDARY_GRENADE2_ATTACK ACT_MP_SECONDARY_GRENADE2_DRAW ACT_MP_SECONDARY_GRENADE2_IDLE ACT_MP_SPRINT ACT_MP_STAND_BUILDING ACT_MP_STAND_IDLE ACT_MP_STAND_ITEM1 ACT_MP_STAND_ITEM2 ACT_MP_STAND_MELEE ACT_MP_STAND_PDA ACT_MP_STAND_PRIMARY ACT_MP_STAND_SECONDARY ACT_MP_SWIM ACT_MP_SWIM_BUILDING ACT_MP_SWIM_DEPLOYED ACT_MP_SWIM_DEPLOYED_PRIMARY ACT_MP_SWIM_ITEM1 ACT_MP_SWIM_ITEM2 ACT_MP_SWIM_MELEE ACT_MP_SWIM_PDA ACT_MP_SWIM_PRIMARY ACT_MP_SWIM_SECONDARY ACT_MP_TRACTORBEAM_FLOAT ACT_MP_TRACTORBEAM_FLOAT_PRIMARY ACT_MP_VCD ACT_MP_WALK ACT_MP_WALK_BUILDING ACT_MP_WALK_ITEM1 ACT_MP_WALK_ITEM2 ACT_MP_WALK_MELEE ACT_MP_WALK_PDA ACT_MP_WALK_PRIMARY ACT_MP_WALK_SECONDARY ACT_OBJ_ASSEMBLING ACT_OBJ_DETERIORATING ACT_OBJ_DISMANTLING ACT_OBJ_IDLE ACT_OBJ_PLACING ACT_OBJ_RUNNING ACT_OBJ_STARTUP ACT_OBJ_UPGRADING ACT_OPEN_DOOR ACT_OVERLAY_GRENADEIDLE ACT_OVERLAY_GRENADEREADY ACT_OVERLAY_PRIMARYATTACK ACT_OVERLAY_SHIELD_ATTACK ACT_OVERLAY_SHIELD_DOWN ACT_OVERLAY_SHIELD_KNOCKBACK ACT_OVERLAY_SHIELD_UP ACT_OVERLAY_SHIELD_UP_IDLE ACT_PDA_VM_DRAW ACT_PDA_VM_DRYFIRE ACT_PDA_VM_HOLSTER ACT_PDA_VM_IDLE ACT_PDA_VM_IDLE_LOWERED ACT_PDA_VM_IDLE_TO_LOWERED ACT_PDA_VM_LOWERED_TO_IDLE ACT_PDA_VM_PRIMARYATTACK ACT_PDA_VM_PULLBACK ACT_PDA_VM_RELOAD ACT_PDA_VM_SECONDARYATTACK ACT_PHYSCANNON_ANIMATE ACT_PHYSCANNON_ANIMATE_POST ACT_PHYSCANNON_ANIMATE_PRE ACT_PHYSCANNON_DETACH ACT_PHYSCANNON_UPGRADE ACT_PICKUP_GROUND ACT_PICKUP_RACK ACT_PLAYER_CROUCH_FIRE ACT_PLAYER_CROUCH_WALK_FIRE ACT_PLAYER_IDLE_FIRE ACT_PLAYER_RUN_FIRE ACT_PLAYER_WALK_FIRE ACT_POLICE_HARASS1 ACT_POLICE_HARASS2 ACT_PREP_EXPLODE ACT_PREP_TO_FIRE ACT_PRIMARY_VM_DRAW ACT_PRIMARY_VM_DRYFIRE ACT_PRIMARY_VM_HOLSTER ACT_PRIMARY_VM_IDLE ACT_PRIMARY_VM_IDLE_LOWERED ACT_PRIMARY_VM_IDLE_TO_LOWERED ACT_PRIMARY_VM_LOWERED_TO_IDLE ACT_PRIMARY_VM_PRIMARYATTACK ACT_PRIMARY_VM_PULLBACK ACT_PRIMARY_VM_RELOAD ACT_PRIMARY_VM_SECONDARYATTACK ACT_RANGE_AIM_AR2_LOW ACT_RANGE_AIM_LOW ACT_RANGE_AIM_PISTOL_LOW ACT_RANGE_AIM_SMG1_LOW ACT_RANGE_ATTACK1 ACT_RANGE_ATTACK1_LOW ACT_RANGE_ATTACK2 ACT_RANGE_ATTACK2_LOW ACT_RANGE_ATTACK_AR1 ACT_RANGE_ATTACK_AR2 ACT_RANGE_ATTACK_AR2_GRENADE ACT_RANGE_ATTACK_AR2_LOW ACT_RANGE_ATTACK_AUTOGUN ACT_RANGE_ATTACK_DUAL ACT_RANGE_ATTACK_HMG1 ACT_RANGE_ATTACK_ML ACT_RANGE_ATTACK_PISTOL ACT_RANGE_ATTACK_PISTOL_LOW ACT_RANGE_ATTACK_RIFLE ACT_RANGE_ATTACK_RPG ACT_RANGE_ATTACK_SHOTGUN ACT_RANGE_ATTACK_SHOTGUN_LOW ACT_RANGE_ATTACK_SLAM ACT_RANGE_ATTACK_SMG1 ACT_RANGE_ATTACK_SMG1_LOW ACT_RANGE_ATTACK_SMG2 ACT_RANGE_ATTACK_SNIPER_RIFLE ACT_RANGE_ATTACK_THROW ACT_RANGE_ATTACK_TRIPWIRE ACT_RAPPEL_LOOP ACT_READINESS_AGITATED_TO_STIMULATED ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED ACT_READINESS_RELAXED_TO_STIMULATED ACT_READINESS_RELAXED_TO_STIMULATED_WALK ACT_READINESS_STIMULATED_TO_RELAXED ACT_RELOAD ACT_RELOAD_AUTOGUN ACT_RELOAD_DUAL ACT_RELOAD_FAIL ACT_RELOAD_FINISH ACT_RELOAD_LOW ACT_RELOAD_PISTOL ACT_RELOAD_PISTOL_LOW ACT_RELOAD_RIFLE ACT_RELOAD_SHOTGUN ACT_RELOAD_SHOTGUN_LOW ACT_RELOAD_SMG1 ACT_RELOAD_SMG1_LOW ACT_RELOAD_START ACT_RELOAD_SUCCEED ACT_RESET ACT_RIDE_MANNED_GUN ACT_ROLL_LEFT ACT_ROLL_RIGHT ACT_RUN ACT_RUNTOIDLE ACT_RUN_AGITATED ACT_RUN_AIM ACT_RUN_AIM_AGITATED ACT_RUN_AIM_AUTOGUN ACT_RUN_AIM_DUAL ACT_RUN_AIM_PISTOL ACT_RUN_AIM_RELAXED ACT_RUN_AIM_RIFLE ACT_RUN_AIM_RIFLE_STIMULATED ACT_RUN_AIM_SHOTGUN ACT_RUN_AIM_STEALTH ACT_RUN_AIM_STEALTH_PISTOL ACT_RUN_AIM_STIMULATED ACT_RUN_CROUCH ACT_RUN_CROUCH_AIM ACT_RUN_CROUCH_AIM_RIFLE ACT_RUN_CROUCH_RIFLE ACT_RUN_CROUCH_RPG ACT_RUN_HURT ACT_RUN_ON_FIRE ACT_RUN_PISTOL ACT_RUN_PROTECTED ACT_RUN_RELAXED ACT_RUN_RIFLE ACT_RUN_RIFLE_RELAXED ACT_RUN_RIFLE_STIMULATED ACT_RUN_RPG ACT_RUN_RPG_RELAXED ACT_RUN_SCARED ACT_RUN_STEALTH ACT_RUN_STEALTH_PISTOL ACT_RUN_STIMULATED ACT_SCRIPT_CUSTOM_MOVE ACT_SECONDARY_VM_DRAW ACT_SECONDARY_VM_DRYFIRE ACT_SECONDARY_VM_HOLSTER ACT_SECONDARY_VM_IDLE ACT_SECONDARY_VM_IDLE_LOWERED ACT_SECONDARY_VM_IDLE_TO_LOWERED ACT_SECONDARY_VM_LOWERED_TO_IDLE ACT_SECONDARY_VM_PRIMARYATTACK ACT_SECONDARY_VM_PULLBACK ACT_SECONDARY_VM_RELOAD ACT_SECONDARY_VM_SECONDARYATTACK ACT_SHIELD_ATTACK ACT_SHIELD_DOWN ACT_SHIELD_KNOCKBACK ACT_SHIELD_UP ACT_SHIELD_UP_IDLE ACT_SHIPLADDER_DOWN ACT_SHIPLADDER_UP ACT_SHOTGUN_PUMP ACT_SHOTGUN_RELOAD_FINISH ACT_SHOTGUN_RELOAD_START ACT_SIGNAL1 ACT_SIGNAL2 ACT_SIGNAL3 ACT_SIGNAL_ADVANCE ACT_SIGNAL_FORWARD ACT_SIGNAL_GROUP ACT_SIGNAL_HALT ACT_SIGNAL_LEFT ACT_SIGNAL_RIGHT ACT_SIGNAL_TAKECOVER ACT_SLAM_DETONATOR_DETONATE ACT_SLAM_DETONATOR_DRAW ACT_SLAM_DETONATOR_HOLSTER ACT_SLAM_DETONATOR_IDLE ACT_SLAM_DETONATOR_STICKWALL_DRAW ACT_SLAM_DETONATOR_THROW_DRAW ACT_SLAM_STICKWALL_ATTACH ACT_SLAM_STICKWALL_ATTACH2 ACT_SLAM_STICKWALL_DETONATE ACT_SLAM_STICKWALL_DETONATOR_HOLSTER ACT_SLAM_STICKWALL_DRAW ACT_SLAM_STICKWALL_IDLE ACT_SLAM_STICKWALL_ND_ATTACH ACT_SLAM_STICKWALL_ND_ATTACH2 ACT_SLAM_STICKWALL_ND_DRAW ACT_SLAM_STICKWALL_ND_IDLE ACT_SLAM_STICKWALL_TO_THROW ACT_SLAM_STICKWALL_TO_THROW_ND ACT_SLAM_STICKWALL_TO_TRIPMINE_ND ACT_SLAM_THROW_DETONATE ACT_SLAM_THROW_DETONATOR_HOLSTER ACT_SLAM_THROW_DRAW ACT_SLAM_THROW_IDLE ACT_SLAM_THROW_ND_DRAW ACT_SLAM_THROW_ND_IDLE ACT_SLAM_THROW_THROW ACT_SLAM_THROW_THROW2 ACT_SLAM_THROW_THROW_ND ACT_SLAM_THROW_THROW_ND2 ACT_SLAM_THROW_TO_STICKWALL ACT_SLAM_THROW_TO_STICKWALL_ND ACT_SLAM_THROW_TO_TRIPMINE_ND ACT_SLAM_TRIPMINE_ATTACH ACT_SLAM_TRIPMINE_ATTACH2 ACT_SLAM_TRIPMINE_DRAW ACT_SLAM_TRIPMINE_IDLE ACT_SLAM_TRIPMINE_TO_STICKWALL_ND ACT_SLAM_TRIPMINE_TO_THROW_ND ACT_SLEEP ACT_SMALL_FLINCH ACT_SMG2_DRAW2 ACT_SMG2_DRYFIRE2 ACT_SMG2_FIRE2 ACT_SMG2_IDLE2 ACT_SMG2_RELOAD2 ACT_SMG2_TOAUTO ACT_SMG2_TOBURST ACT_SPECIAL_ATTACK1 ACT_SPECIAL_ATTACK2 ACT_SPECIFIC_SEQUENCE ACT_SPINAROUND ACT_SPRAY ACT_STAND ACT_STARTDYING ACT_STEP_BACK ACT_STEP_FORE ACT_STEP_LEFT ACT_STEP_RIGHT ACT_STRAFE_LEFT ACT_STRAFE_RIGHT ACT_SWIM ACT_TRANSITION ACT_TURN ACT_TURNLEFT45 ACT_TURNRIGHT45 ACT_TURN_LEFT ACT_TURN_RIGHT ACT_UNDEPLOY ACT_USE ACT_VICTORY_DANCE ACT_VM_ATTACH_SILENCER ACT_VM_DETACH_SILENCER ACT_VM_DRAW ACT_VM_DRAW_DEPLOYED ACT_VM_DRAW_SILENCED ACT_VM_DRYFIRE ACT_VM_DRYFIRE_LEFT ACT_VM_DRYFIRE_SILENCED ACT_VM_EMPTY_DRAW ACT_VM_EMPTY_FIRE ACT_VM_EMPTY_IDLE ACT_VM_EMPTY_RELOAD ACT_VM_FIDGET ACT_VM_FIZZLE ACT_VM_HAULBACK ACT_VM_HITCENTER ACT_VM_HITCENTER2 ACT_VM_HITLEFT ACT_VM_HITLEFT2 ACT_VM_HITRIGHT ACT_VM_HITRIGHT2 ACT_VM_HOLSTER ACT_VM_IDLE ACT_VM_IDLE_EMPTY_LEFT ACT_VM_IDLE_LOWERED ACT_VM_IDLE_SILENCED ACT_VM_IDLE_TO_LOWERED ACT_VM_IS_DRAW ACT_VM_IS_HOLSTER ACT_VM_IS_IDLE ACT_VM_IS_PRIMARYATTACK ACT_VM_LOWERED_TO_IDLE ACT_VM_MISSCENTER ACT_VM_MISSCENTER2 ACT_VM_MISSLEFT ACT_VM_MISSLEFT2 ACT_VM_MISSRIGHT ACT_VM_MISSRIGHT2 ACT_VM_PICKUP ACT_VM_PRIMARYATTACK ACT_VM_PRIMARYATTACK_SILENCED ACT_VM_PULLBACK ACT_VM_PULLBACK_HIGH ACT_VM_PULLBACK_LOW ACT_VM_PULLPIN ACT_VM_RECOIL1 ACT_VM_RECOIL2 ACT_VM_RECOIL3 ACT_VM_RELEASE ACT_VM_RELOAD ACT_VM_RELOAD_SILENCED ACT_VM_SECONDARYATTACK ACT_VM_SPRINT_ENTER ACT_VM_SPRINT_IDLE ACT_VM_SPRINT_LEAVE ACT_VM_SWINGHARD ACT_VM_SWINGHIT ACT_VM_SWINGMISS ACT_VM_THROW ACT_VM_UNUSABLE ACT_VM_UNUSABLE_TO_USABLE ACT_VM_USABLE_TO_UNUSABLE ACT_WAKE ACT_WALK ACT_WALK_AGITATED ACT_WALK_AIM ACT_WALK_AIM_AGITATED ACT_WALK_AIM_AUTOGUN ACT_WALK_AIM_DUAL ACT_WALK_AIM_PISTOL ACT_WALK_AIM_RELAXED ACT_WALK_AIM_RIFLE ACT_WALK_AIM_RIFLE_STIMULATED ACT_WALK_AIM_SHOTGUN ACT_WALK_AIM_STEALTH ACT_WALK_AIM_STEALTH_PISTOL ACT_WALK_AIM_STIMULATED ACT_WALK_ANGRY ACT_WALK_CARRY ACT_WALK_CROUCH ACT_WALK_CROUCH_AIM ACT_WALK_CROUCH_AIM_RIFLE ACT_WALK_CROUCH_RIFLE ACT_WALK_CROUCH_RPG ACT_WALK_HURT ACT_WALK_ON_FIRE ACT_WALK_PACKAGE ACT_WALK_PISTOL ACT_WALK_RELAXED ACT_WALK_RIFLE ACT_WALK_RIFLE_RELAXED ACT_WALK_RIFLE_STIMULATED ACT_WALK_RPG ACT_WALK_RPG_RELAXED ACT_WALK_SCARED ACT_WALK_STEALTH ACT_WALK_STEALTH_PISTOL ACT_WALK_STIMULATED ACT_WALK_SUITCASE ADDED %s (%s) to transition. ADDED DEPENDANCY: %s (%s) ADDED. AE_ALLOW_MOVEMENT AE_AMMOCRATE_PICKUP_AMMO AE_ASW_FOOTSTEP AE_BEGIN_TAUNT_LOOP AE_CLIENT_EFFECT_ATTACH AE_CLIENT_EJECT_BRASS AE_CL_ADD_PARTICLE_EFFECT_CP AE_CL_ATTACH_SILENCER_COMPLETE AE_CL_BODYGROUP_SET_TO_CLIP AE_CL_BODYGROUP_SET_TO_NEXTCLIP AE_CL_BODYGROUP_SET_VALUE AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN AE_CL_CREATE_PARTICLE_BRASS AE_CL_CREATE_PARTICLE_EFFECT AE_CL_DETACH_SILENCER_COMPLETE AE_CL_DISABLE_BODYGROUP AE_CL_EJECT_MAG AE_CL_EJECT_MAG_UNHIDE AE_CL_ENABLE_BODYGROUP AE_CL_HIDE_SILENCER AE_CL_PLAYSOUND AE_CL_SET_STATTRAK_GLOW AE_CL_SHOW_SILENCER AE_CL_STOPSOUND AE_CL_STOP_PARTICLE_EFFECT AE_COMBO_TRANSITION AE_EMPTY AE_MARINE_FOOTSTEP AE_MARINE_RELOAD_SOUND_A AE_MARINE_RELOAD_SOUND_B AE_MARINE_RELOAD_SOUND_C AE_MELEE_DAMAGE AE_MELEE_START_COLLISION_DAMAGE AE_MELEE_STOP_COLLISION_DAMAGE AE_MUZZLEFLASH AE_NPC_180TURN AE_NPC_ADDGESTURE AE_NPC_ATTACK_BROADCAST AE_NPC_BODYDROP_HEAVY AE_NPC_BODYDROP_LIGHT AE_NPC_DRAW AE_NPC_HOLSTER AE_NPC_HURT_INTERACTION_PARTNER AE_NPC_ITEM_PICKUP AE_NPC_LEFTFOOT AE_NPC_MUZZLEFLASH AE_NPC_RAGDOLL AE_NPC_RESTARTGESTURE AE_NPC_RIGHTFOOT AE_NPC_SET_INTERACTION_CANTDIE AE_NPC_SWISHSOUND AE_NPC_WEAPON_DROP AE_NPC_WEAPON_FIRE AE_NPC_WEAPON_SET_ACTIVITY AE_NPC_WEAPON_SET_SEQUENCE_NAME AE_NPC_WEAPON_SET_SEQUENCE_NUMBER AE_RAGDOLL AE_REMOVE_CLIENT_AIM AE_SCREEN_SHAKE AE_SKILL_EVENT AE_START_DETECTING_COMBO AE_START_SCRIPTED_EFFECT AE_STOP_DETECTING_COMBO AE_STOP_SCRIPTED_EFFECT AE_SV_DUSTTRAIL AE_SV_PLAYSOUND AE_THUMPER_THUMP AE_TUG_INCAP AE_WPN_CLIP_TO_POSEPARAM AE_WPN_COMPLETE_RELOAD AE_WPN_CZ_DUMP_CURRENT_MAG AE_WPN_CZ_UPDATE_BODYGROUP AE_WPN_EMPTYSHOTS_TO_POSEPARAM AE_WPN_HIDE AE_WPN_INCREMENTAMMO AE_WPN_NEXTCLIP_TO_POSEPARAM AE_WPN_PLAYWPNSOUND AE_WPN_PRIMARYATTACK AE_WPN_UNHIDE AI Disabled. AI Enabled. AI Resume... AI Stepping... AI node %d is associated with Hammer node %d, but %d is already bound to node %d AI node graph %s is corrupt AI node graph %s is out of date AI node graph %s is out of date (map version changed) AI node graph corrupt AIAgentSaveHeader_t AIAgentScheduleState_t AIBehaviorChannelSaveHeader_t AIChannelScheduleState_t AIE_DORMANT AIE_EFFICIENT AIE_NORMAL AIE_SUPER_EFFICIENT AIE_VERY_EFFICIENT AIExtendedSaveHeader_t AIME_EFFICIENT AIME_NORMAL AIN_NO_DEST AIRBOAT AIScheduleState_t AISquadEnemyInfo_t AIWalkable AI_AIM AI_BLINK AI_BaseNPC.BodyDrop_Heavy AI_BaseNPC.BodyDrop_Light AI_BaseNPC.SentenceStop AI_BaseNPC.SwishSound AI_Behaviors AI_DISABLEAI AI_EnemyInfo_t AI_FollowNavInfo_t AI_FollowParams_t AI_FreePassParams_t AI_HOLSTER AI_IGNORECOLLISION AI_LeadArgs_t AI_RANDOMFACEFLEX AI_RANDOMHEADFLEX AI_RANDOMLOOK AI_Response AI_ResponseParams AI_ResponseSystem: Unxpected TokenWaiting() with NULL buffer in %s AI_StandoffParams_t AI_UNHOLSTER AI_Waypoint_t AI_Waypoint_t pool AIs will not even consider remarkarbles that are more than this many units away. ALERT ALPHA2 ALWAYSGIB AMMO_TYPE_DECOY AMMO_TYPE_FLASHBANG AMMO_TYPE_HEALTHSHOT AMMO_TYPE_HEGRENADE AMMO_TYPE_MOLOTOV AMMO_TYPE_SMOKEGRENADE AMMO_TYPE_TAGRENADE AMMO_TYPE_TASERCHARGE ANIMTAG_AIMLIMIT_PITCHMAX_CROUCH ANIMTAG_AIMLIMIT_PITCHMAX_CROUCHWALK ANIMTAG_AIMLIMIT_PITCHMAX_IDLE ANIMTAG_AIMLIMIT_PITCHMAX_WALKRUN ANIMTAG_AIMLIMIT_PITCHMIN_CROUCH ANIMTAG_AIMLIMIT_PITCHMIN_CROUCHWALK ANIMTAG_AIMLIMIT_PITCHMIN_IDLE ANIMTAG_AIMLIMIT_PITCHMIN_WALKRUN ANIMTAG_AIMLIMIT_YAWMAX_CROUCHIDLE ANIMTAG_AIMLIMIT_YAWMAX_CROUCHWALK ANIMTAG_AIMLIMIT_YAWMAX_IDLE ANIMTAG_AIMLIMIT_YAWMAX_RUN ANIMTAG_AIMLIMIT_YAWMAX_WALK ANIMTAG_AIMLIMIT_YAWMIN_CROUCHIDLE ANIMTAG_AIMLIMIT_YAWMIN_CROUCHWALK ANIMTAG_AIMLIMIT_YAWMIN_IDLE ANIMTAG_AIMLIMIT_YAWMIN_RUN ANIMTAG_AIMLIMIT_YAWMIN_WALK ANIMTAG_FLASHBANG_PASSABLE ANIMTAG_STARTCYCLE_E ANIMTAG_STARTCYCLE_N ANIMTAG_STARTCYCLE_NE ANIMTAG_STARTCYCLE_NW ANIMTAG_STARTCYCLE_S ANIMTAG_STARTCYCLE_SE ANIMTAG_STARTCYCLE_SW ANIMTAG_STARTCYCLE_W ANIMTAG_UNINITIALIZED ANIMTAG_WEAPON_POSTLAYER ANY APPROACH_DESCENDING_LADDER (face in) APPROACH_DESCENDING_LADDER (face out) APPSYSTEM: In ConnectInterfaces(), s_nRegistrationCount is %d! AR2AltFire AR2Tracer ASCEND_LADDER ATTACK END ATTACKING: %s AVOID AVelocity: %.2f %.2f %.2f AWARDED Aborting map_editWC/Engine map versions different... Aborting map_editWorldcraft not running... Aborting match... Aborting schedule load. AbsTagType(unknown) Accel (time*time) Accel/Deaccel (cosine) Access of EHANDLE/CHandle for class %s:%p in destructor! Account is Convicted Account is Untrusted AccumulatePose Achievement count increased for %s: %d/%d Achievement failed: %s (%s) Achievement reward %s has no items! Achievement update called but already achieved: %s Achievements Achievements disabled, ignoring achievement component for %s Achievements disabled, ignoring achievement progress for %s Achievements disabled, ignoring achievement update for %s Achievements disabled: Steam not running. Act Accuracy: %.1f Act Busy Act Busy: Exit Point ActivateSetTimerLength value is less than 0! Active: %s Activity %s Activity: %s Activity: %s - Ideal Activity: %s Actual : Actv: %s (%s) [%s] Actv: INVALID Actv: RESET Add a line to the debug history. Format: Add current area to the selected set. Add specified area id to the selected set. AddBool AddBroadcastTeamTarget AddDouble AddEnum AddFlexAnimation_SetFlexWeight AddFloat AddInt32 AddInt64 AddMemoryInfoCallback AddMessage AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin AddMultiDamage: g_MultiDamage.GetDamagePosition() == vec3_origin AddOn.Install AddOn: %s couldn't find Host %s AddOutput input fired with bad string. Format: ,,,, AddString AddUInt32 AddUInt64 Added Danger Sound! Duration:%f (Time:%f) Added Sound! Type:%d Duration:%f (Time:%f) Added area %d. ( to go there: setpos %f %f %f ) Added link Adding %s (ID:%d) to active caster list! Adding ID:%d to active caster list! Adding triangulation Additional (non-aim) punch added to view from recoil Additional time added to round time if a hostage is reached by a CT. AddonLocation AddonModel AddonScale Adds a team (by index) to the broadcast list Adds all areas in a radius to the selection set Adds all blocked areas to the selected set Adds all damaging areas to the selected set Adds all invalid areas to the Selected Set. Adds all obstructed areas to the selected set Adds all stairway areas to the selected set Adds an I/O connection that will call the named function when the specified output fires Adjust the difficulty of bots each round based on contribution score. AdvanceToIdealActivity calling SetActivityAndSequence because of change %s Advancing path Affirmative After a competitive match finishes rematch voting extra time is given for rankings. After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. Aggression AgreeWithPlan Aim Pos: - Aim Pos: %3.0f %3.0f %3.0f AimFocusDecay AimFocusInitial AimFocusInterval AimFocusOffsetScale Air Airboat.FireGunLoop Airboat.FireGunRevDown AirboatGunHeavyTracer AirboatGunImpact AirboatGunTracer AirboatMuzzleFlash Alert All Particle Systems: All bot profiles at this difficulty level are in use. All itemsets must have names. All lootlists must have names. AllocGroundLink: failed to allocate groundlink_t.!!! AllocTouchLink: failed to allocate touchlink_t. Allow players to extend the current map? Allow real-time tweaking of the ammo impulse values. Allow spectators to initiate votes? Allow spectators to vote on issues? Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round. Allow voting during warmup? Allow voting? AllowFlipping Allowing Allows players to drop knives. Allows spectating and communicating with a team ( 'coach t' or 'coach ct' ) Allows team members to injure other members of their team Allows the bots to use all weapons Allows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set thirdperson without this convar being set) Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man. Ally MoveAway Point Alpha Alternate Alpha Fade In Random Alpha Fade Out Random Alpha Fade and Decay Alpha Random Already saw decimal point or exponent; can't have another one. Alternate icon definition index %d must be greater than or equal to zero Ambiguous Ammo Remaining: %d Amount by which the camera (viewer's eye) is expanded for occlusion test. This should be large enough to accommodate eye's movement within a frame or two Amount by which the player bounding box is expanded up for occlusion test to account for jumping. This margin should be large enough to accommodate player movement within a frame or two. Affects both camera box and player box. Amount of time needed between shots before restarting recoil Amount of variance per recoil impulse Amount spawn interval increases for each child Amount to dampen perpendicular movement on a ladder An AI behavior is in control but has no recommended schedule An RR_Concept couldn't find its string in the symbol table! An average good score for use in funfacts An error occurred while attempting to download a file from the UGC server! Anchor nav_begin_area Z to editing player's feet Angle sensor '%s' could not find look at entity '%s'. Angular change from parent AnimStateServer.log Animated characters who have vertex flex capability. Animating models Animation Sequence Antlion Antlion: Burrow Point Antlion: Thumper Flee Point Any player (including Spectator team) can speak to any other player App%u.%s ApplyEntity ApplyGameSettings: Invalid mapgroup name %s ApplyGameSettings: Map %s not part of Mapgroup %s ApplyGameSettings: MapGroup %s not part of type %s mode %s Applying new item schema, version %08X Approach Point (Hiding) Apr Area #%d %s %s Area #%d %s is blocked Area #%d is connected to all goal areas. Area #%d is disconnected from goal area #%d. Area %d didn't get any nodes! Area %d has area %d on both 2-way and incoming list, should only be on one Area %d has incoming connection from area %d but does not appear on latter's outgoing connection list Area %d has multiple incoming connections to area %d in direction %d Area %d has multiple outgoing connections to area %d in direction %d Area %d has one-way connect to area %d but does not appear on the latter's incoming list Area unmarked. AreaScoreContext Armor Ricochet Arms Race gun level after which vote to restart is disallowed Arrival act: %s Arrival seq: %d Ask whether the main sequence is done playing Asking FirstTimeSeen for enemy that's not in my memory!! Asking HasFreeKnowledgeOf for enemy that's not in my memory!! Asking LastKnownPosition for enemy that's not in my memory!! Asking LastSeenPosition for enemy that's not in my memory!! Asking LastTimeSeen for enemy that's not in my memory!! Asking LastTimeTookDamageFrom for enemy that's not in my memory!! Asking TimeAtFirstHand for enemy that's not in my memory!! Asking TimeLastReacquired for enemy that's not in my memory!! Assault Cleared due to Contact or Input! Assault Point: %s %s Assault goal disabled Assertion Failed: !m_bNeedsSort Assertion Failed: g_StudioHdrToActivityMaps[i].nRefs == 0 At the end of the match, perform a changelevel even if next map is the same At the end of the match, perform a restart instead of loading a new map Attached %s (mod_studio) to %s (%d) Attachment index for attachment mode Attack2Axis AttackAxis AttackDelay AttackState:OnExit() Attacker AttackerID AttackerMovement AttackerX AttackerY AttackerZ Attacking our friend's killer! Attempted to add a debughistory line to category %d. Valid categories are %d to %d. Attempted to create link to node that doesn't exist Attempted to create unknown entity type %s! Attempted to create unknown particle system id %s Attempted to create unknown particle system type "%s"! Attempted to create unknown particle system type %s Attempted to create unknown particle system with unknown symbol Attempted to destroy unknown entity type %s! Attempted to dump a history for category %d. Valid categories are %d to %d. Attempted to free unknown sound %d! Attempted to link a node to itself Attempted to precache unknown particle system "%s"! Attempted to restore FIELD_EMBEDDEDBYREF %s but there is no destination memory Attempting to find cover from best sound, but best sound not founc. Attempting to lookup campaign %d type %d, which does not exist. Attempting to lookup campaign %d, which does not exist. Verify that the code recognizes that campaigns are 1-based. Attempting to precache model, but model name is NULL Attempting to re-establish GC connection. Attempts to build a nav ladder on the climbable surface under the cursor. Attending to noise... AttractPlayerConceptModifier Attribute "%s" was defined more than once. Attribute definition %d: Duplicate name "%s" Attribute definition %s: Asset class export rule '%s' is incompatible Attribute definition %s: Cannot use "asset_class_bucket" on class-level attributes Attribute definition %s: Invalid asset class export rule '%s' Attribute definition %s: Missing required field "name" Attribute definition %s: Unable to find attribute data type '%s' Attribute definition index %d must be greater than or equal to zero Au AuditData Auth key file %s not valid AuthenticAMD Auto director uses fixed level cameras for shots Auto-Following %s AutoGenerated(%s) AutoIKRelease (%s) got a NULL pchain %d AutoIKRelease (%s) got an out of range bone %d (%d) AutoIKRelease (%s) got an out of range chain %d (%d) Autogenerate nav areas on fence and obstacle tops Automatically set by the game when a commentary file is available for the current map. Automatically swaps the current weapon for the bug bait and back again. Automovement's output origin: %f %f Avelocity: %.2f %.2f %.2f Average Average lifetime of each flame in seconds Avoid Flashbang Az B B %d : %s B-Spline B8 B8Z B@ BAD BADFUNCTIONPOINTER BANG! BB BDeserializeFromKV BLAST_SURFACE BLOCKED BM BOGUS BOMB DEFUSE ABORTED BOMB TARGET BOTH BRouteWorkItemCompleted called for a job that could not be found! BSP BSP Decal BUG: CCSGameMovement::CheckParameters - too many stacking levels. BULLET_PLAYER_338MAG BULLET_PLAYER_357SIG BULLET_PLAYER_357SIG_MIN BULLET_PLAYER_357SIG_P250 BULLET_PLAYER_357SIG_SMALL BULLET_PLAYER_45ACP BULLET_PLAYER_50AE BULLET_PLAYER_556MM BULLET_PLAYER_556MM_BOX BULLET_PLAYER_556MM_SMALL BULLET_PLAYER_57MM BULLET_PLAYER_762MM BULLET_PLAYER_9MM BULLET_PLAYER_BUCKSHOT BW BackUp() can only be called after Next(). BackUp() can only be called after a successful Next(). BackgroundBModel Backtrack failed completely, bad starting position Backtrack got most of the way BacktrackEntity Bad %s format. Should be: { AE_NPC_HURT_INTERACTION_PARTNER " " } Bad activity Bad expression operator: '%c%c', expected C style operator Bad expression token: %c Bad field in entity!! Bad field type Bad node type! Bad position to Target Bad pstudiohdr in GetSequenceLinearMotion()! Bad ragdoll pose in entity %s, model (%s) at %s, model changed? Bad rally point Bad sequence (%i out of %i max) in GetSequenceLinearMotion() for model '%s'! Bad sequence in GetSequenceActivityName() for model '%s'! Bad sequence in GetSequenceName() for model '%s'! Bad sequence of path_tracks from %s Bad type %d in saved variant_t Bad vphysics swap for %s Barbed BarelyDefused Base PropData: %s BaseCombatCharacter.AmmoPickup BaseCombatCharacter.CorpseGib BaseCombatCharacter.ItemPickup2 BaseCombatCharacter.StopWeaponSounds BaseCombatWeapon.WeaponMaterialize BaseCombatWeapon_HideThink BaseConceptModifiers BaseDir BaseEntity.EnterWater BaseEntity.ExitWater BaseExplosionEffect.Sound BaseSmokeEffect.Sound BaseTextureOverride Begin an iteration over the list of entities Begin shifting the Selected Set. BeginRestoreEntities without previous EndRestoreEntities. Begin_Bomb_Defuse_With_Kit Begin_Bomb_Defuse_Without_Kit Behavior %s channel %d (failed) Behavior %s channel %d Break condition -> %s Behavior %s channel %d Schedule cleared: %s Behavior %s channel %d Schedule: %s (time: %.2f) Behavior %s channel %d Task: %s Behavior %s channel %d: TaskFail -> %s Behv: %s, Benchmark CRC : %d Benchmark: %d%% complete. BestEnemy() { Bh Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate BigNet BlackBoxVersion001 BlendBonesMode Blind Blinded Blinded: holdTime = %3.2f, fadeTime = %3.2f, alpha = %3.2f Block size: %-11s Alloc'd: %8d Num blobs: %5d (%s) BlockSpeechUntil(%f) %f Blocking load of scene from '%s' Blood Sprite Blood Stream BloodColor Bodygroup! Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s) Bogus constraint %s (attaches ENTITY NOT FOUND:%s to %s) Bogus object in Ragdoll Prop's ragdoll list! Bogus pmove player movetype %i on (%i) 0=cl 1=sv Bogus route move type! Bogus teleport notification!! BoltWidth Bomb Damage is %.0f, Radius is %.0f Bomb Plant BombsiteA BombsiteClear BombsiteSecure Bonus for blinding enemy players Boolean default must be true or false. Bot difficulty for offline play. Bot difficulty while playing with Gamepad device Bot difficulty while playing with Hydra device Bot difficulty while playing with Keyboard/Mouse device Bot difficulty while playing with PS3Move device Bot difficulty while playing with SharpShooter device Bot.EditSwitchOff Bot.FellOff Bot.StuckSound Bot.StuckStart BotAudibleRange BotChatter.db BotManager001 BotPackList.db BotProfile.db BotProfileCoop.db Bots will not see non-bot players. Bounce multiplier for when physically simulated objects collide with other objects. Bounce.Concrete Bounce.Flesh Bounce.Glass Bounce.Metal Bounce.PistolShell Bounce.RifleShell Bounce.Shell Bounce.ShotgunShell Bounce.Shrapnel Bounce.Wood Branch (%s): %s Branch value: %s Branch01 Branch02 Branch03 Branch04 Branch05 Branch06 Branch07 Branch08 Branch09 Branch10 Branch11 Branch12 Branch13 Branch14 Branch15 Branch16 Break condition -> %s Breakable Chunks: %d (Max Size %d) Breakable door %s has no KeyValues Breakable door %s has no door_options Breakable.Ceiling Breakable.Computer Breakable.Concrete Breakable.Crate Breakable.Flesh Breakable.Glass Breakable.MatConcrete Breakable.MatFlesh Breakable.MatGlass Breakable.MatMetal Breakable.MatWood Breakable.Metal BreakableModels Breaking '%s' in '%s' Bubble Trail Buckshot Buddha Mode off... Buddha Mode on... BuildArea - NULL node. BuildArea: Out of memory. BuildCacheSubscribed(CEconDefaultEquippedDefinitionInstanceClient) BuildCacheSubscribed(CEconItem) BuildCacheSubscribed(CEconPersonaDataPublic) Building AI node graph... BuiltDebug BuiltRightHanded BulletID BulletProof BulletSounds Bumping %d to %d Bundle %s: Item definition "%s" failed to initialize Buttons.snd%d Buy random primary and secondary. Primarily for deathmatch where cost is not an issue. BuyPreset.AlreadyBought BuyPreset.CantBuy Bv By Byte size calculation and serialization were inconsistent. This may indicate a bug in protocol buffers or it may be caused by concurrent modification of the message. Bz C C& google::protobuf::internal::scoped_array::operator[](std::ptrdiff_t) const [with C = int, std::ptrdiff_t = int] C& google::protobuf::internal::scoped_ptr::operator*() const [with C = google::protobuf::UnknownFieldSet] C* google::protobuf::internal::scoped_ptr::operator->() const [with C = google::protobuf::DescriptorPool::Tables] C* google::protobuf::internal::scoped_ptr::operator->() const [with C = google::protobuf::DynamicMessageFactory::PrototypeMap] C* google::protobuf::internal::scoped_ptr::operator->() const [with C = google::protobuf::Message] C* google::protobuf::internal::scoped_ptr::operator->() const [with C = google::protobuf::UnknownFieldSet] C0 C4.PlantSound C4IdleTime C8 C@ CAISound CAI_AccelDecay CAI_AddOn CAI_Agent CAI_AllySpeechManager CAI_AssaultBehavior CAI_AssaultBehavior::FindBestRallyPointInRadius CAI_AssaultBehavior::SetParameters CAI_AssaultGoal CAI_BaseActor CAI_BaseActor::UpdateRemarkableSpeech CAI_BaseNPC CAI_BaseNPC::ClearAllSchedules CAI_BaseNPC::RunTask CAI_BaseNPC::UpdateSleepState called with NULL pLocalPlayer CAI_BaseNPC_RunAnimation CAI_BasePhysicsFlyingBot CAI_BattleLine CAI_Behavior CAI_BehaviorBase CAI_BlendedMotor CAI_ChangeHintGroup CAI_ChangeTarget CAI_DynamicLink CAI_DynamicLinkController CAI_Enemies CAI_Expresser CAI_Expresser::FindResponse CAI_FearBehavior CAI_FightFromCoverBehavior CAI_FightFromCoverGoal CAI_FollowBehavior CAI_FollowGoal CAI_FreePass CAI_GoalEntity CAI_Hint CAI_InterestTarget_t CAI_LeadBehavior CAI_LeadGoal CAI_LeadGoal_Weapon CAI_Motor CAI_MoveMonitor CAI_MoveProbe CAI_Navigator CAI_Navigator::ClearGoal() CAI_Navigator::MoveNormal calling SetSequence(%s) and SetActivity(%s) CAI_Navigator::OnMoveBlocked calling SetActivity(GetStoppedActivity) CAI_Navigator::OnMoveStalled calling SetActivity(GetStoppedActivity) CAI_Navigator::OnNavFailed calling SetActivity(GetStoppedActivity) CAI_Navigator::StopMoving( %d ) CAI_Network::FindNodeDistanceAwayFromStart() CAI_NetworkManager CAI_Path CAI_PlayerAlly CAI_ProxTester CAI_RadialLinkController CAI_RappelBehavior CAI_ScriptConditions CAI_ScriptConditionsElement CAI_ScriptedSchedule CAI_ScriptedSentence CAI_ScriptedSequence CAI_Senses CAI_ShotRegulator CAI_Squad CAI_StandoffBehavior CAI_StandoffBehavior::PrescheduleThink CAI_StandoffGoal CAI_SystemHook CAI_TacticalServices CAI_TrackPather CAK47 CAchievementMgr CAchievementMgr: Failed to upload stats to Steam, EResult %d! CAchievementMgr::FireGameEvent CAchievementMgr::SaveGlobalState CAmbientGeneric CAnchorList CAreaPortal CAssaultPoint CAttributeContainer CAttributeContainerPlayer CAttributeList CAttributeManager CB CBaseAchievement CBaseAnimating CBaseAnimating::LastVisibleCycle( %d ) NULL pstudiohdr on %s! CBaseAnimating::SequenceDuration( %d ) NULL pstudiohdr on %s! CBaseAnimating::SequenceDuration( %d ) out of range CBaseAnimating::SetupBones CBaseAnimatingOverlay CBaseAnimatingOverlay::AddGesture: model %s missing activity %s CBaseAttributableItem CBaseButton CBaseCSGrenade CBaseCSGrenadeProjectile CBaseCombatCharacter CBaseCombatCharacter::FVisible CBaseCombatCharacter::Precache CBaseCombatCharacter::ResetVisibilityCache CBaseCombatWeapon CBaseDMStart CBaseDoor CBaseEntity CBaseEntity::EmitSound CBaseEntity::FVisible CBaseEntity::ImpactTrace CBaseEntity::PerformPush CBaseEntity::PhysicsAddHalfGravity CBaseEntity::PhysicsCustom CBaseEntity::PhysicsDispatchThink CBaseEntity::PhysicsNoclip CBaseEntity::PhysicsNone CBaseEntity::PhysicsPushEntity CBaseEntity::PhysicsPushMove CBaseEntity::PhysicsPushRotate CBaseEntity::PhysicsPusher CBaseEntity::PhysicsRigidChild CBaseEntity::PhysicsRigidChild-2 CBaseEntity::PhysicsSimulate CBaseEntity::PhysicsSimulate-BaseVelocity CBaseEntity::PhysicsSimulate-MOVETYPE_CUSTOM CBaseEntity::PhysicsSimulate-MOVETYPE_FLY CBaseEntity::PhysicsSimulate-MOVETYPE_NOCLIP CBaseEntity::PhysicsSimulate-MOVETYPE_NONE CBaseEntity::PhysicsSimulate-MOVETYPE_PUSH CBaseEntity::PhysicsSimulate-MOVETYPE_STEP CBaseEntity::PhysicsSimulate-MoveParent CBaseEntity::PhysicsTestEntityPosition CBaseEntity::PhysicsTryMove CBaseEntity::TakeDamage: with inputInfo.GetDamageForce() == vec3_origin CBaseEntity::TakeDamage: with inputInfo.GetDamagePosition() == vec3_origin CBaseEntityList::AddNonNetworkableEntity: no free slots! CBaseEntityOutput CBaseFilter CBaseFlex::AddSceneEvent: event failed CBaseFlex::AddSceneEvent: event->GetActor() was NULL!!! CBaseFlex::AddSceneEvent: scene or event was NULL!!! CBaseFlex::FlexControllerLocalToGlobal failed! CBaseFlex::ProcessFacingSceneEvent CBaseFlex::ProcessFlexAnimationSceneEvent CBaseFlex::ProcessFlexSettingSceneEvent CBaseFlex::ProcessLookAtSceneEvent CBaseFlex::ProcessMoveToSceneEvent CBaseFlex::ProcessSceneEvent CBaseFlex::ProcessSceneEvents CBaseGameStats::Event_Commentary [%d] CBaseGameStats::Event_CrateSmashed CBaseGameStats::Event_Credits CBaseGameStats::Event_DecrementPlayerEnteredNoClip [%s] decrementing NOCLIPe CBaseGameStats::Event_FlippedVehicle [%s] flipped [%s] CBaseGameStats::Event_Init [%dth session] CBaseGameStats::Event_LevelInit [%s] CBaseGameStats::Event_LevelShutdown [%s] %.2f elapsed %d total CBaseGameStats::Event_LoadGame [%s] from %s CBaseGameStats::Event_MapChange to [%s] CBaseGameStats::Event_PlayerConnected [%s] CBaseGameStats::Event_PlayerDisconnected [%s] CBaseGameStats::Event_PlayerEnteredGodMode [%s] entered GOD mode CBaseGameStats::Event_PlayerEnteredNoClip [%s] entered NOCLIPe CBaseGameStats::Event_PlayerKilled [%s] [%dth death] CBaseGameStats::Event_PlayerKilledOther [%s] killed [%s] CBaseGameStats::Event_PreSaveGameLoaded [%s] %s CBaseGameStats::Event_Punted [%s] CBaseGameStats::Event_SaveGame [%s] CBaseGameStats::Event_Shutdown [%dth session] CBaseGameStats::Event_WeaponFired [%s] %s weapon [%s] CBaseGameStats::Event_WeaponHit [%s] %s weapon [%s] damage [%f] CBaseGameStats::LoadingEvent_PlayerIDDifferentThanLoadedStats CBaseGrenade CBaseMoveBehavior CBaseMultiplayerPlayer CBaseParticleEntity CBasePlatTrain CBasePlayer CBasePlayer::ChangeTeam( %d ) - invalid team index. CBasePlayer::ItemPostFrame CBasePlayer::PhysicsSimulate CBasePlayer::PhysicsSimulate-UpdateVPhysicsPosition CBasePlayer::PostThink CBasePlayer::PostThink-Animation CBasePlayer::PostThink-Bounds CBasePlayer::PostThink-DispatchAnimEvents CBasePlayer::PostThink-ItemPostFrame CBasePlayer::PostThink-PostThinkVPhysics CBasePlayer::PostThink-UpdatePlayerSound CBasePlayer::PostThink-Use CBasePlayer::PostThink-Weapon_FrameUpdate CBasePlayer::Precache CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s CBasePlayer::Spawn CBasePlayerAnimState::ClearAnimationLayers CBasePlayerAnimState::ComputeAimSequence CBasePlayerAnimState::ComputeMainSequence CBasePlayerAnimState::ComputePlaybackRate CBasePlayerAnimState::ComputePoseParam_BodyPitch CBasePlayerAnimState::ComputePoseParam_BodyYaw CBasePlayerAnimState::ComputePoseParam_MoveYaw CBasePlayerAnimState::ComputeSequences CBasePlayerAnimState::Update CBasePlayerAnimState::UpdateInterpolators CBaseProjectile CBasePropDoor CBaseServerVehicle CBaseTeamObjectiveResource CBaseTempEntity CBaseToggle CBaseTrigger CBaseVPhysicsTrigger CBaseViewModel CBaseWeaponWorldModel CBeam CBeamSpotlight CBlendingCycler CBlood CBombTarget CBoneFollower CBoneFollowerManager CBotManager::IsLineBlockedBySmoke CBotManager::StartFrame CBreakModelsPrecached CBreakable CBreakableProp CBreakableSurface CBubbling CBuyZone CC CC4 CCSBot CCSBot::BendLineOfSight CCSBot::Collect Threats CCSBot::ComputePartPositions CCSBot::ComputePath CCSBot::Count nearby Friends & Enemies CCSBot::FindMostDangerousThreat CCSBot::GetPartPosition CCSBot::IsVisible( player ) CCSBot::IsVisible( pos ) CCSBot::Select Threat CCSBot::Sort Threats CCSBot::Track enemy Place CCSBot::Update CCSBot::UpdateLookAround CCSBot::UpdatePathMovement CCSBot::UpdatePeripheralVision CCSBot::UpdateReactionQueue CCSBot::Upkeep CCSEntitySpotting CCSFunFactMgr CCSGCServerSystem - adding listener CCSGCServerSystem - couldn't add listener because Steam wasn't ready CCSGameRules CCSGameRules: Invalid number of kills-to-upgrade (%d) for weapon %s. CCSGameRules::AddGunGameWeapon: encountered an unknown weapon "%s". CCSGameRulesProxy CCSPlayer CCSPlayer: MVP override ( %s -> %s ) CCSPlayer::ChangeTeam( %d ) - invalid team index. CCSPlayer::ImpactTrace CCSPlayer::PlayerRunCommand CCSPlayer::SwitchTeam( %d ) - invalid team index. CCSPlayerAnimState::CalcAimLayerSequence CCSPlayerAnimState::CalcSequenceIndex CCSPlayerAnimState::ComputeDeploySequence CCSPlayerAnimState::ComputeFireSequence CCSPlayerAnimState::ComputeFlashedSequence CCSPlayerAnimState::ComputeFlinchSequence CCSPlayerAnimState::ComputeFootPlantSequence CCSPlayerAnimState::ComputeGrenadeSequence CCSPlayerAnimState::ComputeMainSequence CCSPlayerAnimState::ComputeReloadSequence CCSPlayerAnimState::ComputeSequences CCSPlayerAnimState::ComputeSilencerChangeSequence CCSPlayerAnimState::GetWeaponSuffix CCSPlayerResource CCSPropExplodingBarrel CCSRagdoll CCSTeam CC_ResetGameStats : Server cleared game stats CCascadeLight CChangeLevel CCheckClient CCleanupDefaultRelationShips CCollectionInfoHTTPRequest: Could not parse response for collection info CColorCorrection CColorCorrectionVolume CCommand::Tokenize: Encountered command which overflows the argument buffer.. Clamped! CCommand::Tokenize: Encountered command which overflows the tokenizer buffer.. Skipping! CCommentaryAuto CCommentarySystem CConstantForceController CConstraintAnchor CCoopBonusCoin CCopyRecipientFilter CCredits CCycler CDEagle CDebugHistory CDecal CDecalEmitterSystem CDecalEmitterSystem::LoadDecalsFromScript: Script '%s' missing section '%s' CDecalEmitterSystem::LoadDecalsFromScript: Translation for game material type '%s' references unknown decal '%s' CDecalEmitterSystem::LoadDecalsFromScript: Unable to load '%s' CDecoyGrenade CDecoyProjectile CDedicatedServerMapWorkshop CDedicatedServerWorkshopManager: Failed to load http result to KV buffer CDedicatedServerWorkshopManager: received file details for id %llu: '%s'. CDedicatedServerWorkshopManager::GetNewestSubscribedFiles CDedicatedServerWorkshopManager::Init: Subscribing to file id %llu CDedicatedServerWorkshopManager::Init: Using auth key [%s] CDefaultResponseSystem CDevShotSystem CDirtySpatialPartitionEntityList CDmxElement::UnpackIntoStructure: Mismatched attribute type in attribute "%s"! CDynamicLight CDynamicProp CEconDefaultEquippedDefinitionInstanceClient CEconEntity CEconItem CEconItem::BAddToMessage::std::string CEconItem::DeserializeFromProtoBufItem() CEconItemSchema CEconItemSchema::GetAttributeDefinitionByName CEconItemView CEconPersonaDataPublic CEmbers CEntities CEntityDissolve CEntityFlame CEntityFreezing CEntityListSystem CEntityMapData::GetNextKey: EOF without closing brace CEntityMapData::GetNextKey: closing brace without data CEntityParticleTrail CEntityTouchManager::FrameUpdatePostEntityThink CEnvAmbientLight CEnvBeam CEnvBeverage CEnvDOFController CEnvDetailController CEnvDustPuff CEnvEffectsScript CEnvEffectsScript with no script! CEnvEffectsScript: failed to load %s CEnvEffectsScript: Unknown entry type '%s' CEnvEntityIgniter CEnvEntityMaker CEnvExplosion CEnvFade CEnvFireSensor CEnvFireSource CEnvFunnel CEnvGlobal CEnvGunfire CEnvHudHint CEnvInstructorHint CEnvLaser CEnvMicrophone CEnvMuzzleFlash CEnvParticleScript CEnvPlayerSurfaceTrigger CEnvProjectedTexture CEnvQuadraticBeam CEnvScreenEffect CEnvScreenOverlay CEnvShake CEnvShooter CEnvSoundscape CEnvSoundscapeProxy CEnvSoundscapeTriggerable CEnvSpark CEnvSplash CEnvTilt CEnvTonemapController CEnvTracer CEnvViewPunch CEnvWind CEnvZoom CEventAction CEventLog::PrintPlayerEvent: Failed to find player (userid: %i, event: %s) CEventQueue CFailableAchievement CFilterClass CFilterContext CFilterEnemy CFilterMassGreater CFilterModel CFilterMultiple CFilterName CFire CFire::Update CFireCrackerBlast CFireSmoke CFireTrail CFishPool CFlashbang CFlashbangProjectile CFlexCycler CFlexExpresser CFlexSceneFileManager CFlextalkActor CFogController CFogTrigger CFogVolume CFootstepControl CFourWheelVehiclePhysics CFuncAreaPortalBase CFuncAreaPortalWindow CFuncBrush CFuncConveyor CFuncInstanceIoProxy CFuncLadder CFuncMonitor CFuncMoveLinear CFuncNavBlocker CFuncNavObstruction CFuncOccluder CFuncPlat CFuncPlatRot CFuncReflectiveGlass CFuncRotating CFuncSmokeVolume CFuncTank CFuncTankAPCRocket CFuncTankAirboatGun CFuncTankLaser CFuncTankPulseLaser CFuncTankRocket CFuncTankTrain CFuncTrackAuto CFuncTrackChange CFuncTrackTrain CFuncTrain CFuncTrainControls CFuncVPhysicsClip CFuncVehicleClip CFuncWall CFuncWallToggle CFunc_Dust CFunc_LOD CGCClient CGCClient - BSendGCMsgToClient (ProtoBuf) CGCClientJobServerUpdateVersion CGCClientJobServerWelcome CGCClientSystem - failed to init GCClient! CGCClientSystem - no ISteamClient interface! CGCDev_NewItemRequestResponse CGCItemAcknowledged CGCSOCacheSubscribedJob CGCSOCacheSubscriptionCheck CGCSOCacheUnsubscribedJob CGCSOCreateJob CGCSODestroyJob CGCSOUpdateJob CGCSOUpdateMultipleJob CGameCoopMissionManager CGameEnd CGameGibManager CGameMoney CGameMovement::PlayerMove CGameMovement::TracePlayerBBox CGamePlayerEquip CGamePlayerZone CGameRoundEnd CGameRules::FrameUpdatePostEntityThink CGameRulesProxy CGameScore CGameStats CGameText CGameTimescale CGameUI CGameWeaponManager CGenericActor CGib CGibShooter CGibs are being created which circumvent Spawn() - this can result in a leak. CGlobalEntityList::CleanupDeleteList CGlobalState CGunTarget CHANGE LEVEL: %s CHANGE LEVEL: %s %s CHANGELEVEL: Choosing map '%s' (previous was %s) CHANGELEVEL: ConVar '%s' is set, next map will be '%s' CHANGELEVEL: GetNextMap failed for mapgroup '%s', map group invalid or empty CHANGELEVEL: Looking for next level in mapgroup '%s' CHANGELEVEL: Map cycle disabled (due to convar '%s') -- not using map group, reloading current map '%s' CHANGELEVEL: Map list empty or failed to parse, using current map '%s' CHANGELEVEL: No maycycle file, using current map '%s' CHANGELEVEL: Not changing level, %s is false, %s is %s %s CHANGELEVEL: Random map request, choosing '%s' CHAN_AUTO CHAN_BODY CHAN_ITEM CHAN_STATIC CHAN_STREAM CHAN_VOICE CHAN_WEAPON CHECK failed: !checkpoints_.empty(): CHECK failed: !coded_out.HadError(): CHECK failed: !extension->is_repeated: CHECK failed: !is_closed_: CHECK failed: !iter->second.is_repeated: CHECK failed: !out.HadError(): CHECK failed: (&from) != (this): CHECK failed: (&from) != (to): CHECK failed: ((*extension).is_repeated ? FieldDescriptor::LABEL_REPEATED : FieldDescriptor::LABEL_OPTIONAL) == (FieldDescriptor::LABEL_OPTIONAL): CHECK failed: ((*extension).is_repeated ? FieldDescriptor::LABEL_REPEATED : FieldDescriptor::LABEL_OPTIONAL) == (FieldDescriptor::LABEL_REPEATED): CHECK failed: ((*extension).is_repeated ? REPEATED : OPTIONAL) == (OPTIONAL): CHECK failed: ((*extension).is_repeated ? REPEATED : OPTIONAL) == (REPEATED): CHECK failed: ((iter->second).is_repeated ? FieldDescriptor::LABEL_REPEATED : FieldDescriptor::LABEL_OPTIONAL) == (FieldDescriptor::LABEL_OPTIONAL): CHECK failed: ((iter->second).is_repeated ? REPEATED : OPTIONAL) == (OPTIONAL): CHECK failed: ((iter->second).is_repeated ? REPEATED : OPTIONAL) == (REPEATED): CHECK failed: (0) == (BufferSize()): CHECK failed: (TYPE_LENGTH_DELIMITED) == (type_): CHECK failed: (backup_bytes_) == (0): CHECK failed: (buffer_size) >= (0): CHECK failed: (buffer_used_) == (buffer_size_): CHECK failed: (byte_size_before_serialization) == (byte_size_after_serialization): CHECK failed: (bytes_produced_by_serialization) == (byte_size_before_serialization): CHECK failed: (count) <= (buffer_used_): CHECK failed: (count) <= (last_returned_size_): CHECK failed: (count) <= (target_->size()): CHECK failed: (count) >= (0): CHECK failed: (cpp_type((*extension).type)) == (FieldDescriptor::CPPTYPE_MESSAGE): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_BOOL): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_DOUBLE): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_ENUM): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_FLOAT): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_INT32): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_INT64): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_MESSAGE): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_STRING): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_UINT32): CHECK failed: (cpp_type((*extension).type)) == (WireFormatLite::CPPTYPE_UINT64): CHECK failed: (cpp_type((iter->second).type)) == (FieldDescriptor::CPPTYPE_MESSAGE): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_BOOL): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_DOUBLE): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_ENUM): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_FLOAT): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_INT32): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_INT64): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_MESSAGE): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_STRING): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_UINT32): CHECK failed: (cpp_type((iter->second).type)) == (WireFormatLite::CPPTYPE_UINT64): CHECK failed: (cpp_type(extension->type)) == (FieldDescriptor::CPPTYPE_MESSAGE): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_BOOL): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_DOUBLE): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_ENUM): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_FLOAT): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_INT32): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_INT64): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_MESSAGE): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_STRING): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_UINT32): CHECK failed: (cpp_type(extension->type)) == (WireFormatLite::CPPTYPE_UINT64): CHECK failed: (current_size_) > (0): CHECK failed: (descriptor->file()->pool()) == (DescriptorPool::generated_pool()): CHECK failed: (digits) < (100): CHECK failed: (end - target) == (size): CHECK failed: (extension->is_packed) == (other_extension.is_packed): CHECK failed: (extension->is_packed) == (packed): CHECK failed: (extension->type) == (other_extension.type): CHECK failed: (extensions_offset_) != (-1): CHECK failed: (field->message_type()) == (desc): CHECK failed: (field->options().ctype()) == (ctype): CHECK failed: (final_byte_count) < (target_byte_count): CHECK failed: (from.GetDescriptor()) == (descriptor): CHECK failed: (index) < (size()): CHECK failed: (last_returned_size_) > (0): CHECK failed: (len) >= (0): CHECK failed: (message1->GetReflection()) == (this): CHECK failed: (message2->GetReflection()) == (this): CHECK failed: (option_field->type()) == (FieldDescriptor::TYPE_GROUP): CHECK failed: (output->ByteCount()) == (expected_endpoint): CHECK failed: (size()) < (Capacity()): CHECK failed: (size) <= (6): CHECK failed: (target - output->data()) == (output->size()): CHECK failed: (temp[0]) == ('1'): CHECK failed: (temp[size-1]) == ('5'): CHECK failed: (to->GetDescriptor()) == (descriptor): CHECK failed: (type) != (WireFormatLite::TYPE_ENUM): CHECK failed: (type) != (WireFormatLite::TYPE_GROUP): CHECK failed: (type) != (WireFormatLite::TYPE_MESSAGE): CHECK failed: (type) == (WireFormatLite::TYPE_ENUM): CHECK failed: (v.size()) <= (kStringPrintfVectorMaxArgs): CHECK failed: IsHeadSurrogate(head_surrogate): CHECK failed: IsInitialized(): CHECK failed: IsTrailSurrogate(trail_surrogate): CHECK failed: allow_unknown_field_: CHECK failed: backup_bytes_ == 0 && buffer_.get() != NULL: CHECK failed: builder_: CHECK failed: checkpoints_.empty(): CHECK failed: cpp_type(extension->type) == WireFormatLite::CPPTYPE_MESSAGE: CHECK failed: dest: CHECK failed: dynamic.get() != NULL: CHECK failed: errors == NULL: CHECK failed: extension->is_repeated: CHECK failed: fallback_database_ == NULL: CHECK failed: field != NULL: CHECK failed: field->is_repeated() || (index == -1): CHECK failed: fields_ != NULL: CHECK failed: file != NULL: CHECK failed: generated_database_->Add(encoded_file_descriptor, size): CHECK failed: has_default_value(): CHECK failed: i >= 0: CHECK failed: is_prototype(): CHECK failed: is_repeated: CHECK failed: iter != extensions_.end(): CHECK failed: mutex_ == NULL: CHECK failed: options->ParseFromString(buf): CHECK failed: options_descriptor: CHECK failed: original_uninterpreted_options_field != NULL: CHECK failed: output->message_prototype != NULL: CHECK failed: output: CHECK failed: prototype != NULL: CHECK failed: result != NULL: CHECK failed: snprintf_result > 0 && snprintf_result < kDoubleToBufferSize: CHECK failed: snprintf_result > 0 && snprintf_result < kFloatToBufferSize: CHECK failed: trees: CHECK failed: type == WireFormatLite::TYPE_MESSAGE || type == WireFormatLite::TYPE_GROUP: CHECK failed: type > 0 && type <= FieldDescriptor::MAX_TYPE: CHECK failed: type > 0 && type <= WireFormatLite::MAX_FIELD_TYPE: CHECK failed: uninterpreted_options_field != NULL: CHECK failed: value.size() <= kint32max: CHEGrenade CHEGrenadeProjectile CHLTVDirector CHandleTest CHostage::Precache: Null hostage model name found for map %s in GameModes.txt CHostage::Precache: missing hostage models for map %s. Adding the default models. CHostageCarriableProp CHostageRescueZone CIncendiaryGrenade CInferno CInferno::CheckExpired (check lifetimes) CInferno::InfernoThink CInferno::InfernoThink (damage) CInferno::InfernoThink (spread) CInfoCameraLink CInfoGameEventProxy CInfoInstructorHintBombTargetA CInfoInstructorHintBombTargetB CInfoInstructorHintHostageRescueZone CInfoInstructorHintTarget CInfoLadderDismount CInfoOverlayAccessor CInfoRemarkable CInstancedResponseSystem: Failed to init response system from %s! CInstancedSceneEntity CItem CItemDefuser CItemSoda CItem_Healthshot CJob::BYieldingWaitForJob CJob::BYieldingWaitForMsg expected msg %u but received %u CJob::BYieldingWaitForMsg received a malformed message of type %u CJobMgr -- Dispatch completed work items CJobMgr::BResumeSleepingJobs CJobMgr::BResumeYieldingJobs CJobMgr::BRouteMsgToJob() - continue job CJobMgr::BRouteMsgToJob() - job CJobMgr::CheckForJobTimeouts CJobMgr::PassMsgToJob() job %s received unexpected message %s when paused for %s CJobMgr::m_WorkThreadPool CJobThreadFuncWorkItem::DispatchCompleted CJobThreadFuncWorkItem::ThreadProcess CKeepUpright CKeyValuesTokenReader::SeekBackOneToken: It is only possible to seek back one token at a time CKnife CKnifeGG CKy CLASS_NONE CLASS_PLAYER CLIFF CLUB CLagCompensationManager CLagCompensationManager::StartLagCompensation with NULL CUserCmd!!! CLight CLightGlow CLogicActiveAutosave CLogicAuto CLogicAutosave CLogicBranch CLogicBranchList CLogicCase CLogicCollisionPair CLogicCompare CLogicCompareInteger CLogicEventListener CLogicEventListenerItemEquip CLogicLineToEntity CLogicMeasureMovement CLogicNavigation CLogicPlayMovie CLogicPlayerProxy CLogicRandomOutputs CLogicRegisterActivator CLogicRelay CLogicScript CMapInfo CMaterialModifyControl CMathColorBlend CMathCounter CMathRemap CMemoryStack %s CMemoryStack: ERROR - mismatched RegisterAllocation/RegisterDeallocation! CMessage CMessageEntity CModelPrecacheSystem CModelSoundsCacheSaver CMolotovGrenade CMolotovProjectile CMomentaryRotButton CMotorController CMovementSpeedMod CMovieDisplay CMultiDamage CMultiSource CMultiplayRules CNPC_Furniture CNPC_HearDanger CNPC_VehicleDriver CNavArea::ComputeAdjacentConnectionHeightChange CNavArea::ComputeHeightChange CNavArea::IncrementPlayerCount: Overflow CNavArea::IncrementPlayerCount: Underflow CNavArea::IsCompletelyVisible CNavArea::IsCompletelyVisibleToTeam CNavArea::IsContiguous CNavArea::IsPotentiallyVisible CNavArea::IsPotentiallyVisibleToTeam CNavArea::PostLoad: Corrupt navigation data. Cannot connect Navigation Areas. CNavArea::PostLoad: Corrupt navigation data. Missing "from" Navigation Area for Encounter Spot. CNavArea::PostLoad: Corrupt navigation data. Missing "to" Navigation Area for Encounter Spot. CNavArea::PostLoad: Corrupt navigation data. Missing Hiding Spot CNavArea::PostLoad: Corrupt navigation ladder data. Cannot connect Navigation Areas. CNavArea::UpdateBlocked CNavArea::UpdateBlocked-Event CNavArea::UpdateBlocked-Trace CNavArea::UpdateBlockedFromNavBlockers CNavMesh::DrawEditMode CNavMesh::FindActiveNavArea CNavMesh::FireGameEvent CNavMesh::ForAllAreasOverlappingExtent CNavMesh::GetNavArea CNavMesh::GetNavArea [ent] CNavMesh::GetNearestNavArea CNavMesh::GetNearestNavArea [ent] CNavMesh::Update CNavMesh::UpdateAvoidanceObstacleAreas CNavMesh::UpdateBlockedAreas