CS_WarnFriendlyDamageInterval 3 (gamedll cheat) Defines how frequently the server notifies clients that a player damaged a friend Inferno_concav_plane_threshold -10 (developmentonly clientdll defensive) _fov 0 (developmentonly clientdll defensive) Automates fov command to server. adsp_alley_min 122 (developmentonly defensive) adsp_courtyard_min 126 (developmentonly defensive) adsp_debug 0 (archive) adsp_door_height 112 (developmentonly defensive) adsp_duct_min 106 (developmentonly defensive) adsp_hall_min 110 (developmentonly defensive) adsp_low_ceiling 108 (developmentonly defensive) adsp_opencourtyard_min 126 (developmentonly defensive) adsp_openspace_min 130 (developmentonly defensive) adsp_openstreet_min 118 (developmentonly defensive) adsp_openwall_min 130 (developmentonly defensive) adsp_room_min 102 (developmentonly defensive) adsp_street_min 118 (developmentonly defensive) adsp_tunnel_min 114 (developmentonly defensive) adsp_wall_height 128 (developmentonly defensive) ag2_network_recipeshape_cache_size 32 (min: 1, max: 1024, developmentonly gamedll dontrecord) Cache size for recently-used pose recipe shapes. ag2_preserve_params_on_reload false (developmentonly gamedll clientdll replicated) When an animgraph is reloaded, should the underlying system restore all params? ag2_use_networked_serialization_context_demo true (developmentonly gamedll clientdll replicated dontrecord) Use networked compatibility serialization context in demo playback. ag2_use_networked_serialization_context_game false (developmentonly gamedll clientdll replicated) Use networked compatibility serialization context in games. ai_debug_dyninteractions 0 (gamedll cheat) Debug the NPC dynamic interaction system. ai_debug_los 0 (gamedll cheat) NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid. ai_debug_ragdoll_magnets false (developmentonly gamedll defensive) ai_debug_scripted_sequence "false" (gamedll cheat) ai_debug_shoot_positions 0 (gamedll clientdll replicated cheat) ai_debug_speech 0 (developmentonly gamedll defensive) ai_disabled false (gamedll clientdll replicated cheat) ai_force_serverside_ragdoll false (developmentonly gamedll defensive) ai_off_nav_show_nearest false (gamedll cheat) ai_sequence_debug false (developmentonly gamedll clientdll replicated defensive) ai_use_visibility_cache 1 (developmentonly gamedll defensive) Sets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC. ai_use_visibility_cache_reciprocation true (developmentonly gamedll defensive) Sets whether or not the visibility check cache should be reciprocal. always_perform_full_spatial_partition_update false (developmentonly gamedll clientdll replicated) ammo_338mag_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_338mag_impulse 2800 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_338mag_max 30 (gamedll clientdll replicated release) ammo_357sig_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_357sig_impulse 2000 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_357sig_max 52 (gamedll clientdll replicated release) ammo_357sig_min_max 12 (gamedll clientdll replicated release) ammo_357sig_p250_max 26 (gamedll clientdll replicated release) ammo_357sig_small_max 24 (gamedll clientdll replicated release) ammo_45acp_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_45acp_impulse 2100 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_45acp_max 100 (gamedll clientdll replicated release) ammo_50AE_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_50AE_impulse 2400 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_50AE_max 35 (gamedll clientdll replicated release) ammo_556mm_box_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_556mm_box_impulse 2400 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_556mm_box_max 200 (gamedll clientdll replicated release) ammo_556mm_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_556mm_impulse 2400 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_556mm_max 90 (gamedll clientdll replicated release) ammo_556mm_small_max 40 (gamedll clientdll replicated release) ammo_57mm_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_57mm_impulse 2000 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_57mm_max 100 (gamedll clientdll replicated release) ammo_762mm_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_762mm_impulse 2400 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_762mm_max 90 (gamedll clientdll replicated release) ammo_9mm_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_9mm_impulse 2000 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_9mm_max 120 (gamedll clientdll replicated release) ammo_buckshot_headshot_mult 1 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_buckshot_impulse 600 (developmentonly gamedll clientdll replicated defensive) You must enable tweaking via tweak_ammo_impulses to use this value. ammo_buckshot_max 32 (gamedll clientdll replicated release) ammo_grenade_limit_default 1 (gamedll clientdll replicated release commandline_enforced) ammo_grenade_limit_flashbang 1 (gamedll clientdll replicated release commandline_enforced) ammo_grenade_limit_total 3 (gamedll clientdll replicated release commandline_enforced) ammo_item_limit_adrenaline 5 (gamedll clientdll replicated release) ammo_item_limit_healthshot 4 (gamedll clientdll replicated release commandline_enforced) anim_decode_forcewritealltransforms false (developmentonly) Force BatchAnimationDecode to write transformations for all bones anim_disable false (developmentonly gamedll clientdll replicated) anim_resource_validate_on_load true (release) Validates the animation group channel list against the animations on load for every animation animated_material_attributes true (clientdll cheat) animgraph2_enable_parallel_update true (developmentonly gamedll clientdll replicated defensive) animgraph2_serialize_pose_recipe_in_pre_pack_entities true (developmentonly gamedll clientdll replicated defensive) animgraph_debug false (gamedll clientdll replicated cheat) Debug animation graph animgraph_debug_animevents false (developmentonly gamedll clientdll replicated) Print info about animevents emitted by AnimGraph animgraph_debug_entindex 0 (gamedll clientdll replicated cheat) The entity to specifically debug animgraph_debug_filterent 0 (developmentonly gamedll clientdll replicated defensive) Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex. animgraph_debug_max_poseop_count false (reference) animgraph_debug_set_filter_params "" (developmentonly gamedll clientdll replicated defensive) Comma separated list of params to filter against when drawing debug text overlays animgraph_debug_set_filter_tags "" (developmentonly gamedll clientdll replicated defensive) Comma separated list of tags to filter against when drawing debug text overlays animgraph_debug_show_unreferenced_params false (developmentonly gamedll clientdll replicated defensive) animgraph_debug_show_unreferenced_tags false (developmentonly gamedll clientdll replicated defensive) animgraph_debug_tags false (developmentonly gamedll clientdll replicated defensive) animgraph_debug_variables false (developmentonly gamedll clientdll replicated defensive) Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent. animgraph_debug_variables_ignore_missing true (developmentonly gamedll clientdll replicated defensive) If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables. animgraph_debug_variables_ignore_nonchanges true (developmentonly gamedll clientdll replicated defensive) If set, animgraph_debug_variables won't show debug for variable sets that don't change the value. animgraph_draw_traces false (developmentonly gamedll clientdll replicated defensive) animgraph_enable true (developmentonly gamedll clientdll replicated) Enable animation graph animgraph_enable_dirty_netvar_optimization true (developmentonly replicated defensive) animgraph_footlock_auto_ledge_detection true (developmentonly replicated defensive) Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom animgraph_footlock_auto_stair_detection true (developmentonly replicated defensive) Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step animgraph_footlock_calculate_tilt true (developmentonly replicated defensive) animgraph_footlock_debug_foot_index -1 (developmentonly replicated defensive) animgraph_footlock_debug_type 2 (developmentonly replicated defensive) animgraph_footlock_draw_footbase false (developmentonly replicated defensive) animgraph_footlock_enabled true (developmentonly replicated defensive) A master convar that effectively disables the entire footlock node. animgraph_footlock_ground_roll true (developmentonly replicated defensive) animgraph_footlock_hip_offset_enable true (developmentonly replicated defensive) animgraph_footlock_ik_enable true (replicated cheat) Enable IK. animgraph_footlock_tilt_mode 1 (developmentonly replicated defensive) animgraph_footlock_trace_ground_enabled true (developmentonly replicated defensive) Convar for toggling foot lock ground tracking. animgraph_footlock_use_hip_shift true (developmentonly replicated defensive) animgraph_footstep_node_supresses_events false (developmentonly gamedll clientdll replicated defensive) animgraph_force_full_network_updates false (developmentonly replicated defensive) animgraph_ik_debug false (developmentonly replicated defensive) animgraph_motionmatching_print_compressionstats false (developmentonly replicated defensive) animgraph_network_enable true (developmentonly gamedll clientdll replicated) Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line. animgraph_parallel_postdataupdate true (developmentonly clientdll defensive) animgraph_slope_draw_raycasts false (gamedll clientdll replicated cheat) animgraph_slope_enable true (gamedll clientdll replicated cheat) animgraph_slowdownonslopes_enabled true (developmentonly replicated defensive) animgraph_trace_ignore_prop_physics true (developmentonly gamedll clientdll replicated defensive) animgraph_trace_static_only false (gamedll clientdll replicated cheat) animgraph_verify_dirty_netvar_optimization false (developmentonly replicated defensive) annotation_auto_load false (clientdll release commandline_enforced) attached_output_stall_ms 250 (developmentonly defensive) audio_input_test_signal false (developmentonly) For testing the audio input pathway with a sine tone instead of SDL3. audio_input_use_sdl_roles false (developmentonly) autosave_fully_async true (developmentonly gamedll defensive) Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes battery_saver false (archive) OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on bot_allow_grenades true (gamedll release) If nonzero, bots may use grenades. bot_allow_machine_guns true (gamedll release) If nonzero, bots may use the machine gun. bot_allow_pistols true (gamedll release) If nonzero, bots may use pistols. bot_allow_rifles true (gamedll release) If nonzero, bots may use rifles. bot_allow_rogues true (gamedll release commandline_enforced) If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals. bot_allow_shotguns true (gamedll release) If nonzero, bots may use shotguns. bot_allow_snipers true (gamedll release) If nonzero, bots may use sniper rifles. bot_allow_sub_machine_guns true (gamedll release) If nonzero, bots may use sub-machine guns. bot_auto_follow false (gamedll release) If nonzero, bots with high co-op may automatically follow a nearby human player. bot_auto_vacate true (gamedll release) If nonzero, bots will automatically leave to make room for human players. bot_autodifficulty_threshold_high 5 (min: -20, max: 20, gamedll clientdll replicated release commandline_enforced) Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty bot_autodifficulty_threshold_low -2 (min: -20, max: 20, gamedll clientdll replicated release commandline_enforced) Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty bot_chatter "normal" (gamedll release commandline_enforced) Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'. bot_chatter_use_rr true (developmentonly gamedll) 0 = Use old bot chatter system, 1 = Use response rules bot_controllable true (gamedll release) Determines whether bots can be controlled by players bot_coop_idle_max_vision_distance 1400 (min: -1, gamedll replicated release commandline_enforced) Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep. bot_crouch false (gamedll cheat) bot_debug 0 (gamedll cheat) For internal testing purposes. bot_debug_target 0 (gamedll cheat) For internal testing purposes. bot_defense_rush_chance 33 (gamedll cheat) Are the defense bots going to rush. bot_defer_to_human_goals false (gamedll release commandline_enforced) If nonzero and there is a human on the team, the bots will not do the scenario tasks. bot_defer_to_human_items true (gamedll release commandline_enforced) If nonzero and there is a human on the team, the bots will not get scenario items. bot_difficulty 1 (gamedll release commandline_enforced) Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert. bot_dont_shoot false (gamedll cheat release) If nonzero, bots will not fire weapons (for debugging). bot_eco_limit 2000 (gamedll release) If nonzero, bots will not buy if their money falls below this amount. bot_flipout false (gamedll release) If nonzero, bots use no CPU for AI. Instead, they run around randomly. bot_force_duck false (developmentonly gamedll defensive) bot_freeze false (gamedll cheat) bot_ignore_enemies false (gamedll cheat) If nonzero, bots will ignore enemies (for debugging). bot_ignore_players false (gamedll cheat) Bots will not see non-bot players. bot_join_after_player true (gamedll release) If nonzero, bots wait until a player joins before entering the game. bot_join_delay 0 (developmentonly gamedll defensive) Prevents bots from joining the server for this many seconds after a map change. bot_join_in_warmup true (developmentonly gamedll defensive) Prevents bots from joining the server while warmup phase is active. bot_join_team "any" (gamedll release) Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'. bot_loadout "" (gamedll cheat) bots are given these items at round start bot_max_visible_smoke_length 200 (gamedll replicated release) Bots will see players through smoke clouds up to this length. bot_max_vision_distance_override -1 (min: -1, gamedll replicated release commandline_enforced) Max distance bots can see targets. bot_mimic 0 (gamedll clientdll replicated cheat) Bot uses usercmd of player by index. bot_mimic_spec_buttons true (clientdll cheat) +attack, +jump etc are used for spectator control instead of being passed on to spectated bot bot_mimic_yaw_offset 180 (gamedll cheat) bot_prefix "" (gamedll release) 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. bot_quota 10 (gamedll release commandline_enforced) Determines the total number of bots in the game. bot_quota_mode "normal" (gamedll release commandline_enforced) Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota. bot_randombuy false (gamedll cheat) should bots ignore their prefered weapons and just buy weapons at random? bot_show_battlefront false (gamedll cheat) Show areas where rushing players will initially meet. bot_show_nav false (gamedll cheat) For internal testing purposes. bot_show_occupy_time false (gamedll cheat) Show when each nav area can first be reached by each team. bot_stop "0" (gamedll cheat) bot_stop <1|all> | | | bot_strafe 0 (gamedll release) Strafe left and right (interval) bot_traceview 0 (gamedll cheat) For internal testing purposes. bot_walk false (gamedll release) If nonzero, bots can only walk, not run. bot_zombie false (gamedll cheat) If nonzero, bots will stay in idle mode and not attack. break_damage_inherit_scale 1 (developmentonly gamedll clientdll replicated defensive) break_invulnerable_spawn_duration 0.5 (developmentonly gamedll clientdll replicated defensive) breakable_debug_spawn_transform_time 0 (developmentonly gamedll clientdll replicated) Debug draw the spawn transform location. breakable_multiplayer true (developmentonly gamedll defensive) buddha false (gamedll notify cheat) Player takes damage but won't die buddha_ignore_bots false (gamedll notify cheat) Bots always buddha 0 buddha_reset_hp 1 (gamedll notify cheat) HP to set when damaged below zero in Buddha Mode bug_submitter_override "" (archive) buildcubemaps_renderdoc_capture -1 (developmentonly clientdll) Capture a specific cubemap with RenderDoc during buildcubemaps. c_maxdistance 200 (clientdll archive) c_maxpitch 90 (clientdll archive) c_maxyaw 135 (clientdll archive) c_mindistance 30 (clientdll archive) c_minpitch 0 (clientdll archive) c_minyaw -135 (clientdll archive) c_orthoheight 100 (clientdll archive) c_orthowidth 100 (clientdll archive) c_thirdpersonshoulder false (clientdll archive) c_thirdpersonshoulderaimdist 120 (clientdll archive) c_thirdpersonshoulderdist 40 (clientdll archive) c_thirdpersonshoulderheight 5 (clientdll archive) c_thirdpersonshoulderoffset 20 (clientdll archive) cachedvalue_count_partybrowser 0 (clientdll hidden archive) cachedvalue_count_teammates 0 (clientdll hidden archive) cam_collision 1 (clientdll archive) When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls. cam_idealdelta 4 (clientdll archive) Controls the speed when matching offset to ideal angles in thirdperson view cam_idealdist 150 (clientdll archive) cam_ideallag 4 (clientdll archive) Amount of lag used when matching offset to ideal angles in thirdperson view cam_idealpitch 0 (clientdll archive) cam_idealyaw 0 (clientdll archive) cam_showangles false (clientdll cheat) When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. cam_snapto false (clientdll archive) camera_datadriven_debug false (developmentonly clientdll cheat) camera_datadriven_disable_cache false (developmentonly gamedll cheat) camera_path_edit_mode false (gamedll clientdll replicated cheat) cash_player_bomb_defused 300 (gamedll clientdll notify replicated release commandline_enforced) cash_player_bomb_planted 300 (gamedll clientdll notify replicated release commandline_enforced) cash_player_damage_hostage -30 (gamedll clientdll notify replicated release commandline_enforced) cash_player_drop_on_death 0 (developmentonly gamedll clientdll notify replicated release commandline_enforced) cash_player_drop_on_death_stack_value 250 (developmentonly gamedll clientdll notify replicated release commandline_enforced) cash_player_get_killed 0 (gamedll clientdll notify replicated release commandline_enforced) cash_player_interact_with_hostage 150 (gamedll clientdll notify replicated release commandline_enforced) cash_player_killed_enemy_default 300 (gamedll clientdll notify replicated release commandline_enforced) cash_player_killed_enemy_factor 1 (gamedll clientdll notify replicated release commandline_enforced) cash_player_killed_hostage -1000 (gamedll clientdll notify replicated release commandline_enforced) cash_player_killed_teammate -300 (gamedll clientdll notify replicated release commandline_enforced) cash_player_rescued_hostage 1000 (gamedll clientdll notify replicated release commandline_enforced) cash_player_respawn_amount 0 (gamedll clientdll notify replicated release commandline_enforced) cash_team_bonus_shorthanded 0 (gamedll clientdll notify replicated release commandline_enforced) cash_team_elimination_bomb_map 3250 (gamedll clientdll notify replicated release commandline_enforced) cash_team_elimination_hostage_map_ct 2000 (gamedll clientdll notify replicated release commandline_enforced) cash_team_elimination_hostage_map_t 1000 (gamedll clientdll notify replicated release commandline_enforced) cash_team_hostage_alive 0 (gamedll clientdll notify replicated release commandline_enforced) cash_team_hostage_interaction 500 (gamedll clientdll notify replicated release commandline_enforced) cash_team_loser_bonus 1400 (gamedll clientdll notify replicated release commandline_enforced) cash_team_loser_bonus_consecutive_rounds 500 (gamedll clientdll notify replicated release commandline_enforced) cash_team_per_dead_enemy 50 (gamedll clientdll notify replicated release commandline_enforced) cash_team_planted_bomb_but_defused 600 (gamedll clientdll notify replicated release commandline_enforced) cash_team_rescued_hostage 0 (gamedll clientdll notify replicated release commandline_enforced) cash_team_terrorist_win_bomb 3500 (gamedll clientdll notify replicated release commandline_enforced) cash_team_win_by_defusing_bomb 3250 (gamedll clientdll notify replicated release commandline_enforced) cash_team_win_by_hostage_rescue 3500 (gamedll clientdll notify replicated release commandline_enforced) cash_team_win_by_time_running_out_bomb 3250 (gamedll clientdll notify replicated release commandline_enforced) cash_team_win_by_time_running_out_hostage 3250 (gamedll clientdll notify replicated release commandline_enforced) cash_team_winner_bonus_consecutive_rounds 0 (gamedll clientdll notify replicated release) cc_captiontrace 1 (developmentonly clientdll defensive) Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) cc_delay_time 0.25 (clientdll archive) Close caption delay before showing caption. cc_force_combine_chatter true (developmentonly clientdll defensive) cc_lang "" (clientdll archive) Current close caption language (emtpy = use game UI language) cc_linger_time 1 (clientdll archive) Close caption linger time. cc_log 0 (developmentonly clientdll defensive) Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions) cc_spectator_only false (clientdll archive) cc_subtitles false (clientdll archive) If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). cc_vr_caption_catchup_interval 0.3 (min: 0.01, developmentonly clientdll defensive) Duration it takes for attached caption to ideal point cc_vr_caption_speed 1 (min: 0, max: 2, clientdll archive) 0 = slow, 1 = medium (default), 2 = fast cc_vr_debug false (developmentonly clientdll defensive) Debug visualization of VR closed caption placement cc_vr_depth_test false (developmentonly clientdll defensive) Have closed caption Panorama panel perform depth testing against the scene cc_vr_epsilon 2.5 (developmentonly clientdll defensive) Epsilon to trigger movement of VR subtitle panel in world space cc_vr_font_size 1 (min: 0, max: 2, clientdll archive) 0 = small, 1 = med (default), 2 = large cc_vr_forward_offset 30 (developmentonly clientdll defensive) Subtitle offset distance (forward, in front of player) cc_vr_vertical_offset -6.5 (developmentonly clientdll defensive) Subtitle vertical offset distance (positive is up) cc_vr_width 1 (min: 0, max: 2, clientdll archive) 0 = narrow, 1 = med (default), 2 = wide character_patches true (developmentonly clientdll) check_transmit_dump_ents false (developmentonly gamedll) chicken_stop false (gamedll cheat) cl_ShowBoneSetupEnts false (developmentonly clientdll defensive) Show which entities are having their bones setup each frame. cl_access_all_missions false (developmentonly clientdll) cl_ag2_record_entity_graph "" (developmentonly clientdll) Automatically start AG2 recording when an entity with this name (wildcard) or id is created. cl_aggregate_particles false (reference) cl_allow_animated_avatars true (clientdll archive release) Whether or not to allow animated avatars cl_allow_multi_input_binds false (clientdll cheat release) cl_anglespeedkey 0.67 (developmentonly clientdll defensive) cl_async_client_shatter true (developmentonly clientdll) spawn client glass shards asynchronously during demos or when remotely connected. cl_async_restore_server_authoritative_state false (developmentonly clientdll) cl_async_usercmd_send true (developmentonly) cl_async_usercmd_send_recvmargin_min 1 (developmentonly defensive) Min size of the recv margin queue when async usercmd send is disabled cl_autobuy "" (clientdll release) The order in which autobuy will attempt to purchase items cl_autohelp true (clientdll archive userinfo) Auto-help cl_bake_bomb_damage_debug 0 (clientdll cheat) cl_batch_entity_list_ops_during_latch false (developmentonly clientdll) Batch entity list adds / removes while latching interpolated variables to avoid mutex contention. cl_bone_cache_optimization true (developmentonly clientdll) cl_borrow_music_from_player_slot -1 (clientdll release) cl_boxmove 0 (developmentonly clientdll) run in a square, # represents how many usercommands to run before turning. cl_boxmove_speed 1 (developmentonly clientdll) how fast to run (1 to use player max run speed). cl_buffer_incoming_net_messages true (release) cl_buymenu_ct_nextround_high 5000 (clientdll archive per_user release) cl_buymenu_ct_nextround_low 1400 (clientdll archive per_user release) cl_buymenu_t_nextround_high 5000 (clientdll archive per_user release) cl_buymenu_t_nextround_low 1400 (clientdll archive per_user release) cl_buywheel_donate_key 0 (clientdll archive per_user release) Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift. cl_buywheel_nonumberpurchasing false (clientdll archive per_user release) Set non-zero to prevent buy wheel from purchasing via number keys cl_cache_sendtable true (developmentonly defensive) Cache sendtables cl_cameraoverride_fade_in_amount 0 (developmentonly clientdll defensive) cl_cameraoverride_shadow_depth_bias 0.006 (developmentonly clientdll defensive) cl_cameraoverride_shadow_end 0.8 (developmentonly clientdll defensive) cl_change_callback_limit 0.2 (clientdll release) change callback msec warning limit cl_chat_active 0 (developmentonly clientdll defensive) cl_clanid "0" (clientdll hidden archive userinfo) Current clan ID for name decoration cl_clock_buffer_ticks 0 (developmentonly) Clock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired cl_clock_buffer_ticks_spectator 2 (developmentonly) Additional margin (in ticks) to apply when spectating. cl_clock_correction true (cheat) Enable/disable clock correction on the client. cl_clock_recvmargin_adjust_limit_slowdown 93 (min: 66, max: 100, developmentonly) Clock sync will not slow down time slower than N% cl_clock_recvmargin_adjust_limit_speedup 106 (min: 100, max: 150, developmentonly) Clock sync will not speed up time faster than N% cl_clock_recvmargin_desired 5 (developmentonly) Clock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks cl_clock_recvmargin_spew_interval 0 (release) cl_clock_recvmargin_timeconstant_slowdown 0.3 (developmentonly) Clock sync will remove 63.2% of the error in N seconds cl_clock_recvmargin_timeconstant_speedup 0.6 (developmentonly) Clock sync will remove 63.2% of the error in N seconds cl_clock_recvmargin_window 4 (developmentonly) Clock sync will use past N seconds cl_clockdbg false (developmentonly defensive) cl_clockdrift_max_ticks 3 (min: 0, hidden release) Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's. cl_clutch_mode false (clientdll release) Silence voice and other distracting sounds until the end of round or next death. cl_color 0 (min: 0, max: 4, clientdll archive userinfo) Preferred teammate color cl_connectionretrytime_p2p 20 (release) Number of seconds over which to spread retry attempts for P2P. cl_cq_min_queue 0 (userinfo) Used by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength cl_crosshair_drawoutline true (clientdll archive per_user) Draws a black outline around the crosshair for better visibility cl_crosshair_dynamic_maxdist_splitratio 1 (min: 0, max: 1, clientdll archive per_user) If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio] [0 - 1] cl_crosshair_dynamic_splitalpha_innermod 0 (min: 0, max: 1, clientdll archive per_user) If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1] cl_crosshair_dynamic_splitalpha_outermod 1 (min: 0.3, max: 1, clientdll archive per_user) If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1] cl_crosshair_dynamic_splitdist 3 (clientdll archive per_user) If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7) cl_crosshair_friendly_warning 1 (min: 0, max: 1, clientdll archive release) 0: off, 1: on cl_crosshair_outlinethickness 1 (min: 0, max: 3, clientdll archive per_user) Set how thick you want your crosshair outline to draw (0-3) cl_crosshair_recoil true (clientdll archive per_user) cl_crosshair_show_desynced_seeds_marker true (developmentonly clientdll) cl_crosshair_sniper_width 1 (clientdll archive per_user) If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline) cl_crosshair_t false (clientdll archive per_user) T style crosshair cl_crosshairalpha 200 (min: 0, max: 255, clientdll archive per_user) cl_crosshaircolor 5 (clientdll archive per_user) Set crosshair color as defined in game_options.consoles.txt cl_crosshaircolor_b 0 (min: 0, max: 255, clientdll archive per_user) cl_crosshaircolor_g 255 (min: 0, max: 255, clientdll archive per_user) cl_crosshaircolor_r 0 (min: 0, max: 255, clientdll archive per_user) cl_crosshairdot false (clientdll archive per_user) cl_crosshairgap -2.2 (clientdll archive per_user) cl_crosshairgap_useweaponvalue true (clientdll archive per_user) If set to 1, the gap will update dynamically based on which weapon is currently equipped cl_crosshairsize 3.9 (clientdll archive per_user) cl_crosshairstyle 2 (clientdll archive per_user) 0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED), 2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 = LEGACY (fake recoil - inaccurate feedback) cl_crosshairthickness 0.6 (clientdll archive per_user) cl_crosshairusealpha true (clientdll archive per_user) cl_csgo_shoot_debugvis_rdp_text_l 10 (developmentonly clientdll) cl_csgo_shoot_debugvis_rdp_text_x 45 (developmentonly clientdll) cl_csgo_shoot_debugvis_show_los false (developmentonly clientdll) Show line of last shot. cl_csgo_shoot_debugvis_show_rdp false (developmentonly clientdll) cl_csgo_shoot_trim_input_frames true (developmentonly clientdll) cl_deathcam_audio_mix_phase1_fade_amount 0.15 (clientdll release) Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied. cl_deathcam_audio_mix_phase1_fade_time 2 (clientdll release) Sets the amount of time we fade out over. cl_deathcam_audio_mix_phase2_fade_amount 0.5 (clientdll release) Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied. cl_deathcam_audio_mix_phase2_fade_time 0.4 (clientdll release) Sets the amount of time we fade out over. cl_deathcampanel_position_dynamic 1 (clientdll archive) Turn on/off deathcam's kill panel dynamic Y movement cl_deathnotices_show_numbers 0 (clientdll release) 0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name cl_debounce_zoom true (clientdll archive userinfo per_user) Whether or not to disable holding secondary fire to cycle zoom levels cl_debug_build_recvmargin_min 2 (developmentonly defensive) Min size of the recv margin queue when in tools/debug mode cl_debug_force_push_to_talk false (developmentonly clientdll defensive) cl_debug_overlay_fullposition false (developmentonly clientdll defensive) cl_debug_overlays_broadcast false (release) Render debug overlays from server. cl_debug_precipitation_surface_graph false (clientdll replicated cheat) When true, use the surface graph to pass in positions for rainfall. cl_debug_round_stat_submission false (developmentonly clientdll) cl_debugviewangle false (developmentonly clientdll) Plots view angles yaw at various stages of the frame/tick in Tracy. cl_demo_predict 1 (clientdll release) Enable 'TrueView' when watching a demo, which attempts to recreate the client's experience more accurately. 0=disable, 1=only if demo version match, 2=always cl_demo_steadycam_blendframes 5 (developmentonly clientdll defensive) blend over this many frames cl_demo_steadycam_deflection 5 (developmentonly clientdll defensive) if camera orientation changes this much update orientation cl_demo_steadycam_enable 0 (developmentonly clientdll defensive) Stabilize camera orientation/position during demo playback. 1 == remove roll, 2 == steadycam cl_demo_steadycam_radius 16 (developmentonly clientdll defensive) if camera moves this much from last anchor update anchor cl_demo_view_offset_left 0 (developmentonly clientdll defensive) View offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset) cl_demoviewoverride 0 (developmentonly clientdll defensive) Override view during demo playback cl_disable_deathcam_audio_mix_fade_out false (clientdll release) When set to true, disables audio being silenced while the death cam fades out. cl_disable_postprocessing false (clientdll cheat) cl_disable_ragdolls false (clientdll cheat) cl_disable_round_end_report false (clientdll archive release) cl_disconnect_soundevent "core.stop_all_soundevents" (developmentonly defensive) This soundevent is called to stop the desired soundevents when the game is disconnected. cl_disconnect_voice_fade 2 (developmentonly defensive) This is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect cl_display_flashbang_values false (developmentonly clientdll) cl_display_game_events false (clientdll cheat) cl_display_player_visibilty false (developmentonly clientdll) cl_dm_buyrandomweapons true (clientdll archive release) Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon) cl_dormant_spew false (developmentonly clientdll defensive) Spew state on when client entities become dormant or active. cl_draw_only_deathnotices false (clientdll release) For drawing only the crosshair and death notices (used for moviemaking) cl_draw_simulating_entities false (clientdll cheat) cl_draw_simulating_entities_distance false (developmentonly clientdll defensive) cl_drawhud true (clientdll cheat) Enable the rendering of the hud cl_drawhud_force_deathnotices 0 (clientdll release) 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices cl_drawhud_force_radar 0 (clientdll release) 0: default; 1: draw radar even if hud disabled; -1: force no radar cl_drawhud_force_teamid_overhead 0 (clientdll release) 0: default; 1: draw teamid even if hud disabled; -1: force no teamid cl_drawhud_specvote true (clientdll release) 1: default; 0: disables vote UI for spectators cl_embedded_stream_audio_volume 0 (min: 0, max: 100, clientdll hidden archive) Embedded stream audio volume cl_embedded_stream_audio_volume_xmaster true (clientdll hidden archive) Whether embedded stream audio volume gets multiplied by master volume cl_embedded_stream_video_playing 0 (developmentonly clientdll hidden defensive) Embedded stream video playing state cl_enable_party_voice true (clientdll archive release) cl_ent_attachment_filter_substrings "" (clientdll cheat) If an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character. cl_ent_joint_axis_size 4 (developmentonly clientdll defensive) cl_ent_joint_filter_name "" (clientdll cheat) If a joint's entire name matches (case insensitive), it will be displayed. cl_ent_joint_filter_substrings "" (clientdll cheat) If a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character. cl_ent_joint_lines true (clientdll cheat) Draw a line between a rendered joint and its parent. cl_ent_joint_names true (clientdll cheat) Draw the name of a rendered joint. cl_ent_joint_only_ik_joints false (developmentonly clientdll defensive) cl_ent_joint_use_bind_pose false (developmentonly clientdll defensive) cl_ent_pivot_size 20 (clientdll archive cheat) cl_ent_show_contexts false (clientdll cheat) Show entity contexts in ent_text display cl_ent_showonlyattachment "" (clientdll cheat) cl_ent_showonlyhitbox -1 (clientdll cheat) cl_ent_skeleton_only_ik_joints false (developmentonly clientdll defensive) cl_ent_text_flags_active -1 (clientdll archive cheat) cl_ent_text_no_name_really_i_mean_it false (clientdll cheat) cl_error_report_time 0 (clientdll release) Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable. cl_extrapolate true (clientdll cheat) Enable/disable extrapolation if interpolation history runs out. cl_extrapolate_amount 0.25 (clientdll cheat) Set how many seconds the client will extrapolate entities for. cl_fake_timeout false (developmentonly clientdll) cl_fasttempentcollision 5 (developmentonly clientdll defensive) cl_firstperson_legs true (developmentonly clientdll defensive) cl_firstperson_legs_aoproxy true (developmentonly clientdll defensive) cl_fixedcrosshairgap 3 (clientdll archive per_user) For crosshair style 1: How big to make the gap between the pips in the fixed crosshair cl_flushentitypacket 0 (cheat) For debugging. Force the engine to flush an entity packet. cl_force_next_signon_to_reset false (developmentonly) cl_force_spec_hud_color_to_team true (clientdll archive) Spec hud color setting is always team/teammate cl_frametime_summary_report_detailed true (clientdll release) When a perf report is dumped at the end of the session, should it be detailed? cl_generate_postdataupdatepreserved true (developmentonly) Do we invoke PostDataUpdatePreserved callbacks for entities that had no changes but are still in the PVS? cl_globallight_debug false (developmentonly clientdll defensive) cl_globallight_depth_bias -999 (developmentonly clientdll defensive) cl_globallight_expansion 200 (developmentonly clientdll defensive) cl_globallight_freeze false (developmentonly clientdll defensive) cl_globallight_orig_calc_frustum true (developmentonly clientdll defensive) cl_globallight_shadow_mode 2 (developmentonly clientdll defensive) cl_globallight_slope_scale_depth_bias -999 (developmentonly clientdll defensive) cl_globallight_use_alt_focus_region false (developmentonly clientdll defensive) cl_globallight_use_optimized_calc_frustum true (developmentonly clientdll defensive) cl_globallight_use_shaadow_near_offset true (developmentonly clientdll defensive) cl_globallight_world_bottom_height 0 (developmentonly clientdll defensive) cl_globallight_world_top_height 4096 (developmentonly clientdll defensive) cl_glow_brightness 1 (clientdll cheat) Brightness of player halos cl_glow_item_far_b 1 (clientdll release) cl_glow_item_far_g 0.4 (clientdll release) cl_glow_item_far_r 0.3 (clientdll release) cl_graphics_driver_warning_dont_show_again false (clientdll archive release) Graphics driver recommendation (NVIDIA 581.80 / AMD 23.11.1) cl_grenadecrosshair_decoy true (clientdll archive per_user) Is the grenade crosshair enabled cl_grenadecrosshair_explosive true (clientdll archive per_user) Is the grenade crosshair enabled cl_grenadecrosshair_fire true (clientdll archive per_user) Is the grenade crosshair enabled cl_grenadecrosshair_flash true (clientdll archive per_user) Is the grenade crosshair enabled cl_grenadecrosshair_keepusercrosshair true (clientdll archive per_user) Keep the user's crosshair when the grenade crosshair is enabled cl_grenadecrosshair_smoke true (clientdll archive per_user) Is the grenade crosshair enabled cl_grenadecrosshair_tickinterval 10 (min: 1, max: 45, developmentonly clientdll) cl_grenadecrosshair_ticklabels true (developmentonly clientdll) cl_grenadecrosshair_tickscaling 1.1 (min: 0.5, max: 2, developmentonly clientdll) cl_grenadecrosshairdelay_decoy 2 (clientdll archive per_user) How long should the pin be pulled for before showing the grenade crosshair cl_grenadecrosshairdelay_explosive 2 (clientdll archive per_user) How long should the pin be pulled for before showing the grenade crosshair cl_grenadecrosshairdelay_fire 2 (clientdll archive per_user) How long should the pin be pulled for before showing the grenade crosshair cl_grenadecrosshairdelay_flash 2 (clientdll archive per_user) How long should the pin be pulled for before showing the grenade crosshair cl_grenadecrosshairdelay_smoke 2 (clientdll archive per_user) How long should the pin be pulled for before showing the grenade crosshair cl_hide_avatar_images 0 (clientdll archive) Hide avatar images for other players. 0 - Off. 1 - Block All 2 - Block all but friends cl_highlights_hud_playback 0 (clientdll hidden release) Highlights hud playback cl_hitbox_debug false (developmentonly clientdll defensive) cl_hold_game_events_force_delay_ticks 0 (developmentonly clientdll defensive) Debugging convar to force late dispatch of game events. cl_hold_game_events_until_server_tick true (developmentonly clientdll defensive) Holds game events until client has received the tick the event was fired on. cl_http_log_enable false (clientdll dontrecord release clientcmd_can_execute) Allows sending HTTP log from client main menu. cl_hud_color 0 (clientdll archive release) 0 = team color, 1 = white, 2 = bright white, 3 = light blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua, 11 = pink, 12 = teammate color. cl_hud_radar_background_alpha 0.627 (min: 0, max: 1, clientdll archive release) cl_hud_radar_blur_background true (clientdll archive release) Blurs the radar background. cl_hud_radar_map_additive true (clientdll archive release) Blend Hud radar map additively on top of background. cl_hud_radar_scale 1 (min: 0.8, max: 1.3, clientdll archive release) cl_hud_telemetry_frametime_poor 100 (min: 1, max: 100, clientdll archive release) Frame time greater than this is considered 'poor'. cl_hud_telemetry_frametime_show 1 (clientdll archive release) Show frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always cl_hud_telemetry_net_detailed 0 (clientdll archive release) Show breakdown network misdelivery (loss, late delivery, and peak jitter). 0=never, 1=only in poor network conditions, 2=always cl_hud_telemetry_net_misdelivery_poor 2 (clientdll archive release) Packet delivery anomaly rate (0..100) higher than this is considered 'poor'. cl_hud_telemetry_net_misdelivery_show 1 (clientdll archive release) Show percentage of user commands & server snapshots that are missed due to network conditions. 0=never, 1=only in poor conditions, 2=always cl_hud_telemetry_net_quality_graph_show 0 (clientdll archive release) Show packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always cl_hud_telemetry_ping_poor 100 (clientdll archive release) Ping higher than this (ms) is considered 'poor'. cl_hud_telemetry_ping_show 1 (clientdll archive release) Show ping in the HUD. 0=never, 1=only in poor conditions, 2=always cl_hud_telemetry_serverrecvmargin_graph_show 0 (clientdll archive release) Show graph of the server recv margin in the HUD. (How early/late user commands are arriving at the server before they are executed.) 0=never, 1=only when there are command queue problems, 2=always cl_ignorepackets false (cheat) Force client to ignore packets (for debugging). cl_import_csgo_config true (clientdll archive release) cl_inferno_bodyburn true (developmentonly clientdll) cl_instant_death_anim false (developmentonly clientdll) cl_interp_ag2_for_non_ag2_entities true (developmentonly clientdll) cl_interp_all false (developmentonly clientdll defensive) Disable interpolation list optimizations. cl_interp_animationvars true (developmentonly clientdll defensive) Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval cl_interp_hermite true (clientdll cheat) Set to zero do disable hermite interpolation. cl_interp_npcs 0 (developmentonly clientdll defensive) Interpolate NPC positions starting this many seconds in past (or the value as per cl_interp_ratio, if greater) cl_interp_parallel false (developmentonly clientdll defensive) Run interpolation in parallel for entities with no children. cl_interp_ratio 2 (min: 0, max: 19, clientdll userinfo) Set number of client simulation interpolation ticks. cl_interp_simulationvars true (developmentonly clientdll defensive) Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval cl_interp_threadmodeticks 0 (developmentonly clientdll defensive) Additional interpolation ticks to use when interpolating with threaded engine mode set. cl_interpolate true (developmentonly clientdll userinfo) Interpolate entities on the client. cl_interpolate_report false (clientdll archive) Enable to show interpolation profile timing cl_inv_volatile_limits "0:0" (clientdll archive) cl_inventory_debug_tooltip false (clientdll release) cl_inventory_radial_immediate_select true (clientdll archive per_user) In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit. cl_inventory_radial_tap_to_cycle true (clientdll archive per_user) In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit. cl_inventory_saved_filter2 "all" (clientdll archive release) cl_inventory_saved_sort2 "inv_sort_age" (clientdll archive release) cl_invites_only_friends false (clientdll archive release) If turned on, will ignore in-game invites from recent teammates or other non-friends cl_invites_only_mainmenu false (clientdll archive release) If turned on, will ignore all invites when user is playing a match cl_ironsight_dot_scale 1 (min: 0.1, max: 2, clientdll archive per_user) Ironsight dot scale cl_ironsight_filter_alpha 1 (min: 0, max: 1, developmentonly clientdll) Ironsight filter alpha cl_ironsight_min_channel_color 0.3 (min: 0, max: 1, developmentonly clientdll) Ironsight min channel color value cl_ironsight_usecrosshaircolor false (clientdll archive per_user) Should the scope dot match the user's crosshair color cl_itemimages_dynamically_generated 2 (clientdll archive release) 2: use render-targets; 0: disk assets only cl_jitter_bad_threshold_up 20 (min: 1, max: 100, userinfo) When upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have 'irregular delivery'. This is a derived value and should not be modified manually cl_lagcompensation_test_auto_target false (developmentonly clientdll) Auto-pick value of cl_lagcompensation_test_target. cl_lagcompensation_test_target -1 (developmentonly clientdll) Player whose head is tracked to test lag compensation. cl_language "english" (developmentonly defensive) Language cl_latch_report false (clientdll archive) Enable to output stats about latching cl_leveloverview 0 (clientdll cheat) cl_lightquery_debug false (clientdll cheat) cl_loadout_saved_sort "inv_sort_age" (clientdll archive release) cl_lock_camera false (clientdll cheat) cl_log_tick false (developmentonly defensive) Log when a tick is received cl_log_tick_skips 0 (developmentonly defensive) Log when the tick delta >= this cl_low_latency_vsync_recommendation_dont_show_again false (clientdll archive release) cl_major_store_watch_list "" (clientdll archive) cl_map_preview_debug_jitter false (developmentonly clientdll defensive) cl_massreport false (developmentonly clientdll defensive) cl_matchlist_controlroom_aid 0 (clientdll hidden release) cl_min_china_movie_time 6 (developmentonly clientdll defensive) cl_min_movie_time 4 (developmentonly clientdll defensive) cl_mute_all_but_friends_and_party 0 (clientdll archive) Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes. cl_mute_enemy_team false (clientdll archive) Block all communication from players on the enemy team. cl_mute_player_after_reporting_abuse true (developmentonly clientdll) Mute players reported for abuse automatically. cl_names_debug false (developmentonly) cl_net_buffer_ticks 0 (min: 0, max: 2, clientdll archive release) Number of ticks of delay for server snapshots and user commands. This value controls the value of cl_interp_ratio, which you should not modify directly. cl_net_buffer_ticks_use_interp false (clientdll release) If false, we smooth over packet loss by adjusting the clock synchronization to buffer packets. If true, we process packets immediately and use cl_interp to delay their effects cl_net_showeventlisteners false (developmentonly clientdll defensive) Show listening addition/removals cl_net_showevents 0 (developmentonly clientdll defensive) Dump game events to console (1=client only, 2=all). cl_new_user_phase 0 (clientdll archive release) 0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled cl_obs_interp_enable true (clientdll archive) Enables interpolation between observer targets cl_obs_interp_speed 1 (min: 0.25, max: 2.5, clientdll archive) Spectator camera interpolation speed cl_observed_bot_crosshair 2 (clientdll archive release) Control the crosshair shown when observing a bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken over, otherwise show default.. 2: Always show default crosshair for bots. cl_paintkit_override "" (clientdll cheat release) cl_panel_freeze_time_after_press 0.5 (developmentonly clientdll defensive) time to freeze mouse/pointer motion after a mouse button press cl_parallel_readpacketentities true (developmentonly defensive) Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts). cl_parallel_readpacketentities_threshold 2 (developmentonly defensive) Use parallel processing of snapshot reading if above this many entries. cl_particle_batch_mode 0 (reference) cl_particle_fallback_base 0 (reference) cl_particle_fallback_multiplier 0 (reference) cl_particle_max_count 0 (reference) cl_particle_retire_cost 0 (reference) cl_particle_sim_fallback_base_multiplier 0 (reference) cl_particle_sim_fallback_threshold_ms 0 (reference) cl_particle_simulate false (reference) cl_pclass "" (clientdll cheat) Dump entity by prediction classname. cl_pdump -1 (clientdll cheat) Dump info about this entity to screen. cl_phys_animated_hierarchy true (developmentonly clientdll defensive) cl_phys_assume_fixed_tick_interval true (developmentonly clientdll) If true, we assume the client uses a fixed tickrate like the server (which may not always be true). If false, we recalculate the number of physics substeps in each client tick based on the actual elapsed time in the tick. cl_phys_block_dist 1 (developmentonly clientdll defensive) cl_phys_block_fraction 0.1 (developmentonly clientdll defensive) cl_phys_debug_callback_entities false (clientdll cheat) Print all entities that get touch callbacks. Each entity is printed only once. cl_phys_enabled true (clientdll cheat) Enable all physics simulation cl_phys_networked_start_sleep false (developmentonly clientdll) cl_phys_sleep_enable true (clientdll cheat) Enable sleeping for dynamic physics bodies. cl_phys_sound_disable_impact_sounds_under_hard_threshold false (clientdll cheat) if true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold. cl_phys_stop_at_collision "" (clientdll cheat) cl_phys_timescale 1 (developmentonly clientdll defensive) Scale time for physics cl_phys_visualize_awake false (developmentonly clientdll defensive) cl_ping_fade_deadzone 60 (clientdll archive release) Distance from the crosshair over which the ping is completely invisible cl_ping_fade_distance 300 (clientdll archive release) Distance from the crosshair over which the ping fades cl_pitchdown 89 (clientdll cheat) cl_pitchspeed 225 (developmentonly clientdll defensive) cl_pitchup 89 (clientdll cheat) cl_playback_screenshots false (developmentonly defensive) Allows the client to playback screenshot and jpeg commands in demos. cl_player_ping_mute 0 (clientdll archive release) If 1, player pinging will make a sound, if 0, pings will be silent cl_player_ragdolls_collide false (clientdll cheat release) cl_player_visibility_far 700 (developmentonly clientdll) distance at which proxy scale is maximized cl_player_visibility_far_scale 1.3 (developmentonly clientdll) proxy scale multiplier at max dist (is 1.0 at mindist) cl_player_visibility_near 200 (developmentonly clientdll) cull characters nearer than this cl_player_visibility_show_stencil_proxy false (developmentonly clientdll) cl_player_visibility_stencil_bloat_amount 1.4 (developmentonly clientdll) cl_player_visibility_stencil_proxy_min_dist 3 (developmentonly clientdll) cl_player_visibility_stencil_proxy_min_dist_box 1 (developmentonly clientdll) cl_player_visibility_stencil_proxy_type 1 (developmentonly clientdll) 0 - box, 1 - dodecahedron cl_playerslot_in_names false (clientdll cheat release) prepend controller playerslot to names for debugging cl_poll_network_early true (release) Enable polling for network messages every frame, instead of every tick cl_pred_always_latch false (clientdll release) cl_pred_build_verbose false (developmentonly clientdll defensive) Verbose spew when building prediction optimized data runs. cl_pred_checkstuck false (developmentonly clientdll) Perform the additional 'stuck' traces on the client side during prediction. cl_pred_optimize true (developmentonly clientdll defensive) Optimize for not repredicting if there were no errors cl_pred_parallel_postnetwork true (developmentonly clientdll defensive) cl_pred_print_every_cmd false (clientdll release) Print something every time we predict a command cl_predict_body_shot_fx false (clientdll archive release) cl_predict_bomb_defusal true (developmentonly clientdll defensive) cl_predict_head_shot_fx false (clientdll archive release) cl_predict_kill_ragdolls true (clientdll archive release) cl_predict_weapon_drop true (developmentonly clientdll defensive) cl_prediction_savedata_postentitypacketreceived false (clientdll release) Experimental optimization. If you are reading this in 2026, please delete this convar. cl_predictioncopy_runs true (developmentonly clientdll defensive) cl_prefer_lefthanded false (clientdll archive userinfo per_user) Left handed preference cl_promoted_settings_acknowledged "0:0" (clientdll archive) cl_quickinventory_filename "radial_quickinventory.txt" (clientdll archive release) cl_quickinventory_lastinv true (clientdll archive release) cl_quickinventory_line_update_speed 65 (clientdll archive release) cl_radar_always_centered true (clientdll archive release) If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents. cl_radar_fast_transforms true (developmentonly clientdll) Faster way of placing icons on the mini map. cl_radar_icon_scale_min 0.6 (min: 0.4, max: 1.25, clientdll archive release) Sets the minimum icon scale. Valid values are 0.4 to 1.25. cl_radar_rotate true (clientdll archive release) 1 cl_radar_scale 0.7 (min: 0.25, max: 1, clientdll archive release) Sets the radar scale. Valid values are 0.25 to 1.0. cl_radar_scale_alternate 1 (min: 0.25, max: 1, clientdll archive release) Sets the alternate radar scale. Valid values are 0.25 to 1.0. cl_radar_scale_dynamic false (clientdll archive release) Toggles between a radar that scales dynamically to encompass all the detected elements on the map. cl_radar_show_all_players_when_spectating true (clientdll archive release) Set all players visible on radar when spectating, regardless of whether they have been spotted. cl_radar_square_always false (clientdll archive release) If set, the radar will always be square. cl_radar_square_when_spectating true (clientdll archive release) If set, the radar will be square when spectating. cl_radar_square_with_scoreboard true (clientdll archive release) If set, the radar will toggle to square when the scoreboard is visible. cl_radial_coyote_time 0.15 (developmentonly clientdll) Selection lenience: How long in seconds the last selected radial segment is used if no segment is selected. cl_radial_menu_icon_radius 200 (developmentonly clientdll) cl_radial_menu_tap_duration 0.2 (developmentonly clientdll) If nothing in a radial menu is selected, and the button engaging the radial menu is released within this duration, fallback on the radial's tap functionality cl_radial_radio_tab 0 (clientdll release) cl_radial_radio_tab_0_text_1 "#Chatwheel_quiet" (clientdll archive release) cl_radial_radio_tab_0_text_2 "#Chatwheel_requestecoround" (clientdll archive release) cl_radial_radio_tab_0_text_3 "#Chatwheel_bplan" (clientdll archive release) cl_radial_radio_tab_0_text_4 "#Chatwheel_requestweapon" (clientdll archive release) cl_radial_radio_tab_0_text_5 "#Chatwheel_midplan" (clientdll archive release) cl_radial_radio_tab_0_text_6 "#Chatwheel_droppedbomb" (clientdll archive release) cl_radial_radio_tab_0_text_7 "#Chatwheel_aplan" (clientdll archive release) cl_radial_radio_tab_0_text_8 "#Chatwheel_requestspend" (clientdll archive release) cl_radial_radio_tab_1_text_1 "#Chatwheel_bombcarrierspotted" (clientdll archive release) cl_radial_radio_tab_1_text_2 "#Chatwheel_requestecoround" (clientdll archive release) cl_radial_radio_tab_1_text_3 "#Chatwheel_multipleenemieshere" (clientdll archive release) cl_radial_radio_tab_1_text_4 "#Chatwheel_requestweapon" (clientdll archive release) cl_radial_radio_tab_1_text_5 "#Chatwheel_rotatetome" (clientdll archive release) cl_radial_radio_tab_1_text_6 "#Chatwheel_ihavethebomb" (clientdll archive release) cl_radial_radio_tab_1_text_7 "#Chatwheel_oneenemyhere" (clientdll archive release) cl_radial_radio_tab_1_text_8 "#Chatwheel_requestspend" (clientdll archive release) cl_radial_radio_tab_2_text_1 "#Chatwheel_bombcarrierspotted" (clientdll archive release) cl_radial_radio_tab_2_text_2 "#Chatwheel_requestecoround" (clientdll archive release) cl_radial_radio_tab_2_text_3 "#Chatwheel_multipleenemieshere" (clientdll archive release) cl_radial_radio_tab_2_text_4 "#Chatwheel_requestweapon" (clientdll archive release) cl_radial_radio_tab_2_text_5 "#Chatwheel_rotatetome" (clientdll archive release) cl_radial_radio_tab_2_text_6 "#Chatwheel_ihavethebomb" (clientdll archive release) cl_radial_radio_tab_2_text_7 "#Chatwheel_oneenemyhere" (clientdll archive release) cl_radial_radio_tab_2_text_8 "#Chatwheel_requestspend" (clientdll archive release) cl_radial_radio_tap_to_ping true (clientdll archive release) When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration cl_radial_radio_version_reset 2 (clientdll archive release) cl_radialmenu_deadzone_size 0.4 (min: 0, max: 1, clientdll release) cl_radialmenu_deadzone_size_joystick 0.17 (min: 0, max: 1, clientdll archive release) cl_ragdoll_default_scale 1 (developmentonly clientdll) cl_ragdoll_limit 20 (clientdll archive) Maximum number of ragdolls to show (-1 disables limit) cl_ragdoll_lru_debug false (clientdll replicated cheat) cl_ragdoll_physics_enable 1 (developmentonly clientdll defensive) Enable/disable ragdoll physics. cl_ragdoll_reload false (developmentonly clientdll defensive) cl_ragdoll_workaround_threshold 4 (clientdll release) Mainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ragdoll creation is simplified and ragdoll is created in the right place. If you increase this significantly, ragdoll positions on your client may be dramatically wrong, but it won't affect other clients cl_random_taser_bone_y -1 (developmentonly clientdll defensive) The Y position used for the random taser force. cl_random_taser_force_y -1 (developmentonly clientdll defensive) The Y position used for the random taser force. cl_random_taser_power 4000 (developmentonly clientdll defensive) Power used when applying the taser effect. cl_rebuy "" (clientdll release) The order in which rebuy will attempt to repurchase items cl_redemption_reset_timestamp "0" (clientdll archive release) cl_refresh_rate_recommendation_dont_show_again false (clientdll archive release) cl_resend 0.5 (min: 0.1, max: 2, release) Delay in seconds before the client will resend the 'connect' attempt cl_retire_low_priority_lights false (developmentonly clientdll defensive) Low priority dlights are replaced by high priority ones cl_sanitize_muted_players true (clientdll release) Hide names and avatars of muted players. cl_sanitize_player_names false (clientdll archive) Replace names of other players with something non-offensive. cl_sceneentity_debug false (developmentonly clientdll defensive) Display all thinking scene entities and its data. cl_scoreboard_mouse_enable_binding "+attack2" (clientdll archive) Name of the binding to enable mouse selection in the scoreboard cl_scoreboard_survivors_always_on false (clientdll archive release) cl_scoreboard_toggle_enable false (developmentonly clientdll) cl_screenmessage_notifytime 8 (developmentonly clientdll defensive) How long to display screen message text cl_script_attach_debugger_at_startup false (developmentonly clientdll defensive) cl_script_break_in_native_debugger_on_error false (developmentonly clientdll defensive) cl_search_key_token "" (clientdll hidden release) Development search key token. cl_sendtable_cache_filename "sendtables.bin" (developmentonly defensive) Send tables cache file cl_sequence_debug -1 (developmentonly clientdll defensive) cl_sequence_debug2 -1 (developmentonly clientdll defensive) cl_sequence_model_substring "" (developmentonly clientdll defensive) cl_server_graphic1_enable true (clientdll release) When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators. cl_server_graphic2_enable true (clientdll release) When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators. cl_session "" (developmentonly hidden server_can_execute) cl_show_bombs false (developmentonly clientdll defensive) cl_show_camera_position false (developmentonly clientdll) cl_show_clan_in_death_notice true (clientdll archive release) Is set, the clan name will show next to player names in the death notices. cl_show_enemy_avatar_colors true (developmentonly clientdll defensive) cl_show_equipment_value false (developmentonly clientdll defensive) cl_show_equipped_character_for_player_avatars false (clientdll archive) cl_show_head_trajectory 0 (developmentonly clientdll) cl_show_matchmaking_stat_spew false (developmentonly clientdll defensive) cl_show_observer_crosshair 2 (clientdll archive release) Show the crosshair of the player being observed. 0: off 1: friends and party 2: everyone cl_show_playernames_max_chars_console false (developmentonly clientdll) Shows all player names (including bots) as 16 W's. cl_show_quest_info false (developmentonly clientdll) cl_show_splashes true (developmentonly clientdll) cl_showdemooverlay 0 (developmentonly defensive) How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always) cl_showerror 0 (clientdll release) Show prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity. cl_showfps 0 (clientdll release) Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file ) cl_showframenumber false (clientdll release) Show current framenumber cl_showloadout true (clientdll archive per_user) Toggles display of current loadout. cl_showmem 0 (clientdll release) Draw approximate memory use at top of screen cl_showpos 0 (clientdll cheat release) Draw current position at top of screen cl_showtextmsg true (developmentonly clientdll defensive) Enable/disable text messages printing on the screen. cl_showtick 0 (clientdll release) Show current tick/time values. Bitmask: 1='render time' 2='GameTime' 4=time of predicted entities 8=offset of predicted entities (-1 means 'everything') cl_showusercmd false (developmentonly clientdll defensive) Show user command encoding cl_silencer_mode 0 (clientdll archive userinfo per_user) 0: cannot detach; 1: press secondary fire to detach cl_simulate_dormant_entities true (developmentonly clientdll defensive) cl_skeleton_instance_smear_boneflags false (clientdll cheat) Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent. cl_skip_hierarchy_update_for_unchanged_entities true (developmentonly gamedll clientdll replicated) Skip updating hierarchy information in PostDataUpdate for entities that have not changed cl_skip_update_animations false (developmentonly clientdll) Enable to skip game animations cl_smoke_edge_feather 21 (developmentonly gamedll clientdll replicated) cl_smoke_lower_speed 1 (developmentonly gamedll clientdll replicated) cl_smoke_origin_height 68 (developmentonly gamedll clientdll replicated) cl_smoke_torus_ring_radius 61 (developmentonly gamedll clientdll replicated) cl_smoke_torus_ring_subradius 88 (developmentonly gamedll clientdll replicated) cl_smoke_volume_growth 1 (developmentonly clientdll defensive) cl_smoke_volumeprop true (developmentonly clientdll defensive) cl_smooth true (developmentonly clientdll defensive) Smooth view/eye origin after prediction errors cl_smooth_draw_debug false (clientdll cheat) cl_smooth_root_catchup_factor 0.21 (clientdll cheat) cl_smooth_root_max_accel 1000 (clientdll cheat) cl_smooth_root_origin_coeff 100 (clientdll cheat) cl_smooth_root_timehorizon 0.125 (clientdll cheat) cl_smooth_root_velocity_coeff 20 (clientdll cheat) cl_smooth_targetspeed 150 (clientdll release) cl_smoothtime 0.2 (min: 0.01, max: 2, developmentonly clientdll defensive) Smooth client's view after prediction error over this many seconds cl_snd_cast_clear true (developmentonly defensive) cl_snd_cast_retrigger true (developmentonly defensive) cl_snd_new_visualize false (clientdll cheat) Displays soundevent name played at it's 3d position cl_sniper_auto_rezoom true (clientdll archive userinfo per_user) Auto-rezoom snipers after a shot cl_sniper_delay_unscope false (clientdll archive release) cl_sniper_show_inaccuracy true (clientdll archive release) cl_spawngroup_log false (developmentonly) Dump the contents of the next spawngroup manifest to file. cl_spawngroup_spewresources false (developmentonly) Spew all manifest add/updates. cl_spec_show_bindings true (clientdll release clientcmd_can_execute) Toggle the visibility of the spectator bindings. cl_spec_stats true (clientdll release) cl_spec_use_tournament_content_standards false (clientdll release) cl_streams_image_sfurl "img://loadjpeg:(640x360):" (developmentonly clientdll) Format of Scaleform image representing the stream cl_streams_mytwitchtv_channel "http://www.twitch.tv/" (developmentonly clientdll) Twitch.tv account channel URL cl_streams_mytwitchtv_nolink "http://www.twitch.tv/settings/connections" (developmentonly clientdll) Twitch.tv account linking URL cl_streams_refresh_interval 300 (developmentonly clientdll) How often to refresh streams list cl_streams_request_accept "application/vnd.twitchtv.v5+json" (developmentonly clientdll) Header for api request cl_streams_request_url "https://api.twitch.tv/helix/streams?game_id=32399&first=12" (developmentonly clientdll) Number of streams requested for display cl_streams_write_response_file "" (developmentonly clientdll) When set will save streams info file for diagnostics cl_svc_usercmds_delta_validate false (developmentonly clientdll) Validate consistency of delta-encoded user commands. Requires server to have sv_cq_validate_encoded_svc_usercmds enabled. cl_teamcounter_playercount_instead_of_avatars false (clientdll archive release) cl_teamid_overhead_colors_show true (clientdll archive release) Show team overhead id in teammate color cl_teamid_overhead_fade_near_crosshair 0.5 (clientdll archive release) The amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off cl_teamid_overhead_maxdist 6000 (clientdll cheat per_user) max distance at which the overhead team id icons will show cl_teamid_overhead_maxdist_spec 4000 (clientdll cheat per_user) max distance at which the overhead team id icons will show when a spectator cl_teamid_overhead_mode 3 (clientdll archive release) Always show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment cl_teammate_color_1 [136, 206, 245, 255] (developmentonly clientdll defensive) cl_teammate_color_2 [0, 158, 128, 255] (developmentonly clientdll defensive) cl_teammate_color_3 [241, 228, 65, 255] (developmentonly clientdll defensive) cl_teammate_color_4 [230, 128, 42, 255] (developmentonly clientdll defensive) cl_teammate_color_5 [189, 44, 150, 255] (developmentonly clientdll defensive) cl_teammate_colors_show 1 (clientdll archive release) In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters cl_tickpacket_desired_queuelength 0 (min: 0, max: 5, userinfo) This value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin. cl_tickpacket_recvmargin_adjust_limit 5 (developmentonly) Recvmargin-based usercommand pacing will not speed up or slow down command pacing by more than N% compared to realtime cl_tickpacket_recvmargin_desired 5 (developmentonly) Recvmargin-based usercommand pacing will try to maintain N ms margin between user command arriving at the server and the server needing that user command. See also cl_tickpacket_desired_queuelength. cl_tickpacket_recvmargin_minsamples 10 (developmentonly) Recvmargin-based usercommand pacing will not take action unless we have N samples cl_tickpacket_recvmargin_spew_interval 0 (release) cl_tickpacket_recvmargin_timeconstant 0.4 (developmentonly) Recvmargin-based usercommand pacing will remove 63.2% of the error in N seconds cl_tickpacket_recvmargin_window 4 (developmentonly) Recvmargin-based usercommand pacing will use past N seconds cl_ticks_net_print_threshold 2 (release) Print a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage (0...100) exceeds this value. A value of 0 will cause the message to always print each time it is calculated cl_ticks_warning_level 0 (release) Print a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation cl_timeout 30 (archive) After this many seconds without receiving a packet from the server, the client will disconnect itself cl_tracer_frequency_override 1 (developmentonly clientdll) Override tracer frequency (-1 to disable) cl_tracer_whiz_distance 72 (developmentonly clientdll defensive) cl_tracer_whiz_infront_distance 32 (developmentonly clientdll defensive) cl_track_aim_head_log_closest false (developmentonly clientdll) Log when closest distance to head was reached and what it was cl_track_aim_head_threshold 0 (developmentonly clientdll) Notify render device when rendering a frame with enemy head within threshold distance cl_track_render_eye_angles false (clientdll cheat) Spew render eye angles cl_trueview_show_doa_predictions true (clientdll release) If true, trueview will recreate the original player experience, including commands that were predicted clientside but never executed on the server because the player was dead when they arrived. cl_trueview_show_status 2 (clientdll release) 0=Never; 1=Only if there is a problem; 2=always cl_ui_particles_destroy_when_not_painting true (developmentonly clientdll) cl_use_entity_as_targetid true (developmentonly clientdll defensive) cl_use_last_selected_weapon_slot_position false (clientdll archive release) Use the last selected weapon slot position when switching back to a weapon slot. cl_use_old_wearable_shoulddraw false (developmentonly clientdll defensive) cl_use_opens_buy_menu false (clientdll archive userinfo per_user) Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key). cl_usercmd_dbg 0 (developmentonly) show usercmd payload sizing info for packets with more than this many usercmds cl_usercmd_max_per_movemsg 4 (min: 4, release) max number of CUserCmds to send in one client move message cl_usercmd_showsize false (developmentonly) cl_usesocketsforloopback false (developmentonly defensive) When connecting to local listen server (for example, using the 'map' command), default to loopback=false, which connects to '127.0.0.1' instead of 'loopback'. This uses the network stack so that fake lag/loss can be simulated. cl_versus_intro true (clientdll archive release) cl_view_near_hud_player_eye_dist 20 (developmentonly clientdll) cl_view_near_other_player_eye_dist 16 (developmentonly clientdll) cl_viewing_vanity_loadout false (gamedll clientdll userinfo) cl_viewmodelsclonedasworld true (developmentonly clientdll) cl_voiceenabled true (developmentonly clientdll defensive) cl_voip_lobby_audio_volume 0 (min: 0, max: 100, developmentonly clientdll hidden) Lobby voip stream audio volume cl_vrr_recommendation_dont_show_again false (clientdll archive release) cl_vsnd_morph_override_ease_enabled true (developmentonly clientdll defensive) Controls whether the compiled in vsnd morph data ease in/out values are used or values set from the convars (cl_vsnd_morph_override_ease_in, cl_vsnd_morph_override_ease_out) are used cl_vsnd_morph_override_ease_in 0.2 (developmentonly clientdll defensive) If cl_enable_vsnd_morph_override_ease_enabled is true, ease into vsnd morph driven animation over the specified number of seconds. cl_vsnd_morph_override_ease_out 0.2 (developmentonly clientdll defensive) If cl_enable_vsnd_morph_override_ease_enabled is true, ease out of vsnd morph driven animation over the specified number of seconds. cl_wallbang_heavy_threshold 22 (clientdll cheat release) The Threshold where to switch from Light to Heavy Wallbang tracer cl_weapon_debug_print_accuracy false (developmentonly clientdll replicated) cl_weapon_debug_show_accuracy 0 (clientdll cheat release) Draws a circle representing the effective range with every shot. cl_weapon_debug_show_accuracy_duration 10 (clientdll cheat release) cl_weapon_selection_rarity_color false (clientdll archive release) cl_workshop_map_download_timeout 120 (developmentonly clientdll defensive) cl_yawspeed 210 (developmentonly clientdll defensive) clear_debug_flags_on_death true (developmentonly gamedll defensive) clientport 0 (release) If non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection. closecaption false (clientdll archive userinfo) Enable close captioning. cloth_debug_draw 0 (developmentonly clientdll) cloth_filter_transform_stateless false (developmentonly defensive) Enable the new, stateless version of FilterTransform cloth_ground_plane_thickness 3 (developmentonly defensive) Raise ground by this much for all cloth that traces the ground; should be 0 ideally cloth_hudmodel_presettle 0 (developmentonly clientdll) cloth_hudmodel_presettle_log false (developmentonly clientdll) cloth_interp_rot false (developmentonly clientdll) cloth_iv_dump 4 (developmentonly clientdll defensive) cloth_iv_store_back false (developmentonly clientdll replicated defensive) cloth_sim_on_tick true (developmentonly clientdll) cloth_smooth_motion_correct false (developmentonly clientdll) cloth_smooth_motion_extrapolate 0 (developmentonly clientdll) cloth_update true (developmentonly clientdll) cojob_lock_hold_warning_threshold_ms 10000 (developmentonly gamedll clientdll replicated defensive) How long in milliseconds before we warn about lock hold duration cojob_max_no_yield_time_us 3000 (developmentonly gamedll clientdll replicated defensive) Will spew if a job takes longer than the specified number of microseconds commentary false (gamedll archive) Desired commentary mode state. commentary_available false (developmentonly gamedll defensive) Automatically set by the game when a commentary file is available for the current map. commentary_node_use_viewfacing false (developmentonly clientdll defensive) composite_material_cache_count_max 24 (developmentonly clientdll) composite_material_dump_images false (developmentonly clientdll) composite_material_save_to_disk false (developmentonly clientdll) composite_material_use_bc7 true (developmentonly clientdll defensive) composite_material_use_gpu true (developmentonly clientdll) composite_material_use_gpu_endpoint_optimization false (developmentonly clientdll) composite_material_use_gpu_perceptual_error_metric true (developmentonly clientdll) compositematerial_showdebugwindow false (developmentonly clientdll archive replicated cheat menubar_item) Source2/Composite Material Debug con_enable false (archive per_user) Allows the console to be activated. con_logfile_suffix "" (developmentonly defensive) Suffix to append to the console log, may be changed to reopen the log connect_lobby 0 (developmentonly clientdll hidden defensive) Sets the lobby ID to connect to on start. contributionscore_assist 1 (gamedll release commandline_enforced) amount of contribution score added for an assist contributionscore_assist_reqs 0 (gamedll release commandline_enforced) extra requirements to earn contribution score for an assist contributionscore_bomb_defuse_major 3 (gamedll release commandline_enforced) amount of contribution score for defusing a bomb while at least one enemy remains alive contributionscore_bomb_defuse_minor 1 (gamedll release commandline_enforced) amount of contribution score for defusing a bomb after eliminating enemy team contributionscore_bomb_exploded 1 (gamedll release commandline_enforced) amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round contributionscore_bomb_planted 2 (gamedll release commandline_enforced) amount of contribution score for planting a bomb contributionscore_cash_bundle 0 (gamedll release commandline_enforced) amount of contribution score for picking up a cash bundle contributionscore_crate_break 0 (gamedll release commandline_enforced) amount of contribution score for breaking an item crate contributionscore_hostage_kill -2 (gamedll release commandline_enforced) amount of contribution score for killing a hostage, normally negative contributionscore_hostage_rescue_major 3 (gamedll release commandline_enforced) amount of contribution score added to rescuer per hostage rescued contributionscore_hostage_rescue_minor 1 (gamedll release commandline_enforced) amount of contribution score added to all alive CTs per hostage rescued contributionscore_kill 2 (gamedll release commandline_enforced) amount of contribution score added for a kill contributionscore_kill_factor 0 (gamedll release commandline_enforced) percentage of victim's contribution score to award to their killer as a bonus contributionscore_kill_reqs 0 (gamedll release commandline_enforced) extra requirements to earn contribution score for a kill contributionscore_objective_kill 3 (gamedll release commandline_enforced) amount of contribution score added for an objective related kill contributionscore_participation 0 (gamedll release commandline_enforced) amount of contribution score awarded to players for active participation in the round contributionscore_suicide -2 (gamedll release commandline_enforced) amount of contribution score for a suicide, normally negative contributionscore_team_kill -2 (gamedll release commandline_enforced) amount of contribution score for a team kill, normally negative convars_echo_toggle_changes true (developmentonly defensive) Echo to the console changes caused by toggling. cpu_level 2 (developmentonly clientdll defensive) CPU Level - Default: High cq_buffer_bloat_msecs_max 150 (replicated release) Server will not allow the client to buffer up more than N ms of commands. cq_debug 0 (developmentonly gamedll replicated defensive) Verbose command queue logging. cq_dilation_percentage 5 (min: 0.1, max: 10, developmentonly gamedll clientdll replicated defensive) When speeding up slowing down, this is how much cq_enable true (developmentonly gamedll clientdll replicated defensive) Run one usercmd per server tick and maintain a buffer. Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering. cq_fake_starve 0 (developmentonly gamedll) if set, starve this many commands by discarding during process usercmds. cq_logging false (gamedll release) command queue logging of events. cq_logging_interval 0 (gamedll release) command queue logging per player stats every N seconds, 0 to disable. cq_max_starved_substitute_commands 4 (gamedll release) Server will stop generating substitute commands if client hasn't sent one, after N in a row cq_print_every_command false (gamedll release) print every command as we execute it cq_runtests false (developmentonly gamedll) cq_runtests_broadcast_info false (developmentonly gamedll) send message to remote client console when tests change. cq_runtests_interval 30 (developmentonly gamedll) crosshair true (clientdll archive per_user) cs2_bomb_damage_showdebugwindow false (developmentonly clientdll archive replicated cheat menubar_item) CSGO/Bomb Damage cs_AssistDamageThreshold 25 (developmentonly gamedll) cs_AssistDamageThreshold defines the amount of damage needed to score an assist cs_ShowStateTransitions -2 (gamedll cheat) cs_ShowStateTransitions . Show player state transitions. cs_hostage_near_rescue_music_distance 2000 (gamedll cheat) cs_logtouchexpansion -2 (gamedll cheat) cs_logtouchexpansion . Log player touch expansion component. cs_minimap_create_output_size 1024 (clientdll release) Size of minimap texture generated with cs_minimap_create (512 default) cs_minimap_renderdoc_capture_enabled false (developmentonly clientdll hidden cheat) cs_minimap_rendering_msaa_mode 2 (developmentonly clientdll cheat) MSAA mode used for minimap rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc cs_steamvideo_max_kills_per_multikill 5 (developmentonly clientdll) Max number of kills for a single multikill event cs_steamvideo_max_time_between_multikill_events 5 (developmentonly clientdll) Maximum time in seconds between consecutive kills for them to be combined into a multikill event cs_steamvideo_multikill_padding_time 2 (developmentonly clientdll) Time in seconds to add before the first kill and after the last kill for multikill events csgo_3d_skybox true (developmentonly clientdll defensive) csgo_demoui_playbeck_timestep_value 15 (developmentonly clientdll defensive) Number of seconds to seek when using TimeStep buttons on demo playback controller. csgo_demoui_player_death_seek_lead_up_time 1 (developmentonly clientdll defensive) Seek to a moment this amount of seconds leading up to a player death instead of the exact time of the death. csgo_demoui_previous_event_search_offset 2 (developmentonly clientdll defensive) Do not consider events that happened in the last specified number of seconds when a user clicks 'previous' on the UI. csgo_disable_preview_maps false (developmentonly clientdll defensive) csgo_fatdemo_enable false (gamedll clientdll replicated release) csgo_fatdemo_output "test.fatdem" (gamedll clientdll replicated release) csgo_map_preview_scale 0 (clientdll archive) csgo_nav_jump_link_detour_threshold 1500 (developmentonly gamedll replicated defensive) don't traverse a jump link if there's a detour that costs less than this amount csgo_use_fullsort_for_opaque true (clientdll cheat) fullsort the opaque pass when there wasn't a depth prepass csm_bias_override_0 1 (clientdll cheat) csm_bias_override_1 1 (clientdll cheat) csm_bias_override_2 1 (clientdll cheat) csm_bias_override_3 1 (clientdll cheat) csm_cascade0_override_dist -1 (clientdll cheat) csm_cascade1_override_dist -1 (clientdll cheat) csm_cascade2_override_dist -1 (clientdll cheat) csm_cascade3_override_dist -1 (clientdll cheat) csm_cascade_viewdir_shadow_bias_scale 2 (clientdll cheat) csm_max_dist_between_caster_and_receiver 15000 (clientdll cheat) default pushback csm_max_num_cascades_override -1 (developmentonly clientdll defensive) Number of cascades in sunlight shadow csm_max_shadow_dist_override -1 (developmentonly clientdll defensive) csm_max_visible_dist 7500 (clientdll cheat) csm_res_override_0 0 (clientdll cheat) csm_res_override_1 0 (clientdll cheat) csm_res_override_2 0 (clientdll cheat) csm_res_override_3 0 (clientdll cheat) csm_shadow_worldview_align_x_to_u false (clientdll cheat) csm_shadow_worldview_shear_align_z_to_v false (clientdll cheat) csm_sst_max_visible_dist 2000 (clientdll cheat) csm_sst_pushback_distance 1500 (clientdll cheat) default pushback csm_sst_shadow_focus_region_maxz 2000 (clientdll cheat) csm_sst_shadow_focus_region_minz -2000 (clientdll cheat) csm_sst_shadow_focus_region_thin_compensation 1500 (clientdll cheat) csm_viewdir_shadow_bias 0 (clientdll cheat) csm_viewmodel_max_shadow_dist 21 (clientdll cheat) csm_viewmodel_max_visible_dist 1000 (clientdll cheat) csm_viewmodel_nearz 0.5 (clientdll cheat) csm_viewmodel_shadows false (developmentonly clientdll defensive) custom_bot_difficulty 2 (gamedll clientdll replicated release) Bot difficulty for offline play. cv_bot_ai_bt_debug_target -1 (gamedll replicated cheat) Draw the behavior tree of the given bot. cv_bot_ai_bt_hiding_spot_show false (gamedll replicated cheat) Draw hiding spots. cv_bot_ai_bt_moveto_show_next_hiding_spot false (gamedll replicated cheat) Draw the hiding spot the bot will check next. damage_impact_heavy 40 (developmentonly clientdll defensive) Damage ABOVE this value is considered heavy damage damage_impact_medium 20 (developmentonly clientdll defensive) Damage BELOW this value is considered light damage death_chase_distance 76 (developmentonly clientdll) death_panel_delay_time 0.25 (developmentonly clientdll) death_panel_travel_time 0.25 (developmentonly clientdll) debug_aim_angle 0 (developmentonly gamedll clientdll replicated) debug_async_data_panel_override_state -1 (developmentonly clientdll) Force ALL async data panels to be in a specific state. -1:disabled, 0:failure, 1:loading, 2:success debug_chicken false (developmentonly gamedll) Chicken debug info debug_destructible_parts false (developmentonly gamedll clientdll replicated defensive) Draw debug information for destructible parts. debug_destructible_parts_enabled true (gamedll clientdll replicated cheat) Toggle enabling/disabling the destructible parts system for debug. debug_destructible_parts_radius_damage false (developmentonly gamedll clientdll replicated defensive) debug_destructible_parts_ttl 1 (developmentonly gamedll clientdll replicated defensive) How long the debug draws stick around for, unless they're per-tick. debug_draw_enable true (developmentonly replicated) debug_error_model false (gamedll clientdll replicated cheat) debug_font_name "Courier New" (developmentonly defensive) Debug font name debug_font_size 14 (developmentonly defensive) Font size for the debug font debug_hltv 0 (developmentonly clientdll replicated clientcmd_can_execute) Print out hltv events debug_overlay_fullposition false (developmentonly gamedll defensive) debug_physimpact false (developmentonly gamedll defensive) debug_radial_damage false (gamedll clientdll replicated cheat) debug_shared_random false (developmentonly gamedll clientdll replicated defensive) debug_takedamage_summaries false (gamedll cheat) debug_video_config_cvars false (developmentonly clientdll) debug_visibility_monitor 0 (gamedll cheat) debugoverlay_circle_verts 24 (cheat) debugoverlay_enable_dotted_dashed true (cheat) Toggle the use of dotted/dashed debugoverlay lines to indicate source debugoverlay_force_respect_ttl false (cheat) Force respect TTL even when clearing scopes debugoverlay_show_text_outline false (cheat) Toggle display of box around text debugoverlay_text_scale 1 (archive cheat) Scale of the text used for 3d display, but see also debug_font_{size,name} decalfrequency 10 (developmentonly gamedll notify defensive) default_fov 90 (clientdll cheat) demo_allow_game_mismatch false (developmentonly defensive) Allow playback of demo even if game directories are not matched [may crash or fail to load]. demo_debug 0 (developmentonly) Turn on demo debug spew. demo_flush false (archive) Flush writing the demo file every network update demo_highlight_fade_duration 0.25 (clientdll release) Duration of the fade in and of the fade out transitions (fade in + fade out is 2x this value). demo_highlight_seconds_after 2 (clientdll release) How many seconds after the actual highlight event to show when viewing highlights. demo_highlight_seconds_before 6 (clientdll release) How many seconds before the actual highlight event to show when viewing highlights. demo_max_consecutive_skip_packets 100 (developmentonly defensive) Don't skip more than N messages in a row when skipping in a demo file. demo_mouse_enable_binding "drop" (clientdll archive) Name of the binding to enable mouse on demo playback UI demo_pause_at_end true (clientdll release) Pause demo playback when the end of the file is reached, otherwise quit to main menu. demo_playback_override_settings false (developmentonly clientdll defensive) demo_quitafterplayback false (release) Quits game after demo playback. demo_recordcommands true (cheat) Record commands typed at console into .dem files. demo_skip_to_shot_seconds_before 2 (clientdll release) How many seconds before the shot to skip to when skipping to a specific shot ID. demo_ui_mode 2 (clientdll release) UI mode for demo playback. 0 = disabled, 1 = minimal, 2 = full demo_usefastgoto true (developmentonly defensive) Use fast frame skipping when available for demo_goto commands. demo_writefullupdate_rate 60 (developmentonly defensive) Interval time in seconds to write full updates to demo. destructible_parts_destroy_parts_when_gibbing true (developmentonly gamedll clientdll replicated defensive) dev_add_onground_on_spawn false (gamedll release) Should we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022. dev_create_bhop_reports false (developmentonly gamedll clientdll replicated cheat) Whether we should create bhop reports when you jump. Reports are created for the client and server and are numbered monotonically dev_create_move_report false (developmentonly gamedll clientdll replicated cheat) Whether we should create move reports when you push movement keys. Reports are created for the server and are numbered monotonically dev_create_sensitivity_report 0 (developmentonly clientdll) dev_create_smooth_motion_report false (developmentonly clientdll replicated cheat) dev_cs_force_disable_move false (developmentonly gamedll clientdll replicated) forcibly prevent players from moving dev_cs_frame_firing_enable true (developmentonly gamedll clientdll replicated) Enable that firing will pretend like it's happening on frames. dev_cs_frame_firing_insert_idle_pose_now true (developmentonly gamedll clientdll replicated) Should we insert the idle pose at this time to make the animation interpolation punchier? dev_cs_frame_firing_play_animevents true (developmentonly gamedll clientdll replicated) Should we play the animevents that animgraph will skip over? dev_cs_frame_firing_skip_first_frame_enable true (developmentonly gamedll clientdll replicated) Should we skip the first frame of shooting to make the animation punchier? dev_cs_frame_firing_tick_offset_enable true (developmentonly gamedll clientdll replicated) Should we offset the current frame to the tick dev_cs_ragdoll_head_ankle_delta_z_threshold 35 (developmentonly gamedll clientdll replicated) dev_cs_ragdoll_nudge_intensity 500 (developmentonly gamedll clientdll replicated) dev_cs_ragdoll_nudge_max_duration 1.5 (developmentonly gamedll clientdll replicated) dev_cs_ragdoll_progress_check_interval 0.25 (developmentonly gamedll clientdll replicated) dev_reportmoneychanges false (developmentonly gamedll replicated) Displays money account changes for players in the console developer 0 (release) Set developer message level. devonly_chicken_activity_debug false (developmentonly gamedll) Print chicken activity info to the console devonly_chicken_blocktimer 0.2 (developmentonly gamedll) Chicken blockertimer devonly_chicken_feeler_distance 30 (developmentonly gamedll) Chicken feeler distance devonly_chicken_feeler_height 5 (developmentonly gamedll) Chicken feeler height devonly_chicken_feeler_pitch 45 (developmentonly gamedll) Chicken feeler pitch diffcheck true (developmentonly defensive) Activate diffcheck system. diffcheck_playerslot 0 (developmentonly defensive) diffcheck_spew true (developmentonly defensive) Actually show diffcheck results. diffcheck_spew_diff_filter "" (developmentonly defensive) Show diff with matching filter substring only. diffcheck_spew_diff_only false (developmentonly defensive) Show diff only. disable_dynamic_prop_loading false (gamedll cheat) If non-zero when a map loads, dynamic props won't be loaded disable_source_soundscape_trace false (developmentonly gamedll defensive) Bypasses lookup of soundscapes for indvidual audio sources when enabled. display_convars_onscreen_in_big_text "" (developmentonly gamedll clientdll replicated cheat) Display the convars on the screen in big text. Use semicolons to separate multiple convars display_game_events false (gamedll cheat) dota_enable_spatial_audio false (release) Flag to enable spatial audio in Dota 2. dota_spatial_audio_mix 1 (release) Mix value to blend spatial and non-spatial audio in Dota 2. dsp_automatic 0 (developmentonly demo defensive) dsp_db_min 80 (developmentonly demo defensive) dsp_db_mixdrop 0.5 (developmentonly demo defensive) dsp_dist_max 1440 (cheat demo) dsp_dist_min 0 (cheat demo) dsp_mix_max 0.8 (developmentonly demo defensive) dsp_mix_min 0.2 (developmentonly demo defensive) dsp_off false (cheat) dsp_vol_2ch 1 (developmentonly demo defensive) dsp_vol_4ch 0.5 (developmentonly demo defensive) dsp_vol_5ch 0.5 (developmentonly demo defensive) dsp_volume 0.8 (archive demo) dump_audio_input false (developmentonly) econ_debug_loadout_ui false (developmentonly clientdll) Show debug data when players change their loadout. econ_enable_inventory_images true (developmentonly clientdll) allow inventory image rendering for use by scaleform econ_inventory_image_pinboard false (developmentonly clientdll) enable_boneflex true (clientdll archive) engine_accurate_input_processing_delta_time false (developmentonly defensive) When true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame) engine_allow_multiple_simulates_per_frame false (developmentonly defensive) When the client is catching up in low frame rate situations, should we run client simulate more than once a frame? engine_allow_multiple_ticks_per_frame true (developmentonly defensive) When the client is catching up in low frame rate situations, should we run tick more than once a frame? engine_client_tick_pad_enable false (developmentonly defensive) engine_cpu_info_extended "" (developmentonly defensive) CPU the engine is running on. engine_frametime_amnesty_debug false (developmentonly defensive) Enable logging about events that disable frame time warnings engine_frametime_warnings_enable true (developmentonly defensive) Enable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expected engine_low_latency_sleep_after_client_tick false (release) When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation. engine_max_resource_system_update_time 5 (developmentonly defensive) engine_max_ticks_to_simulate -1 (developmentonly defensive) Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time. engine_no_focus_sleep 20 (archive) engine_no_focus_sleep_vconsole_suppress true (developmentonly defensive) When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior engine_ostype "" (developmentonly defensive) OS type the engine is running on. engine_phys_debug_limit_ticks true (developmentonly) engine_platform_name_extended "" (developmentonly defensive) Platform the engine is running on. engine_relaunch_app_before_exiting false (hidden release) Use this to tell Steam to relaunch the app right after existing engine_render_only false (developmentonly defensive) engine_rendersystem_init "" (developmentonly defensive) Rendersystem option requested (changing this does not change the rendersystem). engine_rendersystem_shader_model 0 (developmentonly defensive) Rendersystem shader model in use (changing this does not change the shader model). engine_rendersystem_used "" (developmentonly defensive) Rendersystem option in use (changing this does not change the rendersystem). engine_show_frame_dispatch false (developmentonly) show frame dispatch names. engine_show_frame_pacing false (release) engine_show_frame_ticks false (developmentonly defensive) engine_sse42 true (developmentonly defensive) turn on sse4.2 optimizations in the engine engine_update_resource_system_during_low_latency_sleep true (developmentonly) english true (clientdll userinfo) If set to 1, running the english language set of assets. ent_actornames_font "Consolas" (gamedll clientdll replicated cheat) ent_actornames font name ent_actornames_fontsize 24 (gamedll clientdll replicated cheat) ent_actornames font size ent_attachment_filter_substrings "" (gamedll cheat) If an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character. ent_bitvec_enable false (developmentonly gamedll defensive) ent_debug_draw_thinkers false (developmentonly gamedll clientdll replicated defensive) ent_joint_axis_size 4 (developmentonly gamedll defensive) ent_joint_filter_name "" (gamedll cheat) If a joint's entire name matches (case insensitive), it will be displayed. ent_joint_filter_substrings "" (gamedll cheat) If a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character. ent_joint_lines true (gamedll cheat) Draw a line between a rendered joint and its parent. ent_joint_names true (gamedll cheat) Draw the name of a rendered joint. ent_joint_only_ik_joints false (developmentonly gamedll defensive) ent_joint_use_bind_pose false (developmentonly gamedll defensive) ent_messages_draw false (gamedll clientdll replicated cheat) Visualizes all entity input/output activity. ent_pivot_size 20 (gamedll archive cheat) ent_revert_dormancy_change false (developmentonly clientdll defensive) ent_show_contexts false (gamedll cheat) Show entity contexts in ent_text display ent_showonlyattachment "" (gamedll cheat) ent_skeleton_duration 0 (gamedll clientdll replicated cheat) Duration of ent_skeleton display ent_skeleton_only_ik_joints false (developmentonly gamedll defensive) ent_skeleton_snapshot false (developmentonly gamedll) ent_steadystate_batchsize 20 (developmentonly gamedll defensive) Max number of entities to transmit to player ent_steadystate_delay 5 (developmentonly gamedll defensive) Time in seconds without network state changes until an entity is considered for trickle updates ent_steadystate_enable false (developmentonly gamedll defensive) ent_steadystate_interval 0.1 (developmentonly gamedll defensive) Rate at which entities can be trickled to players ent_test_interpolation false (developmentonly clientdll defensive) ent_text_flags_active -1 (gamedll archive cheat) ent_text_no_name_really_i_mean_it false (gamedll cheat) entity_log_load_unserialize 0 (gamedll clientdll replicated cheat) Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client eom_local_player_defeat_anim_enabled true (clientdll archive release) execute_command_every_frame "" (cheat) fade_debug_splitscreen_slot -1 (developmentonly clientdll defensive) ff_damage_bullet_penetration 0 (min: 0, max: 1, gamedll clientdll replicated release commandline_enforced) If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player ff_damage_decoy_explosion false (gamedll clientdll replicated release) Enables or disables team damage from decoy detonation ff_damage_reduction_bullets 0.1 (gamedll clientdll replicated release commandline_enforced) How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) ff_damage_reduction_grenade 0.25 (gamedll clientdll replicated release commandline_enforced) How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) ff_damage_reduction_grenade_self 1 (gamedll clientdll replicated release commandline_enforced) How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) ff_damage_reduction_other 0.25 (gamedll clientdll replicated release commandline_enforced) How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) filesystem_buffer_size 0 (developmentonly defensive) Size of per file buffers. 0 for none filesystem_fake_latency 0 (developmentonly defensive) filesystem_max_stdio_read 16 (developmentonly defensive) filesystem_native true (developmentonly defensive) Use native FS or STDIO filesystem_report_buffered_io false (developmentonly defensive) filesystem_unbuffered_io true (developmentonly defensive) filter_player_simulation_time true (developmentonly gamedll clientdll replicated) fire_use_modifier false (developmentonly gamedll clientdll replicated defensive) fish_debug false (clientdll cheat) Show debug info for fish fish_dormant false (gamedll replicated cheat) Turns off interactive fish behavior. Fish become immobile and unresponsive. fog_color [-1, -1, -1] (clientdll cheat) fog_colorskybox [-1, -1, -1] (clientdll cheat) fog_enable true (clientdll cheat) Enable fog fog_enableskybox true (clientdll cheat) fog_end -1 (clientdll cheat) fog_endskybox -1 (clientdll cheat) fog_hdrcolorscale -1 (clientdll cheat) fog_hdrcolorscaleskybox -1 (clientdll cheat) fog_maxdensity -1 (clientdll cheat) fog_maxdensityskybox -1 (clientdll cheat) fog_override 0 (clientdll cheat) Overrides the map's fog settings (-1 populates fog_ vars with map's values) fog_override_enable false (cheat) Use fog_override convars instead of world fog data fog_override_end 3500 (cheat) fog_override_exponent 2 (cheat) fog_override_max_density 0.4 (cheat) fog_override_start 1000 (cheat) fog_start -1 (clientdll cheat) fog_startskybox -1 (clientdll cheat) fog_volume_debug false (developmentonly gamedll defensive) If enabled, prints diagnostic information about the current fog volume font_show_glyph_miss false (developmentonly) footstep_audible_threshold 0.55 (developmentonly gamedll clientdll replicated defensive) footstep_debug false (developmentonly gamedll clientdll replicated defensive) footstep_force_volume -1 (developmentonly gamedll clientdll replicated defensive) force_spectator_only_tools false (developmentonly clientdll hidden cheat) fov_cs_debug 0 (clientdll cheat) Sets the view fov if cheats are on. fov_cs_near_z 6.5 (developmentonly clientdll cheat) fov_cs_super_ultrawide_near_z 1 (developmentonly clientdll cheat) fov_cs_ultrawide_near_z 4 (developmentonly clientdll cheat) fov_desired 75 (min: 1, max: 135, clientdll archive userinfo) Sets the base field-of-view. fps_max 120 (archive release) Frame rate limiter. 0=no limit. Does not apply to dedicated server. fps_max_tools 120 (archive) Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit. fps_max_ui 0 (archive) Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server. frag_grenade_blip_frequency 1 (developmentonly gamedll clientdll replicated defensive) freecamera_accel 5 (developmentonly clientdll defensive) Tweak this parameter to adjust Free Camera movement acceleration. freecamera_fog_end 2500 (developmentonly clientdll defensive) Fog end for Free Camera. freecamera_fog_start 1800 (developmentonly clientdll defensive) Fog start for Free Camera. freecamera_max_speed 500 (developmentonly clientdll defensive) Tweak this parameter to adjust Free Camera movement max speed. freecamera_rotation_multiplier 10 (developmentonly clientdll defensive) Tweak this parameter to adjust Free Camera mouse rotation. freecamera_zfar 4500 (developmentonly clientdll defensive) Fog start for Free Camera. fs_async_threads -1 (developmentonly defensive) Number of IO threads in async filesystem (-1 == auto) fs_fake_read_delay_ms 0 (release) Add N ms of delay to every low-level read operation, to simulate a slow disk fs_report_async_io false (developmentonly defensive) fs_report_long_reads 0 (developmentonly defensive) 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold fs_report_sync_opens 0 (release) 0:Off, 1:Always, 2:Not during load fs_warning_mode 0 (developmentonly defensive) 0:Off, 1:Warn main thread, 2:Warn other threads func_break_max_pieces 15 (gamedll archive replicated) func_break_reduction_factor 0.5 (developmentonly gamedll defensive) func_breakdmg_bullet 0.5 (developmentonly gamedll defensive) func_breakdmg_club 1.5 (developmentonly gamedll defensive) func_breakdmg_explosive 1.25 (developmentonly gamedll defensive) func_mover_async_movable_navmesh_updates true (developmentonly gamedll defensive) func_mover_debug false (developmentonly gamedll defensive) func_mover_debug_all false (developmentonly gamedll defensive) func_mover_debug_follower false (developmentonly gamedll defensive) func_mover_debug_parallel false (developmentonly gamedll defensive) func_mover_debug_showtext false (developmentonly gamedll defensive) func_mover_debug_verbose false (developmentonly gamedll defensive) func_mover_force_transition_start_direction false (developmentonly gamedll defensive) func_mover_get_speed_override 0 (developmentonly gamedll defensive) func_mover_imgui_log_count 30 (developmentonly gamedll defensive) func_mover_run_parallel true (developmentonly gamedll defensive) func_rotator_debug false (developmentonly gamedll defensive) func_rotator_run_parallel true (developmentonly gamedll defensive) fx_drawmetalspark true (developmentonly clientdll) Draw metal spark effects. g_debug_angularsensor false (gamedll cheat) g_debug_constraint_sounds false (gamedll cheat) Enable debug printing about constraint sounds. g_debug_doors false (developmentonly gamedll defensive) g_debug_ragdoll_visualize false (clientdll cheat) g_debug_transitions 0 (developmentonly gamedll cheat) Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition. g_ragdoll_fadespeed 600 (developmentonly clientdll defensive) g_ragdoll_important_maxcount 2 (developmentonly gamedll clientdll replicated defensive) g_ragdoll_lvfadespeed 100 (developmentonly clientdll defensive) g_ragdoll_maxcount 5 (developmentonly gamedll clientdll replicated defensive) game_mode 1 (gamedll clientdll replicated release) The current game mode (based on game type). See GameModes.txt. game_online true (developmentonly gamedll clientdll hidden replicated defensive) The current game is online. game_particle_manager_requeue_messages true (developmentonly clientdll hidden defensive) game_public true (developmentonly gamedll clientdll hidden replicated defensive) The current game is public. game_type 0 (gamedll clientdll replicated release) The current game type. See GameModes.txt. gameevents_showeventlisteners false (developmentonly defensive) Show listening addition/removals gameevents_showevents 0 (developmentonly defensive) Dump game events to console. (1 = Show Signaling, 2 = Show Posting also). gameinstructor_enable false (clientdll release) Display in game lessons that teach new players. gameinstructor_find_errors false (clientdll cheat) Set to 1 and the game instructor will run EVERY scripted command to uncover errors. gameinstructor_start_sound_cooldown 4 (developmentonly clientdll defensive) Number of seconds forced between similar lesson start sounds. gameinstructor_verbose 0 (clientdll cheat) Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions. gameinstructor_verbose_lesson "" (clientdll cheat) Display more verbose information for lessons have this name. gamestats_file_output_directory "" (developmentonly gamedll defensive) When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath gc_secret_key "" (developmentonly gamedll protected defensive) Secret key for authenticating with the GC gl_clear true (developmentonly clientdll defensive) glow_chickens false (developmentonly gamedll) Glow chickens with a green outline. glow_outline_width 6 (clientdll cheat) Width of glow outline effect in screen space. glow_use_tolerance 0.85 (clientdll replicated cheat) gotv_theater_container "" (clientdll release) Enables GOTV theater mode for the specified container, setting it to 'live' will play top live matches gpu_level 3 (developmentonly clientdll defensive) GPU Level - Default: High gpu_mem_level 2 (developmentonly clientdll defensive) Memory Level - Default: High hairsim_force_fixed_timestep true (developmentonly cheat) hairsim_reset false (developmentonly cheat) healthshot_allow_use_at_full true (gamedll clientdll replicated release commandline_enforced) healthshot_health 50 (gamedll clientdll replicated release commandline_enforced) healthshot_healthboost_damage_multiplier 1 (gamedll clientdll replicated release commandline_enforced) healthshot_healthboost_speed_multiplier 1 (gamedll clientdll replicated release commandline_enforced) healthshot_healthboost_time 1 (gamedll clientdll replicated release commandline_enforced) hidehud 0 (clientdll cheat) bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle hinttext_displaytime 4 (developmentonly clientdll defensive) host_force_frametime_to_equal_tick_interval false (developmentonly defensive) host_force_max_frametime_to_tick_interval false (developmentonly defensive) host_framerate 0 (release) Set to lock per-frame time elapse. host_readconfig_ignore_userconfig false (cheat) Whether we should ignore the user config file for reading/writing. host_timescale 1 (replicated cheat) Prescale the clock by this amount. hostage_debug 0 (gamedll clientdll replicated cheat) Show hostage AI debug information hostage_drop_time 1 (developmentonly gamedll) Time for the hostage before it fully drops to ground hostage_is_silent false (gamedll clientdll replicated cheat) When set, the hostage won't play any code driven response rules lines hostfile "host.txt" (gamedll release) The HOST file to load. hostname "" (release) Hostname for server. hostname_in_client_status false (release) Show server hostname in client status. hostport 27015 (release) Host game server port hud_fastswitch 0 (clientdll archive) hud_scaling 1 (min: 0.9, max: 1.1, clientdll archive) Scales hud elements hud_showtargetid true (clientdll archive per_user) Enables display of target names hullivr_edge_merge_tan 0.02 (developmentonly gamedll clientdll replicated defensive) Should we try to straighten two faces connected to this edge? (tangent) hullivr_faceisland_merge_disp 0 (developmentonly gamedll clientdll replicated defensive) Should we straighten face island if the displacement is this much? (inches) hullivr_faceisland_merge_tan 0.04 (developmentonly gamedll clientdll replicated defensive) Should we try to straighten an island of faces deviating from their average normal (tangent)? hullivr_version 3 (developmentonly gamedll clientdll replicated defensive) ik_constraints_enabled true (developmentonly replicated defensive) ik_debug_all_chains_unique_color_per_chain false (developmentonly replicated defensive) ik_debug_ccd 0 (developmentonly replicated defensive) ik_debug_chain_to_filter_by "" (gamedll clientdll replicated cheat) ik_debug_constraints -1 (developmentonly replicated defensive) ik_debug_dogleg3bone 0 (developmentonly replicated defensive) ik_debug_dogleg3bone_enabled true (developmentonly replicated defensive) ik_debug_fabrik_backwards_enabled true (developmentonly replicated defensive) ik_debug_fabrik_backwards_iterations 0 (developmentonly replicated defensive) ik_debug_fabrik_forwards_enabled true (developmentonly replicated defensive) ik_debug_fabrik_forwards_iterations 0 (developmentonly replicated defensive) ik_debug_groundtraces false (developmentonly gamedll clientdll replicated) Show IK trace related details ik_debug_perlin_solver false (developmentonly gamedll clientdll replicated defensive) ik_debug_planetilt 0 (developmentonly replicated defensive) ik_debug_planetilt_axis_length 20 (developmentonly replicated defensive) ik_debug_targets false (developmentonly replicated defensive) ik_enable true (replicated cheat) Enable IK. ik_fabrik_align_chain true (developmentonly replicated defensive) ik_fabrik_backwards_enabled true (developmentonly replicated defensive) ik_fabrik_forwards_enabled true (developmentonly replicated defensive) ik_fabrik_override_num_iterations -1 (developmentonly replicated defensive) ik_final_fixup_enable true (developmentonly replicated defensive) ik_hinge_debug_bone_index -1 (gamedll clientdll replicated cheat) ik_planetilt_enable true (developmentonly replicated defensive) imgui_debug_draw_dashboard_toggle_pause false (developmentonly gamedll clientdll archive replicated cheat menubar_item) Dashboard/Pause Game When Activated imgui_debug_draw_dashboard_window false (developmentonly gamedll clientdll archive replicated cheat menubar_item) Dashboard/Show Dashboard imgui_debug_draw_dashboard_window_toggle_focus false (developmentonly gamedll clientdll replicated cheat) Dashboard toggle focus imgui_default_font_size 20 (archive cheat) Default imgui font size imgui_domain 2 (developmentonly gamedll clientdll archive replicated cheat) 1 == client, 2 == server imgui_enable false (developmentonly gamedll clientdll replicated cheat) if imgui should display imgui_enable_input false (developmentonly gamedll clientdll replicated cheat) if imgui should consume input imgui_ent_text_enable true (developmentonly gamedll clientdll archive replicated cheat menubar_item) Show Entity Text in Window imgui_show_bullets false (developmentonly gamedll clientdll archive replicated cheat menubar_item) CSGO/Bullets imgui_show_cs2_worldmodel false (developmentonly gamedll clientdll archive replicated cheat menubar_item) CSGO/WorldModel imgui_show_grenades_window false (developmentonly gamedll clientdll archive replicated cheat menubar_item) CSGO/Show Grenades History imgui_temp_enable false (developmentonly gamedll clientdll replicated cheat) if imgui should display temporarily in_button_double_press_window 0.22 (developmentonly gamedll clientdll replicated defensive) How short the time between presses needs to be for us to consider it a double-press in_spewbuttondelta 0 (developmentonly gamedll clientdll replicated) Spew button deltas, 0 = off, 1 = server, 2 = client, 3 = both in_spewbuttonhold 0 (developmentonly gamedll clientdll replicated) Spew button hold times, 0 = off, 1 = server, 2 = client, 3 = both in_spewent -1 (developmentonly gamedll clientdll replicated) Which entity should we spew input for? (Useful for debugging bot input) in_spewinput 0 (developmentonly gamedll clientdll replicated) Spew input, 0 = off, 1 = server, 2 = client, 