CNavVectorNoEditAllocator::m_memory CNoDefuseArea CNodeEnt COLLECT_HOSTAGES COLORCORRECTION_VERSION_1 COM_TimestampedLog COND_ABANDON_TIME_EXPIRED COND_ADDON_LOST_HOST COND_BEGIN_RAPPEL COND_BEHAVIOR_PARAMETERS_CHANGED COND_BEHIND_ENEMY COND_BETTER_WEAPON_AVAILABLE COND_CAN_MELEE_ATTACK1 COND_CAN_MELEE_ATTACK2 COND_CAN_RANGE_ATTACK1 COND_CAN_RANGE_ATTACK2 COND_ENEMY_DEAD COND_ENEMY_FACING_ME COND_ENEMY_OCCLUDED COND_ENEMY_TOO_FAR COND_ENEMY_UNREACHABLE COND_ENEMY_WENT_NULL COND_FEAR_ENEMY_CLOSE COND_FEAR_ENEMY_TOO_CLOSE COND_FEAR_SEPARATED_FROM_PLAYER COND_FFC_HINT_CHANGE COND_FLOATING_OFF_GROUND COND_FOLLOW_DELAY_EXPIRED COND_FOLLOW_PLAYER_IS_LIT COND_FOLLOW_PLAYER_IS_NOT_LIT COND_FOLLOW_TARGET_NOT_VISIBLE COND_FOLLOW_TARGET_VISIBLE COND_FOLLOW_WAIT_POINT_INVALID COND_FOUND_WAIT_POINT COND_GIVE_WAY COND_HAVE_ENEMY_LOS COND_HAVE_TARGET_LOS COND_HEALTH_ITEM_AVAILABLE COND_HEAR_BUGBAIT COND_HEAR_BULLET_IMPACT COND_HEAR_COMBAT COND_HEAR_DANGER COND_HEAR_MOVE_AWAY COND_HEAR_PHYSICS_DANGER COND_HEAR_PLAYER COND_HEAR_THUMPER COND_HEAR_WORLD COND_HEAVY_DAMAGE COND_IDLE_INTERRUPT COND_LEAD_FOLLOWER_LAGGING COND_LEAD_FOLLOWER_LOST COND_LEAD_FOLLOWER_MOVED_FROM_MARK COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME COND_LEAD_FOLLOWER_NOT_LAGGING COND_LEAD_FOLLOWER_VERY_CLOSE COND_LEAD_HAVE_FOLLOWER_LOS COND_LEAD_SUCCESS COND_LIGHT_DAMAGE COND_LOST_ENEMY COND_LOST_PLAYER COND_LOW_PRIMARY_AMMO COND_MOBBED_BY_ENEMIES COND_NEW_ENEMY COND_NONE COND_NOT_FACING_ATTACK COND_NO_CUSTOM_INTERRUPTS COND_NO_HEAR_DANGER COND_NO_PRIMARY_AMMO COND_NO_SECONDARY_AMMO COND_NO_WEAPON COND_NPC_FREEZE COND_NPC_UNFREEZE COND_PHYSICS_DAMAGE COND_PLAYER_ADDED_TO_SQUAD COND_PLAYER_PUSHING COND_PLAYER_REMOVED_FROM_SQUAD COND_PROVOKED COND_RECEIVED_ORDERS COND_REPEATED_DAMAGE COND_SCHEDULE_DONE COND_SEE_DISLIKE COND_SEE_ENEMY COND_SEE_FEAR COND_SEE_HATE COND_SEE_NEMESIS COND_SEE_PLAYER COND_SMELL COND_TALKER_CLIENTUNSEEN COND_TALKER_PLAYER_DEAD COND_TALKER_PLAYER_STARING COND_TALKER_RESPOND_TO_QUESTION COND_TARGET_MOVED_FROM_MARK COND_TARGET_OCCLUDED COND_TASK_FAILED COND_TOO_CLOSE_TO_ATTACK COND_TOO_FAR_TO_ATTACK COND_WAY_CLEAR COND_WEAPON_BLOCKED_BY_FRIEND COND_WEAPON_HAS_LOS COND_WEAPON_PLAYER_IN_SPREAD COND_WEAPON_PLAYER_NEAR_TARGET COND_WEAPON_SIGHT_OCCLUDED CONTENT COrnamentProp COuttroStats COuttroStats: Skip state changed. %d players, %d skips CPPTYPE_BOOL CPPTYPE_DOUBLE CPPTYPE_ENUM CPPTYPE_FLOAT CPPTYPE_INT32 CPPTYPE_INT64 CPPTYPE_MESSAGE CPPTYPE_STRING CPPTYPE_UINT32 CPPTYPE_UINT64 CParticleCollection::InitializeNewParticles CParticleCollection::Simulate CParticleFire CParticleLight CParticleMgr::Init: Manifest '%s' with bogus file type '%s', expecting 'file' CParticlePerformanceMonitor CParticleSystem CParticleSystemMgr compiled using an old IMaterialSystem CParticleSystemMgr::DrawRenderCache CParticleSystemMgr::InitAttributeTable has an out-of-date attribute list! (element %d not set up) CParticleSystemQuery::GetLightingAtPoint CPassengerInfo CPathCorner CPathKeyFrame CPathTrack CPhysBox CPhysBoxMultiplayer CPhysConstraint CPhysConstraintSystem CPhysConvert CPhysExplosion CPhysForce CPhysHinge CPhysImpact CPhysLength CPhysMagnet CPhysMagnet %s:%d blocking magnet CPhysMotor CPhysPulley CPhysSlideConstraint CPhysThruster CPhysTorque CPhysicsCannister CPhysicsEntitySolver CPhysicsHook::FrameUpdatePostEntityThink CPhysicsProp CPhysicsPropMultiplayer CPhysicsPropRespawnable CPhysicsPushedEntities::GenerateBlockingEntityList CPhysicsPushedEntities::GenerateBlockingEntityListAddBox CPhysicsPushedEntities::LinearlyMoveRootEntity CPhysicsPushedEntities::PerformLinearPush CPhysicsPushedEntities::PerformRotatePush CPhysicsPushedEntities::RotateRootEntity CPhysicsPushedEntities::SetupAllInHierarchy CPhysicsShake CPhysicsSpring CPhysicsWind CPhysicsWire CPlantedC4 CPlantedC4Training CPlasma CPlayerLocalData CPlayerMove::CheckMovingGround() CPlayerMove::FinishCommand CPlayerMove::FinishMove CPlayerMove::RunPostThink CPlayerMove::RunPreThink CPlayerMove::RunThink CPlayerMove::SetupMove CPlayerMove::StartCommand CPlayerResource CPlayerState CPlayerVoiceListener CPointAngleSensor CPointAngularVelocitySensor CPointBonusMapsAccessor CPointBroadcastClientCommand CPointCamera CPointClientCommand CPointCommentaryNode CPointDevShotCamera CPointEntityFinder CPointGamestatsCounter CPointGamestatsCounter::InputIncrement: No stat name specified for point_gamestats_counter @%f, %f, %f [ent index %d] CPointGiveAmmo CPointHidingSpot CPointHurt CPointPlayerMoveConstraint CPointProximitySensor CPointServerCommand CPointSpotlight CPointTeleport CPointTemplate CPointTemplatePrecacher CPointVelocitySensor CPoseController CPostProcessController CPrecacheOtherList CPrecipitation CPrecipitationBlocker CPredictedViewModel CProjectedDecal CPropData CPropDoorRotating CPropDoorRotatingBreakable CPropJeep CPropVehicle CPropVehicleDriveable CProp_Hallucination CProtoBufMsg::BAsyncSendProto CProtoBufMsg::BAsyncSendWithPreSerializedBody CProtoBufMsg::CProtoBufMsg( MsgType_t ) CProtoBufMsg::InitFromPacket( IMsgNetPacket ) CProtoBufMsgMemoryPoolMgr: CQ CREATION_TIME CROUCH CRagdollBoogie CRagdollConstraint CRagdollLRURetirement CRagdollLRURetirement::Update CRagdollMagnet CRagdollManager CRagdollProp CRagdollPropAttached CRallyPoint CRandSimTimer CRandStopwatch CRemarkableEntityList CResponseQueueManager CResponseSystem: %s (%i rules, %i criteria, and %i responses) CResponseSystem: failed to load %s CResponseSystem::LoadFromBuffer [%s] - Finish CResponseSystem::LoadFromBuffer [%s] - Start CResponseSystem::LoadFromBuffer: Unknown entry type '%s', expecting 'response', 'criterion', 'enumeration' or 'rules' in file %s(offset:%i) CResponseSystem::LoadRuleSet took %f msec CRevertSaved CRopeAnchor CRopeKeyframe CRotDoor CRotorWashShooter CRuleEntity CRulePointEntity CS Port: Hostage Escape CSCAR17 CSForceTeamThink CSGOMarketPurchase CSGOWeaponHitData CSGOWeaponMissData CSPushawayThink CS_MuzzleFlash CS_WarnFriendlyDamageInterval CSave::WriteHeader() size parameter exceeds 'short'! CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL! CSceneEntity CSceneEntity %s :"%s" failed to start sequence "%s" CSceneEntity %s :"%s" unable to find gesture "%s" CSceneEntity %s :"%s" unable to find sequence "%s" CSceneEntity %s unable to find a camera (point_viewcontrol) in this map! CSceneEntity %s unable to find actor "%s" CSceneEntity %s unable to find actor named "%s" CSceneEntity::GenerateSceneForSound: Alloc of actor, channel, or event failed!!! CSceneEntity::GenerateSceneForSound: Couldn't determine duration of %s CSceneEntity::GenerateSceneForSound: Failed to allocated new scene!!! CSceneEntity::LoadScene: Unable to load binary scene '%s' CSceneEntity::LoadSceneFromString: Unable to parse scene data '%s' CSceneEntity::SCRIPT event - '%s' entity has no script function '%s' defined! CSceneEntity::SCRIPT event - unable to find entity named '%s' in this map! CSceneListManager CSceneManager CScenePrecacheSystem CScriptEntityIterator CScriptKeyValues CScriptedTarget CSensorGrenade CSensorGrenadeProjectile CServerGameClients::PostClient CServerGameDLL::ApplyGameSettings game settings payload received: CServerGameDLL::GameFrame CServerGameDLL::LevelInit CServerNetworkProperty CShadowControl CSimTimer CSkyCamera CSkyboxSwapper CSlideshowDisplay CSmokeGrenade CSmokeGrenadeProjectile CSmokeStack CSmokeStackLightInfo CSound CSoundControllerImp CSoundControllerImp::SystemUpdate CSoundControllerImp::SystemUpdate:processcommandlist CSoundControllerImp::SystemUpdate:removesounds CSoundEmitterSystem CSoundEmitterSystem: Unknown sound level %s CSoundEmitterSystem: Warning, unknown channel type in sounds.txt (%s) CSoundEmitterSystem: sounds.txt entry '%s' has no waves listed under 'wave' or 'rndwave' key!!! CSoundEmitterSystem::EmitSound (calls engine) CSoundEmitterSystem::EmitSound GetSoundDuration (calls engine) CSoundEmitterSystem::EmitSound(%s) took %f milliseconds (server) CSoundEnt CSoundEnt pool is low on sounds due to high number of clients. CSoundEnvelope CSoundPatch CSoundPatch pool CSoundPatch::ResumeSound: Lost EHAndle on restore - destroy the sound patch in your entity's StopLoopingSounds! (%s) CSoundPatch::Update CSoundPatch::Update: Removing CSoundPatch (%s) with NULL EHandle CSoundscapeSystem CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file' CSpatialEntity CSpotlightEnd CSprite CSpriteOriented CStatueProp CSteamJet CSteamWorksGameStatsServer CStopwatch CStopwatchBase CStripWeapons CStudioHdr::CActivityToSequenceMapping::FindMapping CStudioHdr::CActivityToSequenceMapping::Initialize CStudioHdr::CActivityToSequenceMapping::ReleaseMapping CSun CSunlightShadowControl CSurroundTest CTEArmorRicochet CTEBSPDecal CTEBaseBeam CTEBeamEntPoint CTEBeamEnts CTEBeamFollow CTEBeamLaser CTEBeamPoints CTEBeamRing CTEBeamRingPoint CTEBeamSpline CTEBloodSprite CTEBloodStream CTEBreakModel CTEBubbleTrail CTEBubbles CTEClientProjectile CTEDecal CTEDust CTEDynamicLight CTEEffectDispatch CTEEnergySplash CTEExplosion CTEFireBullets CTEFizz CTEFootprintDecal CTEFoundryHelpers CTEGaussExplosion CTEGlowSprite CTEImpact CTEKillPlayerAttachments CTELargeFunnel CTEMetalSparks CTEMuzzleFlash CTEParticleSystem CTEPhysicsProp CTEPlantBomb CTEPlayerAnimEvent CTEPlayerDecal CTEProjectedDecal CTERadioIcon CTEShatterSurface CTEShowLine CTESmoke CTESparks CTESprite CTESpriteSpray CTEWorldDecal CTSListBase: Misaligned list CT_Default.Suit CTakeDamageInfo CTankTargetChange CTankTrainAI CTargetCDAudioRep CTargetChangeGravity CTeam CTeamSpawnPoint CTeamVehicleSpawnPoint CTeamplayRoundBasedRulesProxy CTeamplayRules CTemplatesHook CTesla CTestTraceline CTest_ProxyToggle_Networkable CTextureToggle CThread::CThread() CThread::GetName() CThread::GetThreadProc() CThread::Init() CThread::IsThreadRunning() CThread::Join(unsigned int) CThread::SetName(char const*) CThread::Start(unsigned int, ThreadPriorityEnum_t) CThread::WaitForCreateComplete(CThreadEvent*) CThread::~CThread() CThreadEvent::CThreadEvent(bool) CThreadEvent::Set() CThreadEvent::Wait(unsigned int) CThreadFastMutex::Lock(unsigned int, unsigned int) volatile CThreadMutex::TryLock() CThreadRWLock::LockForWrite() CThreadRWLock::UnlockWrite() CThreadRWLock::WaitForRead() CThreadSpinRWLock::SpinLockForRead() CThreadSpinRWLock::SpinLockForWrite() CThreadSyncObject::~CThreadSyncObject() CThrustController CTimedEventMgr::FireEvents CTimeline CTimerEntity CTonemapTrigger CTriggerAutoCrouch CTriggerBombReset CTriggerBrush CTriggerCamera CTriggerCamera could not find a player! CTriggerCameraMultiplayer CTriggerGravity CTriggerHierarchy CTriggerHurt CTriggerImpact CTriggerLook CTriggerLook '%s' has a bad look target (%s) CTriggerMultiple CTriggerPlayerMovement CTriggerProximity CTriggerPush CTriggerRemove CTriggerSave CTriggerSoftBarrier CTriggerSoundOperator CTriggerSoundscape CTriggerTeleport CTriggerToggleSave CTriggerVPhysicsMotion CTriggerViewProxy CTriggerViewProxy could not find a player! CTriggerWind CTs won by DEFUSE CTs won by ELIMINATION CTs won by RESCUE CTs won by TIME CTs won, but the reason is UNKNOWN!!! CTsWin CULL CUSTOM1 CUSTOM2 CUSTOM3 CUSTOM4 CUniformRandomStream::CUniformRandomStream() CUniformRandomStream::RandomFloat(float, float) CUniformRandomStream::RandomInt(int, int) CUniformRandomStream::SetSeed(int) CUtlBuffer::VaPrintf: String overflowed buffer [%d] CUtlCachedFileData: Can't Init, no repository file specified. CUtlFixedMemory overflow! CUtlLinkedList overflow! (exhausted index range) CUtlLinkedList overflow! (exhausted memory allocator) CUtlMultiList overflow! (exhausted index range) CUtlMultiList overflow! (exhausted memory allocator) CUtlRBTree overflow! CUtlStreamBuffer does not support TEXT_BUFFER's use CUtlBuffer CUtlSymbol::AddString CUtlSymbol::Find CUtlSymbolLarge::AddString CUtlSymbolLarge::Find CV CVGuiScreen CVProfNode::EnterScope() CVProfNode::ExitScope() CVProfNode::GetSubNode(char const*, int, char const*, int) CVProfNode::MarkFrame() CVProfNode::Pause() CVProfNode::Reset() CVProfNode::Resume() CVProfile::BudgetGroupNameToBudgetGroupID(char const*) CVProfile::FindOrCreateCounter(char const*, CounterGroup_t) CVProfile::OutputReport(int, char const*, int) CVisibilityMonitor CVoiceGameMgr::ClientCommand: VModEnable (%d) CVoiceGameMgr::ClientCommand: cmd %s from invalid client (%d) CVoiceGameMgr::ClientCommand: invalid index (%d) CVoiceGameMgr::ClientCommand: vban (0x%x) from %d CVoteController CWC_UpdateIgnoreList CWaterBullet CWaterLODControl CWeaponAWP CWeaponAug CWeaponBaseItem CWeaponBizon CWeaponCSBase CWeaponCSBaseGun CWeaponCycler CWeaponElite CWeaponFamas CWeaponFiveSeven CWeaponG3SG1 CWeaponGalil CWeaponGalilAR CWeaponGlock CWeaponHKP2000 CWeaponList CWeaponM249 CWeaponM3 CWeaponM4A1 CWeaponMAC10 CWeaponMP5Navy CWeaponMP7 CWeaponMP9 CWeaponMag7 CWeaponNOVA CWeaponNegev CWeaponP228 CWeaponP250 CWeaponP90 CWeaponSCAR20 CWeaponSG550 CWeaponSG552 CWeaponSG556 CWeaponSSG08 CWeaponSawedoff CWeaponScout CWeaponTMP CWeaponTaser CWeaponTec9 CWeaponUMP45 CWeaponUSP CWeaponXM1014 CWeightButton CWindowPane CWorkThread -- Sleep CWorkThreadPool::StartWorkThread: Thread creation failed. CWorkThreadPool::StartWorkThreads: called with no threads in the pool, this is probably a bug. CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, %d items discarded. CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: %d items discarded. CWorld CWorld::Precache - Finish CWorld::Precache - Start CWorldItem CWreckage CXXABI_1.3 CalcSequenceIndex: can't find '%s'. Call to NULL CStudioHdr::GroupStudioHdr() CallAssertFailedNotifyFunc Called Release() on CFlexList not allocated via Alloc() method Called wrong RunTask() Called wrong StartTask() Caller: additions to the zip have already been ended Caller: can only get memory of a memory zipfile Caller: faulty arguments Caller: mixing creation and opening of zip Caller: not enough space allocated for memory zipfile Caller: the file had already been partially unzipped Caller: there was a previous error Campaign %d must specifiy a season number Campaign Node definition %d: name must be a positive integer Campaign definition %d, Node definition %d: Quest Index %d is not a valid quest index Campaign definition %d: campaign node index %d is not unique Campaign definition %d: campaign node index %d leads to an invalid campaign node %d Campaign definition %d: name must be a positive integer Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? Can people hold votes to change levels? Can people hold votes to kick players from the server? Can people hold votes to load match from backup? Can people hold votes to pause/unpause the match? Can people hold votes to ready/unready the match? Can people hold votes to restart the game? Can people hold votes to scramble the teams? Can people hold votes to set the next level? Can people hold votes to surrender? Can people hold votes to swap the teams? Can people hold votes to time out? Can't Can't BackUp() after failed Next(). Can't Create Route! Can't back up over more bytes than were returned by the last call to Next(). Can't create %s. Bad Position! Can't create planted_c4 entity! Can't find a free hiding spot, giving up. Can't find a nearby track !!! Can't find assault point Can't find bottom track for track change! %s Can't find decal %s Can't find goal entity %sCan't execute script %s Can't find landmark %s Can't find next assault point Can't find rally point Can't find soundscape: %s Can't find specific footstep sound! (%s) - Using the default instead. (%s) Can't find target of train %s Can't find the world Can't find top track for track change! %s Can't find train for track change! %s Can't get here. Can't get here: failed to get default value as string Can't get to my hiding spot - finding another... Can't init %s Can't open %s for client precache info. Can't parse relationship info (%s) - Expecting 'name [D_HT, D_FR, D_LI, D_NU] [1-99]' Can't pathfind to hiding spot Can't reach any nodes Can't refresh assault path Can't use this weapon type CanEquipWithShield CanFitAtNode() called with no network! Cancel Cancel Other Sequences: %s Canceling download for %llu : %s Cancelling script: %s Cancels all ent_fire created outputs that are currently waiting for their delay to expire. Cannot call BuildFile on a DescriptorPool that uses a DescriptorDatabase. You must instead find a way to get your file into the underlying database. Cannot ent_create players! Cannot execute "%s", no player Cannot execute script because scripting is disabled (-scripting) Cannot execute script because there is no available VM Cannot fit at node %d Cannot replay with a delay of %.2f sec Cannot replay: last killer %d, player %d, stop at %g, delay %g Cannot run script: NULL script name Cannot verify load for invalid steam ID %s CaptionLookup_t Cardboard.Large Cardboard.Medium Cardboard.Small Catmull-Rom Catmull-Rom (Norm X) Catmull-Rom (Norm) Catmull-Rom (Tangent) Centers the nav mesh in the world Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0) ChangeTeam Changed attribute in %d areas Changed behavior status Changes the density of air for drag computations. Changes's player's model Changing collision rules within a callback is likely to cause crashes! Chapter title: %s Chatter Cheat to test regenerative health systems Check for thinktimes all on same timestamp. Checking nearby threatening enemy gunfire! Checking out where our friend was killed Checks for nodes embedded in displacements (useful for in-development maps) Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site). Chicken.Death Chicken.FlapWings Chicken.Fly Chicken.Idle Chicken.Panic Chicken.ZombieRez ChooseEnemy() { Chops all selected areas into their component 1x1 areas Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas Chops the marked area into disconnected sub-areas suitable for sniper spots. Choreographed scene which controls animation and/or dialog on one or more actors. Cine died! CkeyValuesTokenReader::SeekBackOneToken: No tokens read yet Clamp head turns to a MAX of 20 degrees per think. ClanTagChanged Class: %s (%d) Classname: %s CleanUpMap=============== Clear all nav attributes of selected area. Clear the selected set. ClearField Clearing temp file(%s) for %llu : %s Clears bits set on nav links indicating link is unusable Clears the marked Area or Ladder. Client Projectile Client cmd out of sync (delta %i). Client lost reserved sound! ClientGamePrecache ClientJob_EMsgGCCStrike15_v2_GC2ServerReservationUpdate ClientJob_EMsgGCCStrike15_v2_GiftsLeaderboardResponse ClientJob_EMsgGCCStrike15_v2_MatchEndRewardDropsNotification ClientJob_EMsgGCCStrike15_v2_ServerNotificationForUserPenalty ClientJob_EMsgGCGiftedItems ClientPrecache ClientPrecache() ClientSetupVisibility: No entity for edict! ClientSetupVisibility: portal number (%d) too large Clientside physics push away (0=off, 1=only localplayer, 1=all players) Climb Climb fail Climb fail (2) Climb start Climb stop Climber not in a climb activity! Close obstruction %f CloseAreaportalThink Coaching is disabled. The server needs to set sv_coaching_enabled 1. Code forced %s(%s), to be the target of scripted sequence %s, but it can't play it. CollectableCoin.Collect CollectionInfoCache Color Fade Color Light From Control Point Color Random Color and Opacity Color used to draw the selected set background while editing. Color used to draw the selected set borders while editing. ColorCorrectionFadeInThink ColorCorrectionFadeOutThink ColorCorrectionName ColorCorrectionSystem ComingBackConceptModifier Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6' CommandLine Commander Comment started here. Commentary: Could not find commentary data file '%s'. Commentary: Failed to spawn commentary entity, type: '%s' Commentary: Loading commentary data from %s. CommentaryUpdateViewThink Community Season One Spring 2013 Compare Value: %f CompiledCaptionHeader_t Complex achievement %s must have an Items key or a DefIndex field Component %d for achievement %s found Component %d for achievement %s found, but already had that component Computed lighting for %d/%d areas Computer name is %s Computing mesh visibility... Computing mesh visibility...DONE ConColorMsg(Color const&, char const*, ...) ConMsg(char const*, ...) ConVar(%s) defined with infinite float value (%s) ConVarRef %s doesn't point to an existing ConVar ConceptHistory_t ConcreteChunks Cond: %s Conditional Error: %s Cone %.1f, Bias %.2f Connect by climbing Connect by flying Connect the vscript VM to the script debugger ConnectOutput ConnectOutputToScript ConnectOutputs ConnectTier1/2/3Libraries - Finish ConnectTier1/2/3Libraries - Start Connecting navigation areas... Connection to GC confirmed. Connection to GC has been lost. Console command too long. Constraint (%s) attached to two shadow objects (%s and %s)!!! Constraint (%s) attached to two static objects (%s and %s)!!! Context '%s': Attribute "%s" could not parse value "%s"! Context '%s': Attribute "%s" in "attributes" did not match any attribute definitions Context: %s:%s Contexts to set '%s' on %s, Continue an iteration over the list of entities, providing reference to a previously found entity Continuing to guard hostage rescue zones Control Points Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'. Controls the duration of vphysics penetration error boxes. Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names Convert obsolete jump areas into 2-way connections Coop mission map is missing a game_coopmission_manager entity. You can't fire MissionCompleted outputs without it! Coop mission map is missing a game_coopmission_manager entity. You can't fire round ended outputs without it! Coop mission map is missing a game_coopmission_manager entity. You can't keep track of completed waves without it! Coop mission number = %d (parsed from %s) Coroutine_Continue Coroutine_Create Coroutine_DebugBreak Coroutine_YieldToMain Cos of angle of incidence to ladder perpendicular for applying ladder_dampen Could not AllocSound() for Client Reserve! (DLL) Could not AllocSound() for InsertSound() (Game DLL) Could not add bot to the game: Team is full Could not add bot to the game: Team is stacked (to disable this check, set mp_autoteambalance to zero, increase mp_limitteams, and restart the round). Could not add bot to the game: The game is full Could not allocate and bind entity to bot edict. Could not create an instance of Could not find field named " Could not find field type. Could not play sound '%s'. Check that the sound exists. Couldn't alloc player sound slot! Couldn't create %s! Couldn't create weapon %s to give NPC %s. Couldn't create/open file Couldn't find GOTV client player. Couldn't find any entities named %s, which point_template %s is specifying. Couldn't find any entity named '%s' Couldn't find cover Couldn't find flank Couldn't find schedule (%s) Couldn't find shoot position Couldn't find temp entity '%s' Couldn't get to wait node. Couldn't parse default value. Couldn't read %s! Couldn't resolve response target %s Couldn't set relationship to unknown entity or class (%s)! Couldn't walk to target Count = %d Counter-Strike: Global Offensive CoveringFriend Crashed!: speed %.2f, lastSpeed %.2f Crawl start Create In Hierarchy Create a physics prop Create a prediction error Create a scene entity to play the specified scene. Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll) Create an entity at the location of a named entity Create an entity at the location of a specified entity instance Create an entity at the location of the maker Create(CEconDefaultEquippedDefinitionInstanceClient) Create(CEconItem) Create(CEconPersonaDataPublic) CreateByClassname CreateEntityByName( %s, %d ) - CreateEdict failed. CreateInstance called on a point_template that has no templates: %s CreateInterface CreateNewThreadPool CreatePredictionError CreateProp CreateSimpleThread Created EHANDLE test entity. Run this command again to transmit the second ent. Created new fencetop area %d(%x) between %d(%x) and %d(%x) Creates an entity by classname Creates an entity of the given type where the player is looking. Creating navigation areas from sampled data... Creation Time CrosshairDeltaDistance CrosshairMinDistance Crouch and hold attack! CrouchWalk Crow: Flyto Point Cstrike_Chat_All Cstrike_Chat_AllDead Cstrike_Chat_AllSpec Cstrike_Chat_CT Cstrike_Chat_CT_Dead Cstrike_Chat_CT_Loc Cstrike_Chat_Spec Cstrike_Chat_T Cstrike_Chat_T_Dead Cstrike_Chat_T_Loc Ct Culdn't duplicate handle Cull Random Cumulative bytes re-alloced: %s Cur Accuracy: %.1f Current Blend: %d Current Enemy Current Pos: %3.3f Current Pos: %3.3f Current Target Current backup file prefix is not set, use mp_backup_round_file to set it. Current name of the skybox texture Current place set to '%s' Current sound patches: %d CurrentSpeed: %.3f Custom game-specific analysis... Custom game-specific analysis...DONE CustomCoverOnReload CustomMaxShots CustomMaxTimeShots CustomMinShots CustomMinTimeShots CustomOddsCover Cv Cycle match stats after so many seconds Cycle: %.5f (%.5f) CycleTime CycleTimeAlt C{ D D8 D@ DAMAGE APPLIED: DAMAGE FILTER:%s DAMAGING DB DBG_PATHMATCH DD DD hh:mm MM YYYY Z0000 DEATHMATCH DEBRIS DEFAULT DEFAULT_WRITE_PATH DEFUSE_BOMB DELETED %d prop_physics or prop_physics_multiplayer that were not set to debris!! DEMO DESCEND_LADDER DEZ DIRECT DISMOUNT_ASCENDING_LADDER DISSOLVE DK DLOPEN Error:%s DMG_BULLET DMG_SLASH DMXAlloc DN DONT_HIDE DOOR IS BREAKABLE DOOR IS NOT BREAKABLE DOOR STATE: AJAR DOOR STATE: CLOSED DOOR STATE: CLOSING DOOR STATE: OPEN DOOR STATE: OPENING DROWN DROWNRECOVER DT_AI_BaseNPC DT_AnimTimeMustBeFirst DT_Animationlayer DT_AttributeContainer DT_AttributeContainerPlayer DT_AttributeList DT_AttributeManager DT_BCCLocalPlayerExclusive DT_BCCNonLocalPlayerExclusive DT_BaseAnimating DT_BaseAnimatingOverlay DT_BaseAttributableItem DT_BaseBeam DT_BaseButton DT_BaseCSGrenade DT_BaseCSGrenadeProjectile DT_BaseCombatCharacter DT_BaseCombatWeapon DT_BaseDoor DT_BaseEntity DT_BaseFlex DT_BaseGrenade DT_BasePlayer DT_BasePropDoor DT_BaseTeamObjectiveResource DT_BaseTempEntity DT_BaseToggle DT_BaseTrigger DT_BaseVPhysicsTrigger DT_BaseViewModel DT_BaseWeaponWorldModel DT_Beam DT_BeamSpotlight DT_BoneFollower DT_BreakableProp DT_BreakableSurface DT_CChicken DT_CFish DT_CHostage DT_CSGameRules DT_CSGameRulesProxy DT_CSLocalPlayerExclusive DT_CSNonLocalPlayerExclusive DT_CSPlayer DT_CSPlayerResource DT_CSRagdoll DT_CSTeam DT_CascadeLight DT_CollisionProperty DT_ColorCorrection DT_ColorCorrectionVolume DT_CountdownTimer DT_DecoyGrenade DT_DecoyProjectile DT_DetailController DT_DustTrail DT_DynamicLight DT_DynamicProp DT_EconEntity DT_EffectData DT_Embers DT_EntityDissolve DT_EntityFlame DT_EntityFreezing DT_EntityParticleTrail DT_EntityParticleTrailInfo DT_EnvAmbientLight DT_EnvDOFController DT_EnvParticleScript DT_EnvProjectedTexture DT_EnvScreenEffect DT_EnvScreenOverlay DT_EnvTonemapController DT_EnvWind DT_EnvWindShared DT_FireCrackerBlast DT_FireSmoke DT_FireTrail DT_Flashbang DT_FogController DT_FootstepControl DT_FuncAreaPortalWindow DT_FuncBrush DT_FuncConveyor DT_FuncLadder DT_FuncMonitor DT_FuncMoveLinear DT_FuncOccluder DT_FuncReflectiveGlass DT_FuncRotating DT_FuncSmokeVolume DT_FuncTrackTrain DT_Func_Dust DT_Func_LOD DT_GameRulesProxy DT_HEGrenade DT_HandleTest DT_HostageCarriableProp DT_IncendiaryGrenade DT_Inferno DT_InfoLadderDismount DT_InfoOverlayAccessor DT_IntervalTimer DT_Item_Healthshot DT_LightGlow DT_Local DT_LocalActiveWeaponData DT_LocalPlayerExclusive DT_LocalWeaponData DT_MaterialModifyControl DT_MolotovGrenade DT_MolotovProjectile DT_MovieDisplay DT_MovieExplosion DT_OverlayVars DT_ParticleFire DT_ParticlePerformanceMonitor DT_ParticleSmokeGrenade DT_ParticleSystem DT_PhysBox DT_PhysBoxMultiplayer DT_PhysMagnet DT_PhysicsProp DT_PhysicsPropMultiplayer DT_PlantedC4 DT_Plasma DT_PlayerResource DT_PlayerState DT_PointCamera DT_PointCommentaryNode DT_PoseController DT_PostProcessController DT_Precipitation DT_PrecipitationBlocker DT_PredictedViewModel DT_PropDoorRotating DT_PropJeep DT_PropVehicleDriveable DT_Prop_Hallucination DT_ProxyToggle DT_ProxyToggle_ProxiedData DT_QuadraticBeam DT_Ragdoll DT_RagdollManager DT_Ragdoll_Attached DT_RocketTrail DT_RopeKeyframe DT_SceneEntity DT_ScriptCreatedAttribute DT_ScriptCreatedItem DT_SensorGrenade DT_SensorGrenadeProjectile DT_ServerAnimationData DT_ShadowControl DT_SlideshowDisplay DT_SmokeGrenadeProjectile DT_SmokeStack DT_SmokeTrail DT_SpatialEntity DT_SporeExplosion DT_SporeTrail DT_SpotlightEnd DT_Sprite DT_SpriteOriented DT_SpriteTrail DT_StatueProp DT_SteamJet DT_Sun DT_SunlightShadowControl DT_TEArmorRicochet DT_TEBSPDecal DT_TEBeamEntPoint DT_TEBeamEnts DT_TEBeamFollow DT_TEBeamLaser DT_TEBeamPoints DT_TEBeamRing DT_TEBeamRingPoint DT_TEBeamSpline DT_TEBloodSprite DT_TEBloodStream DT_TEBreakModel DT_TEBubbleTrail DT_TEBubbles DT_TEClientProjectile DT_TEDecal DT_TEDust DT_TEDynamicLight DT_TEEffectDispatch DT_TEEnergySplash DT_TEExplosion DT_TEFireBullets DT_TEFizz DT_TEFootprintDecal DT_TEFoundryHelpers DT_TEGaussExplosion DT_TEGlowSprite DT_TEImpact DT_TEKillPlayerAttachments DT_TELargeFunnel DT_TEMetalSparks DT_TEMuzzleFlash DT_TEParticleSystem DT_TEPhysicsProp DT_TEPlantBomb DT_TEPlayerAnimEvent DT_TEPlayerDecal DT_TEProjectedDecal DT_TERadioIcon DT_TEShatterSurface DT_TEShowLine DT_TESmoke DT_TESparks DT_TESprite DT_TESpriteSpray DT_TEWorldDecal DT_Team DT_TeamplayRoundBasedRules DT_TeamplayRoundBasedRulesProxy DT_Tesla DT_TestTraceline DT_Timeline DT_TriggerPlayerMovement DT_TriggerSoundOperator DT_VGuiScreen DT_VoteController DT_WORLD DT_WaterBullet DT_WaterLODControl DT_WeaponAK47 DT_WeaponAWP DT_WeaponAug DT_WeaponBizon DT_WeaponC4 DT_WeaponCSBase DT_WeaponCSBaseGun DT_WeaponCycler DT_WeaponDEagle DT_WeaponElite DT_WeaponFamas DT_WeaponFiveSeven DT_WeaponG3SG1 DT_WeaponGalil DT_WeaponGalilAR DT_WeaponGlock DT_WeaponHKP2000 DT_WeaponKnife DT_WeaponKnifeGG DT_WeaponM249 DT_WeaponM3 DT_WeaponM4A1 DT_WeaponMAC10 DT_WeaponMP5Navy DT_WeaponMP7 DT_WeaponMP9 DT_WeaponMag7 DT_WeaponNOVA DT_WeaponNegev DT_WeaponP228 DT_WeaponP250 DT_WeaponP90 DT_WeaponSCAR17 DT_WeaponSCAR20 DT_WeaponSG550 DT_WeaponSG552 DT_WeaponSG556 DT_WeaponSSG08 DT_WeaponSawedoff DT_WeaponScout DT_WeaponTMP DT_WeaponTaser DT_WeaponTec9 DT_WeaponUMP45 DT_WeaponUSP DT_WeaponXM1014 DUCKING DUPE: %s %d blocked area %d DUPE: non-entity blocked area %d DYNINT: (%s) testing interaction "%s" D_FR D_HT D_LI D_NU Da Damage Given to "%s1" - %s2 Damage Taken from "%s1" - %s2 Damage per second DamageDelay DamageRadius DamageTarget Damagetype Dampen Movement Relative to Control Point Damping: %3.2f Dangling Dangling pointer to physics entity!!! Data manager 'used' memory incorrect Dead end link: %s Dead players can speak (voice, text) to the living DeathCry DebrisContext Debug History of Category %d is EMPTY Debug options for replay cam Debug the NPC dynamic interaction system. Debug the attempted connection between two nodes DebugDrawBox DebugDrawLine DebugTextureInfo001 Debugging %s (0x%p) Dec Decay factor (linear term) for weapon recoil Decay factor exponent for view punch Decay factor exponent for weapon recoil Decay factor for weapon recoil velocity Decide on a match stat and hold it additionally for at least so many seconds DefName Default equipped definitions: %d Default is 1.0, slow down hostages by setting this to < 1.0. Default points for a new user Default.ClipEmpty_Pistol Default.ClipEmpty_Rifle Default.Land Default.Null Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command. Defines how frequently the server notifies clients that a player damaged a friend Defines the second corner of a new Area or Ladder and creates it. Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert. Defuse bomb DefusingBomb Degenerate Navigation Area #%d at setpos %g %g %g Degenerate area %d Delay between the end match scoreboard being shown and the beginning of item drops. Delay: %d Delays map change until broadcast is complete Deleted %d areas Deletes the currently highlighted Area. Deletes the currently marked Area (if any). Desired Origin for %s: %f %f Desired commentary mode state. Dest node: %p Dest node: %p Dest: %s Dest: %s DestroyImmediately DestroyThreadPool Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit). Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit). Determines max allowed net_graph value for clients. Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'. Determines the total number of bots in the game. 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. Determines whether a player can early-out of the deathcam. Determines whether armor and helmet are given automatically. Determines whether bots can be controlled by players Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. Determines whether teammates are solid or not. Determines whether the match switches sides in a halftime event. Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody Determining links... Determining zones... Detonation of grenade '%s' attempted to record twice! DevMsg DevMsg(char const*, ...) DevWarning DevWarning(char const*, ...) DeveloperVerbose Devshots: Loading point_devshot_camera positions from %s. Devshots: No point_devshot_camera in %s. Moving to next map. Dictionary: %s Didn't find particle function %s Dir ent: %s Direct precache of %s Direction: %s DirectionNoise Disable MVP awards. Disable nemesis and revenge. Disable npc background expressions when you can't see them. Disable weapon inaccuracy spread DisableDrawInFastReflection DisableReceivingFlashlight DisableSpeakWhileScripting Disabling motion on phys prop Disabling precache logging due to file i/o problem!!! Disallow backtracking a player for lag compensation if it will cause them to become stuck Disallow interpolating between observer targets on this server. Disallow vote kicking on the match point round. DisappearDist Discarded rule %s Discarding missing sequence %s on load. Discarding repository '%s' due to cache system version change Discarding repository '%s' due to corruption Discarding repository '%s' due to meta checksum change Discarding repository '%s' due to version change DisconnectOutput DisconnectOutputFromScript Dispatch layer sequence: %s DispatchOnPostSpawn DispatchPrecache Dispatches a one-off particle system Display async .ani file loading info. Display data for entity matching specified index.Format: find_ent_index Display ground entity list Display player message Display player message to team Display status of the query cache (client only) Display the values of the convars for the current game_mode. Displaying:%s Displays a list of the last 5 lines of speech from NPCs. Displays money account changes for players in the console Displays the steering obstructions of all NPCs (used to perform local avoidance) Disposition: %s Distance Between Control Points Scale Distance to Control Points Scale Distance to surface: %d Distributing %d DmeParticleChild DmeParticleOperator DmeParticleSystemDefinition Do client side flex animation. Do not have LOS to player DoEntFire DoEntFireByInstanceHandle DoIncludeScript DoNewAssertDialog DoRecordAchievementEvent DoRecordAchievementEvent called with a player index that doesn't resolve to a player (%s, %d)! DoRecordAchievementEvent called with invalid player index (%s, %d)! DoUniqueString Doesn't block LOS Doesn't match NPC hint group. Doing partial rebuild of Node Graph... Don't have a route Don't have a route: blocked Don't have a route: illegal move Don't have a route: no goal Don't have an enemy Don't know how to save model for physics object (class "%s") Don't lookup extension types if they aren't present (1). Don't lookup extension types if they aren't present (2). Don't test validity of a lag comp restore, just do it. DontUseSpeechSemaphore Door %s using obsolete 'Start Open' spawnflag with 'Spawn Position' set to 'Open'. Reverting to old behavior. Door %s with conflicting collision settings, removing ignoredebris Dot-dash style grenade trajectory arc Download finished for %llu:'%s'. Moving %s to %s. Draw a debug overlay box Draw a grid on the floor where looking. Draw alien blood Draw human blood Draw paths tried during search for bodysnatcher pathing DrcCmd: %s Drop an ai_hint at the player's current eye position. Drop defuser on player death DropItem() - Didn't create! DropItem() - No item name! Dt Dump all global entities/states Dump all response_rules.txt and rules (requires restart) Dump the contents of the Entity I/O event queue to the console. Dump the contents of the game string table to the console. Dump the debug history to the console. Format: Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player Dump the state of the VM to the console Dumping event queue. Current time is: %.2f Dumps debug info for an entity Duplicate 'default' item definition. Duplicate Campaign definition id %d Duplicate Quest definition id %d Duplicate alternate icon definition (%d) Duplicate attribute definition index (%d) Duplicate attribute name %s encountered! Duplicate equip region named "%s". Duplicate item definition (%d) Duplicate itemset name (%s) found! Duplicate kill eater score type index %u. Duplicate leveling data block named "%s". Duplicate lootlist name (%s) found! Duplicate music definition id %d Duplicate prefab name (%s) Duplicate quality value (%d) Duplicate rarity value (%d) Duplicate recipe definition (%d) Duplicate sound material value (%d) Duplicate sticker kit ID %d Duplicate sticker kit name '%s' Duplicate sticker list name '%s' Duration bullet impact indicators remain before disappearing Duration each new flame will attempt to spawn new flames Duration in seconds to show nav area ID and attributes while editing Duration of each timeout. Dv Dynamic Light Dynamic Link Error: (%s) unable to form between nodes %d and %d Dynamic prop %s: no sequence named:%s E E)T E0 E8 EA EASY ECHEM ECON EDIT.ToggleAttribute EDIT_BEGIN_AREA.Creating EDIT_BEGIN_AREA.NotCreating EDIT_CONNECT.Added EDIT_CONNECT.AllDirections EDIT_DELETE EDIT_DISCONNECT.MarkedArea EDIT_DISCONNECT.NoMarkedArea EDIT_END_AREA.Creating EDIT_END_AREA.NotCreating EDIT_MARK.Disable EDIT_MARK.Enable EDIT_MARK_UNNAMED.Enable EDIT_MARK_UNNAMED.MarkedArea EDIT_MARK_UNNAMED.NoMarkedArea EDIT_MERGE.Disable EDIT_MERGE.Enable EDIT_MOVE_CORNER.MarkedArea EDIT_MOVE_CORNER.NoMarkedArea EDIT_PLACE_PICK EDIT_SELECT_CORNER.MarkedArea EDIT_SELECT_CORNER.NoMarkedArea EDIT_SPLICE.MarkedArea EDIT_SPLICE.NoMarkedArea EDIT_SPLIT.MarkedArea EDIT_SPLIT.NoMarkedArea EDIT_TOGGLE_PLACE_MODE EDIT_WARP_TO_MARK EE EF EH EMPTY - ok for slot zero only! EMsg MessageName Count % Bytes % MsgPS Avg/Msg KBPS EMsg MessageName Count % Bytes % Avg/Msg KBPS Msg Saved % Bytes Saved % ENERGYBEAM ENGAGE_AND_INVESTIGATE ENTITY IS NOT A PLAYER: %d ERAD ERROR ERROR phys_convert %s ! Already MOVETYPE_VPHYSICS ERROR! %s missing ACT_DIESIMPLE ERROR! Vacating an empty slot! ERROR!: Can't create physics object for %s ERROR: Mistake in default schedule definitions, AI Disabled. ERROR: "player" is no longer used, use "!player" in vcd instead! ERROR: "self" is no longer used, use "!self" in vcd instead! ERROR: %s First added %s must be first LOCALID! ERROR: %s missing schedule! ERROR: %s navigation not terminating. Possibly bad cyclical solving? ERROR: (%s) can't teleport object (%s) as it has a parent (%s)! ERROR: (%s) target '%s' not found. Deleting. ERROR: Adding symbol to uninitialized table %s ERROR: Ammo (%s) found no CVar named (%s) ERROR: Attempting to give unknown ammo type (%s) ERROR: Attempting to remove non-existing squad membmer! ERROR: Can't find ladder in path ERROR: Can't init spring %s from "%s" to "%s" ERROR: Cannot save navigation map '%s'. ERROR: Climb Node %i has no way off ERROR: Couldn't find control volume for player-controllable func_tank %s. ERROR: Dynamic link at %f %f %f pointing to invalid node ID!! ERROR: Dynamic link dest WC node %d not found ERROR: Dynamic link source WC node %d not found ERROR: Entity delete queue not empty on level start! ERROR: Hinge with bad data!!! ERROR: INVALID RALLY POINT SELECTION METHOD. Assault will not function. ERROR: Invalid ground position. ERROR: LoadSchd %d (%s): (%s) Unknown shedule %s! ERROR: LoadSchd (%s): (%s) Bad syntax at task #%d (wasn't expecting %s) ERROR: LoadSchd (%s): (%s) Malformed AI Schedule. Expecting ':' after type 'ACTIVITY. ERROR: LoadSchd (%s): (%s) Malformed AI Schedule. Expecting ':' after type 'GOAL. ERROR: LoadSchd (%s): (%s) Malformed AI Schedule. Expecting ':' after type 'HINTFLAG' ERROR: LoadSchd (%s): (%s) Malformed AI Schedule. Expecting ':' after type 'PATH. ERROR: LoadSchd (%s): (%s) Malformed AI Schedule. Expecting ':' after type 'STATE. ERROR: LoadSchd (%s): (%s) Malformed AI Schedule. Expecting 'Tasks' keyword. ERROR: LoadSchd (%s): (%s) Unknown activity %s! ERROR: LoadSchd (%s): (%s) Unknown goal type %s! ERROR: LoadSchd (%s): (%s) Unknown hint flag type %s! ERROR: LoadSchd (%s): (%s) Unknown path type %s! ERROR: LoadSchd (%s): (%s) Unknown task %s! ERROR: LoadSchd (%s): Schedule (%s), Task (%d), has a malformed AI Task Argument = (%s) ERROR: LoadSchd (%s): Schedule (%s), Unknown condition %s! ERROR: LoadSchd (%s): Unknown schedule type (%s) ERROR: Loaded save game with no node graph. Load map and build node graph first! ERROR: Map either has < 2 bomb sites, or one of the sites has no areas. Coop bots will be broken. ERROR: Max of %i ents allowed for spline beam. ERROR: Min of 2 ents required for spline beam. ERROR: Missing or invalid schedule! ERROR: Navigation Mesh load failed. ERROR: No local player! ERROR: Node %.0f %.0f %.0f, WC ID# %i, is either too low (fell through floor) or too high (>100 units above floor) ERROR: Rejecting spawn of %s as error in NPC's schedules. ERROR: Squad '%s' has enemies in it! ERROR: SquadNewEnemy() - pEnemy is NULL! ERROR: Tried to %s for entity %s (%s), but it has no attachment named %s. ERROR: Tried to %s for entity %s (%s), but it has no parent. ERROR: Tried to %s for entity %s (%s), but its parent has no model. ERROR: Tried to create bone follower on invalid bone %s ERROR: Trying initialize links with no WC ID table! ERROR: Trying to get WC ID with no network! ERROR: Trying to get WC ID with no table! ERROR: Unconnected ladder #%d bottom at ( %g, %g, %g ) ERROR: Unconnected ladder #%d top at ( %g, %g, %g ) ERROR: Unconnected ladder bottom at ( %g, %g, %g ) ERROR: Unconnected ladder top at ( %g, %g, %g ) ERROR: Undefined ammo type! ERROR: Weapon (%s) using undefined primary ammo type (%s) ERROR: Weapon (%s) using undefined secondary ammo type (%s) ERROR: file contains a schedule (%s) that has already been defined! ERROR: path_track (%s) refers to itself as a target! ESCAPE_FROM_BOMB ESCAPE_FROM_FLAMES ETABLE EUq EVENT_CREDITS with negative elapsed time (rt %f starttime %f) EVENT_LEVELSHUTDOWN: with negative elapsed time (rt %f starttime %f) EVENT_RADIO_AFFIRMATIVE EVENT_RADIO_CHEER EVENT_RADIO_COMPLIMENT EVENT_RADIO_COVER_ME EVENT_RADIO_END EVENT_RADIO_ENEMY_DOWN EVENT_RADIO_ENEMY_SPOTTED EVENT_RADIO_FOLLOW_ME EVENT_RADIO_GET_OUT_OF_THERE EVENT_RADIO_GO_GO_GO EVENT_RADIO_HOLD_THIS_POSITION EVENT_RADIO_IN_POSITION EVENT_RADIO_NEED_BACKUP EVENT_RADIO_NEGATIVE EVENT_RADIO_REGROUP_TEAM EVENT_RADIO_REPORTING_IN EVENT_RADIO_REPORT_IN_TEAM EVENT_RADIO_SECTOR_CLEAR EVENT_RADIO_STICK_TOGETHER_TEAM EVENT_RADIO_STORM_THE_FRONT EVENT_RADIO_TAKING_FIRE EVENT_RADIO_TEAM_FALL_BACK EVENT_RADIO_THANKS EVENT_RADIO_YOU_TAKE_THE_POINT EVENT_START_RADIO_1 EVENT_START_RADIO_2 EVENT_START_RADIO_3 EVERYONE CAN BUY! EXCELLENT EXPERT Ease In Ease In/Out Ease Out EconItems EditNav_Precache Editing:%s%s Eff: %s, Move: %s Effects :%d (EF_NODRAW=%d) EffectsPrecache Eiffel tower EjectBrassEffect ElectroThinkContext Elite EmitAmbientSound: '%s' emitted as '%s' (ent %i) EmitAmbientSound: Raw wave emitted '%s' (ent %i) EmitSound: '%s' emitted as '%s' (ent %i) EmitSound: Voice wave file %s doesn't specify CHAN_VOICE or CHAN_STREAM for sound %s EmitSoundByHandle(%s) took %f milliseconds (server) Emitsound Empty %s (%s) at %.2f, %.2f, %.2f Enable Spectator Hltv Replay when killed by bot Enable automatic ammo purchase when inside buy zones during buy periods Enable debug printing about constraint sounds. Enable procedural twist bones. Enable test mode for ik height adjustment Enable timers to wait between rounds. Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages. Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls. Enable/Disable stalemate mode. EnableDrawInFastReflection EnableGun EnableReceivingFlashlight EnableSpeakWhileScripting Enabled. Enables player lag compensation Enables the global event log system Encounter Spot Encountered duplicate attribute definition for attribute "%s"! Encountered func_breakablesurf at (%2.2f, %2.2f, %2.2f) that has a material applied to more than one surface! Encountered invalid element ID data! Encountered message for job %s (message ID %d) sent by %s called within an invalid context of %d. Dropping the message. End : %3.0f End the current round. End the half and give a team round point when a player makes a kill using the final weapon End warmup immediately. End-of-file inside block comment. EndGame EndRound_CounterTerroristsWin EndSprite Ended Debug History Dump of Category %d Enemy changed from %s to %s Enemy is %s Enemy too far to attack Enemy: Energy Splash EngineTraceServer004 Ensure that an entity's script scope has been created EntFireByHandle Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard. Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard. Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams' Entities Left: Entities: %d (%d edicts) Entity %s (%s) %s Collision Group %d Entity %s - (%s) has a target and NO OUTPUTS Entity %s encountered an error in RunScript() Entity %s is not an NPC. Entity %s not found, and couldn't create! Entity %s(%s) has bad parent %s Entity %s(%s) is ambiguously parented to %s, because there is more than one entity by that name. Entity '%s' is still actively leading Entity Decal Entity ID %d not found. Entity exists: %u Entity with data saved, but with no classname EntityParticleTrailInfo_t EntityTemplate Enum type " Enums must contain at least one value. EnvMicrophone %s specifies a non-existent speaker name: %s Equipping Erase any previously placed walkable positions. Erases current game stats and writes out a blank stats file Error Error - %s is already in the game. Error - no profile for '%s' exists. Error Parsing PaintData in %s! Error Parsing inventory_image_data in %s! Unknown light type %s. Error building path Error in precache file "%s": Error parsing %s - expected '=' Error parsing %s - expected 'End' Error parsing %s - expected 'Model' Error parsing %s - expected Count value Error parsing %s - expected Place name Error parsing %s - expected attribute value Error parsing %s - expected radio event Error parsing %s - expected skin name Error parsing %s - invalid radio event '%s' Error parsing %s - unknown attribute '%s' Error parsing '%s' - expected identifier Error parsing '%s' - expected name Error parsing '%s' - invalid template reference '%s' Error parsing '%s' - phrase '%s' is invalid Error parsing keyvalues Error parsing soundscape file %s after %s Error parsing text-format Error reading attribute "%s" Error reading file Error reading in array attribute "%s" element %d Error reading sub-version number. Error reading weapon data file for: %s Error reporting not implemented. Error running script named %s Error while parsing option value for " Error writing to file Error!! Squad %s is too big!!! Replacing last member Error: <+X|-X|+Y|-Y|+Z|-Z> Error: BotPlaceCommand() could not find a bot to move to player's location. Error: BotPlaceCommand() could not find a human player to move a bot to. Error: CreateBot() failed. Error: bot_place needs at least one bot already in the map. EscapeFromBomb EscapeFromFlames EscortingHostages EstimateLength Estimated wait time remaining is %02d:%02d. Et Event %s was missing tag %s for wav %s Event.HostageRescued EventQueuePrioritizedEvent_t EventQueuePrioritizedEvent_t pool EventSystem001 Every time a backup file is written the value of this convar gets updated to hold the name of the backup file. Exceeded max number of conditions (%d), ignoring condition %s Exclusive: !?INVALID?! Exclusive: NO Exclusive: Not Evaluated Exclusive: YES Execute a script (internal) Execute a vscript file, replacing existing functions with the functions in the run script Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts Execute an activation script, replacing existing functions with the functions in the run script Executing dedicated server config file Executing listen server config file Executing server command:%s--- Exit animation %s failed to cache target points properly! Expected " Expected %s found %s ( raw '%s' )! (prev: %s) Expected double. Expected eight hex digits up to 10ffff for \U escape sequence Expected four hex digits for \u escape sequence. Expected hex digits for escape sequence. Expected identifier. Expected integer or identifier. Expected integer. Expected string. Expecting ',', didn't find it! Expecting '[', didn't find it! Expecting ']', didn't find it! Expecting 'file', got %s Expecting '{' in enumeration '%s', got '%s' Expecting '{' in rule '%s', got '%s' Expecting '{', didn't find it! Expecting '}', didn't find it! Expecting array attribute value, didn't find it! Expecting attribute name, didn't find it! Expecting attribute type for attribute %s, didn't find it! Expecting element reference, didn't find it! Expecting element type name, didn't find it! Expecting element type, didn't find it! Expecting more tokens in enumeration '%s' Expecting more tokens in rule '%s' Expecting quoted attribute value for attribute "%s", didn't find one! Expecting quoted value for element ID, didn't find one! Expert ExplodeDamage ExplodeRadius Exponential Decay Extend current Map ExtendedServerInfo Extension " Extension conflicts with extension already in database: extend Extension factory's GetPrototype() returned NULL for extension: Extension number $0 has already been used in "$1" by extension "$2". Extension numbers cannot be greater than $0. Extension numbers must be positive integers. Extension range $0 to $1 includes field "$2" ($3). Extension range $0 to $1 overlaps with already-defined range $2 to $3. Extension range end number must be greater than start number. Extensions of MessageSets must be optional messages. Extensions to non-lite types can only be declared in non-lite files. Note that you cannot extend a non-lite type to contain a lite type, but the reverse is allowed. ExtraParticleFilesTable F F@ FACE_ASCENDING_LADDER FACE_DESCENDING_LADDER FAILED TO GET A VALID SPAWN SPOT FAILED to compile and execute script file named %s FAILED to initiate threaded node graph build due to already locked mutex! FALSE FATAL FD FDZ FF FIND_TICKING_BOMB FIRE token in response needs exactly three parameters. FIRST FLINCHED FMod values for pose controller %sTYPE: %iTIME OFFSET: %fRATE: %fAMPLITUDE: %f FORCE_NOT_USED FPlayerCanRespawn: pPlayer=0 FX_FireBullets: GetFileWeaponInfoFromHandle failed for weapon %s FX_FireBullets: GetItemDefinition failed for defindex %d FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s FX_RicochetSound.Ricochet FX_RicochetSound.Ricochet_Legacy Face outward Factories - Finish Factories - Start FadeReverse FadeScaleThink Fail: %s (%s) Failable achievement %s has been evaluated (%s), now inactive Failable achievement %s now active Failed To Submit table %s Failed filter test Failed to allocate memory Failed to create %s Failed to create PropBreakable: would exceed MAX_EDICTS Failed to create dynamic link (%d <--> %d) Failed to find custom physics damage table name: %s Failed to find function %s Failed to generate new item: %s Failed to get count of items in zip file '%s'. Reason: %s Failed to get count of items. Reason: %s Failed to get file info information from steam, HTTP status: %d. Missing info for collection ids: Failed to get file info information from steam, HTTP status: %d. Missing info for file ids: Failed to get lock %s at %s(%d) after waiting in %s Failed to include script "%s" Failed to initialize sticker kit ID %d '%s' Failed to initialize sticker list '%s' Failed to initialize templated entity with mapdata: %s Failed to load %s Failed to load file: %s Failed to open zip file '%s'. Reason: %s Failed to parse file details KV for id %llu. Result enum: %d Failed to pathfind to nav goal: Failed to play server side instructor hint: no player specified for hint Failed to reconnect to CAI_LeadBehaviorHandler Failed to reestablish collision model for object Failed to resolve animation "%s" Failed to restore physics object Failed to send Hello message to the GC. Failed to stand at %d Failed to start defuse, giving up Failed to walk between nodes Failed to write %s! Failed unzipping entry '%s' in zip file '%s'. Reason: %s Failed unzipping entry '%s'. Reason: %s Failing to submit row for a grenade detonation: Grenade has no weapon info! Failing to submit row for bomb plant: Player or C4 missing! FastHexToBuffer() wants non-negative integers, not Fear: Couldn't find hint node Feb Feel free to add support for more if you need it. Fell from ladder. Fetch bomb pathfind failed FetchBomb Fetched %d bytes via HTTP: Field : Field does not match message type. Field is repeated; the method requires a singular field. Field is singular; the method requires a repeated field. Field number $0 has already been used in "$1" by field "$2". Field numbers $0 through $1 are reserved for the protocol buffer library implementation. Field numbers cannot be greater than $0. Field numbers must be positive integers. Field type name may have changed or inheritance graph changed, save file is suspect Field type: Field with message or enum type missing type_name. Field with primitive type has type_name. Field: FieldDescriptorProto.extendee not set for extension field. FieldDescriptorProto.extendee set for non-extension field. FieldSize File already exists in database: File appears to be in generated pool but wasn't registered: File has not been opened! File id %llu not found. Probably removed from workshop File is already registered: File not found in the zipfile File recursively imports itself: FileLoggingListener001 Files that do not use optimize_for = LITE_RUNTIME cannot import files which do use this option. This file is not lite, but it imports " Files with optimize_for = LITE_RUNTIME cannot define services unless you set both options cc_generic_services and java_generic_sevices to false. Filter01 Filter02 Filter03 Filter04 Filter05 Filter06 Filter07 Filter08 Filter09 Filter10 FilterDamageType Find and list all entities with classnames or targetnames that contain the specified substring.Format: find_ent Find entities by class name nearest to a point. Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search Find entities by name nearest to a point. Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search Find sound names which reference the specified wave files. FindBackAwayNode() - %s has no nearest node! FindByClassname FindByClassnameNearest FindByClassnameWithin FindByModel FindByName FindByNameNearest FindByNameWithin FindByTarget FindCover() - %s has no nearest node! (Check near %f %f %f) FindInSphere Finding earliest occupy times... Finding earliest occupy times...DONE Finding encounter spots... Finding encounter spots...DONE Finding hiding spots... Finding hiding spots...DONE Finding light intensity... Finding light intensity...DONE Finding light intensity...DONE (%d unlit areas) Finding new path Finding sniper spots... Finding sniper spots...DONE Finish shifting the Selected Set. FinishLagCompensation Finished dump. Finished scripted sequence Finished. Fire Rate: %f Fire.Plasma FireBullets @ %10f [ %s ]: inaccuracy=%f spread=%f max dispersion=%f mode=%2i vel=%10f seed=%3i %s FireCorrectOutput FireRegisteredAsActivator1 FireRegisteredAsActivator2 FireRegisteredAsActivator3 FireRegisteredAsActivator4 FireSystem_AddHeatInRadius FireSystem_StartFire1 FireSystem_StartFire2 FireworksCrate.Start FireworksCrate.Stop Firing PickRandom input on logic_case %s with no cases set up Firing: (%s) First argument to Swap() (of type " First valid class must be less than or equal to last valid class. First valid item slot must be less than or equal to last valid item slot. FirstHalfScore/team1 FirstHalfScore/team2 Fixing player blocking train by moving to center! Fixing player blocking train via gamemovement! Fixing player blocking train! Fk Flags :%d Flashbang strength Flashbang.Bounce Flashbang.Explode Flee path shorter than task parameter Flesh.BulletImpact FlinchVelocityModifierLarge FlinchVelocityModifierSmall Flips the selected ladder's direction. Flush all .vcds from the cache and reload from disk. Flush and reload all vehicle scripts Flushes entity bone cache on lag compensation Flushes the server & client side soundscapes Flushes the sounds.txt system Flushes the sounds.txt system (server only) FlyToSpecificTrackViaPath FmtStrVSNPrintf truncated to %d without QUIET_TRUNCATION specified! Fog Volume %s found at position (%f %f %f) Fog: %s, post process: %s, color correct: %s FogName FogSystem FolderName Follow target gone Follow: NULL Follow: No mark set Follow: NoteFailedFollow() (%d, %f) Follow: NoteSuccessfulFollow() Follow: TASK_SET_FOLLOW_TARGET_MARK Follow: Target moved Follow: Wait Point Follower lagging. Spoke CATCHUP. Follower lost. Spoke COMING_BACK. FollowingSir Footprint Decal For internal testing purposes. For this long, FF is credited back to the thrower. ForEachEntitySpotter ForEachPlayer Force all clients to disable their game instructors. Force all players to respawn. Force all shots to have maximum inaccuracy Force cts to spawn on a bombsite Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level. Force weapon inaccuracy to be in exactly the up direction Forces team to win Forcing '%s' to be writable!!! Forcing dynamic link neighbors... Forcing lose enemy from standoff Forcing spectator team for %s player/%d (%x - %s). Forcing split screen player onto team %s Format: ent_keyvalue "key1"="value1" "key2" "value2" ... "keyN" "valueN" Format: ent_orient Format: ent_teleport Format: find_ent Format: find_ent_index Found %d matches. Found %i matching rules, selecting slot %i Found %s Found %s that isn't in a squad Found %s, but can't play! Found no backaway node Found no entity at %d. Found soundscape entity with no soundscape name. Found: %s FrameUpdatePostEntityThink Free Sound List is full! Freeze all NPCs not selected FriendlyFire Front ent: %s Ft FullAuto FuncTrackChange.Blocking FuncTrackTrain '%s' has no target. FuncTrain '%s' has no target. Func_Tank.BeginUse Fv G G0 G8 GAMECONSOLE GAMEEVENTSMANAGER002 GAMEPAD GAMEUI_Stat_MatchesPlayedGG GC Connection established for server version %d, instance idx %d GC told us to expect %08X, we got %08X GCC: (Ubuntu/Linaro 4.6.3-1ubuntu5) 4.6.3 GCC: (crosstool-NG 1.17.0) 4.6.3 GCHost GLIBCXX_3.4 GLIBCXX_3.4.10 GLIBCXX_3.4.5 GLIBC_2.0 GLIBC_2.1 GLIBC_2.1.3 GLIBC_2.15 GLIBC_2.2 GLIBC_2.2.4 GLIBC_2.3 GLIBC_2.4 GLOBAL GLOBALNAME: %s GLOW_ALPHA GLOW_RGB GNU GOALTYPE_COVER GOALTYPE_ENEMY GOALTYPE_FLANK GOALTYPE_LOCATION GOALTYPE_LOCATION_NEAREST_NODE GOALTYPE_NONE GOALTYPE_PATHCORNER GOALTYPE_TARGETENT GOOD GOTV broadcast delay in seconds GOTV is not active. GOTV spectators are attached. %f seconds remaining to broadcast. GOTV spectators are attached. GOTV Broadcast is complete. GOTV spectators are attached. Match is still in progress. GROUND GR_STATE_GAME_OVER GR_STATE_INIT GR_STATE_PREGAME GR_STATE_PREROUND GR_STATE_RESTART GR_STATE_RND_RUNNING GR_STATE_STALEMATE GR_STATE_STARTGAME GR_STATE_TEAM_WIN GUARD_BOMB_DEFUSER GUARD_BOMB_ZONE GUARD_HOSTAGES GUARD_HOSTAGE_RESCUE_ZONE GUARD_INITIAL_ENCOUNTER GUARD_LOOSE_BOMB GUARD_TICKING_BOMB GUARD_VIP_ESCAPE_ZONE Game is over! Game paused time showing up negative (rt %f pausestart %f) Game will not start until both teams have players. Game.Stalemate Game.SuddenDeath Game.TeamRoundStart%d Game.TeamWin%d Game.YourTeamLost Game.YourTeamWon GameData: Too many community maps installed, not advertising for map id "%llu (0x%s)" GameModes.txt GameMovement001 GameStartFrame GameStatsUpload_ GameTypes: Creating new entry for %s. GameTypes: could not find entry %s. GameTypes: could not find matching game mode "%s" for type "%s". GameTypes: could not find matching game mode value of "%d" and type value of "%d". GameTypes: could not find matching game mode value of "%s" in any game type. GameTypes: could not find matching game type "%s". GameTypes: could not find matching game type for value "%d". GameTypes: dumping convars for bot difficulty (%s:%d): GameTypes: empty %s entry for game type %s. GameTypes: empty %s entry for game type/mode (%s/%s). GameTypes: empty %s entry. GameTypes: error loading %s. GameTypes: initializing game types interface from %s. GameTypes: invalid custom bot difficulty (%d). Range [%d,%d]. GameTypes: merging game types interface from %s. GameTypes: missing %s entry for bot difficulty %s. GameTypes: missing %s entry for game type %s. GameTypes: missing %s entry for game type/mode (%s/%s). GameTypes: missing %s entry for map %s. GameTypes: missing %s entry for map group %s. GameTypes: missing %s entry for weapon "%s" for game type/mode (%s/%s). GameTypes: missing entry %s for bot difficulty %s. GameTypes: missing entry %s for game type/mode (%s/%s). GameTypes: missing, < 1, or invalid %s entry for game type/mode (%s/%s). GameTypes: set convars for bot difficulty (%s:%d): GameTypes: set convars for game type/mode (%s:%d/%s:%d): GameTypes: setting custom_bot_difficulty to %d. GameTypes: setting game mode to %d. GameTypes: setting game type to %d. GameUI011 GameUISystemMgr001 Gamerules: entering state #%d Gamerules: entering state '%s' GamesTypes: custom_bot_difficulty is set to an invalid value (%d). Range [%d,%d]. GamesTypes: empty %s entry. GamesTypes: game_mode is set to an invalid value (%d). Range [%d,%d]. GamesTypes: game_type is set to an invalid value (%d). Range [%d,%d]. GamesTypes: invalid bot difficulty convar [%s] for bot difficulty (%s:%d). GamesTypes: invalid map name. GamesTypes: no bot difficulties have been loaded. GamesTypes: no game types have been loaded. GamesTypes: no maps have been loaded. GamesTypes: unable to get game type and mode. Could not find type/mode matching type:%s/mode:%s. GamesTypes: unable to set bot difficulty convars. There are no convars for bot difficulty (%s:%d). GamesTypes: unable to set convars. There are no convars for game type/mode (%s:%d/%s:%d). GamesTypes: unable to set game type and mode. Could not find type/mode matching type:%s/mode:%s. GamesTypes: unable to set game type and mode. Game type value is outside valid range. (value == %d) GaussEnergy Gear: %d, RPM %4d General.BurningFlesh General.BurningObject General.StopBurning Generate a Navigation Mesh for the current map and save it to disk. Generate a report to the console. Generate and entity i/o event. First parameter is an entity instance. Generate: Error - Data corrupt. Generating Navigation Mesh... Generation complete! %0.1f seconds elapsed. GenericNPC.GunSound GenericThreadLocals::CThreadLocalBase::CThreadLocalBase() GenericThreadLocals::CThreadLocalBase::Get() const GenericThreadLocals::CThreadLocalBase::Set(void*) GenericThreadLocals::CThreadLocalBase::~CThreadLocalBase() Get a KeyValue class instance on this entity's model Get a position on the track x seconds in the future Get a vector containing max bounds, centered on object Get a vector containing min bounds, centered on object Get entity pitch, yaw, roll as a vector Get the attachement id's angles as a p,y,r vector Get the attachement id's origin vector Get the current server time Get the entity name stripped of template unique decoration Get the forward vector of the entity Get the latest version of maps in a workshop collection and host them as a maplist. Get the latest version of the map and host it on this server. Get the left vector of the entity Get the local angular velocity - returns a vector of pitch,yaw,roll Get the name of the map. Get the named attachement id Get the number of rounds played so far. Get the number of waves the players have completed Get the time spent on the server in the last frame Get the up vector of the entity Get vector to center of object - absolute coords Get vector to eye position - absolute coords Get whether the hostage is currently being carried or not GetAbsOrigin GetAbsVelocity GetAchievementByName GetAngularVelocity GetBool GetCPUFrequencyResults GetCPUInformation GetCenter GetClassname GetCurSchedule() == NULL GetCurrentScene GetDeveloperLevel GetDouble GetEntityNameAsCStr GetEnum GetEyePosition() Can't get pstudiohdr ptr! GetFloat GetForwardVector GetHealth GetInt32 GetInt64 GetKeyBool GetKeyFloat GetKeyInt GetKeyString GetLeftVector GetMapName GetMaxHealth GetMessage GetName GetOrigin GetOwner GetPathToEnemy failed!! GetPathToEnemyLKP failed!! GetPathToInteractionPartner failed!! GetPchTempTextBuffer() called after UninitTempTextBuffers() GetPreTemplateName GetRepeatedBool GetRepeatedDouble GetRepeatedEnum GetRepeatedFloat GetRepeatedInt32 GetRepeatedInt64 GetRepeatedMessage GetRepeatedString GetRepeatedStringReference GetRepeatedUInt32 GetRepeatedUInt64 GetScheduleOfType(): No CASE for Schedule Type %d! GetScriptId GetScriptOwnerEntity GetScriptScope GetSoundDuration GetString GetStringReference GetTeam GetTeamNumber GetUInt32 GetUInt64 GetUpVector GetVelocity GetWaveNumber Gets Valve's best time for completing the timed course. Gets the current game mode. Gets the current game type. Gets the level of 'developer' Gets the mission number for the current map - maps can have multiple missions on them. Gets the player's best time for completing the timed course. Gets this entity's owner Getting out of NULL area... GibShooter Body is <= 1! Give a supply of ammo for current weapon.. Give the control of the mouse back to Hammer. Give the engine control of the mouse. Given a KeyValues object and a key name, find a KeyValues object associated with the key name Given a KeyValues object and a key name, return associated bool value Given a KeyValues object and a key name, return associated float value Given a KeyValues object and a key name, return associated integer value Given a KeyValues object and a key name, return associated string value Given a KeyValues object and a key name, return true if key name has no value Given a KeyValues object, return the first sub key object Given a KeyValues object, return the next key object in a sub key group Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. Given a root KeyValues object, release its contents Gives the game time in seconds (server's curtime) Giving up attempts to make more random spawn points. Current count: %i. Giving up hunting. Giving up ladder - stuck Giving up trying to get to area #%d Giving up trying to get to end of path Glass.Small Glass.Window GlassBottle.ImpactHard GlassBreak GlassChunks GlassImpact Global Entity %s (%s) not in table!!! Global entity found %s, wrong class %s [expects class %s] Globalname: %s Glow Alpha Glow RGB Goal dir: %s Goal: %s %s Goal: None Going to intermission... GoingToDefendBombsite GoingToGuardHostageEscapeZone GoingToGuardHostages GoingToPlantBomb Got a NaN velocity on %s Gr Graph not ready for FindBackAwayNode! GreenBlood GrenadeThrowBend Groundent: NULL Groundent:%s Group00 Group01 Group02 Group03 Group04 Group05 Group06 Group07 Group08 Group09 Group10 Group11 Group12 Group13 Group14 Group16 GuardingHostageEscapeZone GuardingHostages GuardingLooseBomb GunGameWeapon.ImpendingLevelUp G} G H H)Z H:%x H= H=r H@ HA HA#SFUI_TitlesTXT_Flashbang_in_the_hole HAS FL_FLY HBUnknown vote passed. HC HDR Color Scale: %0.3f HEGrenade.Bounce HEV HEV_DEAD HINTFLAGS:%s, inconsistent, the nearest node is never a random hint node, treating as nearest request! HITBOX_INDEX HITBOX_RELATIVE_XYZ HLTVDirector001 HOLD_POSITION HOSTAGE RESCUE HS HZ= Had to force COND_NEW_ENEMY HandleCommand_JoinTeam( %d ) - invalid team index. HandleFoundryEntitySpawnRecords HandleFoundryEntitySpawnRecords - CreateEntityByName( %s, %d ) failed Has LOS to enemy HasField Head Heals the target back to full health Health: %d, collision group %d Health: %i Health: %i (DACC:%1.2f) HealthShot.Pickup Healthshot.Success Heard enemy, holding position for %f2.1 seconds... Heard noise (%s from %s, pri %s, time %3.1f) HeardNoise Heat: %.1f HeatEffect HeatPerShot Heavy Heavy Phoenix Heavy.Step HeavyWakeTaunt Help Hex and octal numbers must be integers. Hide from area is NULL. HideViewModelZoomed Hiding spot off nav mesh Highlight non-contiguous connections Highlight the specified node Highlights constraint system graph for an entity Hint Group: %s Hint Type Range is backwards - Fixing up. Hint isn't in NPC's aimcone Hint isn't in NPC's viewcone Hint isn't visible to NPC. Hint node (%s) being used by non-owner! Hint takes NPC close to Enemy HintFlags HintGroupChangeReaction HintNodeData History/ExtraAccountCT History/ExtraAccountTerrorist History/HostageSpawnIndices History/LoserBonus History/NumConsecutiveCTLoses History/NumConsecutiveTerroristLoses Hit %sposition %.2f, %.2f, %.2fangles %.2f, %.2f, %.2f Hit Location: Chest Hit Location: Gear Hit Location: Generic Hit Location: Head Hit Location: Left/Right Arm Hit Location: Left/Right Leg Hit Location: Stomach Hit Location: UNKNOWN Hit surface "%s" (entity %s, model "%s" %s), texture "%s" Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s, contents %08x HitRegion Hitbox Index Hitbox Offset Position Hj HkX Hltv Replay delay in seconds Hold Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server tick; 2+: hold multiple ticks) HorizontalGlowSize Hostage.Breath Hostage.CutFreeWithDefuser Hostage.CutFreeWithoutDefuser Hostage.Drop Hostage.Pain Hostage.PickUp Hostage.StartFollowCT Hostage.StartFollowCTGuardian Hostage.StopFollowCT HostageDown HostagePushawayThink HostageRescueZoneTouch HostageSpawnExclusionGroup HostageSpawnRandomFactor HostagesBeingTaken HostagesTaken How closely the view tracks with the aim punch from weapon recoil How frequent to hear the player's step sound or how fast they appear to be running from first person. How hard physics objects are pushed away from the players on the server. How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). How hard the player is pushed away from physics objects (falls off with inverse square of distance). How long after a vote passes until the action happens How long looping soundpatch captions should display for. How long should a kick ban from the server should last (in minutes) How long should a kick vote ban someone from the server? (in minutes) How long the warmup period lasts. Changing this value resets warmup. How long to allow voting on an issue How many degrees per second that hostages can turn their feet or upper body. How many degrees per second that we can turn our feet or upper body. How many minutes deployment for coop mission takes. How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead. How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. How many minutes each round takes. How many seconds after respawn immunity lasts. How many seconds after round start players can buy items for. How many spectators are allowed in a match. 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) 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) 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) 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) How much to slow down backwards motion How often someone can individually call a vote. How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone HuL Hud.Hint HudChat.Message HullType Hunt Hunter Hv Hz H~b I I fell off! I picked up the bomb I tried to say something I'm already saying. I want to retreat, but no safe spots nearby! I'm blind! I'm collecting hostages I'm guarding a bombsite I'm guarding a rescue zone I'm guarding an escape zone I'm guarding an initial encounter area I'm guarding hostages I'm guarding hostages I found I'm rescuing hostages I'm securing the hostages for a human to rescue I'm sniping an initial encounter area I0 I8 I@ IEffects001 IEngineSoundServer003 IGNORED due to being marked "Don't save". IGNORED, no across_transition flag & no globalname IGNORED, outside transition volume. IGNORE_ENEMIES IGameSystem::LevelInitPreEntityAllSystems IMsgNetPacketFromCNetPacket: malformed packet, size %d bytes IN INCOVER INETSUPPORT_002 INFO INTERACTIVE INVALID_CPPTYPE ISERVERPLUGINHELPERS001 ITEM_FLAG_DOHITLOCATIONDMG ITEM_FLAG_EXHAUSTIBLE ITEM_FLAG_LIMITINWORLD ITEM_FLAG_NOAMMOPICKUPS ITEM_FLAG_NOAUTORELOAD ITEM_FLAG_NOAUTOSWITCHEMPTY ITEM_FLAG_NOITEMPICKUP ITEM_FLAG_SELECTONEMPTY Ice_Explosion_Decal IdleInterval If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled. If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time. If > 0, some # of bots will raise thier difficulty each time CTs beat a Guardian wave. The argument defines how many will raise their difficulty each time If > 0, then it only runs the benchmark for this # of ticks. If NPC is stepping through tasks (see ai_step ) will resume normal processing. If a match ends in a tie, use overtime rules to determine winner If a player is moving slower than this, don't push away physics objects (enables ducking behind things). If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk If enabled, prints diagnostic information about the current fog volume If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player If in hierarchy, retrieves the entity's parent If in hierarchy, walks up the hierarchy to find the root parent If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. If mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weapon If non-zero, game will restart in the specified number of seconds If non-zero, game will restart once someone from each team gives the ready signal If non-zero, the current round will restart in the specified number of seconds If nonzero and there is a human on the team, the bots will not do the scenario tasks. If nonzero and there is a human on the team, the bots will not get scenario items. If nonzero editing the mesh will incrementally recompue visibility If nonzero, allow free-roaming spectator camera. If nonzero, bots can only walk, not run. If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals. If nonzero, bots may use grenades. If nonzero, bots may use pistols. If nonzero, bots may use rifles. If nonzero, bots may use shotguns. If nonzero, bots may use sniper rifles. If nonzero, bots may use sub-machine guns. If nonzero, bots may use the machine gun. If nonzero, bots use no CPU for AI. Instead, they run around randomly. If nonzero, bots wait until a player joins before entering the game. If nonzero, bots will automatically leave to make room for human players. If nonzero, bots will not buy if their money falls below this amount. If nonzero, bots will not fire weapons (for debugging). If nonzero, bots will stay in idle mode and not attack. If nonzero, bots with high co-op may automatically follow a nearby human player. If nonzero, immediately stops all bot processing. If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof. If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt 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' 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. If set to a valid map name, will trigger a changelevel to the specified map at the end of the round If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near. If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world. If set to the index of a bombsite, will cause random spawns to be only created near that site. 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. If set, clients won't slam the player model render settings each frame for immunity [mod authors use this] If set, everyone can pick up the c4, not just Ts. 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. If set, notarget will cause entities to never think they are in the pvs If set, real players will auto join CT on join. If set, rr_debugresponses will print only responses testing for the specified concept If set, selects random weapons from set categories for the progression order If set, the planted c4 cannot be defused. If set, this strips the bots of their weapons every round and forces them to rebuy. 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. If this convar is set, weapons on the ground will have a glow around them. If this convar is set, when a match starts, the game will not delete weapons placed in the map. If this scene is currently paused. If this scene is currently playing. If true, nav areas will be placed flush with the ground when created by hand. If true, nav areas will be placed flush with the ground when split. If true, use experimental threaded node graph building. If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. If using mp_randomspawn, determines whether to test Line of Sight when spawning. If using mp_randomspawn, determines whether to test distance when selecting this spot. IgniteHitboxFireScale IgniteNumHitboxFires Ignore conditions which would end the current round IgnoredName01 IgnoredName02 IgnoredName03 IgnoredName04 IgnoredName05 IgnoredName06 IgnoredName07 IgnoredName08 IgnoredName09 IgnoredName10 IgnoredName11 IgnoredName12 IgnoredName13 IgnoredName14 IgnoredName15 IgnoredName16 Ignoring %d Ignoring %d specified targetnames. Ignoring player blocking train! Ignoring speaking bot %s at round end Ij Impact.Concrete ImpactForce ImpactJeep Import " In Defuse state, but don't know where the bomb is! In Event_WindowShattered In level transition: %s %s In logon queue; waiting for GC to confirm connection. In multiplayer games, don't repeat captions more often than this many seconds. InCombat InaccuracyAltSwitch InaccuracyCrouch InaccuracyCrouchAlt InaccuracyFire InaccuracyFireAlt InaccuracyJump InaccuracyJumpAlt InaccuracyLadder InaccuracyLadderAlt InaccuracyLand InaccuracyLandAlt InaccuracyMove InaccuracyMoveAlt InaccuracyReload InaccuracyStand InaccuracyStandAlt IncGrenade.Bounce IncludeScript stack overflow Incorrect parameters. Format: Incorrect parameters. Format: IncrementTextureIndex Incrementing %s by %f at pos (%d, %d, %d) Index must be -1 for non-repeated fields Index must be -1 for singular fields. Index must be in range of repeated field values. Index out-of-bounds (field is empty). Indicates how far ahead in seconds to preload animations. Inferno.FadeOut Inferno.Fire.Ignite Inferno.Loop Inferno.Start Inferno.StartSweeten Inferno.StartSweeten_IncGrenade Inferno.Start_IncGrenade Infinite angles from vphysics! (entity %s) Infinite origin from vphysics! (entity %s) Infinite round start time! Infinite time value InfoPanel Inherit Velocity InitBodyQue() InitDefaultAIRelationships InitGameRules: game rules entity (%s) not created InitGameRules: missing gamerules class '%s' on the server InitGameSystems - Finish InitGameSystems - Start InitInteractionSystem Initial Repulsion Velocity Initial Scalar Noise Initial Value: %f Initial Velocity Noise Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots InitialOwner InitialValue InitializeAINetworks InitializeCvars InitializeSpawnFromWorld Initializing NPC Initializing assault behavior Initializing node neighbors... Initializing node positions... Initiating stopping path Inner radius (full bonus) for defusing or assisting with defusing the bomb Inner radius (full bonus) for doing damage near dropped bomb Inner radius (full bonus) for doing damage near dropped defuser Inner radius (full bonus) for doing damage near hostage Inner radius (full bonus) for doing damage near planted bomb Inner radius (full bonus) for planting or assisting with planting the bomb Inner radius (full bonus) for rescuing hostage InputAction InputActivate InputActivateSetTimerLength InputActivateSkybox InputActivateSpeedModifier InputAdd InputAddContext InputAddHealth InputAddMoneyPlayer InputAddOutput InputAddPlayer InputAddScoreCT InputAddScoreTerrorist InputAddSlides InputAddTeamMoneyCT InputAddTeamMoneyTerrorist InputAddToCounter InputAddToTimer InputAlpha InputAlternativeSorting InputAlwaysUpdateOff InputAlwaysUpdateOn InputAmplitude InputAnswerQuestion InputAnswerQuestionHello InputApplyScore InputBecomeDebris InputBecomeRagdoll InputBeginAssault InputBeginRappel InputBeginSentence InputBeginSequence InputBlockNav InputBreak InputCallScriptFunction InputCancelAtNextInterrupt InputCancelPending InputCancelPlayback InputCancelScript: Cancelling script '%s' InputCancelSequence InputChangeCDTrack InputChangeFOV InputChangeGrav InputChangeLevel InputChooseFarthestPathPoint InputChooseNearestPathPoint InputClearContext InputClearParent InputClearTargetEntity InputClose InputColor InputColorBlueValue InputColorGreenValue InputColorRedValue InputCommand InputCompare InputCompareValues InputComplete InputConvertTarget InputCountPlayersInZone InputCreateAddon InputDeactivate InputDeathVolley InputDestroy InputDetach InputDisable InputDisableAlternatePath InputDisableCollision InputDisableCollisions InputDisableDamageForces InputDisableDraw InputDisableDrawInFastReflection InputDisableFloating InputDisableHint InputDisableMotion InputDisablePath InputDisablePhyscannonPickup InputDisablePlayerCollision InputDisablePuntSound InputDisableReceivingFlashlight InputDisableShadow InputDisableSpeakWhileScripting InputDisableSpeedModifier InputDisableUpdateTarget InputDispatchResponse InputDisplay InputDissolve InputDivide InputDoSpark InputEmitAISound InputEmitBlood InputEnable InputEnableAlternatePath InputEnableCollision InputEnableCollisions InputEnableDamageForces InputEnableDraw InputEnableDrawInFastReflection InputEnableHint InputEnableMotion InputEnablePath InputEnablePhyscannonPickup InputEnablePlayerCollision InputEnablePuntSound InputEnableReceivingFlashlight InputEnableRefire InputEnableShadow InputEnableSpeakWhileScripting InputEnableUpdateTarget InputEndHint InputEndRound_CounterTerroristsWin InputEndRound_Draw InputEndRound_TerroristsWin InputEndTouch InputExplode InputExplodeAndRemove InputExtinguish InputExtinguishTemporary InputFade InputFadeAllMovies InputFadeAndKill InputFadeAndRemove InputFadeIn InputFadeOut InputFadeToPattern InputFindEntity InputFindNPCToManTank InputFinishRemoveTauCannon InputFire InputFireRegisteredAsActivator1 InputFireRegisteredAsActivator2 InputFireRegisteredAsActivator3 InputFireRegisteredAsActivator4 InputFireTimer InputFireUser1 InputFireUser2 InputFireUser3 InputFireUser4 InputFireWinCondition InputFlyToPathTrack InputForceActive InputForceDrop InputForceInactive InputForceInteractionWithNPC InputForceNPCOff InputForceScale InputForceSpawn InputForceSpawnAtEntityOrigin InputForceUpdate InputForgetEntity InputForgetEntity does not support wildcards InputFreeze InputFrequency InputGagDisable InputGagEnable InputGameEnd InputGenerateGameEvent InputGetCounter InputGetFMod InputGetSpeed InputGetValue InputGiveAmmo InputGlowColorBlueValue InputGlowColorGreenValue InputGlowColorRedValue InputGoDown InputGoUp InputGotoPathCorner InputHandBrakeOff InputHandBrakeOn InputHideHudHint InputHideSprite InputHideWeapon InputHolsterAndDestroyWeapon InputHolsterWeapon InputHurt InputIdleRespond InputIgnite InputIgniteLifetime InputIgnoreDangerSounds InputImpact InputInPass InputIncrement InputIncrementBrushTexIndex InputInsertSound InputInsideTransition InputInstall InputInterjectResponse InputKill InputKillHierarchy InputKilledNPC InputLightOff InputLightOn InputLock InputLockOrientation InputMakeGameEndAlly InputMakeRegularAlly InputMoveToPathNode InputMoveToPosition InputMoveToRotationDistance InputMovieFinished InputMultiplayerSpawned InputMultiply InputNoise InputOnBreak InputOpen InputOpenAwayFrom InputOutsideTransition InputPass InputPausePlayback InputPickRandom InputPickRandomShuffle InputPitch InputPitchShiftPlayback InputPlayLevelTransitionMovie InputPlayMovie InputPlayMovieForAllPlayers InputPlaySound InputPress InputPressIn InputPressOut InputProxyRelay1 InputProxyRelay10 InputProxyRelay11 InputProxyRelay12 InputProxyRelay13 InputProxyRelay14 InputProxyRelay15 InputProxyRelay16 InputProxyRelay17 InputProxyRelay18 InputProxyRelay19 InputProxyRelay2 InputProxyRelay20 InputProxyRelay21 InputProxyRelay22 InputProxyRelay23 InputProxyRelay24 InputProxyRelay25 InputProxyRelay26 InputProxyRelay27 InputProxyRelay28 InputProxyRelay29 InputProxyRelay3 InputProxyRelay30 InputProxyRelay4 InputProxyRelay5 InputProxyRelay6 InputProxyRelay7 InputProxyRelay8 InputProxyRelay9 InputRandomizeFMod InputRefireTime InputRegisterEntity InputReload InputRemove InputRemoveAllSlides InputRemoveContext InputRemoveHealth InputRemovePlayer InputResetGrav InputResetTimer InputResume InputResumePlayback InputReturnToEyes InputReverse InputReverseFade InputRollCredits InputRollOutroCredits InputRollStatsCrawl InputRunScript InputRunScriptFile InputSave InputSaveDangerous InputScriptPlayerDeath InputSetActive InputSetAggressiveness InputSetAllowDiversion InputSetAllowed InputSetAmbient InputSetAmmoModifier InputSetAngles InputSetAngularLimit InputSetAnimation InputSetAnimationNoReset InputSetAttached InputSetAutoExposureMax InputSetAutoExposureMin InputSetBloomExponent InputSetBloomSaturation InputSetBloomScale InputSetBloomScaleRange InputSetBreakable InputSetBrushTexIndex InputSetCamera InputSetCameraSpace InputSetClearOnContact InputSetColor InputSetColorLerpTo InputSetColorSecondary InputSetColorSecondaryLerpTo InputSetCompareValue InputSetCounter InputSetCurrent InputSetCycleFrequency InputSetCycleType InputSetDamage InputSetDamageFilter InputSetDefaultAnimation InputSetDensity InputSetDepthBlurFocalDistance InputSetDepthBlurStrength InputSetDirectionalMarker InputSetDisabled InputSetDisplayText InputSetDriversMaxSpeed InputSetDriversMinSpeed InputSetEnableShadows InputSetEnabled InputSetEndDist InputSetEndDistLerpTo InputSetEnemyFilter InputSetExcluded InputSetExpressionOverride InputSetFModAmplitude InputSetFModRate InputSetFModTimeOffset InputSetFModType InputSetFOV InputSetFadeEndDistance InputSetFadeInDuration InputSetFadeOutDuration InputSetFadeStartDistance InputSetFadeTime InputSetFadeToBlackStrength InputSetFailure InputSetFarBlurDepth InputSetFarBlurRadius InputSetFarFocusDepth InputSetFarZ InputSetFilmGrainStrength InputSetFireRate InputSetFocusTarget InputSetFocusTargetRange InputSetFogController InputSetForce InputSetForceClear InputSetFrequency InputSetGlowColor InputSetGlowDisabled InputSetGlowEnabled InputSetHUDVisibility InputSetHealth InputSetHingeFriction InputSetHitMax InputSetHitMin InputSetIdleModifier InputSetInactive InputSetInterpolationTime InputSetInvert InputSetLightColor InputSetLightColorScale InputSetLightOnlyTarget InputSetLightStyle InputSetLightWorld InputSetLightingOrigin InputSetLightingOriginRelative InputSetLocalAngles InputSetLocalContrastEdgeStrength InputSetLocalContrastStrength InputSetLocalOrigin InputSetLogoLength InputSetMagnitude InputSetMass InputSetMaxDensity InputSetMaxDensityLerpTo InputSetMaxPieces InputSetMaxPiecesDX8 InputSetMaxRagdollCount InputSetMaxRange InputSetMaxSlideTime InputSetMaxSpeed InputSetMaxValueNoFire InputSetMeasureReference InputSetMeasureTarget InputSetMinHitpointsThreshold InputSetMinSlideTime InputSetMinValueNoFire InputSetMoneyAmount InputSetMovie InputSetName InputSetNearBlurDepth InputSetNearBlurRadius InputSetNearFocusDepth InputSetNearZ InputSetNextPathCorner InputSetNoListRepeats InputSetOff InputSetOn InputSetOnAndTurnOthersOff InputSetParent InputSetParentAttachment InputSetParentAttachmentMaintainOffset InputSetPath InputSetPattern InputSetPlaybackRate InputSetPosX InputSetPosY InputSetPoseParameterName InputSetPoseValue InputSetPosition InputSetPositionImmediately InputSetPushDirection InputSetRechargeTime InputSetRelationship InputSetRotationDistance InputSetScreenBlurStrength InputSetScrollSpeed InputSetSequence InputSetSpeakerName InputSetSpeed InputSetSpeedDir InputSetSpeedDirAccel InputSetSpeedModifierRadius InputSetSpeedModifierSpeed InputSetSpeedReal InputSetSpotlightTexture InputSetSpringConstant InputSetSpringDamping InputSetSpringLength InputSetSquad InputSetStalemateOnTimelimit InputSetStartDist InputSetStartDistLerpTo InputSetSuccess InputSetTarget InputSetTarget1 InputSetTarget2 InputSetTarget3 InputSetTarget4 InputSetTargetAttachment InputSetTargetDir InputSetTargetEntity InputSetTargetEntityName InputSetTargetPosition InputSetTargetReference InputSetTargetScale InputSetTargetSpeed InputSetTeam InputSetTeam_AllTeams InputSetTeam_CTOnly InputSetTeam_None InputSetTeam_TerroristOnly InputSetText InputSetTextColor InputSetTextColor2 InputSetTexture InputSetTimer InputSetToggleState InputSetTonemapMinAvgLum InputSetTonemapPercentBrightPixels InputSetTonemapPercentTarget InputSetTonemapRate InputSetTrack InputSetTrackSpeed InputSetUMax InputSetUMin InputSetUnbreakable InputSetUseCustomUVs InputSetVMax InputSetVMin InputSetValue InputSetValueCompare InputSetValueNoFire InputSetValueTest InputSetVelocity InputSetVelocityLimitTime InputSetVignetteBlurStrength InputSetVignetteEnd InputSetVignetteStart InputSetVisibleTime InputSetZoomFogScale InputShatter InputShoot InputShowHint InputShowHudHint InputShowLogo InputShowMessage InputShowSprite InputShutdown InputSkipStateChanged InputSleep InputSparkOnce InputSpawnDust InputSpeakResponseConcept InputSpeedMod InputSplash InputStackSystemVersion001 InputStart InputStartAnimSequence InputStartBackward InputStartBreakableMovement InputStartCommentary InputStartEffect InputStartFindingNPCs InputStartFire InputStartFiring InputStartFloatLerp InputStartFogTransition InputStartForward InputStartLeading InputStartMeasuring InputStartMovement InputStartOverlay InputStartPatrol InputStartPatrolBreakable InputStartPlayback InputStartRadgollBoogie InputStartRemoveTauCannon InputStartSchedule InputStartScripting InputStartShake InputStartSpark InputStartTilt InputStartTouch InputStartUnstoppableCommentary InputSteering InputStop InputStopAtStartPos InputStopBreakableMovement InputStopEffect InputStopEndCap InputStopFindingNPCs InputStopFiring InputStopLeading InputStopMeasuring InputStopOverlay InputStopPatrol InputStopSchedule InputStopScripting InputStopShake InputStopSound InputStopSpark InputStopTilt InputStopWaitingForActor InputStrikeOnce InputStripWeapons InputStripWeaponsAndSuit InputSubtract InputSubtractFromTimer InputSwitchOverlay InputSystemVersion001 InputTakeOverAsMaster InputTargetEntity InputTeleport InputTeleportEntity InputTeleportPlayerToProxy InputTeleportToCurrentPos InputTeleportToPathNode InputTeleportToView InputTest InputTestActivator InputTestWithInterval InputThrottle InputToggle InputToggleAlternatePath InputToggleDirection InputToggleEnabled InputTogglePath InputToggleSound InputToggleSpark InputToggleSprite InputToggleTest InputTouchTest InputTrigger InputTriggerEvent InputTriggerForActivatedPlayer InputTriggerForAllPlayers InputTurnOff InputTurnOffDisplay InputTurnOn InputTurnOnDisplay InputUnZoom InputUnblockNav InputUnholsterWeapon InputUnlock InputUnlockOrientation InputUpdateActors InputUpdateEnemyMemory InputUse InputUseDefaultAutoExposure InputUseDefaultBloomScale InputValue InputViewPunch InputVolume InputWake InputWidth InputZoom Input_OnLogicBranchChanged Input_OnLogicBranchRemoved Inserted %s with no model Inside exclude zones. InstallChangeCallback called with NULL callback, ignoring!!! InstallChangeCallback ignoring duplicate change callback!!! InstancedAutoGeneratedSoundScene: Expecting non-NULL pActor for sound %s InstancedScriptedScene Instructor.ImportantLessonStart Instructor.LessonStart Integer out of range. Interpenetrating entities! (%s and %s) Interrupts Intr: %s (%s) Invalid STEAM UserID Ticket Invalid State for SelectSchedule! Invalid aggressiveness value %d Invalid area in visible set for area #%d Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode. Invalid control characters encountered in text. Invalid counterterrorist spawnpoint at (%.1f,%.1f,%.1f) Invalid directory size %d for %s Invalid entity search name %s Invalid escape sequence in string literal. Invalid file descriptor data passed to EncodedDescriptorDatabase::Add(). Invalid file id for %s Invalid file id. Invalid file name passed to DLCHelper::AppendDLCKeyValues (%s) Invalid file size for %s Invalid file version for %s Invalid float number: Invalid format for element ID encountered for attribute "%s" Invalid function pointer in entity! Invalid hint type specified. Format: ai_drop_hint Valid hint types: Invalid index passed to CStudioHdr(%s)::GroupStudioHdr(): %d [%d] Invalid job ID %llu Invalid map '%s' included in map cycle file. Ignored. Invalid message set extension. Invalid nav file for %s Invalid navigation file '%s'. Invalid node Invalid particle sheet sequence index. There are more than one items with a sequence index of %d. We are only using the last one we found.. Invalid percentage of enemies killed Invalid proto descriptor for file " Invalid public dependency index. Invalid sequence number (%d)!!! Invalid starting amplitude value in envelope! (Cannot be -1) Invalid starting duration value in envelope! (Cannot be -1) Invalid strings::Substitute() format string: " Invalid symbol name: Invalid terrorist spawnpoint at (%.1f,%.1f,%.1f) Invalid time value Invalid value for boolean field " Invalid weak dependency index. Invalid wire type for CPPTYPE_INT32: Invalid wire type for CPPTYPE_INT64: Invalid wire type for CPPTYPE_MESSAGE: Invalid wire type for CPPTYPE_UINT32: Invalid wire type for CPPTYPE_UINT64: InventoryPos InvestigateNoise Invite Is it warmup or not. Is playing entry Is waiting for BeingSequence IsBeingCarried IsConnected called with invalid node IDs! IsKeyEmpty IsNoclipping IsPaused IsPc IsSequenceFinished IsSpeaking() %f Item "%s" is missing schema item class! Item %s fell out of level at %f,%f,%f Item %s specified invalid item type(%s) Item %s: Armory remap definition "%s" was not found Item %s: Store remap definition "%s" was not found Item Collection Craft Reward (%d) specifies invalid item def Item Def - %s Item Set %s: Bundle definition "%s" was not found Item Set %s: Duplicate name specified Item Set %s: Invalid to set a collection to be hidden Item Set %s: Set contains no items Item Whitelist file '%s' could not be found. All items will be allowed. Item definition "%s" not found Item definition %i "%s" used in both wearable and not wearable slots! Item definition %s: "max_ilevel" must be greater than or equal to 0 Item definition %s: "min_ilevel" must be greater than or equal to 0 Item definition %s: Duplicate name on index %d Item definition %s: Missing required field "item_class" Item definition %s: Missing required field "name" Item definition %s: Unable to find equip region mask for region named "%s" Item definition index %d in achievement reward %s was not found Item definition index %d must be greater than or equal to zero Item has been taken Item has moved! Item no longer available! Item.Materialize ItemCost ItemSoda.Bounce Iv J J7 J8 Jan Jeep.GaussCharge JeepWaterData_t Jj Jk Job %s detected and cleaned up leak of %d lock(s): Job %s trying to release lock %s at %s(%d) though the lock is held by %s Job (%s) trying to take a second lock %s at %s:(%d) of higher lock order priority (with yielding), original lock was at %s(%d) Job (%s) trying to take a second lock %s at %s:(%d) of same lock order priority and a lower or equivalent subtype (with yielding), original lock was at %s(%d) Job (%s) trying to wait on a second lock %s at %s(%d) when they are already waiting on %s at %s(%d). Job debugging disabled Job of type %s held lock for %.2f seconds Job of type %s held lock for %.2f seconds while job of type %s was waiting Job passed lock it wasn't waiting for. Job: %s, Lock: %s %s(%d), Paused for %s, Waiting on %s Jobs/Coroutines Jul Jump Override Jump landed Jump start Jump stop Jump stuck Jun J~ K K!P K5Z K8 K9 K@ KB KE KV KV Conditional Evaluation Error KeyValues Error: %s in file %s KeyValues::ParseIncludedKeys: Couldn't load included keyvalue file %s KeyValues::RecursiveSaveToFile: TODO, missing code for TYPE_COLOR. KeyValues::SaveToFile: couldn't open file "%s" in path "%s". KeyValuesSystem Kf Kh Kick Kick idle/team-killing/team-damaging players Kick players who team-kill within this many seconds of a round restart. Kicking client "%s" for killing too many hostages Kicking user %s (sv_kick_players_with_cooldown=%d) Kill Cam Replay Kill points required in a round to get a bonus HE grenade Kill points required in a round to get a bonus flash grenade Kill points required in a round to get a bonus molotov cocktail Kill points required to upgrade a player's weapon KillAward KillEaterRank KillTarget: %s KilledMyEnemy Kills a player applying an explosive force. Usage: explodevector Kills a player applying force. Usage: killvector Kills the player with explosive damage Kills the player with generic damage Kit "[%s]" specified, but doesn't exist!! You're probably missing an entry in items_paintkits.txt or items_stickerkits.txt or need to run with -use_local_item_data Kj KnifeSlash Kochanek-Bartels Kochanek-Bartels Early Kochanek-Bartels Late Kv K{ L L4Z LADDER LARGE_CENTERED_HULL LARGE_HULL LEVEL DESIGN ERROR: Divide by zero in math_value LEVEL DESIGN ERROR: Entity %s is parented to itself! LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f] LIFE_DURATION LINUX LIVE LOCKED. LOCKED_HINT LOGDIR LOG_GENERAL LOOK_AT_SPOT LOOK_TOWARDS_SPOT LOWVIOLENCE L_Hand Ladder #%d Ladder #%d (Team %s) Ladder timeout! Ladder traversed. Ladder.StepRight Ladder: %d LandPunchAngleYaw Landmark name '%s' too long (32 chars) Large Funnel Largest time interval for child flame spawning Laser tank with no env_laser! Last Enemy Position Last known area is above my head - resetting to nearest area. LastManStanding Late precache of %s Late precache of %s (file missing?) Late precache of %s, need to rebuild modelsounds.cache Lead behavior - bad transition? Lead goal entity activated for an NPC that doesn't have the lead behavior LeadTarget Leader didn't speak due to Nag timer. Leader. Leading Follower. Leaving %d Length of time grenade trajectory remains visible as a spectator. Length of time grenade trajectory remains visible. Length: %3.2f LevelInitPreEntity - PreCache - Finish LevelInitPreEntity - PreCache - Start Level_%d%s Life Duration Lifespan Decay Lifespan from distance to world Lifetime Pre-Age Noise Lifetime Random Lifetime from Time to Impact LightStyles LightningEnd LightningStart Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it. Linear Interp. Linear acceleration amount (old value is 5.6) Linux PC List all the issues that can be voted on. Listing backup files with prefix: %s Lists all active physics objects Lists all entities Lists all entity factory names. Lists all place names used in the map. Lists all simulating/thinking entities Lists all touchlinks Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number of files displayed LoadAllSchedules LoadBackup LoadFromBuffer: missing { Loaded authkey from %s: %s Loaded server checkpoint %s, starting match with score %d:%d after round %d Loading stats from '%s' Loads player cash, KDA, scores and team scores; resets to the next round after the backup Loads the Navigation Mesh for the current map. Lobby Localize_001 Location %f %f %f Lock %s, acquired %s(%d) LoggingSystem_AddTagToCurrentChannel LoggingSystem_IsChannelEnabled LoggingSystem_Log LoggingSystem_Log(int, LoggingSeverity_t, Color, char const*, ...) LoggingSystem_LogAssert LoggingSystem_RegisterLoggingChannel Logic Error in CExpressionEvaluator Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both) LookAngleDampingAttacking LookAngleDampingNormal LookAngleMaxAccelAttacking LookAngleMaxAccelNormal LookAngleStiffnessAttacking LookAngleStiffnessNormal LookAt: %s (%s) Looking for next map in mapgroup '%s'... LookupActivity LookupAttachment LookupSequence LoopSinglePlayerMaps Loot List %s: Looking for attribute template "%s" that couldn't be found in "random_attribute_templates" block. Loot List %s: Missing required field "chance" in the "random_attributes" block. Loot definition %s: Attribute "%s" missing required 'weight' field Loot definition %s: Attribute "%s" specifies a malformed values range: %s. Loot definition %s: Attribute "%s" specifies a quest id that does not exist: %d. Loot definition %s: Attribute "%s" specifies a quest reward lootlist that does not exist: %d. Loot definition %s: Attribute "%s" specifies both value ranges and explicit values but should only use one method or the other Loot list %s: Attribute definition "%s" was not found Loot list %s: Invalid "additional_drop" chance %.2f Loot list %s: Invalid "additional_drop" loot list "%s" Loot list %s: Item definition index "%s" (%d) has invalid weight %.2f Loot list %s: Item definition index "%s" (%d) was not found Loot list %s: Missing "additional_drop" loot list name Lost enemy because we're flagged efficient Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty Lower the bottom of the drag select volume. Lower the selected corner of the currently marked Area. Lower the top of the drag select volume. Lowered %d areas Lowered '%s' -> '%s' Ls Lt Lv Lyb L~g M MATCHFRAMEWORK_001 MDLCache004 MEDIUM MEDIUMBIG_HULL MEDIUM_HULL MEDIUM_TALL_HULL MESSAGE OF THE DAY MISSING CLASS in ClassifyText() MOD MOUNT_ASCENDING_LADDER FORWARD MOUNT_ASCENDING_LADDER LEFT MOUNT_ASCENDING_LADDER RIGHT MOUNT_DESCENDING_LADDER MOVE_TO_DESTINATION MOVE_TO_LAST_KNOWN_ENEMY_POSITION MOVE_TO_SNIPER_SPOT MV Ma Mac OS X Machine Gun Magnitude: %3.2f MaintainActivity %s : %s:%s -> %s:%s Make props solid to nav generation/editing Makes it so the voip icon is shown over enemies as well as allies when they are talking ManhackCut ManualAccelSpeed ManualDecelSpeed Manually resetting deathmatch spawns. Many Map Bug: %s has SpotLightWidth %f > %f, clamping value Map group: %s Map has no trigger_transition volumes for landmark %s Map name '%s' too long (32 chars) Map uses %d place names: MapCameras MapEntity_ParseAllEntities MapEntity_ParseAllEntities: found %s when expecting { MapEntity_ParseAllEntities_Activate MapEntity_ParseAllEntities_Spawn MapEntity_ParseAllEntities_SpawnTemplates MapEntity_ParseAllEntities_SpawnTransients MapEntity_ParseAllEntities_SpawnWorld MapID Mar Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. Mark cliff areas, post-processing approximation Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. Marked Area is connected to %d other Areas Marked Area is connected to %d other Areas - there are %d total unnamed areas Marked Ladder is connected to %d Areas Marks a player as the VIP Marks one of the bonus coins as collected. Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. Mass: %.2f kg / %.2f lb (%s) Master was null or not a master! MatSystemSurface006 Match Particle Velocities MatchStats/Assists/round%d MatchStats/CashEarned/round%d MatchStats/Damage/round%d MatchStats/Deaths/round%d MatchStats/EnemiesFlashed/round%d MatchStats/EquipmentValue/round%d MatchStats/HeadShotKills/round%d MatchStats/KillReward/round%d MatchStats/Kills/round%d MatchStats/LiveTime/round%d MatchStats/MoneySaved/round%d MatchStats/Objective/round%d MatchStats/UtilityDamage/round%d Matched '%s' -> '%s' Matched rule '%s', Material %s used by particle systems cannot use proxies! MaterialSystemHardwareConfig013 Materials Math Counter %s ignoring ADD because it is disabled Math Counter %s ignoring DIVIDE because it is disabled Math Counter %s ignoring MULTIPLY because it is disabled Math Counter %s ignoring SETMAXVALUENOFIRE because it is disabled Math Counter %s ignoring SETMAXVALUENOFIRE because the value is less than the Minimum Value! Math Counter %s ignoring SETMINVALUENOFIRE because it is disabled Math Counter %s ignoring SETMINVALUENOFIRE because the value is greater than the Maximum Value! Math Counter %s ignoring SETVALUE because it is disabled Math Counter %s ignoring SETVALUENOFIRE because it is disabled Math Counter %s ignoring SUBTRACT because it is disabled MathLib_Init Max # of players 1 team can have over another (0 disables check) Max area size created in nav generation Max committed memory: %u KB out of %d KB Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep. Max distance bots can see targets. Max length of completely occluded shadow to consider a player for occlusion test. If shadow provably stops at this distance, the player may be considered for occlusion test. For longer shadows, we just don't do occlusion because we are not likely to find full occlusion when one of the boxes is expanded too much. Max score one team can reach before server changes maps Max view roll angle MaxAnimTime MaxDelay MaxDrawDistance MaxPlayerSpeed MaxPlayerSpeedAlt Maximum amount of force applied to physics objects by players. Maximum angle of slope on which the molotov will detonate Maximum distance flames can spread from their initial ignition point Maximum distance to transmit footstep sound effects. Maximum frametime to still play background expressions. Maximum lag compensation in seconds Maximum move magnitude that can be requested by client. Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions Maximum number of flames that can be created Maximum number of hostages to spawn. Maximum of how hard the hostage is pushed away from physics objects. Maximum of how hard the player is pushed away from physics objects. Maximum prop breakable piece count (-1 = model default) Maximum prop breakable piece count per frame (-1 = model default) Maximum range for precomputed nav mesh visibility (0 = default 1500 units) Maximum speed any ballistically moving object is allowed to attain per axis. Maximum stamina penalty Maximum think time in milliseconds, warning is printed if this is exceeded. Maximum time a bonus time will start after the round start or after the last bonus (in seconds) Maximum time the bonus time will last (in seconds) MaximumState Maximun Proxy Messages used - ask a programmer for more. May May not have cleaned up on NPC death MeleeWeapon MemAllocScratch MemFreeScratch Merged in (%i) actors, (%i) channels, and (%i) events Merges a saved selected set into the current mesh. Merging changes for global: %s Merging navigation areas... MeshSystem001 Message %s arrived responding to job %lld which no longer exists, dropping message Message class " Message collision: %s redefined as %s Message missing required fields: Message of type " Message type " Message type: MessageSets cannot have fields, only extensions. MessageWriteBitVecIntegral called with no active message Messages can't have default values! Messages can't have default values. Messages that arrived responding to jobs that no longer exists and were dropped Metal Sparks Metal.Large Metal.Medium Metal.SawbladeStick Metal.Small MetalChunks MetalPanelChunks Microphone %s set dsp_speaker to %d. Min distance to player at which PVS is used. At closer distances, PVS assumes we can see a shadow or something else from the player, so it's safer to just always be "Visible" MinAnimTime MinHitPointsToCommit Minimum distance between separate flame spawns Minimum size of pushback objects Minimum stopping speed when on ground. Minimum time a bonus time will start after the round start or after the last bonus (in seconds) Minimum time before recognizing consecutive duck key (scales up with consecutive use) Minimum time recognizing as being a 'fast' duck Minimum time the bonus time will last (in seconds) MinimumHitPoints MinimumState Missed ladder Missing caption for %s Missing field: FileDescriptorProto.name. Missing name. Missing nav file for %s Missing weapon hand bone attachment for player model. MissingWeaponConceptModifier Mj Mnt Model '%s' doesn't have attachment '%s' to attach particle system '%s' to. Model: %s Model:%s ModelSkin Modifier for the headshot impulse hits on players ModifyLinks ModifySpeed Module %s is a debug build Molotov projectile spawned at %f %f %f, velocity %f %f %f Molotov.Extinguish Molotov.Loop Molotov.Throw MolotovScorch Money assigned to all players at start of every overtime half Morale: %s Motion Disabled Move Hammer's 3D view to the same position as the engine's 3D view. Move entity to position Move goal with no route! Move player to an exact specified origin (must have sv_cheats). Move player to specified origin (must have sv_cheats). Move requested with no route! Move specified player to specified origin (must have sv_cheats). Move: %s, MovePingSound MoveToInitialEncounter: Can't find a hiding spot MoveToInitialEncounter: Can't find battlefront! MoveToInitialEncounter: No enemy spawn points? MoveToInitialEncounter: Pathfind failed. Movement Basic Movement Dampen Relative to Control Point Movement Lock to Bone Movement Lock to Control Point Movement Maintain Position Along Path Movement Match Particle Velocities Movement Max Velocity Moveto: Custom move to Mark Moveto: Run to Mark Moveto: Teleport to Mark Moveto: Wait Moveto: Wait Facing Moveto: Walk to Mark Moving MovingSound Ms Msg MultiSrc: Used by non member %s. Multiple definitions for criteria '%s' [%d] Multiple extension registrations for type " Multisource %s enabled (%d inputs) Music definition %s: missing "name" Music definition %s: name must be a positive integer Music.Final_Round_Stinger Music.GG_DeathCam_01 Music.GG_DeathCam_02 Music.GG_DeathCam_03 Music.GG_Dominating Music.GG_Nemesis Music.GG_Revenge Music.Kill_01 Music.Kill_02 Music.Kill_03 Music.Match_Point_Stinger MutableMessage MutableRawRepeatedField MutableRepeatedMessage Muzzle MuzzleFlashEffect_1stPerson MuzzleFlashEffect_3rdPerson Mv N N'Z N11CBaseEntity22NetworkVar_m_CollisionE N11CBasePlayer13NetworkVar_plE N11CBasePlayer18NetworkVar_m_LocalE N11CBasePlayer22NetworkVar_m_PlayerFogE N11CEconEntity29NetworkVar_m_AttributeManagerE N12CCSGameRules29ICalculateEndOfRoundMVPHook_tE N13CCSBotManager13BombBeepEventE N13CCSBotManager13RoundEndEventE N13CCSBotManager14BreakPropEventE N13CCSBotManager15DoorMovingEventE N13CCSBotManager15NavBlockedEventE N13CCSBotManager15RoundStartEventE N13CCSBotManager15WeaponFireEventE N13CCSBotManager15WeaponZoomEventE N13CCSBotManager16BombDefusedEventE N13CCSBotManager16BombPlantedEventE N13CCSBotManager16DecoyFiringEventE N13CCSBotManager16PlayerDeathEventE N13CCSBotManager16PlayerRadioEventE N13CCSBotManager17BombExplodedEventE N13CCSBotManager17BombPickedUpEventE N13CCSBotManager17BulletImpactEventE N13CCSBotManager17WeaponReloadEventE N13CCSBotManager18DecoyDetonateEventE N13CCSBotManager18GrenadeBounceEventE N13CCSBotManager19BreakBreakableEventE N13CCSBotManager19HostageFollowsEventE N13CCSBotManager19PlayerFootstepEventE N13CCSBotManager19RoundFreezeEndEventE N13CCSBotManager19ServerShutdownEventE N13CCSBotManager20BombDefuseAbortEventE N13CCSBotManager20BombDefuseBeginEventE N13CCSBotManager20MolotovDetonateEventE N13CCSBotManager21PlayerFallDamageEventE N13CCSBotManager22FlashbangDetonateEventE N13CCSBotManager22HEGrenadeDetonateEventE N13CCSBotManager22HostageRescuedAllEventE N13CCSBotManager22WeaponFireOnEmptyEventE N13CCSBotManager25SmokeGrenadeDetonateEventE N13CEconItemView26NetworkVar_m_AttributeListE N13CEconItemView47NetworkVar_m_NetworkedDynamicAttributesForDemosE N13ResponseRules15CResponseSystemE N13ResponseRules15IEngineEmulatorE N13ResponseRules15IResponseFilterE N13ResponseRules15IResponseSystemE N13sky3dparams_t14NetworkVar_fogE N14CFogController16NetworkVar_m_fogE N14CSimplePhysics7IHelperE N14playerPrecache18CResourcePrecacherE N15CWeaponBaseItem21NetworkVar_m_UseTimerE N15chickenPrecache18CResourcePrecacherE N15infernoPrecache18CResourcePrecacherE N16CPlayerLocalData18NetworkVar_m_audioE N16CPlayerLocalData21NetworkVar_m_skybox3dE N16CPlayerLocalData22NetworkVar_m_PlayerFogE N16IGameStatTracker13CGameStatListI14SWeaponHitDataEE N16IGameStatTracker13CGameStatListI15SWeaponMissDataEE N16IGameStatTracker13CGameStatListI16SMarketPurchasesEE N16IGameStatTracker14IStatContainerE N16spraycanPrecache18CResourcePrecacherE N17weapon_c4Precache18CResourcePrecacherE N18planted_c4Precache18CResourcePrecacherE N19CAttributeContainer17NetworkVar_m_ItemE N19entityflamePrecache18CResourcePrecacherE N19vgui_screenPrecache18CResourcePrecacherE N20CEntityParticleTrail17NetworkVar_m_InfoE N20item_defuserPrecache18CResourcePrecacherE N20weapon_decoyPrecache18CResourcePrecacherE N20weapon_knifePrecache18CResourcePrecacherE N22CItemSelectionCriteria10CConditionE N22CItemSelectionCriteria13CSetConditionE N22CItemSelectionCriteria15CFloatConditionE N22CItemSelectionCriteria16CStringConditionE N22ClientPrecachePrecache18CResourcePrecacherE N22item_coop_coinPrecache18CResourcePrecacherE N22weapon_knifeggPrecache18CResourcePrecacherE N22weapon_molotovPrecache18CResourcePrecacherE N23EffectsPrecachePrecache18CResourcePrecacherE N23WeaponResourcesPrecache18CResourcePrecacherE N24EditNav_PrecachePrecache18CResourcePrecacherE N24decoy_projectilePrecache18CResourcePrecacherE N24weapon_flashbangPrecache18CResourcePrecacherE N24weapon_hegrenadePrecache18CResourcePrecacherE N24weapon_tagrenadePrecache18CResourcePrecacherE N25weapon_healthshotPrecache18CResourcePrecacherE N25weapon_incgrenadePrecache18CResourcePrecacherE N26ClientGamePrecachePrecache18CResourcePrecacherE N26PhysFrictionEffectPrecache18CResourcePrecacherE N26fire_cracker_blastPrecache18CResourcePrecacherE N26molotov_projectilePrecache18CResourcePrecacherE N27env_entity_freezingPrecache18CResourcePrecacherE N27planted_c4_trainingPrecache18CResourcePrecacherE N27weapon_smokegrenadePrecache18CResourcePrecacherE N28flashbang_projectilePrecache18CResourcePrecacherE N28hegrenade_projectilePrecache18CResourcePrecacherE N28tagrenade_projectilePrecache18CResourcePrecacherE N2RR15CToggleOperatorE N2RR18CDecrementOperatorE N2RR18CIncrementOperatorE N2RR21CApplyContextOperatorE N30hostage_carriable_propPrecache18CResourcePrecacherE N31smokegrenade_projectilePrecache18CResourcePrecacherE N35PrecachePointCommentaryNodePrecache18CResourcePrecacherE N5GCSDK10CMsgBase_tINS_12GCMsgHdrEx_tEEE N5GCSDK11CWorkThreadE N5GCSDK12CGCClientJobE N5GCSDK12CProtoBufMsgI15CMsgClientHelloEE N5GCSDK12CProtoBufMsgI15CMsgServerHelloEE N5GCSDK12CProtoBufMsgI16CMsgApplyStickerEE N5GCSDK12CProtoBufMsgI17CMsgClientWelcomeEE N5GCSDK12CProtoBufMsgI17CMsgGCGiftedItemsEE N5GCSDK12CProtoBufMsgI18CMsgSOSingleObjectEE N5GCSDK12CProtoBufMsgI20CMsgConnectionStatusEE N5GCSDK12CProtoBufMsgI20CMsgItemAcknowledgedEE N5GCSDK12CProtoBufMsgI21CMsgSOCacheSubscribedEE N5GCSDK12CProtoBufMsgI21CMsgSOMultipleObjectsEE N5GCSDK12CProtoBufMsgI23CMsgSOCacheUnsubscribedEE N5GCSDK12CProtoBufMsgI26CMsgGCServerVersionUpdatedEE N5GCSDK12CProtoBufMsgI28CMsgSOCacheSubscriptionCheckEE N5GCSDK12CProtoBufMsgI30CMsgSOCacheSubscriptionRefreshEE N5GCSDK12CProtoBufMsgI31CMsgIncrementKillCountAttributeEE N5GCSDK12CProtoBufMsgI41CMsgGCCStrike15_v2_MatchEndRunRewardDropsEE N5GCSDK12CProtoBufMsgI42CMsgGCCStrike15_v2_GiftsLeaderboardRequestEE N5GCSDK12CProtoBufMsgI42CMsgGCCStrike15_v2_Server2GCClientValidateEE N5GCSDK12CProtoBufMsgI43CMsgGCCStrike15_v2_GiftsLeaderboardResponseEE N5GCSDK12CProtoBufMsgI45CMsgGCCStrike15_v2_GC2ServerReservationUpdateEE N5GCSDK12CProtoBufMsgI49CMsgGCCStrike15_v2_ServerVarValueNotificationInfoEE N5GCSDK12CProtoBufMsgI50CMsgGCCStrike15_v2_MatchEndRewardDropsNotificationEE N5GCSDK12CProtoBufMsgI51CMsgGCCStrike15_v2_ServerNotificationForUserPenaltyEE N5GCSDK12CProtoBufMsgI55CMsgGCCStrike15_v2_MatchmakingServerReservationResponseEE N5GCSDK13CSharedObjectE N5GCSDK13IMsgNetPacketE N5GCSDK14CGCSOCreateJobE N5GCSDK14CGCSOUpdateJobE N5GCSDK15CGCSODestroyJobE N5GCSDK15CWorkThreadPoolE N5GCSDK16CProtoBufMsgBase20IProtoBufSendHandlerE N5GCSDK16CProtoBufMsgBaseE N5GCSDK16CStructNetPacketE N5GCSDK18CProtoBufNetPacketE N5GCSDK18CSharedObjectCacheE N5GCSDK21CProtoBufSharedObjectI20CSOPersonaDataPublicLi2EEE N5GCSDK21CProtoBufSharedObjectI46CSOEconDefaultEquippedDefinitionInstanceClientLi43EEE N5GCSDK21ISharedObjectListenerE N5GCSDK22CGCSOUpdateMultipleJobE N5GCSDK22CJobThreadFuncWorkItemE N5GCSDK22CProtoBufMsgMemoryPoolI15CMsgClientHelloEE N5GCSDK22CProtoBufMsgMemoryPoolI15CMsgServerHelloEE N5GCSDK22CProtoBufMsgMemoryPoolI16CMsgApplyStickerEE N5GCSDK22CProtoBufMsgMemoryPoolI17CMsgClientWelcomeEE N5GCSDK22CProtoBufMsgMemoryPoolI17CMsgGCGiftedItemsEE N5GCSDK22CProtoBufMsgMemoryPoolI18CMsgProtoBufHeaderEE N5GCSDK22CProtoBufMsgMemoryPoolI18CMsgSOSingleObjectEE N5GCSDK22CProtoBufMsgMemoryPoolI20CMsgConnectionStatusEE N5GCSDK22CProtoBufMsgMemoryPoolI20CMsgItemAcknowledgedEE N5GCSDK22CProtoBufMsgMemoryPoolI21CMsgSOCacheSubscribedEE N5GCSDK22CProtoBufMsgMemoryPoolI21CMsgSOMultipleObjectsEE N5GCSDK22CProtoBufMsgMemoryPoolI23CMsgSOCacheUnsubscribedEE N5GCSDK22CProtoBufMsgMemoryPoolI26CMsgGCServerVersionUpdatedEE N5GCSDK22CProtoBufMsgMemoryPoolI28CMsgSOCacheSubscriptionCheckEE N5GCSDK22CProtoBufMsgMemoryPoolI30CMsgSOCacheSubscriptionRefreshEE N5GCSDK22CProtoBufMsgMemoryPoolI31CMsgIncrementKillCountAttributeEE N5GCSDK22CProtoBufMsgMemoryPoolI41CMsgGCCStrike15_v2_MatchEndRunRewardDropsEE N5GCSDK22CProtoBufMsgMemoryPoolI42CMsgGCCStrike15_v2_GiftsLeaderboardRequestEE N5GCSDK22CProtoBufMsgMemoryPoolI42CMsgGCCStrike15_v2_Server2GCClientValidateEE N5GCSDK22CProtoBufMsgMemoryPoolI43CMsgGCCStrike15_v2_GiftsLeaderboardResponseEE N5GCSDK22CProtoBufMsgMemoryPoolI45CMsgGCCStrike15_v2_GC2ServerReservationUpdateEE N5GCSDK22CProtoBufMsgMemoryPoolI49CMsgGCCStrike15_v2_ServerVarValueNotificationInfoEE N5GCSDK22CProtoBufMsgMemoryPoolI50CMsgGCCStrike15_v2_MatchEndRewardDropsNotificationEE N5GCSDK22CProtoBufMsgMemoryPoolI51CMsgGCCStrike15_v2_ServerNotificationForUserPenaltyEE N5GCSDK22CProtoBufMsgMemoryPoolI55CMsgGCCStrike15_v2_MatchmakingServerReservationResponseEE N5GCSDK22CSharedObjectTypeCacheE N5GCSDK23CGCSOCacheSubscribedJobE N5GCSDK25CGCSOCacheUnsubscribedJobE N5GCSDK25CProtoBufSharedObjectBaseE N5GCSDK26CGCClientSharedObjectCacheE N5GCSDK26CProtoBufMsgMemoryPoolBaseE N5GCSDK27CGCSOCacheSubscriptionCheckE N5GCSDK28CProtoBufGCClientSendHandlerE N5GCSDK30CGCClientSharedObjectTypeCacheE N5GCSDK4CJobE N5GCSDK6CGCMsgI12MsgGCCraft_tEE N5GCSDK6CGCMsgI21MsgGCRemoveItemName_tEE N5GCSDK6CGCMsgI23MsgGCStandardResponse_tEE N5GCSDK6CGCMsgI30MsgGCVerifyCacheSubscription_tEE N5GCSDK9CGCClientE N5GCSDK9CRefCountE N5GCSDK9CWorkItemE N6google8protobuf10ReflectionE N6google8protobuf10TextFormat6FinderE N6google8protobuf10TextFormat6Parser10ParserImpl20ParserErrorCollectorE N6google8protobuf11EnumOptionsE N6google8protobuf11FileOptionsE N6google8protobuf11MessageLiteE N6google8protobuf12FieldOptionsE N6google8protobuf13MethodOptionsE N6google8protobuf14DescriptorPool14ErrorCollectorE N6google8protobuf14DynamicMessageE N6google8protobuf14FatalExceptionE N6google8protobuf14MessageFactoryE N6google8protobuf14MessageOptionsE N6google8protobuf14ServiceOptionsE N6google8protobuf14SourceCodeInfoE N6google8protobuf15DescriptorProtoE N6google8protobuf16EnumValueOptionsE N6google8protobuf17DescriptorBuilder17OptionInterpreter21AggregateOptionFinderE N6google8protobuf17FileDescriptorSetE N6google8protobuf18DescriptorDatabaseE N6google8protobuf19EnumDescriptorProtoE N6google8protobuf19FileDescriptorProtoE N6google8protobuf19UninterpretedOptionE N6google8protobuf20FieldDescriptorProtoE N6google8protobuf21DynamicMessageFactoryE N6google8protobuf21MethodDescriptorProtoE N6google8protobuf22DescriptorPoolDatabaseE N6google8protobuf22ServiceDescriptorProtoE N6google8protobuf23SourceCodeInfo_LocationE N6google8protobuf24EnumValueDescriptorProtoE N6google8protobuf24MergedDescriptorDatabaseE N6google8protobuf24SimpleDescriptorDatabaseE N6google8protobuf25EncodedDescriptorDatabaseE N6google8protobuf28UninterpretedOption_NamePartE N6google8protobuf2io14ErrorCollectorE N6google8protobuf2io15FileInputStream22CopyingFileInputStreamE N6google8protobuf2io15FileInputStreamE N6google8protobuf2io16ArrayInputStreamE N6google8protobuf2io16FileOutputStream23CopyingFileOutputStreamE N6google8protobuf2io16FileOutputStreamE N6google8protobuf2io17ArrayOutputStreamE N6google8protobuf2io18CopyingInputStreamE N6google8protobuf2io18IstreamInputStream25CopyingIstreamInputStreamE N6google8protobuf2io18IstreamInputStreamE N6google8protobuf2io18StringOutputStreamE N6google8protobuf2io19CopyingOutputStreamE N6google8protobuf2io19LimitingInputStreamE N6google8protobuf2io19OstreamOutputStream26CopyingOstreamOutputStreamE N6google8protobuf2io19OstreamOutputStreamE N6google8protobuf2io19ZeroCopyInputStreamE N6google8protobuf2io20ZeroCopyOutputStreamE N6google8protobuf2io24ConcatenatingInputStreamE N6google8protobuf2io25CopyingInputStreamAdaptorE N6google8protobuf2io26CopyingOutputStreamAdaptorE N6google8protobuf30DescriptorProto_ExtensionRangeE N6google8protobuf7ClosureE N6google8protobuf7MessageE N6google8protobuf8internal12FieldSkipperE N6google8protobuf8internal15ExtensionFinderE N6google8protobuf8internal16FunctionClosure0E N6google8protobuf8internal24GeneratedExtensionFinderE N6google8protobuf8internal26GeneratedMessageReflectionE N6google8protobuf8internal27UnknownFieldSetFieldSkipperE N6google8protobuf8internal29DescriptorPoolExtensionFinderE N9CCSPlayer19ITakeDamageListenerE N@vban NA NAV IGNORE NAV_CONTROLLER NCHEM NCON NDebugOverlay::Box NDebugOverlay::Line NERVEGAS NEUTRAL NEVERGIB NEXTLEVELVOTE: Absolute winner map %d NEXTLEVELVOTE: Considering best map %d with %d votes NEXTLEVELVOTE: No votes considering map %d NEXTLEVELVOTE: Randomly picked winner map=%d from %d tied for nextlevel NEXTLEVELVOTE: Total %d votes for map %d NEXTLEVELVOTE: player#%d (%s) voted %d (map=%d) NEXTLEVELVOTE: player#%d (%s) voted %d which is ignored NF NH NIL NO HOSTAGES NO LINK NO LINK (not neighbors) NO PATH NONE (Not Set) NOT Eligible for selection NO_HOSTAGES NO_JUMP NO_MERGE NP NPC %s failed to stop properly, slamming activity NPC %s stuck in wall--level design error at (%.2f %.2f %.2f) 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. NPC Not in hint's FOV NPC appears stuck turning. Proceeding. NPC doesn't know how to handle that type. NPC is not within the node's radius. NPC not in correct state. NPC per tick is %d [%d] (tick %d, frame %d) NPC w/no reachable nodes! NPC: %s canceled running script %s due to behavior change NPC: %s canceled script %s without playing, due to behavior change NPC_ NPC_CombineS NPC_STATE IS NONE! NPC_human_grunt NPCs over this distance from the player won't attempt to speak. NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' NRAD NULL Ent in CreateWindowPane! NULL Ent in GiveNamedItem! NULL Ent in UTIL_PrecacheOther NULL entity in global entity list! NaN curtime in RestartRound Name of the .txt file used to cycle the maps on multiplayer servers Name of the particle system to dynamically spawn Nav Area: %d (%s) Nav Selected Set Nav complete Nav failed Nav mesh cannot be mutated after load NavAreaBuildPath NavContext NavEndArea: Out of memory NavMesh Visibility List Lengths: min = %d, avg = %d, max = %d NavPlace.db Navigation map '%s' saved. Nearby enemies = %d Nearby enemy gunfire Nearby friends = %d Need space between identifier and decimal point. Need space between number and identifier. Needs a radius NetMsg: %s NetMsg: Unknown %d NetworkSystemVersion001 Networking New Goal New Particle Systems Matching '%s': New Task New distribution is: New enemy: %s New goal set: Next: %s Next: -NONE- NextBot NextBotSpiky NextLevel NextLevel CVAR NiceShot NiceShotSir Nil time value Nj No No %s found. No AI Network to Use No Fog Volume found at given position (%f %f %f) No Host Name No Landmark:%s No Map Name No RunTask entry for %s No Schedule, No Server Address No Sound! No StartTask entry for %s No Target No appropriate sequence for arrival activity %s (%d) No appropriate sequence for movement activity %s (%d) No area with id %d No assault point No available hiding spots - hiding where I'm at. No available hiding spots. No connection: one or both are fallen nodes No conversion from %s to float now No conversion to string No default value No enemy No entity under the crosshair. No failure No field named "uninterpreted_option" in the Options proto. No free server controlled control points. No function name specified No goal entity No hint node No known TV shot for event %s No maps in mapgroup map list! No matching backup files found. No model! No obstruction No obstruction (Near probe only) No one can buy!! No player No rally point. No route to face! No scent present No script specified No sound present No such criterion '%s' for rule '%s' No such enumeration '%s' No such file No such response '%s' for rule '%s' No such sentence group %s No suitable combat schedule! No train %s No valid interactions found. No valid positions in history for BacktrackPlayer client ( %d ) No valid walkable seed positions. Cannot generate Navigation Mesh. No weapon No web api auth key specified - workshop downloads will be disabled. NoEnemiesLeft Node %d has too many links Node Graph out of Date. Rebuilding in background. Node Graph out of Date. Rebuilding... Node already locked Node is locked. Node is visible to player. Node isn't clear. Node isn't visible to NPC. Node isn't visible to player. Node pathfind failed, no route between %d and %d Node pathfind failed, no route to dest %d Node pathfind failed, no route to source %d Node pathfind succeeded Node pathfind succeeded: dest == source Nodes already connected Nodes connect for crawl movement Nodes connect for ground movement Nodes connect for jumping Noise Scalar Noise Vector Noise location is clear. NoiseAmplitude Non-primitive types can't be packed. Non-repeated field " North NorthEast NorthWest Not Found! Not Playing sentence %s Not Valve ds: Direct-connect is allowed Not allowed to vote for a nextlevel if one has already been set. Not in Foundry mode. Not inside include zones. Not lined up for proper climbing Not obstructing nav Not saving empty selected set to disk. Not the nearest node. NotReadyForMatch Note that enum values use C++ scoping rules, meaning that enum values are siblings of their type, not children of it. Therefore, " Note: CAI_LeadBehaviorHandler connected to a sink that isn't an entity. Manual fixup on load will be necessary Note: NPC class %s lacks ACT_COVER_LOW, therefore cannot participate in standoff Note: Strange link found between nodes in AI node graph Note: behavior "%s" lacks a datadesc and probably won't save/restore correctly NoteSpeaking( %f, %f ) (stop at %f) Notification about user drop: %u %llu (%u-%u-%u) Notification about user penalty: %u/%u (%u sec) Notifying GC we don't need a session. Nov Ns Nt Num items: %d Num ticks simulated : %d NumAliveCT = %d NumAliveTerrorist = %d Number of bonus points awarded in Demolition Mode when knife kill ends round Number of bonus upgrades to award the CTs when they defuse a gun game bomb Number of bonus upgrades to award the Ts when they detonate a gun game bomb Number of degrees of aim 'fishtail' when making an extreme strafe direction change Number of samples to maintain in player perf history Number of seconds after round start to allow a player to join a game Number of seconds that halftime lasts Number of seconds to delay before making the bomb available to a respawner in gun game Number of seconds to delay before restarting a round after a win Number of seconds to delay before restarting a round after a win in gungame progessive Number of seconds to delay before the molotov can be used after acquiring it Number of seconds to delay during TR Mode halftime Number of seconds to delay showing information in the status bar Number of seconds to keep showing old information in the status bar Number of shots before weapon uses full recoil Numbers starting with leading zero must be in octal. Nz N~ O OBSTACLE OBSTACLE_TOP OBSTRUCTED OFFGROUND! OPPORTUNITY_FIRE OSX OTHER Oalways tradable Object %d (of %d) ========================= Obsolete / Unused Obsolete. Replaced by npc_combat Obstruction %f Oct Oh Old nav file for %s OnARollBrag OnActivate OnAnimationBegun OnAnimationDone OnAttach OnCase01 OnCase02 OnCase03 OnCase04 OnCase05 OnCase06 OnCase07 OnCase08 OnCase09 OnCase10 OnCase11 OnCase12 OnCase13 OnCase14 OnCase15 OnCase16 OnCommentaryMultiplayerSpawn OnDetach OnEntityFailedSpawn OnEntitySpawned OnLightOff OnLightOn OnNextPoint OnPhysCannonAnimatePostStarted OnPhysCannonAnimatePreStarted OnPhysCannonAnimatePullStarted OnPhysCannonPullAnimFinished OnPlayerAward OnPlayerJoin OnProfileDataLoaded OnRescueZoneTouch OnScriptEvent01 OnScriptEvent02 OnScriptEvent03 OnScriptEvent04 OnScriptEvent05 OnScriptEvent06 OnScriptEvent07 OnScriptEvent08 OnSquadMemberKilled OnTriggerChance%d OneEnemyLeft Only CT's can buy!! Only T's can buy!! Only show closed captions if recipient is within this many units of speaking actor (0==disabled). Opaque Open door Operators Optimizing mesh visibility... Option " Option field " Option must have a name. Option must not use reserved name "uninterpreted_option". Option1 Option2 Orient Rotation to 2D Direction OrigMat Oscillate Scalar Oscillate Vector Other Memory Other textures Ou Ouch! Retaliating! OutColor Outdent() without matching Indent(). Outer radius (zero bonus) for defusing or assisting with defseing the bomb Outer radius (zero bonus) for doing damage near dropped bomb Outer radius (zero bonus) for doing damage near dropped defuser Outer radius (zero bonus) for doing damage near hostage Outer radius (zero bonus) for doing damage near planted bomb Outer radius (zero bonus) for planting or assisting with planting the bomb Outer radius (zero bonus) for rescuing hostage Output help for script functions, optionally with a search string Ov Overall scale factor for recoil. Used to reduce recoil on specific platforms Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers Overflow computing approach areas for area #%d. OverlayName1 OverlayName10 OverlayName2 OverlayName3 OverlayName4 OverlayName5 OverlayName6 OverlayName7 OverlayName8 OverlayName9 OverlayTime1 OverlayTime10 OverlayTime2 OverlayTime3 OverlayTime4 OverlayTime5 OverlayTime6 OverlayTime7 OverlayTime8 OverlayTime9 Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody OvertimeScore/OvertimeID OvertimeScore/team1 OvertimeScore/team2 Overwriting physics object for %s Oz O| P P i P!w P!y P"X P#: P#E P#b P$: P$b P$q P$z P%y P&j P(8 P)h P)x P*h P*{ P* P+9 P+h P,h P,~ P-w P.o P.s P0E P0} P11CBaseEntity P1E P1h P1} P26 P2h P3h P3} P4\ P5z P6L P6v P6 P77 P7E P7\ P7g P7h P8 P8S P8} P99 P9C P9P P9} P:@ P:C P:a P;@ P;T P<@ P@ P>_ P>a P>o P>t P>z P> P?_ P?n P?t P@ P@@ P@CSpriteTrail P@P P@T P@x PA@ PANIC PARALYZE PARTICLE SYSTEM: Unable to load manifest file '%s' PARTICLE_ID PATH_FAILED PAh PAv PB8 PB@ PBB PBv PC PC8 PCB PCG14BotChatterCoop PCt PCv PD8 PD@ PDK PDt PE8 PE: PEE PEF PEP PEo PEt PEv PEvent PE~ PF8 PF: PF@ PFF PFW PFg PFk PF{ PG8 PG@ PH@ PHYSGUN PHj PI@ PITCH PITCH_HIGH PITCH_LOW PITCH_NORM PIj PIt PJ@ PJj PJo PJ PK{ PL@ PLA PLACEHOLDER_VALUE PLASMA PLAYDEAD PL[ PLq PL| PM PM Got a NaN origin on %s PM Got a NaN velocity %s PM Got a velocity too high on %s PM Got a velocity too low on %s PMv PMz PN8 PNs POISON POM POSIX POh PP: PP@ PP} PQK PQM PQv PQ~ PRE PRECIPITATIONBLOCKER PRECISE PREVENT_PHYSICS_FORCE PREV_XYZ PRISON ESCAPE PRONE PROP_CLEARFLAGS PRe PS3 PS@ PSz PTV PUy PV PVD PVk PVv PVx PW PW< PWD PWo PX= PXK PXM PXW PXe PY= PY P[@ P[D P[E P[e P\D P]B P]a P]v P^E P^e P^k P^u P^x P^y P_k P_v P_y P`C Pa@ PaE Pack item "%s" included in more than one pack bundle - not allowed! PaintSplatBlue PaintSplatGreen PaintSplatPink Panic yaw angle = %3.2f Parameter Remapping Parameter to BackUp() can't be negative. Parent: %s ParseParticleEffects ParseRagdollIntoCache: Couldn't Lookup Bone %s ParserResponse Parsing item whitelist (default: %s) Particle ID Particle Simulation Particle system %s could not find control point entity (%s) Particle system index %d greater than zero Particle/Effect_Rendering ParticleEffectNames ParticleEffectStop ParticleTracer ParticleTrailEndSize ParticleTrailLifetime ParticleTrailMaterial ParticleTrailStartSize Particlelib: Missing precache for particle system type "%s"! Particles Particles: Missing '%s' Party Party!! Path away from best sound too short! Pathcorner/goal ent: Pathfind to leader failed. Pause the match in the next freeze time PauseMatch Paused: %s Pausing actor %s scripted scene: %s Pausing entity I/O events Pa| Pb@ PbX Pbv Pb~ Pc@ Pch Pc| Pd\ Pdz Peh Pen Penalty awarded for each point of damage to a teammate Penalty for blinding friendly players Penalty for damaging a hostage Penetration Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period. Perfect Performance Warning: large friction system (%d objects)!!! Pet Pev Pfh Pfw PgL Pgj Pgt Ph8 PhE Phk PhysFrame VPhysicsShadowUpdate PhysFrictionEffect PhysObjectHeader_t Physics object pointer unexpectedly non-null before restore. Should be creating physics object in CreatePhysics()? Physics queue not empty, error! Physics.WaterSplash Physics2 Interface ActorMgr v0.1 Physics2 Interface ResourceMgr v0.1 Physics2 Interface v0.3 Physics: %3d objects, %4.1fms / AVG: %4.1fms PhysicsImpactSounds PhysicsSimulate: %s bad movetype %d PhysicsTryMove: !trace.u.ent Physics_RunThinkFunctions Physics_SimulateEntity Pi PiF Picker %i/%s - ent %s model %s PickupHostage PinnedDown PitchShift Piu PkV Pkk Placed %d areas on the ground Placed npc_generic in solid!!! (%s) Places the selected corner of the currently marked Area on the ground. Plant bomb on floor PlantedBombPlace PlantingBomb Plastic.Large Plastic.Medium Plastic.Small Plat.DefaultArrive Plat.DefaultMoving Plat_ExitProcess Plat_FloatTime Plat_GetLocalTime Plat_IsInBenchmarkMode Plat_IsInDebugSession Plat_MSTime Plat_SetBenchmarkMode Plat_ctime Plat_localtime Plat_timegm Platform_gmtime Play all vcds on the clients. Play footstep sound for players Play the given VCD as an instanced scripted scene. PlayDead Player %s broke a %s (%i) Player %s took control bot %s (%d) Player %s tried to take control of bot %s but failed Player %s tried to take control of bot %s but was disallowed by the server Player %s tried to take control of bot %s but was disallowed due to a pending team switch Player %s tried to take control of bot %s but was in replay mode Player %s tried to take control of bot but none could be found Player '%s'[%08X] got first kill of the round. Player Decal Player can lag compensate themselves. Player changed material to %d (was %d) Player died %dth time in level [%s]!!! Player died, but not in a level!!! Player has competitive matchmaking cooldown Player idle Player indexes too large: %d %d Player is active, replaying last kill will interfere with the gameplay Player isn't in the landmark's (%s) PVS, aborting Player isn't in the transition volume %s, aborting Player sent bad jointeam syntax Player's active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the magazine. Player.AmbientUnderWater Player.BurnDamage Player.BurnDamageKevlar Player.DamageHeadShot Player.DamageHeadShotOtherFar Player.DamageHelmet Player.DamageHelmetOtherFar Player.DamageKevlar Player.Death Player.DeathHeadShot Player.DenyWeaponSelection Player.Dominate Player.DrownContinue Player.DrownStart Player.EquipArmor_CT Player.EquipArmor_T Player.FallDamage Player.FallGib Player.FlashlightOff Player.FlashlightOn Player.NightVisionOff Player.NightVisionOn Player.PickupWeapon Player.PickupWeaponSilent Player.PlasmaDamage Player.Respawn Player.SonicDamage Player.Swim Player.UseTrain Player.Wade Player.WeaponSelected Player.WeaponSelected_CT Player.WeaponSelected_T Player.WeaponSelectionClose Player.WeaponSelectionMoveSlot Player: %s1 - Damage Given Player: %s1 - Damage Taken PlayerActorLook PlayerAnimationExtension PlayerBattleline PlayerEnteredVehicle PlayerInfoManager001 PlayerInfoManager002 PlayerModelInfo: missing counter-terrorist models for map %s. Adding the default model %s. PlayerModelInfo: missing terrorist models for map %s. Adding the default model %s. PlayerModelInfo: model count has exceeded the maximum (%d) for map "%s". Ignoring model %s. PlayerMovementTraces PlayerOff PlayerOn PlayerTargetLook Players can earn money by performing in-game actions Players can hear all enemy communication (voice, chat) Players can receive all other players' text chat, team restrictions apply Players don't get to choose what team they are on, it is auto assinged. Players that have never moved since they spawned will drop the bomb after this amount of time. PlayersAliveCT/round%d PlayersAliveT/round%d PlayersOnTeam%d/%u Playing a scene, but not in a scene! Playing back: %s Playing non-looping vehicle sound: %s Playing vehicle sound: %s Plays a sound from this entity. Playstation 3 Please wait for broadcast to start ... Plt PluginHelpersCheck001 PmD PmN Pmh PnZ Pnv Pn Po Points awarded for damaging enemy near dropped bomb Points awarded for damaging enemy near dropped defuser Points awarded for damaging enemy near live hostage Points awarded for damaging enemy near planted bomb Points awarded for defusing or assisting with defuse of bomb Points awarded for each point of damage a nearby (in same zone) teammate does to enemies Points awarded for each point of damage to an enemy Points awarded for killing an enemy Points awarded for planting or assisting with planting the bomb Points awarded for rescuing a hostage PoolName Allocated Free Est. Size Hit Rate Poor PopPostureContext() underflow error! Position Along Path Random Position Along Path Sequential Position From Parent Particles Position In CP Hierarchy Position Modify Offset Random Position Modify Warp Random Position Previous Position Within Box Random Position Within Sphere Random Position and Velocity Position on Model Random Position: %0.3f, %0.3f, %0.3f Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin' Post Idle %s finished for %s Post custom... Post-run PostActivateSetupThink PostArrivalConceptModifier PostProcessName PostProcessSystem PostSpawnDirectionVariance PostSpawnInheritAngles Pottery.Huge Pottery.Large Pottery.Medium Pottery.Small PpC PpZ PqC PqE PrK Pre-think PreSpawnInstance Precache a sound for later playing. Precache called on a point_template that has no templates: %s Precache of %s ambigious (no extension specified) PrecacheCustomResponseSystem %s - Finish PrecacheCustomResponseSystem %s - Start PrecachePointCommentaryNode PrecacheRegister PrecacheScriptSound '%s' failed, no such sound script entry PrecacheSoundScript PrecacheStandardParticleSystems() PrecacheTempEnts() Precaching vgui_movie_display %s with movie %s Present players with a list of lowest playtime maps to choose from? PressedAttack PressedAttack2 PressedBack PressedForward PressedMoveLeft PressedMoveRight Pressing... Prevent the motd from showing. Prevent the team select menu from showing. Prevents a userid from being auto-kicked Prevents bots from joining the server for this many seconds after a map change. Prevents bots from joining the server while warmup phase is active. Prevents clients from running usercmds too far in the future. Prevents speed hacks. PrimaryWeapon Print a hud message on all clients Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled Print details about a sound. Print remaining tv broadcast time Print sizeof(entclass) PrintHelp( "%s" ); Prints a message in chat to all players. Prints a message in chat to the specified team. Prints an alert message in the center print method to all players. Prints an alert message in the center print method to the specified team. Prints round timers to the console for debugging Prints the current mapgroup and the contained maps Pro-player entry '%s' doesn't have a valid AccountID Pro-player entry '%s' has a duplicate code '%s' Pro-player entry '%s' has no code Pro-player entry '%s' has no dob defined Pro-player entry '%s' has no geo defined Pro-player entry '%s' has no name Pro-player entry '%s' maps to a duplicate AccountID Probable duplicate node placed at %s Problem : Problem : Enum value did not match field type: Expected : Problem : Field is not the right type for this message: Expected : Projected Decal PropAPC.FireCannon PropAnimateThink PropBreakableCreateAll: Could not create model %s PropDatafile PropJeep.AmmoClose PropJeep.AmmoOpen PropJeep.FireCannon PropJeep.FireChargedCannon PropaneTank.Burst Protobuf: %s(%d): %s Protocol Buffer reflection usage error: Method : google::protobuf::Reflection:: Protocol message serialized itself in invalid fashion. Protocol message was modified concurrently during serialization. Prt Pst Psv Ptt Pu PurchaseCount Push computed lag compensation amount by this many ticks. PushPostureContext() overflow error! Pushed player by %.2f over %d steps (push vector: %.2f, %.2f, %.2f) Pushing linear hard! Pushing rotation hard! Put PutClientInServer: no info_player_logo on level PutClientInServer: no info_player_start on level Putting entity to sleep: %s PvB PvL Pvz Pwt Px PxC Px Py8 Py9 PyY Pys Pyt Pyz Pz Pz7 P{_ P| P|: P|\ P|s P|z P}g P~7 P~C P~i PS Pt Pw Q Q&A: '%s' answered the Hello from '%s' Q&A: '%s' answered the Question from '%s' Q&A: '%s' couldn't answer '%s' QAngle: %.2f %.2f %.2f QE QF QM QU QV Quality "%s" not found Quality definition %d: Duplicate quality name %s Quality definition %s: Missing required field "value" Quality definition %s: missing "color_name" Quality definition %s: missing "hex_color" Quality was not specified and this item def doesn't define one either. QualityColorCommunity QualityColorCompleted QualityColorDeveloper QualityColorFavored QualityColorGenuine QualityColorHaunted QualityColorNormal QualityColorSelfMade QualityColorSelfMadeCustomized QualityColorStrange QualityColorTournament QualityColorUnique QualityColorUnusual QualityColorVintage QualityName Quantity Quest Schedule has a malformed time entry--%s. Should be "DD HH:MM DurationInMinutes" Quest Schedule references a quest--%s--that does not exist Quest Schedule references a quest--%s--that is not an event Quest definition %s specifies a malformed values range: %s Quest definition %s: missing "name" Quest definition %s: name must be a positive integer QueuedLoaderVersion001 Q{ Q R R%p R6 RADIATION RADIO_INVALID RADIUS RC RDO_AB RECOIL: No seed found for weapon %s, generated placeholder seed %i REMOVENORAGDOLL RESCUE_HOSTAGES RESPONSE CRITERIA FOR: %s (%s) RESPONSERULES: %s spoke '%s'. Found no matching response. RESPONSERULES: %s spoke '%s'. Found response '%s'. RESPONSE_ENTITYIO RESPONSE_NONE RESPONSE_PRINT RESPONSE_RESPONSE RESPONSE_SCENE RESPONSE_SENTENCE RESPONSE_SPEAK RF RGBA color to draw as the background color for nav areas while editing. RM RN ROTATION ROTATION_SPEED RR: could not apply operator %s to prior value %s RUN Radial using: %s RadialLinkController (%s) is far from its parent! Radio.Affirmitive Radio.Cheer Radio.Compliment Radio.CoverMe Radio.Decoy Radio.EnemyDown Radio.EnemySpotted Radio.FireInTheHole Radio.Flashbang Radio.FollowMe Radio.GetOutOfThere Radio.GoGoGo Radio.HoldPosition Radio.InPosition Radio.Incendiary Radio.Molotov Radio.NeedBackup Radio.Negative Radio.Regroup Radio.ReportInTeam Radio.ReportingIn Radio.Roger Radio.SectorClear Radio.Smoke Radio.StickTogether Radio.TakingFire Radio.TeamFallBack Radio.Thanks Radio.YouTakeThePoint Radius Random Radius Scale Radius found %s, dist %.2f Ragdoll has no pCollide! Ragdoll magnet adding %f inches/sec to %s Ragdoll solid count %d exceeds maximum limit of %d - Ragdoll not created RagdollFadeOutContext RagdollImpact Raise the bottom of the drag select volume. Raise the selected corner of the currently marked Area. Raise the top of the drag select volume. Raised %d areas Random Cull RandomAnimation RandomFloat RandomInt RandomSeed Randomly Flip Yaw RangeModifier Rarity "%s" not found Rarity definition %s: Missing required field "loc_key" Rarity definition %s: Missing required field "value" Rarity was not specified and this item def doesn't define one either. RarityName Rate at which stamina recovers (units/sec) Raw bytes alloc'd: %s Re-analyze the current Navigation Mesh and save it to disk. Re-orders area and ladder ID's so they are continuous. Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam Re-selects the stored selected set. Reached Round Limit Reached Time Limit Reached Win Limit Reached an unintended state: CPPTYPE_MESSAGE ReactionTime ReadToken overflow Reading dangerously large protocol message. If the message turns out to be larger than Reading externally referenced elements is not supported! Reading: %s ReadyNPC()--%s couldn't find target %s Rebalance %d! Received client welcome from GC. Received info for collection id %llu: Received new item acknowledgement: %s Received server welcome from GC. Receiving bytes %u-%u for file %s (%s) Recharge Time: %fs Recipe definition %d: Missing required field "input_items" Recipe definition %d: Missing required field "output_items" Recipe definition index %d must be greater than or equal to zero RecoilAngle RecoilAngleAlt RecoilAngleVariance RecoilAngleVarianceAlt RecoilMagnitude RecoilMagnitudeAlt RecoilMagnitudeVariance RecoilMagnitudeVarianceAlt RecoilSeed Recomputes lighting values Records achievement event or progress RecoveryTimeCrouch RecoveryTimeStand RecursiveLoadFromBuffer: got EOF instead of keyname RecursiveLoadFromBuffer: got NULL key RecursiveLoadFromBuffer: got conditional between key and value RecursiveLoadFromBuffer: got empty keyname RecursiveLoadFromBuffer: got } in key RecursiveLoadFromBuffer: recursion overflow Referenced by '%s:%s' -- %s Refills ammo to max for all weapons the player has (only works in training). Refresh RegisterTemplateEntity: template entity with no name, class %s Rejecting func_breakablesurf at (%2.2f, %2.2f, %2.2f). Drawn face isn't a quad. Rejecting func_breakablesurf at (%2.2f, %2.2f, %2.2f). Has multiple faces that aren't NODRAW. Relationship_t Relay team radio commands to TV: 0=off, 1=on Relay text chat data: 0=off, 1=say, 2=say+say_team ReleaseLast ReleaseMessage ReleaseThreadHandle Reload all response system scripts. Reload the weapon database Reloading Reloads the item master schema. Remap Distance Between Two Control Points to Scalar Remap Distance to Control Point to Scalar Remap Noise to Scalar Remap Scalar Remove current area from the selected set. Remove given nav attribute from all areas in the selected set. RemoveBroadcastTeamTarget RemoveLast RemoveMemoryInfoCallback Removed %d %s's Removed %d jump areas Removed %s(%s) Removed Danger Sound: %d (time:%f) Removed Entity: %s Removed Sound: %d (Time:%f) Removes a connected script function from an I/O event. Removes a team (by index) from the broadcast list Removes all NPCs from the universe that aren't currently selected Removes legacy jump areas, replacing them with connections. Removing Removing from action list: (%s,%s) -> (%s,%s) Removing relationship for lost entity RenderDevice001 RenderDeviceMgr001 RenderHardwareConfig001 RenderSystemSurface001 Repeated fields can't have default values. Replaces all instances of the first place with the second place. Report missing wave files for sounds and game_sounds files. Reports all list of all entities in a map, one by one Reports the surface properties at the cursor RequestReport Required key "attributes" missing. Required key "campaign_definitions" missing. Required key "colors" missing. Required key "game_info" missing. Required key "music_definitions" missing. Required key "qualities" missing. Required key "quest_definitions" missing. Required key "quest_schedule" missing. Required key "rarities" missing. Required key(s) "items" missing. Reset physics clock Reset player scores, player controls, team scores, and end the round ResetSequence : %s: %s -> %s ResetSequenceInfo Resets the round time and starts the mission. ResourceFile ResourceSystem004 Respawn all the entities in the map. Respawns players only. Response rule targeted %s with entityio, but that doesn't exist. Response was entityio but had bad value %s Response: %s ResponseContext_t Restart Tournament Mode on the current level. RestartGame Restore underflow! RestoreEntityTo RestoreEntityTo could not restore player position for client "%d" ( %.1f %.1f %.1f ) Restoring NPC Restoring match backup %s, score %d:%d after round %d Restricts human players to a single team {any, CT, T} Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack). Restricts the bots to only using knives Restricts the bots to only using pistols Restricts the bots to only using sniper rifles Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed) Resume the match Resuming actor %s scripted scene: %s Resuming entity I/O events Rethinking my attack due to teammate death Retreating from a grenade that landed near me! Retreating from a grenade thrown towards me! Retreating to a safe spot to reload! Retreating to a safe spot! Retrieve Retrieve the script-side data associated with an entity Retrieve the unique identifier used to refer to the entity within the scripting system Returns float duration of the sound. Takes soundname and optional actormodelname. Returns length of this scene in seconds. Returns the instance of the oldest active scene entity (if any). Returns the instance of the scene entity at the specified index. Returns the name of the model Returns the number of seconds the player has been continuously speaking. Returns true if the player has completed the initial portion of the training map. Returns true if the player is in noclip mode. Returns whether the player is playing with a controller or not. Returns whether the player specified is speaking. Revoking neighbor status to closer redundant link %d Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented Roll Speed Root class of all server-side entities RopeMaterial RopeShader RotDoorSound.DefaultArrive RotDoorSound.DefaultLocked RotDoorSound.DefaultMove Rotates an entity by a specified # of degrees Rotation Basic Rotation Orient to 2D Direction Rotation Random Rotation Speed Random Rotation Spin Roll Rotation Spin Yaw Rotation Yaw Flip Random Rotation Yaw Random Round MVP disabled: sv_nomvp is set. 