3 = both inferno_batched_rays true (developmentonly clientdll defensive) inferno_child_spawn_interval_multiplier 0.1 (gamedll cheat) Amount spawn interval increases for each child inferno_child_spawn_max_depth 4 (gamedll replicated release) inferno_ct_experiment true (gamedll clientdll replicated cheat) enable ct incendiary experiment inferno_damage 40 (gamedll cheat) Damage per second inferno_damage_ct 40 (gamedll cheat) Damage per second from CT inferno inferno_damage_timer 0.2 (developmentonly gamedll clientdll replicated defensive) How long between times for the inferno to deal damage. inferno_debug false (gamedll cheat) inferno_dlight_spacing 7200 (clientdll cheat) Inferno dlights are at least this far apart inferno_dlights 30 (developmentonly clientdll defensive) Min FPS at which molotov dlights will be created inferno_fire 2 (developmentonly clientdll defensive) inferno_flame_lifetime 7 (gamedll replicated release) Average lifetime of each flame in seconds inferno_flame_lifetime_incendiary 5.5 (gamedll replicated release) Average lifetime of each flame in seconds (incgrenade) inferno_flame_spacing 42 (gamedll cheat) Minimum distance between separate flame spawns inferno_forward_reduction_factor 0.9 (gamedll cheat) inferno_friendly_fire_duration 6 (gamedll cheat) For this long, FF is credited back to the thrower. inferno_initial_spawn_interval 0.02 (gamedll cheat) Time between spawning flames for first fire inferno_max_child_spawn_interval 0.5 (gamedll cheat) Largest time interval for child flame spawning inferno_max_flames 16 (gamedll replicated release) Maximum number of flames that can be created inferno_max_range 150 (gamedll replicated release) Maximum distance flames can spread from their initial ignition point inferno_max_range_ct 110 (gamedll replicated release) Maximum distance flames can spread from their initial ignition point for an incendiary inferno_max_trace_per_tick 16 (developmentonly gamedll defensive) inferno_per_flame_spawn_duration 3 (gamedll cheat) Duration each new flame will attempt to spawn new flames inferno_smoke_volume_density 0.03 (gamedll cheat) inferno_spawn_angle 45 (gamedll cheat) Angular change from parent inferno_spread_speed_mult 1 (gamedll replicated release) Speed up the spreadrate of the Molotov until max number of nodes are created. slowdown < 1 > Speedup inferno_spread_speed_mult_ct 10 (gamedll replicated release) Speed up the spread rate of the Incendiary until max number of nodes are created. slowdown < 1 > Speedup inferno_surface_offset 15 (gamedll cheat) inferno_velocity_decay_factor 0.2 (gamedll cheat) inferno_velocity_factor 0.003 (gamedll cheat) inferno_velocity_factor_ct 0.003 (gamedll cheat) inferno_velocity_normal_factor 0 (gamedll cheat) input_button_code_is_scan_code_scd true (archive per_user) Bind keys based on keyboard position instead of key name input_downimpulsevalue 0.7 (developmentonly clientdll) input_filter_relative_analog_inputs false (clientdll archive) input_forceuser -1 (cheat) Force user input to this split screen player. input_upimpulsevalue 0.3 (developmentonly clientdll) install_dlc_workshoptools_cvar "-1" (clientdll release) DLC Install Status instant_replay true (developmentonly defensive) Enable instant replay recording. instant_replay_history_limit 120 (developmentonly defensive) Maximum amount of minutes to save history (0 is unlimited). iv_debugbone "" (release) Debug bone name for interpolation spew of CAnimationState. iv_parallel_latch true (developmentonly clientdll defensive) iv_parallel_restore false (developmentonly clientdll defensive) iv_wrapped_parallel_latch true (developmentonly clientdll defensive) joy_accel_filter 0.2 (developmentonly clientdll) joy_accelmax 1 (developmentonly clientdll) joy_accelscale 0.6 (developmentonly clientdll) joy_advanced false (clientdll archive) joy_advaxisr 0 (clientdll archive) joy_advaxisu 0 (clientdll archive) joy_advaxisv 0 (clientdll archive) joy_advaxisx 0 (clientdll archive) joy_advaxisy 0 (clientdll archive) joy_advaxisz 0 (clientdll archive) joy_autosprint 0 (developmentonly clientdll defensive) Automatically sprint when moving with an analog joystick joy_axisr_deadzone 0.15 (archive per_user) joy_axisr_relative false (archive per_user) joy_axisu_deadzone 0.15 (archive per_user) joy_axisu_relative false (archive per_user) joy_axisv_deadzone 0.15 (archive per_user) joy_axisv_relative false (archive per_user) joy_axisx_deadzone 0.15 (archive per_user) joy_axisx_relative false (archive per_user) joy_axisy_deadzone 0.15 (archive per_user) joy_axisy_relative false (archive per_user) joy_axisz_deadzone 0.15 (archive per_user) joy_axisz_relative false (archive per_user) joy_circle_correct_mode 1 (clientdll archive per_user) joy_circle_correct_mode_vehicle 2 (clientdll archive per_user) joy_display_input false (clientdll archive) joy_forward_sensitivity 1 (clientdll archive per_user) joy_lowend 1 (developmentonly clientdll) joy_lowmap 1 (developmentonly clientdll) joy_movement_stick false (clientdll archive per_user) Which stick controls movement (0 is left stick) joy_name "joystick" (clientdll archive) joy_pegged 0.75 (developmentonly clientdll) joy_pitch_sensitivity 3 (clientdll archive per_user) joy_pitchsensitivity 1 (clientdll archive per_user) joy_response_look 0 (clientdll archive per_user) joy_response_move 9 (clientdll archive per_user) joy_response_move_vehicle 6 (developmentonly clientdll defensive) joy_sensitive_step0 0.1 (developmentonly clientdll) joy_sensitive_step1 0.4 (developmentonly clientdll) joy_sensitive_step2 0.9 (developmentonly clientdll) joy_side_sensitivity 1 (clientdll archive per_user) joy_sidesensitivity 1 (clientdll archive) joy_vehicle_turn_lowend 0.7 (developmentonly clientdll) joy_vehicle_turn_lowmap 0.4 (developmentonly clientdll) joy_virtual_peg 0 (developmentonly clientdll) joy_xcontroller_cfg_loaded false (developmentonly clientdll defensive) If 0, the 360controller.cfg file will be executed on startup & option changes. joy_yaw_sensitivity 3 (clientdll archive per_user) joy_yawsensitivity -1 (clientdll archive per_user) joystick false (clientdll archive) True if the joystick is enabled, false otherwise. jpeg_quality 90 (min: 1, max: 100, developmentonly defensive) Set jpeg screenshot quality. [1..100] key_bind_version 0 (clientdll hidden archive release) keychain_animation_reactivity 0.25 (developmentonly clientdll) keychain_preview_limit_step 0.125 (developmentonly clientdll) keychain_reactivity 0.05 (developmentonly clientdll) keychain_wmul 2 (developmentonly clientdll) labelled_debug_helper_arc_segments 20 (gamedll clientdll replicated cheat) labelled_debug_helper_enabled true (gamedll clientdll replicated cheat) labelled_debug_helper_scale 1 (gamedll clientdll replicated cheat) labelled_debug_helper_show_position false (gamedll clientdll replicated cheat) labelled_debug_helper_show_text true (gamedll clientdll replicated cheat) labelled_debug_helper_skeleton_show_bone_names true (gamedll clientdll replicated cheat) lb_allow_shadow_rotation true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Shadow Rotation lb_barnlight_shadow_use_precomputed_vis true (developmentonly defensive) lb_barnlight_shadowmap_scale 1 (release) Scale for computed barnlight shadowmap size lb_bin_slices 8192 (developmentonly defensive) lb_convert_to_barn_lights_falloff_match_point 0.15 (developmentonly defensive) lb_csm_cascade_size_override -1 (developmentonly defensive) Override width/height of individual cascades in the CSM lb_csm_cross_fade_override -1 (developmentonly defensive) Override CSM cross fade amount lb_csm_distance_fade_override -1 (developmentonly defensive) Override CSM distance fade lb_csm_draw_alpha_tested true (developmentonly defensive) lb_csm_draw_translucent true (developmentonly defensive) lb_csm_fov_override -1 (developmentonly cheat) lb_csm_override_bulb_radius -1 (developmentonly defensive) Override bulb radius for CSM lb_csm_override_staticgeo_cascades false (developmentonly defensive) Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value lb_csm_override_staticgeo_cascades_animated_verts true (developmentonly defensive) If lb_csm_override_staticgeo_cascades, ensure only objects without animated verts, i.e. SCENEOBJECTFLAG_CAN_RENDER_INTO_SST flag will be excluded (as opposed to all static objects). lb_csm_override_staticgeo_cascades_value -1 (developmentonly defensive) If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects lb_csm_receiver_plane_depth_bias 1.526e-05 (developmentonly defensive) Shader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0) lb_csm_receiver_plane_depth_bias_transmissive_backface 0.00015 (developmentonly defensive) Depth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0) lb_cubemap_normalization_max 32 (developmentonly defensive) lb_cubemap_normalization_roughness_begin 0.1 (developmentonly defensive) lb_debug_light_bounds false (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug Light Bounds lb_debug_shadow_atlas false (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug Shadow Atlas lb_debug_shadowtile_atlas false (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug ShadowTile Atlas lb_debug_silhouette "" (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug Silhouettes lb_debug_silhouette_sum 1 (min: 1, max: 3, developmentonly cheat) If we should draw normal silhouette or minkowski sum silhouette lb_debug_tiles "" (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug Tiles lb_debug_visualize_fog_shadowed_lights 0 (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug Visualize Fog Shadowed Lights lb_debug_visualize_lights 0 (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug Visualize Lights lb_debug_visualize_shadowed_light_details false (developmentonly cheat) lb_debug_visualize_shadowed_lights 0 (developmentonly cheat menubar_item) SceneSystem/LightBinner/Debug Visualize Shadowed Lights lb_dynamic_shadow_penumbra true (developmentonly defensive) Adjust shadow penumbra based on light size lb_dynamic_shadow_resolution true (developmentonly defensive) Dynamically adjust shadow resolution lb_dynamic_shadow_resolution_base 1024 (min: 128, max: 2048, developmentonly defensive) Base resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light lb_dynamic_shadow_resolution_base_cmp_shadowmapsize false (developmentonly) take min of lb_dynamic_shadow_resolution and barnlight shadowmapsize as base shadowmapsize lb_dynamic_shadow_resolution_delay 0.85 (min: 0.1, max: 3, developmentonly defensive) Update delay for shadow size lb_dynamic_shadow_resolution_hysteresis 0.33 (min: 0.01, max: 1, developmentonly defensive) Update hysteresis for shadow size lb_dynamic_shadow_resolution_quantization 64 (min: 8, max: 128, developmentonly defensive) Quantization of dynamically computed shadow size lb_enable_baked_shadows true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Enable Baked Shadows lb_enable_binning true (developmentonly menubar_item defensive) SceneSystem/LightBinner/Enable Binning lb_enable_dynamic_lights true (developmentonly cheat) Allows rendering dynamic lights lb_enable_envmaps true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Enable EnvMaps lb_enable_fog_mixed_shadows true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Enable Fog Mixed Shadows lb_enable_lights true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Enable Lights lb_enable_shadow_casting true (developmentonly defensive) Allow stationary/dynamic lights to cast shadows. lb_enable_stationary_lights true (developmentonly cheat) Allows rendering stationary/mixed lights lb_enable_sunlight true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Enable Sunlight lb_low_quality_shader_fade_region_rescale 0 (developmentonly cheat) For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by. lb_max_visible_barn_lights_override -1 (developmentonly cheat) Override maximum visible barn lights lb_max_visible_envmaps_override -1 (developmentonly cheat) Override maximum visible envmaps lb_mixed_shadows true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Enable Mixed Shadows lb_override_barn_light_fade_sizes [0.05, 0.025] (developmentonly cheat) lb_override_barn_light_fade_sizes_enable false (developmentonly cheat) lb_override_barn_light_shadow_fade_sizes [0.1, 0.05] (developmentonly cheat) lb_precomputed_shadowmap_depth_bias 0.00035 (developmentonly) lb_precomputed_shadowmap_enable true (developmentonly) lb_shadow_map_cull_empty_mixed false (cheat) Don't render shadows for mixed shadowmaps with no dynamics objects in view lb_shadow_map_culling true (cheat) lb_shadow_texture_height_override -1 (developmentonly defensive) Override height of shadow atlas texture lb_shadow_texture_width_override -1 (developmentonly defensive) Override width of shadow atlas texture lb_ssss_importance_sample false (developmentonly defensive) lb_ssss_samples 11 (min: 3, max: 15, developmentonly defensive) Subsurface sample count lb_sun_csm_size_cull_threshold_texels 10 (developmentonly defensive) Size, in texels, where we will cull an object in the shadowmap lb_tile_pixels 8 (developmentonly defensive) lb_time_sliced_shadow_map_reallocation_age 0.7 (developmentonly defensive) Age of cached allocation to be considered for re-allocation lb_time_sliced_shadow_map_reallocation_pct 0.2 (developmentonly defensive) Likelyhood we'll re-allocate a timesliced shadowmap (to try to improve packing) lb_time_sliced_shadow_map_rendering_enable true (developmentonly defensive) Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi lb_timesliced_shadows_dynamic_size true (developmentonly defensive) lb_use_ellipsoid_bounds true (developmentonly cheat) lb_use_illumination_silhouette true (developmentonly cheat menubar_item) SceneSystem/LightBinner/Use Illumination Bounds leaderboards_cache_duration 600 (developmentonly clientdll) lightquery_debug_direct_lighting true (gamedll clientdll replicated cheat) lightquery_debug_indirect_lighting true (gamedll clientdll replicated cheat) lobby_default_privacy_bits2 "1" (clientdll archive release) Lobby default permissions (0: private, 1: public) lobby_gamesearch_fake 0 (developmentonly clientdll) lobby_stats_fake false (developmentonly clientdll) locator_topdown_style false (developmentonly clientdll defensive) Topdown games set this to handle distance and offscreen location differently. lockMoveControllerRet false (clientdll archive) logaddress_token_secret "" (gamedll release) Set a secret string that will be hashed when using logaddress with explicit token hash. logic_entity_analyzer_debug false (gamedll replicated cheat) logic_npc_counter_debug false (gamedll replicated cheat) lservercfgfile "listenserver.cfg" (developmentonly gamedll defensive) m_pitch 0.022 (clientdll archive userinfo per_user) Mouse pitch factor. m_yaw 0.022 (clientdll archive userinfo per_user) Mouse yaw factor. mapcyclefile "mapcycle.txt" (developmentonly gamedll defensive) Name of the .txt file used to cycle the maps on multiplayer servers mapoverview_allow_client_draw false (clientdll release) Allow a client to draw on the map overview mapoverview_icon_scale 1 (min: 0.5, max: 3, clientdll archive release) Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0. markup_volume_ref_cone_angle 135 (developmentonly gamedll defensive) mat_assert_on_error_shader_use false (developmentonly) mat_cache_and_skip_commandbuffers true (developmentonly) mat_cache_renderablepasses true (developmentonly) mat_colcorrection_disableentities false (developmentonly clientdll defensive) Disable map color-correction entities mat_colcorrection_editor false (developmentonly clientdll defensive) mat_colcorrection_forceentitiesclientside false (clientdll cheat) Forces color correction entities to be updated on the client mat_colorcorrection true (developmentonly) mat_depthbias_shadowmap 0.0005 (developmentonly clientdll defensive) mat_disable_normal_mapping false (clientdll cheat) mat_execute_skipbuffers true (developmentonly) mat_fullbright 0 (cheat) Debug rendering modes mat_hide_error_shader false (developmentonly) mat_lpv_luxels false (cheat) mat_luxels false (cheat) mat_max_lighting_complexity 8 (cheat) mat_overdraw 0 (cheat) Visualize overdraw mat_overdraw_color [0.075, 0.15, 0.3] (cheat) mat_shader_cache true (developmentonly) mat_shading_complexity false (cheat) Visualize shading complexity mat_shading_complexity_color [1, 0.5, 0.25] (cheat) mat_shading_complexity_max_instruction_count 1024 (cheat) mat_shading_complexity_max_register_count 128 (cheat) mat_shadowmap_luxels false (cheat) mat_show_distance_field 0 (cheat) 0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera mat_skip_static_const_eval true (developmentonly) mat_slopescaledepthbias_shadowmap 4 (developmentonly clientdll defensive) mat_tonemap_bloom_scale -1 (cheat) mat_tonemap_bloom_start_value -1 (cheat) mat_tonemap_debug 0 (developmentonly defensive) mat_tonemap_force_accelerate_exposure_down -1 (cheat) mat_tonemap_force_average_lum_min -1 (cheat) Override. Old default was 3.0 mat_tonemap_force_log_lum_max -1 (cheat) mat_tonemap_force_log_lum_min -1 (cheat) mat_tonemap_force_max -1 (cheat) mat_tonemap_force_min -1 (cheat) mat_tonemap_force_percent_bright_pixels -1 (cheat) Override. Old value was 1.0 mat_tonemap_force_percent_target -1 (cheat) Override. Old default was 45. mat_tonemap_force_rate -1 (cheat) mat_tonemap_force_scale 0 (cheat) mat_tonemap_force_use_alpha -1 (cheat) mat_tonemap_uncap_exposure 0 (cheat) mat_viewportscale 1 (min: 0.0015625, max: 1, developmentonly clientdll defensive) Scale down the main viewport (to reduce GPU impact on CPU profiling) mat_warn_bad_modes false (developmentonly) mat_wireframe 0 (cheat) 0=Off, 1=Surface Wireframe, 2=Transparent Wireframe mem_level 2 (developmentonly clientdll defensive) Memory Level - Default: High mem_test_each_frame false (developmentonly defensive) Run heap check at end of every frame mem_test_every_n_seconds 0 (developmentonly defensive) Run heap check at a specified interval mem_test_quiet false (developmentonly defensive) Don't print stats when memtesting mesh_calculate_curvature_smooth_invert false (gamedll clientdll replicated cheat) mesh_calculate_curvature_smooth_pass_count 3 (gamedll clientdll replicated cheat) mesh_calculate_curvature_smooth_weight 1 (gamedll clientdll replicated cheat) mic_listen_while_nonfocused false (developmentonly clientdll defensive) Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings mm_csgo_community_search_players_min 3 (archive release) When performing CSGO community matchmaking look for servers with at least so many human players mm_debug_friend_rp 0 (developmentonly) mm_dedicated_allow true (developmentonly) 1 = allow searches for dedicated servers mm_dedicated_fake false (developmentonly) 1 = pretend like search is going, but abort after some time mm_dedicated_force_servers "" (release) Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use syntax `publicip1:port|privateip1:port,publicip2:port|privateip2:port` if your server is behind NAT. If the server is behind NAT, you can specify `0.0.0.0|privateip:port` and if server port is in the list of `mm_server_search_lan_ports` its public address should be automatically detected. mm_dedicated_ip "" (developmentonly) IP address of dedicated servers to consider available mm_dedicated_search_maxping 150 (min: 25, max: 350, archive) Longest preferred ping to dedicated servers for games mm_dedicated_search_maxresults 75 (developmentonly) mm_dedicated_timeout_request 20 (developmentonly) mm_dlcs_mask_extras 0 (developmentonly defensive) mm_dlcs_mask_fake "" (developmentonly defensive) mm_events_listeners_validation false (developmentonly) mm_ignored_sessions_forget_pass 5 (developmentonly) mm_ignored_sessions_forget_time 600 (developmentonly) mm_player_search_count 5 (developmentonly) mm_player_search_lan_ping_duration 3.5 (developmentonly) Duration of LAN discovery ping phase. mm_player_search_lan_ping_interval 0.5 (developmentonly) Interval between LAN discovery pings. mm_player_search_requests_limit -1 (developmentonly) How many friend requests are displayed. mm_player_search_update_interval 10 (developmentonly) Interval between players searches. mm_session_search_num_results 10 (developmentonly) mm_session_search_qos_timeout 15 (release) mm_session_sys_connect_timeout 8 (developmentonly) mm_session_sys_delay_create 0 (developmentonly) mm_session_sys_delay_create_host 1.2 (developmentonly) mm_session_sys_kick_ban_duration 180 (release) mm_session_sys_pkey "" (release) mm_session_sys_ranking_timeout 12 (developmentonly) mm_session_sys_slots_guaranteed 10 (developmentonly) mm_session_team_res_timeout 30 (developmentonly) mm_session_voice_loading false (developmentonly) mm_sv_load_test false (developmentonly) mm_teamsearch_errortime 3 (developmentonly) Time team search is in error state until it self-cancels mm_teamsearch_nostart false (developmentonly) Team search will fake cancel before searching for server mm_title_debug_version 0 (developmentonly) This matchmaking version will override .res file version for isolating matchmaking mm_tu_string "00000000" (developmentonly defensive) mm_use_p2p_for_listen_server true (developmentonly defensive) mobile_fps_increase_during_charging false (archive) MOBILE_FPS_CONTROL: If true we increase framerate limit while charging mobile_fps_increase_during_hfr_animations true (developmentonly hidden defensive) MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions. mobile_fps_increase_during_touch true (archive) MOBILE_FPS_CONTROL: If true we increase framerate limit during touch mobile_fps_limit 30 (archive) MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60 model_default_preview_sequence_name "" (gamedll clientdll archive replicated) molotov_throw_detonate_time 2 (gamedll clientdll replicated release commandline_enforced) molotov_usethrow_direction false (gamedll cheat) motdfile "motd.txt" (gamedll release) The MOTD file to load. mouse_disableinput false (developmentonly defensive) Set to disable mouse input mouse_inverty false (clientdll archive userinfo) movement_stats_debug_draw false (gamedll cheat) movement_stats_force_calculate false (gamedll cheat) mp_afterroundmoney 0 (gamedll clientdll replicated release commandline_enforced) amount of money awared to every player after each round mp_allowspectators true (developmentonly gamedll clientdll replicated defensive) toggles whether the server allows spectator mode or not mp_anyone_can_pickup_c4 false (gamedll clientdll replicated release commandline_enforced) If set, everyone can pick up the c4, not just Ts. mp_autokick true (gamedll replicated release commandline_enforced) Kick idle/team-killing/team-damaging players mp_autoteambalance true (gamedll notify release commandline_enforced) mp_backup_restore_load_autopause true (gamedll release) Whether to automatically pause the match after restoring round data from backup mp_backup_round_auto true (gamedll release) If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk mp_backup_round_file "backup" (gamedll release) If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt mp_backup_round_file_last "" (gamedll release) Every time a backup file is written the value of this convar gets updated to hold the name of the backup file. mp_backup_round_file_pattern "%prefix%_round%round%.txt" (gamedll release) If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt' mp_bot_ai_bt "" (gamedll release commandline_enforced) Use the specified behavior tree file to drive the bot behavior. mp_buy_allow_grenades true (gamedll clientdll replicated release commandline_enforced) Whether players can purchase grenades from the buy menu or not. mp_buy_allow_guns 255 (min: 0, max: 255, gamedll clientdll replicated release commandline_enforced) Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32). mp_buy_anywhere 0 (gamedll clientdll notify replicated release commandline_enforced) When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. mp_buy_during_immunity 0 (gamedll clientdll notify replicated release commandline_enforced) When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. mp_buytime 90 (min: 0, gamedll clientdll replicated release commandline_enforced) How many seconds after round start players can buy items for. mp_c4_cannot_be_defused false (gamedll clientdll replicated release commandline_enforced) If set, the planted c4 cannot be defused. mp_c4timer 40 (min: 10, gamedll clientdll notify replicated release commandline_enforced) how long from when the C4 is armed until it blows mp_chattime 10 (min: 1, max: 120, developmentonly gamedll clientdll replicated defensive) amount of time players can chat after the game is over mp_competitive_endofmatch_extra_time 15 (gamedll release) After a competitive match finishes rematch voting extra time is given for rankings. mp_consecutive_loss_aversion 1 (min: 0, gamedll clientdll replicated release) How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second win mp_consecutive_loss_max 4 (min: 0, gamedll clientdll replicated release commandline_enforced) mp_coopmission_bot_difficulty_offset 0 (gamedll replicated release commandline_enforced) The difficulty offset modifier for bots during coop missions. mp_ct_default_grenades "" (gamedll clientdll replicated release commandline_enforced) The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade' mp_ct_default_melee "weapon_knife" (gamedll clientdll replicated release commandline_enforced) The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser! mp_ct_default_primary "" (gamedll clientdll replicated release commandline_enforced) The default primary (rifle) weapon that the CTs will spawn with mp_ct_default_secondary "weapon_hkp2000" (gamedll clientdll replicated release commandline_enforced) The default secondary (pistol) weapon that the CTs will spawn with mp_damage_headshot_only false (gamedll clientdll replicated release commandline_enforced) Determines whether non-headshot hits do any damage. mp_damage_scale_ct_body 1 (gamedll clientdll replicated release commandline_enforced) Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) mp_damage_scale_ct_head 1 (gamedll clientdll replicated release commandline_enforced) Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied. mp_damage_scale_t_body 1 (gamedll clientdll replicated release commandline_enforced) Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) mp_damage_scale_t_head 1 (gamedll clientdll replicated release commandline_enforced) Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied. mp_damage_vampiric_amount 0 (gamedll replicated release commandline_enforced) If Set to non-0, will determine the fraction of damage dealt that will be given to attacker. mp_death_drop_c4 true (gamedll clientdll replicated release commandline_enforced) Whether c4 is droppable mp_death_drop_defuser true (gamedll clientdll replicated release commandline_enforced) Drop defuser on player death mp_death_drop_grenade 2 (min: 0, max: 2, gamedll clientdll replicated release commandline_enforced) Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades mp_death_drop_gun 1 (min: 0, max: 2, gamedll clientdll replicated release commandline_enforced) Which gun to drop on player death: 0=none, 1=best, 2=current or best mp_death_drop_healthshot true (gamedll clientdll replicated release) Drop healthshot on player death mp_death_drop_taser true (gamedll clientdll replicated release) Drop taser on player death mp_deathcam_skippable true (gamedll replicated release commandline_enforced) Determines whether a player can early-out of the deathcam. mp_default_team_winner_no_objective -1 (gamedll clientdll replicated release commandline_enforced) If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round. mp_defuser_allocation 0 (min: 0, max: 2, gamedll clientdll replicated release commandline_enforced) How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone mp_disconnect_kills_bots false (gamedll release) When a bot disconnects, kill them first. Requires mp_disconnect_kills_players. mp_disconnect_kills_players true (gamedll release) When a player disconnects, kill them first (triggering item drops, stats, etc.) mp_display_kill_assists true (gamedll clientdll replicated release commandline_enforced) Whether to display and score player assists mp_dm_bonus_length_max 30 (gamedll clientdll replicated release) Maximum time the bonus time will last (in seconds) mp_dm_bonus_length_min 30 (gamedll clientdll replicated release) Minimum time the bonus time will last (in seconds) mp_dm_bonus_percent 50 (min: 0, gamedll clientdll replicated release commandline_enforced) Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period. mp_dm_bonusweapon_dogtags 0 (gamedll clientdll replicated release commandline_enforced) Additional dogtags to drop when making a kill with the bonus weapon mp_dm_dogtag_score 0 (min: 0, gamedll clientdll replicated release commandline_enforced) Points to award for picking up a dogtag in deathmatch. mp_dm_healthshot_killcount 3 (gamedll clientdll replicated release) Grant healthshots in deathmatch after n kills mp_dm_kill_base_score 8 (min: 0, gamedll clientdll replicated release commandline_enforced) Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points. mp_dm_taser_bonus_streak_max 2 (min: 0, gamedll clientdll replicated release) Maximum times to multiply the score for getting a streak of taser kills in a single life. mp_dm_teammode 0 (gamedll clientdll replicated release commandline_enforced) In deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contribution score) mp_dm_teammode_bonus_score 1 (gamedll clientdll replicated release commandline_enforced) Team deathmatch victory points to award for kill with bonus weapon mp_dm_teammode_dogtag_score 0 (gamedll clientdll replicated release commandline_enforced) Team deathmatch victory points to award for collecting enemy dogtags mp_dm_teammode_kill_score 1 (gamedll clientdll replicated release commandline_enforced) Team deathmatch victory points to award for enemy kill mp_dm_time_between_bonus_max 40 (gamedll clientdll replicated release) Maximum time a bonus time will start after the round start or after the last bonus (in seconds) mp_dm_time_between_bonus_min 30 (gamedll clientdll replicated release) Minimum time a bonus time will start after the round start or after the last bonus (in seconds) mp_dogtag_despawn_on_killer_death true (gamedll replicated release commandline_enforced) Whether dogtags should despawn when their killer dies mp_dogtag_despawn_time 120 (min: 0, gamedll replicated release commandline_enforced) How many seconds dogtags should stay around before despawning automatically (0 = infinite) mp_dogtag_pickup_rule 0 (gamedll replicated release commandline_enforced) Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone) mp_drop_grenade_enable true (gamedll clientdll replicated release commandline_enforced) Allows players to drop grenades. mp_drop_knife_enable false (gamedll clientdll replicated release commandline_enforced) Allows players to drop knives. mp_economy_reset_rounds 0 (gamedll clientdll replicated release commandline_enforced) Reset all player money every N rounds (0 for never) mp_endmatch_votenextleveltime 20 (gamedll release) If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. mp_endmatch_votenextmap true (gamedll clientdll replicated release) Whether or not players vote for the next map at the end of the match when the final scoreboard comes up mp_endmatch_votenextmap_keepcurrent true (gamedll clientdll replicated release) If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options. mp_endmatch_votenextmap_wargames_modes "" (gamedll release) Modes available for endmatch voting during War Games. Separate names with spaces. mp_endmatch_votenextmap_wargames_nummaps 3 (gamedll release) Maximum number of maps to include in endmatch voting during War Games mp_endmatch_votenextmap_wargames_nummodes 1 (gamedll release) Maximum number of other War Games to include in endmatch voting during War Games mp_endwarmup_player_count 0 (gamedll clientdll replicated release) Number of players required to be connected to end warmup early. 