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) RoundElapsedTime RoundLength RoundResults/round%d Route Destination No Longer Valid Rule is disabled. Run a vscript file Run the single player maps in a continuous loop. Run the text as a script RunAnimation calling ResetSequence %s RunScriptCode Rv Ry S S&U S6 S9Z S@ SAVED_POSITION SCHED_ADDON_NO_OWNER SCHED_AISCRIPT SCHED_ALERT_FACE SCHED_ALERT_FACE_BESTSOUND SCHED_ALERT_REACT_TO_COMBAT_SOUND SCHED_ALERT_SCAN SCHED_ALERT_STAND SCHED_ALERT_WALK SCHED_AMBUSH SCHED_ARM_WEAPON SCHED_ASSAULT_FAILED_TO_MOVE SCHED_ASSAULT_MOVE_AWAY SCHED_AT_ASSAULT_POINT SCHED_BACK_AWAY_FROM_ENEMY SCHED_BACK_AWAY_FROM_SAVE_POSITION SCHED_BIG_FLINCH SCHED_CHASE_ENEMY SCHED_CHASE_ENEMY_FAILED SCHED_CLEAR_ASSAULT_POINT SCHED_CLEAR_RAPPEL_POINT SCHED_COMBAT_FACE SCHED_COMBAT_PATROL SCHED_COMBAT_STAND SCHED_COMBAT_SWEEP SCHED_COMBAT_WALK SCHED_COWER SCHED_DIE SCHED_DIE_RAGDOLL SCHED_DISARM_WEAPON SCHED_DROPSHIP_DUSTOFF SCHED_DUCK_DODGE SCHED_ESTABLISH_LINE_OF_FIRE SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK SCHED_FACE_FOLLOW_TARGET SCHED_FAIL SCHED_FAIL_ESTABLISH_LINE_OF_FIRE SCHED_FAIL_MOVE_TO_RALLY_POINT SCHED_FAIL_NOSTOP SCHED_FAIL_TAKE_COVER SCHED_FALL_TO_GROUND SCHED_FEAR_FACE SCHED_FEAR_MOVE_TO_SAFE_PLACE SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY SCHED_FEAR_STAY_IN_SAFE_PLACE SCHED_FFC_ATTACK SCHED_FFC_HOLD_COVER SCHED_FFC_HOLD_PEEK SCHED_FFC_PEEK SCHED_FFC_RELOAD SCHED_FFC_RUN_TO_HINT SCHED_FLEE_FROM_BEST_SOUND SCHED_FLINCH_PHYSICS SCHED_FOLLOW SCHED_FOLLOWER_COMBAT_FACE SCHED_FOLLOWER_GO_TO_WAIT_POINT SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL SCHED_FOLLOWER_IDLE_STAND SCHED_FOLLOWER_MOVE_AWAY_END SCHED_FOLLOWER_MOVE_AWAY_FAIL SCHED_FOLLOWER_STAND_AT_WAIT_POINT SCHED_FORCED_GO SCHED_FORCED_GO_RUN SCHED_GET_HEALTHKIT SCHED_HIDE_AND_RELOAD SCHED_HOLD_ASSAULT_POINT SCHED_HOLD_RALLY_POINT SCHED_IDLE_STAND SCHED_IDLE_WALK SCHED_IDLE_WANDER SCHED_INTERACTION_MOVE_TO_PARTNER SCHED_INTERACTION_WAIT_FOR_PARTNER SCHED_INVESTIGATE_SOUND SCHED_LEAD_AWAIT_SUCCESS SCHED_LEAD_PAUSE SCHED_LEAD_PAUSE_COMBAT SCHED_LEAD_PLAYER SCHED_LEAD_PLAYERNEEDSWEAPON SCHED_LEAD_RETRIEVE SCHED_LEAD_RETRIEVE_WAIT SCHED_LEAD_SPEAK_START SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER SCHED_LEAD_SPEAK_THEN_RETRIEVE_PLAYER SCHED_LEAD_SUCCEED SCHED_LEAD_WAITFORPLAYER SCHED_LEAD_WAITFORPLAYERIDLE SCHED_MELEE_ATTACK1 SCHED_MELEE_ATTACK2 SCHED_MOVE_AWAY SCHED_MOVE_AWAY_END SCHED_MOVE_AWAY_FAIL SCHED_MOVE_AWAY_FROM_ENEMY SCHED_MOVE_OFF_OF_NPC SCHED_MOVE_TO_ASSAULT_POINT SCHED_MOVE_TO_FACE_FOLLOW_TARGET SCHED_MOVE_TO_RALLY_POINT SCHED_MOVE_TO_WEAPON_RANGE SCHED_NEW_WEAPON SCHED_NEW_WEAPON_CHEAT SCHED_NONE SCHED_NPC_FREEZE SCHED_PATROL_RUN SCHED_PATROL_WALK SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE SCHED_RANGE_ATTACK1 SCHED_RANGE_ATTACK2 SCHED_RAPPEL SCHED_RAPPEL_WAIT SCHED_RELOAD SCHED_RUN_FROM_ENEMY SCHED_RUN_FROM_ENEMY_FALLBACK SCHED_RUN_FROM_ENEMY_MOB SCHED_RUN_RANDOM SCHED_SCENE_GENERIC SCHED_SCRIPTED_CUSTOM_MOVE SCHED_SCRIPTED_FACE SCHED_SCRIPTED_RUN SCHED_SCRIPTED_WAIT SCHED_SCRIPTED_WALK SCHED_SHOOT_ENEMY_COVER SCHED_SLEEP SCHED_SMALL_FLINCH SCHED_SPECIAL_ATTACK1 SCHED_SPECIAL_ATTACK2 SCHED_STANDOFF SCHED_SWITCH_TO_PENDING_WEAPON SCHED_TAKE_COVER_FROM_BEST_SOUND SCHED_TAKE_COVER_FROM_ENEMY SCHED_TAKE_COVER_FROM_ORIGIN SCHED_TALKER_SPEAK_PENDING_ALERT SCHED_TALKER_SPEAK_PENDING_COMBAT SCHED_TALKER_SPEAK_PENDING_IDLE SCHED_TARGET_CHASE SCHED_TARGET_FACE SCHED_VEHICLEDRIVER_COMBAT_WAIT SCHED_VEHICLEDRIVER_DRIVE_PATH SCHED_VEHICLEDRIVER_INACTIVE SCHED_VICTORY_DANCE SCHED_WAIT_AND_CLEAR SCHED_WAIT_FOR_SCRIPT SCHED_WAIT_FOR_SPEAK_FINISH SCHED_WAKE_ANGRY SCRATCH_FLOAT SCRATCH_VEC SCRIPT_CUSTOM_MOVE: %s failed scripted custom move. Has no sequence called: %s SCRIPT_CUSTOM_MOVE: %s has no sequence:%s SEEK_AND_DESTROY SELF_DEFENSE SENTENCE [%d %.2f] %s: %s SENTENCEG_Init() SEQUENCE_NUMBER SEQUENCE_NUMBER1 SERVER SF SHOCK SK SLOWBURN SNDLVL_100dB SNDLVL_105dB SNDLVL_110dB SNDLVL_120dB SNDLVL_130dB SNDLVL_140dB SNDLVL_150dB SNDLVL_180dB SNDLVL_20dB SNDLVL_25dB SNDLVL_30dB SNDLVL_35dB SNDLVL_40dB SNDLVL_45dB SNDLVL_50dB SNDLVL_55dB SNDLVL_60dB SNDLVL_65dB SNDLVL_70dB SNDLVL_75dB SNDLVL_80dB SNDLVL_85dB SNDLVL_90dB SNDLVL_95dB SNDLVL_GUNFIRE SNDLVL_IDLE SNDLVL_NONE SNDLVL_NORM SNDLVL_STATIC SNDLVL_TALKING SNIPING SONIC SOUND SQL SQUAD_SLOT_ATTACK1 SQUAD_SLOT_ATTACK2 SQUAD_SLOT_EXCLUSIVE_HANDSIGN SQUAD_SLOT_EXCLUSIVE_RELOAD SQUAD_SLOT_INVESTIGATE_SOUND SQUAD_SLOT_PICKUP_WEAPON1 SQUAD_SLOT_PICKUP_WEAPON2 SQUAD_SLOT_SPECIAL_ATTACK SS_GEAR_0 SS_GEAR_0_RESUME SS_GEAR_1 SS_GEAR_1_RESUME SS_GEAR_2 SS_GEAR_2_RESUME SS_GEAR_3 SS_GEAR_3_RESUME SS_GEAR_4 SS_GEAR_4_RESUME SS_IDLE SS_REVERSE SS_SHUTDOWN SS_SHUTDOWN_WATER SS_SLOWDOWN SS_SLOWDOWN_HIGHSPEED SS_START_IDLE SS_START_WATER SS_TURBO STAIRS STAND STARTSCRIPTING STATE_ACTIVE STATE_DEATH_ANIM STATE_DEATH_WAIT_FOR_KEY STATE_DORMANT STATE_GUNGAME_RESPAWN STATE_OBSERVER_MODE STATE_PICKINGCLASS STATE_PICKINGTEAM STATE_WELCOME STEAMAPPLIST_INTERFACE_VERSION001 STEAMAPPS_INTERFACE_VERSION008 STEAMHTMLSURFACE_INTERFACE_VERSION_003 STEAMHTTP_INTERFACE_VERSION002 STEAMINVENTORY_INTERFACE_V001 STEAMMUSICREMOTE_INTERFACE_VERSION001 STEAMMUSIC_INTERFACE_VERSION001 STEAMREMOTESTORAGE_INTERFACE_VERSION013 STEAMSCREENSHOTS_INTERFACE_VERSION002 STEAMUGC_INTERFACE_VERSION008 STEAMUNIFIEDMESSAGES_INTERFACE_VERSION001 STEAMUSERSTATS_INTERFACE_VERSION011 STEAMVIDEO_INTERFACE_V001 STOP STOPPED! SUB_Remove called on entity with health > 0 SUSPICIOUS SafeTime: %3.2f Sampling walkable space... Save buffer overflow! Report map and conditions! Save/Restore overflow %d [%d, %d]! SaveFile SaveRestoreBlockHeader_t Saves the current Navigation Mesh to disk. Scalar for first person view punch when getting hit. Scalar for player tagging modifier when hit. Lower values for greater tagging. Scale time for physics Scale top speed on ladders Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) 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. Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) 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. Scans the maps directory and reports any missing/out-of-date navigation files. ScaredEmote Scene %s has %d actors, but scene entity only has %d actors Scene '%s' missing! Scene '%s' with two stop point events! Scene: %s - Event: %s (%d) - %s - Frame start: %f - Start: %f - End: %f - ModStart: %f - ModEnd: %f SceneFileCache002 SceneSystem_001 Schd [%d]: %s, Schd: %s, Schedule %s, Schedule change Schedule cleared: %s Schedule not found Schedule: %s (time: %.2f) ScheduledFollowPath to goal entity %s failedCan't execute script %s ScheduledMoveToGoalEntity to goal entity %s failedCan't execute script %s Score %d:%d Scoring rule '%s' (%i){ Scramble the teams and restart the game ScrambleTeams Scratch Float Scratch Vector Script condition warning: Invalid setting for Maximum/Minimum state Script condition warning: warning actor is not an NPC Script failed for %s Script failed to find output "%s" Script file type does not match VM type Script not found (%s) ScriptCoopCollectBonusCoin ScriptCoopGiveC4sToCTs ScriptCoopMissionGetMissionNumber ScriptCoopMissionRespawnDeadPlayers ScriptCoopMissionSetNextRespawnIn ScriptCoopMissionSpawnFirstEnemies ScriptCoopMissionSpawnNextWave ScriptCoopResetRoundStartTime ScriptCoopSetBotQuotaAndRefreshSpawns ScriptCreateSceneEntity ScriptDispatchParticleEffect ScriptEmitSound ScriptEyePosition ScriptFindKey ScriptFindNamedEntity ScriptFirstMoveChild ScriptGetAngles ScriptGetAttachmentAngles ScriptGetAttachmentOrigin ScriptGetBestTrainingCourseTime ScriptGetBoundingMaxs ScriptGetBoundingMins ScriptGetFirstSubKey ScriptGetForward ScriptGetFov ScriptGetFuturePosition ScriptGetGameMode ScriptGetGameType ScriptGetKeyValueBool ScriptGetKeyValueFloat ScriptGetKeyValueInt ScriptGetKeyValueString ScriptGetLeft ScriptGetLocalAngularVelocity ScriptGetModelKeyValues ScriptGetModelName ScriptGetMoveParent ScriptGetNextKey ScriptGetOldestScene ScriptGetPlayerCompletedTraining ScriptGetPlayerSpeechDuration ScriptGetRootMoveParent ScriptGetRoundsPlayed ScriptGetSceneByIndex ScriptGetUp ScriptGetValveTrainingCourseTime ScriptHighlightAmmoCounter ScriptIsKeyValueEmpty ScriptIsLocalPlayerUsingController ScriptIsPlayerNoclipping ScriptIsPlayerSpeaking ScriptIsWarmupPeriod ScriptLoadSceneFromString ScriptNextMovePeer ScriptPrecacheModel ScriptPrintMessageCenterAll ScriptPrintMessageCenterTeam ScriptPrintMessageChatAll ScriptPrintMessageChatTeam ScriptReleaseKeyValues ScriptSetAngles ScriptSetBestTrainingCourseTime ScriptSetForward ScriptSetFov ScriptSetLocalAngularVelocity ScriptSetMiniScoreHidden ScriptSetOrigin ScriptSetOwner ScriptSetPlayerCompletedTraining ScriptSetRadarHidden ScriptSetSize ScriptShowExitDoorMsg ScriptShowFinishMsgBox ScriptSoundDuration ScriptStartCameraShot ScriptStopSound ScriptThink ScriptTraceLine ScriptTrainingGivePlayerAmmo ScriptUtilRemove Scripted Scripted Sequence stripped on level transition for %s Scripted schedule %s specified an invalid enemy %s Scripted sequence destroyed while in use ScriptedNPCInteraction_Phases_t ScriptedNPCInteraction_t Scripting disabled or no server running Search criteria: Searching for entities with class/target name containing substring: '%s' Second argument to Swap() (of type " SecondHalfScore/team1 SecondHalfScore/team2 SecondaryWeapon Select a corner of the currently marked Area. Use multiple times to access all four corners. Select the entity under the crosshair or select entities with the specified name. Selected %d areas. Selected %d hostage positions ' Selected Nav Areas Selected set saved to %s. Use 'nav_merge_mesh %s_selected_%4.4d' to merge it into another mesh. Selects any areas that intersect the given half-space. Selects nav areas that are overlapping others. Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again. Send a string that gets executed on the server as a ServerCommand Send a string to the console as a command SendToConsole SendToConsoleServer Sends a bot to the marked nav area (useful for testing navigation meshes) Sends a bot to the selected nav area (useful for testing navigation meshes) Sends an event that is just used by the instructor system to show a hint highlighting the ammo counter. Sensor.Activate Sensor.Detonate Sensor.WarmupBeep Sep Sequence Number Sequence Number 1 Sequence Random Sequence Two Random Sequence has started: %s Sequence: (%3d) %s SerializeDMX: Unable to open file "%s" Server Animation Server SelectWeightedSequence Server UGC Manager: Failed to get file info. HTTP status %d Server UGC Manager: Failed to get file info. Internal IHTTP error or clientside internet connection problem. Server UGC Manager: GetHTTPResponseBodySize failed Server checkpoint has no information for player %u: %s Server game time: %f Server-side camera entity Server: %.0f%% downloaded for '%s'... Server: Downloading new map '%s', please wait... Server: Emitting SoundEntry: %i : %s : %s Server: Emitting SoundEntry: %i : %s : %s : operators: %s : seed: %i Server: Missing precache for effect "%s"! Server: Missing precache for particle system "%s"! Server: added caption file: %s ServerConfig.vdf ServerGameClients004 ServerGameDLL005 ServerGameEnts001 ServerGameTags001 ServerIP ServerName ServerSessionID ServerUploadGameStats001 ServiceEventQueue() SessionTime Set developer message level Set direct goal Set entity angles Set entity pitch, yaw, roll Set how high AI bumps up ground walkers when checking steps Set nav attribute for all areas in the selected set. Set radial goal Set random goal Set the local angular velocity - takes float pitch,yaw,roll velocities Set the name of %s to %s Set the next respawn wave to happen in this many seconds. Set the orientation of the entity to have this forward vector Set this to 0 to allow direct connects to a game in progress even if no presents are present Set this to 1 to allow direct connects in Competitive mode 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. Set to 1 to autosave game on level transition. Does not affect autosave triggers. Set to 1 to end the WaitingForPlayers period. Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs. Set to 1 to start or restart the WaitingForPlayers period. Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer. Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer. Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. Set to values other than 0 to select a bonus map challenge type. Set vector goal Set whether should run on NPC go SetAbsOrigin SetAbsVelocity SetActivity : %s: %s -> %s SetActivityAndSequence : %s: %s:%s -> %s:%s / %s:%s SetAdditionalAirDensity SetAngVelocityLimit SetAngVelocityScale SetAngularVelocity SetBodyGroup SetBodygroup SetBool SetBotEnemy: %s SetCheapWaterEndDistance SetCheapWaterStartDistance SetDepthBlurFocalDistance SetDistance SetDouble SetEnum SetEvent() SetFailure unimplemented SetFloat SetForwardVector SetGravityScale SetIdealActivity : %s: %s -> %s SetInt32 SetInt64 SetLightingOriginHack SetLinearForce SetLinearForceAngles SetLocalContrastEdgeStrength SetMaterialVar SetMaterialVarToCurrentTime SetMaxHealth SetModel SetMovementSpeed SetNearZDistance SetNorthOffset SetParent on static object, all constraints attached to %s (%s)will now be broken! SetParentAttachmentMaintainOffset SetRemoteDestination SetRepeatedBool SetRepeatedDouble SetRepeatedEnum SetRepeatedFloat SetRepeatedInt32 SetRepeatedInt64 SetRepeatedString SetRepeatedUInt32 SetRepeatedUInt64 SetRotationSpeed SetScale SetScriptOwnerEntity SetShadowsDisabled SetShadowsFromLocalLightsEnabled SetSpeedModRadius SetSpeedModSpeed SetSpotlightTexture is disabled. If you need this feature reimplemented, tell a programmer. SetSquad Input received for NPC %s, but that NPC can't use squads. SetString SetTextureIndex SetTime SetTonemapPercentBrightPixels SetUInt32 SetUInt64 SetVelocityLimit SetVelocityLimitDelta SetVelocityScale SetWinnerAndForceCaps Sets a bodygroup Sets the Place of all selected areas to the current Place. Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. Sets the bomb radius for the map. Sets the bot quota considering the # of players connected and refreshes the spawns. Sets the current Place to the Place of the Area under the cursor. Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter. Sets the player's best time for completing the timed course. Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures. Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times. Sets this entity's owner Sets whether the player has completed the initial portion of the training map. Setting CBaseAnimating to non-studio model %s (type:%i) Setting CBaseEntity to non-brush model %s Setting CBeam to non-sprite model %s Setting CSprite to non-sprite model %s Setting hinge friction to %f Setting invalid soundscape, %s, as the active soundscape. There is probably no script entry matching this name. BUG THIS! ShadowCastDistThink Shake the screen. ShakeRopes SharedObjectCache for %s (%d types): Sharing previously establish connection Shifting mesh by %f,%f Shifts the selected areas by the specified amount Shot regulator in rest interval Shotgun Shotgun Shot ShouldChooseNewEnemy() --> false ShouldChooseNewEnemy() --> true (1) ShouldChooseNewEnemy() --> true (2) ShouldChooseNewEnemy() --> true (3) ShouldChooseNewEnemy() --> true (4) ShouldComparetoValue ShouldUseNewAssertDialog Show Approach Points in the Navigation Mesh. Show Line Show activities in the (server) animation state display. Show alien gib entities Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity) Show areas that are potentially visible from the current nav area Show areas where rushing players will initially meet. Show bbox and dismount points for all ladders (must be set before level load.) Show current 'danger' levels. Show current player counts in each area. Show entities that are removed on round respawn. Show entity contexts in ent_text display Show gamestate round transitions. Show hostage AI debug information Show human gib entities Show lag compensated hitboxes for the specified player index whenever a player fires. Show lag compensated hitboxes whenever a player is lag compensated. Show missing closecaption entries. Show random expression decisions for NPCs. Show the (server) animation state for the specified entity (-1 for none). 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. Show when a vcd is playing but normal AI is running. Show when each nav area can first be reached by each team. ShowStateTransitions: entering #%d ShowStateTransitions: entering '%s' Shows a message box in trainign when the player exits through the exit door Shows a message box to let players know what to do next after finishing the training course. Shows bomb radius from the center of each bomb site and planted bomb. Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown) Shows grenade trajectory visualization in-game. Shows player spawn points (red=invalid). Optionally pass in the duration. Shows that bones that are setup every think Shows trigger brushes Shut down wrote to '%s' Sidekick SilencerModel Simple Simple Cubic Simplified path Simulated GC communications failure is active. Simulated GC communications failure is not active. Size of bsp file '%s' is %u bytes. Size of nav file '%s' is %u bytes. Size: %d items Skill Skill: %d%% Skin: %d Skipped enemy selection due to schedule restriction Skipping download for file id %llu:'%s' - version on disk is latest. Skipping new version check for file id %llu, next check in %.2f seconds Skipping unrecongized subcriterion '%s' in '%s' Skips SetupBones when npc's are outside the PVS Skips the next map in the map rotation for the server. Sleeping Slot: %s (%d) Slow %.1f, %s %.1f SmokeColor SmokeGrenade.Bounce SmokeMaterial Smooth player eye z coordinate when traversing stairs. Snap player eyes and orientation to specified pitch yaw (must have sv_cheats). Snap player eyes to specified pitch yaw (must have sv_cheats). Snap to the nav generation grid when creating new nav areas SndEmitterSystem SniperRifle SniperWarning Sniping near a rescue zone Sniping near bombsite Sniping near escape zone Sniping near hostages Sniping near loose bomb Sniping! Solid Solving ragdoll self penetration! %s (%s) (%d v %d) Someone else picked up the bomb. Someone else started defusing, giving up Someone's in my hiding spot - picking another... Sort particles Sound Speed: %.3f Sound material definition %s: Missing required field "value" SoundCommand_t SoundCommand_t pool SoundData SoundPointerForIndex() - Index < 0! SoundPointerForIndex() - Index too large! SoundSystem001 Soundlist: %d / %d (%d) SourceAppID South SouthEast SouthWest SpatialEntityFadeInThink SpatialEntityFadeOutThink SpatialPartition001 Spawn airboat in front of the player. Spawn jeep in front of the player. SpawnEntity SpawnEntityAtEntityOrigin SpawnEntityAtEntityOriginFromScript SpawnEntityAtLocation SpawnEntityAtLocationFromScript SpawnEntityAtNamedEntityOrigin SpawnEntityAtNamedEntityOriginFromScript SpawnEntityFromScript SpawnPointCoopEnemy Spawns the first wave of enemies in coop. Speak input to %s had overlong parameter %s SpeakAutoGeneratedScene( %s, %f) %f SpeakDispatchResponse: Entity ( %i/%s ) already speaking, forcing '%s' SpeakDispatchResponse: Entity ( %i/%s ) playing sound '%s' SpeakDispatchResponse: Entity ( %i/%s ) refusing to speak due to scene entity, tossing '%s' SpeakRawScene( %s, %f) %f SpeakRawSentence( %s, %f) %f Speaking [from QUEUE] Specifies an amount to boost music volume by Specifies the item whitelist file to use. Speed %.1f T/S/B (%.0f/%.0f/%.1f) Speed cur (target): %3.2f (%3.2f) Speed: %i (%i) Spew choreo. Use a sub-string or * to display all events. Spew computer name Spew touch link activity Splash.SplashSound SpliceEdit: Out of memory. SplitContext: warning, ignoring context '%s', missing colon separator! SplitContext: warning, ignoring context '%s', missing comma separator! Entire context was '%s'. SpotlightLength SpotlightWidth SpottedBomber SpottedLooseBomb SprayCan.Paint SpreadAlt Sprite Spray Sq Squad Transition Point Squad: SquadSlot:%s Squads StackableItem Stamina penalty for jumping Stamina penalty for landing Standoff behavior parms changed Standoff goal position changed Standoff goal position cleared Start GOTV replay: replay_start [] Start TASK_STOP_MOVING Start Time: %f Start a vote on an issue. Start continuously adding to the selected set. Start continuously removing from the selected set. Start custom... Start dragging a selection area. Start or stop continuously adding to the selected set. Start or stop continuously removing from the selected set. Start warmup. Start: %3.0f StartDirection StartFollowing StartHintDisabled StartLagCompensation StartMap StartOverlays StartRagdollBoogie StartSound StartTimeOut StartUnstoppableCommentary Started off the nav mesh - moving to closest nav area... Starting Debug History Dump of Category %d Starting a forced interaction Starting benchmark in %d seconds... Starting benchmark! Starting download for file id %llu:'%s'. Stat: %s, State: %s, State: Active State: Disabled State: Enabled State: Inactive State: Off State: On Statement obsolete - removing. StaticPropMgrServer002 Steady view = %s Steam SteamAPI_GetHSteamPipe SteamAPI_GetHSteamUser SteamAPI_InitSafe SteamAPI_RegisterCallResult SteamAPI_RegisterCallback SteamAPI_RestartAppIfNecessary SteamAPI_UnregisterCallResult SteamAPI_UnregisterCallback SteamClient017 SteamController003 SteamFriends015 SteamGameCoordinator001 SteamGameServer012 SteamGameServerInternal_CreateInterface SteamGameServerStats001 SteamGameServer_GetHSteamPipe SteamGameServer_GetHSteamUser SteamGameStats001 SteamID SteamInternal_CreateInterface SteamMatchMaking009 SteamMatchMakingServers002 SteamNetworking005 SteamUser019 SteamUtils008 Steamworks Stats: %s Ending CLIENT session id: %llu Steamworks Stats: %s Received CLIENT session id: %llu Steamworks Stats: %s Requesting session id. Steamworks Stats: %s session id not available. Steer StepSounds Sticker kit '%s' rotate range is not valid %f:%f Sticker kit '%s' scale range is not valid %f:%f Sticker kit '%s' wear range is not valid %f:%f Sticker list '%s' has invalid weight %f Sticker list '%s' has no elements Sticker list '%s' has no elements weight Sticker list '%s' refers to an unknown stickerkit or stickerlist '%s' Sticker list '%s' wear range is not valid %f:%f Sticker list '%s' wear_max %f below elements min range wear %f Sticker list '%s' wear_min %f exceeds elements max range wear %f Sticker list name duplicating sticker kit name '%s' Still more data to unzip Stone.Huge Stone.Large Stone.Medium Stone.Small Stop %s, start %s Stop continuously adding to the selected set. Stop continuously removing from the selected set. Stop dragging a selection area. StopFollowing StopOverlays StopPlayEndCap StopScenes StopSound: '%s' stopped as '%s' (ent %i) StopSound: Raw wave stopped '%s' (ent %i) Stopping following - bored Stopping scripted schedule Stops a sound on this entity. Stores the current selected set for later retrieval. Stress: %.2f Stress: %.2f (%.2f / %.2f) Strider StrikeTime String %d: ref:%d %s String field contains invalid UTF-8 data when String literals cannot cross line boundaries. StringPrintfVector currently only supports up to Strip Stripped Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. Stuck on top of something Studio activity sequence mapping leak! (%s, %d) Subdivides all selected areas. Subject:%s,Distance:%f Submachine Gun Subtracts half of the target's ammo Suppressing %s Surface Shatter Surplus %s removed Suspicious navigation goal tolerance specified Swap Swap the teams and restart the game SwapTeams Switch teams and restart the game Switched to state: %d (%s) Switching targets to retaliate against new attacker! Sx Sy Symbol name " T T=Z TASK_ TASK_ADDON_WAIT TASK_ADDON_WAIT_RANDOM TASK_ADD_HEALTH TASK_ANNOUNCE_CLEAR TASK_ARRIVE_AT_FOLLOW_POINT TASK_ASSAULT_DEFER_SCHEDULE_SELECTION TASK_AWAIT_ASSAULT_TIMEOUT TASK_AWAIT_CUE TASK_BEGIN_STAND_AT_WAIT_POINT TASK_BIG_FLINCH TASK_CANT_FOLLOW TASK_CLEAR_COMMAND_GOAL TASK_CLEAR_FAIL_SCHEDULE TASK_CLEAR_HINTNODE TASK_CLEAR_LASTPOSITION TASK_CLEAR_MOVE_WAIT TASK_CREATE_PENDING_WEAPON TASK_DEBUG_BREAK TASK_DEFER_DODGE TASK_DIE TASK_ENABLE_SCRIPT TASK_FACE_ASSAULT_POINT TASK_FACE_AWAY_FROM_SAVEPOSITION TASK_FACE_ENEMY TASK_FACE_FOLLOW_TARGET TASK_FACE_HINTNODE TASK_FACE_IDEAL TASK_FACE_LASTPOSITION TASK_FACE_PATH TASK_FACE_PLAYER TASK_FACE_RALLY_POINT TASK_FACE_REASONABLE TASK_FACE_SAVEPOSITION TASK_FACE_SCRIPT TASK_FACE_TARGET TASK_FALL_TO_GROUND TASK_FEAR_GET_PATH_TO_SAFETY_HINT TASK_FEAR_IN_SAFE_PLACE TASK_FEAR_WAIT_FOR_SAFETY TASK_FFC_ATTACK TASK_FFC_COVER TASK_FFC_GET_PATH_TO_HINT TASK_FFC_PEEK TASK_FIND_BACKAWAY_FROM_SAVEPOSITION TASK_FIND_COVER_FROM_BEST_SOUND TASK_FIND_COVER_FROM_ENEMY TASK_FIND_COVER_FROM_ORIGIN TASK_FIND_FAR_NODE_COVER_FROM_ENEMY TASK_FIND_HINTNODE TASK_FIND_LATERAL_COVER_FROM_ENEMY TASK_FIND_LOCK_HINTNODE TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY TASK_FIND_NODE_COVER_FROM_ENEMY TASK_FOLLOWER_FACE_TACTICAL TASK_FORGET TASK_FREEZE TASK_GATHER_CONDITIONS TASK_GET_CHASE_PATH_TO_ENEMY TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS TASK_GET_PATH_AWAY_FROM_BEST_SOUND TASK_GET_PATH_OFF_OF_NPC TASK_GET_PATH_TO_ASSAULT_POINT TASK_GET_PATH_TO_BESTSCENT TASK_GET_PATH_TO_BESTSOUND TASK_GET_PATH_TO_COMMAND_GOAL TASK_GET_PATH_TO_ENEMY TASK_GET_PATH_TO_ENEMY_CORPSE TASK_GET_PATH_TO_ENEMY_LKP TASK_GET_PATH_TO_ENEMY_LKP_LOS TASK_GET_PATH_TO_ENEMY_LOS TASK_GET_PATH_TO_FOLLOW_POINT TASK_GET_PATH_TO_FOLLOW_POSITION TASK_GET_PATH_TO_GOAL TASK_GET_PATH_TO_HINTNODE TASK_GET_PATH_TO_INTERACTION_PARTNER TASK_GET_PATH_TO_LASTPOSITION TASK_GET_PATH_TO_LEAD_GOAL TASK_GET_PATH_TO_PLAYER TASK_GET_PATH_TO_RALLY_POINT TASK_GET_PATH_TO_RANDOM_NODE TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS TASK_GET_PATH_TO_SAVEPOSITION TASK_GET_PATH_TO_SAVEPOSITION_LOS TASK_GET_PATH_TO_TARGET TASK_GET_PATH_TO_TARGET_WEAPON TASK_HIT_ASSAULT_POINT TASK_HIT_GROUND TASK_HIT_RALLY_POINT TASK_IGNORE_OLD_ENEMIES TASK_INVALID TASK_ITEM_PICKUP TASK_ITEM_RUN_PATH TASK_LEAD_ARRIVE TASK_LEAD_FACE_GOAL TASK_LEAD_GET_PATH_TO_WAITPOINT TASK_LEAD_MOVE_TO_RANGE TASK_LEAD_PLAYER_NEEDS_WEAPON TASK_LEAD_RETRIEVE_WAIT TASK_LEAD_SPEAK_START TASK_LEAD_SUCCEED TASK_LEAD_WALK_PATH TASK_LEAD_WAVE_TO_PLAYER TASK_LOCK_HINTNODE TASK_MARK_COMMAND_GOAL_POS TASK_MELEE_ATTACK1 TASK_MELEE_ATTACK2 TASK_MOVE_AWAY_PATH TASK_MOVE_TO_FOLLOW_POSITION TASK_MOVE_TO_GOAL_RANGE TASK_MOVE_TO_TARGET_RANGE TASK_PLANT_ON_SCRIPT TASK_PLAY_HINT_ACTIVITY TASK_PLAY_PRIVATE_SEQUENCE TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY TASK_PLAY_SCENE TASK_PLAY_SCRIPT TASK_PLAY_SCRIPT_POST_IDLE TASK_PLAY_SEQUENCE TASK_PLAY_SEQUENCE_FACE_ENEMY TASK_PLAY_SEQUENCE_FACE_TARGET TASK_PRE_SCRIPT TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY TASK_RANDOMIZE_FRAMERATE TASK_RANGE_ATTACK1 TASK_RANGE_ATTACK2 TASK_RAPPEL TASK_REACT_TO_COMBAT_SOUND TASK_RELOAD TASK_REMEMBER TASK_RESET_ACTIVITY TASK_RUN_PATH TASK_RUN_PATH_FLEE TASK_RUN_PATH_FOR_UNITS TASK_RUN_PATH_TIMED TASK_RUN_PATH_WITHIN_DIST TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET TASK_SCRIPT_RUN_TO_TARGET TASK_SCRIPT_WALK_TO_TARGET TASK_SET_ACTIVITY TASK_SET_FAIL_SCHEDULE TASK_SET_FOLLOW_DELAY TASK_SET_FOLLOW_POINT_STAND_SCHEDULE TASK_SET_FOLLOW_TARGET_MARK TASK_SET_GOAL TASK_SET_IDEAL_YAW_TO_CURRENT TASK_SET_ROUTE_SEARCH_TIME TASK_SET_SCHEDULE TASK_SET_TOLERANCE_DISTANCE TASK_SMALL_FLINCH TASK_SOUND_ANGRY TASK_SOUND_DEATH TASK_SOUND_DIE TASK_SOUND_IDLE TASK_SOUND_PAIN TASK_SOUND_WAKE TASK_SPEAK_SENTENCE TASK_SPECIAL_ATTACK1 TASK_SPECIAL_ATTACK2 TASK_STOP_LEADING TASK_STOP_MOVING TASK_STOP_MOVING Complete TASK_STORE_BESTSOUND_IN_SAVEPOSITION TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION TASK_STORE_LASTPOSITION TASK_STORE_POSITION_IN_SAVEPOSITION TASK_STRAFE_PATH TASK_SUGGEST_STATE TASK_TALKER_SPEAK_PENDING TASK_TARGET_PLAYER TASK_TURN_LEFT TASK_TURN_RIGHT TASK_USE_SMALL_HULL TASK_VEHICLEDRIVER_GET_PATH TASK_WAIT TASK_WAIT_ASSAULT_DELAY TASK_WAIT_FACE_ENEMY TASK_WAIT_FACE_ENEMY_RANDOM TASK_WAIT_FOR_MOVEMENT TASK_WAIT_FOR_MOVEMENT_STEP TASK_WAIT_FOR_SCRIPT TASK_WAIT_FOR_SPEAK_FINISH TASK_WAIT_INDEFINITE TASK_WAIT_PVS TASK_WAIT_RANDOM TASK_WAIT_UNTIL_NO_DANGER_SOUND TASK_WALK_PATH TASK_WALK_PATH_FOR_UNITS TASK_WALK_PATH_TIMED TASK_WALK_PATH_WITHIN_DIST TASK_WANDER TASK_WEAPON_CREATE TASK_WEAPON_FIND TASK_WEAPON_PICKUP TASK_WEAPON_RUN_PATH TD TERRIBLE TERRORIST TF THEM THEN token in response had a target '%s', but lacked any further info. THEN token in response lacked any further info. THEN token in response lacked contexts. TICK:%5d:Ragdoll separation count: %d TINT_RGB TINY_CENTERED_HULL TINY_FLUID_HULL TINY_HULL TLK_ALLY_KILLED TLK_ALYX_ENEMY_DEAD TLK_ANSWER TLK_ANSWER_HELLO TLK_ATE_FOOD TLK_ATTACKING TLK_BALLSOCKETED TLK_BETRAYED TLK_BUILDING_OBJECT TLK_CAPTURED_POINT TLK_CAPTURE_BLOCKED TLK_CART_MOVING_BACKWARD TLK_CART_MOVING_FORWARD TLK_CART_STOP TLK_COMMANDED TLK_COMMAND_FAILED TLK_DANGER TLK_DANGER_ZOMBINE_GRENADE TLK_DARKNESS_FLASHLIGHT_EXPIRED TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT TLK_DARKNESS_FOUNDPLAYER TLK_DARKNESS_HEARDSOUND TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED TLK_DARKNESS_LOSTPLAYER TLK_DARKNESS_UNKNOWN_WOUND TLK_DENY_COMMAND TLK_DETONATED_OBJECT TLK_DIED TLK_DISSOLVESCREAM TLK_ELECTROCUTESCREAM TLK_ENEMY_BURNING TLK_ENEMY_DEAD TLK_FIREMINIGUN TLK_FIREWEAPON TLK_FLAGCAPTURED TLK_FLAGPICKUP TLK_FLASHLIGHT_ILLUM TLK_FLASHLIGHT_OFF TLK_FLASHLIGHT_ON TLK_FOUNDPLAYER TLK_GIVEAMMO TLK_HEAL TLK_HEALTARGET_CHARGEDEPLOYED TLK_HEALTARGET_CHARGEREADY TLK_HEALTARGET_STARTEDHEALING TLK_HEALTARGET_STOPPEDHEALING TLK_HELLO TLK_HELLO_NPC TLK_HELP_ME TLK_HIDEANDRELOAD TLK_HURT TLK_IDLE TLK_IDLE: %s SUCCESSFUL FindResponse TLK_IDLE: %s did not FindResponse TLK_JOINPLAYER TLK_KILLED_OBJECT TLK_KILLED_PLAYER TLK_LEAD_ARRIVAL TLK_LEAD_ATTRACTPLAYER TLK_LEAD_CATCHUP TLK_LEAD_COMINGBACK TLK_LEAD_IDLE TLK_LEAD_MISSING_WEAPON TLK_LEAD_RETRIEVE TLK_LEAD_START TLK_LEAD_SUCCESS TLK_LEAD_WAITOVER TLK_LOOK TLK_LOST_CONTROL_POINT TLK_LOST_OBJECT TLK_MANY_ENEMIES TLK_MEDIC_CHARGEDEPLOYED TLK_MEDIC_CHARGEREADY TLK_MEDIC_STARTEDHEALING TLK_MEDIC_STOPPEDHEALING TLK_MINIGUN_FIREWEAPON TLK_MOBBED TLK_MORTAL TLK_NEWWEAPON TLK_NOSHOOT TLK_ONFIRE TLK_PASSENGER_NEW_RADAR_CONTACT TLK_PHELLO TLK_PIDLE TLK_PLAYER_ACTIVATECHARGE TLK_PLAYER_ATTACKER_PAIN TLK_PLAYER_BATTLECRY TLK_PLAYER_CHARGEREADY TLK_PLAYER_CHEERS TLK_PLAYER_CLOAKEDSPY TLK_PLAYER_DISPENSERHERE TLK_PLAYER_EXPRESSION TLK_PLAYER_GO TLK_PLAYER_GOODJOB TLK_PLAYER_HELP TLK_PLAYER_INCOMING TLK_PLAYER_JEERS TLK_PLAYER_KILLED_NPC TLK_PLAYER_LEFT TLK_PLAYER_MEDIC TLK_PLAYER_MOVEUP TLK_PLAYER_NEGATIVE TLK_PLAYER_NICESHOT TLK_PLAYER_NO TLK_PLAYER_PAIN TLK_PLAYER_POSITIVE TLK_PLAYER_RIGHT TLK_PLAYER_SENTRYAHEAD TLK_PLAYER_SENTRYHERE TLK_PLAYER_TAUNT TLK_PLAYER_TAUNTS TLK_PLAYER_TELEPORTERHERE TLK_PLAYER_THANKS TLK_PLAYER_YES TLK_PLDEAD TLK_PLHURT TLK_PLHURT1 TLK_PLHURT2 TLK_PLHURT3 TLK_PLPUSH TLK_PLRELOAD TLK_PLYR_PHYSATK TLK_PQUESTION TLK_QUESTION TLK_REMARK TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable TLK_ROUND_START TLK_SEE_COMBINE TLK_SELECTED TLK_SHOT TLK_SMELL TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE TLK_SPOTTED_INCOMING_HEADCRAB TLK_SPOTTED_ZOMBIE_WAKEUP TLK_SPY_SAPPER TLK_STALEMATE TLK_STARE TLK_STARTCOMBAT TLK_STARTFOLLOW TLK_STOP TLK_STOPFOLLOW TLK_SUDDENDEATH_START TLK_TELEPORTED TLK_USE TLK_WATCHOUT TLK_WINDMINIGUN TLK_WOUND TM TOOLS/TOOLSBLOCKBOMB TOTAL DISTANCE: TOURGUIDE TRAIL_LENGTH TRAIN(%s), speed to %.2f TRAIN(%s): Blocked by %s TRAIN(%s): Blocked by %s (dmg:%.2f) TRAIN(%s): Dead end TRAIN(%s): Lost path TRAIN(%s): Speed is 0 TRAIN: %s, Nearest track is %s TRANSIENT TRAVEL TRUE TURNHACK TURNING T\ Tactical: Cover Low Tactical: Cover Medium Tactical: Enemy Disadvantage Tactical: High Ground Tactical: Pinch Take control of the next bot regardless of team (development only). Target Pos: %3.3f Target Pos: %3.3f Target not within XY_LENIENCY! Target not within Z_LENIENCY! Target: %p Target: %p Target: - Target: %s TargetID TargetNode TargetX TargetY TargetZ Task %d (#%d), Task [%d]: %s (#%d), Task [%d]: None Task: Task: %s Task: %s (#%d), Task: None TaskFail -> %s Tasks Tasks timings: Team "%s" triggered "%s" (CT "%i") (T "%i") Team "CT" scored "%i" with "%i" players Team "TERRORIST" scored "%i" with "%i" players Team for queue player#%d/%d (%x - %s) on %s team for %s teams: %s Team playing "CT": %s Team playing "TERRORIST": %s Teammate said what I was going to say - shutting up. TeammatePreferredColorChanged Teams are unbalanced when one team has this many more players than the other team. (0 disables check) Teams can earn money by performing in-game actions Teamwork Teleport trigger '%s' cannot find a clear player position Teleport trigger '%s' cannot find destination named '%s'! Tells the next wave of enemies to spawn in coop. Also respawns player. Template Connection Found: Key %s ("%s") in entity named "%s"(%d) matches entity %d's targetname Template01 Template02 Template03 Template04 Template05 Template06 Template07 Template08 Template09 Template10 Template11 Template12 Template13 Template14 Template15 Template16 TemplateEntityData_t TerminateRound: unknown round end ID %i Terrorist are kicked for killing too much hostages TeslaHitboxes Test AI LOS from the player's POV Test Item %d Test command that drops an entity blocker out in front of the player. Test networking visibility distance Test the selected set for being on stairs Test_EHandle Test_InitRandomEntitySpawner Test_InitRandomEntitySpawner: created %d slots. Test_ProxyToggle_EnableProxy Test_ProxyToggle_EnableProxy: requires parameter (0 or 1). Test_ProxyToggle_SetValue Test_ProxyToggle_SetValue: no entity present. Test_ProxyToggle_SetValue: requires value parameter. Test_RandomizeInPVS Test_RandomizeInPVS Test_RemoveAllRandomEntities Test_SpawnRandomEntities Test_SpawnRandomEntities missing arguments. Test_SpawnRandomEntities: not initialized (call Test_InitRandomEntitySpawner frst). Testing collision system Testing connection between %d and %d: Testing for hull %s Testing kd-tree entity queries. Tests collision detection Tests collision system Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world. Tests hull collision detection Tests spatial partition for entities queries. Text that team leader from each team must speak for the match to begin Texture: %s TextureScroll The HOST file to load. The MOTD file to load. The Navigation Mesh was built using a different version of this map. The amount of money bots get time each wave the players complete. This # is absolute and not additive, the money is set to (this)x(wave#) for each bot on each wave. The amount of time a player has on the team screen to make a selection before being auto-teamed The amount of time to show the win panel between matches / halfs The amount the gun should dip when the player lands after a jump. The bundle "%s" contains some, but not all pack items required specified by pack bundle "%s." The current game is online. The current game is public. The current game mode (based on game type). See GameModes.txt. The current game type. See GameModes.txt. The damage threshhold players have to exceed in a match to get kicked. The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. The damage threshold players have to exceed at the start of the round to be warned/kick. 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' 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' 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! The default melee weapon that the Ts will spawn with The default primary (rifle) weapon that the CTs will spawn with The default primary (rifle) weapon that the Ts will spawn with The default secondary (pistol) weapon that the CTs will spawn with The default secondary (pistol) weapon that the Ts will spawn with The difficulty offset modifier for bots during coop missions. The distance at which we start to warn a player when they are too far from the guarded bombsite. The enemy I was chasing was killed - giving up. The filename from which bot profiles will be read. The ground unit normal's Z component must be greater than this for nav areas to be generated. The ground unit normal's Z component must be this close to the nav area's Z component to be generated. The maximum distance a player is allowed to get from the bombsite before they're killed. The maximum number of areas to draw in edit mode The maximum number of hostages (%i) has been exceeded. The minimum ratio of players needed to vote on an issue to resolve it. The nav file for %s is built from an old version of the map The nav file for %s is up-to-date The nav mesh needs a full nav_analyze The number of kills at which the map ends The number of kills needed with a specific weapon. The offset of the nav drag volume bottom from center The offset of the nav drag volume top from center The player entity. The player's best time for the timed obstacle course The server session ID for the new steamworks gamestats. The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount The target FOV that the deathcam should use when the cam zoom far away on the target. The target FOV that the deathcam should use. The time between drops on the end match scoreboard The time between drops on the end match scoreboard for ancient items The time between drops on the end match scoreboard for legendary items The time between drops on the end match scoreboard for mythical items The time between drops on the end match scoreboard for rare items The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam. The total number of bytes read was The trailing time, in seconds, of replay past the event, including fade-out The weapon that needs to be used to increment the kills needed to complete the mission. There are no GOTV spectators attached. There are no entries in the Place database. There can only be one CServerBenchmarkHook TheyPickedUpTheBomb Thinking: %s This determines how long the third person player character will crouch for after landing a jump. This only affects the third person animation visuals. This game doesn't support server benchmarks (no CServerBenchmarkHook found). This multiplies the bullet impact impuse on players for more dramatic results when players are shot. This program requires version This program was compiled against version This shouldn't be called if all the sizes are equal. This string is prefixed to the name of all bots that join the game. will be replaced with the bot's difficulty. will be replaced with the bot's desired weapon class. will be replaced with a 0-100 representation of the bot's skill. Thread "%s" (ID %llu) failed to shut down ThreadGetCurrentId ThreadInterlockedAssignIf64 ThreadSleep ThreadingMain ThreeEnemiesLeft Throttle: %s, Reverse: %s ThrowVelocity Throwing smoke grenade! Ticks per second : %.2f Time (in seconds) until a match restarts. Time Remaining: %s:%s Time Reward %s: Invalid criteria Time Reward %s: No items match the critera Time Reward %s: loot_list (%s) element '%s' does not exist Time Reward %s: loot_list (%s) has zero elements Time after round win until round restarts Time between respawn waves for CTs. Time between respawn waves for Terrorists. Time between respawn waves. Time between spawning flames for first fire Time for the hostage before it fully drops to ground Time it takes for a full capture point to deteriorate. Time players are prevented from skipping the freeze cam Time reward %s: Missing required field "drop_interval_hours" Time reward %s: Missing required field "force_baseline_timestamp" Time reward %s: Missing required field "pctChance" Time reward %s: Missing required field "period_hours" Time reward %s: Missing required field "period_points_rollover" Time reward %s: Missing required field "points_per_additional_hour" Time reward %s: Missing required field "points_progression_hourly" Time reward %s: Required field "pctChance" has invalid value Time reward %s: Required field "period_hours" has invalid value Time reward %s: Required field "period_points_rollover" defines invalid points after %u hours Time reward %s: Required field "points_progression_hourly" defines invalid points after %u hours Time spend frozen in observer freeze cam. Time spent with the freeze panel still up after observer freeze cam is done. Time taken for an ally to regenerate a point of health. Time taken to zoom in to frame a target in observer freeze cam. Time: %3.2f TimeSubmitted TimeToIdle Timed out waiting %d secs for reply msg %d from GC. Assuming connection has been disrupted. Timelimit (in seconds) of the stalemate round. Timers and related info at %f: Times the cost of each active object To To connect areas, mark an area, highlight a second area, then invoke the connect command. Make sure the cursor is directly north, south, east, or west of the marked area. To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. To disconnect areas, mark an area, highlight a second area, then invoke the disconnect command. This will remove all connections between the two areas. To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. To google::protobuf::internal::down_cast(From*) [with To = const google::protobuf::Message*, From = const google::protobuf::MessageLite] To google::protobuf::internal::down_cast(From*) [with To = const google::protobuf::UninterpretedOption*, From = const google::protobuf::Message] To google::protobuf::internal::down_cast(From*) [with To = google::protobuf::Message*, From = google::protobuf::MessageLite] To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. To merge, mark an area, highlight a second area, then invoke the merge command To see unlit areas: To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. To splice, mark an area, highlight a second area, then invoke the splice command to create an area between them To split an Area into two, align the split line using your cursor and invoke the split command. Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1. Toggle set the player names and team names to the opposite side in which they are are on the spectator panel. Toggle show triggers Toggle the 3-way animation blending code. Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. Toggle. Player takes damage but won't die. (Shows red cross when health is zero) Toggle. All players become invulnerable. Toggle. Player becomes hidden to NPCs. Toggle. Player becomes invulnerable. Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. Toggles all areas into/out of the selected set. Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'. Toggles the 'area is not suitable for hiding spots' flag used by the AI system. Toggles the 'area is transient and may become blocked' flag used by the AI system. Toggles the 'avoid this area when possible' flag used by the AI system. Toggles the 'dont avoid obstacles' flag used by the AI system. Toggles the 'dont jump in this area' flag used by the AI system. Toggles the 'hostages cannot use this area' flag used by the AI system. Toggles the 'must crouch in this area' flag used by the AI system. Toggles the 'must stop when entering this area' flag used by the AI system. Toggles the 'stand while hiding' flag used by the AI system. Toggles the 'traverse this area by jumping' flag used by the AI system. Toggles the 'traverse this area by running' flag used by the AI system. Toggles the 'traverse this area by walking' flag used by the AI system. Toggles the visibility of the miniscoreboard hud element. Toggles the visibility of the radar hud element. Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. Tokenizer::ParseFloat() passed text that could not have been tokenized as a float: Tokenizer::ParseInteger() passed text that could not have been tokenized as an integer: Tokenizer::ParseStringAppend() passed text that could not have been tokenized as a string: Tolerance: %.1f TonemapName TonemapSystem Too frozen Too many entities across a transition! Too many lights defined in inventory_image_data in %s. Only using first %d. Tool '%s' missing required type. TopDownTight Total %d entities (%d empty, %d edicts) Total committed memory: %d KB Total job count: %d Total time : %.2f seconds Total used memory: %d KB Total: %s Totals %10u %5.1f%% %14llu %5.1f%% %10u %10.2f %10d %5.1f%% %14lld %5.1f%% Totals %10u 100.0%% %14llu 100.0%% %9.1f %10u %10.2f Trace found %s, dist %.2f Trace using: %s Trace: %d, contents %d, enumerate %d TracePlayerBBoxForGround TraceTotal TracerEffect TracerFrequency TracerSound TrackTrain %s arrived at %s, speed to %4.2f Trail Length Trail Length Random Train %s speed to %4.2f Transferring %s (%d) Translating the attachment was tried more than 50 times! Translucent Tried to buy %s. Tried to buy a shield. Tried to buy preferred weapon %s. Tried to call SetMass() on %s but it has no physics. Tried to merge messages of different types. Tried to register a non-generated type with the generated type registry. Tried to rename from "%s" to "%s", but "%s" already exists! Trigger NPC to think TriggerCDAudio - Track %d out of range TriggerForActivatedPlayer TriggerProximity - Missing measure target or measure target with no origin! TriggerTrackChange Trying %s (%s): Trying to beat them to an escape zone! Trying to load more than 9 menu items in voicecommands.txt, extras ignored Trying to precache breakable prop, but has no model name Trying to rescue hostages at the end of the round Trying to resolve a vote that is not a YES/NO vote, YES/NO votes aren't currently supported! Trying to send message type %d before GC connection established. This is guaranteed to fail. Trying to set a NaN game start time Trying to set a NaN round start time Ts won by BOMB Ts won, but the reason is UNKNOWN!!! Turn off Fire in the hole messages Turn off achievements. Turn on achievement debug msgs. Turn on the exporting of weapon metrics at the end of a level. Turn on/off freezecam on server Turn on/off win panel on server Turn this off to disable the player's damage feed in the console after getting killed. Turns off interactive fish behavior. Fish become immobile and unresponsive. Turns on the absbox for all active physics objects Turns on turbo physics Tv Two-pass. TwoEnemiesLeft Type appears to be in generated pool but wasn't Type either 'coach ct' or 'coach t'. Type is already registered: Type: %s Type: %s U U6 U:Z UBERROR: Bomb planted outside of a zone! UCS-2LE UCS-4LE UD UGCOperation UGCUnzipThreadPool UI.ArmsRace.BecomeMatchLeader UI.ArmsRace.BecomeTeamLeader UI.ArmsRace.Demoted UI.ArmsRace.LevelUp UI.DeathMatchBonusAlertEnd UI.DeathMatchBonusAlertStart UI.DeathMatchBonusKill UI.DeathNotice UI.Guardian.TooFarWarning UN-STUCK UNDEFINED UNDERWATER UNKNOWN UNKNOWN TEAM UNUSED USAGE: rr_forceconcept "criteria1:value1,criteria2:value2,..." UTF-32LE UTF-8 UTIL_EmitAmbientSound: Sentence emitted '%s' (ent %i) UTIL_GetListenServerHost() called from a dedicated server or single-player game. UTIL_LoadAndSpawnEntitiesFromScript: Failed to spawn entity, type: '%s' UTIL_ParticleEffect: Disabled UTIL_ShowMessageAll UTIL_TranslateSoundName UVScale Unable to allocate gesture Unable to create bot: CreateFakeClient() returned null. Unable to create bot: Server is full (%d/%d clients). Unable to create non-precached breakmodel %s Unable to create object of type %d Unable to create tool implementation for '%s', of type '%s'. Unable to find "default" paint kit in "paint_kits_rarity" Unable to find a filename to save the selected set to disk. Unable to find base equip region named "%s" for conflicts. Unable to find item definition '%s' for bundle '%s'. Unable to find leveling data block named "%s" for kill eater score type %u. Unable to find mapping for flexcontroller %i, settings %p on %i/%s Unable to find other equip region named "%s" for conflicts. Unable to get accurate read on whether bodygroup '%s' is enabled or disabled by default. (The schema is fine, but the code is confused and could stand to be made smarter.) Unable to load #included script %s Unable to load %s. Unable to load manifest file '%s' Unable to load surface prop file '%s' (referenced by manifest file '%s') Unable to open %s for precache logging Unable to open '%s' for writing!!! Unable to persist cache '%s', check file permissions Unable to persist cache manifest '%s', check file permissions Unable to read file %s! Unable to read file: %s Unable to read particle definition %s! UtlBuffer is probably the wrong type! Unable to save %d bytes to %s Unable to save the selected set to disk. Unaccounted Unapplied multidamage left in the system:Target: %sInflictor: %sAttacker: %sDamage: %.2f Unassigned Uncached query for bone (%d) transform. Please verify that there is an attachment or bounding box associated with this bone. Underwater.BulletImpact Unequipping Unexpected EOF in quoted string Unexpected double-death-cleanup Unexpected failure while serializing option submessage Unexpected issue serializing buff! Unexpected type for script value "animations" Unhandled animation event %d for %s Unhandled animation event %s for %s Unhandled weapon slot (%i) in AddToRebuy Unimplemented type: Unknown Unknown MsgType (%d) - Not Found Unknown NavArea sub-version number Unknown Sound List Type! Unknown attribute '%s' Unknown command: %s Unknown enumeration value of " Unknown interpolation type %d Unknown machine Unknown nav property %s Unknown navigation file version. Unlocked prop_door '%s' at (%.0f %.0f %.0f) has no hardware. All openable doors must have hardware! Unlocking prop_door '%s' at (%.0f %.0f %.0f) with no hardware. All openable doors must have hardware! Unmatched %s Unnamed Unnamed schedule! UnpauseMatch UnpressedAttack UnpressedAttack2 UnpressedBack UnpressedForward UnpressedMoveLeft UnpressedMoveRight Unpressing... UnreachableEnt_t UnserializeDMX: Unable to open file "%s" Update the nav mesh STAIRS attribute Update(CEconDefaultEquippedDefinitionInstanceClient) Update(CEconItem) Update(CEconPersonaDataPublic) UpdateAllClientData UpdateQueryCache Updated %d entities. Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entities mentioned in any hammer_updateignorelist objects in this map. Updates the blocked/unblocked status for every nav area. Updates the entity's position/angles when in edit mode Updating goal pos Updating goal pos while jumping! Upgrade the player's weapon after this number of rounds without upgrading UploadRoundStats completed. %.3f msec. Breakdown: hit: %.3f msec miss: %.3f msec market: %.3f msec submit: %.3f msec cleanup: %.3f msec counts: %d %d %d commit: %.3fms write: %.3fms. Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty Usage: ent_dump Usage: ent_dump Usage: ent_fire [action] [value] [delay] Usage: ent_info Usage: ent_setname Usage: ent_setang index pitch yaw Usage: ent_setpos index x y Usage: setang pitch yaw Usage: setang_exact pitch yaw Usage: setpos player_index x y Usage: setpos x y Usage: setpos_exact x y Usage: soundemitter_spew < sndname > Usage: spec_goto x y z pitch yaw Usage: spec_goto x y z pitch yaw lerptime Usage: te Usage: %s Usage: cl_csm_server_status Usage: global_set : Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD). Usage: host_workshop_collection Usage: host_workshop_map Usage: mp_backup_restore_load_file [filename], use 'mp_backup_restore_list_files' to list matching backup files. Usage: mp_disable_autokick Usage: mp_forcewin Usage: nav_merge_mesh filename Usage: nav_place_replace Usage: test_dispatcheffect Usage: workshop_start_map Use IK on in-place turns. Use entity Use new style sparks. UseWind User: %s User: -LOOKING- User: -NONE- Userid changed, clearing stats file V V6Z VAvi001 VBAllocTracker001 VBik001 VD VDataCache003 VDebugOverlay004 VDmeMakeFileUtils001 VE VEHICLE VENGINE_GAMETYPES_VERSION002 VEngineCvar007 VEngineRandom001 VEngineServer023 VEngineServerStringTable001 VFileSystem017 VGUI_Input005 VGUI_Panel009 VGUI_Scheme010 VGUI_Surface031 VGUI_System010 VGUI_ivgui008 VIP_ESCAPE VK VM Did not start! VMDLLIB001 VMaterialSystem080 VMaterialSystem2_001 VModEnable VModelInfoServer002 VNewAsyncFileSystem001 VOL_NORM VP4002 VPhysics Penetration Error (%s)! VPhysics031 VPhysicsCollision007 VPhysicsSurfaceProps001 VPrecacheSystem001 VProcessUtils002 VResourceAccessControl001 VSCRIPT: Scripting is disabled. VSCRIPT: Started VScript virtual machine using script language '%s' VSERVERENGINETOOLS001 VSERVERFOUNDRY001 VSERVERTOOLS001 VScript VScript error: A script attempted to create a scene entity mid-game. Entity creation from scripts is only allowed during map init. VScript error: DoEntFire was passed an invalid entity instance. VScriptManager009 VScriptPrecacheScriptSound VScriptServer VServerDllSharedAppSystems001 VSoundEmitter003 VStudioRender026 VUU@ V_AppendSlash: ran out of space on %s. V_MakeAbsolutePath: _getcwd failed. V_MakeAbsolutePath: tried to ".." past the root. V_UTF8_strncpy ValidateScriptScope Value Value %s exeeds size of datatype. Value must be "true" or "false" for boolean option " Value must be identifier for boolean option " Value must be identifier for enum-valued option " Value must be integer for int32 option " Value must be integer for int64 option " Value must be non-negative integer for uint32 option " Value must be non-negative integer for uint64 option " Value must be number for double option " Value must be number for float option " Value must be quoted string for string option " Value out of range for int32 option " Value out of range for int64 option " Value out of range for uint32 option " Value: DEAD Value: OFF Value: ON Valve's best time for the timed obstacle course ValveBiped.Bip01_R_Hand ValveBiped.weapon_bone Vector from automovement to desired: %f %f Vehicle %s has invalid wheel attachment for %s - no movement Vehicle (%s) unable to properly initialize due to script error in (%s)! VehicleLocked VehicleScript Vel %.1f %.1f %.1f Ang: %.1f %.1f %.1f Velocity Inherit from Control Point Velocity Random Velocity Repulse from World Version out of date (GC wants %d, we are %d)! Vertical view fixup when eyes are near water plane. VerticalGlowSize Very Good VguiScreen View entities in the voxel-tree at the player position. View entities in the voxel-tree inside box . View entities in the voxel-tree inside sphere . View entities in the voxel-tree. ViewSmoothingData_t Viewcontrol %s was enabled twice in a row! ViewmodelDim VisMon: %d traces performed during this polling cycle (Max: %d) VisMon: Added Entity: %s (%s) VisMon: MAX Traces. Stopping after element %d VisMon: Player %s IGNORING VISIBILE Entity: %s VisMon: Player %s sees Entity: %s VisMon: Polling now. (Frequency: %f) VisMon: RESET VisMon: Removed Entity: %s (%s) VisMon: Starting at element: %d VisMon: Time: %f - Tracking %d Entities. (Max:%d) Visible Time: %fs Visible thickness of grenade trajectory arc Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success Visualizes all entity input/output activity. Voice VoiceBank VoiceCommands VoicePitch VoiceServer002 Voicecommand script attempting to use unknown concept. Need to define new concepts in code. ( %s ) Vortigaunt Vote Controller Not Found! Vote failed "%s %s" Vote failed: already voting %s. Vote failed: no active issue. Vote failed: no changing vote. Vote failed: server disabled. Vote failed: system error. Vote failed: team restricted. Vote failed: voting closed. Vote succeeded "%s %s" Vote.Failed Voting %s. VoxelTreeBox - (%f %f %f) to (%f %f %f) VoxelTreePlayerView VoxelTreeSphere - (%f %f %f), %f V{ W W%U W@ WALK WARNING WARNING! Field %s is using the wrong FIELD_ type!Fix this or you'll see a crash. WARNING: %s at %.0f %.0f %0.f missing modelname WARNING: %s(%s) has no eye offset in .qc! WARNING: AI enemy went NULL but schedule (%s) is not interested WARNING: Attempted to send a steamworks gamestats row when the steamworks interface was not available! WARNING: BackupPlayer trying to back player into a bad position - client %d WARNING: Cannot access bot phrase database '%s' WARNING: Cannot access bot profile database '%s' WARNING: Failed to create attribute '%s' - likely out of memory in s_DMXAllocator! WARNING: Level contains NPCs but has no path nodes WARNING: Looping path for %s WARNING: Momentary door (%s) start position not between 0 and 1. Clamping. WARNING: Scripted Target from (%s) to (%s) is occluded! WARNING: TestHull used and never returned! WARNING: Trying to award %d to team %d, but mp_teamcashawards is 0! WC/Engine map versions different... WD WE WIDE_HUMAN_HULL WIDE_SHORT_HULL WIN32 WINDOWS WOL: 0x%x (%s) WQ WRITE_BYTE called with no active message WRITE_CHAR called with no active message WRITE_SHORT called with no active message WRITE_WORD called with no active message W_Precache() Waiting for script, but lost script! WaitingForHumanToDefuseBomb WaitingForHumanToDefuseBombPanic WaitingForHumanToRescueHostages WaitingForPlayers time length in seconds WaitingHere Walkable position marked. Warmup time to use when all players have connected in official competitive. 0 to disable. Warning Warning parsing text-format Warning! "nextlevel" is set to "%s" and will override the next map to be played. Warning! Can't specify mins/maxs for point entities! (%s) Warning! GetMaterialIndex: couldn't find material %s Warning! GetMovieIndex: couldn't find movie %s Warning!! Save dependency is linked to an entity that doesn't want to be saved! Warning, funcladder with blocked bottom point (%.2f %.2f %.2f) stuck in (%s) Warning, funcladder with blocked top point (%.2f %.2f %.2f) stuck in (%s) Warning- ai_sound cannot find proxy entity named '%s'. Using self. Warning: %s = '%s' is infinite, clamping value. Warning: %s(%s) appears to have wrong nav type in CAI_Navigator::MoveGround() Warning: AI hint has incorrect or no AI node Warning: Active AI script conditions associated with an non-existant or destroyed NPC Warning: COND_NOT_FACING_ATTACK set but FInAimCone is true Warning: Can't find player's right hand attachment! [weapon_hand_R] Warning: Climb Node %i has different exit heights for hull %s Warning: Deleting orphaned children of %s Warning: Multiple info_map_parameters entities in map! Warning: NULL Return from GetBestScent Warning: NULL Return from GetBestSound Warning: NavArea #%d: Truncated encounter spot list to 255 Warning: NavMesh place %s is undefined? Warning: No match for global entity %s found in destination level Warning: Physics damage event with no recovery info!Objects: %s, %s Warning: Softbarrier trigger couldn't find front or back planes. Removing! Warning: Softbarrier trigger is NOT a bsp model. Removing! Warning: Spawning AI script conditions (%s) associated with an non-existant NPC Warning: Too many zones, some will be ignored. Warning: env_projected_texture (%s) forced off by (%s) Warning: point_hiding_spot (%s) couldn't find a nearby nav. Removing. Warning: system time went backward by %d seconds Warps the player to the marked area. Waypoint tol: %.1f Weapon '%s' script file not found, but its data was accessed. This error is fatal. Weapon fire Weapon in use by someone else Weapon owned by someone else Weapon spawning in solid! Weapon went away! Weapon.AutoSemiAutoSwitch Weapon.WeaponMove3 Weapon/Item doesn't exist WeaponArmorRatio WeaponCSBase_RemoveUnownedWeaponThink WeaponDatafile WeaponId, Mode, Cost, Bullets, CycleTime, TotalShots, TotalHits, TotalDamage, TotalKills WeaponLength WeaponPreference WeaponPrice WeaponResources Weapon_Knife.Deploy Weapon_Knife.Hit Weapon_Knife.HitWall Weapon_Knife.Slash Weapon_Knife.Stab Weapon_PartyHorn.Single Weapon_Revolver.Prepare Weapon_functank.Single WeightToActivate Welcome message contained %s twice What type of penertration to use. 0 = old CS, 1 = new penetration WheelDust When 'ent_pause' is set this will step through one waiting input / output message at a time. When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath When a player has buffer health, this is how fast it ticks down. When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered. When enabled prints next map to clients When enabled server will populate an additional random seed independent of the client When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team. When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match When enabled will consistently force the farthest hostages to spawn. When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife. 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. When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player When in WC edit mode restores the last deleted node When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull) When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box). When in WC edit mode, toggles laying down or air nodes instead of ground nodes When moving, show the end location. When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation. 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. When overtime is enabled play additional rounds to determine winner When playing back a scene, print timing and event info to console. When playing back, force use of combined .wav files even in english. When playing back, show the directions of faceto events. When playing back, show the directions of look events. 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. When set to 1, counter-terrorists will respawn after dying. When set to 1, terrorists will respawn after dying. When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. When set, the hostage won't play any code driven response rules lines When set, your teammates act as enemies and all players are valid targets. When true, print amount and type of all damage received by player to console. WhereIsTheBomb Whether c4 is droppable Whether or not hostages can be hurt. Whether or not players vote for the next map at the end of the match when the final scoreboard comes up Whether or not to do a warmup period at the start of a match in an offline (bot) match. Whether or not to do a warmup period at the start of a match. Whether players can purchase grenades from the buy menu or not. Whether the local player has completed the initial training portion of the training map Whether this map should spawn a c4 bomb for a player or not. Whether to automatically pause the match after restoring round data from backup Whether to display and score player assists Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades Which gun to drop on player death: 0=none, 1=best, 2=current or best Which mission the map should run after it loads. Who Wick Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes} Will give the number of specified C4s to all alive CT players. Will loop action sequence Will not ban kicked player: net channel was idle for %.2f sec. Will synch post idles Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however). Will transmit players to all clients regardless of PVS checks. WindThinkContext Windows PC Wo WonRound WonRoundQuickly WoodChunks Wooden.Huge Wooden.Large Wooden.Medium Wooden.Small Wooden.Tiny Work Item for Work Pool %s completed but job no longer existed to notify WorkshopOperation World Decal World friction. World gravity. World triggered "%s" (CT "%i") (T "%i") World triggered "Game_Commencing" World triggered "Intermission_Time_Limit" World triggered "Match_Start" on "%s" World triggered "Restart_Round_(%i_%s)" World triggered "Round_End" World triggered "Round_Overtime" World triggered "Round_Start" World: Inhibit Combine Mines World: Visually Interesting World: Visually Interesting (Don't Aim) World: Visually Interesting (Stealth) World: Window WorldDim WorldRendererMgr001 WorldSpaceCenter Worldcraft failed on creation... Worldcraft failed on deletion... Worldcraft failed on node link creation... Worldcraft failed on node link deletion... Worldcraft not running... Wrapper class over KeyValues instance WriteAngle called with no active message WriteBits called with no active message WriteBool called with no active message WriteCoord called with no active message WriteEHandle called with no active message WriteEntity called with no active message WriteFloat called with no active message WriteLong called with no active message WriteMiniDump WriteSBitLong called with no active message WriteString called with no active message WriteUBitLong called with no active message WriteVec3Coord called with no active message WriteVec3Normal called with no active message Writes the selected set to disk for merging into another mesh via nav_merge_mesh. WrongTeamMsg X X360 X6l X= X?r X@ XAxis XB XBowBolt XM Xbox 360 XboxSystemInterface002 XkX Xo Xt Y Y@ YAW YAxis YD YQ YYYY YYYY-MM-DD YYYY-MM-DD hh:mm:ss Yaw speed:%3.1f,Health: %3d Yaw to dest YellowBlood Yes Yo You are #%d in line of %d waiting players. You can only choose to coach a team during warmup or freeze time. You forgot to add flex controller %s to list in CAI_BaseActor::IsServerSideFlexController(). You have been waiting for approximately %02d:%02d. You must enable tweaking via tweak_ammo_impulses to use this value. You must now restart to use Grunt-o-matic. Yv Y Z Z Z Z tolerance for adding new nav areas. Z= ZA ZD ZE ZF Za ZapContext ZeroMemory Zip-bug: an internal error during flation Zip-bug: internal initialisation not completed Zip-bug: the anticipated size turned out wrong Zip-bug: tried to change mind, but not allowed Zip-bug: trying to seek the unseekable Zipfile is corrupt or not a zipfile ZoomFov1 ZoomFov2 ZoomINSound ZoomLevels ZoomOUTSound ZoomTime0 ZoomTime1 ZoomTime2 Zrange [ [$0] [%.3f server clamped to %.3f] [%03d] Found: %s, firing [%03d] Found: %s, firing (%s) [%8.3f] stall blend %.2f on %s:%s:%d:%d [%8.3f] stall on %s:%s:%d:%d [%d] (%d) Link %d (%s) -> %d (%s) [%f %f %f] [%g %g %g] [%s%03i] [%s::%s] [%s] [%x] [A:%u:%u:%u] [BaseModPanel] Added file information for %llu [BaseModPanel] Added query for published file %llu [BaseModPanel] Added voting info query for %llu [BaseModPanel] Error: Failed to retrieve data for %llu (Error: %d) [BaseModPanel] Error: Failed to retrieve data for %llu (File Not Found) [BaseModPanel] Failed to query for details on published file: %llu [BaseModPanel] Querying for details of published file: %llu [BaseModPanel] Updated file information for %llu [C:%u:%u] [CUGCFileRequestManager] Promoted %llu to top of queue [CUGCRequestManager] Beginning download of %llu [CUGCRequestManager] Beginning upload of %s [CUGCRequestManager] Finished downloading %llu [CUGCRequestManager] Finished uploading %llu [CWorkshopFileInfoManager] Failed to query for voting details on published file: %llu [CWorkshopFileInfoManager] Querying for voting details of published file: %llu [D [E [G:%u:%u] [GS %s - %7.2f] %s [I:%u:%u] [L:%u:%u] [M:%u:%u:%u] [NPCState::%s] [Nav] %s [P:%u:%u] [T:%u:%u] [U:%u:%u] [UGC] Async write completed for %s%c%s (%llu) (%f) [UGC] Async write of downloaded file %s failed [UGC] Async write started for %s (%llu) (%f) [UGC] Beginning download of %s%c%s. (%f) [UGC] Download of file %s from cloud failed with result %d (%llu) [UGC] Failed call to UGCRead on cloud file %s (%llu) [UGC] Failed to initiate download of file (%s%s%s) from cloud [UGC] Failed to write file to cloud [UGC] File %s (%llu) finished all operations! (Duration: %f seconds) [UGC] File %s shared to user cloud. UGC ID: %llu (%f) [UGC] File %s%c%s already in sync on client. (Duration: %f seconds) [UGC] Lost handle to async handle for downloaded file write! [UGC] Read cloud file %s%c%s (%llu) (%f) [UGC] Saving %s to user cloud. (%f) [UGC] Sharing %s to user cloud. (%f) [UGC] Start unzip file %s%c%s (%llu) (%f) [UGC] Unable to retrieve cloud file %s (%llu) info from Steam [UGC] Unable to write file to disc! [UGC] Unzipping started for %s (%llu) (%f) [UGC] Upload of file %s to Steam cloud failed! [c:%u:%u] [default = $0 [g:%u:%u] [i:%u:%u] [k [lazy = true] can only be specified for submessage fields. [libprotobuf %s %s:%d] %s [not deploying] [not firing] [not reloading] [o [packed = true] can only be specified for repeated primitive fields. 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_ZSt28_Rb_tree_rebalance_for_erasePSt18_Rb_tree_node_baseRS_@@GLIBCXX_3.4 _ZSt29_Rb_tree_insert_and_rebalancebPSt18_Rb_tree_node_baseS0_RS_@@GLIBCXX_3.4 _ZSt9terminatev@@GLIBCXX_3.4 _ZTISt9exception@@GLIBCXX_3.4 _ZTIf@@CXXABI_1.3 _ZTIj@@CXXABI_1.3 _ZTVN10__cxxabiv117__class_type_infoE@@CXXABI_1.3 _ZTVN10__cxxabiv120__si_class_type_infoE@@CXXABI_1.3 _ZTVN10__cxxabiv121__vmi_class_type_infoE@@CXXABI_1.3 _ZTVSt9exception@@GLIBCXX_3.4 __AppendToScriptGroup __DumpScope __EntityMakerResult __ExecutePreSpawn __FinishSpawn __KeyValueFromFloat __KeyValueFromInt __KeyValueFromString __KeyValueFromVector __MovieFinished __ReplaceClosures __acos_finite __acos_finite@@GLIBC_2.15 __acosf_finite __acosf_finite@@GLIBC_2.15 __asin_finite __asin_finite@@GLIBC_2.15 __asinf_finite __asinf_finite@@GLIBC_2.15 __assert_fail __assert_fail@@GLIBC_2.0 __atan2_finite __atan2_finite@@GLIBC_2.15 __atan2f_finite __atan2f_finite@@GLIBC_2.15 __bss_start __ctype_b_loc __ctype_b_loc@@GLIBC_2.3 __ctype_tolower_loc __ctype_tolower_loc@@GLIBC_2.3 __cxa_allocate_exception __cxa_allocate_exception@@CXXABI_1.3 __cxa_atexit __cxa_atexit@@GLIBC_2.1.3 __cxa_begin_catch __cxa_begin_catch@@CXXABI_1.3 __cxa_call_unexpected __cxa_call_unexpected@@CXXABI_1.3 __cxa_end_catch __cxa_end_catch@@CXXABI_1.3 __cxa_finalize __cxa_finalize@@GLIBC_2.1.3 __cxa_free_exception __cxa_free_exception@@CXXABI_1.3 __cxa_guard_abort __cxa_guard_abort@@CXXABI_1.3 __cxa_guard_acquire __cxa_guard_acquire@@CXXABI_1.3 __cxa_guard_release __cxa_guard_release@@CXXABI_1.3 __cxa_rethrow __cxa_rethrow@@CXXABI_1.3 __cxa_throw __cxa_throw@@CXXABI_1.3 __daylight __daylight@@GLIBC_2.0 __dynamic_cast __dynamic_cast@@CXXABI_1.3 __errno_location __errno_location@@GLIBC_2.0 __expf_finite __expf_finite@@GLIBC_2.15 __fxstat64 __fxstat64@@GLIBC_2.2 __gmon_start__ __gxx_personality_v0 __gxx_personality_v0@@CXXABI_1.3 __log10_finite __log10_finite@@GLIBC_2.15 __log_finite __log_finite@@GLIBC_2.15 __logf_finite __logf_finite@@GLIBC_2.15 __lxstat __lxstat64 __lxstat64@@GLIBC_2.2 __lxstat@@GLIBC_2.0 __particlesDepthWrite __pow_finite __pow_finite@@GLIBC_2.15 __powf_finite __powf_finite@@GLIBC_2.15 __stack_chk_fail __stack_chk_fail@@GLIBC_2.4 __timezone __timezone@@GLIBC_2.0 __xmknod __xmknod@@GLIBC_2.0 __xstat __xstat64 __xstat64@@GLIBC_2.2 __xstat@@GLIBC_2.0 _ambient _client.so _dlc%d.%s _dropped.mdl _e _edata _end _female _fini _firesmoke _gamestats.dat _init _inner_cone _loop _male _plasma _resetgamestats _selected_ _singular _t _title _to_curve_ _valveinternal _var _xlsp _y ` ` N ` f ` i `!F `!W `"P `"R `#G `#j `#{ `$E `%i `&: `(x `)h `)x `*T `*h `+Q `+h `,W `,h `,~ `.9 `.B `.W `. `/[ `/h `/o `0T `0y `0} `26 `28 `3N `3\ `3n `3y `4\ `4o `4| `5T `5Z `5} `6z `7Q `7v `87 `8E `8O `8S `8v `8} `9C `9n `9u `:@ `:Q `:R `:a `: `;@ `;T `;y `<@ ` `>8 `>Q `>o `>t `>z `>~ `> `?@ `?Molotov.IdleLoop `?a `?n `?o `?t `@@ `@A `@BaseCombatWeapon.WeaponDrop `A@ `Aflashbang_projectile `Ah `Av `Ax `B8 `B@ `BB `Bd `Bv `C@ `CQ `Cb `Ct `D `D8 `D@ `DE `DK `DQ `Db `De `Dt `Dv `Dy `EE `Eh `E} `F8 `FA `FF `Fa `Fk `Ft `Fy `G8 `Gj `Gk `Hj `Hk `Ho `Hv `Io `I{ `J8 `J_ `Jt `Kj `Kn `Kv `LA `L[ `Lv `NC `NN `Nb `Nj `OM `OY `Ou `Ov `PC `PV `Pu `Pv `P| `Qs `Qt `Qv `RE `RM `RW `Rt `UD `U[ `U `VD `VE `VK `W `W@ `Xo `Yk `Z< `Z= `ZD `ZE `[D `\W `\ `]e `]h `]v `^C `^t `^x `_: `_e `_w `_y ``D ``h ``k `at `bQ `b~ `cF `cz `dF `ev `f8 `fD `fw `fy `h `ha `hd `i `i6 `ju `kE `n^ `n `o^ `o `pC `rt `rw `s> `sD `sK `st `sw `tt `ut `uw `uz `v9 `vL `vV `vt `vw `v} `wv `wz `xM `xt `xy `y| `z `z: `{ `{B `{N `{_ `|\ `}< `}Y `~a `~t `S `t a a protocol buffer. Use the 'bytes' type if you intend to send raw bytes. a trigger_changelevel doesn't have a map a+t a9 aC aD aE aF aG aH aaaaaaaazzzzzzzz abcdefghijklmnopqrrqponmlkjihgfedcba abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba ability_icon_replacement ability_name abort@@GLIBC_2.0 absolutetags absolutetags %s absorigin absorigin_follow accelerationscalar access access@@GLIBC_2.0 accountid achievement_counts achievement_debug achievement_disable achievement_earned achievement_event achievement_name achievement_rewards acos act_as_wearable act_cash act_damage act_defuse_bomb act_dm_bonus_points act_flashbang_enemy act_income act_kill_chicken act_kill_human act_kill_target act_pick_up_hostage act_pick_up_trophy act_plant_bomb act_rescue_hostage act_spend act_win_match act_win_round active "0" active 0 active_behavior actor "%s" add 0x%p: %s-%s (%d-%d) [%d in play, %d max] add_bullet_hit_marker add_class_usage_to_output add_set_to_output add_slot_usage_to_output addangaccel additional_drop additional_hidden_bodygroups additionalequipment additionaliterations addlength addon scale addon_baseshooter addon_location address adult male human aggregation radius ai_LOS_mode ai_addon ai_addon_basecombatweapon ai_addon_thrownprojectile ai_ally_speech_manager ai_auto_contact_solver ai_battle_line ai_block_damage ai_changehintgroup ai_changetarget ai_clear_bad_links ai_debug_assault ai_debug_avoidancebounds ai_debug_directnavprobe ai_debug_doors ai_debug_dyninteractions ai_debug_efficiency ai_debug_enemies ai_debug_expressions ai_debug_follow ai_debug_loners ai_debug_looktargets ai_debug_los ai_debug_nav ai_debug_node_connect ai_debug_node_connect: debugging enbabled for %d <--> %d ai_debug_ragdoll_magnets ai_debug_shoot_positions ai_debug_speech ai_debug_squads ai_debug_think_ticks ai_debugscriptconditions ai_default_efficient ai_disable ai_drawbattlelines ai_drop_hint ai_dump_hints ai_efficiency_override ai_enable_fear_behavior ai_expression_frametime ai_expression_optimization ai_fear_player_dist ai_find_lateral_cover ai_find_lateral_los ai_follow_use_points ai_follow_use_points_when_moving ai_force_serverside_ragdoll ai_frametime_limit ai_goal_assault ai_goal_fightfromcover ai_goal_follow ai_goal_lead ai_goal_lead_weapon ai_goal_standoff ai_hint ai_hull ai_lead_time ai_looktarget ai_moveprobe_debug ai_moveprobe_jump_debug ai_moveprobe_usetracelist ai_nav_debug_experimental_pathing ai_navigator_generate_spikes ai_navigator_generate_spikes_strength ai_network ai_network_build_helper ai_next_hull ai_no_local_paths ai_no_node_cache ai_no_select_box ai_no_steer ai_no_talk_delay ai_nodes ai_norebuildgraph ai_path_adjust_speed_on_immediate_turns ai_path_insert_pause_at_est_end ai_path_insert_pause_at_obstruction ai_post_frame_navigation ai_radial_max_link_dist ai_reaction_delay_alert ai_reaction_delay_idle ai_rebalance_thinks ai_report_task_timings_on_limit ai_resume ai_script_conditions ai_sequence_debug ai_set_move_height_epsilon ai_setenabled ai_setenabled <0 or 1> ai_setupbones_debug ai_shot_bias ai_shot_bias_max ai_shot_bias_min ai_shot_stats ai_shot_stats_term ai_show_connect ai_show_connect_crawl ai_show_connect_fly ai_show_connect_jump ai_show_graph_connect ai_show_grid ai_show_hints ai_show_hull ai_show_hull_attacks ai_show_node ai_show_think_tolerance ai_show_visibility ai_simulate_task_overtime ai_sound ai_speechfilter ai_speechfilter finds no subject(s) called: %s ai_spread_cone_focus_time ai_spread_defocused_cone_multiplier ai_spread_pattern_focus_time ai_step ai_strong_optimizations ai_strong_optimizations_no_checkstand ai_task ai_task_pre_script ai_test_los ai_test_moveprobe_ignoresmall ai_think_limit_label ai_use_clipped_paths ai_use_efficiency ai_use_frame_think_limits ai_use_think_optimizations ai_use_visibility_cache ai_vehicle_avoidance aim_blend_crouch_idle aim_blend_crouch_walk aim_blend_stand_idle aim_blend_stand_run aim_blend_stand_walk aim_pitch aim_yaw aimsight capable aimsight eye pos aimsight fov aimsight lens mask aimsight looseness aimsight pivot angle aimsight pivot forward aimsight speed down aimsight speed up ainet_generate_report ainet_generate_report_only air_density air_density Current air density is %.2f airboat_gun_model aiscripted_schedule aiscripted_schedule - StopSchedule called, but schedule's never started. aiscripted_schedule - no schedule or state has been set! aiscripted_schedule - not playing schedule again: not flagged to repeat aitesthull ajarangles ak47 alienbloodsplat all_class all_same_class all_same_slot allangles allow_overhead allow_purchase_standalone allowdiversion allowdiversionradius allownewgibs allowskip allowstatic alpha_fade alpha_fade_in_random alpha_fade_out_random alpha_random alternate fastslow reload alternate fastslow reload alt alternate icon alternate_icon alternate_icons alternate_icons2 alternateticksfix always_known ambient_generic ammo_338mag ammo_338mag_headshot_mult ammo_338mag_impulse ammo_338mag_max ammo_357sig ammo_357sig_headshot_mult ammo_357sig_impulse ammo_357sig_max ammo_357sig_min_max ammo_357sig_np_reserve ammo_357sig_p250 ammo_357sig_p250_max ammo_357sig_small ammo_357sig_small_max ammo_45acp ammo_45acp_headshot_mult ammo_45acp_impulse ammo_45acp_max ammo_50AE_headshot_mult ammo_50AE_impulse ammo_50AE_max ammo_50ae ammo_556mm ammo_556mm_box ammo_556mm_box_headshot_mult ammo_556mm_box_impulse ammo_556mm_box_max ammo_556mm_headshot_mult ammo_556mm_impulse ammo_556mm_max ammo_556mm_small ammo_556mm_small_max ammo_57mm ammo_57mm_headshot_mult ammo_57mm_impulse ammo_57mm_max ammo_762mm ammo_762mm_headshot_mult ammo_762mm_impulse ammo_762mm_max ammo_9mm ammo_9mm_headshot_mult ammo_9mm_impulse ammo_9mm_max ammo_buckshot ammo_buckshot_headshot_mult ammo_buckshot_impulse ammo_buckshot_max ammo_close ammo_count ammo_grenade_limit_default ammo_grenade_limit_flashbang ammo_grenade_limit_total ammo_item_limit_healthshot ammo_open ammo_pickup ammomod amount of contribution score added for a kill amount of contribution score added for an assist amount of contribution score added for an objective related kill amount of contribution score added to all alive CTs per hostage rescued amount of contribution score added to rescuer per hostage rescued amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round amount of contribution score for a suicide, normally negative amount of contribution score for a team kill, normally negative amount of contribution score for defusing a bomb after eliminating enemy team amount of contribution score for defusing a bomb while at least one enemy remains alive amount of contribution score for killing a hostage, normally negative amount of contribution score for planting a bomb amount of money awared to every player after each round amount of money each player gets when they reset amplitude and and next is the same ang: (%f, %f, %f) angCameraAngles angRelativeAngles ang_x ang_y ang_z angleOverride angles: %g %g %g angles_relative angularlimit anim_3wayblend anim_attachment_lh anim_attachment_rh anim_prefix anim_slot anim_twistbones_enabled animatedfriction animation_modifiers animset_version announce_phase_end announcer announcer_preview apc_missile appearance applycontext applycontexttoworld ar_screenglow_leader_red archive area %d is blocked by a nav blocker area %d is unblocked by UnblockArea area %d is unblocked by a nav blocker args were given. Full format string was: " arguments. armor ratio armor ratio alt armor_to_give armory_attributes armory_data armory_desc armory_item_classes armory_item_types armory_items armory_remap array_ != __null asctime asctime@@GLIBC_2.0 asin assault_assaultpoint assault_rallypoint assaultdelay assaultgroup assaulttimeout assaulttolerance asset asset_class_bucket asset_class_export asset_modifier assister associated_item associated_items at %s at console at this distance and beyond you need to be point right at someone to see them atan atan2 atan@@GLIBC_2.0 atanf atanf@@GLIBC_2.0 attach particle effect attach1 attach2 attach_entity attach_to_hands attach_to_hands_vm_only attach_to_rootbone attach_type attached_models attached_particlesystem attachpoint attackerid attribute %i: %i, %i attribute_class attribute_controlled_attached_particles attribute_type attribute_value audioparams_t aug auto_in_combat autoaim_max_deflect autoaim_max_dist autoaim_viewing_client autobuy autograph autograph attribute autokick is disabled for %s automate autosave autosavedangerous autosavedangerousissafe autoshotgun autoswitchfrom autoswitchto autoteam avelocity avenged_player_id avenger_id awp a| b bDangerMemory bEOFLocked bEOFUnlocked bEludedMe bMobbedMe bNeedsEntityIOFixup bNormalMemoryDiscard bQ bRunningEnterExit bScheduleWasInterrupted bTaskRanAutomovement bTaskUpdatedYaw bUnforgettable bV bVal bValidOnCurrentEnemy bWasRunningAnim backpack_expander backpack_slots bad compressed size bad d_code bad pack level bag of sugar banid %d %d; banid %d STEAM64BITID_%llu; banned barrely barrelz base_gcmessages.proto baseclass basedata baseprojectile basevelocity basic_movement basic_string::_S_construct null not valid basic_string::at batch particle systems bbox.maxs bbox.mins bcc_localdata bcc_nonlocaldata beam_spotlight beamcount_max beamcount_min become_vip begin_new_match beta. beveragetype billard ball bin/ binary binary_array binary_v1 binary_v2 bit length overflow bizon bk bl code %2d bl counts: bl tree: sent %ld blah blendsequence blendspeed blockLOS blockNum blocking team %d blocking team %s blocklos blocksize bloodimpact bloodspray bn body_rightleft body_yaw bodyque bomb_abortdefuse bomb_abortplant bomb_beep bomb_begindefuse bomb_beginplant bomb_dropped bomb_exploded bomb_mount_target bomb_pickup bone_followers bonus_itemdefs bool bool __gnu_cxx::__is_null_pointer(char*) bool_array boolean borrow botDifficulty bot_add bot_add - Adds a bot matching the given criteria. bot_add_ct bot_add_ct - Adds a Counter-Terrorist bot matching the given criteria. bot_add_t bot_add_t - Adds a terrorist bot matching the given criteria. bot_all_weapons bot_allow_grenades bot_allow_grenadesbot_controllable bot_allow_machine_guns bot_allow_pistols bot_allow_rifles bot_allow_rogues bot_allow_shotguns bot_allow_snipers bot_allow_sub_machine_guns bot_auto_follow bot_auto_vacate bot_autodifficulty_threshold_high bot_autodifficulty_threshold_low bot_chatter bot_chatter_use_rr bot_control_next_all_teams bot_controllable bot_coop_force_throw_grenade_chance bot_coop_idle_max_vision_distance bot_crouch bot_debug bot_debug_target bot_defer_to_human_goals bot_defer_to_human_items bot_difficulty, %d bot_dont_shoot bot_eco_limit bot_flipout bot_freeze bot_goto_mark bot_goto_selected bot_gungameselect_weapons_ct bot_gungameselect_weapons_t bot_ignore_players bot_join_after_player bot_join_after_player: %d bot_join_delay bot_join_delay: %d bot_join_in_warmup bot_join_team bot_kick bot_kick - Kicks a specific bot, or all bots, matching the given criteria. bot_kill bot_kill - Kills a specific bot, or all bots, matching the given criteria. bot_knives_only bot_loadout bot_max_vision_distance_override bot_mimic bot_mimic_yaw_offset bot_pistols_only bot_place bot_place - Places a bot from the map at where the local player is pointing. bot_prefix bot_profile_db bot_quota bot_quota: %d bot_quota_mode bot_quota_mode: %s bot_randombuy bot_show_battlefront bot_show_nav bot_show_occupy_time bot_snipers_only bot_stop bot_takeover bot_traceview bot_walk bot_zombie both botid botmaxvisiondistance bots are given these items at round start bottomtrack bounding_box_max bounding_box_min bowling ball brass_eject_model break_breakable break_prop breakable_count breakable_disable_gib_limit breakable_model breakable_multiplayer breakable_skin breakmodel breaksound brightness brightnessscale bspconvar_whitelist.txt bspline bucket slot bucket slot alt bucket_position bucketed buddha buffer error bug_swap bullet_damage bullet_damage_vs_player bullet_impact bullets alt bullpup burning_gib_01 burstCenter burstcount busyactor buy %s buy primammo buy secammo buy shield buy vest buy vesthelm buying buymenu buymenu display model buyrandom buytime_ended bv bytes bytes). To increase the limit (or to disable these warnings), see CodedInputStream::SetTotalBytesLimit() in google/protobuf/io/coded_stream.h. bytes, parsing will be halted for security reasons. To increase the limit (or to disable these warnings), see CodedInputStream::SetTotalBytesLimit() in google/protobuf/io/coded_stream.h. bytes=%d-%d bz b{ c c0 c4.click c4.disarmfinish c4.disarmstart c4.explode c4.initiate c4.plant c4.plantquiet c4_panel c4_train_ground_effect c4_view_panel c90 c:\o.events cC c\ c_game_mode c_game_type ca cable/cable_lit.vmt cable/chain.vmt cable/phonecable.vmt cable/phonecable_red.vmt cable/rope.vmt cable/rope_shadowdepth caller calloc calloc@@GLIBC_2.0 callvote callvote %s callvote %s callvote %s callvote %s camera_angles camera_fov camera_offset cameraman_request cameraman_ui_state cameraname cameraspace campaign campaign %d completion bitfield campaign %d last completed quest campaign_definitions can't solve quadratic for light %f %f canSupportSet can_be_restored can_collect can_craft_count can_craft_mark can_customize_texture can_delete can_gift_wrap can_increment can_stattrack_swap can_sticker canbuy cancelselect cannot shoot underwater cannot shoot underwater alt cannot trade canzoom carry_distance_offset cascadelight cash_player_bomb_defused cash_player_bomb_planted cash_player_damage_hostage cash_player_get_killed cash_player_interact_with_hostage cash_player_killed_enemy_default cash_player_killed_enemy_factor cash_player_killed_hostage cash_player_killed_teammate cash_player_rescued_hostage cash_player_respawn_amount cash_team_elimination_bomb_map cash_team_elimination_hostage_map_ct cash_team_elimination_hostage_map_t cash_team_hostage_alive cash_team_hostage_interaction cash_team_loser_bonus cash_team_loser_bonus_consecutive_rounds cash_team_planted_bomb_but_defused cash_team_rescued_hostage cash_team_survive_guardian_wave cash_team_terrorist_win_bomb cash_team_win_by_defusing_bomb cash_team_win_by_hostage_rescue cash_team_win_by_time_running_out_bomb cash_team_win_by_time_running_out_hostage cast_hull cast_ray caster casual category catmullrom catmullrom_normalize catmullrom_normalize_x catmullrom_tangent cbrtf cbrtf@@GLIBC_2.0 cc_combinedusesgender cc_disabled cc_master cc_noattenuate cc_norepeat cc_showmissing cc_slave cc_usingcombinedfile cctoken cctoken "%s" cctype cctype "%s" cd pause cd play %3d ceil ceil@@GLIBC_2.0 ceiling cell: (%d, %d, %d) celloffset: (%f, %f, %f) cfg/cpu_level_%d_pc.ekv cfg/cpu_level_%d_pc_ss.ekv cfg/cpu_level_360.ekv cfg/cpu_level_360_ss.ekv cfg/gpu_level_%d_pc.ekv cfg/gpu_level_360.ekv cfg/gpu_mem_level_%d_pc.ekv cfg/gpu_mem_level_360.ekv cfg/lan_server.cfg cfg/mem_level_%d_pc.ekv cfg/mem_level_360.ekv ch_createairboat ch_createjeep chainstodoor challenge_coin_collect challenge_map_complete chan_ changelevel %s; changeteam channel "%s" chaptertitle chaseEnemyTolerance chdir chdir@@GLIBC_2.0 cheapwaterenddistance cheapwaterstartdistance cheat cheer cheetah chest_rightleft chet_debug_idle chicken_gone_crumble_halloween chicken_gone_zombie chicken_rez child childfiltername chin_raiser chmod chmod@@GLIBC_2.0 choreo_spew_filter chown@@GLIBC_2.1 cl_autohelp cl_autowepswitch cl_clanid cl_cmdrate cl_color cl_csm_auto_entity cl_csm_server_status cl_drawhud 0 cl_interp cl_interp_ratio cl_interpolate cl_lagcompensation cl_predict cl_predictweapons cl_remove_old_ugc_downloads cl_simdbones cl_soundscape_flush cl_spec_mode cl_spec_mode %d cl_updaterate cl_use_opens_buy_menu cl_use_simd_bones clamp clarion class: %s classType class_token_id class_usage classname %s used to create wrong class type classname missing from entity! clear_bombs clear_debug_overlays clearoncontact clerp client_loot_lists clientcmd_can_execute clip2_size clip_size close() failed: close@@GLIBC_2.0 close_buymenu closecaption closedir closedir@@GLIBC_2.0 clutchKs cmd coach code %d bits %d->%d code_controlled_bodygroup coldworld collection bits collection_reward collection_reward_item collectioncount collectiondetails collision_shake_amp collision_shake_freq collision_shake_time collision_test collisionrules collisions color_array color_correction color_correction_volume color_fade color_name color_random colormax colormin colortransitiontime combo commandline hook to run a nav_analyze and then quit. commentary_auto commentary_available commentary_cvarsnotchanging commentary_finishnode commentary_semaphore commentaryfile commentaryfile_nohdr commonitem community_sparkle comp compliment computer_name cond_bullet_since_spawn cond_damage_burn cond_damage_headshot cond_item_borrowed cond_item_borrowed_enemy cond_item_borrowed_teammate cond_item_borrowed_victim cond_item_nondefault cond_item_own cond_life_killstreak_chicken cond_life_killstreak_human cond_match_rounds_played cond_match_rounds_won cond_match_unique_weapon cond_match_unique_weapon_count cond_player_blind cond_player_ct cond_player_rescuing cond_player_terrorist cond_player_zoomed cond_roundstate_bomb_planted cond_roundstate_finalround cond_roundstate_matchpoint cond_roundstate_pistolround cond_victim_blind cond_victim_ct cond_victim_reloading cond_victim_rescuing cond_victim_terrorist cond_victim_zoomed connections const google::protobuf::UnknownFieldSet& google::protobuf::UnknownField::group() const const string& google::protobuf::UnknownField::length_delimited() const constant consumer_appid contextsubject contributionscore_assist contributionscore_bomb_defuse_major contributionscore_bomb_defuse_minor contributionscore_bomb_exploded contributionscore_bomb_planted contributionscore_hostage_kill contributionscore_hostage_rescue_major contributionscore_hostage_rescue_minor contributionscore_kill contributionscore_objective_kill contributionscore_suicide contributionscore_team_kill control point to disable rendering if it is the camera control point to only enable rendering if it is the camera control_point_index control_point_number control_points control_volume controlpanel%d_ll controlpanel%d_ur controlpoint_light convar cooperative corner_depressor cos@@GLIBC_2.0 cosf@@GLIBC_2.0 counter-terrorists coupon courier courier_flying coverDist coverTolerance coverme cp_position cpoint1 cpoint10 cpoint11 cpoint12 cpoint13 cpoint14 cpoint15 cpoint16 cpoint17 cpoint18 cpoint19 cpoint1_parent cpoint2 cpoint20 cpoint21 cpoint22 cpoint23 cpoint24 cpoint25 cpoint26 cpoint27 cpoint28 cpoint29 cpoint2_parent cpoint3 cpoint30 cpoint31 cpoint32 cpoint33 cpoint34 cpoint35 cpoint36 cpoint37 cpoint38 cpoint39 cpoint3_parent cpoint4 cpoint40 cpoint41 cpoint42 cpoint43 cpoint44 cpoint45 cpoint46 cpoint47 cpoint48 cpoint49 cpoint4_parent cpoint5 cpoint50 cpoint51 cpoint52 cpoint53 cpoint54 cpoint55 cpoint56 cpoint57 cpoint58 cpoint59 cpoint5_parent cpoint6 cpoint60 cpoint61 cpoint62 cpoint63 cpoint6_parent cpoint7 cpoint7_parent cpoint8 cpoint9 crafted crafting cramp crashSounds crashsound create from parent particles create_flare create_flashlight creation_date creditsdone crescale criterion criterion '%25s':'%15s' crosshair delta distance crosshair delta distance alt crosshair min distance crosshair min distance alt crouch_aim_ crouch_idle_shoot_ crouch_idle_upper_ crouch_shoot_ crouch_walk_shoot_ crouch_walk_upper_ cs_ cs_AssistDamageThreshold cs_AssistDamageThreshold defines the amount of damage needed to score an assist cs_ShowStateTransitions cs_ShowStateTransitions . Show player state transitions. cs_bot cs_enable_player_physics_box cs_game_disconnected cs_gamerules cs_gamerules_data cs_hostage_near_rescue_music_distance cs_intermission cs_make_vip cs_match_end_restart cs_player_manager cs_pre_restart cs_ragdoll cs_round_final_beep cs_round_start_beep cs_team_manager cs_win_panel_match cs_win_panel_round csblood cslocaldata csnonlocaldata cspinup cstrike15_gcmessages.proto cstrike15_usermessages.proto cstring ct ct_%s ct_arms ct_init: 256+dist != 512 ct_init: dist != 256 ct_init: length != 256 ct_models ct_tally: bad match ctm_st6 cull_control_point cull_cost cull_radius cull_replacement_definition cur_val current speed (goal): %g (%g) current value: %f curve_%s_to_curve_%s custom custom desc attr custom desc: %s custom name attr custom name: %s custom texture hi custom texture lo custom_bot_difficulty custom_player custom_sound custom_type customize_texture_item customkill customorigin_follow cv cv47 cycle cycler cycler at %.0f %.0f %0.f missing modelname cycler_actor cycler_blender cycler_flex cycler_flex used on model %s without enough flexes. cycler_weapon cycler_wreckage cycletime alt cycletime_when_in_burst_mode cycletime_when_zoomed cycletype cz c| d d1_canals_0 d1_canals_06 d1_canals_07 d1_canals_08 d1_canals_09 d1_canals_1 d1_eli_ d1_town_ d1_trainstation_ d1_trainstation_05 d1_trainstation_06 d2_coast_ d2_coast_09 d2_coast_1 d2_prison_ d2_prison_01 d2_prison_06 d2_prison_07 d2_prison_08 d3_breen_ d3_breen_01 d3_c17_ d3_c17_01 d3_c17_09 d3_c17_1 d3_citadel_ d3_citadel_03 d3_citadel_04 d3_citadel_05 d3au1 d7NSuLq2 d@ dC dQ damage alt damage%d damage_table damagebits damagecap damagefilter damagemodel damagetoenablemotion damagetype data error dataoffset daylight@@GLIBC_2.0 dbghist_addline dbghist_dump deadflag deadmodel deagle deagle awp p90 ak47 sg556 deagle awp p90 aug m4a1 death_yaw debug - disable trace query cache debug/debugempty debug/particleerror debug_aim_angle debug_dispatch_server_dump debug_materialmodifycontrol debug_overlay_fullposition debug_physimpact debug_touchlinks debug_visibility_monitor debugtext decalfrequency decalname decodable decoder_ring decoy decoy_detonate decoy_firing decoy_projectile decoy_started default_behavior default_clip default_clip2 default_drop_quality default_drop_quantity default_game_mode default_game_type default_slot_item defaultcurvetype defaultdelay defaults defaultstyle defender defusekit defuser_dropped defuser_pickup delay %f delta ang (dot) : %.2f (%f) demo demorestart dependency_file depletioncount deploy : %s, cycle: %.2f deploy_%s depthblurfocaldistance depthblurstrength descID descID_SP desc_ancient desc_arcana desc_attrib_negative desc_attrib_neutral desc_attrib_positive desc_bundle desc_common desc_default desc_flags desc_immortal desc_inputs desc_itemset_equipped desc_itemset_missing desc_itemset_name desc_legendary desc_level desc_limited_use desc_mythical desc_outputs desc_rare desc_strange desc_uncommon desc_unusual description_format description_string description_tag detailmaterial dev_reportmoneychanges developer 0 developeronly devshots_nextmap devshots_screenshot "%s" dh di_A di_B di_C directional_light directionentityname directory directorysize disable_style_selector disableallshadows disableautogenerateddmspawns disabled disableflashlight disablereceiveshadows disableshadowdepth disableshadows disconnect dispcoll_drawplane displayfirst displaylast displaysoundlist displaytext disposition dissolvetype dist data: dyn %ld, stat %ld dist tree: sent %ld dist_from_issuer distance_check_subtitle distancetoenemy distancetoplayer distancetotarget distancetotarget %.2f dl_iterate_phdr dl_iterate_phdr@@GLIBC_2.2.4 dlclose dlclose@@GLIBC_2.0 dlerror dlerror@@GLIBC_2.0 dlopen dlopen@@GLIBC_2.1 dlsym dlsym@@GLIBC_2.0 dm_bonus_weapon_start dm_reset_spawns dm_togglerandomweapons dmg.bullets dmg.club dmg.explosive dmg.fire dmg_armor dmg_health dn do_A do_B do_C dob dog dominated done dont_teleport_at_end door_moving door_options double double_shot double_shot_npc draw through leafsystem drawcross drawinfastreflection drawline drivermaxspeed driverminspeed drop_interval_hours drop_sound drop_type ds_get_newest_subscribed_files dsp_speaker dss_%s%d dss_%s%d%s%d dtor duel_minigame dump_entity_sizes dump_globals dumpentityfactories dumpeventqueue dumpgamestringtable dup@@GLIBC_2.0 duration: %f dust_burning_engine dyn trees: dyn %ld, stat %ld dynamic_interactions dynamic_prop dz e e9 e@ eE eEZ eF eVal e[ e\ easeanglestocamera easein easeinout easeout econ econ/stickers/%s econ_gcmessages.proto edictindex effect_name effect_type effecthandling effects/ember_swirling001 effects/flashbang.vmt effects/flashbang_white.vmt effects/flashlight001 effects/flashlight_border effects/fleck_ash1 effects/fleck_ash2 effects/fleck_ash3 effects/introblur effects/stun eject_brass_effect element_array elementid elems elephant elerp elite elites emitters emittime empty SpeakResponse input from %s to %s empty distance tree with lengths enableshadows enableshadowsfromlocallights encoding %s %d format %s %d end : (%.2f,%.2f,%.2f) end %f %f %f end cap effect end_drag_sound endcolor endloop endmatch_cmm_start_reveal_items endmatch_mapvote_selecting_map endnode endround endsize endwidth enemy3Ks enemy4Ks enemy5Ks enemyHSs enemyKAg enemyKs enemyLOSTolerance enemydown enemyfilter enemyspot engine2_start engine2_stop enginesound english ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f ent_absbox ent_attachments ent_autoaim ent_bbox ent_cancelpendingentfires ent_create ent_debugkeys ent_dump ent_dump: no such entity ent_fire ent_info ent_keyvalue ent_list_report ent_messages ent_messages_draw ent_orient ent_pause ent_pivot ent_rbox ent_remove ent_remove_all ent_rotate ent_script_dump ent_script_dump: Entity %s has no script scope! ent_setang ent_setang no entity %d ent_setname ent_setpos ent_setpos no entity %d ent_show_contexts ent_show_response_criteria ent_step ent_teleport ent_text ent_viewoffset enter_bombzone enter_buyzone enter_rescue_zone entindex entindex_attacker entindex_inflictor entindex_killed entity %s at %s has physics attachment to more than one entity with the name %s!!! entity_create %s %g %g %g entity_delete %s %g %g %g entity_model entity_rotate_incremental %s %f %f %f %f %f %f entity_scale entity_set_keyvalue %s %f %f %f "%s" "%s" entity_visible entityflame entityid entitytable_t entry anim not yet supported! entry_activity entry_name entry_sequence entryboxes enum enumeration env_ambient_light env_beam env_beam: unknown entity "%s" env_beams cannot have the end entity be the beam itselfunless the start entity is also the beam itself! env_beverage env_blood env_bubbles env_cascade_light env_credits env_debughistory env_detail_controller env_dof_controller env_dustpuff env_dusttrail env_effectscript env_embers env_entity_dissolver env_entity_freezing env_entity_igniter env_entity_maker env_entity_maker %s failed to find template %s. env_entity_maker %s has no template entity! env_explosion env_fade env_fire env_fire_large env_fire_large_smoke env_fire_medium env_fire_medium_smoke env_fire_small env_fire_small_smoke env_fire_tiny env_fire_tiny_smoke env_fire_trail env_firesensor env_firesource env_fog_controller env_funnel env_global env_glow env_gunfire env_hudhint env_instructor_hint env_laser env_lightglow env_lightglow maxdist too large (%d should be %d). env_lightglow outermaxdist too large (%d should be %d). env_message env_microphone env_movieexplosion env_muzzleflash env_outtro_stats env_particle_performance_monitor env_particle_trail env_particlefire env_particlelight env_particlescript env_particlesmokegrenade env_physexplosion env_physimpact env_physwire env_player_surface_trigger env_portal_path_track env_projectedtexture env_quadraticbeam env_ragdoll_boogie env_render env_rockettrail env_rotorshooter env_screeneffect env_screenoverlay env_screenoverlay %s has no overlays to display. env_shake env_shake %s with "Don't shake view" spawnflag set without "Shake physics" or "Shake ropes" spawnflags set. env_shooter env_smokestack env_smoketrail env_soundscape env_soundscape_proxy env_soundscape_proxy can't find target soundscape: '%s' env_soundscape_triggerable env_spark env_sparks_directional env_sparks_omni env_splash env_sporeexplosion env_sporetrail env_sprite env_sprite at setpos %0.0f %0.0f %0.0f has invalid glow size %f - clamping to %f env_sprite_clientside env_sprite_oriented env_spritetrail env_steam env_steamjet env_sun env_texturetoggle env_tilt env_tonemap_controller env_tracer env_tracer: unknown entity "%s" env_viewpunch env_wind env_zoom ep1_c17_00 ep1_c17_00a ep1_c17_01 ep1_c17_02 ep1_c17_02b ep1_c17_05 ep1_c17_06 ep1_citadel_00 ep1_citadel_01 ep1_citadel_02 ep1_citadel_02b ep1_citadel_03 ep1_citadel_04 ep2_outland_01 ep2_outland_01a ep2_outland_02 ep2_outland_03 ep2_outland_04 ep2_outland_05 ep2_outland_06 ep2_outland_06a ep2_outland_07 ep2_outland_08 ep2_outland_09 ep2_outland_10 ep2_outland_10a ep2_outland_11 ep2_outland_11a ep2_outland_12 ep2_outland_12a equip_conflicts equip_region equip_regions equip_regions_list equip_sound equipment0 equipment1 equipment2 equipment3 equipment4 equipment5 error in transition graph: %s to %s et event %u event_name event_queue_saveload_proxy event_ramp excludednpc exclusive exec exec "%s" exec %s exec map_edit.cfg exec skill%d.cfg execwithwhitelist %s.cfg */maps execwithwhitelist %s_%d.cfg */maps exit anim not yet supported! exit_activity exit_bombzone exit_buyzone exit_rescue_zone exit_sequence exit_tauremoved expdamage expecting = expecting channel got %s expecting event got %s expecting flex animation data expecting more tokens! expecting ramp data expecting relative tag expecting scalesettings data expecting valid tag type!!! expecting { expiration date expiration_date explode_3 explode_fire explode_ice explodemagnitude explodevector explosion_basic explosion_basic_water explosion_c4_500 explosion_hegrenade_brief explosion_hegrenade_dirt explosion_hegrenade_interior explosion_hegrenade_snow explosion_molotov_air explosive_damage explosive_radius explosive_resist exponential_decay expr_bonus expradius expressions/ expressions/%s.vfe extend .