0 to require maximum players for mode. mp_equipment_reset_rounds 0 (gamedll clientdll replicated release commandline_enforced) Reset all player equipment every N rounds (0 for never) mp_fadetoblack false (developmentonly gamedll clientdll notify replicated defensive) fade a player's screen to black when he dies mp_flinch_punch_scale 3 (developmentonly gamedll clientdll replicated cheat) Scalar for first person view punch when getting hit. mp_footsteps_serverside true (gamedll release) Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server. mp_force_pick_time 15 (gamedll clientdll replicated release commandline_enforced) The amount of time a player has on the team screen to make a selection before being auto-teamed mp_forcecamera 0 (gamedll clientdll replicated release commandline_enforced) Restricts spectator modes for dead players mp_forcerespawn true (developmentonly gamedll notify defensive) mp_fraglimit 0 (gamedll notify release) mp_free_armor 0 (gamedll clientdll replicated release commandline_enforced) Determines whether kevlar (1+) and/or helmet (2+) are given automatically. mp_freezetime 6 (min: 0, max: 60, gamedll notify replicated release commandline_enforced) how many seconds to keep players frozen when the round starts mp_friendlyfire false (gamedll clientdll notify replicated release commandline_enforced) Allows team members to injure other members of their team mp_give_player_c4 true (gamedll clientdll replicated release commandline_enforced) Whether this map should spawn a c4 bomb for a player or not. mp_global_damage_per_second 0 (min: 0, gamedll replicated release commandline_enforced) If above 0, deal non-lethal damage to players over time. mp_guardian_bomb_plant_custom_x_mark_location "" (gamedll clientdll replicated release) x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries. mp_guardian_target_site -1 (gamedll release commandline_enforced) If set to the index of a bombsite, will cause random spawns to be only created near that site. mp_halftime false (gamedll clientdll replicated release commandline_enforced) Determines whether the match switches sides in a halftime event. mp_halftime_duration 15 (min: 0, max: 300, gamedll clientdll replicated release) Target number of seconds that halftime lasts; shortened if team intros are active mp_halftime_pausematch 0 (gamedll clientdll replicated release) Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin. mp_halftime_pausetimer 0 (gamedll clientdll replicated release commandline_enforced) Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer. mp_hostages_max 2 (gamedll replicated release commandline_enforced) Maximum number of hostages to spawn. mp_hostages_rescuetime 1 (gamedll clientdll replicated release) Additional time added to round time if a hostage is reached by a CT. mp_hostages_rescuetowin 1 (developmentonly gamedll clientdll replicated) 0 == all alive, any other number is the number the CT's need to rescue to win the round. mp_hostages_run_speed_modifier 1 (min: 0.1, max: 1.5, gamedll replicated release) Default is 1.0, slow down hostages by setting this to < 1.0. mp_hostages_spawn_farthest false (gamedll replicated release) When enabled will consistently force the farthest hostages to spawn. mp_hostages_spawn_force_positions "" (gamedll replicated release commandline_enforced) Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6' mp_hostages_spawn_force_positions_xyz "" (gamedll replicated release) Comma separated list of xyz locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2' mp_hostages_spawn_same_every_round true (gamedll replicated release commandline_enforced) 0 = spawn hostages randomly every round, 1 = same spawns for entire match. mp_hostages_takedamage false (gamedll clientdll replicated release) Whether or not hostages can be hurt. mp_humanteam "any" (gamedll replicated release) Restricts human players to a single team {any, CT, T} mp_ignore_round_win_conditions false (gamedll replicated release) Ignore conditions which would end the current round mp_items_prohibited "" (gamedll clientdll replicated release commandline_enforced) Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use. mp_join_grace_time 0 (min: 0, max: 30, gamedll clientdll replicated release) Number of seconds after round start to allow a player to join a game mp_limitteams 2 (min: 0, max: 30, gamedll notify replicated release commandline_enforced) Max # of players 1 team can have over another (0 disables check) mp_logdetail 0 (min: 0, max: 3, gamedll release) Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both) mp_logdetail_items false (gamedll release) Logs a line any time a player acquires or loses an item. mp_logmoney false (gamedll release) Enables money logging. Values are: 0=off, 1=on mp_match_can_clinch true (gamedll clientdll replicated release commandline_enforced) Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? mp_match_end_changelevel false (gamedll clientdll replicated release commandline_enforced) At the end of the match, perform a changelevel even if next map is the same mp_match_end_restart false (gamedll clientdll replicated release) At the end of the match, perform a restart instead of loading a new map mp_match_restart_delay 25 (min: 1, max: 9999, gamedll clientdll replicated release) Time (in seconds) until a match restarts. mp_max_armor 2 (gamedll clientdll replicated release commandline_enforced) Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet mp_maxmoney 16000 (min: 0, gamedll clientdll replicated release commandline_enforced) maximum amount of money allowed in a player's account mp_maxrounds 0 (min: 0, gamedll clientdll notify replicated release commandline_enforced) max number of rounds to play before server changes maps mp_min_halftime_duration 8.5 (min: 0, max: 300, gamedll clientdll replicated release) Minimum number of seconds that halftime lasts even if team intros are active mp_only_cts_rescue_hostages true (gamedll clientdll replicated release commandline_enforced) mp_overtime_enable false (gamedll clientdll replicated release) If a match ends in a tie, use overtime rules to determine winner mp_overtime_halftime_pausetimer 0 (gamedll clientdll replicated release) If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer. mp_overtime_limit 0 (gamedll clientdll replicated release) When overtime is enabled, only so many overtimes can be played mp_overtime_maxrounds 6 (gamedll clientdll replicated release) When overtime is enabled play additional rounds to determine winner mp_overtime_startmoney 10000 (gamedll clientdll replicated release) Money assigned to all players at start of every overtime half mp_plant_c4_anywhere false (gamedll clientdll replicated release commandline_enforced) mp_playercashawards true (gamedll clientdll replicated release commandline_enforced) Players can earn money by performing in-game actions mp_playerid 0 (min: 0, max: 2, gamedll clientdll replicated release) Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names mp_playerid_delay 0.4 (min: 0, max: 1, gamedll clientdll replicated release) Number of seconds to delay showing information in the status bar mp_playerid_hold 0.1 (min: 0, max: 1, gamedll clientdll replicated release) Number of seconds to keep showing old information in the status bar mp_promoted_item_enabled false (gamedll clientdll notify replicated release) Allow the purchasing of the promoted item. mp_randomspawn 0 (gamedll clientdll replicated release commandline_enforced) Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. mp_randomspawn_dist 0 (gamedll clientdll replicated release commandline_enforced) If using mp_randomspawn, determines whether to test distance when selecting this spot. mp_randomspawn_los true (gamedll clientdll replicated release commandline_enforced) If using mp_randomspawn, determines whether to test Line of Sight when spawning. mp_require_gun_use_to_acquire false (gamedll release) Whether guns must be +used to acquire or default is touch-to-pickup mp_respawn_immunitytime 4 (gamedll clientdll replicated release commandline_enforced) How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity. mp_respawn_on_death_ct false (gamedll clientdll replicated release commandline_enforced) When set to 1, counter-terrorists will respawn after dying. mp_respawn_on_death_t false (gamedll clientdll replicated release commandline_enforced) When set to 1, terrorists will respawn after dying. mp_respawnwavetime_ct 10 (gamedll clientdll replicated release commandline_enforced) Time between respawn waves for CTs. mp_respawnwavetime_t 10 (gamedll clientdll replicated release commandline_enforced) Time between respawn waves for Terrorists. mp_restartgame 0 (gamedll release) If non-zero, game will restart in the specified number of seconds mp_retake_ct_count 4 (gamedll clientdll replicated release) Number of CT's when playing retakes. mp_retake_ct_loadout_bonus_card "#GameUI_Retake_Card_TheAWPortunity,1,1,weapon_awp" (gamedll clientdll replicated release commandline_enforced) CT bonus card for full buy round when playing bomb site retake. mp_retake_ct_loadout_bonus_card_availability "1,2" (gamedll clientdll replicated release commandline_enforced) CT bonus card availability pattern for full buy round when playing bomb site retake. mp_retake_ct_loadout_default_pistol_round "1|3;#GameUI_Retake_Card_4v3,1,0,secondary0|1;#GameUI_Retake_Card_FlashOut,0,0,secondary0,grenade0;#GameUI_Retake_Card_HideAndPeek,0,0,secondary0,grenade1" (gamedll clientdll replicated release commandline_enforced) CT Loadouts for default pistol round when playing bomb site retake. mp_retake_ct_loadout_enemy_card "#GameUI_Retake_Card_BehindEnemyLines,1,1,rifle1,grenade2" (gamedll clientdll replicated release commandline_enforced) CT enemy card for full buy round when playing bomb site retake. mp_retake_ct_loadout_full_buy_round "4|2;#GameUI_Retake_Card_LightEmUp,1,1,rifle1,grenade0|2;#GameUI_Retake_Card_Kobe,1,1,rifle1,grenade2|1;#GameUI_Retake_Card_1g,1,1,rifle1,grenade3|1;#GameUI_Retake_Card_DisappearingAct,1,1,rifle1,grenade1|1;#GameUI_Retake_Card_EyesOnTarget,1,1,weapon_aug" (gamedll clientdll replicated release commandline_enforced) CT Loadouts for full buy round when playing bomb site retake. mp_retake_ct_loadout_light_buy_round "3|2;#GameUI_Retake_Card_UmpInSmoke,1,1,weapon_ump45,grenade1|2;#GameUI_Retake_Card_FunNGun,1,1,weapon_mp9,grenade2|2;#GameUI_Retake_Card_Sharpshooter,1,1,weapon_ssg08,grenade0|2;#GameUI_Retake_Card_BurstBullpup,1,1,weapon_famas" (gamedll clientdll replicated release commandline_enforced) CT Loadouts for force buy round when playing bomb site retake. mp_retake_ct_loadout_upgraded_pistol_round "2|2;#GameUI_Retake_Card_TakeFive,0,0,weapon_fiveseven|2;#GameUI_Retake_Card_BlindFire,1,0,weapon_p250,grenade0|2;#GameUI_Retake_Card_OnlyTakesOne,0,0,weapon_deagle|2;#GameUI_Retake_Card_SneakyBeakyLike,0,0,weapon_p250,grenade1" (gamedll clientdll replicated release commandline_enforced) CT Loadouts for upgraded pistol round when playing bomb site retake. mp_retake_max_consecutive_rounds_same_target_site 2 (gamedll clientdll replicated release commandline_enforced) Limit the number of consecutive rounds targeting the same site. mp_retake_t_count 3 (gamedll clientdll replicated release) Number of terrorists when playing retakes. mp_retake_t_loadout_bonus_card "#GameUI_Retake_Card_TheAWPortunity,1,1,weapon_awp" (gamedll clientdll replicated release commandline_enforced) T bonus card for full buy round when playing bomb site retake. mp_retake_t_loadout_bonus_card_availability "1,1,2" (gamedll clientdll replicated release commandline_enforced) T bonus card availability pattern for full buy round when playing bomb site retake. mp_retake_t_loadout_default_pistol_round "0|3;#GameUI_Retake_Card_4BadGuysLeft,1,0,secondary0|1;#GameUI_Retake_Card_LookAway,0,0,secondary0,grenade0;#GameUI_Retake_Card_WhenThereIsSmoke,0,0,secondary0,grenade1" (gamedll clientdll replicated release commandline_enforced) T Loadouts for default pistol round when playing bomb site retake. mp_retake_t_loadout_enemy_card "#GameUI_Retake_Card_FindersKeepers,1,1,rifle1,grenade0" (gamedll clientdll replicated release commandline_enforced) T enemy card for full buy round when playing bomb site retake. mp_retake_t_loadout_full_buy_round "0|2;#GameUI_Retake_Card_OlReliable,1,1,rifle1,grenade0|1;#GameUI_Retake_Card_SmokeShow,1,1,rifle1,grenade1|1;#GameUI_Retake_Card_HotShot,1,1,rifle1,grenade3|1;#GameUI_Retake_Card_EyeSpy,1,1,weapon_sg556,grenade2" (gamedll clientdll replicated release commandline_enforced) T Loadouts for full buy round when playing bomb site retake. mp_retake_t_loadout_light_buy_round "0|2;#GameUI_Retake_Card_BackInAFlash,1,1,weapon_ump45,grenade0|2;#GameUI_Retake_Card_AllIn,1,1,weapon_galilar|1;#GameUI_Retake_Card_BoomBox,1,1,weapon_mac10,grenade2,grenade1|1;#GameUI_Retake_Card_SetThemFree,1,1,weapon_ssg08,grenade0" (gamedll clientdll replicated release commandline_enforced) T Loadouts for force buy round when playing bomb site retake. mp_retake_t_loadout_upgraded_pistol_round "0|2;#GameUI_Retake_Card_BlindFire,1,0,weapon_elite,grenade0|2;#GameUI_Retake_Card_QueOta,0,0,weapon_deagle|1;#GameUI_Retake_Card_SmokeScreen,0,0,weapon_p250,grenade1|1;#GameUI_Retake_Card_TecTecBoom,0,0,weapon_tec9,grenade2" (gamedll clientdll replicated release commandline_enforced) T Loadouts for upgraded pistol round when playing bomb site retake. mp_round_restart_delay 7 (min: 0, gamedll clientdll replicated release commandline_enforced) Number of seconds to delay before restarting a round after a win mp_roundtime 5 (min: 0.1, max: 60, gamedll notify replicated release commandline_enforced) How many minutes each round takes. mp_roundtime_defuse 0 (min: 0, max: 60, gamedll notify replicated release commandline_enforced) How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead. mp_roundtime_hostage 0 (min: 0, max: 60, gamedll notify replicated release commandline_enforced) How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. mp_shoot_dropped_grenades false (gamedll clientdll replicated release commandline_enforced) Dropped grenades detonate when shot. mp_shorthanded_cash_bonus_ignore_kicked true (gamedll clientdll replicated release) Determines whether kicked players are included in the assessment for short-handedness mp_shorthanded_cash_bonus_round_delay 2 (gamedll clientdll replicated release) number of previous rounds that a team needs to have been shorthanded before they are eligible for the short-handed bonus mp_solid_enemies 1 (gamedll clientdll replicated release commandline_enforced) How solid are enemies: 0 = transparent; 1 = fully solid mp_solid_teammates 1 (gamedll clientdll replicated release commandline_enforced) How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads mp_spawnprotectiontime 5 (gamedll replicated release) Kick players who team-kill within this many seconds of a round restart. mp_spectators_max 2 (min: 0, gamedll clientdll replicated release) How many spectators are allowed in a match. mp_starting_losses 0 (min: 0, gamedll clientdll replicated release commandline_enforced) Determines what the initial loss streak is. mp_startmoney 800 (min: 0, gamedll clientdll replicated release commandline_enforced) amount of money each player gets when they reset mp_suicide_penalty true (gamedll release commandline_enforced) Punish players for suicides mp_t_default_grenades "" (gamedll clientdll replicated release commandline_enforced) The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade' mp_t_default_melee "weapon_knife" (gamedll clientdll replicated release commandline_enforced) The default melee weapon that the Ts will spawn with mp_t_default_primary "" (gamedll clientdll replicated release commandline_enforced) The default primary (rifle) weapon that the Ts will spawn with mp_t_default_secondary "weapon_glock" (gamedll clientdll replicated release commandline_enforced) The default secondary (pistol) weapon that the Ts will spawn with mp_tagging_scale 1 (gamedll clientdll replicated release commandline_enforced) Scalar for player tagging modifier when hit. Lower values for greater tagging. mp_taser_recharge_time 30 (gamedll clientdll replicated release commandline_enforced) Determines recharge time for taser. -1 = disabled. mp_td_dmgtokick 300 (gamedll replicated release) The damage threshhold players have to exceed in a match to get kicked. mp_td_dmgtowarn 200 (gamedll replicated release) The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. mp_td_spawndmgthreshold 50 (gamedll replicated release) The damage threshold players have to exceed at the start of the round to be warned/kick. mp_team_intro_time 6.5 (min: 0, gamedll notify replicated release commandline_enforced) How many seconds for team intro mp_team_timeout_max 1 (gamedll clientdll replicated release) Number of timeouts each team gets per match. mp_team_timeout_ot_add_each 0 (gamedll clientdll replicated release) Number of timeouts to add for each team when match goes to 2nd and each next overtime. mp_team_timeout_ot_add_once 0 (gamedll clientdll replicated release) Number of timeouts to add for each team when regulation time ends and match goes to overtime. mp_team_timeout_ot_max 1 (gamedll clientdll replicated release) Max number of timeouts each team can have per OT after all OT timeouts got added. mp_team_timeout_time 60 (gamedll clientdll replicated release) Duration of each timeout. mp_teamcashawards true (gamedll clientdll replicated release commandline_enforced) Teams can earn money by performing in-game actions mp_teamflag_1 "" (gamedll release) Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard. mp_teamflag_2 "" (gamedll release) Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard. mp_teamlogo_1 "" (gamedll release) Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams' mp_teamlogo_2 "" (gamedll release) Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams' mp_teammatchstat_1 "" (gamedll release) A non-empty string sets first team's match stat. mp_teammatchstat_2 "" (gamedll release) A non-empty string sets second team's match stat. mp_teammatchstat_cycletime 45 (gamedll release) Cycle match stats after so many seconds mp_teammatchstat_holdtime 5 (gamedll release) Decide on a match stat and hold it additionally for at least so many seconds mp_teammatchstat_txt "" (gamedll release) A non-empty string sets the match stat description, e.g. 'Match 2 of 3'. mp_teammates_are_enemies false (gamedll clientdll notify replicated release commandline_enforced) When set, your teammates act as enemies and all players are valid targets. mp_teamname_1 "" (gamedll release) A non-empty string overrides the first team's name. mp_teamname_2 "" (gamedll release) A non-empty string overrides the second team's name. mp_teamplay false (developmentonly gamedll notify defensive) mp_teamprediction_pct 0 (gamedll release) A value between 1 and 99 will show predictions in favor of CT team. mp_teamprediction_txt "#SFUIHUD_Spectate_Predictions" (gamedll release) A value between 1 and 99 will set predictions in favor of first team. mp_teamscore_1 0 (gamedll release) A non-empty string for best-of-N maps won by the first team. mp_teamscore_2 0 (gamedll release) A non-empty string for best-of-N maps won by the second team. mp_teamscore_max 0 (min: 0, max: 7, gamedll release) How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4) mp_technical_timeout_duration_s 0 (gamedll clientdll replicated release commandline_enforced) How many seconds is a full technical timeout? mp_technical_timeout_per_team 0 (gamedll clientdll replicated release commandline_enforced) How many technical timeouts are there per team? mp_timelimit 0 (gamedll clientdll notify replicated release commandline_enforced) game time per map in minutes mp_tkpunish 0 (gamedll replicated release) Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes} mp_tournament false (developmentonly gamedll clientdll notify replicated defensive) mp_tournament_whitelist "item_whitelist.txt" (developmentonly gamedll defensive) Specifies the item whitelist file to use. mp_use_respawn_waves 0 (gamedll clientdll replicated release commandline_enforced) When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead. mp_verbose_changelevel_spew 1 (gamedll clientdll replicated release) mp_warmup_items_drop_policy 247 (gamedll clientdll replicated release commandline_enforced) Which items can drop during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser, 16=taser, 32=healthshot) mp_warmup_items_nocost false (gamedll clientdll replicated release commandline_enforced) Determines whether weapons are free to buy during warmup. mp_warmup_items_nocount_policy 42 (gamedll clientdll replicated release commandline_enforced) Which items are unlimited during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser/kevlar, 16=taser, 32=healthshot) mp_warmup_jointeam_cooldown 2 (developmentonly gamedll defensive) mp_warmup_offline_enabled false (gamedll clientdll replicated release) Whether or not to do a warmup period at the start of a match in an offline (bot) match. mp_warmup_online_enabled true (gamedll clientdll replicated release) Whether or not to do a warmup period at the start of an online match. mp_warmup_pausetimer 0 (gamedll clientdll replicated release commandline_enforced) Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer. mp_warmuptime 30 (min: 5, gamedll clientdll replicated release commandline_enforced) How long the warmup period lasts. Changing this value resets warmup. mp_warmuptime_all_players_connected 0 (gamedll clientdll replicated release commandline_enforced) Warmup time to use when all players have connected. 0 to disable. mp_warmuptime_match_cancelled 5 (gamedll clientdll replicated release commandline_enforced) Warmup time to use when the match will be cancelled (eg. due to a live VAC ban). mp_weapon_next_owner_touch_time 1.3 (gamedll cheat release) mp_weapon_prev_owner_touch_time 1.5 (gamedll clientdll replicated cheat release) mp_weapon_self_inflict_amount 0 (gamedll replicated release commandline_enforced) If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss. mp_weapons_allow_heavy -1 (gamedll clientdll replicated release commandline_enforced) Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs. mp_weapons_allow_map_placed false (gamedll clientdll replicated release commandline_enforced) If this convar is set, when a match starts, the game will not delete weapons placed in the map. mp_weapons_allow_pistols -1 (gamedll clientdll replicated release commandline_enforced) Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs. mp_weapons_allow_rifles -1 (gamedll clientdll replicated release commandline_enforced) Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs. mp_weapons_allow_smgs -1 (gamedll clientdll replicated release commandline_enforced) Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs. mp_weapons_allow_typecount 5 (gamedll clientdll replicated release commandline_enforced) Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit). mp_weapons_allow_zeus 1 (gamedll clientdll replicated release commandline_enforced) Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit). mp_weapons_max_gun_purchases_per_weapon_per_match -1 (min: -1, max: 1, gamedll clientdll replicated release commandline_enforced) Max number of times a player may purchase any weapon per match mp_weaponstay false (developmentonly gamedll notify defensive) mp_win_panel_display_time 3 (gamedll clientdll replicated release commandline_enforced) The amount of time to show the win panel between matches / halfs mp_winlimit 0 (min: 0, developmentonly gamedll clientdll notify replicated defensive) Max score one team can reach before server changes maps multigpu_skip_semaphores false (developmentonly defensive) multigpu_skip_transfers false (developmentonly defensive) muzzle_flash_debug false (developmentonly clientdll) name "unnamed" (archive per_user) nav_approach_points_area_size_threshold 200 (developmentonly gamedll defensive) Ignore nav areas with at least one side smaller than this amount during approach point calculation. nav_attribute_obstacle_draw false (developmentonly gamedll) nav_attribute_obstacle_draw_attribute "" (developmentonly gamedll) nav_attribute_obstacle_draw_elements false (developmentonly gamedll) nav_bfs_debug 0 (gamedll cheat) nav_create_indirect_connection_set_from [0, 0, 0] (gamedll cheat) Set the 'from' location of an indirect connection. nav_create_indirect_connection_set_to [0, 0, 0] (gamedll cheat) Set the 'to' location of an indirect connection. nav_curve_alt false (gamedll cheat) nav_curve_iter 0 (gamedll cheat) nav_curve_lock -1 (gamedll cheat) nav_curve_max_step 10 (gamedll cheat) nav_curve_set -1 (gamedll cheat) nav_curve_step 0.02 (gamedll cheat) nav_debug_blocked false (gamedll cheat) nav_drag_selection_volume_zmax_offset 32 (developmentonly gamedll replicated defensive) The offset of the nav drag volume top from center nav_drag_selection_volume_zmin_offset 32 (developmentonly gamedll replicated defensive) The offset of the nav drag volume bottom from center nav_draw_area_connections false (gamedll cheat) nav_draw_area_filled true (gamedll cheat) nav_draw_area_gravity false (gamedll cheat) nav_draw_area_ground false (gamedll cheat) nav_draw_area_hull_support false (gamedll cheat) nav_draw_area_ids false (gamedll cheat) nav_draw_area_inset_margin 0 (gamedll cheat) nav_draw_area_normal false (gamedll cheat) nav_draw_area_should_be_destroyed false (gamedll cheat) nav_draw_area_split_by_obstacle_mgr false (gamedll cheat) nav_draw_area_ztest false (gamedll cheat) nav_draw_attribute_dynamic "" (developmentonly gamedll) Draw all nav areas with this dynamic attribute nav_draw_attribute_game "" (developmentonly gamedll) Draw all nav areas with this game attribute nav_draw_attribute_space "" (developmentonly gamedll) Draw only nav blocks with this attribute nav_draw_blocked true (gamedll cheat) nav_draw_blocked_connections false (gamedll cheat) nav_draw_boundary_areas false (gamedll cheat) nav_draw_connected_area_radius 1000 (gamedll cheat) nav_draw_dangerareas false (gamedll cheat) nav_draw_dormant_movable_meshes false (gamedll cheat) Draw dormant movable meshes. nav_draw_externally_created false (gamedll cheat) nav_draw_flow_map false (gamedll cheat) nav_draw_hidingspots false (gamedll cheat) nav_draw_indirect_connections false (gamedll cheat) nav_draw_jump_links false (gamedll cheat) nav_draw_limit 300 (gamedll cheat) The maximum number of areas to draw in edit mode nav_draw_link_alignment false (gamedll cheat) nav_draw_links false (gamedll cheat) nav_draw_markup true (gamedll cheat) nav_draw_mesh true (gamedll cheat) nav_draw_mesh_grid false (gamedll cheat) Draw the mesh's spatial grid structure around the edit cursor position. nav_draw_mesh_offset 1 (gamedll cheat) Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground nav_draw_space_boundary 0 (developmentonly gamedll) Draw the boundaries of the 3d nav space. 1 = draw flying space, 2 = draw swimming space nav_draw_space_cells false (developmentonly gamedll) nav_draw_space_fly false (developmentonly gamedll) nav_draw_space_neighbors 0 (developmentonly gamedll) nav_draw_space_portals false (developmentonly gamedll) nav_draw_space_radius 0 (developmentonly gamedll) nav_draw_space_swim false (developmentonly gamedll) nav_draw_space_transitions true (developmentonly gamedll) nav_edit 0 (gamedll cheat) Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. nav_edit_draw_navlinks true (gamedll cheat) nav_edit_use_camera true (gamedll cheat) nav_edit_validate false (gamedll cheat) Validate navmesh structures. nav_find_occluded_node_nozup_use_raycast true (gamedll cheat) nav_flow_map_enabled true (developmentonly gamedll) nav_gen_add_jumps true (gamedll cheat) nav_gen_agent_radius_buffer 0.5 (gamedll cheat) Buffer to add to agent radius before passing to nav gen nav_gen_clip_polys_to_clearance true (gamedll cheat) nav_gen_clip_polys_to_clearance_debug false (gamedll cheat) nav_gen_connect_allow_multiple true (gamedll cheat) nav_gen_connect_angle 0.75 (gamedll cheat) nav_gen_connect_angle_ignore_z true (gamedll cheat) nav_gen_connect_dist_a 1 (gamedll cheat) nav_gen_connect_dist_b 1.5 (gamedll cheat) nav_gen_connect_dist_z_mult 0.5 (gamedll cheat) nav_gen_connect_overlap 0.5 (gamedll cheat) nav_gen_degen_limit 0.001 (gamedll cheat) nav_gen_false false (gamedll cheat) Always false nav_gen_island_removal false (gamedll cheat) nav_gen_island_removal_all_hulls true (gamedll cheat) nav_gen_join_nonzup true (gamedll cheat) nav_gen_jump_connection_min_overlap_ratio 1 (gamedll cheat) Minimum edge overlap required for jump connection consideration as a percentage of agent radius nav_gen_markup_split_expand 2 (gamedll cheat) nav_gen_markup_split_tol_base 1 (gamedll cheat) nav_gen_markup_split_tol_nonav 1 (gamedll cheat) nav_gen_markup_split_tol_nonentity 8 (gamedll cheat) nav_gen_max_bottleneck_width 128 (gamedll cheat) nav_gen_max_bottleneck_width_do_clip true (gamedll cheat) nav_gen_max_edge_len 512 (gamedll cheat) nav_gen_max_edge_len_do_clip true (gamedll cheat) nav_gen_max_edge_len_split_tol 24 (gamedll cheat) nav_gen_opt_to_quads true (gamedll cheat) nav_gen_opt_to_quads_angle_limit 8 (gamedll cheat) nav_gen_opt_to_quads_num_steps 6 (gamedll cheat) nav_gen_opt_to_quads_planar_deviation_limit 4 (gamedll cheat) nav_gen_opt_to_quads_se_limit_end 0.1 (gamedll cheat) nav_gen_opt_to_quads_se_limit_start 1e-05 (gamedll cheat) nav_gen_opt_to_quads_weld_limit_end 0.01 (gamedll cheat) nav_gen_opt_to_quads_weld_limit_start 0 (gamedll cheat) nav_gen_oriented_angle_tol 15 (gamedll cheat) Max abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees). nav_gen_oriented_max_region_range 15 (gamedll cheat) Max orientation range allowed within a region before it gets further split. nav_gen_remove_vertical_polys true (gamedll cheat) nav_gen_split_boundary_polys false (gamedll cheat) nav_gen_split_multi_connection_polys true (gamedll cheat) nav_gen_split_multi_connection_polys_tol 0.01 (gamedll cheat) nav_gen_true true (gamedll cheat) Always true nav_gen_vertical_limit 88 (gamedll cheat) nav_genrt_debug false (gamedll cheat) nav_ignore_vpk_navdata false (developmentonly gamedll) For testing using legacy nav data nav_max_view_distance 0 (gamedll cheat) Maximum range for precomputed nav mesh visibility (0 = default 1500 units) nav_obstacle_validate false (gamedll cheat) nav_obstruction_async_update false (developmentonly gamedll) nav_obstruction_draw 0 (gamedll cheat) nav_obstruction_draw_change false (gamedll cheat) nav_obstruction_draw_dist -1 (gamedll cheat) nav_obstruction_draw_island 0 (gamedll cheat) nav_obstruction_draw_island_hull -1 (gamedll cheat) nav_obstruction_draw_movefail_blocking false (gamedll cheat) nav_path_debug false (gamedll cheat) nav_path_draw_areas false (gamedll cheat) nav_path_draw_arrow true (gamedll cheat) nav_path_draw_climb_segments true (gamedll cheat) nav_path_draw_connected_areas false (gamedll cheat) nav_path_draw_ground_segments true (gamedll cheat) nav_path_draw_jump_segments true (gamedll cheat) nav_path_draw_ladder_segments true (gamedll cheat) nav_path_draw_link_segments true (gamedll cheat) nav_path_draw_tick 0 (gamedll cheat) nav_path_fixup_climb_up_segments false (gamedll cheat) nav_path_fixup_gap_segments false (gamedll cheat) nav_path_jump_process_debug false (gamedll cheat) nav_path_optimize true (gamedll cheat) nav_path_optimize_portals true (gamedll cheat) nav_path_optimizer_debug 0 (gamedll cheat) nav_pathfind_debug_log 0 (gamedll cheat) nav_pathfind_draw 0 (gamedll cheat) nav_pathfind_draw_blocked 0 (gamedll cheat) nav_pathfind_draw_costs false (gamedll cheat) nav_pathfind_draw_fail 0 (gamedll cheat) nav_pathfind_draw_total_costs false (gamedll cheat) nav_pathfind_inadmissable_heuristic_factor 1 (gamedll cheat) nav_pathfind_multithread false (gamedll cheat) nav_potentially_visible_dot_tolerance 0.98 (gamedll cheat) nav_recorder_enabled true (gamedll cheat) nav_select_allow_blocked true (gamedll cheat) When selecting an area under nav_edit, allow area marked as blocked. nav_select_area_id -1 (gamedll cheat) Select nav area with matching ID. nav_select_block_id -1 (gamedll cheat) Select nav space block with matching ID. nav_select_hull 0 (gamedll cheat) Restrict area selection to areas that can support a hull of the given category nav_show_area_connections true (gamedll cheat) Show connections to selected area when true nav_show_area_verts true (gamedll cheat) Show area vertex positions nav_show_area_water_info true (gamedll cheat) nav_show_elem_info true (gamedll cheat) nav_show_elem_info_font "Consolas" (gamedll cheat) nav_show_elem_info_font_size -1 (gamedll cheat) nav_show_elem_info_font_voffset -11 (gamedll cheat) nav_smooth_constrain_spline true (gamedll cheat) nav_smooth_constrain_spline_relax 0.006 (gamedll cheat) nav_smooth_constrain_spring 2 (gamedll cheat) nav_smooth_constrain_spring_relax 0.01 (gamedll cheat) nav_smooth_draw_boundary 0 (gamedll cheat) nav_smooth_draw_calc 0 (gamedll cheat) nav_smooth_draw_constraint_spline false (gamedll cheat) nav_smooth_draw_constraint_spring 0 (gamedll cheat) nav_smooth_draw_speed 0 (gamedll cheat) nav_smooth_enable 1 (gamedll cheat) nav_smooth_push_from_walls 12 (developmentonly gamedll) nav_smooth_relax true (gamedll cheat) nav_smooth_relax_use_timesteps false (gamedll cheat) nav_smooth_spring_const_override -1 (gamedll cheat) nav_smooth_spring_enable true (gamedll cheat) nav_smooth_spring_factor_deriv 0 (gamedll cheat) nav_smooth_spring_factor_dist 0 (gamedll cheat) nav_smooth_spring_factor_speed 0 (gamedll cheat) nav_smooth_spring_forward_dist_base 50 (gamedll cheat) nav_smooth_spring_forward_dist_time_limit 1 (gamedll cheat) nav_smooth_spring_max_dist 36 (gamedll cheat) nav_smooth_spring_tension_max_override -1 (gamedll cheat) nav_smooth_spring_timestep_factor_accel 100 (gamedll cheat) nav_smooth_spring_timestep_factor_speed 100 (gamedll cheat) nav_smooth_spring_timestep_max 0.5 (gamedll cheat) nav_smooth_spring_timestep_min 0.1 (gamedll cheat) nav_smooth_spring_yaw_rotation_speed 50 (gamedll cheat) nav_smooth_spring_yaw_threshold 20 (gamedll cheat) nav_space_select_dist 1000 (gamedll cheat) nav_split_show_line false (gamedll cheat) Show the free split line. nav_test_area_gravity false (gamedll cheat) nav_test_bfs_lattice_dist_0 -1 (gamedll cheat) nav_test_bfs_lattice_dist_1 -1 (gamedll cheat) nav_test_bfs_lattice_dist_2 -1 (gamedll cheat) nav_test_bfs_lattice_hex false (gamedll cheat) Demonstrates searching hexagonal lattice over nav mesh. nav_test_bfs_lattice_mark 2 (gamedll cheat) nav_test_bfs_lattice_simple false (gamedll cheat) nav_test_bfs_lattice_spacing_0 24 (gamedll cheat) nav_test_bfs_lattice_spacing_1 48 (gamedll cheat) nav_test_bfs_lattice_spacing_2 96 (gamedll cheat) nav_test_bfs_simple false (gamedll cheat) nav_test_boundary_zone_circle 0 (gamedll cheat) nav_test_boundary_zone_force false (gamedll cheat) nav_test_boundary_zone_grid_dim 90 (gamedll cheat) nav_test_boundary_zone_path 0 (gamedll cheat) nav_test_boundary_zone_rays 100 (gamedll cheat) nav_test_boundary_zone_rays_margin -1 (gamedll cheat) nav_test_boundary_zone_rays_random false (gamedll cheat) nav_test_boundary_zone_sphere 0 (gamedll cheat) nav_test_curve_opt 0 (gamedll cheat) nav_test_detour false (gamedll cheat) nav_test_find_nearest false (gamedll cheat) Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull. nav_test_find_nearest_clear false (gamedll cheat) Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull. nav_test_find_random_connected false (gamedll cheat) Demonstrates finding random points that are connected in the nav mesh to the start point. nav_test_find_random_connected_dist_max 1000 (gamedll cheat) nav_test_find_random_connected_dist_min 100 (gamedll cheat) nav_test_find_z 0 (gamedll cheat) nav_test_force_npc_repath false (gamedll cheat) nav_test_genrt false (gamedll cheat) nav_test_genrt_place false (gamedll cheat) nav_test_genrt_tile_removal_extent 50 (gamedll cheat) nav_test_genrt_tile_removal_place false (gamedll cheat) nav_test_getareaoverlapping_gravity false (gamedll cheat) nav_test_getnearestnav_gravity false (gamedll cheat) nav_test_multi_connection false (gamedll cheat) nav_test_npc_area 0 (gamedll cheat) nav_test_npc_collision 0 (gamedll cheat) nav_test_npc_collision_range 250 (gamedll cheat) nav_test_npc_collision_show_geometry false (gamedll cheat) nav_test_path false (gamedll cheat) Calculate and draw a path from player/camera position to the test position. nav_test_path_lock_goal false (gamedll cheat) Lock the pathfinding goal to the current intersection point. nav_test_path_lock_start false (gamedll cheat) Lock the pathfinding start to the current intersection point. nav_test_path_move false (gamedll cheat) nav_test_path_opt true (gamedll cheat) Enable path optimization for nav_edit_path paths. nav_test_path_opt_transitions false (gamedll cheat) nav_test_path_return false (gamedll cheat) Calculate a return path from cursor position to the path calculated by nav_test_path. nav_test_path_space 0 (gamedll cheat) Should nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground nav_test_path_space_fly true (gamedll cheat) Test flight paths nav_test_path_space_swim true (gamedll cheat) Test swim paths nav_test_pos_name "" (developmentonly gamedll defensive) nav_test_pos_place -1 (developmentonly gamedll defensive) nav_test_ray_space 0 (gamedll cheat) nav_test_rays false (gamedll cheat) nav_test_rays_use_npc_move false (gamedll cheat) nav_test_search_on_path false (gamedll cheat) Test the 'on path' search mode for tactical searches. Requires a selected NPC with a current path. nav_test_search_on_path_boundary_edges_only false (gamedll cheat) Activate the 'boundary edges only' constraint when testing the 'on path' search mode for tactical searches. nav_test_search_on_path_setgoal false (gamedll cheat) Test the 'on path' search mode for tactical searches using SetGoal w/ possible path clipping (flips between 2 searches). Requires a selected NPC. nav_test_smooth false (gamedll cheat) nav_test_smooth_extern_push 0 (gamedll cheat) nav_test_smooth_in_speed 120 (gamedll cheat) nav_test_smooth_in_yaw 0 (gamedll cheat) nav_test_smooth_path_speed -1 (gamedll cheat) nav_test_smooth_separating_dist -1 (gamedll cheat) nav_test_smooth_spring_const -1 (gamedll cheat) nav_test_smooth_spring_tension_max -1 (gamedll cheat) nav_test_spline 0 (gamedll cheat) nav_test_split_obstacle 0 (gamedll cheat) nav_test_split_obstacle_dirty false (gamedll cheat) nav_test_split_obstacle_leave false (gamedll cheat) nav_test_split_obstacle_size 30 (gamedll cheat) nav_test_split_obstacle_update_pos true (gamedll cheat) nav_volume_debug 0 (gamedll cheat) Draw or print debug information about nav volume queries. navspace_create_water_smooth_connections true (gamedll cheat) navspace_create_water_transition_connections true (gamedll cheat) navspace_debug_pathfind -1 (gamedll cheat) navspace_debug_stringpull 1 (gamedll cheat) navspace_debug_trace 0 (gamedll cheat) navspace_debug_transition_calc 0 (gamedll cheat) navspace_draw_changes_blocks 0 (gamedll cheat) Draw blocks when they change navspace_draw_changes_waters 0 (gamedll cheat) Draw water volumes when they change navspace_path_use_water_level_locator true (gamedll cheat) net_async_clientconnect true (developmentonly defensive) Enable async client connect optimization net_async_job_random_sleep 0 (developmentonly defensive) Sleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job net_client_steamdatagram_enable_override 0 (clientdll release) 0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible net_debug_to_file false (developmentonly gamedll defensive) net_showeventlisteners false (developmentonly gamedll defensive) Show listening addition/removals net_showevents 0 (developmentonly gamedll defensive) Dump game events to console (1=client only, 2=all). nextlevel "" (gamedll notify release) If set to a valid map name, will trigger a changelevel to the specified map at the end of the round nextmap_print_enabled false (gamedll release) When enabled prints next map to clients nextmode "" (gamedll notify replicated release) Sets the game mode to be played when the next level loads noclip_fixup true (gamedll cheat) npc_record_snapshot_data false (developmentonly gamedll) npcsolve_attract_draw false (developmentonly gamedll defensive) npcsolve_constraint_nav true (developmentonly gamedll defensive) npcsolve_constraint_npc true (developmentonly gamedll defensive) npcsolve_drag_linear 0 (developmentonly gamedll defensive) npcsolve_forward true (developmentonly gamedll defensive) npcsolve_forward_const 30000 (developmentonly gamedll defensive) npcsolve_forward_dist 200 (developmentonly gamedll defensive) npcsolve_forward_margin 5 (developmentonly gamedll defensive) npcsolve_path_close_const 0 (developmentonly gamedll defensive) npcsolve_path_close_max_tension 100 (developmentonly gamedll defensive) npcsolve_path_lookahead_const 4 (developmentonly gamedll defensive) npcsolve_path_lookahead_dist 100 (developmentonly gamedll defensive) npcsolve_path_vel_const 0 (developmentonly gamedll defensive) npcsolve_separation true (developmentonly gamedll defensive) npcsolve_separation_const 10000 (developmentonly gamedll defensive) npcsolve_separation_dist 5 (developmentonly gamedll defensive) npcsolve_separation_draw false (developmentonly gamedll defensive) npcsolve_separation_jitter 0 (developmentonly gamedll defensive) npcsolve_separation_r2 false (developmentonly gamedll defensive) option_duck_method false (clientdll archive userinfo per_user) Input toggle control option_speed_method false (clientdll archive userinfo per_user) Input toggle control opus_decode_test_signal false (developmentonly) opus_encode_test_signal false (developmentonly) opus_unittest_test_signal false (developmentonly) panorama_2d_translate_no_comp_layer true (developmentonly hidden defensive) panorama_alignment_fixes true (developmentonly hidden defensive) Fix alignment issues panorama_allow_texture_composition_layer_fast_path true (developmentonly hidden defensive) panorama_allow_transitions true (developmentonly hidden defensive) panorama_apply_styles_for_invisible_parents false (developmentonly hidden defensive) Specifies whether to short circuit applying styles when a parent is invisible. panorama_assert_loading_panel_type false (developmentonly hidden defensive) Force style invalidation of the entire panel subtree when adding / removing classes. panorama_async_compute_mipgen true (developmentonly clientdll) use asynchronous compute for mipmap generation. panorama_box_shadow_no_comp_layer true (developmentonly hidden defensive) panorama_cache_command_list_repaint_threshold 0.25 (developmentonly hidden defensive) panorama_cache_command_list_size_threshold 384 (developmentonly hidden defensive) panorama_classes_force_invalidate false (developmentonly hidden defensive) Force style invalidation of the entire panel subtree when adding / removing classes. panorama_clear_frames_on_device_restore 2 (developmentonly hidden defensive) panorama_comp_layer_lru_lifetime 1 (developmentonly hidden defensive) panorama_composition_atlas true (developmentonly hidden defensive) panorama_console_max_autocomplete 100 (developmentonly clientdll hidden defensive) panorama_console_max_history 100 (developmentonly clientdll hidden defensive) panorama_console_max_lines 2000 (developmentonly clientdll hidden defensive) panorama_console_position_and_size "" (clientdll hidden archive) panorama_content_size_fixes true (developmentonly hidden defensive) Fix content size issues panorama_daisy_wheel "ABXY" (developmentonly clientdll hidden defensive) Daisy wheel input mode: RS | ABXY panorama_dash_gap_ratio 0.5 (developmentonly hidden defensive) panorama_dash_len 20 (developmentonly hidden defensive) panorama_debug_movies false (developmentonly clientdll hidden defensive) panorama_debug_overlay_opacity 0.25 (hidden archive) panorama_debug_overlay_opacity_max 0.25 (hidden archive) panorama_debug_overlay_opacity_min 0.01 (hidden archive) panorama_debug_ready_for_display false (developmentonly hidden defensive) panorama_debug_treat_all_addons_as_untrusted false (developmentonly hidden defensive) panorama_debugger_theme "Light" (clientdll archive) panorama_disable_blur false (developmentonly hidden defensive) panorama_disable_box_shadow false (developmentonly hidden defensive) panorama_disable_descendant_filtering false (developmentonly hidden defensive) Disable descendant selector filtering panorama_disable_draw_fancy_quad false (developmentonly hidden defensive) panorama_disable_draw_text false (developmentonly hidden defensive) panorama_disable_draw_text_shadow false (developmentonly hidden defensive) panorama_disable_layer_cache false (developmentonly hidden defensive) panorama_disable_layer_clear false (developmentonly hidden defensive) panorama_disable_render_callbacks false (developmentonly hidden defensive) panorama_disable_render_target_cache true (developmentonly hidden defensive) panorama_disallow_hover_styles false (developmentonly hidden defensive) panorama_dragscroll_affordance 20 (developmentonly hidden defensive) Minimum mouse movement in pixels before a move is treated as a drag scroll panorama_dragscroll_maxflickvelocity 8000 (developmentonly clientdll hidden defensive) Maximum velocity for a drag scroll flick panorama_dragscroll_minflickvelocity 60 (developmentonly clientdll hidden defensive) Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick panorama_dragscroll_mintime 0.02 (developmentonly hidden defensive) Minimum time that the mouse button must be down before a move is treated as a drag scroll panorama_dragscroll_velocitymultiplier 0.5 (developmentonly hidden defensive) Multiplier for flick velocity off of actual measured velocity panorama_draw_fast_path_img_shadow true (developmentonly hidden defensive) panorama_draw_text_fast_path true (developmentonly hidden defensive) panorama_draw_text_fast_path_text_shadow true (developmentonly hidden defensive) panorama_enable_secondary_layout_pass true (developmentonly hidden defensive) panorama_focus_world_panels false (clientdll archive) when set request key focus when a world panel is enabled panorama_force_active_controller_type -1 (developmentonly hidden defensive) panorama_force_desired_layout_traverse false (developmentonly hidden defensive) Force desired layout traverse, even if the cached values are up to date. panorama_highlight_bad_opacity_masks false (developmentonly hidden defensive) panorama_highlight_composition_layers false (developmentonly hidden defensive) panorama_highlight_slow_operations false (developmentonly hidden defensive) panorama_hsbc_through_fast_path true (developmentonly hidden defensive) panorama_joystick_axis_repeat_curve_time 1 (developmentonly hidden defensive) panorama_joystick_axis_repeat_interval_end 0.05 (developmentonly hidden defensive) panorama_joystick_axis_repeat_interval_start 0.22 (developmentonly hidden defensive) panorama_joystick_button_repeat_curve_time 1.2 (developmentonly hidden defensive) panorama_joystick_button_repeat_interval_end 0.1 (developmentonly hidden defensive) panorama_joystick_button_repeat_interval_start 0.48 (developmentonly hidden defensive) panorama_joystick_enabled true (archive) Enable panorama joystick input panorama_js_minidumps false (developmentonly hidden defensive) Enable sending minidumps on JS Exceptions. panorama_label_draw_rects 0 (developmentonly clientdll hidden defensive) When labels paint, draw the rectangles for the character ranges. 