$0 { extendfreeze extinguish_fire extinsguish_fire_blastout_01 extra extra_wearable eyes_follow f f == __null || dynamic_cast(f) != __null fExpireTime fIgnoreFacing fTaskStatus faceposer faceposermodel faceposermodel "%s" facing: %s faction fadeDuration fadeInDuration fadeOutDuration fadein fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. fadeinsecs fadeintime fademaxdist fademindist fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. fadeoutsecs fadescale fadetime fadetoblackstrength failed (+exclude rule) failed to dlopen %s error=%s fallback fallback max count fallback replacement definition false famas fanfriction far_blur far_focus far_radius fastreload faulty context k:v pair in entity io %s ff_damage_bullet_penetration ff_damage_reduction_bullets ff_damage_reduction_grenade ff_damage_reduction_grenade_self ff_damage_reduction_other fflush fflush@@GLIBC_2.0 field fieldName file ID: %llu file error file_size file_url filmgrainstrength filter_activator_class filter_activator_context filter_activator_mass_greater filter_activator_model filter_activator_name filter_activator_team filter_base filter_damage_type filter_enemy filter_max_per_enemy filter_multi filter_multi: Tried to add entity (%s) which is not a filter entity! filter_outer_radius filter_radius filterclass filtermass filterteam final_event find_by_classname find_by_modelname find_by_targetname find_ent find_ent_index fire : %s, cycle: %.2f fire a response concept directly at a given character.USAGE: rr_forceconcept "criteria1:value1,criteria2:value2,..."criteria values are optional. fire_absorbrate fire_dmgbase fire_dmginterval fire_dmgscale fire_extabsorb fire_extscale fire_growthrate fire_heatscale fire_incomingheatscale fire_interactions fire_maxabsorb fireattack fireballsprite firedamage fireinterval fireradius firerate firesize firespread firetarget firetrigger firetype firework_crate_explosion_01 firework_crate_ground_effect firing in: %.2f sec first connected: %d firstKs first_sale_date first_valid_class first_valid_item_slot first_valid_item_slot not set! fish fish_count fish_dormant fiveseven fixed32 fixed64 fixedlength flAbandonTimeLimit flCameraDistance flDistSqr flEnterExitDuration flEnterExitStartTime flMinDeltaSpeed flMinSpeed flNextAttemptTime flSpeedApproachFactor flVal flag_cannot_craft flag_cannot_trade flag_non_economy flair0 flammable flashbang flashbang_detonate flesh flex_expression flex_looktime flex_maxawaytime flex_maxplayertime flex_minawaytime flex_minplayertime flex_talk flexanimation flexanimations flexanimations samples_use_time flexanimations samples_use_time defaultcurvetype=%s flexsetting_t flexsettinghdr_t flexsettingindex flextimingtags flexweight_t flinch velocity modifier large flinch velocity modifier large alt flinch velocity modifier small flinch velocity modifier small alt flip_viewmodel float float( %f ) float_array fluid flwaitSentence flwaitSound flying_courier_effect fn57 focus_range focus_target fogColor fogEnable fogEnd fogMaxDensity fogStart fog_volume fog_volume_debug fogblend fogcolor fogcolor2 fogdir fogenable fogend foglerptime fogmaxdensity fogparams_t fogplayerparams_t fogstart followPointTolerance follow_attachment follow_customorigin follow_eyes follow_origin follow_overhead follow_rootbone followme fopen fopen64 fopen64@@GLIBC_2.1 fopen@@GLIBC_2.1 force_baseline_timestamp force_gc_to_generate force_lastdrop_timestamp force_output_description forceclosed forcecrouch forced_item_quality forcedslave forcelimit forceprecache forceshortmovement forcestate forcetime forcetoenablemotion foreign formation found_in_crate foundry_engine_get_mouse_control foundry_engine_release_mouse_control foundry_select_entity foundry_sync_hammer_view foundry_update_entity fov_desired fov_rate fprintf fprintf@@GLIBC_2.0 fps fps %i fr fragility fraglimit: %d framerate framestart frametime limit for min efficiency AIE_NORMAL (in sec's). free free@@GLIBC_2.0 free_pass_peek_debug freepass_duration freepass_movetolerance freepass_peektime freepass_refillrate freepass_timetotrigger freeze period: %d freeze simulation after time freeze time: %d freopen freopen@@GLIBC_2.0 frequency: %f front_mag fuel full_reset full_round funCBaseFlex func_ func_areaportal func_areaportalwindow func_bomb_target func_break_max_pieces func_break_reduction_factor func_breakable func_breakable with invalid propdata %d. func_breakdmg_bullet func_breakdmg_club func_breakdmg_explosive func_brush func_button func_buyzone func_clip_vphysics func_conveyor func_detail_blocker func_door func_door_rotating func_dustcloud func_dustmotes func_escapezone func_fish_pool func_footstep_control func_guntarget func_hostage_rescue func_illusionary func_instance_io_proxy func_ladder func_ladderendpoint func_ladderendpoint(%s) without matching target func_lod func_monitor func_movelinear func_nav_avoidance_obstacle func_nav_blocker func_no_defuse func_occluder func_physbox func_physbox_multiplayer func_plat func_plat* func_platrot func_playerinfected_clip func_precipitation func_precipitation_blocker func_proprrespawnzone func_pushable func_reflective_glass func_rot_button func_rotating func_simpleladder func_smokevolume func_tank func_tankairboatgun func_tankapcrocket func_tanklaser func_tankpulselaser func_tankrocket func_tanktrain func_team_wall func_track_train must be on a path of path_track func_trackautochange func_trackchange func_tracktrain func_train func_traincontrols func_useableladder func_vehicleclip func_vip_safetyzone func_wall func_wall_toggle func_water func_water_analog func_weight_button functionName funfact_data1 funfact_data2 funfact_data3 funfact_player funfact_token futimes futimes@@GLIBC_2.3 fx_new_sparks fxtime f} g g3sg1 g8 g:csgo,gt:%u,gm:%u, gF g_CCNameMap: Event type at %i has wrong value (%i)! g_ClockSpeed g_ClockSpeedMillisecondsMultiplier g_ClockSpeedSecondsMultiplier g_EdictTouchLinks g_EntListMemPool g_EntityGroundLinks g_EntityListPool g_Language g_NameMap: CC type at %i has NULL name string! g_NameMap: Event type at %i has NULL name string! g_NameMap: Event type at %i has wrong value (%i)! g_PerfStats g_VProfCurrentProfile g_VProfSignalSpike g_ai_threadedgraphbuild g_debug_angularsensor g_debug_constraint_sounds g_debug_doors g_debug_npc_vehicle_roles g_debug_ragdoll_removal g_debug_trackpather g_debug_transitions g_debug_vehiclebase g_debug_vehicledriver g_debug_vehicleexit g_debug_vehiclesound g_dwClockSpeed g_jeepexitspeed g_nThreadID g_pGameMovement->ProcessMovement() g_pGameRules->CreateStandardEntities() g_pGameRules->EndGameFrame g_pGameRules->PlayerThink( player ) g_pGameRules->Precache g_pGameSaveRestoreBlockSet g_pMemAlloc g_pParticleSystemMgr->Init g_pServerBenchmark->UpdateBenchmark g_pThreadPool g_ragdoll_important_maxcount g_ragdoll_maxcount galil galilar game start time: %f game time per map in minutes game.cfg game/map game/mapgroupname game/mode game/type game360.cfg gameModes gamePS3.cfg gameTypes game_ game_coopmission_manager game_end game_gib_manager game_info game_init game_material_decals game_money game_newmap game_online game_player_equip game_player_manager game_player_team game_playerdie game_playerkill game_playerleave game_public game_ragdoll_manager game_round_end game_score game_team_master game_text game_ui game_weapon_manager game_zone_player gameeventmanager->LoadEventsFromFile gamematerial gamemode gamemodes gamemodes_server.txt gamemonkey gamestats.log gamestats_ gamestats_file_output_directory gamestatsuploader->UpdateConnection gametitle gametypes gametypes/%s/gamemodes/%s/exec gametypes/%s/gamemodes/%s/weaponprogression_ct gametypes/%s/gamemodes/%s/weaponprogression_t gameui gassound gc inter msg %s, SourceAppID %d, version %hd, job source %llu, job target %llu gc msg %s, SteamID %llu gc msg %s, SteamID %llu, version %hd, job source %llu, job target %llu gc_generation_settings/rotate_end gc_generation_settings/rotate_start gc_generation_settings/scale_max gc_generation_settings/scale_min gc_generation_settings/wear_max gc_generation_settings/wear_min gc_generation_settings/xp_reward gconly gcsdk_gcmessages.proto gcsystemmsgs.proto gear gearLimit gear_limit gearratio gen_codes: max_code %d generic_actor generictype geo gesture_height gesture_rightleft gesture_updown gesture_width get camera's current fov setting as integer getcwd getcwd@@GLIBC_2.0 getenv getenv@@GLIBC_2.0 getting sound duration for %s took %f milliseconds getting wav duration for %s gg_bonus_grenade_achieved gg_final_weapon_achieved gg_halftime gg_killed_enemy gg_knife_kill_demotes gg_leader gg_player_impending_upgrade gg_reset_round_start_sounds gg_team_leader ggprogressive_player_levelup ggtr_player_levelup gibangles gibanglevelocity gibdir gibgravityscale gibmodel gibshooter gift_wrapped gifter account id giftidx givecurrentammo given 2 points & ent to ignore, return fraction along line that hits world or models given a dummy scene name and a vcd string, load the scene given an entity reference, such as !target, get actual entity from scene object global_event_log_enabled global_set global_set : Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD). globalentity_t globalname glock glowcolor glowdist glowenabled glowstyle goalent god godmode OFF godmode ON gods godsmode OFF godsmode ON golf ball google/protobuf/descriptor.cc google/protobuf/descriptor.pb.cc google/protobuf/descriptor.proto google/protobuf/descriptor_database.cc google/protobuf/dynamic_message.cc google/protobuf/extension_set.cc google/protobuf/extension_set_heavy.cc google/protobuf/generated_message_reflection.cc google/protobuf/io/coded_stream.cc google/protobuf/io/tokenizer.cc google/protobuf/io/zero_copy_stream_impl.cc google/protobuf/io/zero_copy_stream_impl_lite.cc google/protobuf/message.cc google/protobuf/message_lite.cc google/protobuf/reflection_ops.cc google/protobuf/stubs/common.cc google/protobuf/stubs/stringprintf.cc google/protobuf/stubs/strutil.cc google/protobuf/text_format.cc google/protobuf/unknown_field_set.cc google/protobuf/wire_format.cc google/protobuf/wire_format_lite.cc google::protobuf::uint32 google::protobuf::UnknownField::fixed32() const google::protobuf::uint64 google::protobuf::UnknownField::fixed64() const google::protobuf::uint64 google::protobuf::UnknownField::varint() const gordon_precriminal gotv graball grenade0 grenade1 grenade2 grenade3 grenade4 grenade5 grenade_beam grenade_bounce groundlist group group id gt guard guardian guardian_%s guardian_defaultmap gun_barrel_attach gun_base_attach gun_pitch_pose_center gun_pitch_pose_param gun_ref gun_spin gun_yaw_pose_center gun_yaw_pose_param gungame gunshotsplash gustdirchange gustduration gy h h+T h:l hB hFollower hPathCorner hUnreachableEnt hX= halfhealth hammer_update_entity hammer_update_safe_entities hammer_updateignorelist hammerid hand_L handle_dummy handle_test hardware hardware%d has burst mode has burst mode alt has silencer has silencer alt hasbomb hash haskit hassilencer hastracers hcontent hcontent_file head_0 head_forwardback head_pitch head_rightleft head_roll head_tilt head_updown head_yaw healthshot_health heat per shot heat per shot alt heat_effect heatlevel heattime heavy0 heavy1 heavy2 heavy3 heavy4 heavy5 heavyarmor hegrenade hegrenade_detonate hegrenade_projectile heistbomb helmet hero hero_model_change hexColor hex_color hgrunt;scientist hh hidden hide from drop list hide view model zoomed hide view model zoomed alt hide_bodygroups_deployed_only hide_clips hide_mag hide_radius hide_silencer highboundary hingeaxis hingefriction hintChangeReaction hint_activator_caption hint_activator_userid hint_allow_nodraw_target hint_alphaoption hint_binding hint_caption hint_color hint_flags hint_forcecaption hint_gamepad_binding hint_icon_offscreen hint_icon_offset hint_icon_onscreen hint_local_player_only hint_name hint_nooffscreen hint_pulseoption hint_range hint_replace_key hint_shakeoption hint_static hint_target hint_timeout hintactivity hintlimiting hinttype hitboxset hitgroup hkp2000 hl2 hl2_episodic hllog.txt hltv_chase hltv_chat hltv_fixed hltv_message hltv_rank_camera hltv_rank_entity hltv_status hold time: %f holdpos holiday_restriction host.txt host_map host_thread_mode host_workshop_collection host_workshop_collection: Web API auth key not found! host_workshop_map hostage_debug hostage_drop_time hostage_entity hostage_feetyawrate hostage_follows hostage_hurt hostage_is_silent hostage_killed hostage_models hostage_rescued_all hostage_stops_following hostagecount hostfile hostip hostname hostname_changed hostport how closely you have to point at someone to see them beyond max distance how long from when the C4 is armed until it blows how many seconds to keep players frozen when the round starts http://%ssteamcommunity.com/market/search?appid=730&lock_appid=730&q= https://api.steampowered.com hud_jeephint_numentries hud_skin hull_name hurtme i i >= 0 iActivity iCollide iController iCurTask iD iFlags iLockedSentence iLoopBreakTriggerMethod iMapDataLength iTaskInterrupt iTemplateIndex iTriggerMethod iUnlockedSentence iVal icon display model icon_default_image icon_path iconv iconv@@GLIBC_2.1 iconv_close iconv_close@@GLIBC_2.1 iconv_open iconv_open@@GLIBC_2.1 id idle interval idle interval alt idle: %s, weight: %.2f ignite ignitionpoint ignorePhonemes ignorePhonemes %s ignore_enabled ignore_in_collection_view ignore_weapon_size_scale ignoredClass ignoredEntity ignoredebris ignoregraceupto ignoremsg ignorerad ignoreunseenenemies ih image not found image_inventory image_inventory_overlay image_inventory_overlay2 image_inventory_pos_x image_inventory_pos_y image_inventory_size_h image_inventory_size_w imagename impact_helmet_headshot impact_physics_dust impact_physics_sparks impact_wallbang_heavy impact_wallbang_light impale impale_forward import "$0"; import public "$0"; import weak "$0"; import_from in game price in game price alt in-game in1 in2 inaccuracy crouch inaccuracy crouch alt inaccuracy fire inaccuracy fire alt inaccuracy jump inaccuracy jump alt inaccuracy ladder inaccuracy ladder alt inaccuracy land inaccuracy land alt inaccuracy move inaccuracy move alt inaccuracy reload inaccuracy reload alt inaccuracy stand inaccuracy stand alt incgrenade_thrown_trail incompatible version incomplete distance tree incomplete dynamic bit lengths tree incomplete literal/length tree inconsistent bit counts incorrect data check incorrect header check index,length,id,name,desc indexindex inertiafactor inertiascale ineye inf inferno_child_spawn_interval_multiplier inferno_child_spawn_max_depth inferno_damage inferno_debug inferno_expire inferno_extinguish inferno_flame_lifetime inferno_flame_spacing inferno_forward_reduction_factor inferno_friendly_fire_duration inferno_initial_spawn_interval inferno_max_child_spawn_interval inferno_max_flames inferno_max_range inferno_max_trace_per_tick inferno_per_flame_spawn_duration inferno_scorch_decals inferno_spawn_angle inferno_startburn inferno_surface_offset inferno_velocity_decay_factor inferno_velocity_factor inferno_velocity_normal_factor infinity inflate 1.1.3 Copyright 1995-1998 Mark Adler influence info_armsrace_counterterrorist info_armsrace_terrorist info_big* info_bomb_target info_bomb_target_hint_A info_bomb_target_hint_B info_camera_link info_constraint_anchor info_deathmatch_spawn info_enemy_terrorist_spawn info_game_event_proxy info_hint info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type. info_hostage_rescue info_hostage_rescue_zone_hint info_hostage_spawn info_intermission info_ladder info_ladder_dismount info_landmark info_map_parameters info_mass_center info_node info_node_air info_node_air_hint info_node_climb info_node_hint info_node_link info_node_link_controller info_null info_overlay_accessor info_particle_system info_particle_system (%s) has no particle system name specified! info_player_coop info_player_counterterrorist info_player_deathmatch info_player_logo info_player_start info_player_teamspawn info_player_teamspawn with invalid team number: %d info_player_terrorist info_projecteddecal info_radial_link_controller info_remarkable info_target info_target_instructor_hint info_teleport_destination info_vehicle_groundspawn info_vehicle_groundspawn with invalid team number: %d info_view_parameters infodecal initial_particles initializers inmax inmin inner_radius inposition input: %s input: (%s) -> (%s,%s), from (%s) input: (%s,%d) -> (%s,%s), from (%s) input: (%s,%s) -> (%s,%s), from (%s) input_items inrange inrestart inspect_weapon instance_data instanced_scripted_scene instructor_server_hint_create instructor_server_hint_stop insufficient lookahead insufficient memory int google::protobuf::hex_digit_to_int(char) int( %d = 0x%X ) int32 int64 int_array intermission duration: %f intermission start time: %f interp_time interrupt interruptability interval_max interval_min intro invalid bit length repeat invalid block type invalid distance code invalid length invalid literal/length code invalid stored block lengths invalid window size invalid! inventoryPos inventory_image_data invert_exclusion is commodity is full auto is full auto alt is not valid for field is revolver is revolver alt is_agressive is_an_event is_autoaim_target is_collection is_console is_hidden_set is_pack_bundle is_pc isalnum isalnum@@GLIBC_2.0 isbot iscntrl iscntrl@@GLIBC_2.0 isdebris isheavy ispainted isplanted isprint isprint@@GLIBC_2.0 issilenced iswalnum iswalnum@@GLIBC_2.0 iswspace iswspace@@GLIBC_2.0 isxdigit(c) iszActivityName iszCrashSound iszGenericType iszInteractionName iszMapData iszMyWeapon iszStateSounds iszTheirWeapon iszVal item_* item_ammo_ar2 item_ammo_ar2_large item_ammo_pistol item_ammo_pistol_large item_ammo_smg1 item_ammo_smg1_large item_assaultsuit item_battery item_box_buckshot item_box_flare_rounds item_box_sniper_rounds item_class item_coop_coin item_cutters item_defuser item_description item_dynamic_resupply item_equip item_flags item_flare_round item_found item_health* item_healthkit item_healthvial item_heavyassaultsuit item_iconname item_kevlar item_level_max item_level_min item_levels item_logname item_name item_nvg item_nvgs item_pickup item_purchase item_rarity item_rpg_round item_sets item_shares_equip_slot item_sodacan item_sub_position item_suit item_type item_type_name item_whitelist item_whitelist.txt itemdef iu iv j j#K jaw_clencher jaw_drop jklmnopqrstuvwxyzyxwvutsrqponmlkj job job warning: Resuming job '%s (id: %lld)' due to timeout while paused for %s jobmsgcontext joinclass joingame jointeam jointeam 3 jointeam_failed jump_fall jy k kN kX k_EGCMsgResponseDenied k_EGCMsgResponseInvalid k_EGCMsgResponseNoMatch k_EGCMsgResponseNotLoggedOn k_EGCMsgResponseOK k_EGCMsgResponseServerError k_EGCMsgResponseTimeout k_EGCMsgResponseUnknownError kdtree_test keyframe_rope keyframe_track keymappingindex keynameindex keyvalues { keyvalues2 keyvalues2_flat keyvalues2_flat_v1 keyvalues2_v1 kickid %d kickid %d CBaseEntity::InputKill() kickid_ex %d %d %s kickid_ex %d %d For doing too much team damage kickid_ex %d %d For killing a teammate at round start kickid_ex %d %d For killing too many hostages kickid_ex %d %d For killing too many teammates kickid_ex %d %d For suiciding too many times kickid_ex %d %d You have been voted off; kill award kill award alt kill eater kill eater score type kill_eater_score_type kill_eater_score_types killer killing %s kills_weapon_pistol kills_weapon_sniper killtarget killvector km45 knife_damage_scale kochanek kochanek_early kochanek_late krieg550 krieg552 l l4Z lN ladderSurfaceProperties ladder_speed ladder_yaw landmarkModelSpace large car laserentity last_lit %u, last_dist %u, in %ld, out ~%ld(%ld%%) last_match_contribution_score last_match_ct_wins last_match_damage last_match_deaths last_match_dominations last_match_favweapon_hits last_match_favweapon_id last_match_favweapon_kills last_match_favweapon_shots last_match_gg_contribution_score last_match_kills last_match_max_players last_match_money_spent last_match_mvps last_match_revenges last_match_rounds last_match_t_wins last_match_wins last_valid_class last_valid_item_slot last_valid_item_slot not set! lastinv reset lchown lchown@@GLIBC_2.0 ld-linux.so.2 lead_fail leaderteam:CT lean_yaw left arm left leg left_ left_cheek_raiser left_corner_puller left_funneler left_hand_attach left_inner_raiser left_lid_droop left_lid_raiser left_lid_tightener left_lowerer left_mouth_drop left_outer_raiser left_puckerer left_upper_raiser leftedge leftedge %s %.3f legacy legs lengthproxy levelName level_up_reward lfomodpitch lfomodvol lforate lfotype libc.so.6 libdl.so.2 libm.so.6 libpthread.so.0 libstdc++.so.6 libsteam_api.so libtier0_client.so libuuid.so.1 libvstdlib_client.so lifespan_decay lifetime_max lifetime_min lifetime_random light has _fifty_percent_distance of %f but no zero_percent_distance light_directional light_dynamic light_dynamic at [%d %d %d] has invalid exponent value (%d must be between %d and %d). light_environment light_glspot light_spot lightcolor lightfov lightonlytarget lightworld limit to: %s linear_interp link@@GLIBC_2.0 linktype listRecentNPCSpeech listenserver.cfg listissues listplayers lit data: dyn %ld, stat %ld lit tree: sent %ld liveallies liveenemies load_master_item_schema loadondemand loadtime locBody locHeader loc_description loc_key loc_key_weapon loc_name localSound localcontrastedgestrength localcontraststrength localtime@@GLIBC_2.0 locationproxy lock to bone lockbodyfacing lockpoint locksound_t locomotive logic_active_autosave logic_active_autosave (%s, %d) triggered logic_auto logic_autosave logic_branch logic_branch_listener logic_branchlist %s refers to entity %s, which is not a logic_branch logic_case logic_choreographed_scene logic_collision_pair logic_compare logic_eventlistener logic_eventlistener_itemequip logic_lineto logic_lineto - Source not found or source with no origin! logic_lineto - Target not found or target with no origin! logic_measure_movement logic_measure_movement: Unable to find measure reference entity %s logic_measure_movement: Unable to find measure target entity %s logic_measure_movement: Unable to find movement reference entity %s logic_measure_movement: Unable to find movement target entity %s logic_multicompare logic_navigation logic_playerproxy logic_playmovie logic_proximity logic_random_outputs logic_register_activator logic_relay logic_scene_list_manager logic_script logic_timer logo_material logo_offset_x logo_offset_y logo_rotation logo_scale logocolor%i lookat01 lookatname loop_break_trigger loop_in_action loopcount loopcount "%i" looping loopmovesound loopsingleplayermaps loopvideo loot_list loot_list_name loot_lists_misc lowboundary lowerleft lowerright lseek lseek64 lseek64@@GLIBC_2.2 lseek@@GLIBC_2.0 lservercfgfile lt lu m m249 m4a1 m4a1_silencer m_AIAddOn m_ActiveScenes m_Activity m_Actor m_ActorTargetProxTester m_ActualFlags m_AirFinished m_AllIntCompares m_AmbientLight m_AmbientLight.m_flIntensity m_AmbientLight.m_vColor m_AmbientLight.m_vPos m_Amplitude m_Angles m_AngularVelocity m_AnimOverlay m_ArmorValue m_AssaultCue m_AssaultHintGroup m_AssaultPointName m_AtTarget m_AttributeList m_AttributeManager m_Attributes m_BiasZone m_BoneFollowerManager m_BranchMethod m_BusyActor m_CanInDispenser m_ChainTarget m_CheckOnGroundTimer m_Collision m_CollisionGroup m_Color m_Color1 m_Color2 m_CommandMoveMonitor m_ConceptCategoryTimers m_ConceptHistories m_ConceptTimers m_CurrentFollowActivity m_CurrentStage m_CurrentWeaponProficiency m_DegreesPerSecond m_Density m_DensityRampSpeed m_DirLight m_DirLight.m_flIntensity m_DirLight.m_vColor m_DirLight.m_vPos m_DirectionalMarker m_DistMax m_Distance m_DmgOrigin m_DmgRadius m_DmgSave m_DmgTake m_Duration m_DustFlags m_EffectData m_Efficiency m_ElementList m_EndColor m_EndEntity m_EndSize m_EnemiesSerialNumber m_EnemyInfos m_EnvWindShared m_EnvWindShared.m_OnGustEnd m_EnvWindShared.m_OnGustStart m_EnvWindShared.m_flGustDuration m_EnvWindShared.m_flMaxGustDelay m_EnvWindShared.m_flMinGustDelay m_EnvWindShared.m_flWindSpeed m_EnvWindShared.m_iGustDirChange m_EnvWindShared.m_iMaxGust m_EnvWindShared.m_iMaxWind m_EnvWindShared.m_iMinGust m_EnvWindShared.m_iMinWind m_EnvWindShared.m_iWindDir m_Explosion m_ExplosionMagnitude m_Exponent m_FOV m_FacingPercentage m_FadeDuration m_FadeEndTime m_FadeStartTime m_FailChooseEnemyTimer m_FallSpeed m_Filter m_FindMethod m_Flags m_FlexweightBodyRightLeft m_FlexweightChestRightLeft m_FlexweightGestureRightLeft m_FlexweightGestureUpDown m_FlexweightHeadForwardBack m_FlexweightHeadRightLeft m_FlexweightHeadTilt m_FlexweightHeadUpDown m_FogColor m_FollowDelay m_FollowNavGoal m_FreePassMoveMonitor m_FreePassTimeRemaining m_Frequency m_FrontMoveMonitor m_FrontTimer m_GGProgressiveWeaponKillUpgradeOrderCT m_GGProgressiveWeaponKillUpgradeOrderT m_GGProgressiveWeaponOrderCT m_GGProgressiveWeaponOrderT m_GenericHintType m_GibDir m_GiveUpOnDeadEnemyTimer m_HackedGunPos m_Handle m_HeightZone m_HintChangeReaction m_HoldTime m_IdealActivity m_IdealNPCState m_IdealSchedule m_IdealTranslatedActivity m_IdealWeaponActivity m_IdealYaw m_Info m_InitialState m_InnerAngle m_Interruptability m_Item m_JetLength m_LastEnterTime m_LastEnterWeight m_LastExitTime m_LastExitWeight m_LastHitGroup m_LastLookDist m_LeaveTarget m_LegacyTeamNum m_LengthZone m_LifetimeMax m_LifetimeMin m_LightColor m_LightColorScale m_LightStyle m_Line m_Listeners m_Local m_LogicBranchList m_LookDist m_LostLOSTimer m_LostTimer m_MagnettedEntities m_MainSoundscapeName m_ManagedNonWeapons m_Map m_Master m_MatchDevice m_Material m_MaterialName m_MaxColor m_MaxDirectedSpeed m_MaxFalloff m_MaxSpeed m_MaxWeight m_MessageAttenuation m_MessageVolume m_MinColor m_MinDirectedSpeed m_MinFalloff m_MinSpeed m_ModelName m_ModifiedConvars m_MotionEnabled m_MoveAndShootOverlay m_MoveCollide m_MoveEfficiency m_MoveMonitor m_MoveType m_MovementSpeed m_NPCState m_NearestEntityDistance m_Network m_NetworkedDynamicAttributesForDemos m_NewColor m_NextAssaultPointName m_NoValidActors m_NodeData m_NoiseArrived m_NoiseArrivedClosed m_NoiseMoving m_NoiseMovingClosed m_NoiseRunning m_NumBeams[0] m_NumBeams[1] m_OldColor m_On m_On2Speakers m_On4Speakers m_On51Speakers m_OnAllFalse m_OnAllTrue m_OnAmmoDepleted m_OnAquireTarget m_OnArrival m_OnArrivalDone m_OnArrivedAtDestinationNode m_OnAssaultClear m_OnAwakened m_OnBackgroundMap m_OnBeginFade m_OnBeginSentence m_OnBeginSequence m_OnBlockedClosing m_OnBlockedOpening m_OnBombBeginDefuse m_OnBombDefuseAborted m_OnBombDefused m_OnBombExplode m_OnBombExploded m_OnBombPlanted m_OnBreak m_OnCacheInteraction m_OnCancelFailedSequence m_OnCancelSequence m_OnCanceled m_OnCase[0] m_OnCase[10] m_OnCase[11] m_OnCase[12] m_OnCase[13] m_OnCase[14] m_OnCase[15] m_OnCase[1] m_OnCase[2] m_OnCase[3] m_OnCase[4] m_OnCase[5] m_OnCase[6] m_OnCase[7] m_OnCase[8] m_OnCase[9] m_OnChangeLevel m_OnChangedFromMax m_OnChangedFromMin m_OnClose m_OnCommentaryMidGame m_OnCommentaryMultiplayerSpawn m_OnCommentaryNewGame m_OnCompletion m_OnConditionsSatisfied m_OnConditionsTimeout m_OnConstraintBroken m_OnConvert m_OnCreditsDone m_OnDamaged m_OnDamagedByPlayer m_OnDamagedByPlayerSquad m_OnDeath m_OnDefault m_OnDenyCommanderUse m_OnDone m_OnDroppedNotRescued m_OnDuck m_OnEndFollow m_OnEndSentence m_OnEndSequence m_OnEndTouch m_OnEndTouchAll m_OnEqual m_OnEqualTo m_OnEventFired m_OnExtinguished m_OnFacingLookat m_OnFail m_OnFailure m_OnFalse m_OnFire m_OnFirstPickedUp m_OnForcedInteractionAborted m_OnForcedInteractionFinished m_OnForcedInteractionStarted m_OnFoundEnemy m_OnFoundEntity m_OnFoundPlayer m_OnFullyClosed m_OnFullyOpen m_OnGetSpeed m_OnGetValue m_OnGotController m_OnGotPlayerController m_OnGreaterThan m_OnGreaterThanOrEqualTo m_OnHalfHealth m_OnHealthChanged m_OnHearCombat m_OnHearPlayer m_OnHearWorld m_OnHeardSound m_OnHeatLevelEnd m_OnHeatLevelStart m_OnHitMax m_OnHitMin m_OnHostageBeginGrab m_OnHurt m_OnHurtPlayer m_OnIgnite m_OnIgnited m_OnIn m_OnJump m_OnLessThan m_OnLessThanOrEqualTo m_OnLoadGame m_OnLockedUse m_OnLoseTarget m_OnLostController m_OnLostEnemy m_OnLostEnemyLOS m_OnLostPlayer m_OnLostPlayerController m_OnLostPlayerLOS m_OnMagnetAttach m_OnMagnetDetach m_OnMapSpawn m_OnMapTransition m_OnMissionCompleted m_OnMixed m_OnMotionEnabled m_OnMultiNewMap m_OnMultiNewRound m_OnNPCPickup m_OnNPCStartedUsing m_OnNPCStoppedUsing m_OnNewGame m_OnNext m_OnNotEqual m_OnNotEqualTo m_OnNotFacingLookat m_OnNotTouching m_OnOff m_OnOn m_OnOpen m_OnOut m_OnOutOfWorld m_OnOuttroStatsDone m_OnPass m_OnPhysCannonAnimatePostStarted m_OnPhysCannonAnimatePreStarted m_OnPhysCannonAnimatePullStarted m_OnPhysCannonDetach m_OnPhysCannonPullAnimFinished m_OnPhysGunDrop m_OnPhysGunOnlyPickup m_OnPhysGunPickup m_OnPhysGunPunt m_OnPlay m_OnPlaybackFinished m_OnPlayerGotOffLadder m_OnPlayerGotOnLadder m_OnPlayerInZone m_OnPlayerOutZone m_OnPlayerPickup m_OnPlayerSpawn m_OnPlayerTouch m_OnPlayerUse m_OnPostIdleEndSequence m_OnPressed m_OnProxyRelay1 m_OnProxyRelay10 m_OnProxyRelay11 m_OnProxyRelay12 m_OnProxyRelay13 m_OnProxyRelay14 m_OnProxyRelay15 m_OnProxyRelay16 m_OnProxyRelay17 m_OnProxyRelay18 m_OnProxyRelay19 m_OnProxyRelay2 m_OnProxyRelay20 m_OnProxyRelay21 m_OnProxyRelay22 m_OnProxyRelay23 m_OnProxyRelay24 m_OnProxyRelay25 m_OnProxyRelay26 m_OnProxyRelay27 m_OnProxyRelay28 m_OnProxyRelay29 m_OnProxyRelay3 m_OnProxyRelay30 m_OnProxyRelay4 m_OnProxyRelay5 m_OnProxyRelay6 m_OnProxyRelay7 m_OnProxyRelay8 m_OnProxyRelay9 m_OnPushedPlayer m_OnRappelTouchdown m_OnReachedPosition m_OnReadyToFire m_OnRegisteredActivate1 m_OnRegisteredActivate2 m_OnRegisteredActivate3 m_OnRegisteredActivate4 m_OnReleased m_OnRemove m_OnRescued m_OnRotationDone m_OnRoundEnded m_OnRoundLostKilled m_OnRoundLostTime m_OnRoundReset m_OnRoutedSound m_OnScriptEvent[0] m_OnScriptEvent[1] m_OnScriptEvent[2] m_OnScriptEvent[3] m_OnScriptEvent[4] m_OnScriptEvent[5] m_OnScriptEvent[6] m_OnScriptEvent[7] m_OnShowMessage m_OnSleep m_OnSpark m_OnSpawn m_OnSpawnsReset m_OnStart m_OnStartTouch m_OnStartTouchAll m_OnSuccess m_OnSurfaceChangedFromTarget m_OnSurfaceChangedToTarget m_OnTakeDamage m_OnTimeout m_OnTimer m_OnTimerHigh m_OnTimerLow m_OnTouchedByEntity m_OnTouching m_OnTrigger m_OnTrigger1 m_OnTrigger10 m_OnTrigger11 m_OnTrigger12 m_OnTrigger13 m_OnTrigger14 m_OnTrigger15 m_OnTrigger16 m_OnTrigger2 m_OnTrigger3 m_OnTrigger4 m_OnTrigger5 m_OnTrigger6 m_OnTrigger7 m_OnTrigger8 m_OnTrigger9 m_OnTrue m_OnUnDuck m_OnUnblockedClosing m_OnUnblockedOpening m_OnUnpressed m_OnUse m_OnUseLocked m_OnUser1 m_OnUser2 m_OnUser3 m_OnUser4 m_OnVehicleSpawn m_OnWake m_OnWaveCompleted m_Opacity m_Origin m_OriginalOwnerXuidHigh m_OriginalOwnerXuidLow m_OutColor1 m_OutColor2 m_OutValue m_OuterAngle m_Output[0] m_Output[1] m_Output[2] m_Output[3] m_Output[4] m_Output[5] m_Output[6] m_Output[7] m_PSName m_PainFinished m_ParameterBodyYaw m_ParameterGestureHeight m_ParameterGestureWidth m_ParameterHeadPitch m_ParameterHeadRoll m_ParameterHeadYaw m_ParameterNeckTrans m_ParameterSpineYaw m_Params m_ParticleDrawWidth m_ParticleLifetime m_ParticleSpacingDistance m_ParticleTrail m_PassengerInfo m_PendingConcept m_PendingResponse m_PerformanceMode m_PlayerActorProxTester m_PlayerDied m_PlayerFog m_PlayerFog.m_hCtrl m_PlayerMoveMonitor m_PlayerTargetProxTester m_PlayersInCount m_PlayersOutCount m_Position m_ProviderType m_Providers m_Radius m_RallyPoint m_RallySelectMethod m_RallySequenceName m_RandomCoverChangeTimer m_Rate m_RawPanelBitVec m_ReceivedAssaultCue m_Recipients m_Relationship m_RelationshipString m_RepathOnFollowTimer m_RequestedPlayerHealth m_Resolution m_ResponseContexts m_RopeFlags m_RopeLength m_RotationSpeed m_SafePlaceMoveMonitor m_SavedDistTooFar m_ScaleType m_Scenes m_ScheduleChannels m_ScheduleState m_Score m_ScriptArrivalActivity m_ScriptedInteractions m_SearchType m_SeenHighPriority m_SeenMisc m_SeenNPCs m_SelfMoveMonitor m_ShotRegulator m_Slack m_SlaveName m_SleepFlags m_SleepState m_SoundClose m_SoundLevel m_SoundMoving m_SoundName m_SoundOpen m_SoundPool m_SoundscapeName m_SourceEntityName m_SourceName m_SpawnRadius m_SpawnRate m_Speed m_SpeedMax m_SpotRadius m_SpotlightTextureName m_SpreadSpeed m_SquadData m_SquadName m_StartColor m_StartEntity m_StartSize m_StopEmitTime m_String_tFileName m_String_tMapName m_String_tMaterialName m_String_tSlideshowDirectory m_StuckLast m_Subdiv m_TargetDir m_TargetFOV m_TargetMonitor m_TeamRespawnWaveTimes m_TempAttenuation m_TextureName m_TextureScale m_TiltTime m_TimeBeforeSpreadFacing m_TimeBlockUseWaitPoint m_TimeCheckForWaitPoint m_TimeForceCoverHint m_TimeLastLook m_TimeLastLookHighPriority m_TimeLastLookMisc m_TimeLastLookNPCs m_TimeNextSpreadFacing m_TimePendingSet m_TimePreventForceNewEnemy m_Timeout m_Timer m_TouchType m_TriggerHitPoints m_Type m_UnreachableEnts m_UpdateEnemyPosTimer m_Value m_VariantValue m_VehiclePhysics m_VehiclePhysics.m_pVehicle m_VehiclePhysics.m_pWheels m_Velocity m_ViewSmoothing m_WaterData m_Weight m_Width m_WidthZone m_WindAngle m_WindCallback m_WindSpeed m_WithProxy m_WorldMaxs m_WorldMins m_YawSpeed m_aThinkFunctions m_accel m_acceleration m_actionScale m_actionSpeed m_actionValue m_activateTime m_activated m_active m_activity m_actors m_addAirDensity m_addLength m_additionalAcceleration m_additionalIterations m_afButtonDisabled m_afButtonForced m_afButtonLast m_afButtonPressed m_afButtonReleased m_afCapability m_afMemory m_afPhysicsFlags m_aggressiveness m_aimPitch m_aimPunchAngle m_aimPunchAngleVel m_aimYaw m_allAsleep m_allowIntersection m_altName m_angAbsRotation m_angEyeAngles[0] m_angEyeAngles[1] m_angGibRotation m_angGoal m_angPhysReplacementLocalOrientation m_angPostSpawnDirection m_angPreferredCarryAngles m_angRotation m_angRotationAjar m_angRotationClosed m_angRotationOpenBack m_angRotationOpenForward m_angRotation[0] m_angRotation[1] m_angRotation[2] m_angStart m_angViewPunch m_angleChange m_anglesOverrideString m_angular m_angularAcceleration m_angularLimit m_angularSave m_angularScale m_animate m_args m_arrFeaturedGiftersAccounts m_arrFeaturedGiftersGifts m_arrTournamentActiveCasterAccounts m_arrivalActivity m_arrivalSequence m_attachedObject m_attachmentPointBoneSpace m_attachmentPointRagdollSpace m_attack2axis m_attackaxis m_audio m_audio.entIndex m_audio.localBits m_audio.localSound[0] m_audio.localSound[1] m_audio.localSound[2] m_audio.localSound[3] m_audio.localSound[4] m_audio.localSound[5] m_audio.localSound[6] m_audio.localSound[7] m_audio.soundscapeIndex m_autoKickDisabled m_avoidRange m_axis m_axisEnd m_bAbandonIfEnemyHides m_bActivateWhenAtRest m_bActivated m_bActive m_bActiveCameraMan m_bAffectedByWind m_bAlive m_bAllowAutoMovement m_bAllowDiversion m_bAllowFindLateralLos m_bAllowInstantSpawn m_bAllowNewGibs m_bAllowNoDrawTarget m_bAllowUserSkip m_bAltFireHudHintDisplayed m_bAltFiresUnderwater m_bAlternateSorting m_bAlwaysUpdate m_bAnimate m_bAnimateEveryFrame m_bAnimatedEveryTick m_bAnimationDone m_bAnyHostageReached m_bAtRest m_bAutomated m_bAwaitingReadyRestart m_bAwake m_bBlockLOSSetByPropData m_bBlocked m_bBodyInWater m_bBodyWasInWater m_bBombDefused m_bBombDropped m_bBombPlacedAnimation m_bBombPlanted m_bBombTicking m_bBreakOnNonIdle m_bBurstMode m_bCPIsVisible m_bCTCantBuy m_bCTTimeOutActive m_bCalledStartMove m_bCameraManOverview m_bCameraManScoreBoard m_bCameraManXRay m_bCameraSpace m_bCanBePickedUp m_bCanControlObservedBot m_bCanMoveDuringFreezePeriod m_bCanSpeakWhileScripting m_bCancelAtNextInterrupt m_bCannonCharging m_bCannotDieDuringInteraction m_bCheapEffect m_bCheckContacts m_bCheckDestIfClearForPlayer m_bChooseFarthestPoint m_bClearOnContact m_bClientPhysics m_bClientSide m_bClientSideAnimation m_bClientSideFrameReset m_bClientSidePredicted m_bClientSideRagdoll m_bColdWorld m_bCollide m_bCommentaryEnabledMidGame m_bCompleteReset: %d m_bCompletedEarly m_bConditionsGathered m_bConnected m_bConstrainBetweenEndpoints m_bConstraintPastRadius m_bControlPointsReset m_bControllingBot m_bCreatedFromMapFile m_bCrouchDesired m_bDMBonusActive m_bDOFEnabled m_bDamaged m_bDampAllRotation m_bDelayed m_bDeveloperOnly m_bDidActivate m_bDidDeathCleanup m_bDidFireOnce m_bDidSmokeEffect m_bDirectional m_bDisableAutoGeneratedDMSpawns m_bDisableBoneFollowers m_bDisableNPCCollisions m_bDisablePropLookup m_bDisableShadows m_bDisabled m_bDisplayPerf m_bDisplayTitle m_bDiverting m_bDoFullTransmit m_bDontCancelOtherSequences m_bDontRemove m_bDontSaveGraph set, using synchronous map rebuild m_bDontSpeakStart m_bDontUseSemaphore m_bDoorGroup m_bDrawViewmodel m_bDropEnabled m_bDuckEnabled m_bDuckOverride m_bDuckToggled m_bDucked m_bDucking m_bDying m_bEaseAnglesToCamera m_bEfficientSpotlight m_bEmit m_bEnableLocalLightShadows m_bEnableShadows m_bEnabled m_bEndMatchNextMapAllVoted m_bEndPointValid m_bEngineLocked m_bEnterAnimOn m_bExclusive m_bExitAnimOn m_bExpectingWeapon m_bExplosive m_bFaceLeft m_bFadeCorpse m_bFadeInTime m_bFailed m_bFakeLadder m_bFinishFreezing m_bFireIsBurning m_bFireOnEmpty m_bFired m_bFiresUnderwater m_bFirstBlocked m_bFirstCollisionAfterLaunch m_bFirstFacing m_bFlipViewModel m_bFogEnable m_bFollowNavFailed m_bForceCaption m_bForceClosed m_bForceConditionsGather m_bForceCrouch m_bForceNewLevelUnit m_bForcePrecache m_bForcePurgeFixedupStrings m_bForceServerRagdoll m_bForceSynch m_bForceUpdate m_bForcedMove m_bForcedObserverMode m_bForcedSimplify m_bForcedSlave m_bFreezePeriod m_bGagLeader m_bGameEndAlly m_bGameRestart m_bGenerated m_bGoalPosSet m_bGoalTypeSet m_bGrabAll m_bGunGameImmunity m_bGunHasBeenCutOff m_bHadOwner m_bHasBeenPhysgunned m_bHasBeenPressed m_bHasControlledBotThisRound m_bHasDefuser m_bHasDynamicLight m_bHasGun m_bHasHeavyArmor m_bHasHelmet m_bHasHitSomething m_bHasMatchStarted m_bHasMovedSinceSpawn m_bHasNightVision m_bHasOwner m_bHasPoop m_bHasWalkMovedSinceLastJump m_bHasWarnedAI m_bHeadlightIsOn m_bHeatAtLevel m_bHintGroupNavLimiting m_bHitAssaultPoint m_bHitMax m_bHitMin m_bHitRallyPoint m_bHoldAnimation m_bHostageAlive m_bHud_MiniScoreHidden m_bHud_RadarHidden m_bIgnoreDebris m_bIgnoreGravity m_bIgnoreTransientEntities m_bIgnoreUnseenEnemies m_bImportanRagdoll m_bInAScript m_bInBombZone m_bInBuyZone m_bInDuckJump m_bInHostageRescueZone m_bInMiniRound m_bInNoDefuseArea m_bInOvertime m_bInReload m_bInRestInterval m_bInSetup m_bInValue m_bInWaitingForPlayers m_bInitialAheadTest m_bInitialHandbrake m_bInitialized m_bInitiatedSelfDelete m_bInputForcedClear m_bInterpolationWrap m_bInterruptSceneFinished m_bInterrupted m_bInterruptedActorsScenes m_bInvertAllow m_bInvertExclusion m_bIsActive m_bIsAgressive m_bIsAutoaimTarget m_bIsBackground m_bIsBroken m_bIsControllingBot m_bIsCrouching m_bIsDefusing m_bIsDroppingItems m_bIsEnabled m_bIsFiring m_bIsGrabbingHostage m_bIsHeistBombTarget m_bIsHeldByPlayer m_bIsHoldingLookAtWeapon m_bIsIncGrenade m_bIsLive m_bIsLookingAtWeapon m_bIsMoving m_bIsOn m_bIsPlantingViaUse m_bIsPlayingBack m_bIsPlayingEntry m_bIsQuestEligible m_bIsQueuedMatchmaking m_bIsRescuing m_bIsRespawningForDMBonus m_bIsScoped m_bIsSprite m_bIsTeleportingDueToMoveTo m_bIsTransparent m_bIsUrgent m_bIsValveDS m_bIsWalkableSetByPropData m_bIsWalking m_bIsYesNoVote m_bKilledByTaser m_bLagCompensate m_bLagCompensation m_bLastBoost m_bLastNavFailed m_bLastSkid m_bLastThrottle m_bLeadDuringCombat m_bLeading m_bLeaveAsleep m_bLightOnlyTarget m_bLightWorld m_bLocalPlayerOnly m_bLocked m_bLockedSentence m_bLockedSound m_bLogoMap m_bLoopActionSequence m_bLoopMoveSound m_bLoopVideo m_bLooping m_bLoopingSoundPlaying m_bLowPriority m_bMadeFinalGunGameProgressiveKill m_bManualSpeedChanges m_bMapHasBombTarget m_bMapHasBuyZone m_bMapHasRescueZone m_bMaster m_bMatchWaitingForResume m_bMeasurePerf m_bMovingAndShooting m_bMovingForward m_bMovingToCover m_bMultiplayer m_bNPCInRoute m_bNeedGraphRebuild m_bNegated m_bNeverSayHello m_bNeverTimeout m_bNewAnimCommandsSemaphore m_bNightVisionOn m_bNoDmgForce m_bNoExpirationTime m_bNoGibShadows m_bNoListRepeats m_bNoOffscreen m_bNoPathcornerPathfinds m_bNoShootWhileMove m_bNotOnNetwork m_bNotSolidToWorld m_bOn m_bOnGround m_bOriginalBlockLOS m_bPatrolBreakable m_bPatrolling m_bPauseBonusProgress m_bPaused m_bPausedViaInput m_bPerformAvoidance m_bPerformLeading m_bPinPulled m_bPlayerActorFOVTrueCone m_bPlayerAvoidState m_bPlayerDominated m_bPlayerDominatingMe m_bPlayerTargetFOVTrueCone m_bPlayerUnderwater m_bPlayingMiniRounds 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m_bWarmupPeriod m_bWasAttached m_bWearingSuit m_bWheelInWater m_bWheelWasInWater m_bWorldSpaceScale m_bWrap m_bYawLocked m_barrelPos m_baseFlags m_bitsDamageInflict m_bitsDamageType m_bitsHUDDamage m_blinktime m_blinktoggle m_blockedTeamNumber m_bloodColor m_boltWidth m_bombsiteCenterA m_bombsiteCenterB m_boneIndexAttached m_breakSound m_bulletType m_cAmmoLoaded m_cLastActiveSounds m_calmSpeed m_cancelTime m_cellX m_cellY m_cellZ m_cellbits m_chAreaBits m_chAreaPortalBits m_chCurrentSlideLists m_chMaterialType m_chPoseIndex m_chPreviousTextureType m_clrGlow m_clrOverlay m_clrRender m_code m_collisionMaxs m_collisionMins m_colorCorrectionName m_command m_controlMaxs m_controlMins m_controlPosition m_controlType m_controls.bHasBrakePedal m_controls.boost m_controls.brake m_controls.brakepedal m_controls.handbrake m_controls.handbrakeLeft m_controls.handbrakeRight m_controls.steering m_controls.throttle m_counter m_createTick m_current m_currentAmp m_currentSound 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m_flHandbrakeTime m_flHeadPitch m_flHeadYaw m_flHealthAccumulator m_flHeatAbsorb m_flHeatLevel m_flHeight m_flHideRadius m_flHudHintMinDisplayTime m_flHudHintPollTime m_flIdleModifier m_flIgnoreDangerSoundsUntil m_flIgnoreGraceUpto m_flInMax m_flInMin m_flInValue m_flInitialWindSpeed m_flInnerRadius m_flInteractionYaw m_flInterest m_flInterpTime m_flInterval m_flKillDelay m_flKillRate m_flLaggedMovementValue m_flLastAccess m_flLastAngVelocity m_flLastAttackTime m_flLastDamageTime m_flLastDmgTime m_flLastEnemyTime m_flLastEventCheck m_flLastFlexAnimationTime m_flLastImpactEffectTime m_flLastPhysicsInfluenceTime m_flLastPlayerDamageTime m_flLastRealThinkTime m_flLastSawAnEnemyAt m_flLastSawNonPlayer m_flLastSawPlayerAt m_flLastSawPlayerTime m_flLastStaleLinkCheckTime m_flLastStateChangeTime m_flLastSuccessfulSimplifyTime m_flLastTime m_flLastTimeAcceptedSpeak m_flLastWashStartTime m_flLayerAnimtime m_flLayerFadeOuttime m_flLazyCapPerc m_flLeadDistance m_flLifeTime m_flLifetime m_flLightFOV m_flLightScale m_flLip m_flLocalTime m_flLogoLength m_flLookTime m_flLookTimeLast m_flLookTimeTotal m_flLowerBodyYawTarget m_flLowerRandomBound m_flMagnitude m_flMapResetTime m_flMarkTolerance m_flMassOverride m_flMax m_flMaxBurstDelay m_flMaxBurstInterval m_flMaxDamage m_flMaxDist m_flMaxFrame m_flMaxGustDelay m_flMaxHeat m_flMaxOccludeeArea m_flMaxPropScreenSpaceWidth m_flMaxRadius m_flMaxRandAnimTime m_flMaxRange m_flMaxRange2 m_flMaxRestInterval m_flMaxRevThrottle m_flMaxShadowDist m_flMaxSpeed m_flMaxTimeout m_flMaxWeight m_flMaxspeed m_flMin m_flMinBurstDelay m_flMinBurstInterval m_flMinFadeLength m_flMinGustDelay m_flMinOccluderArea m_flMinPropScreenSpaceWidth m_flMinRandAnimTime m_flMinRange2 m_flMinRestInterval m_flMinTimeout m_flMinimumSpeedToEnterExit m_flModelScale m_flMoveDistance m_flMoveDoneTime m_flMoveSoundMaxTime m_flMoveSoundMinTime m_flMoveTargetTime m_flMoveWaitFinished m_flNavIgnoreUntilTime m_flNearBlurDepth m_flNearBlurRadius m_flNearFocusDepth 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m_flOverlayTimes[5] m_flOverlayTimes[6] m_flOverlayTimes[7] m_flOverlayTimes[8] m_flOverlayTimes[9] m_flOverturnedTime m_flPanelHeight m_flPanelWidth m_flParticleLifetime m_flPathDistance m_flPathMaxSpeed m_flPauseDoneTime m_flPauseDuration m_flPitch m_flPitchPoseCenter m_flPlaybackRate m_flPlayerActorFOV m_flPlayerActorProximity m_flPlayerExitedTime m_flPlayerGracePeriod m_flPlayerLockTimeBeforeFire m_flPlayerTargetFOV m_flPlayerTargetProximity m_flPoseParameter m_flPostProcessParameters m_flPostProcessParameters[ PPPN_DEPTH_BLUR_FOCAL_DISTANCE ] m_flPostProcessParameters[ PPPN_DEPTH_BLUR_STRENGTH ] m_flPostProcessParameters[ PPPN_FADE_TIME ] m_flPostProcessParameters[ PPPN_FADE_TO_BLACK_STRENGTH ] m_flPostProcessParameters[ PPPN_FILM_GRAIN_STRENGTH ] m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_EDGE_STRENGTH ] m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_STRENGTH ] m_flPostProcessParameters[ PPPN_SCREEN_BLUR_STRENGTH ] m_flPostProcessParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ] 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m_strTargetReference m_succeeded m_successdistance m_surfacePropName m_swapModel m_swimDepth m_syntheticLookQueue m_systemLoadScale m_szAnimExtension m_szArmsModel m_szClan m_szClanTeamname m_szCustomName m_szDisplayText m_szGroupName m_szInstanceFilename m_szLandmarkName m_szLastPlaceName m_szLastSound m_szMapName m_szMatchStatTxt m_szMatchingRule m_szMaterialName m_szMaterialVar m_szMaterialVarValue m_szMountTarget m_szMovieFilename m_szNetname m_szNetworkIDString m_szPlayerModelToUse m_szRemarkContext m_szResponseName m_szSlideshowDirectory m_szSnapshotFileName m_szTeamFlagImage m_szTeamLogoImage m_szTeamMatchStat m_szTeamname m_szTournamentEventName m_szTournamentEventStage m_szTournamentPredictionsTxt m_szWeaponClassname m_szWeaponsToGive m_takedamage m_targetEntName m_targetEntityName m_targetLevel m_targetPosition m_targetSpeed m_targetState m_targetTime m_tbdPrev m_tempConstant m_tempDamping m_tempLength m_tempRelativeDamping m_textParms m_textParms.channel m_textParms.effect 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m_vecTargetPosition m_vecTargetSpeed m_vecTeleportOrigin m_vecVelocity m_vecVelocity[0] m_vecVelocity[1] m_vecVelocity[2] m_vecViewOffset m_vecViewOffset[0] m_vecViewOffset[1] m_vecViewOffset[2] m_vecWaterJumpVel m_vecWheelContactPoints m_vehicleScript m_vehicleSounds m_vel m_velocity m_viewPunchAngle m_viewtarget m_voicePitch m_volume m_vphysicsCollisionState m_waitdistance m_waitpoint m_waterLevel m_waypointTolerance m_weaponCount m_weaponMode m_weaponNames m_weaponname m_wheelBaseHeight m_wheelCount m_wheelPosition m_wheelRotation m_wheelTotalHeight m_worldGoalAxis m_x m_xaxis m_xfriction m_xmax m_xmin m_y m_yawCenter m_yawCenterWorld m_yawRange m_yawRate m_yawTolerance m_yaxis m_yfriction m_ymax m_ymin m_z m_zfriction m_zmax m_zmin mac10 mag7 magazine model magic magnetted_objects_t magnitude: %f magnitude: %i magnum main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f maintain position along path male cat malloc malloc@@GLIBC_2.0 malloc_usable_size malloc_usable_size@@GLIBC_2.0 mamamamamama map %s reserved map de_dust server_is_unavailable map key must name a scalar or string field. map type is only allowed for fields with a message type. map type is only allowed for repeated fields. mapGroups map_check_version %s %d map_key must not name a repeated field. map_setbombradius map_showbombradius map_showspawnpoints map_token map_wants_save_disable mapcycle.txt mapcycledisabled mapcyclefile mapgroup mapgroup %llu;map %s mapgroup %s mapgroupsMP mapgroupsSP maplist mapname mapname "%s" maps/ maps/%s.kv maps/%s.txt maps/%s_commentary.txt maps/%s_selected_%4.4d.txt maps/*.bsp maps/*_selected_*.txt maps/cfg/%s.cfg maps/cfg/guardian_%s.cfg maps/graphs maps/graphs/%s%s.ain maps/workshop maps/workshop/ maps\%s.bsp mapspawn mapupdate mass %.1f mass ratio %.4f:%.4f massoverride massscale matDesiredLocalToWorld matEntityToTemplate matSave mat_queue_mode matched, weight %4.2f (s %4.2f x c %4.2f) matcher: !