0 = none, 1 = all, 2 = text only, 3 = inline objects only panorama_label_wrap_before_shrink true (developmentonly clientdll hidden defensive) Should labels try to wrap text before using text-overflow: shrink panorama_large_dispatch_event_queue 0 (developmentonly hidden defensive) panorama_max_text_shadow_strength 10 (developmentonly hidden defensive) panorama_might_scroll_no_comp_layer true (developmentonly hidden defensive) panorama_min_comp_layer_cache_cost 4096 (developmentonly hidden defensive) panorama_movie_async_load_size_bytes 20971520 (developmentonly clientdll hidden defensive) panorama_movie_force_not_ready_behavior -1 (developmentonly clientdll hidden defensive) panorama_panel_occlusion true (developmentonly hidden defensive) panorama_print_render_tree "" (developmentonly hidden defensive) Print the RenderOperation_t tree for the given root window; set to * to print all panorama_reload_animations 2 (developmentonly hidden defensive) panorama_render_target_cache_max_size 31457280 (developmentonly hidden defensive) panorama_script_cache_enabled true (developmentonly hidden defensive) Enable script caching to speed up recompiling scripts multiple times. panorama_show_fps false (developmentonly defensive) panorama_show_fps_scale 1 (developmentonly defensive) panorama_simple_borders_no_comp_layer true (developmentonly hidden defensive) panorama_skip_composition_layer_content_paint true (developmentonly hidden defensive) panorama_skip_composition_layer_content_paint_tint false (developmentonly hidden defensive) panorama_spew_async_event_substring "" (developmentonly hidden defensive) If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring. panorama_spew_layout_invalidates false (developmentonly hidden defensive) panorama_stats_log_time 0 (developmentonly hidden defensive) panorama_streaming_load_local_images false (developmentonly clientdll defensive) panorama_style_flag_force_invalidate false (developmentonly hidden defensive) Force style invalidation of the entire panel subtree when adding / removing style flags. panorama_suspend_animation false (developmentonly hidden defensive) panorama_suspend_paint false (developmentonly hidden defensive) panorama_temp_comp_layer_min_dimension 512 (developmentonly hidden defensive) panorama_toggledebugger_mode 0 (min: 0, max: 1, hidden archive) Toggledebugger key operation : 0 = open/inspect, 1 = open/close panorama_track_render_commands false (developmentonly hidden defensive) panorama_transform_parents_no_layer_for_perspective false (developmentonly hidden defensive) panorama_transforms_no_comp_layer false (developmentonly hidden defensive) panorama_transition_time_factor 1 (developmentonly hidden defensive) A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast panorama_unlink_from_render_tree true (developmentonly hidden defensive) panorama_use_backbuffer_directly true (developmentonly hidden defensive) panorama_use_composite_cmd_for_cached_layers true (developmentonly hidden defensive) panorama_use_new_occlusion_invalidation true (developmentonly hidden defensive) panorama_worldpanel_update_cull_distance 1000 (developmentonly clientdll defensive) panorama_worldpanel_update_cull_size_threshold 5 (developmentonly clientdll defensive) panorama_worldpanel_update_culling false (developmentonly clientdll defensive) parallel_perform_invalidate_physics false (developmentonly gamedll clientdll replicated) parallel_update_surrounding_bounds_in_spatial_partition_update false (developmentonly gamedll clientdll replicated) particle_cluster_debug 0 (developmentonly gamedll clientdll replicated defensive) particle_cluster_manager_search_dist 256 (developmentonly gamedll clientdll replicated defensive) particle_cluster_nodraw false (developmentonly gamedll clientdll replicated defensive) particle_cluster_use_collision_hulls true (developmentonly gamedll clientdll replicated defensive) particle_debug_creation_filter "" (developmentonly clientdll hidden replicated defensive) particle_test_attach_attachment 0 (gamedll cheat) Attachment index for attachment mode particle_test_attach_mode "follow_attachment" (gamedll cheat) Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin' particle_test_file "" (gamedll cheat) Name of the particle system to dynamically spawn partybrowser_throttle_data 0.15 (developmentonly clientdll) partybrowser_timeout 15 (developmentonly clientdll) password "" (archive dontrecord server_cannot_query missing1) Current server access password path_closest_point_debug false (developmentonly gamedll clientdll replicated) path_node_evaluation_debug 0 (developmentonly gamedll clientdll replicated) pawn_mimic_all false (developmentonly gamedll clientdll replicated) phonemedelay 0 (developmentonly clientdll defensive) Phoneme delay to account for sound system latency. phonemefilter 0.08 (developmentonly clientdll defensive) Time duration of box filter to pass over phonemes. phonemesnap 2 (developmentonly clientdll defensive) Lod at level at which visemes stops always considering two phonemes, regardless of duration. phys_batch_ray_test 0 (developmentonly clientdll defensive) phys_continuous_kinematic_update 1 (developmentonly gamedll clientdll replicated defensive) phys_cull_internal_mesh_contacts false (developmentonly replicated defensive) phys_dynamic_scaling true (gamedll clientdll replicated cheat) phys_expensive_shape_threshold 6 (clientdll cheat) phys_force_controller_debug false (developmentonly gamedll) phys_headshotscale 1.3 (developmentonly gamedll clientdll replicated defensive) Modifier for the headshot impulse hits on players phys_highlight_expensive_objects false (cheat) Highlight expensive physics objects phys_highlight_expensive_objects_strength 0.02 (cheat) Highlight expensive physics objects strength phys_impactforcescale 1 (developmentonly gamedll defensive) phys_joint_teleport true (gamedll cheat) Teleport joint anchors if connected to world phys_length_damping_ratio 2 (gamedll cheat) Spring damping ratio for length constraint phys_length_frequency 5 (gamedll cheat) Spring stiffness for length constraint phys_log_updaters false (developmentonly gamedll clientdll replicated defensive) phys_log_updaters_exclude "weapon pistol rifle survivor common_male" (developmentonly gamedll clientdll replicated defensive) phys_log_updaters_include "limbs" (developmentonly gamedll clientdll replicated defensive) phys_min_motion_controller_count_to_run_in_job 8 (developmentonly defensive) phys_multithreading_enabled true (developmentonly gamedll clientdll replicated defensive) Enable/Disable Multithreading in VPhysics phys_playerscale 10 (developmentonly gamedll clientdll replicated defensive) This multiplies the bullet impact impuse on players for more dramatic results when players are shot. phys_powered_ragdoll_debug false (developmentonly gamedll clientdll replicated defensive) phys_pushscale 1 (developmentonly gamedll clientdll replicated defensive) phys_shoot_angular_speed 3600 (developmentonly gamedll defensive) phys_shoot_speed 250 (developmentonly gamedll defensive) phys_show_stats false (developmentonly gamedll clientdll replicated defensive) phys_step_threaded true (developmentonly) phys_stressbodyweights 5 (developmentonly gamedll defensive) phys_threaded_cloth_bone_update false (developmentonly gamedll clientdll replicated defensive) phys_threaded_kinematic_bone_update false (developmentonly gamedll clientdll replicated defensive) phys_threaded_transform_update false (developmentonly gamedll clientdll replicated defensive) phys_timescale 1 (developmentonly gamedll defensive) Scale time for physics phys_upimpactforcescale 0.375 (developmentonly gamedll defensive) phys_use_block_solver true (gamedll cheat) Use block solving for constraint entities phys_vehicleimpactforcescale 1.5 (developmentonly gamedll defensive) phys_visualize_awake_dynamic_only false (developmentonly gamedll clientdll replicated defensive) phys_visualize_awake_unattached_only false (developmentonly gamedll clientdll replicated defensive) phys_wind_force_scale 1 (developmentonly gamedll clientdll replicated) Scale on the force wind applies to physics bodies pickup_check_period 0.25 (developmentonly gamedll defensive) player0_using_joystick false (archive) player_botdifflast_s "2" (clientdll archive release) player_competitive_maplist_2v2_10_0_D684D4E1 "mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_debris,mg_de_poseidon,mg_de_eldorado,mg_de_overpass" (clientdll archive) player_competitive_maplist_8_10_0_A062AC6A "mg_de_dust2,mg_de_train,mg_de_ancient,mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_mirage,mg_cs_office,mg_cs_italy,mg_de_cache,mg_de_boulder,mg_de_anubis,mg_lobby_mapveto,mg_de_fachwerk,mg_cs_shelter,mg_de_overpass" (clientdll archive) player_debug_off_nav false (gamedll cheat) player_debug_print_damage false (gamedll cheat) When true, print amount and type of all damage received by player to console. player_nevershow_communityservermessage "0" (clientdll archive per_user) player_ping_token_cooldown 20 (gamedll cheat release) Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens). player_survival_list_10_0_303 "mg_dz_blacksite,mg_dz_sirocco,mg_dz_vineyard,mg_dz_ember" (clientdll archive) player_teamplayedlast 3 (clientdll archive per_user) player_use_radius 80 (gamedll clientdll replicated cheat) player_wargames_list2_10_0_0 "" (clientdll archive) population_distribution_debug 0 (developmentonly gamedll replicated defensive) pred_cloth_pos_max 2 (developmentonly clientdll) pred_cloth_pos_multiplier 0.5 (developmentonly clientdll) pred_cloth_pos_strength 0.25 (developmentonly clientdll) pred_cloth_rot_high 0.1 (developmentonly clientdll) pred_cloth_rot_low 0.01 (developmentonly clientdll) pred_cloth_rot_multiplier 0.3 (developmentonly clientdll) pred_cloth_smooth_motion 1 (developmentonly clientdll) pred_cloth_vmax 2 (developmentonly clientdll) pred_cloth_vw 0.05 (developmentonly clientdll) presettle_cloth_iterations 30 (developmentonly clientdll defensive) prop_debug_collision false (gamedll cheat) Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey) prop_nav_ignore_edge_len -1 (developmentonly gamedll defensive) prop_nav_ignore_mass -1 (developmentonly gamedll defensive) prop_nav_obstacle_avoid_mass 100.1 (developmentonly gamedll defensive) prop_nav_obstacle_avoid_use_connection_blocker false (developmentonly gamedll defensive) prop_nav_obstacle_block_edge_min_ -1 (developmentonly gamedll defensive) prop_nav_obstacle_block_edge_min_a -1 (developmentonly gamedll defensive) prop_nav_obstacle_block_edge_min_c -1 (developmentonly gamedll defensive) prop_nav_obstacle_block_mass_a -1 (developmentonly gamedll defensive) prop_nav_obstacle_block_mass_b -1 (developmentonly gamedll defensive) prop_nav_obstacle_block_mass_c -1 (developmentonly gamedll defensive) props_break_apply_radial_forces true (developmentonly gamedll clientdll replicated) props_break_max_pieces_perframe 16 (developmentonly gamedll clientdll replicated defensive) Maximum prop breakable piece count per frame (-1 = model default) props_break_radial_force_ratio 0.33 (developmentonly gamedll clientdll replicated) pulse_save_execution_history true (developmentonly gamedll clientdll replicated) Keep a history of all instructions run on a per graph basis. pulse_save_execution_history_limit 10000 (developmentonly gamedll clientdll replicated) Keep a history of all instructions run on a per graph basis. pvs_debugentity -1 (gamedll release) Verbose spew for this entity when doing IsInPVS computation. pvs_flowtype 0 (gamedll release) Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible. pwatchent -1 (clientdll cheat) Entity to watch for prediction system changes. pwatchvar "" (clientdll cheat) Entity variable to watch in prediction system for changes. r_AirboatViewDampenDamp 1 (gamedll clientdll notify replicated cheat) r_AirboatViewDampenFreq 7 (gamedll clientdll notify replicated cheat) r_AirboatViewZHeight 0 (gamedll clientdll notify replicated cheat) r_JeepViewDampenDamp 1 (gamedll clientdll notify replicated cheat) r_JeepViewDampenFreq 7 (gamedll clientdll notify replicated cheat) r_JeepViewZHeight 10 (gamedll clientdll notify replicated cheat) r_RainAllowInSplitScreen false (developmentonly clientdll defensive) Allows rain in splitscreen r_RainParticleDensity 1 (developmentonly clientdll defensive) Density of Particle Rain 0-1 r_add_views_in_pre_output false (developmentonly clientdll defensive) r_allow_onesweep_gpusort true (developmentonly defensive) r_always_render_all_windows false (developmentonly defensive) Always force all engine & tools to render r_aoproxy_cull_dist 12 (developmentonly defensive) Distance to cull the AO proxy as a factor of size r_aoproxy_debug false (clientdll cheat) r_aoproxy_default_ambient_strength 1 (developmentonly defensive) r_aoproxy_default_light_cone_angles [0.3, 0.3, 0.3, 1] (developmentonly defensive) r_aoproxy_default_light_cone_strengths [3, 8, 1, 4] (developmentonly defensive) r_aoproxy_default_light_position_0 [0.816497, 0, 0.57735] (developmentonly defensive) r_aoproxy_default_light_position_1 [-0.408248, 0.707107, 0.57735] (developmentonly defensive) r_aoproxy_default_light_position_2 [-0.408248, -0.707107, 0.57735] (developmentonly defensive) r_aoproxy_default_light_position_3 [0, 0, 1] (developmentonly defensive) r_aoproxy_enable true (developmentonly clientdll defensive) r_aoproxy_min_dist 3 (developmentonly defensive) r_aoproxy_min_dist_box 1 (developmentonly defensive) r_aoproxy_show false (clientdll cheat) r_aspectratio 0 (developmentonly defensive) r_async_shader_compile_notify_frequency 10 (developmentonly) r_bloom_tent_filter_radius 3.1 (developmentonly clientdll cheat) bloom mip up-sample filtering radius (using 3x3 tent filter, radius in mip level texels), 0.0 radius => box (2x2) filter with (fixed) 1.0 radius r_character_decal_monitor_draw_frustum false (developmentonly) r_character_decal_monitor_emissive false (developmentonly) r_character_decal_monitor_render_res 512 (developmentonly) r_character_decal_renderdoc_capture false (developmentonly) r_character_decal_resolution 1024 (min: 256, developmentonly defensive) Resolution of character decal texture. r_cs2_show_icon_editor false (developmentonly clientdll replicated cheat menubar_item) CSGO/Icon Editor r_csgo_bloom_threshold_all_samples true (developmentonly clientdll) Execute bloom threshold once per sample during downsample (default enabled, higher quality, less bloom aliasing) r_csgo_bloom_threshold_downsample_jimenez true (developmentonly clientdll) Custom downsample based on Jimenez14, (default enabled, higher quality, decreases bloom aliasing further) r_csgo_cable_pixel_radius_clamp 1.2 (developmentonly clientdll) Minimum clamped size in pixels of a cable (if using F_CLAMP_MIN_RADIUS 1 in cable material) r_csgo_cmaa_debug_edges false (developmentonly clientdll) debug visualize edges r_csgo_cmaa_enable false (developmentonly clientdll defensive) r_csgo_cmaa_extra_sharp false (developmentonly clientdll defensive) trade more sharpness for reduced antialiasing r_csgo_cmaa_quality 3 (developmentonly clientdll defensive) 0=low, 1=medium, 2=high, 3=ultra r_csgo_csm_max_visible_distance 7500 (developmentonly clientdll) r_csgo_csm_max_visible_distance_preview 2000 (developmentonly clientdll) r_csgo_csm_override_staticgeo_cascades_alphatest false (developmentonly clientdll defensive) If lb_csm_override_staticgeo_cascades true, ensure objects with SCENEOBJECTFLAG_ALPHA_TESTED flag will be rendered into cascade. r_csgo_csm_pushback_distance 7000 (developmentonly clientdll) r_csgo_csm_pushback_distance_preview 1500 (developmentonly clientdll) r_csgo_cubemap_normalization true (clientdll cheat) r_csgo_decal_debug false (clientdll cheat) r_csgo_decals_use_msaa false (developmentonly clientdll) r_csgo_depth_prepass true (clientdll cheat) r_csgo_depth_prepass_cull_threshold 60 (clientdll cheat) r_csgo_depth_prepass_skybox_alpha_tested true (clientdll cheat) r_csgo_depth_prepass_skybox_large false (clientdll cheat) r_csgo_depth_prepass_skybox_small false (clientdll cheat) r_csgo_depth_prepass_skybox_small_cull_threshold 5 (clientdll cheat) r_csgo_depth_prepass_small_cull_threshold 10 (clientdll cheat) r_csgo_depth_prepass_viewmodel true (clientdll cheat) r_csgo_directional_lightmaps true (clientdll cheat) r_csgo_effects_bloom true (clientdll cheat) r_csgo_effects_bloom_when_smoked false (clientdll cheat) r_csgo_enable_cubemap_fog true (developmentonly clientdll) r_csgo_enable_glows true (clientdll cheat) r_csgo_enable_gradient_fog true (developmentonly clientdll) r_csgo_enable_high_precision_lighting true (clientdll cheat) r_csgo_enable_sunlight_check true (developmentonly clientdll defensive) Enable vis tests for sunlight. r_csgo_enable_tonemapping true (clientdll cheat) r_csgo_enable_translucent_screen_space true (clientdll cheat) r_csgo_enable_volume_fog false (developmentonly clientdll) r_csgo_firstpersonlegs_nearz_offset 0.1 (developmentonly clientdll) r_csgo_fsr_enable_mip_bias true (developmentonly clientdll defensive) Apply negative mip bias when rendering with FSR. r_csgo_fsr_rcas_sharpness 0.25 (developmentonly clientdll defensive) RCAS sharpness when using FSR + RCAS upsample. r_csgo_fsr_upsample 0 (developmentonly clientdll defensive) 0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR + RCAS upsample r_csgo_gpu_culling true (developmentonly clientdll menubar_item defensive) CSGO/Graphics/GPU Culling r_csgo_gpu_culling_camera_offset 0 (developmentonly clientdll) r_csgo_gpu_culling_shadows false (developmentonly clientdll menubar_item defensive) CSGO/Graphics/GPU Cull Shadow Views r_csgo_gpu_culling_shadows_min_cascade 1 (developmentonly clientdll) If r_csgo_gpu_culling_shadows is true, this defines min cascade for which gpu culling is used r_csgo_gpu_culling_two_pass false (developmentonly clientdll menubar_item defensive) CSGO/Graphics/GPU Culling (Two Pass) r_csgo_gpu_debug_draw false (developmentonly clientdll) r_csgo_gpu_opt_downsample_depth_using_resolved_depth true (developmentonly clientdll) use already resolved depth as input to downsample depth layer r_csgo_gpu_opt_firstpersonlegs_visible_angle 40 (developmentonly clientdll) avoid overhead of firstpersonlegs layers if not looking down enough to see them r_csgo_gpu_opt_prepass_characters true (developmentonly clientdll) only depth prepass nearby characters (see r_csgo_gpu_opt_prepass_characters_cull_threshold to control threshold) r_csgo_gpu_opt_prepass_characters_cull_threshold 15 (developmentonly clientdll) use with r_csgo_gpu_opt_prepass_characters r_csgo_gpu_opt_resolve_depth_for_decals_on_translucent true (developmentonly clientdll) optimize layers for decals on translucent geo, avoid one resolve and some fullscreen passes r_csgo_gpu_opt_resolve_depth_no_characters true (developmentonly clientdll) remove unused resolve r_csgo_gpu_opt_use_aoproxy_depth_for_depth_pyramid true (developmentonly clientdll) if ao proxies enabled, use ao proxy downsampled depth as input to generate the depth pyramid for gpu culling r_csgo_gpu_opt_viewmodel_stencil true (developmentonly clientdll) r_csgo_gpu_opt_water_refraction_resolve true (developmentonly clientdll) copy already resolved depth for use by waterrefraction layers, instead of resolving main depth again (avoids msaa samples) r_csgo_gpu_optimizations true (developmentonly clientdll) temporary cvar to control new GPU optimzations (depth resolves, etc) r_csgo_joint_upscale_sigma 0.002 (developmentonly clientdll) r_csgo_max_barnlight_shadow_scale_preview 4 (developmentonly clientdll) r_csgo_mboit true (clientdll cheat) r_csgo_mboit_bias 5e-06 (clientdll cheat) r_csgo_mboit_debug false (clientdll cheat) r_csgo_mboit_force_mixed_resolution false (developmentonly clientdll defensive) r_csgo_mboit_overestimation 0.01 (clientdll cheat) r_csgo_mboit_upscale_cs false (clientdll cheat) r_csgo_mboit_use_4_moments false (clientdll cheat) r_csgo_merge_resolve_with_histogram true (clientdll cheat) r_csgo_microshadowing true (developmentonly clientdll defensive) r_csgo_mixed_resolution_color_slices false (clientdll cheat) r_csgo_mixed_resolution_particles true (developmentonly clientdll defensive) r_csgo_mixed_resolution_particles_minmax false (clientdll cheat) r_csgo_mixed_resolution_particles_scale 2 (clientdll cheat) r_csgo_mouse_trace_coord true (clientdll cheat) r_csgo_msaa_resolve_apply_exposure_scale true (developmentonly clientdll) 0 - before, 1 - after fix for a2c fringing r_csgo_multiscattering true (developmentonly clientdll defensive) r_csgo_no_shader_resolve false (clientdll cheat) r_csgo_opaquerefract_viewmodel_depthcopy false (developmentonly clientdll) Copy depth in viewmodel for opaquerefract r_csgo_opaquerefract_viewmodel_quality 1 (developmentonly clientdll) Opaque refract quality in viewmodel: 0 = no background copy, no depth, 1= background copy, depth if enabled r_csgo_outline_glow_scaledenom 1 (developmentonly clientdll cheat) r_csgo_player_occlusion_query true (developmentonly clientdll) r_csgo_player_occlusion_query_debug false (developmentonly clientdll) r_csgo_postprocess_enable true (clientdll cheat) r_csgo_r11g11b10_dither_mode 2 (developmentonly clientdll) 0 - disabled, 1 - regular dither noise, 2 - blue noise dither r_csgo_readonly_depth_stencil_enable true (clientdll cheat) r_csgo_reconstruct_normals false (clientdll cheat) r_csgo_reconstruct_normals_method 0 (clientdll cheat) r_csgo_render_decals true (clientdll cheat) r_csgo_render_decals_on_translucent true (clientdll cheat) r_csgo_render_dither_scale 1 (clientdll cheat) r_csgo_render_dynamic_objects true (clientdll cheat) r_csgo_render_inferno_decals true (clientdll cheat) r_csgo_render_opaque true (clientdll cheat) r_csgo_render_overlays true (clientdll cheat) r_csgo_render_post_bloom 1 (clientdll cheat) r_csgo_render_post_bloom_strength -1 (clientdll cheat) r_csgo_render_post_colorcorrection 0 (clientdll cheat) r_csgo_render_post_film_grain 0 (clientdll cheat) r_csgo_render_post_fxaa 0 (developmentonly clientdll defensive) r_csgo_render_post_local_contrast true (clientdll cheat) r_csgo_render_post_mirror_horizontal 0 (clientdll cheat) r_csgo_render_post_mirror_vertical 0 (clientdll cheat) r_csgo_render_translucent true (clientdll cheat) r_csgo_resolve_dither_bluenoise_amount 4 (developmentonly clientdll) Equivalent to r_csgo_render_dither_scale, but purely to control bluenoise for R11G11B10 downsample dither (if r_csgo_r11g11b10_dither_mode = 2) r_csgo_resolve_dither_noise_amount 0.2 (developmentonly clientdll) Amount of screen space dither noise to apply during resolve (used/essential with R11G11B10_FLOAT RT) r_csgo_shader_feature_test_value 0 (developmentonly clientdll) r_csgo_shader_perf_test false (developmentonly clientdll) r_csgo_shadow_map_allocation_failure_policy 1 (developmentonly clientdll cheat) What happens when a shadow map fails allocation? 0 = don't render, 1 = render unshadowed r_csgo_shadows_debug 0 (clientdll cheat) r_csgo_smoke_avoid_flat true (developmentonly clientdll) r_csgo_smoke_clip_sniper true (developmentonly clientdll) r_csgo_smoke_fullres_enhance false (developmentonly clientdll) Enhance edges of smokes to eliminate bad pixels r_csgo_smoke_fullres_pass true (developmentonly clientdll) Does a full res pass to cover holes and artifacts in smoke low res r_csgo_smoke_overlay_min_dt 0.0156863 (developmentonly clientdll) r_csgo_smoke_shadow true (developmentonly clientdll) r_csgo_smoke_upscale_discard_pixels_behind false (developmentonly clientdll) When upsampling smoke discard pixels behind solid depth to avoid pixelated artifacts r_csgo_stencil_sniper_zoom true (developmentonly clientdll) r_csgo_test1 false (clientdll release) r_csgo_tools_vis_cubemap_roughness 0.0001 (developmentonly clientdll cheat) r_csgo_upscale_depth_threshold 3 (developmentonly clientdll) r_csgo_use_compute_bloom false (developmentonly clientdll) r_csgo_viewmodel_csm_pushback_distance 1500 (developmentonly clientdll) r_csgo_viewmodel_envmap_position_bias 0.85 (developmentonly clientdll cheat) r_csgo_viewmodel_far_plane 100 (developmentonly clientdll) r_csgo_viewmodel_near_plane 1 (developmentonly clientdll) r_csgo_viewmodel_probe_clamp_plane_distance 16 (developmentonly clientdll cheat) r_csgo_volume_mboit_optimization true (clientdll cheat) r_csgo_water_effects true (clientdll cheat) r_csgo_water_refraction true (clientdll cheat) r_csgo_water_skybox_depth true (developmentonly clientdll) r_cubemap_debug_colors 0 (cheat) r_dashboard_render_quality true (developmentonly clientdll missing1 defensive) r_debug_depth_holes false (clientdll cheat) r_debug_draw_safe_area_insets false (developmentonly) Render safe area insets as wireframe. r_debug_particle_shadows false (clientdll cheat) r_debug_precipitation false (clientdll cheat) Show precipitation volumes r_decal_hit_confirmation false (developmentonly gamedll clientdll replicated) r_decals 2048 (developmentonly gamedll clientdll replicated defensive) r_decals_additional_offset 0.01 (developmentonly gamedll clientdll replicated) r_decals_default_fade_duration 3 (developmentonly gamedll clientdll replicated defensive) r_decals_default_start_fade 30 (developmentonly gamedll clientdll replicated defensive) r_decals_max_on_deformables 512 (developmentonly gamedll clientdll replicated defensive) r_decals_overide_fadestarttime_params -1 (developmentonly gamedll clientdll replicated commandline_enforced defensive) r_decals_overlap_threshold 6 (developmentonly gamedll clientdll replicated defensive) r_depth_of_field 1 (developmentonly clientdll) 0 = off, 1 = enabled (high quality, circular bokeh, HDR) r_directional_lightmaps true (developmentonly defensive) r_directlighting true (cheat) Set to use direct lighting r_dlss_preset 5 (developmentonly defensive) r_dof2_maxblursize 5 (developmentonly clientdll) r_dof2_radiusscale 0.25 (developmentonly clientdll) r_dof_override false (cheat) r_dof_override_far_blurry 2000 (cheat) r_dof_override_far_crisp 180 (cheat) r_dof_override_near_blurry -100 (cheat) r_dof_override_near_crisp 0 (cheat) r_dof_override_tilt_to_ground 0.5 (cheat) r_dopixelvisibility true (cheat) r_draw3dskybox true (developmentonly clientdll defensive) r_draw_first_tri_only false (cheat) r_draw_instances true (cheat) r_draw_overlays true (developmentonly defensive) r_drawblankworld false (cheat) Render blank instead of the game world r_drawchickens true (clientdll cheat) Render chickens r_drawcsplayers true (clientdll cheat) Render CS players r_drawdecals true (cheat) Set to render decals r_drawdevvisualizers false (clientdll cheat) Render dev visualizers r_drawpanorama true (cheat) Enable the rendering of panorama UI r_drawpixelvisibility false (developmentonly defensive) Show the occlusion proxies r_drawropes true (clientdll cheat) r_drawskybox true (cheat) Render the 2d skybox. r_drawtracers true (clientdll cheat) r_drawtracers_firstperson true (clientdll archive release) Toggle visibility of first person weapon tracers r_drawviewmodel true (clientdll cheat) Render view model r_drawworld true (cheat) Render the world. r_dx11_debug_clean false (release) Aggressively unbind bound resources to cleanup DX11 debug warnings. r_dx11_software_cmd_lists true (developmentonly defensive) Enable Software Command lists for DX11 (Avoid using deferred contexts) r_enable_rigid_animation false (developmentonly clientdll) r_experimental_lag_limiter false (developmentonly defensive) r_extra_render_frames 0 (cheat) r_fallback_texture_lod_scale 2 (cheat) Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure r_farz -1 (clientdll cheat) Override the far clipping plane. -1 means to use the value in env_fog_controller. r_flashlightambient 0 (clientdll cheat) r_flashlightbacktraceoffset 0.4 (clientdll cheat) r_flashlightbrightness 1 (clientdll replicated cheat) r_flashlightconstant 0 (clientdll replicated cheat) r_flashlightfar 1500 (clientdll replicated cheat) r_flashlightfov 53 (clientdll replicated cheat) r_flashlightladderdist 40 (clientdll cheat) r_flashlightlinear 100 (clientdll replicated cheat) r_flashlightlockposition false (clientdll cheat) r_flashlightmuzzleflashfov 120 (clientdll cheat) r_flashlightnear 4 (clientdll replicated cheat) r_flashlightnearoffsetscale 1 (clientdll cheat) r_flashlightoffsetforward 0 (clientdll replicated cheat) r_flashlightoffsetright 5 (clientdll replicated cheat) r_flashlightoffsetup -5 (clientdll replicated cheat) r_flashlightquadratic 0 (clientdll replicated cheat) r_flashlightshadowatten 0.35 (clientdll cheat) r_flashlighttracedistcutoff 128 (clientdll cheat) r_flashlighttracedistwatercutoff 80 (clientdll cheat) r_flashlightvisualizetrace false (clientdll cheat) r_force_no_present false (cheat) Force the render device to not present frames. r_force_render_frame_count 5 (developmentonly) The number of frames to render when a r_force_thick_hair false (developmentonly cheat) r_frame_sync_enable true (developmentonly defensive) r_freeze_sceneobjects false (developmentonly clientdll defensive) r_freezeparticles false (reference) r_fullscreen_gamma 2.2 (min: 1, max: 4, archive missing1) Screen Gamma (only in fullscreen modes) r_fullscreen_quad_single_triangle true (developmentonly) r_gpu_debug_draw_freeze false (developmentonly clientdll) r_grass_allow_flattening false (developmentonly defensive) r_grass_alpha_test 0 (developmentonly defensive) r_grass_density_mode 0 (developmentonly defensive) 0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1 r_grass_end_fade 3000 (developmentonly defensive) r_grass_max_brightness_change 75 (developmentonly defensive) r_grass_quality 2 (developmentonly defensive) 0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra r_grass_start_fade 2000 (developmentonly defensive) r_grass_vertex_lighting 0 (developmentonly defensive) r_hair_ao true (developmentonly defensive) r_hair_debug_guides 0 (developmentonly cheat) 1: Highlight guide hairs, 2: draw only guide hairs r_hair_indirect_transmittance true (developmentonly defensive) r_hair_meshshader 0 (developmentonly defensive) r_hair_shadowtile true (developmentonly defensive) r_hair_voxels -1 (developmentonly cheat) r_hair_wind_global_scale 0.3 (developmentonly defensive) r_hair_wind_min_noise_speed 20 (developmentonly defensive) r_hair_wind_motion_scale 0.07 (developmentonly defensive) r_hair_wind_noise 0.2 (developmentonly defensive) r_hair_wind_noise_occlusion 1 (developmentonly defensive) r_hair_wind_noise_size 10 (developmentonly defensive) r_hair_wind_occlusion 2 (developmentonly defensive) r_haircull_percent -1 (developmentonly cheat) r_hairsort true (developmentonly cheat) r_icon_csm_pushback_distance -1 (developmentonly clientdll cheat) csm pushback distance, should be much shorter/disabled for icon rendering r_icon_custommaterial_maxres 512 (developmentonly clientdll cheat) maxres for custommaterials when rendering icons r_icon_generate_offline_mips false (developmentonly clientdll cheat) generate mips via sidecar file for offline r_icon_generate_runtime_mips true (developmentonly clientdll cheat) generate mips for runtime r_icon_highcontrast_postprocessing_weight 0.375 (min: 0, max: 1, developmentonly clientdll cheat) if using high contrast postprocessing, use this weight (weight = 1.0 for characters) r_icon_image_cache_to_disk true (clientdll archive release) 1 r_icon_max_mip_width 128 (developmentonly clientdll cheat) r_icon_max_mip_width r_icon_player_equip_gloves_from_loadout false (developmentonly clientdll cheat) equip gloves on player for icon rendering from loadout, or use default gloves r_icon_rendering_height 384 (developmentonly clientdll hidden cheat) icon rendering height r_icon_rendering_width 512 (developmentonly clientdll hidden cheat) icon rendering width r_icon_show_timing false (developmentonly clientdll cheat) show timing in output r_icon_use_kv3_camera false (developmentonly clientdll cheat) use test kv3 data for camera r_impact_ricochet_chance 0.3 (developmentonly clientdll defensive) r_impacts_alt_orientation true (developmentonly clientdll defensive) r_impacts_decal_grazing_incidence_cutoff 0.55 (developmentonly clientdll defensive) r_impacts_decal_grazing_incidence_variance 0.1 (developmentonly clientdll defensive) r_indirectlighting true (cheat) Set to use