=%s matcher: %s matcher: ==%s matchonce materialName materialVar material_modify_control material_override materials/%s materials/models/weapons/customization/stickers/%s.vmt materials/vgui/%s/%s materials/vgui/%s/*.vmt materialtable math_colorblend math_counter math_remap matrix matrix_array max number of rounds to play before server changes maps max player speed max player speed alt max ragdoll count: %d max speed: %g max value: %f max. %f maxState maxThenAnyDispatchDist max_health max_ilevel max_particles max_recipients max_speed max_val maxburstdelay maxburstsize maxcpulevel maxdirectedspeed maxfalloff maxgpulevel maxgust maxgustdelay maximum amount of money allowed in a player's account maximum draw distance maximum portal recursion depth maximum sim tick rate maximum time step maxobjects maxoccludeearea maxpieces maxplayers maxpropscreenwidth maxshadowdistance maxslidetime maxweight maxwind mbstowcs mbstowcs@@GLIBC_2.0 measuretarget medium car melee_hit melee_hit_world melee_immune melee_miss members/numExtraSpectatorSlots members/numSlots memcmp memcmp@@GLIBC_2.0 memcpy memcpy@@GLIBC_2.0 memmove memmove@@GLIBC_2.0 memset memset@@GLIBC_2.0 message message $0 message of type " messageattenuation messagesound messagevolume metal mg_%s mg_active mg_ar_baggage mg_ar_monastery mg_ar_shoots mg_armsrace mg_coop_cementplant mg_cs_agency mg_cs_assault mg_cs_backalley mg_cs_cruise mg_cs_downtown mg_cs_insertion mg_cs_italy mg_cs_militia mg_cs_motel mg_cs_museum mg_cs_office mg_cs_rush mg_cs_siege mg_cs_thunder mg_cs_workout mg_de_ali mg_de_aztec mg_de_bank mg_de_bazaar mg_de_blackgold mg_de_cache mg_de_castle mg_de_cbble mg_de_chinatown mg_de_coast mg_de_dust mg_de_dust2 mg_de_empire mg_de_facade mg_de_favela mg_de_gwalior mg_de_inferno mg_de_lake mg_de_library mg_de_log mg_de_marquis mg_de_mikla mg_de_mirage mg_de_mist mg_de_nuke mg_de_overgrown mg_de_overpass mg_de_rails mg_de_resort mg_de_royal mg_de_ruins mg_de_safehouse mg_de_santorini mg_de_seaside mg_de_season mg_de_shorttrain 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mod_load_showstall mod_studio: MOVETYPE_FOLLOW with no model. modelName model_attribute model_display_flags model_inventory model_player model_player_per_class model_studio model_to_use model_world modelindex models/ models/%s models/%s.mdl models/Weapons/w_eq_decoy_dropped.mdl models/Weapons/w_eq_flashbang_dropped.mdl models/Weapons/w_eq_fraggrenade_dropped.mdl models/Weapons/w_eq_incendiarygrenade_dropped.mdl models/Weapons/w_eq_molotov_dropped.mdl models/Weapons/w_eq_sensorgrenade_thrown.mdl models/Weapons/w_eq_smokegrenade_thrown.mdl models/airboat.mdl models/antlers/antlers.mdl models/blackout.mdl models/brokenglass/glassbroken_01a models/brokenglass/glassbroken_01b models/brokenglass/glassbroken_01c models/brokenglass/glassbroken_01d models/brokenglass/glassbroken_02a models/brokenglass/glassbroken_02b models/brokenglass/glassbroken_02c models/brokenglass/glassbroken_02d models/brokenglass/glassbroken_03a models/brokenglass/glassbroken_03b models/brokenglass/glassbroken_03c 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models/hostage/v_hostage_arm.mdl models/player models/player.mdl models/player/%s.mdl models/player/ct_urban.mdl models/player/custom_player/legacy/%s models/player/custom_player/legacy/tm_phoenix_heavy.mdl models/player/custom_player/scaffold_ct.mdl models/player/custom_player/scaffold_t.mdl models/player/holiday/facemasks/evil_clown.mdl models/player/holiday/facemasks/facemask_anaglyph.mdl models/player/holiday/facemasks/facemask_battlemask.mdl models/player/holiday/facemasks/facemask_boar.mdl models/player/holiday/facemasks/facemask_bunny.mdl models/player/holiday/facemasks/facemask_bunny_gold.mdl models/player/holiday/facemasks/facemask_chains.mdl models/player/holiday/facemasks/facemask_chicken.mdl models/player/holiday/facemasks/facemask_dallas.mdl models/player/holiday/facemasks/facemask_devil_plastic.mdl models/player/holiday/facemasks/facemask_hoxton.mdl models/player/holiday/facemasks/facemask_porcelain_doll_kabuki.mdl models/player/holiday/facemasks/facemask_pumpkin.mdl models/player/holiday/facemasks/facemask_samurai.mdl models/player/holiday/facemasks/facemask_sheep_bloody.mdl models/player/holiday/facemasks/facemask_sheep_gold.mdl models/player/holiday/facemasks/facemask_sheep_model.mdl models/player/holiday/facemasks/facemask_skull.mdl models/player/holiday/facemasks/facemask_skull_gold.mdl models/player/holiday/facemasks/facemask_tf2_demo_model.mdl models/player/holiday/facemasks/facemask_tf2_engi_model.mdl models/player/holiday/facemasks/facemask_tf2_heavy_model.mdl models/player/holiday/facemasks/facemask_tf2_medic_model.mdl models/player/holiday/facemasks/facemask_tf2_pyro_model.mdl models/player/holiday/facemasks/facemask_tf2_scout_model.mdl models/player/holiday/facemasks/facemask_tf2_sniper_model.mdl models/player/holiday/facemasks/facemask_tf2_soldier_model.mdl models/player/holiday/facemasks/facemask_tf2_spy_model.mdl models/player/holiday/facemasks/facemask_tiki.mdl models/player/holiday/facemasks/facemask_wolf.mdl models/player/holiday/facemasks/facemask_zombie_fortune_plastic.mdl models/player/holiday/facemasks/porcelain_doll.mdl models/player/holiday/santahat.mdl models/props/coop_cementplant/exloding_barrel/exploding_barrel.mdl models/props/coop_cementplant/exloding_barrel/exploding_barrel_bottom.mdl models/props/coop_cementplant/exloding_barrel/exploding_barrel_top.mdl models/props/cs_office/TV_plasma.mdl models/props/cs_office/computer_caseb.mdl models/props/cs_office/computer_keyboard.mdl models/props/cs_office/computer_monitor.mdl models/props/cs_office/file_box.mdl models/props/cs_office/phone.mdl models/props/cs_office/projector.mdl models/props/cs_office/radio.mdl models/props/cs_office/trash_can.mdl models/props/de_overpass/balloon.mdl models/props/props_gameplay/money_bag.mdl models/props_c17/door01_left.mdl models/props_junk/watermelon01.mdl models/roller_vehicledriver.mdl models/stickygib.mdl models/tools/bullet_hit_marker.mdl models/weapons/ct_arms_st6.mdl models/weapons/t_arms_phoenix.mdl models/weapons/uid.mdl models/weapons/v_ models/weapons/w_ models/weapons/w_bullet.mdl models/weapons/w_c4_planted.mdl models/weapons/w_defuser.mdl models/weapons/w_eq_eholster.mdl models/weapons/w_eq_eholster_elite.mdl models/weapons/w_eq_multimeter.mdl models/weapons/w_ied_dropped.mdl models/weapons/w_muzzlefireshape.mdl models/weapons/w_pist_elite.mdl models/weapons/w_pist_elite_single.mdl models/weapons/w_shield.mdl modelsounds.cache modifiedconvars_t modify modify_entity module_slot molotov molotov_detonate molotov_explosion molotov_groundfire molotov_throw_detonate_time momentary_door momentary_rot_button monster_* monster_furniture monster_generic more < 2 mortar_visualize motd.txt motdfile motiondisabled mount mount@@GLIBC_2.0 moveHelper->ProcessImpacts moveTolerance move_%s move_blend_crouch move_blend_run move_blend_walk move_keyframed move_rope move_rope has TextureScale greater than 10 at (%2.2f, %2.2f, %2.2f) move_rope has TextureScale less than 0.1 at (%2.2f, %2.2f, %2.2f) move_x move_y move_yaw movecollide movedir movementsound moveparent movetype movie_display_screen moviefilename mp5 mp5navy mp7 mp9 mp_afterroundmoney mp_allowNPCs mp_allowspectators mp_anyone_can_pickup_c4 mp_autocrosshair mp_autokick mp_autoteambalance mp_backup_restore_list_files mp_backup_restore_load_autopause mp_backup_restore_load_file mp_backup_round_auto mp_backup_round_file mp_backup_round_file_last mp_backup_round_file_pattern mp_blockstyle mp_bonusroundtime mp_buy_allow_grenades mp_buy_anywhere mp_buy_during_immunity mp_buytime mp_c4_cannot_be_defused mp_c4timer mp_capdeteriorate_time mp_capstyle mp_clan_ready_signal mp_clan_readyrestart mp_competitive_endofmatch_extra_time mp_coop_force_join_ct mp_coopmission_bot_difficulty_offset mp_coopmission_mission_number mp_ct_default_grenades mp_ct_default_melee mp_ct_default_primary mp_ct_default_secondary mp_damage_scale_ct_body mp_damage_scale_ct_head mp_damage_scale_t_body mp_damage_scale_t_head mp_death_drop_c4 mp_death_drop_defuser mp_death_drop_grenade mp_death_drop_gun mp_deathcam_skippable mp_default_team_winner_no_objective mp_defaultteam mp_defuser_allocation mp_disable_autokick mp_disable_respawn_times mp_display_kill_assists mp_dm_bonus_length_max mp_dm_bonus_length_min mp_dm_bonus_percent mp_dm_time_between_bonus_max mp_dm_time_between_bonus_min mp_do_warmup_offine mp_do_warmup_period mp_drop_knife_enable mp_dump_timers mp_enableroundwaittime mp_endmatch_votenextleveltime mp_endmatch_votenextmap mp_endmatch_votenextmap_keepcurrent mp_facefronttime mp_falldamage mp_feetyawrate mp_flashlight mp_flinch_punch_scale mp_footsteps mp_force_assign_teams mp_force_pick_time mp_forcecamera mp_forcerespawn mp_forcerespawnplayers mp_forcewin mp_fraglimit mp_free_armor mp_freezetime mp_friendlyfire mp_ggprogressive_random_weapon_kills_needed mp_ggprogressive_round_restart_delay mp_ggprogressive_use_random_weapons mp_ggtr_bomb_defuse_bonus mp_ggtr_bomb_detonation_bonus mp_ggtr_bomb_pts_for_flash mp_ggtr_bomb_pts_for_he mp_ggtr_bomb_pts_for_molotov mp_ggtr_bomb_pts_for_upgrade mp_ggtr_bomb_respawn_delay mp_ggtr_end_round_kill_bonus mp_ggtr_halftime_delay mp_ggtr_last_weapon_kill_ends_half mp_ggtr_num_rounds_autoprogress mp_give_player_c4 mp_guardian_bot_money_per_wave mp_guardian_player_dist_max mp_guardian_player_dist_min mp_guardian_special_kills_needed mp_guardian_special_weapon_needed mp_guardian_target_site mp_halftime mp_halftime_duration mp_halftime_pausetimer mp_hostagepenalty mp_hostages_max mp_hostages_rescuetime mp_hostages_rescuetowin mp_hostages_run_speed_modifier mp_hostages_spawn_farthest mp_hostages_spawn_force_positions mp_hostages_spawn_same_every_round mp_hostages_takedamage mp_humanteam mp_ignore_round_win_conditions mp_ik mp_join_grace_time mp_limitteams mp_logdetail mp_match_can_clinch mp_match_end_changelevel mp_match_end_restart mp_match_restart_delay mp_maxmoney mp_maxrounds mp_maxrounds %d; mp_maxrounds: %d mp_molotovusedelay mp_overtime_enable mp_overtime_halftime_pausetimer mp_overtime_maxrounds mp_overtime_startmoney mp_pause_match mp_pause_match; mp_player_healthbuffer_decay_rate mp_playercashawards mp_playerid mp_playerid_delay mp_playerid_hold mp_radar_showall mp_randomspawn mp_randomspawn_dist mp_randomspawn_los mp_respawn_immunitytime mp_respawn_on_death_ct mp_respawn_on_death_t mp_respawnwavetime mp_respawnwavetime_ct mp_respawnwavetime_t mp_restartgame mp_restartgame 1; mp_restartround mp_round_restart_delay mp_roundtime mp_roundtime_defuse mp_roundtime_deployment mp_roundtime_hostage mp_scrambleteams mp_scrambleteams 2; mp_showcleanedupents mp_showroundtransitions mp_solid_teammates mp_spawnprotectiontime mp_spec_swapplayersides mp_spectators_max mp_stalemate_at_timelimit mp_stalemate_enable mp_stalemate_timelimit mp_startmoney mp_swapteams mp_swapteams; mp_switchteams mp_t_default_grenades mp_t_default_melee mp_t_default_primary mp_t_default_secondary mp_tagging_scale mp_td_dmgtokick mp_td_dmgtowarn mp_td_spawndmgthreshold mp_team_timeout_time mp_teamcashawards mp_teamflag_1 mp_teamflag_2 mp_teamlist mp_teamlogo_1 mp_teamlogo_2 mp_teammatchstat_1 mp_teammatchstat_2 mp_teammatchstat_cycletime mp_teammatchstat_holdtime mp_teammatchstat_txt mp_teammates_are_enemies mp_teamname_1 mp_teamname_2 mp_teamoverride mp_teamplay mp_teamprediction_pct mp_teamprediction_txt mp_teams_unbalance_limit mp_timelimit mp_timelimit %d; mp_tkpunish mp_tournament mp_tournament_restart mp_tournament_whitelist mp_unpause_match mp_unpause_match; mp_use_respawn_waves mp_verbose_changelevel_spew mp_waitingforplayers_cancel mp_waitingforplayers_restart mp_waitingforplayers_time mp_warmup_end mp_warmup_pausetimer mp_warmup_pausetimer 0; mp_warmup_pausetimer 1; mp_warmup_start mp_warmup_start cannot be used on official servers, use a longer mp_warmuptime instead! mp_warmup_start cannot be used on official servers, use a shorter mp_warmuptime instead! mp_warmuptime mp_warmuptime_all_players_connected mp_weapon_prev_owner_touch_time mp_weapons_allow_map_placed mp_weapons_allow_typecount mp_weapons_allow_zeus mp_weapons_glow_on_ground mp_weaponstay mp_win_panel_display_time mp_winlimit mp_winlimit %d; mp_winlimit: %d multi_manager multiplayer_break multisource music music id music_definitions musickit musickit_default mute muzzle_flash muzzle_flash_effect_1st_person muzzle_flash_effect_1st_person_alt muzzle_flash_effect_3rd_person muzzle_flash_effect_3rd_person_alt n nHintType nK nNodeID nObjects nTargetWCNodeID nWCNodeID n_A name "%s" nameID nameID_SP nameable nan nav_add_to_selected_set nav_add_to_selected_set_by_id nav_analyze nav_analyze_scripted nav_area_bgcolor nav_area_max_size nav_avoid nav_begin_area nav_begin_deselecting nav_begin_drag_deselecting nav_begin_drag_selecting nav_begin_selecting nav_begin_shift_xy nav_blocked nav_build_ladder nav_check_connectivity nav_check_connectivity took %2.2f ms nav_check_file_consistency nav_check_floor nav_check_floor took %2.2f ms nav_check_stairs nav_chop_selected nav_clear_attribute nav_clear_selected_set nav_clear_walkable_marks nav_compress_id nav_connect nav_coplanar_slope_limit nav_coplanar_slope_limit_displacement nav_corner_adjust_adjacent nav_corner_lower nav_corner_place_on_ground nav_corner_raise nav_corner_select nav_create_area_at_feet nav_create_place_on_ground nav_crouch nav_debug_blocked nav_delete nav_delete_marked nav_disconnect nav_displacement_test nav_dont_hide nav_drag_selection_volume_zmax_offset nav_drag_selection_volume_zmin_offset nav_draw_limit nav_edit nav_end_area nav_end_deselecting nav_end_drag_deselecting nav_end_drag_selecting nav_end_selecting nav_end_shift_xy nav_flood_select nav_gen_cliffs_approx nav_generate nav_generate_fast_for_tilegen nav_generate_fencetops nav_generate_fixup_jump_areas nav_generate_incremental nav_generate_incremental_range nav_generate_incremental_tolerance nav_jump nav_ladder_flip nav_load nav_lower_drag_volume_max nav_lower_drag_volume_min nav_make_sniper_spots nav_mark nav_mark_attribute nav_mark_unnamed nav_mark_walkable nav_max_view_distance nav_max_vis_delta_list_length nav_merge nav_merge_mesh: Out of memory nav_no_hostages nav_no_jump nav_place_floodfill nav_place_list nav_place_pick nav_place_replace nav_place_set nav_potentially_visible_dot_tolerance nav_precise nav_progress nav_quicksave nav_raise_drag_volume_max nav_raise_drag_volume_min nav_recall_selected_set nav_remove_from_selected_set nav_remove_jump_areas nav_run nav_save nav_save_selected nav_select_blocked_areas nav_select_damaging_areas nav_select_half_space nav_select_invalid_areas nav_select_obstructed_areas nav_select_overlapping nav_select_radius nav_select_stairs nav_selected_set_border_color nav_selected_set_color nav_set_place_mode nav_shift nav_show_approach_points nav_show_area_info nav_show_compass nav_show_continguous nav_show_danger nav_show_light_intensity nav_show_node_grid nav_show_node_id nav_show_player_counts nav_show_potentially_visible nav_simplify_selected nav_simplify_selected only works on the selected set nav_slope_limit nav_slope_tolerance nav_snap_to_grid nav_solid_props nav_splice nav_split nav_split_place_on_ground nav_stand nav_stop nav_store_selected_set nav_strip nav_subdivide nav_test_node nav_test_node_crouch nav_test_node_crouch_dir nav_test_stairs nav_toggle_deselecting nav_toggle_in_selected_set nav_toggle_place_mode nav_toggle_place_painting nav_toggle_selected_set nav_toggle_selecting nav_transient nav_unmark nav_unmark; nav_mark %d; nav_warp_to_mark; nav_unmark; nav_mark ladder %d; nav_warp_to_mark nav_update_blocked nav_update_blocked took %2.2f ms nav_update_lighting nav_update_visibility_on_edit nav_use_place nav_use_place %s nav_walk nav_warp_to_mark nav_world_center navprop near_blur near_focus near_radius nearz neck_trans need dictionary needbackup needs_weapon negev netmessages.proto netmsg network_connection.proto networkid nevertimeout newname newtarget newunit next think: %f next_rarity nextassaultpoint nextlevel %s nextlevel %s; nextlevel: %s nextmap_print_enabled nextthink nighthawk nmonqnmomnmomomno no extension numbered no future no such entity %s no usable entity found no_entitlement no_quest no_reset_vote_threshold_ct no_reset_vote_threshold_t noclip OFF noclip ON noclip_fixup nodamageforces node_create %s %d %g %g %g node_delete %d node_viewer_fly node_viewer_human node_viewer_large nodeid nodelay nodelink_create %d %d nodelink_delete %d %d nodmgforce nogibshadows noise1 noise2 noise_maker nolistrepeats non-entity blocked area %d nonofficial_server noreplay northoffset noscene not enough codes not started not_connected_to_steam not_enough_players not_synced_with_server notarget OFF notarget ON notconnected noteam notify notsolid nova now enabling refire nozzle npc_* npc_ally_deathmessage npc_ammo_deplete npc_bipass npc_bullseye npc_combat npc_conditions npc_create npc_create_aimed npc_create_equipment npc_destroy npc_destroy_unselected npc_enemies npc_focus npc_freeze npc_freeze_unselected npc_furniture npc_go npc_go_do_run npc_go_random npc_heal npc_heardanger npc_height_adjust npc_hunter npc_kill npc_man_point npc_monk npc_nearest npc_relationships npc_reset npc_route npc_seagull npc_select npc_sentences npc_set_freeze npc_set_freeze_unselected npc_squads npc_steering npc_steering_all npc_task_text npc_tasks npc_teleport npc_thinknow npc_vehicledriver npc_vehicledriver %s couldn't find entity named %s npc_vehicledriver %s couldn't find his vehicle named %s. npc_vehicledriver %s doesn't know how to drive vehicle %s. npc_vehicledriver %s has no vehicle to drive. npc_viewcone npc_vphysics npcstate num CTs (spawnable): %d (%d) num Ts (spawnable): %d (%d) numCTSlotsFree numPlayers numSpectators numTSlotsFree num_item_presets num_item_presets not set! numadvanced numblocks numbronze numflexsettings numgifts numgold numindexes numkeys numsettings numsilver nv o o8 oK oO objective observer_use obsolete1 obsolete2 occludernumber occlusion_test_camera_margins occlusion_test_jump_margin occlusion_test_shadow_length odds of the Protocol Buffer runtime library, but the installed version is of the Protocol Buffer runtime library, which is not compatible with the installed version ( of type official offsettype old: %f %f new: %f %f old_radiusdamage oldname oldteam on_damage on_flashlight_illum on_spawn onbreak one_per_account_cdkey onfirstimpact onlaunch only_first_material only_other_players only_other_spectators only_others onpickup onplayerdeath onworldimpact opacity open64@@GLIBC_2.2 open@@GLIBC_2.0 open_buymenu opendir opendir@@GLIBC_2.0 operation_coin operational_points operators opt %lu(%lu) stat %lu(%lu) stored %lu lit %u dist %u optional orientationtype origin_max_delta origin_relative oscillate_scalar oscillate_vector other_death otherid othertype out of order tags : %s : (%s:%s:%s) out1 out2 outer_cone output buffer too small for in-memory compression output specified is NULL output: %s output: (%s,%s) -> (%s,%s) output: (%s,%s) -> (%s,%s,%.1f) output_items overhead_follow overlay_vars overlaycolor overlaymaterial overlaysize override_default_light overridescript oversubscribed distance tree oversubscribed dynamic bit lengths tree oversubscribed literal/length tree overview owninginstance o p p E p _ p!F p!y p!| p"G p"R p"g p"j p#[ p#b p#j p#n p#{ p$: p$E p$q p$w p%: p%W p%i p%z p&w p': p'n p(f p)h p*h p+h p,b p,h p,~ p-W p-~ p- p.F p.H p.P p.h p/w p0M p0k p1} p1 p228 p250 p26 p2T p2o p2} p3\ p3o p3v p3~ p48 p5z p6P p6T p6v p6 p7E p7Q p7 p8S p8n p8z p8} p8 p90 p9Q p9b p9u p9 p:@ p;E p;T p;W p<@ p@ p>o p>t p>v p>z p>~ p?@ p?t p@@ p@t p@y pAv pB pB8 pB@ pBu pC8 pC@ pCt pCv pD8 pD@ pDE pDK pD_ pDt pDv pD pE9 pE: pEF pEP pEe pEt pF8 pF: pG8 pGears pGk pGo pH@ pHj pI8 pI@ pID pIj pIk pJ@ pJ[ pJs pK[ pL> pLA pL[ pL| pL} pMV pMz pM} pNC pNt pNv pN| pOC pOM pOb pOs pPh pPv pP| pQ@ pQE pQW pQh pQ| pQ pR6 pRM pRP pRe pS6 pS@ pTD pT{ pUD pV@ pVB pVehicle->ProcessMovement() pVt pV} pW pWo pWorldObject pW} pX pY= pY@ pYD pY pZD p\k p] p]M p]k p^D p^E p_: p_v p_y p`V package $0; paint_can paint_data paint_kit paint_kits paint_kits_rarity paintable paintable_team_colors paintable_unusual paintcan_index paintsplat panelname param "%s" param2 param2 "%s" param3 param3 "%s" parentattachment parentname parse parsing particle/SmokeStack.vmt particle/particle_noisesphere particle/particle_smokegrenade particle/particle_smokegrenade.vtf particle/particle_smokegrenade1.vmt particleSystemDefinitions particle_control_point particle_effect particle_file particle_snapshot particle_test_attach_attachment particle_test_attach_mode particle_test_file particle_test_start particle_test_stop particles/particles_manifest.txt password path_* path_corner path_corner_crash path_track %s tried to tell the npc_vehicledriver to set speed to %.3f. npc_vehicledriver only accepts values between 0 and 1. pattern_offset_x_end pattern_offset_x_start pattern_offset_y_end pattern_offset_y_start pattern_rotate_end pattern_rotate_start pattern_scale paz pa| pbd pbv pb| pcX pctChance pcz pdQ pd^ pdw peE pedestal display model pedestal_display_model peek peekEyeDist peekEyeDistZ peekTime peekTimeAfterDamage pendingteamnumber penetrated penetration alt penetration with entity %s (%s) penny period_hours period_points_rollover periodic_score_reward permitrepeats permitresponses persistence persistence2 petpopulation pfF pfw pf} phL phi phonemes phonemes_strong phonemes_weak phongalbedoboost phongexponent phongintensity phys_ballsocket phys_bone_follower phys_constraint phys_constraintsystem phys_convert phys_debug_check_contacts phys_headshotscale phys_hinge phys_impactforcescale phys_keepupright phys_lengthconstraint phys_magnet phys_motor phys_motor %s does not have a valid axis helper, and self-destructed! phys_penetration_error_time phys_playerscale phys_pulleyconstraint phys_pushscale phys_ragdollconstraint phys_ragdollmagnet phys_show_active phys_slideconstraint phys_speeds phys_spring phys_stressbodyweights phys_thruster phys_timescale phys_torque phys_upimpactforcescale physdamagescale physenv->GetActiveObjects->VPhysicsUpdate physenv->Simulate() physgun_interactions physgun_notify_children physgun_pickup physics_budget physics_cannister physics_constraints physics_debug_entity physics_entity_solver physics_gamesounds physics_highlight_active physics_npc_solver physics_prop_ragdoll physics_prop_statue physics_report_active physics_select physicsmode physicsprop physicsshadowupdate_render pi pick_all_attributes ping-pong ball pitch "%i" pitchrange pitchrate pitchstart pitchtolerance pkN pkX pkgitem pl plM placementOrigin placementattachment placementbone planted_c4 planted_c4_training plat_trigger playback_time playbackrate player->PhysicsRunThink() player->PreThink() player->SelectItem() player->UpdateButtonState player_ player_activate player_animation_extension player_array_element player_avenged_teammate player_bodygroups player_changename player_chat player_connect player_connect_full player_count player_crouch player_death player_debug_print_damage player_decal player_disconnect player_drop player_falldamage player_given_c4 player_hurt player_info player_is_bot player_jump player_loadsaved player_old_armor player_radio player_regenerates_health player_say player_shoot player_spawn player_spawned player_speedmod player_squad player_stand player_vehicle player_weaponstrip playeractivity playergraceperiod playerhealth playerhealthfrac playerlocktimebeforefire playermodel playerperf playerspeed playerweapon playing_commentary playoverscript playvideo_end_level_transition playvideo_exitcommand playvideo_exitcommand_nointerrupt pmaterial pnj point0 point_anglesensor point_angularvelocitysensor point_bonusmaps_accessor point_broadcastclientcommand point_camera point_clientcommand point_commentary_node point_commentary_viewpoint point_devshot_camera point_enable_motion_fixup point_entity_finder point_follow point_follow_substepped point_gamestats_counter point_give_ammo point_hiding_spot point_hurt point_message point_playermoveconstraint point_posecontroller point_proximity_sensor point_servercommand point_spotlight point_surroundtest point_teleport point_template point_template %s failed to add template. point_tesla point_velocitysensor point_view* point_viewcontrol point_viewcontrol_multiplayer point_viewcontrol_survivor point_viewproxy points_per_additional_hour points_progression_hourly popularity_seed portalnumber portraits pos: (%f, %f, %f) pos_z pose: %s position0 position1 position3 position4 position5 position6 position7 position_offset_random position_warp_random position_within_box position_within_sphere post_jump_crouch postcommands postion_lock_to_controlpoint postprocess_controller posx posy posz po ppC pqE pq_ pr< preciptype preciseMovement precommands predelay predicted_viewmodel prefabs preferred_carryangles preferredcarryangles premium_only prestige_coin preventNameBasedLookup prevent_movement preview_item preview_item_purchased primammo primary clip size primary clip size alt primary default clip size primary default clip size alt primary reserve ammo max primary reserve ammo max alt primary_ammo print soundscapes print_mapgroup_sv printf@@GLIBC_2.0 printname prints the time remaining in the match priority pro_players projection_rotation projection_size promo promotion prop %s at %.0f %.0f %0.f missing modelname prop_* prop_active_gib_limit prop_active_gib_max_fade_time prop_break_disable_float prop_car_alarm prop_car_glass prop_contexts prop_data prop_debug prop_door with no model at %.2f %.2f %.2f prop_door* prop_door_rotating prop_dynamic prop_dynamic_create prop_dynamic_glow prop_dynamic_ornament prop_dynamic_override prop_exploding_barrel prop_hallucination prop_physics prop_physics_create prop_physics_multiplayer prop_physics_override prop_physics_respawnable prop_ragdoll_attached prop_sphere prop_static prop_vehicle prop_vehicle_airboat prop_vehicle_driveable prop_vehicle_jeep propdata propername props_break_max_pieces props_break_max_pieces_perframe proxyattachment prt prw psd pst pszConvar pszCurrentValue pszOrgValue ptL pt_ pthread_cancel pthread_cancel@@GLIBC_2.0 pthread_mutex_destroy pthread_mutex_destroy@@GLIBC_2.0 pthread_mutex_init pthread_mutex_init@@GLIBC_2.0 pthread_mutex_lock pthread_mutex_lock: pthread_mutex_lock@@GLIBC_2.0 pthread_mutex_unlock pthread_mutex_unlock: pthread_mutex_unlock@@GLIBC_2.0 pthread_mutexattr_init pthread_mutexattr_init@@GLIBC_2.0 pthread_mutexattr_settype pthread_mutexattr_settype@@GLIBC_2.1 pthread_once pthread_once@@GLIBC_2.0 ptr( 0x%p ) ptr_ != __null ptt pu: puS public_list_contents published_file_id publishedfiledetails publishedfileid publishedfileids[%d] punchangle puntsound pushdir pushing entity (%s) that has parent (%s)! put puz pv9 pv@ pvL pvs_min_player_distance pvsplayer pvw pvz pwt pwz px px8 px9 pxQ pxw pxy python pyw py| pzz p{g p|\ p}8 p}: p}e p~g p~i p~t pC pi pt pw pz q q=>DT_SmokeGrenade qa qangle qangle_array qsort qsort@@GLIBC_2.0 qualities quaternion quaternion_array quest id quest reward lootlist quest_definitions quest_index quest_reward quest_reward_loot_lists quest_schedule quit r r9Z rD r_AirboatViewDampenDamp r_AirboatViewDampenFreq r_AirboatViewZHeight r_JeepFOV r_JeepViewDampenDamp r_JeepViewDampenFreq r_JeepViewZHeight r_VehicleViewDampen r_vehicleBrakeRate r_visualizetraces race horse radarvisdistance radarvismaxdot radarvismethod radarvispow radio.elim radio.getout radio.go radio.letsgo radio.locknload radio.moveout radius used to raise/lower corners in nearby areas when raising/lowering corners. radius_random radius_scale ragdoll_dissolved raggib rallysequence random position along path random position on model random yaw random_attribute_templates random_attributes randomnum range %.1f %.1f range alt range modifier range modifier alt range_max range_min rank%d rank_name rareitem rarities rateoffire raytrace_fl raytrace_fr raytrace_rl raytrace_rr read@@GLIBC_2.0 readdir64 readdir64@@GLIBC_2.2 reading file '%s' of legacy format '%s' - dmxconvert this file to a newer format! realloc realloc@@GLIBC_2.0 really freaking heavy realpath realpath@@GLIBC_2.3 reason rebuy recent_only recipe recipes recoil angle recoil angle alt recoil angle variance recoil angle variance alt recoil magnitude recoil magnitude alt recoil magnitude variance recoil magnitude variance alt recoil seed recoil seed alt recovery time crouch recovery time crouch alt recovery time stand recovery time stand alt recycle_list recycling ref_aim_ ref_shoot_ referencename refillRate refire interval: %.2f sec refrigerator refunded registered: regroup relativedamping relativetag relativetag "%s" "%s" reload reload: %s, cycle: %.2f reload_%s%s reload_m4 reload_npc reload_pistol remap_scalar remapactivity remove 0x%p: %s-%s (%d-%d) [%d in play, %d max] removing %d (%d): %s : %5.3f (%.3f) rename rename@@GLIBC_2.0 renderamt rendercolor rendercolor32 renderers renderfx rendermode renderorigin_follow repathOnRouteTolerance repeated repeats the same map after each match instead of using the map cycle replay_death replay_start replay_stop replicated replpaying from %s (%d) pov report_entities report_simthinklist report_soundpatch report_touchlinks reportingin reports sound patch count required required_item requires_attr requires_attr_reward requires_attr_value reset_expo reset_player_controls reset_user_profile resetteam reslists\%s.snd resolution resource/ModEvents.res resource/closecaption_english.dat resource/gameevents.res resource/hltvevents.res resource/subtitles_english.dat respawn_entities respeakdelay response response %s = '%s' response entry '%s' with unknown command '%s' response entry '%s' with unknown response type '%s' restore failed entirely restore got most of the way result resumecondition returndelay returnspeed revolving_loot_lists reward_drop_list rgbaVal richpresencecontext rifle0 rifle1 rifle2 rifle3 rifle4 rifle5 right arm right leg right_ right_cheek_raiser right_corner_puller right_funneler right_inner_raiser right_lid_droop right_lid_raiser right_lid_tightener right_lowerer right_mouth_drop right_outer_raiser right_puckerer right_upper_raiser rightedge rightedge %s %.3f rmdir rmdir@@GLIBC_2.0 rocketspeed roger room_type rootbone_follow rope_anchor rotatesound rotatestartsound rotatestopsound rotation_movement rotation_random rotation_speed rotation_speed_random rotation_spin rotation_spin yaw rotortime rotortimevariance round restart time: %f round_announce_final round_announce_last_round_half round_announce_match_point round_announce_match_start round_announce_warmup round_end_upload_stats round_freeze_end round_mvp round_officially_ended round_poststart round_prestart round_start_pre_entity round_time round_time_warning roundsWon rpg_missile rr_debug_qa rr_debugresponseconcept rr_debugresponses rr_debugrule rr_dumpresponses rr_followup_maxdist rr_forceconcept rr_reloadresponsesystems rr_remarkable_max_distance rr_remarkable_world_entities_replay_limit rr_remarkables_enabled rr_thenany_score_slop rtod rumble run_shoot_ run_upper_ s sK sLockedSentence sPhases sUnlockedSentence s_pInterfaceRegs samples_use_time saveentityindex sawedoff say_team sb_perf_collect sc scalesettings scandir scandir@@GLIBC_2.0 scar17 scar20 scene0 scene1 scene10 scene11 scene12 scene13 scene14 scene15 scene2 scene3 scene4 scene5 scene6 scene7 scene8 scene9 scene:%s scene_async_prefetch_spew scene_clamplookat scene_clientflex scene_clientplayback scene_flatturn scene_flush scene_forcecombined scene_manager scene_maxcaptionradius scene_playvcd scene_print scene_ramp scene_showfaceto scene_showlook scene_showmoveto scene_showunlock scenefilecache scenes scenes/%s%s*.* scenes/%s.vcd sched_yield sched_yield@@GLIBC_2.0 scheduleCrc score_blind_enemy_bonus score_blind_friendly_penalty score_bomb_defuse_bonus score_bomb_defuse_radius_inner score_bomb_defuse_radius_outer score_bomb_plant_bonus score_bomb_plant_radius_inner score_bomb_plant_radius_outer score_damage score_default score_dropped_bomb_proximity_damage_bonus score_dropped_bomb_proximity_damage_bonus_radius_inner score_dropped_bomb_proximity_damage_bonus_radius_outer score_dropped_defuser_proximity_damage_bonus score_dropped_defuser_proximity_damage_radius_inner score_dropped_defuser_proximity_damage_radius_outer score_ff_damage score_hostage_damage_penalty score_hostage_proximity_damage_bonus score_hostage_proximity_damage_radius_inner score_hostage_proximity_damage_radius_outer score_hostage_rescue_bonus score_hostage_rescue_radius_inner score_hostage_rescue_radius_outer score_kill_enemy_bonus score_planted_bomb_proximity_damage_bonus score_planted_bomb_proximity_damage_radius_inner score_planted_bomb_proximity_damage_radius_outer score_team_damage_bonus score_typical_good_score scores scout screen space effect screenblurstrength script "%s" kicking script "%s" out of the queue script_connect_debugger_on_mapspawn script_debug script_dump_all script_execute script_help script_reload_code script_reload_entity_code script_reload_think scripted_* scripted_schedule "%s" can't find NPC "%s" scripted_schedule "%s" using NPC "%s"(%s) scripted_sentence scripted_sequence scripted_sequence %d:"%s" can't find NPC "%s" scripted_sequence %d:"%s" using NPC %d:"%s"(%s) scripted_sequence %d:%s - restarting dormant entity %d:%s : %.1f:%.1f scripted_target scriptfile scripts/%s.ctx scripts/decals_subrect.txt scripts/dsp_presets.txt scripts/instructor_lessons.txt scripts/items/items_game.txt scripts/items/unencrypted/items_master.txt scripts/mod_lessons.txt scripts/propdata.txt scripts/sentences.txt scripts/soundscapes_%s.txt scripts/soundscapes_manifest.txt scripts/surfaceproperties_manifest.txt scripts/talker/response_rules.txt scripts/vehicles/airboat.txt scripts/vehicles/jeep_test.txt scripts/voicecommands.txt scripts/vscripts/%s scripts/vscripts/%s%s scripts/weapon_manifest.txt scriptsound season access season_number season_pass seasoncoin_levelup secammo second_sequence_random secondary clip size secondary clip size alt secondary default clip size secondary default clip size alt secondary reserve ammo max secondary reserve ammo max alt secondary0 secondary1 secondary2 secondary3 secondary4 secondary5 secondary_ammo sectorclear seenbyplayer seeplayer self_opening_purchase send_round_backup_file_list sequence: %d, frame %.0f sequence_number sequence_number 1 sequenceduration sequenceduration %f sequential sequential position along path serialize serializing server_ server_can_execute server_cvar server_game_time server_shutdown server_spawn serveranimdata service $0 { session_begin %s %d set camera's current fov in integer degrees and fov change rate as float set item texture prefab set item texture seed set item texture wear set item tint RGB set item tint rgb set item tint rgb 2 set_attached_particle set_description setang_exact sethealth setmodel setpos into world, use noclip to unstick yourself! setpos_exact setpos_player sf_ui_tint sfixed32 sfixed64 sg550 sg552 sg556 shadowcastdist shadowdepthnocache shadowquality shards shared sharedobj sheetsequencepicker sheetsequencepicker_second shieldviewmodel shifted_time shootmodel shootsound shootsounds shotloc:arm shotloc:gut shotloc:leg should bots ignore their prefered weapons and just buy weapons at random? should_never_see_this show_clips show_in_armory show_mag show_silencer show_subtitle show_timer_attack show_timer_defend showhitlocation showtriggers showtriggers_toggle showusagehint sign silencer_attach_%s silencer_detach silencer_detach_%s silencer_off silencer_on simple_cubic simple_physics_brush simple_physics_prop simpleprojection sin sin@@GLIBC_2.0 sincos sincos@@GLIBC_2.1 sincosf sincosf@@GLIBC_2.1 sinf sinf@@GLIBC_2.0 single_shot single_shot_npc singleplayer sint32 sint64 size: %f sk_ally_regen_time sk_autoaim_mode sk_npc_arm sk_npc_chest sk_npc_head sk_npc_leg sk_npc_stomach sk_player_arm sk_player_chest sk_player_head sk_player_leg sk_player_stomach skewaccelerationforward skid_highfriction skid_lowfriction skid_normalfriction skill skill.cfg skin%d skip_model_combine skip_next_map sky3dparams_t sky_camera sky_urb01 skybox/%s%s skybox_swapper skybox_swapper (%s) has no skybox specified! skybox_swapper (%s) trigger input failed - cannot find 'sv_skyname' convar! slavename sleep for time sleepstate slideaxis slidefriction slideshow_display_screen slime_splash_01 slime_splash_02 slime_splash_03 slot%d slot1 slot2 slot3 slot_token_id small car smg smg0 smg1_grenade smg2 smg3 smg4 smg5 smokegrenade smokegrenade_detonate smokegrenade_expired smoothstairs snap snap %s snapshot_file snd_music_boost snd_prevent_ss_duplicates snd_sos_show_server_xmit snd_surround_speakers snowflake snprintf@@GLIBC_2.0 solid { solidbsp sosvar sound/combined/%s%s.wav sound/combined/%s%s_$gender.wav sound_ sound_material sound_materials soundcloseoverride soundcontext soundemitterbase->Connect soundemittersystem soundent soundlockedoverride soundmoveoverride soundopenoverride soundpatch_captionlength soundscape_debug soundscape_flush soundtype soundunlockedoverride space shuttle spark_shower spawnobject spawnpos spawnradius spawnrate speak speaker_dsp_preset speakonce spec_allow_roaming spec_freeze_deathanim_time spec_freeze_panel_extended_time spec_freeze_target_fov spec_freeze_target_fov_long spec_freeze_time spec_freeze_time_lock spec_freeze_traveltime spec_goto spec_grenade spec_lerpto spec_mode %i spec_mode_updated spec_next spec_player spec_player_by_name spec_prev spec_replay_bot spec_replay_cam_delay spec_replay_cam_options spec_replay_leadup_time spec_replay_round_delay spec_replay_winddown_time spec_scoreboard spec_target_updated specfies what version of soundemitter system to use specgui special special1 special2 special3 specmenu spectate speech_voice speechtargetname speed_approach_factor speedfactor sphere.radius spin_none spin_zaxis spindown spine_yaw spot_light spotlight_end spotlight_radius spraycan spraydir spread alt springaxis sprintf@@GLIBC_2.0 spriteflash spritename sprites/blueglow1.vmt sprites/bubble.vmt sprites/fire_floor.vmt sprites/flamelet1 sprites/flamelet2 sprites/flamelet3 sprites/flamelet4 sprites/flamelet5 sprites/flare6.vmt sprites/glow01.vmt sprites/glow_test02.vmt sprites/gunsmoke.vmt sprites/heatwave sprites/laserbeam.vmt sprites/lgtning.vmt sprites/light_glow02_add_noz.vmt sprites/light_glow03.vmt sprites/physbeam.vmt sprites/plasma1.vmt sprites/purpleglow1.vmt sprites/purplelaser1.vmt sprites/radio.vmt sprites/redglow1.vmt sprites/scope_arc.vmt sprites/scope_arc.vtf sprites/smoke.vmt sprites/white.vmt sprites/white.vtf spritescale spritesmoke sql sqr sqrt squadname squadslot squirrel srcid ss_added sscanf sscanf@@GLIBC_2.0 ssg08 st start %f %f %f start hltv replay of last death start: (%.2f,%.2f,%.2f) start_active start_asleep start_at_attachment start_at_customorigin start_at_origin start_building start_disabled start_drag_sound start_x start_y start_z startclosesound startcolor startdark startdisabled startloop startnode startsize startspeed startvalue startwidth staticsolid stats.txt stattrak_swap std::_Rb_tree_decrement(std::_Rb_tree_node_base const*) std::_Rb_tree_decrement(std::_Rb_tree_node_base*) std::_Rb_tree_increment(std::_Rb_tree_node_base const*) std::_Rb_tree_increment(std::_Rb_tree_node_base*) std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&) std::_Rb_tree_rebalance_for_erase(std::_Rb_tree_node_base*, std::_Rb_tree_node_base&) std::__throw_bad_alloc() std::__throw_length_error(char const*) std::__throw_logic_error(char const*) std::__throw_out_of_range(char const*) std::allocator::allocator() std::allocator::~allocator() std::basic_ios >::eof() const std::basic_ios >::fail() const std::basic_ios >::good() const std::basic_string, std::allocator >::basic_string() std::basic_string, std::allocator >::basic_string(char const*, std::allocator const&) std::basic_string, std::allocator >::basic_string(char const*, unsigned int, std::allocator const&) std::basic_string, std::allocator >::basic_string(std::string const&) std::basic_string, std::allocator >::basic_string(unsigned int, char, std::allocator const&) std::basic_string, std::allocator >::~basic_string() std::exception::~exception() std::ios_base::Init::Init() std::ios_base::Init::~Init() std::istream::gcount() const std::istream::read(char*, int) std::ostream::write(char const*, int) std::string::_Alloc_hider::_Alloc_hider(char*, std::allocator const&) std::string::_M_iend() const std::string::_M_leak_hard() std::string::_M_mutate(unsigned int, unsigned int, unsigned int) std::string::_Rep::_M_destroy(std::allocator const&) std::string::_Rep::_M_refdata() std::string::_Rep::_M_set_length_and_sharable(unsigned int) std::string::_Rep::_S_create(unsigned int, unsigned int, std::allocator const&) std::string::_Rep::_S_empty_rep_storage std::string::_S_copy_chars(char*, char*, char*) std::string::_S_empty_rep() std::string::append(char const*) std::string::append(char const*, unsigned int) std::string::append(std::string const&) std::string::append(std::string const&, unsigned int, unsigned int) std::string::append(unsigned int, char) std::string::assign(char const*) std::string::assign(char const*, unsigned int) std::string::assign(std::string const&) std::string::begin() std::string::c_str() const std::string::capacity() const std::string::clear() std::string::compare(char const*) const std::string::compare(std::string const&) const std::string::compare(unsigned int, unsigned int, std::string const&) const std::string::data() const std::string::empty() const std::string::end() std::string::erase(unsigned int, unsigned int) std::string::find(std::string const&, unsigned int) const std::string::find_first_not_of(char const*, unsigned int) const std::string::find_first_of(char const*, unsigned int) const std::string::find_first_of(char, unsigned int) const std::string::find_last_of(char, unsigned int) const std::string::length() const std::string::operator+=(char const*) std::string::operator+=(char) std::string::operator+=(std::string const&) std::string::operator=(char const*) std::string::operator=(std::string const&) std::string::operator[](unsigned int) std::string::operator[](unsigned int) const std::string::push_back(char) std::string::replace(__gnu_cxx::__normal_iterator, __gnu_cxx::__normal_iterator, char const*, char const*) std::string::reserve(unsigned int) std::string::resize(unsigned int) std::string::resize(unsigned int, char) std::string::size() const std::string::substr(unsigned int, unsigned int) const std::string::swap(std::string&) std::terminate() std::tr1::__detail::__prime_list stderr stderr@@GLIBC_2.0 steam_controller_haptics steammessages.proto steamworks_sessionid_server step_spline sticker slot %d id sticker slot %d rotation sticker slot %d scale sticker slot %d wear sticker slot 0 id sticker_kits sticker_lists sticker_material stickers sticktog stop hltv replay stop_building stop_on_nonidle stopfollowonkill stoppoint stopvideos_fadeout store_bundle store_remap stored_as_integer strEntityName strGroup strafe strafe_yaw strange part new counter ID strange_parts strcasecmp strcasecmp@@GLIBC_2.0 strcasestr strcasestr@@GLIBC_2.1 strcat strcat@@GLIBC_2.0 strchr strchr@@GLIBC_2.0 strcmp strcmp@@GLIBC_2.0 strcpy strcpy@@GLIBC_2.0 strdup strdup@@GLIBC_2.0 stream end stream error strerror strerror@@GLIBC_2.0 stretch strftime strftime@@GLIBC_2.0 strict string string_array strings::Substitute format string invalid: asked for "$ strlen strlen@@GLIBC_2.0 strncat strncat@@GLIBC_2.0 strncpy@@GLIBC_2.0 strnlen strnlen@@GLIBC_2.0 strpbrk strpbrk@@GLIBC_2.0 strptime strptime@@GLIBC_2.0 strrchr strrchr@@GLIBC_2.0 strstr strstr@@GLIBC_2.0 strtod strtod@@GLIBC_2.0 strtof strtof@@GLIBC_2.0 strtok strtok@@GLIBC_2.0 strtok_r strtok_r@@GLIBC_2.0 strtol strtol@@GLIBC_2.0 strtoll strtoll@@GLIBC_2.0 strtoul strtoul@@GLIBC_2.0 strtoull strtoull@@GLIBC_2.0 style: %i submachinegun subscene subscribed_collection_ids.txt subscribed_file_ids.txt subtype subtype mismatch suitvolume sunlight_shadow_control supply_crate support surfaceprop surfaceprops::Init: Manifest '%s' with bogus file type '%s', expecting 'file' surfacetype sv_accelerate sv_accelerate_debug_speed sv_accelerate_use_weapon_speed sv_airaccelerate sv_allchat sv_allow_thirdperson sv_allow_votes sv_alltalk sv_alternateticks sv_arms_race_vote_to_restart_disallowed_after sv_assassination_target_ratio sv_auto_adjust_bot_difficulty sv_auto_full_alltalk_during_warmup_half_end sv_autobuyammo sv_autosave sv_backspeed sv_benchmark := %.2f sv_benchmark_autovprofrecord sv_benchmark_force_start sv_benchmark_numticks sv_benchmark_results.txt sv_bonus_challenge sv_bot_buy_decoy_weight sv_bot_buy_flash_weight sv_bot_buy_grenade_chance sv_bot_buy_hegrenade_weight sv_bot_buy_molotov_weight sv_bot_buy_smoke_weight sv_bot_difficulty_gamepad sv_bot_difficulty_hydra sv_bot_difficulty_kbm sv_bot_difficulty_ps3move sv_bot_difficulty_sharpshooter sv_bots_force_rebuy_every_round sv_bots_get_easier_each_win sv_bots_get_harder_after_each_wave sv_bounce sv_broadcast_ugc_download_progress_interval sv_broadcast_ugc_downloads sv_buy_status_override sv_cheats sv_cheats 1 sv_cheats_changed sv_clearhinthistory sv_client_cmdrate_difference sv_client_max_interp_ratio sv_client_min_interp_ratio sv_clockcorrection_msecs sv_coaching_enabled sv_comp_mode_allow_dc sv_competitive_minspec sv_competitive_official_5v5 sv_compute_per_bot_difficulty sv_cs_dump_econ_item_stringtable sv_ct_spawn_on_bombsite sv_damage_print_enable sv_dc_friends_reqd sv_deadtalk sv_debug_player_use sv_debug_ugc_downloads sv_debugroundstats sv_disable_immunity_alpha sv_disable_motd sv_disable_observer_interpolation sv_disable_querycache sv_disable_show_team_select_menu sv_disablefreezecam sv_dumpmatchweaponmetrics sv_enablebunnyhopping sv_endmatch_item_drop_interval sv_endmatch_item_drop_interval_ancient sv_endmatch_item_drop_interval_legendary sv_endmatch_item_drop_interval_mythical sv_endmatch_item_drop_interval_rare sv_extreme_strafe_accuracy_fishtail sv_findsoundname sv_flashbang_strength sv_footstep_sound_frequency sv_footsteps sv_force_transmit_ents sv_force_transmit_players sv_friction sv_full_alltalk sv_game_mode_convars sv_gameinstructor_disable sv_gravity sv_grenade_trajectory sv_grenade_trajectory_dash sv_grenade_trajectory_thickness sv_grenade_trajectory_time sv_grenade_trajectory_time_spectator sv_guardian_heavy_all sv_guardian_heavy_count sv_guardian_max_wave_for_heavy sv_guardian_min_wave_for_heavy sv_holiday_mode sv_ignoregrenaderadio sv_infinite_ammo sv_kick_ban_duration sv_kick_players_with_cooldown sv_ladder_angle sv_ladder_dampen sv_ladder_scale_speed sv_lagcompensateself sv_lagcompensationforcerestore sv_lagflushbonecache sv_lagpushticks sv_massreport sv_matchend_drops_enabled sv_matchpause_auto_5v5 sv_max_allowed_net_graph sv_max_distance_transmit_footsteps sv_max_usercmd_future_ticks sv_max_usercmd_move_magnitude sv_maxcmdrate sv_maxreplay sv_maxspeed sv_maxunlag sv_maxupdaterate sv_maxusrcmdprocessticks sv_maxusrcmdprocessticks_holdaim sv_maxusrcmdprocessticks_warning sv_maxusrcmdprocessticks_warning at server tick %u: Ignored client %s usrcmd (%.6f < %.6f)! sv_maxvelocity sv_mincmdrate sv_minupdaterate sv_mmqueue_reservation sv_netvisdist sv_noclipaccelerate sv_noclipduringpause sv_noclipspeed sv_nomvp sv_nonemesis sv_nowinpanel sv_npc_talker_maxdist sv_occlude_players sv_optimizedmovement sv_party_mode sv_penetration_type sv_phys_props_block_movers sv_playerperfhistorycount sv_pushaway_clientside sv_pushaway_clientside_size sv_pushaway_force sv_pushaway_hostage_force sv_pushaway_max_force sv_pushaway_max_hostage_force sv_pushaway_max_player_force sv_pushaway_min_player_speed sv_pushaway_player_force sv_pvsskipanimation sv_querycache_stats sv_regeneration_force_on sv_regeneration_wait_time sv_remove_old_ugc_downloads sv_repeatedduckslowdown sv_reward_drop_delay sv_rollangle sv_rollspeed sv_runcmds sv_script_think_interval sv_server_graphic1 sv_server_graphic2 sv_server_verify_blood_on_player sv_show_bot_difficulty_in_name sv_show_voip_indicator_for_enemies sv_showanimstate sv_showanimstate_activities sv_showanimstate_log sv_showbullethits sv_showimpacts sv_showimpacts_penetration sv_showimpacts_time sv_showladders sv_showlagcompensation sv_showplayerhitboxes sv_skyname sv_soundemitter_filecheck sv_soundemitter_flush sv_soundemitter_reload sv_soundemitter_spew sv_soundemitter_trace sv_soundemitter_version sv_soundscape_printdebuginfo sv_spawn_afk_bomb_drop_time sv_spec_hear sv_specaccelerate sv_specnoclip sv_specspeed sv_staminajumpcost sv_staminalandcost sv_staminamax sv_staminarecoveryrate sv_steamdatagramtransport_port sv_stepsize sv_stopspeed sv_strict_notarget sv_suppress_viewpunch sv_test_scripted_sequences sv_test_steam_connection_failure sv_teststepsimulation sv_thinktimecheck sv_threaded_init sv_timebetweenducks sv_timeconsideredfastduck sv_turbophysics sv_ugc_manager_max_new_file_check_interval_secs sv_unlag sv_unlag_debug sv_unlag_fixstuck sv_unlockedchapters sv_usercmd_custom_random_seed sv_vehicle_autoaim_scale sv_vote_allow_in_warmup sv_vote_allow_spectators sv_vote_command_delay sv_vote_count_spectator_votes sv_vote_creation_timer sv_vote_disallow_kick_on_match_point sv_vote_failure_timer sv_vote_issue_changelevel_allowed sv_vote_issue_kick_allowed sv_vote_issue_loadbackup_allowed sv_vote_issue_matchready_allowed sv_vote_issue_nextlevel_allowed sv_vote_issue_nextlevel_allowextend sv_vote_issue_nextlevel_choicesmode sv_vote_issue_nextlevel_prevent_change sv_vote_issue_pause_match_allowed sv_vote_issue_restart_game_allowed sv_vote_issue_scramble_teams_allowed sv_vote_issue_surrrender_allowed sv_vote_issue_swap_teams_allowed sv_vote_issue_timeout_allowed sv_vote_kick_ban_duration sv_vote_quorum_ratio sv_vote_timer_duration sv_vote_to_changelevel_before_match_point sv_wateraccelerate sv_waterdist sv_waterfriction sv_workshop_allow_other_maps swapmodel switch to en/disable the prevention of splitscreen audio file duplicates switch_team switched swprintf@@GLIBC_2.2 swscanf swscanf@@GLIBC_2.2 symlink symlink@@GLIBC_2.0 synctofollowinggesture syntax = "proto2"; system/access system/network systemloadscale szFailSchedule szIdealSchedule szSchedule t t% t-rex t (%s), from (%s,%s); target entity not found unhandled input: (%s) -> (%s,%s) uninterpreted_option unknown unknown compression method unknown type %d in ProcessSceneEvent() unknown zip result code unknown_script_type unlimited quantity unlink unlink@@GLIBC_2.0 unlisted_items_default_to unlocalized_name unlocked unlocked styles unlocked_sentence unlocked_sound unspecified unused unused (???) 15 unused (???) 19 unused (item_smg1_grenade) 13 unused (weapon_ar1) 17 unused (weapon_molotov) 25 unused (weapon_slam) 23 unused (weapon_smg2) 22 unzoom after shot unzoom after shot alt upperleft upperright upsidedown urgent usable usable_gc usable_out_of_game usage: buy usage_capabilities use after date use_angles use_level_data use_per_class_bodygroups use_string useairlinkradius used_by_classes usefakeacceleration usehelper uselightenvangles usenormalspawnsfordm uses_essence usp_silencer ut utime utime@@GLIBC_2.0 utimes@@GLIBC_2.0 uv uw uz v v8Z vB vLastKnownLocation vLastSeenLocation vLocationWhenUnreachable vS v_angle value1 value2 value3 value_is_account_id value_is_additive value_is_additive_percentage value_is_color value_is_date value_is_game_time value_is_inverted_percentage value_is_item_def value_is_mins_as_hours value_is_or value_is_particle_index value_is_percentage value_is_replace valve_hint_reload variant vcd error, gesture %s of model %s is marked as STUDIO_LOOPING! vcollide_wireframe vdisp_%04d vecAngleDiffMin vecAngleDiffSaved vecAnglesSaved vecLocation vecOriginSaved vecRelativeOrigin vecRelativeVelocity vecSave vector noise vector2 vector2_array vector3 vector3_array vector4 vector4_array vector::_M_fill_insert vector::_M_insert_aux vector::_M_range_check vehicleRole vehicle_action vehicle_crashsound_t vehicle_driver_exit vehicle_driver_eyes vehicle_engine vehicle_entry vehicle_escape_exit vehicle_exit vehicle_feet_passenger%d vehicle_feet_passenger0 vehicle_flushscript vehicle_gear_t vehicle_guage vehicle_npc_passengers vehicle_sounds vehicle_steer vehicle_weapon_pitch vehicle_weapon_yaw vehicle_wheel_fl_height vehicle_wheel_fl_spin vehicle_wheel_fr_height vehicle_wheel_fr_spin vehicle_wheel_rl_height vehicle_wheel_rl_spin vehicle_wheel_rr_height vehicle_wheel_rr_spin vehiclescript vehiclesounds_t vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f velocity_random velocity_relative velocitytype vgui/white vgui/white.vmt vgui/white.vtf vgui_movie_display vgui_resource vgui_screen_team vgui_slideshow_display victimid view model effect view_model view_model_exponent_override_size view_ofs view_punch_decay view_recoil_tracking viewmodel_geometry viewmodel_material viewposition vignetteblurstrength vignetteend vignettestart violence_ablood violence_agibs violence_hblood violence_hgibs vip_escaped vip_killed virtualterrain vis_force vismon_poll_frequency vismon_trace_limit visuals vm_bodygroup_override vm_bodygroup_state_override vmtPicker vo voice_player_speaking_delay_threshold voice_serverdebug voicemenu void google::protobuf::FieldDescriptorProto::set_label(google::protobuf::FieldDescriptorProto_Label) void google::protobuf::FieldDescriptorProto::set_type(google::protobuf::FieldDescriptorProto_Type) void google::protobuf::FieldOptions::set_ctype(google::protobuf::FieldOptions_CType) void google::protobuf::FileOptions::set_optimize_for(google::protobuf::FileOptions_OptimizeMode) volstart vote_cast vote_controller vote_option vote_options voxeltree_box voxeltree_playerview voxeltree_sphere voxeltree_view vprof_record_start benchmark vprof_record_stop vprof_scope_entity_gamephys vprof_scope_entity_thinks vprof_think_limit vscripts vsnprintf vsnprintf@@GLIBC_2.0 vsprintf vsprintf@@GLIBC_2.0 vswprintf vswprintf@@GLIBC_2.2 vt vtable for __cxxabiv1::__class_type_info vtable for __cxxabiv1::__si_class_type_info vtable for __cxxabiv1::__vmi_class_type_info vtable for std::exception vtune vw vz w w9 wO wV wa+ wade wait waiting for lock waitingtorappel wakeradius wakesquad walkTolerance was_sudden_death water_lod_control waterbullet waterlevel waterripple watersplash wb wc_air_edit_further wc_air_edit_nearer wc_air_node_edit wc_create wc_destroy wc_destroy_undo wc_link_edit wcscpy wcscpy@@GLIBC_2.0 wcslen wcslen@@GLIBC_2.0 wcsncat wcsncat@@GLIBC_2.0 wcsncmp wcsncmp@@GLIBC_2.0 wcsncpy wcsncpy@@GLIBC_2.0 wcstof wcstof@@GLIBC_2.0 wcstol wcstol@@GLIBC_2.0 wcstombs wcstombs@@GLIBC_2.0 weapon_ weapon_%s weapon_* weapon_357 weapon_accuracy_logging weapon_accuracy_nospread weapon_ak47 weapon_ar2 weapon_aug weapon_auto_cleanup_time weapon_awp weapon_basecsgrenade weapon_bizon weapon_bugbait weapon_c4 weapon_confetti weapon_confetti_balloons weapon_confetti_omni weapon_crossbow weapon_crowbar weapon_cs_base weapon_csbase_gun weapon_cubemap weapon_cz75a weapon_cz75a` weapon_deagle weapon_debug_inaccuracy_only_up weapon_debug_max_inaccuracy weapon_decoy weapon_decoy_ground_effect_shot weapon_elite weapon_famas weapon_fauxitemid weapon_fire weapon_fire_on_empty weapon_fiveseven weapon_flashbang weapon_frag weapon_g3sg1 weapon_galil weapon_galilar weapon_glock weapon_hand_R weapon_healthshot weapon_hegrenade weapon_hkp2000 weapon_incgrenade weapon_itemid weapon_knife weapon_knife_default_ct weapon_knife_default_t weapon_knife_t weapon_knifegg weapon_land_dip_amt weapon_legacy_recoiltable weapon_m249 weapon_m3 weapon_m4a1 weapon_m4a1_silencer weapon_mac10 weapon_mag7 weapon_max_before_cleanup weapon_mine weapon_molotov weapon_molotov_held weapon_molotov_maxdetonateslope weapon_molotov_thrown weapon_mp5navy weapon_mp7 weapon_mp9 weapon_muzzle weapon_negev weapon_none weapon_nova weapon_nvg weapon_originalowner_xuid weapon_outofammo weapon_p228 weapon_p250 weapon_p90 weapon_physcannon weapon_recoil_cooldown weapon_recoil_decay1_exp weapon_recoil_decay2_exp weapon_recoil_decay2_lin weapon_recoil_scale weapon_recoil_scale_motion_controller weapon_recoil_suppression_factor weapon_recoil_suppression_shots weapon_recoil_variance weapon_recoil_vel_decay weapon_recoil_view_punch_extra weapon_reload weapon_reload_database weapon_reticle_knife_show weapon_revolver weapon_rpg weapon_sawedoff weapon_scar17 weapon_scar20 weapon_scout weapon_sensorgren_detlight weapon_sensorgren_detonate weapon_sg550 weapon_sg552 weapon_sg556 weapon_shotgun weapon_showproficiency weapon_smg1 weapon_smokegrenade weapon_ssg08 weapon_stryker weapon_stunstick weapon_tagrenade weapon_taser weapon_tec9 weapon_theirs weapon_tmp weapon_tracers weapon_type weapon_ump45 weapon_usp weapon_usp_silencer weapon_xm1014 weapon_zoom weapon_zoom_rifle weapondelay weaponprogression_ct weaponprogression_t weaponrank weapons_to_give weaponscripts weaponworldmodel wear_default wear_remap_max wear_remap_min wearable_item webapi_authkey.txt wedding_ring weptype wheel_fl wheel_fr wheel_rl wheel_rr wheels whitelistcmd %.*s wild scan winner wipe_nav_attributes wks:1, wm_%4d%02d%02d_%02d%02d%02d_%s.csv wm_bodygroup_override wm_bodygroup_state_override wood work item workshop_start_map world_interactions world_items world_maxs world_mins world_origin worldmodel_decal_bone worldmodel_decal_end worldmodel_decal_pos worldorigin worldspawn wrapped_gift wrinkler write write@@GLIBC_2.0 write_awards write_stats write_user_profile wrong submessage type wrong_map wrong_mode wt wv ww wz x x(U x9 xAr xB xZ= xbox_autothrottle xbox_steering_deadzone xbox_throttlebias xbox_throttlespoof xc_crouch_debounce xen_plant* xm1014 xp_bonus_percent xp_reward x y y#K y7 yaw "%i" yaw: %f yawrange yawtolerance yes - via input yielding yt y~ z zB zC zCZ zECCSBot::UpdateLookAngles zL zg zipline zoom fov 1 zoom fov 1 alt zoom fov 2 zoom fov 2 alt zoom levels zoom levels alt zoom time 0 zoom time 0 alt zoom time 1 zoom time 1 alt zoom time 2 zoom time 2 alt zy z| z~ { {$0$1} {%x} {Y {t {w {}()' {}()': { | |Y |\ |s |t |w || } } == %s }Z }g }s }w ~ ~+Z ~C ~g ~i ~t  C CCCollisionProperty D F K t w