indirect lighting r_late_particle_job_sync false (developmentonly clientdll defensive) r_legacy_vsync false (developmentonly hidden defensive) Use legacy vsync mode -- for testing for a couple user machines. r_light_flickering_enabled true (developmentonly gamedll clientdll replicated defensive) r_light_probe_volume_debug_colors false (cheat) r_light_probe_volume_debug_grid 0 (cheat) Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all r_light_probe_volume_debug_grid_albedo [128, 128, 128, 255] (cheat) albedo for LPV debug grid r_light_probe_volume_debug_grid_bbox true (cheat) Show LPV bounding box when debug grid is on, 0: off, 1: on r_light_probe_volume_debug_grid_metalness 0 (cheat) metalness for LPV debug grid r_light_probe_volume_debug_grid_prim 0 (cheat) 0: spheres, 1: cubes r_light_probe_volume_debug_grid_roughness 0.5 (cheat) roughness for LPV debug grid r_light_probe_volume_debug_grid_samplesize 4 (cheat) sphere radius (world) for LPV debug grid r_lightmap_set "lightmaps" (cheat) Lightmap set to use, only works on map load r_lightmap_size 65536 (developmentonly defensive) Maximum lightmap resolution. r_lightmap_size_directional_irradiance -1 (developmentonly defensive) Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size r_limit_particle_job_duration false (reference) r_low_latency 1 (developmentonly defensive) NVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost) r_low_latency_trigger_flash true (developmentonly defensive) NVIDIA Low Latency Trigger Flash r_mapextents 16384 (clientdll cheat) Set the max dimension for the map. This determines the far clipping plane r_max_texture_pool_size 0 (developmentonly defensive) Upper limit on texture pool size. r_mixed_shadows_fade_in_time 0.5 (developmentonly gamedll clientdll replicated defensive) r_mixed_shadows_fade_out_time 0.5 (developmentonly gamedll clientdll replicated defensive) r_monitor_3dskybox true (developmentonly clientdll defensive) r_morphing_enabled true (cheat) r_multigpu_num_gpus_found 1 (developmentonly defensive) r_multigpu_num_gpus_used 1 (developmentonly defensive) r_muzzleflashbrightness 0.4 (clientdll replicated cheat) r_muzzleflashlinear 0.05 (clientdll replicated cheat) r_nearz -1 (clientdll cheat) Override the near clipping plane. -1 means use the default. r_particle_max_detail_level 0 (reference) r_particle_shadow_map_texture_size 1536 (developmentonly clientdll defensive) r_particle_shadows true (developmentonly clientdll defensive) r_particle_shadows_cast_on_particles true (developmentonly clientdll defensive) r_particle_shadows_cast_on_particles_scale true (developmentonly clientdll defensive) r_particle_shadows_cast_on_world true (developmentonly clientdll defensive) r_particle_shadows_compute true (clientdll release) r_particle_timescale 0 (reference) r_pipeline_stats_command_flush false (developmentonly defensive) Experimental: Set to 1 to enable full GPU pipeline flushing after each command list. r_pipeline_stats_flush_before_sleeping false (developmentonly defensive) Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work. r_pipeline_stats_present_flush false (developmentonly defensive) Experimental: Set to 1 to enable full GPU pipeline flushing after each present. r_pipeline_stats_use_flush_api true (developmentonly defensive) Experimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries. r_pixelvisibility_partial true (cheat) r_pixelvisibility_spew false (cheat) r_player_fog_distance_multiplier 1.7 (developmentonly clientdll cheat) r_player_fog_maxdensity_multiplier 0.6 (developmentonly clientdll cheat) r_player_visibility_mode 1 (clientdll archive release) r_player_visibility_stencil true (developmentonly clientdll cheat) r_player_visibility_strength 1.1 (developmentonly clientdll cheat) r_post_bloom_debug 0 (developmentonly clientdll) 1 = bloom output (before thresholding), 2 = quarter res downsample, 3 = quarter res effects bloom 4 = quarter res effects raw r_propsmaxdist 1200 (developmentonly clientdll defensive) Maximum visible distance r_render_hair true (developmentonly cheat) r_render_to_cubemap_begin_mixing_roughness 0.25 (developmentonly clientdll defensive) r_render_to_cubemap_debug false (developmentonly clientdll defensive) r_render_world_node_bounds false (cheat) Render world node bounds r_renderdoc_auto_shader_pdbs true (developmentonly defensive) Automatically generate shader debug info on capture r_renderdoc_open_captures true (developmentonly defensive) r_renderdoc_validation_error_capture_limit 5 (developmentonly defensive) r_rendersun true (cheat) Render sun lighting r_replay_post_effect -1 (clientdll cheat) r_reset_character_decals false (developmentonly defensive) r_ropetranslucent true (developmentonly clientdll defensive) r_screen_size_expansion 0 (developmentonly clientdll defensive) r_shadows true (cheat) r_shadowtile_waveops false (reference) r_show_build_info true (clientdll archive release) Build information. Leave this enabled when submitting bug screenshots and videos, please! r_show_time_info false (clientdll release) Show real time, large. r_showdebugoverlays false (cheat) Set to render debug overlays r_showsceneobjectbounds false (cheat) Show scenesystem object bounding boxes r_size_cull_threshold 0.8 (developmentonly) Threshold of screen size percentage below which objects get culled r_size_cull_threshold_fade 0 (developmentonly) % above the screen size percentage where we will start fading out (==0 will disable fading). r_size_cull_threshold_shadow 0.2 (cheat) Threshold of shadow map size percentage below which objects get culled r_skinning_enabled true (cheat) r_skip_precache_validation_check false (developmentonly defensive) r_smooth_morph_normals true (release) r_spectator_flashbang_opacity 0.6 (min: 0.2, max: 1, clientdll archive) Spectator flash opacity r_ssao true (developmentonly defensive) Set to use screen-space ambient occlusion r_ssao_bias 0.5 (developmentonly defensive) r_ssao_blur true (developmentonly defensive) r_ssao_radius 30 (developmentonly defensive) r_ssao_strength 1.2 (developmentonly defensive) r_strip_invisible_during_sceneobject_update false (developmentonly clientdll defensive) r_test1_maximum_wait_ms 10 (clientdll release) r_texture_budget_dynamic true (developmentonly defensive) Dynamically adjust texture streaming budget based on GPU memory usage. r_texture_budget_threshold 0.9 (developmentonly defensive) Reduce texture memory pool size when this percentage of the budget is full. r_texture_budget_update_period 0.1 (developmentonly defensive) Time (in seconds) between updating texture memory budget. r_texture_eager_eviction false (developmentonly defensive) r_texture_hookup_uses_threadpool true (developmentonly defensive) Async Texture hookup uses its own threadpool instead of the global pool. r_texture_lod_scale 1 (cheat) Scale factor for requested texture size (texture streaming) r_texture_nonstreaming_load true (developmentonly defensive) Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency. r_texture_pool_increase_rate 64 (developmentonly defensive) Increase texture memory pool size by this many MB / s when under budget. r_texture_pool_reduce_rate 256 (developmentonly defensive) Reduce texture memory pool size by this many MB / s when over budget. r_texture_pool_size 1600 (developmentonly defensive) Total size of the texture pool in MB r_texture_stream_max_resolution 2147483647 (min: 512, developmentonly defensive) Maximum resolution for top mip level in streaming textures r_texture_stream_mip_bias 0 (developmentonly defensive) Biases the mip level the texture streaming system choses to stream for each texture. r_texture_stream_resolution_bias_decrease_rate 0.1 (developmentonly defensive) r_texture_stream_resolution_bias_increase_rate 0.05 (developmentonly defensive) r_texture_stream_resolution_bias_min 1 (developmentonly defensive) r_texture_stream_resolution_bias_update_period 0.5 (developmentonly defensive) r_texture_stream_throttle_amount 10 (developmentonly defensive) r_texture_stream_throttle_count 3 (developmentonly defensive) r_texture_stream_throttle_count_over_budget 1 (developmentonly defensive) r_texture_streaming_timesliced true (developmentonly defensive) r_texture_streamout_unthrottle_ms 0.2 (developmentonly defensive) After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds. r_texturefilteringquality 1 (developmentonly missing1 defensive) 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x r_threaded_particle_creation false (reference) r_threaded_particles false (reference) r_threaded_scene_object_update true (developmentonly clientdll defensive) r_timestamp_query_multiplier 1 (developmentonly defensive) Set the TIMESTAMP query cycle multiplier, for drivers that lie r_translucent true (cheat) Enable rendering of translucent geometry r_ui_update_parallel_with_server false (developmentonly defensive) r_update_particles_on_render_only_frames false (developmentonly clientdll defensive) r_use_memory_budget_model false (developmentonly defensive) Use a model of GPU memory use to determine budget rather than querying the OS. r_validate_texture_streaming false (developmentonly defensive) Dumps state of texture streaming at the next frame boundary. r_vconsole_foregroundforcerender true (developmentonly defensive) When VConsole is in the foreground, force all engine & tools to render r_wait_on_present false (developmentonly defensive) r_world_frame_load_threshold_ms 10 (developmentonly defensive) r_world_wind_dir [0.707, 0.707, 0] (developmentonly defensive) r_world_wind_frequency_grass 0.03 (developmentonly defensive) r_world_wind_frequency_trees 0.003 (developmentonly defensive) r_world_wind_offset_speed [0.25, 0.3, 0.2] (developmentonly defensive) r_world_wind_smooth_time 2 (developmentonly defensive) r_world_wind_strength 40 (developmentonly defensive) radarvisdistance 1000 (min: 10, gamedll cheat) at this distance and beyond you need to be point right at someone to see them radarvismaxdot 0.996 (min: 0, max: 1, gamedll cheat) how closely you have to point at someone to see them beyond max distance radarvismethod 1 (min: 0, max: 1, gamedll cheat) 0 for traditional method, 1 for more realistic method radarvispow 0.4 (gamedll cheat) the degree to which you can point away from a target, and still see them on radar. ragdoll_debug_item_detachment false (developmentonly gamedll replicated defensive) ragdoll_fixup_joint_limits true (developmentonly gamedll replicated) Adjusts bone transforms so that physics joints don't appear violated (limits) ragdoll_fixup_joint_limits_max_height 1 (developmentonly gamedll replicated) Disable ragdoll_fixup_joint_limits on joints too high in the hierarchy because long chains tend to depend on violating limits ragdoll_fixup_joint_orientation true (developmentonly gamedll replicated) Adjusts bone transforms so that physics joints don't appear violated (orientation) ragdoll_fixup_joint_orientation_max_height 10 (developmentonly gamedll replicated) Disable ragdoll_fixup_joint_orientation on joints too high in the hierarchy because small differences can massively accumulate (e.g. long chains) ragdoll_fixup_joint_translation true (developmentonly gamedll replicated) Adjusts bone transforms so that physics joints don't appear violated (translation) ragdoll_friction_scale 0.6 (gamedll clientdll replicated cheat) ragdoll_gravity_scale 1 (gamedll clientdll replicated cheat) ragdoll_impact_strength 500 (developmentonly clientdll defensive) ragdoll_lru_debug_removal false (gamedll clientdll replicated cheat) ragdoll_lru_min_age 10 (gamedll clientdll replicated cheat) ragdoll_move_entity false (gamedll clientdll replicated cheat) ragdoll_override_root_orientation true (developmentonly gamedll replicated defensive) ragdoll_parallel_pose_control false (developmentonly gamedll clientdll replicated defensive) ragdoll_prop_settle true (developmentonly gamedll replicated defensive) Enable more aggressive ragdoll settling ragdoll_prop_sleepaftertime 4 (developmentonly gamedll replicated defensive) After this many seconds of being basically stationary, the ragdoll will go to sleep. ragdoll_prop_sleepdisabletime 1.5 (developmentonly gamedll replicated defensive) Ragdoll is not allowed to physically sleep until this timer has elapsed. ragdoll_resolve_initial_conflict true (gamedll clientdll replicated cheat) ragdoll_resolve_separation true (gamedll clientdll replicated cheat) ragdoll_scale_sleep_tolerance true (developmentonly gamedll replicated defensive) ragdoll_update_from_weights false (gamedll clientdll replicated cheat) ragdoll_visualize_creation_skeleton false (developmentonly gamedll replicated defensive) ragdoll_vphysics_scale 0.5 (developmentonly gamedll replicated defensive) How much we scale physics impacts against the ragdoll. rate 80000 (archive userinfo) Min bytes/sec the host can receive data rcon_address "" (dontrecord release server_cannot_query) Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) rcon_connected_clients_allow true (replicated release) Allow clients to use rcon commands on server. rcon_password "" (dontrecord release server_cannot_query) remote console password. recast_mark_overhang false (gamedll replicated cheat) Enable/disable overhang detection recast_partitioning 0 (gamedll replicated cheat) 0 = watershed, 1 = monotone, 2 = layers replay_debug 0 (replicated release) report_cliententitysim false (clientdll cheat) List all clientside simulations and time - will report and turn itself off. report_clientthinklist false (clientdll cheat) List all clientside entities thinking and time - will report and turn itself off. report_connection_failure_percentage 0 (developmentonly defensive) reset_voice_on_input_stallout false (userinfo) If true, resets the input device when there was a long enough hitch between callbacks. rope_averagelight true (developmentonly clientdll defensive) Makes ropes use average of cubemap lighting instead of max intensity. rope_collide 1 (developmentonly clientdll defensive) Collide rope with the world rope_shake false (developmentonly clientdll defensive) rope_smooth_enlarge 1.4 (developmentonly clientdll defensive) How much to enlarge ropes in screen space for antialiasing effect rope_smooth_maxalpha 0.5 (developmentonly clientdll defensive) Alpha for rope antialiasing effect rope_smooth_maxalphawidth 1.75 (developmentonly clientdll defensive) rope_smooth_minalpha 0.2 (developmentonly clientdll defensive) Alpha for rope antialiasing effect rope_smooth_minwidth 0.3 (developmentonly clientdll defensive) When using smoothing, this is the min screenspace width it lets a rope shrink to rope_subdiv 2 (min: 0, max: 8, developmentonly clientdll defensive) Rope subdivision amount rope_wind_dist 1000 (developmentonly clientdll defensive) Don't use CPU applying small wind gusts to ropes when they're past this distance. rr_debugclassname "" (developmentonly gamedll clientdll replicated defensive) If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character. rr_debugresponseconcept "" (developmentonly gamedll clientdll replicated defensive) If set, rr_debugresponseconcept will print only responses testing for the specified concept rr_debugresponses 0 (developmentonly gamedll clientdll replicated defensive) Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs. rr_debugrule "" (developmentonly gamedll clientdll replicated defensive) If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system. rr_followup_maxdist 1800 (gamedll cheat) 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance. rr_thenany_score_slop 0 (gamedll archive cheat) When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered. rtx_dynamic_blas true (developmentonly defensive) Allow dynamic BLAS creation for geometry going through the compute shader skinning path. rtx_dynamic_blas_caching true (developmentonly defensive) Cache dynamic BLAS if geometry has not changed rtx_force_default_hitgroup false (developmentonly defensive) Forces all ray traced geometry to use default hit shaders instead of specialized ones. rtx_texture_resolution 512 (min: 64, max: 2048, developmentonly defensive) Sets the texture resolution the raytracer will mark to stream in run_voicecontainer_async false (developmentonly) safezonex 1 (min: 0, max: 1, clientdll archive) The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height. safezoney 1 (min: 0.8, max: 1, clientdll archive) The percentage of the screen height that is considered safe from overscan save_async true (developmentonly gamedll defensive) save_debug_snapshots false (developmentonly gamedll clientdll replicated defensive) Save/Load debug snapshot data save_fake_hitch 0 (developmentonly gamedll defensive) Force a busy wait for the specified number of milliseconds during save to simulate a hitch save_history_count 1 (developmentonly gamedll defensive) Keep this many old copies in history of autosaves and quicksaves. save_maxarray_spew 10 (gamedll release) Max number of array entries to spew when using SaveRestoreIO spewing. save_parallel true (developmentonly gamedll clientdll replicated defensive) save_screenshot 2 (developmentonly gamedll defensive) 0 = none, 1 = non-autosave, 2 = always, 3 = bug_only save_spew false (developmentonly gamedll clientdll replicated defensive) save_write_kv3 false (developmentonly gamedll clientdll replicated defensive) Write the KV3 entity data as a text file in the save directory saving_enabled true (developmentonly gamedll clientdll replicated) sc_aggregate_bvh true (developmentonly) sc_aggregate_bvh_threshold 128 (developmentonly) sc_aggregate_debug_draw_meshlets 0 (developmentonly menubar_item) SceneSystem/Aggregates/Visualize Meshlets sc_aggregate_debug_draw_meshlets_bounds false (developmentonly) Visualize meshlet bounds and cone axis. Mesh shader only. sc_aggregate_debug_visualizer false (developmentonly cheat menubar_item) SceneSystem/Aggregates/Debug Visualizer sc_aggregate_fragment_merging true (developmentonly) sc_aggregate_gpu_culling true (developmentonly defensive) Toggles GPU culling of aggregate meshes sc_aggregate_gpu_culling_conservative_bounds false (developmentonly) sc_aggregate_gpu_culling_show_culled false (developmentonly menubar_item) SceneSystem/Aggregates/Show GPU Culled Meshes sc_aggregate_gpu_occlusion_culling true (developmentonly defensive) sc_aggregate_indirect_draw_compaction true (release) Use multidrawindirect...count if the driver/hardware supports it sc_aggregate_indirect_draw_compaction_threshold 8 (min: 1, release) Threshold of indirect draws when we will do compaction sc_aggregate_instance_streams true (developmentonly) Enable instance streams sc_aggregate_material_solo "" (developmentonly cheat) sc_aggregate_render_mesh_shader true (developmentonly) Using mesh shaders if available instead of drawcalls sc_aggregate_rtproxy_debug_visualizer false (developmentonly cheat menubar_item) SceneSystem/Aggregates/RT Proxy Debug Visualizer sc_aggregate_rtproxy_instanced_geo true (developmentonly cheat) sc_aggregate_rtproxy_unique_geo true (developmentonly cheat) sc_aggregate_rtproxy_visualize false (developmentonly cheat) sc_aggregate_show_outside_vis false (developmentonly) sc_allow_dithered_lod true (developmentonly defensive) Allow use of dithered lod transitions sc_allow_dynamic_constant_batching true (developmentonly defensive) sc_allow_precomputed_vismembers true (developmentonly defensive) sc_allow_write_depth_before_blend true (developmentonly defensive) sc_barnlight_enable_precomputed_vis true (developmentonly defensive) Enable use of precomputed vis membership for lights (requires map restart) sc_batch_layer_cb_updates true (developmentonly defensive) sc_cache_envmap_lpv_lookup true (developmentonly defensive) sc_clutter_density_full_size 0.0075 (developmentonly defensive) Screen-size where clutter will be full density sc_clutter_density_none_size 0.0035 (developmentonly defensive) Screen-size where clutter will be gone sc_clutter_desity_override false (developmentonly) sc_clutter_enable true (developmentonly menubar_item) SceneSystem/Clutter/Draw Clutter sc_disableThreading false (cheat) sc_disable_baked_lighting false (developmentonly defensive) sc_disable_culling_boxes false (cheat) sc_disable_procedural_layer_rendering false (cheat) sc_disable_shadow_fastpath false (cheat) sc_disable_spotlight_shadows false (cheat) sc_disable_world_materials false (cheat) sc_distancefield_visualize_atlas false (developmentonly defensive) sc_dithered_lod_transition_amt 0.075 (min: 0, max: 0.2, developmentonly defensive) Percentage of the transition between two lods we will apply a dither sc_draw_aggregate_meshes true (developmentonly menubar_item) SceneSystem/Aggregates/Draw Aggregates sc_dump_lists "" (cheat) sc_enable_discard true (developmentonly defensive) sc_extended_stats false (cheat) sc_fade_distance_scale_override -1 (cheat) sc_force_lod_level -1 (cheat) sc_force_materials_batchable false (cheat) sc_force_single_display_list_per_layer false (developmentonly defensive) sc_force_translation_in_projection false (cheat) If enabled, the camera's translation will be included in the projection matrix. sc_hdr_enabled_override -1 (developmentonly defensive) Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110 sc_imgui_show_debug_log false (developmentonly cheat menubar_item) SceneSystem/Imgui/Show Debug Log sc_imgui_show_id_stack false (developmentonly cheat menubar_item) SceneSystem/Imgui/Show ID Stack Tool sc_imgui_show_metrics false (developmentonly cheat menubar_item) SceneSystem/Imgui/Show Metrics sc_instanced_debug_visualizer false (developmentonly cheat menubar_item) SceneSystem/Instanced/Debug Visualizer sc_instanced_gpu_culling_show_culled false (developmentonly menubar_item) SceneSystem/Instanced/Show GPU Culled Meshlets sc_instanced_material_solo "" (developmentonly cheat) sc_instanced_mesh_enable true (developmentonly cheat menubar_item) SceneSystem/Instanced/Draw Instanced sc_instanced_mesh_gpu_culling true (developmentonly defensive) Toggles GPU culling of instanced meshes sc_instanced_mesh_gpu_density_culling true (developmentonly defensive) Toggles density culling (if enabled) sc_instanced_mesh_gpu_occlusion_culling true (developmentonly defensive) Toggles GPU occlusion of instanced meshes sc_instanced_mesh_gpu_vis_culling true (developmentonly defensive) Toggles GPU vis of instanced meshes sc_instanced_mesh_lod_bias 1.25 (developmentonly defensive) Bias for LOD selection of instanced meshes sc_instanced_mesh_lod_bias_shadow 1.75 (developmentonly defensive) Bias for LOD selection of instanced meshes in shadowmaps sc_instanced_mesh_motion_vectors true (developmentonly defensive) Toggles motion vector support for instanced meshes sc_instanced_mesh_opaque_fade true (developmentonly defensive) Toggles fade support for instanced meshes sc_instanced_mesh_size_cull_bias 1.5 (developmentonly defensive) Bias for size culling of instanced meshes sc_instanced_mesh_size_cull_bias_shadow 2 (developmentonly defensive) Bias for size culling instanced meshes in shadowmaps sc_instanced_mesh_solo "" (developmentonly cheat) sc_keep_all_layers false (developmentonly defensive) sc_layer_batch_threshold 128 (developmentonly defensive) sc_layer_batch_threshold_fullsort 80 (developmentonly defensive) sc_max_framebuffer_copies_per_layer 1 (developmentonly defensive) sc_mesh_backface_culling true (developmentonly defensive) sc_mesh_gpu_occlusion_culling true (developmentonly defensive) sc_mesh_gpu_volume_culling true (developmentonly defensive) sc_mesh_mesh_shaders false (developmentonly defensive) sc_mesh_shadows_batch_across_materials true (developmentonly defensive) sc_mesh_use_pmb false (developmentonly defensive) sc_no_cull false (developmentonly defensive) sc_no_vis false (developmentonly defensive) sc_only_render_opaque false (cheat) sc_only_render_shadowcasters false (cheat) sc_reject_all_objects false (cheat) sc_rendergraph_debug_visualizer false (developmentonly menubar_item) SceneSystem/RenderGraph Visualizer sc_screen_size_lod_scale_override -1 (cheat) sc_shadow_depth_bias 256 (developmentonly defensive) sc_shadow_depth_bias_clamp 0 (developmentonly defensive) sc_shadow_depth_bias_state_override false (developmentonly defensive) sc_shadow_slopescale_depth_bias 2.13 (developmentonly defensive) sc_show_cs_skinning_stats false (developmentonly cheat menubar_item) SceneSystem/Compute Skinning Stats sc_show_gpu_profiler false (developmentonly cheat menubar_item) SceneSystem/GPU Profiler sc_show_hair_debug_ui false (developmentonly cheat menubar_item) SceneSystem/Hair Debug UI sc_show_object_browser false (developmentonly cheat menubar_item) SceneSystem/SceneObject Browser sc_show_texture_visualizer false (developmentonly cheat menubar_item) SceneSystem/Texture Visualizer sc_show_view_profiler false (developmentonly cheat menubar_item) SceneSystem/View Profiler sc_skip_traversal false (cheat) sc_spew_cmt_usage false (developmentonly defensive) sc_throw_away_all_layers false (developmentonly defensive) sc_use_clear_subrect false (developmentonly defensive) sc_view_profiler_frame_averaging 10 (developmentonly defensive) sc_visualize_batches 0 (developmentonly defensive) color per batch sc_visualize_sceneobjects "SCENEOBJECT_VIS_NONE" (developmentonly menubar_item defensive) SceneSystem/Visualize SceneObject Mode sc_visualize_sceneobjects_meshlets "SCENEOBJECT_MESHLET_VIS_NONE" (developmentonly menubar_item) SceneSystem/Visualize Base SceneObject Meshlets scene_clientflex true (developmentonly gamedll clientdll replicated defensive) Do client side flex animation. scene_print 0 (developmentonly gamedll clientdll replicated defensive) When playing back a scene, print timing and event info to console. scene_vcdautosave false (developmentonly clientdll defensive) Create a savegame before VCD playback screenmessage_notifytime 8 (developmentonly gamedll defensive) How long to display screen message text screenmessage_show -1 (cheat) Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present screenshot_height -1 (developmentonly defensive) Screenshot height. -1 for screen height. screenshot_prefix "shot" (developmentonly defensive) Set the screenshot auto naming prefix. screenshot_subdir "screenshots" (developmentonly defensive) Set the screenshot directory. screenshot_width -1 (developmentonly defensive) Screenshot width. -1 for screen width. script_attach_debugger_at_startup false (developmentonly gamedll defensive) script_break_in_native_debugger_on_error false (developmentonly gamedll defensive) sensitivity 1.25 (min: 0.0001, max: 8, clientdll archive userinfo per_user) Mouse sensitivity. sensitivity_y_scale 1 (min: 0, max: 2, clientdll archive userinfo per_user) Multiplies the mouse Y axis for finer pitch vs yaw aim servercfgfile "server.cfg" (gamedll release) shake_show false (developmentonly clientdll defensive) Displays a list of the active screen shakes. shatterglass_cleanup true (gamedll clientdll replicated cheat) shatterglass_cleanup_max 200 (gamedll clientdll replicated cheat) shatterglass_debug false (gamedll clientdll replicated cheat) shatterglass_hit_tolerance 2 (gamedll clientdll replicated cheat) shatterglass_shard_lifetime 15 (gamedll clientdll replicated cheat) show_visibility_boxes false (clientdll cheat) Enable or Disable debug display of visibility boxes silence_dsp false (cheat) When on, silences all DSP mixes. sk_autoaim_mode 1 (gamedll clientdll archive replicated) sk_player_arm 1 (developmentonly gamedll defensive) sk_player_chest 1 (developmentonly gamedll defensive) sk_player_head 2 (developmentonly gamedll defensive) sk_player_leg 1 (developmentonly gamedll defensive) sk_player_stomach 1 (developmentonly gamedll defensive) skel_constraints_enable true (replicated cheat) skel_debug "" (developmentonly gamedll clientdll replicated defensive) skeleton_instance_debug_bodygroups false (developmentonly gamedll clientdll replicated cheat) Debug bodygroups skeleton_instance_lod_optimization false (developmentonly gamedll clientdll replicated) Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute skeleton_instance_scaleset_enable true (gamedll clientdll replicated cheat) skeleton_instance_smear_boneflags false (gamedll cheat) Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent. skeleton_physics_joint_fixup true (developmentonly gamedll clientdll replicated cheat) skill 1 (min: 1, max: 3, gamedll clientdll archive replicated per_user) Game skill level. slope_drop_enable true (developmentonly gamedll clientdll replicated defensive) Toggles a test dropping the view offset based on the slope slope_drop_max_offset 16 (developmentonly gamedll clientdll replicated defensive) The maximum distance to adjust the view height slope_drop_off_ground_blend_speed 160 (developmentonly gamedll clientdll replicated defensive) The speed with which the slope drop is blended out when the entity leaves the ground smoke_grenade_ct_color [75, 127, 155] (developmentonly gamedll cheat) smoke_grenade_t_color [180, 129, 50] (developmentonly gamedll cheat) smoke_param1 6.26 (developmentonly gamedll clientdll replicated defensive) smoke_param2 8.27 (developmentonly gamedll clientdll replicated defensive) smoke_param3 0.13 (developmentonly gamedll clientdll replicated defensive) smoke_param4 0 (developmentonly gamedll clientdll replicated defensive) smoke_param5 0 (developmentonly gamedll clientdll replicated defensive) smoke_use_noise_texture true (developmentonly gamedll clientdll replicated defensive) smoke_volume_lod_ratio_change 0.6 (developmentonly clientdll) smoothstairs true (developmentonly gamedll clientdll replicated defensive) Smooth player eye z coordinate when traversing stairs. snd_async_spew_blocking 0 (developmentonly defensive) Spew message to console any time async sound loading blocks on file i/o. snd_autodetect_latency true (archive missing1) snd_beatpattern_show_bpm false (cheat) snd_beatpattern_show_events false (cheat) snd_beatpattern_show_quantize_queue false (cheat) snd_beatpattern_use_lookahead false (cheat) snd_boxverb_simd true (developmentonly defensive) Enable SIMD code path for shoebox reverb processor. snd_boxverb_simd_svf 1 (developmentonly defensive) 0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf snd_break_on_start_soundevent "" (gamedll clientdll replicated cheat) Use to debug break on any soundevent that is started matching this name snd_compare_KV_convert false (developmentonly defensive) snd_deathcamera_volume 0.16 (min: 0, max: 1, clientdll archive release) Volume of Deathcam Timers snd_delay_sound_ms_max 250 (min: 0, max: 250, developmentonly defensive) Sound device synchronization max delay (ms) snd_delay_sound_ms_shift 23 (min: 0, max: 50, developmentonly defensive) Sound device synchronization shift (ms) snd_diffusor_simd false (developmentonly defensive) Enable SIMD code path for diffusor processor. snd_disable_mixer_duck false (cheat) snd_disable_mixer_solo false (cheat) snd_disable_radar_visualize false (developmentonly gamedll clientdll replicated defensive) snd_dsp_distance_max 2000 (cheat) snd_dsp_distance_min 20 (cheat) snd_duckerattacktime 0.5 (archive) snd_duckerreleasetime 2.5 (archive) snd_duckerthreshold 0.15 (archive) snd_ducktovolume 0.55 (archive) snd_enable_imgui false (developmentonly archive cheat menubar_item) Game/Sound System Debugger snd_enable_subgraph_corenull_passthrough true (developmentonly defensive) snd_enable_subgraph_log false (developmentonly defensive) snd_envelope_rate 0.9 (cheat) snd_eq_arms_race -1 (developmentonly clientdll archive) snd_eq_casual -1 (developmentonly clientdll archive) snd_eq_competitive -1 (developmentonly clientdll archive) snd_eq_deathmatch -1 (developmentonly clientdll archive) snd_eq_spectator -1 (developmentonly clientdll archive) snd_eq_warmup -1 (developmentonly clientdll archive) snd_event_cone_debug false (developmentonly gamedll clientdll replicated cheat) snd_event_oriented_box_debug false (developmentonly gamedll clientdll replicated cheat) snd_event_oriented_lerp_max_distance 64 (developmentonly gamedll clientdll replicated cheat) snd_event_oriented_lerp_min_distance 24 (developmentonly gamedll clientdll replicated cheat) snd_filter "" (cheat) snd_foliage_db_loss 4 (gamedll cheat) foliage dB loss per 1200 units snd_gain 1 (archive missing1) snd_gain_max 1 (cheat) snd_gain_min 0.01 (cheat) snd_gamevoicevolume 1 (min: 0, max: 1, archive) Game v.o. volume snd_gamevolume 1 (min: 0, max: 1, archive missing1) Game volume snd_group_cluster_debug false (replicated cheat) snd_group_occlusion_debug false (developmentonly) snd_group_priority_debug false (replicated cheat) snd_group_priority_max_tolerance 0.05 (replicated cheat) snd_headphone_eq 0 (clientdll archive clientcmd_can_execute) Select Headphone EQ Preset snd_headphone_eq_active 0 (clientdll clientcmd_can_execute) Select Headphone EQ Preset snd_hrtf_distance_behind 0 (developmentonly defensive) HRTF calculations will calculate the player as being this far behind the camera. snd_list "" (cheat) snd_log_empty_event_entities false (clientdll cheat) Logs the sound event entities that have empty names. snd_mainmenu_music_break_time_max 0 (clientdll cheat) Maximum amount of time to pause between playing main menu music snd_mainmenu_music_break_time_min 0 (clientdll cheat) Minimum amount of time to pause between playing main menu music snd_mapobjective_volume 0.04 (min: 0, max: 1, clientdll archive release) Volume of Map Objective Music snd_max_pitch_shift_inaccuracy 0.08 (developmentonly gamedll clientdll replicated defensive) snd_menumap_volume 1 (min: 0, max: 1, clientdll archive release) Volume of background sounds for maps snd_menumusic_volume 0.04 (min: 0, max: 1, clientdll archive release) Volume of Menu / Non-gameplay music snd_mergemethod 1 (developmentonly defensive) Sound merge method (0 == sum and clip, 1 == max, 2 == avg). snd_min_latency false (developmentonly cheat) snd_mix_async true (developmentonly cheat) snd_mixahead 0.001 (archive missing1) snd_mixer_master_dsp 1 (cheat) snd_mixer_master_level 1 (cheat) snd_musicvolume 1 (min: 0, max: 1, archive missing1) Music volume snd_mute_losefocus true (archive missing1) snd_mute_mvp_music_live_players false (clientdll archive release) If set, MVP music is muted if players from both teams are still alive. snd_mvp_volume 0.16 (min: 0, max: 1, clientdll archive release) Volume of MVP Music snd_new_visualize false (gamedll cheat) Displays soundevent name played at it's 3d position snd_occlusion_bounces 1 (replicated cheat) snd_occlusion_debug false (gamedll clientdll replicated cheat) snd_occlusion_debug_listener_pos "" (developmentonly cheat) snd_occlusion_indirect_max 0.7 (developmentonly cheat) snd_occlusion_indirect_min 0.01 (developmentonly cheat) snd_occlusion_indirect_radius 120 (developmentonly cheat) snd_occlusion_min_wall_thickness 4 (replicated cheat) snd_occlusion_override -1 (developmentonly replicated cheat) snd_occlusion_rays 4 (replicated cheat) snd_occlusion_report false (developmentonly cheat) snd_occlusion_visualize false (developmentonly cheat) snd_op_test_convar 720 (cheat) snd_opvar_set_point_debug false (gamedll clientdll replicated cheat) snd_opvar_set_point_update_interval 0.2 (developmentonly gamedll clientdll replicated defensive) snd_opvar_set_point_update_interval_fast 0.0333 (developmentonly gamedll clientdll replicated defensive) snd_rear_stereo_scale 1 (replicated cheat) snd_refdb 60 (cheat) Reference dB at snd_refdist snd_refdist 36 (cheat) Reference distance for snd_refdb snd_report_audio_nan false (release) snd_report_c4_sounds false (developmentonly clientdll cheat) snd_report_verbose_error false (cheat) If set to 1, report more error found when playing sounds. snd_roundaction_volume 0 (min: 0, max: 1, clientdll archive release) Volume of Move Action Music snd_roundend_volume 0.16 (min: 0, max: 1, clientdll archive release) Volume of Won/Lost Music snd_roundstart_volume 0 (min: 0, max: 1, clientdll archive release) Volume of Round Start Music snd_showclassname 0 (cheat) snd_showstart 0 (cheat) snd_sos_beatpattern_show_operator_updates false (developmentonly defensive) snd_sos_block_global_stack false (cheat) snd_sos_block_stop_global_stack true (cheat) snd_sos_calc_angle_debug false (replicated cheat) snd_sos_debug_trigger_opvar false (developmentonly gamedll defensive) snd_sos_enable_nan_check false (developmentonly) snd_sos_hide_simple_parameter_overwrite_warnings true (developmentonly defensive) snd_sos_ingame_debug false (cheat) snd_sos_limit_self false (developmentonly) snd_sos_list_operator_updates false (cheat) snd_sos_max_event_base_depth 4 (developmentonly defensive) snd_sos_opvar_debug false (cheat) snd_sos_pause_system false (cheat) snd_sos_print_addfield_dupes false (cheat) snd_sos_print_field_references false (cheat) snd_sos_print_fps false (cheat) snd_sos_print_frametime false (cheat) snd_sos_print_full_field_info false (cheat) snd_sos_print_table_arrays false (cheat) snd_sos_report_entity_deleted false (developmentonly defensive) snd_sos_show_block_debug false (cheat) Spew data about the list of block entries. snd_sos_show_entry_match_free false (developmentonly defensive) snd_sos_show_mixgroup_path_errors false (developmentonly defensive) snd_sos_show_operator_event_and_stack true (cheat) snd_sos_show_operator_event_filter "" (cheat) snd_sos_show_operator_field_filter "" (cheat) snd_sos_show_operator_init false (cheat) snd_sos_show_operator_not_executing true (cheat) snd_sos_show_operator_operator_filter "" (cheat) snd_sos_show_operator_pause_entry false (cheat) snd_sos_show_operator_shutdown false (cheat) snd_sos_show_operator_stop_entry false (cheat) snd_sos_show_operator_updates false (cheat) snd_sos_show_opfield_cache_updates false (cheat) snd_sos_show_opvar_updates false (cheat) snd_sos_show_opvar_updates_filter "" (cheat) snd_sos_show_parameter_overwrite_value_comparisons false (developmentonly defensive) snd_sos_show_parameter_overwrite_warnings false (developmentonly defensive) snd_sos_show_queuetotrack false (cheat) snd_sos_show_soundevent_overwrites false (developmentonly defensive) snd_sos_show_soundevent_param_overwrite false (cheat) snd_sos_show_soundevent_start false (cheat) snd_sos_show_track_list false (developmentonly defensive) snd_sos_show_voice_elapsed_time false (developmentonly defensive) snd_sos_soundevent_constellation_debug false (developmentonly replicated cheat) snd_sos_soundevent_constellation_replenish_max_fraction 0.3 (developmentonly replicated cheat) snd_sos_soundevent_deferred_interval_time 0.1 (developmentonly defensive) snd_sos_soundevent_filter "" (cheat) snd_sos_soundevent_max_deferred_time 5 (developmentonly defensive) snd_sos_soundevent_show_deferral_warning false (developmentonly defensive) snd_sos_tools_detailed_debugging true (developmentonly archive) snd_sound_areas_debug false (clientdll replicated cheat) snd_sound_areas_debug_interval 0.2 (clientdll replicated cheat) snd_soundmixer "Default_Mix" (developmentonly defensive) snd_soundmixer_update_maximum_frame_rate 10 (cheat) snd_soundmixer_version 2 (developmentonly defensive) snd_spatialize_lerp 0 (archive release) snd_steamaudio_display_dimension_data_inside true (developmentonly defensive) When visualizing dimensions data at runtime, draw the inside direction. snd_steamaudio_display_dimension_data_outside true (developmentonly defensive) When visualizing dimensions data at runtime, draw the outisde direction. snd_steamaudio_display_dimension_data_size true (developmentonly defensive) When visualizing dimensions data at runtime, draw the size of the space. snd_steamaudio_dynamicpathing_max_samples 16 (developmentonly gamedll clientdll replicated defensive) snd_steamaudio_enable_reverb 0 (release) Enable Steam Audio Reverb processor. snd_steamaudio_pathing_caching_threshold 5 (developmentonly gamedll clientdll replicated defensive) snd_steamaudio_pathing_enable_caching true (developmentonly gamedll clientdll replicated defensive) snd_steamaudio_perspective_correction_front_only true (developmentonly) Use perspective correction for 3D audio only in the frontal directions. snd_steamaudio_reverb_level_db -3 (release) Adjust overall volume (dB) of the output from Steam Audio Reverb processor. snd_steamaudio_source_pathing_debug false (archive) Enable path visualization for steam_audio_source operator. snd_steamaudio_source_pathing_debug_duration 0.01 (developmentonly defensive) Duration for which path remains visible. Should be close to update rate of the sound operator stack. snd_steamaudio_source_pathing_enable_validation false (developmentonly defensive) Enable real-time pathing validation against dynamic geometry. snd_surf_volume_inair 0.5 (clientdll archive release) The volume of the wind when surfing. snd_surf_volume_map 0.3 (clientdll archive release) The volume of ambient sounds when surfing is enabled. snd_surf_volume_slide 0.5 (clientdll archive release) The volume of sliding along surfaces when surfing. snd_tensecondwarning_volume 0.04 (min: 0, max: 1, clientdll archive release) Volume of Ten Second Warnings snd_toolvolume 1 (min: 0, max: 1, archive) Volume of sounds in tools (e.g. Hammer, SFM) snd_ui_positional false (developmentonly cheat) snd_ui_spatialization_spread 1 (developmentonly cheat) snd_use_baked_occlusion 0 (replicated cheat release) snd_vmix_override_mix_decay_time -1 (cheat) If set > 0, overrides how long the decay time is on all mix graphs (in seconds). snd_voipvolume 1 (min: 0, max: 2, archive missing1) Voice volume snd_vol_arms_race 1 (developmentonly clientdll archive) snd_vol_casual 1 (developmentonly clientdll archive) snd_vol_competitive 1 (developmentonly clientdll archive) snd_vol_deathmatch 1 (developmentonly clientdll archive) snd_vol_per_game_mode true (developmentonly clientdll archive) snd_vol_spectator 1 (developmentonly clientdll archive) snd_vol_warmup 1 (developmentonly clientdll archive) sos_debug_emit false (developmentonly gamedll clientdll replicated defensive) sos_use_guid_filter false (developmentonly gamedll clientdll replicated defensive) sound_device_override "" (archive release) ID of the sound device to use soundevent_check_networked_entity false (developmentonly gamedll) soundpatch_captionlength 2 (developmentonly gamedll clientdll replicated defensive) How long looping soundpatch captions should display for. soundscape_debug false (gamedll cheat) When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape. soundscape_fadetime 3 (clientdll cheat) Time to crossfade sound effects between soundscapes soundscape_message false (developmentonly clientdll defensive) soundscape_radius_debug false (clientdll cheat) Prints current volume of radius sounds soundscape_update_include_bots false (developmentonly gamedll cheat) Enable to calculate soundscape audio params for bots. soundsystem_device_used "" (developmentonly defensive) Sound device in use (changing this does not change the soundsystem). soundsystem_update_async true (developmentonly defensive) sparseshadowtree_cascade_mask 4 (developmentonly) Bitfield describing which cascades to generate/use SST for. (OR'd 1UL< speaker_config -1 (archive) spec_autodirector true (clientdll clientcmd_can_execute) Auto-director chooses best view modes while spectating spec_autodirector_cameraman -1 (developmentonly clientdll) spec_centerchasecam false (clientdll archive) Looks at the target player's center, instead of his eye position, in chase came mode spec_chasedistance 96 (min: 16, max: 296, developmentonly clientdll defensive) Chase cam's ideal distance from target spec_chasedistancespeed 144 (min: 48, developmentonly clientdll defensive) Chase cam's ideal distance from target spec_death_panel_replay_position 0.75 (developmentonly clientdll defensive) spec_freeze_deathanim_time 0.8 (gamedll clientdll replicated release) The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam. spec_freeze_time 3 (gamedll clientdll replicated release commandline_enforced) Time spend frozen in observer freeze cam. spec_freeze_time_lock 1 (gamedll clientdll replicated release) Time players are prevented from skipping the freeze cam spec_freeze_traveltime 0.3 (gamedll clientdll replicated release) Time taken to zoom in to frame a target in observer freeze cam. spec_glow_decay_time 2 (min: 0, clientdll release) Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time. spec_glow_full_time 1 (min: 0, clientdll release) Noisy players stay at full brightness for this long. spec_glow_silent_factor 0.4 (min: 0, max: 1, clientdll release) Lurking player xray glow scaling. spec_glow_spike_factor 1.2 (min: 1, max: 3, clientdll release) Noisy player xray glow scaling (pop when noise is made). Make >1 to add a 'spike' to noise-making players spec_glow_spike_time 0 (min: 0, clientdll release) Time for noisy player glow 'spike' to show that they made noise very recently. spec_lock_to_accountid 0 (developmentonly clientdll) As an observer, lock the spectator target to the given accountid. spec_replay_autostart true (clientdll archive) Auto-start Killer Replay when available spec_replay_bot false (gamedll release) Enable Spectator Hltv Replay when killed by bot spec_replay_cache_ragdolls true (developmentonly clientdll defensive) when set to 0, ragdolls will settle dynamically before and after Killer Replay spec_replay_colorcorrection 0.5 (developmentonly clientdll defensive) Amount of color correction in deathcam replay spec_replay_enable 0 (replicated release commandline_enforced) Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force) spec_replay_fadein 0.75 (developmentonly clientdll defensive) Amount of time in seconds it takes to visually fade into replay, or into real-time after replay spec_replay_fadeout 0.75 (developmentonly clientdll defensive) Amount of time in seconds it takes to visually fade out of replay, or out of real-time before replay spec_replay_fullframe true (developmentonly defensive) Send full frame on every hltv replay transition spec_replay_leadup_time 5.3438 (replicated release) Replay time in seconds before the highlighted event spec_replay_message_time 9.5 (replicated release) How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time spec_replay_on_death false (replicated release) When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players spec_replay_others_experimental false (developmentonly clientdll defensive) Replay the last death of the round, if possible. Disabled on official servers by default. Experimental. spec_replay_outline 1 (developmentonly clientdll defensive) Enable outline selecting victim in hltv replay: 0 - none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal spectator outlines spec_replay_rate_base 1 (replicated release) Base time scale of Killer Replay.Experimental. spec_replay_rate_limit 3 (replicated release) Minimum allowable pause between replay requests in seconds spec_replay_rate_slowdown 1 (developmentonly clientdll defensive) The part of Killer Replay right before death is played at this rate spec_replay_rate_slowdown_length 0.5 (developmentonly clientdll defensive) The part of Killer Replay right before death is played at this rate spec_replay_review_sound true (developmentonly clientdll defensive) When set to non-0, a sound effect is played during Killer Replay spec_replay_round_delay 0 (gamedll release) Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second) spec_replay_sound_fadein 0.05 (developmentonly clientdll defensive) Amount of time in seconds it takes to fade in the audio before or after replay spec_replay_sound_fadeout 0 (developmentonly clientdll defensive) Amount of time in seconds it takes to fade out the audio before or after replay spec_replay_victim_pov false (developmentonly clientdll defensive) Killer Replay - replay from victim's point of view (1); the default is killer's (0). Experimental. spec_replay_winddown_time 2 (gamedll release) The trailing time, in seconds, of replay past the event, including fade-out spec_show_xray 1 (clientdll archive release) If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode spec_track 0 (developmentonly clientdll defensive) Tracks an entity in spec mode spec_usenumberkeys_nobinds true (clientdll archive) If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc). splitscreen_mode 0 (archive cheat) ss_mimic 0 (developmentonly clientdll cheat) Split screen users mimic base player's CUserCmds ss_voice_hearpartner false (developmentonly defensive) Route voice between splitscreen players on same system. stats_collect_gpu false (developmentonly defensive) While doing stats_display, collect GPU perf counters. Used for stats_print_gpu. stats_display 0 (developmentonly defensive) Displays perf statistics information stats_highlight_interval 10 (developmentonly clientdll defensive) Interval between hightlight screens in the transition stats panel steam_controller_haptics true (clientdll release) steamworks_sessionid_client "0" (clientdll hidden userinfo) The client session ID for the new steamworks gamestats. steamworks_sessionid_server "0" (developmentonly gamedll clientdll hidden replicated defensive) The server session ID for the new steamworks gamestats. sticky_tooltips false (developmentonly clientdll hidden defensive) Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts. surf_speed_fast 3000 (gamedll clientdll replicated release) Speed above which a player is considered to be going fast. surf_speed_med 2000 (gamedll clientdll replicated release) Speed above which a player is considered to be going medium. surf_speed_slow 50 (gamedll clientdll replicated release) Speed above which a player is considered to be going slow. suspicious_hit_odds_threshold 0.01 (gamedll release) suspicious_hit_player_radius 8 (gamedll release) suspicious_hit_strategy 0 (gamedll release) What to do about suspicious hits. 0: Nothing. 1: Skip the bullet. 2: Skip the bullet and re-roll a new bullet. sv_accelerate 5.5 (gamedll clientdll notify replicated release) sv_accelerate_debug_speed false (gamedll clientdll notify replicated release) sv_accelerate_use_weapon_speed true (gamedll clientdll notify replicated release) sv_ag2_record_entity_graph "" (developmentonly gamedll) Automatically start AG2 recording when an entity with this name (wildcard) or id is created. sv_air_max_wishspeed 30 (gamedll clientdll replicated release) sv_airaccelerate 12 (gamedll clientdll notify replicated release) sv_allchat true (gamedll notify release) Players can receive all other players' text chat, no death restrictions sv_allow_annotations_access_level 0 (gamedll clientdll replicated release commandline_enforced) 0:off | 1: view-only | 2: edit. sv_allow_ground_weapon_pickup true (developmentonly gamedll clientdll replicated) sv_allow_switching_weapon_handedness true (developmentonly gamedll clientdll replicated) sv_allow_votes true (gamedll release commandline_enforced) Allow voting? sv_alltalk false (gamedll notify release commandline_enforced) Players can hear all other players' voice communication, no team restrictions sv_annotation_limits_max_rounds_per_half 5 (min: -1, gamedll clientdll replicated release) Hard limit on maximum number of rounds (per half) that annotations can be seen in a live match sv_auto_adjust_bot_difficulty true (gamedll release commandline_enforced) Adjust the difficulty of bots each round based on contribution score. sv_auto_cstrafe_attempt_window 1 (min: 1, max: 1000, gamedll release) The length of the window of trailing counter-strafe attempts considered during input automation detection. sv_auto_cstrafe_kick false (gamedll release) Whether or not to kick players when counter-strafe input automation is detected. sv_auto_cstrafe_logging 0 (min: 0, max: 2, gamedll release) 0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe sv_auto_cstrafe_lower_overlap_pct_threshold 0 (min: 0, max: 100, gamedll release) The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold. sv_auto_cstrafe_min_attempts 1 (min: 1, max: 1000, gamedll release) The minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks). sv_auto_cstrafe_sequence_length 1 (min: 1, max: 1000, gamedll release) The length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window. sv_auto_cstrafe_success_threshold 1 (min: 1, max: 1000, gamedll release) The minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts. sv_auto_cstrafe_upper_overlap_pct_threshold 0 (min: 0, max: 100, gamedll release) The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes. sv_auto_full_alltalk_during_warmup_half_end true (gamedll release commandline_enforced) When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match sv_autobunnyhopping false (gamedll clientdll replicated release commandline_enforced) Players automatically re-jump while holding jump button sv_autobuyammo false (gamedll clientdll notify replicated release commandline_enforced) Enable automatic ammo purchase when inside buy zones during buy periods sv_autoexec_mapname_cfg false (gamedll release) Execute a mapname cfg file on the server automatically in custom game modes that require it. sv_autosave true (developmentonly gamedll replicated defensive) Set to 1 to autosave game on level transition. Does not affect autosave triggers. sv_backspeed 0.6 (developmentonly gamedll clientdll replicated) How much to slow down backwards motion sv_banid_enabled true (release) Whether server supports banid command sv_bhop_time_window 0.0078125 (min: 0, gamedll clientdll replicated release) sv_legacy_jump disabled only: The time window (in seconds) around landing where a jump press is considered a bhop attempt. sv_bot_buy_decoy_weight 1 (min: 0, gamedll release) Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. sv_bot_buy_flash_weight 1 (min: 0, gamedll release) Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. sv_bot_buy_grenade_chance 33 (min: 0, max: 100, gamedll release commandline_enforced) Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0) sv_bot_buy_hegrenade_weight 6 (min: 0, gamedll release) Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. sv_bot_buy_molotov_weight 1 (min: 0, gamedll release) Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. sv_bot_buy_smoke_weight 1 (min: 0, gamedll release) Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. sv_bot_difficulty_kbm 0 (developmentonly gamedll clientdll hidden replicated defensive) Bot difficulty while playing with Keyboard/Mouse device sv_bot_parallel_threat_detection true (developmentonly gamedll defensive) Perform bot threat detection in parallel sv_bots_get_easier_each_win 0 (gamedll release commandline_enforced) If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time. sv_bounce 0 (gamedll clientdll notify replicated release) Bounce multiplier for when physically simulated objects collide with other objects. sv_buy_status_override -1 (gamedll replicated release commandline_enforced) Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody sv_buymenu_open_prevents_opportunistic_pickup false (gamedll release) sv_c4_upright_constraint_damping 0.5 (developmentonly gamedll defensive) Controls how much velocity is damped on the constraint. 0 = undamped wobbly spring, 1 = critically damped no wobble fast converge, >1 = over damped sv_c4_upright_constraint_enabled true (developmentonly gamedll defensive) Use a constraint to keep C4 pointed upright when thrown sv_c4_upright_constraint_strength 0.6 (developmentonly gamedll defensive) How quickly the constraint converges sv_chat_proximity -1 (gamedll clientdll replicated release) sv_cheats false (notify replicated release) Allow cheats on server sv_client_max_interp_ratio 5 (min: 0, max: 19, developmentonly gamedll clientdll replicated defensive) This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). sv_client_min_interp_ratio 0 (min: 0, max: 19, developmentonly gamedll clientdll replicated defensive) This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). sv_clip_penetration_traces_to_players true (developmentonly gamedll clientdll replicated defensive) sv_clockcorrection_msecs 30 (gamedll release) The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount sv_clockdbg false (developmentonly) Print spew related to server clock and ticking sv_cloth_interp_rot false (developmentonly gamedll) sv_cluster 0 (release) Data center cluster this server lives in. sv_coaching_enabled false (developmentonly gamedll clientdll replicated release) Allows spectating and communicating with a team ( 'coach t' or 'coach ct' ) sv_competitive_minspec true (gamedll clientdll notify replicated release) Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages. sv_compute_per_bot_difficulty false (developmentonly gamedll clientdll replicated) 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot sv_condense_late_buttons true (developmentonly gamedll defensive) When condensing late commands. Should we compress multiple moves of button presses into the target move? sv_cq_delta_encode_svc_usercmds true (developmentonly gamedll) Delta encode svc_UserCmds message sv_cq_min_queue 0 (min: 0, developmentonly replicated defensive) Server min buffer size. sv_cq_trim_bloat_remainder 1 (gamedll release) When trimming a bloated CQ, leave at least N more commands than the minimum sv_cq_trim_bloat_space 0 (gamedll release) When trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue. sv_cq_trim_catchup_remainder 1 (gamedll release) When trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum sv_cq_validate_encoded_svc_usercmds false (developmentonly gamedll) VERY EXPENSIVE: serialize non-delta-encoded commands along with delta-encoded for validation sv_cs_player_speed_has_hostage 200 (gamedll clientdll replicated release) sv_csgo_gpu_culling_skybox false (gamedll clientdll replicated release) sv_csgo_shoot_assert_lagcompensation_error false (developmentonly gamedll clientdll replicated) sv_csgo_shoot_force_full_interp false (developmentonly gamedll clientdll replicated) sv_csgo_shoot_force_use_target_time false (developmentonly gamedll clientdll replicated) sv_csgo_shoot_lagcompensation_max_error 1 (developmentonly gamedll clientdll replicated) Warn if lag compensated head hitbox position doesn't match that on client. sv_csgo_shoot_log false (developmentonly gamedll clientdll replicated) sv_csgo_shoot_log_attack_cmds_only true (developmentonly gamedll clientdll replicated) sv_csgo_shoot_use_full_interp true (developmentonly gamedll clientdll replicated) sv_csgo_shoot_verify false (developmentonly gamedll clientdll replicated) sv_csgo_shoot_verify_on_attack_only true (developmentonly gamedll clientdll replicated) Only run lag compensation error check when primary attack goes down. sv_damage_prediction_allowed true (gamedll clientdll replicated release) sv_deadtalk false (gamedll clientdll notify replicated release commandline_enforced) Dead players can speak (voice, text) to the living sv_debug_client_not_in_pvs false (gamedll cheat) If set, draw failed client PVS checks with red box sv_debug_overlays_bandwidth 65536 (release) Broadcast server debug overlays traffic sv_debug_overlays_broadcast false (notify cheat release) Broadcast server debug overlays sv_debug_player_use 0 (developmentonly gamedll clientdll replicated defensive) Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success sv_debugroundstats false (developmentonly gamedll) sv_deltaticks_enforce 2 (release) By default, player must ack delta ticks in order. How to enforce it: 2 = kick all clients, 1 = kick only TV clients, 0 = do not kick. sv_deltaticks_log 2 (release) Whether diagnostic logging is enabled when clients ack delta ticks out of order. Policy: 2 = log all out of order acks, 1 = log only when disconnect is triggered, 0 = do not log. sv_dev_damage_use_netvars true (developmentonly gamedll clientdll replicated) Whether we should use network vars (true) or legacy messages (false). sv_dev_entitydeltapadding_extra_max 0 (developmentonly defensive) When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size. sv_dev_entitydeltapadding_extra_min 0 (developmentonly defensive) When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size. sv_dev_entitydeltapadding_min_size 0 (developmentonly defensive) When encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max sv_disable_immunity_alpha false (gamedll clientdll replicated release commandline_enforced) If set, clients won't slam the player model render settings each frame for immunity [mod authors use this] sv_disable_networkable_loadouts false (developmentonly gamedll clientdll hidden replicated defensive) sv_disable_observer_interpolation false (gamedll clientdll replicated release) Disallow interpolating between observer targets on this server. sv_disable_querycache false (developmentonly gamedll clientdll replicated cheat) debug - disable trace query cache sv_disable_radar 0 (gamedll clientdll replicated release commandline_enforced) 0: regular radar; 1: always disabled; 2: disabled in warmup sv_disable_reliable_delta_retransmit true (developmentonly defensive) Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta. sv_disable_teamselect_menu false (gamedll clientdll replicated release commandline_enforced) Disable teamselect menu on clients sv_disconnected_player_data_hold_time 60 (gamedll clientdll replicated release) Duration, in seconds, to hold onto the data of disconnected players, for scoreboard display. sv_disconnected_players_cleanup_delay 0 (min: 0, max: 300, gamedll release commandline_enforced) Delay between player disconnecting and their corpse getting cleaned up. sv_early_network_message_processing false (developmentonly gamedll) Processes network messages on the server before entities think, instead of at the end of the tick. sv_enable_alternate_baselines 1 (release) Allow alternate baseline system, set to 2 for debugging spew. sv_enable_donttransmit true (developmentonly) When encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client. sv_enable_removearrayelementsoutsidemetadatabounds false (release) sv_enablebunnyhopping false (gamedll clientdll replicated release commandline_enforced) Allow jump speed to exceed 1.1x max speed sv_endmatch_item_drop_interval 1 (developmentonly gamedll clientdll replicated) The time between drops on the end match scoreboard sv_endmatch_item_drop_interval_ancient 3.5 (developmentonly gamedll clientdll replicated) The time between drops on the end match scoreboard for ancient items sv_endmatch_item_drop_interval_legendary 2 (developmentonly gamedll clientdll replicated) The time between drops on the end match scoreboard for legendary items sv_endmatch_item_drop_interval_mythical 1.25 (developmentonly gamedll clientdll replicated) The time between drops on the end match scoreboard for mythical items sv_endmatch_item_drop_interval_rare 1 (developmentonly gamedll clientdll replicated) The time between drops on the end match scoreboard for rare items sv_ent_showonlyhitbox -1 (gamedll cheat) sv_extra_client_connect_time 15 (developmentonly defensive) Seconds after client connect during which extra frames are buffered to prevent non-delta'd update sv_extract_ammo_from_dropped_weapons false (gamedll clientdll replicated release commandline_enforced) sv_extreme_strafe_accuracy_fishtail 0 (min: -5, max: 5, developmentonly gamedll clientdll replicated) Number of degrees of aim 'fishtail' when making an extreme strafe direction change sv_fade_player_visibility_farz false (gamedll clientdll replicated release) sv_falldamage_scale 1 (gamedll clientdll replicated release) sv_falldamage_to_below_player_multiplier 1 (gamedll clientdll replicated release commandline_enforced) Scale damage when distributed across two players sv_falldamage_to_below_player_ratio 0 (gamedll clientdll replicated release commandline_enforced) Landing on a another player's head gives them this ratio of the damage. sv_filterban 1 (developmentonly defensive) Set packet filtering by IP mode sv_flashed_amount_for_blind_kill 0.7 (gamedll release) Minimum flashed alpha value for a player to be awarded a blind kill on the kill feed. sv_footsteps 1 (developmentonly gamedll clientdll notify replicated) Play footstep sound for players sv_force_team_intro_random 0 (developmentonly gamedll) sv_force_team_intro_variant 0 (developmentonly gamedll) sv_force_transmit_ents false (developmentonly gamedll) Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however). sv_fps_max 0 (developmentonly hidden defensive) Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server. sv_freeze_camera_angles [0, 0, 0] (gamedll clientdll replicated release commandline_enforced) sv_freeze_camera_enabled false (gamedll clientdll replicated release commandline_enforced) sv_freeze_camera_min_remaining 3 (gamedll clientdll replicated release commandline_enforced) sv_freeze_camera_position [0, 0, 0] (gamedll clientdll replicated release commandline_enforced) sv_friction 5.2 (gamedll clientdll notify replicated release) World friction. sv_full_alltalk false (gamedll clientdll replicated release) Any player (including Spectator team) can speak to any other player sv_game_mode_flags 0 (gamedll release) Dedicated server game mode flags to run sv_gameinstructor_disable false (gamedll clientdll replicated release) Force all clients to disable their game instructors. sv_gameinstructor_enable false (clientdll replicated release) Force all clients to enable their game instructors. sv_give_item "" (gamedll hidden replicated cheat release commandline_enforced) Player's extra item to give sv_gravity 800 (gamedll clientdll notify replicated release) World gravity. sv_grenade_collision_sphere false (gamedll clientdll replicated release) sv_grenade_collision_sphere_radius 2 (gamedll clientdll replicated release) sv_grenade_trajectory_prac_pipreview false (gamedll clientdll replicated release commandline_enforced) Shows grenade trajectory practice picture-in-picture preview. sv_grenade_trajectory_prac_trailtime 0 (min: 0, max: 8, gamedll clientdll replicated release commandline_enforced) Shows grenade trajectory practice visualization for this number of seconds. sv_grenade_trajectory_time_spectator 0 (min: 0, max: 8, gamedll clientdll replicated release commandline_enforced) Length of time grenade trajectory remains visible as a spectator. sv_guardian_extra_equipment_ct "" (gamedll release commandline_enforced) Extra starting equipment for CT players in guardian modes sv_guardian_extra_equipment_t "" (gamedll release commandline_enforced) Extra starting equipment for Terrorist players in guardian modes sv_guardian_refresh_ammo_for_items_on_waves "" (gamedll release commandline_enforced) List of additional weapons to refill ammo on waves. sv_guardian_spawn_health_ct 100 (gamedll release commandline_enforced) Starting health in guardian modes. sv_guardian_spawn_health_t 100 (gamedll release commandline_enforced) Starting health in guardian modes. sv_health_approach_enabled true (gamedll replicated release commandline_enforced) sv_health_approach_speed 10 (gamedll replicated release commandline_enforced) sv_hegrenade_damage_multiplier 1 (gamedll clientdll replicated release commandline_enforced) sv_hegrenade_radius_multiplier 1 (gamedll clientdll replicated release commandline_enforced) sv_hibernate_postgame_delay 5 (release) # of seconds to wait after final client leaves before hibernating. sv_hibernate_when_empty true (release) Puts the server into extremely low CPU usage mode when no clients connected sv_hide_ent_in_pvs -1 (developmentonly gamedll) sv_hide_roundtime_until_seconds 0 (gamedll clientdll replicated release) sv_highlight_distance 500 (gamedll clientdll replicated release) sv_highlight_duration 3.5 (gamedll clientdll replicated release) sv_hitbox_debug false (developmentonly gamedll defensive) sv_hosting_lobby false (developmentonly replicated) sv_hoststate_quit_syscall false (release) When enabled, game server will quit immediately via syscall instead of running host states shutdown sequence sv_human_autojoin_team 0 (gamedll clientdll replicated release commandline_enforced) Force human players on to a team. 0 to disable. sv_ignoregrenaderadio false (gamedll release commandline_enforced) Turn off Fire in the hole messages sv_infinite_ammo 0 (gamedll clientdll replicated cheat release commandline_enforced) Player's active weapon will never run out of ammo sv_instancebaselines true (developmentonly) Enable instanced baselines. Saves network overhead. sv_invites_only_mainmenu false (gamedll clientdll replicated release) If turned on, will ignore all invites when user is playing a match sv_jump_impulse 301.993 (min: 0, gamedll clientdll replicated release) Initial upward velocity for player jumps; sqrt(2*gravity*height). sv_jump_precision_enable true (gamedll clientdll replicated release) Enable jump precision. Some game modes benefit from being able to turn this off. sv_jump_spam_penalty_time 0.015625 (gamedll clientdll replicated release) For subtick jumps, if this much time or less has elapsed since the last time the user has pressed the jump key, pretend they hadn't. Lowering this makes bunnyhopping easier. sv_kick_ban_duration 15 (gamedll clientdll notify replicated release) How long should a kick ban from the server should last (in minutes) sv_kick_players_with_cooldown 1 (gamedll replicated release) (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown) sv_kill_players_at_coord_min true (gamedll release) Kill players with fall damage at negative coord min sv_ladder_angle -0.707 (min: -1, max: 1, developmentonly gamedll clientdll replicated defensive) Cos of angle of incidence to ladder perpendicular for applying ladder_dampen sv_ladder_dampen 0.2 (min: 0, max: 1, developmentonly gamedll clientdll replicated defensive) Amount to dampen perpendicular movement on a ladder sv_ladder_scale_speed 0.78 (min: 0, max: 1, gamedll clientdll replicated release) Scale top speed on ladders sv_ladder_slack_z_mult 0.026 (gamedll clientdll replicated cheat) Difference in Z increases toward the middle of the slack ladder. sv_lagcomp_filterbyviewangle true (gamedll cheat) If true, player pawn will filter lag compensation targets by their view angle. sv_lagcompensationforcerestore true (gamedll cheat) Don't test validity of a lag comp restore, just do it. sv_lan false (release) Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) sv_late_commands_allowed 5 (gamedll release) Allow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value sv_legacy_jump false (gamedll clientdll replicated release) Whether or not to use the pre-2026 jump code. sv_lightquery_debug false (gamedll cheat) sv_limit_buyrandom_per_life true (gamedll release) Enable to limit buyrandom command to only run once per player life sv_log_http_record_before_any_listeners false (gamedll release) sv_log_onefile false (archive release) Log server information to only one file. sv_log_roundstats true (gamedll release) sv_logbans false (archive release) Log server bans in the server logs. sv_logblocks false (release) If true when log when a query is blocked (can cause very large log files) sv_logecho true (archive release) Echo log information to the console. sv_logfile false (archive release) Log server information in the log file. sv_logflush false (archive release) Flush the log file to disk on each write (slow). sv_logsdir "logs" (archive release) Folder in the game directory where server logs will be stored. sv_long_frame_ms 0 (developmentonly defensive) If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable. sv_mapvetopickvote_maps "de_cache,de_anubis,de_inferno,de_mirage,de_dust2,de_nuke,de_ancient" (gamedll release) Which maps are used for map veto pick sequence sv_mapvetopickvote_phase_duration "[1:5][2:15][3:20][4:10][5:10][6:5]" (gamedll release) How many seconds each phase lasts sv_mapvetopickvote_rnd false (gamedll release) When enabled will shuffle veto pick maps list order every time sv_massreport false (developmentonly gamedll defensive) sv_matchend_drops_enabled true (gamedll release) Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented sv_matchpause_auto_5v5 false (gamedll clientdll replicated release) When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team. sv_matchperfstats_maxclientperfsamples 100 (developmentonly gamedll defensive) Don't retain more than N perf samples for any given client sv_max_deathmatch_respawns_per_tick 0 (gamedll release commandline_enforced) sv_max_distance_transmit_footsteps 1250 (developmentonly gamedll clientdll replicated defensive) Maximum distance to transmit footstep sound effects. sv_max_queries_sec 3 (release) Maximum queries per second to respond to from a single IP address. sv_max_queries_sec_global 60 (release) Maximum queries per second to respond to from anywhere. sv_max_queries_window 30 (release) Window over which to average queries per second averages. sv_max_unreliable_delta_size 4096 (developmentonly defensive) Maximum allowable entity delta size over unreliable delivery. sv_maxclientframes 128 (developmentonly defensive) sv_maxrate 0 (min: 0, max: 1000000, replicated release) Max bandwidth rate allowed on server, 0 == unlimited sv_maxreplay 0 (min: 0, max: 15, developmentonly defensive) Maximum replay time in seconds sv_maxspeed 320 (gamedll clientdll notify replicated release) sv_maxunlag 1 (min: 0, max: 1, gamedll clientdll replicated release) Maximum lag compensation in seconds sv_maxunlag_player -1 (max: 1, gamedll release) If >0, maximumum lag compensation used for other human pawns. Applied after sv_maxunlag! sv_maxuptimelimit 0 (gamedll release) Number of hours to operate before trying sv_shutdown. sv_maxvelocity 3500 (gamedll clientdll replicated release) Maximum speed any ballistically moving object is allowed to attain per axis. sv_memlimit 0 (cheat release) If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit. sv_merge_changes_after_tick_with_calcdelta 1 (release) This fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix. sv_min_jump_landing_sound 260 (gamedll clientdll replicated release) sv_minimum_desired_chicken_count 0 (gamedll replicated release) Minimum number of chickens to attempt to spawn in the map sv_minrate 5000 (min: 0, max: 1000000, replicated release) Min bandwidth rate allowed on server, 0 == unlimited sv_mmqueue_reservation "" (developmentonly dontrecord) Server queue reservation sv_mmqueue_reservation_extended_timeout 21 (min: 5, max: 180, developmentonly) Extended time in seconds before mmqueue reservation expires. sv_mmqueue_reservation_timeout 21 (min: 5, max: 180, developmentonly) Time in seconds before mmqueue reservation expires. sv_mover_maxslope 0.7 (developmentonly gamedll clientdll notify replicated defensive) The maximum slope the player can overcome [-] sv_mover_pogodampingratio 1 (developmentonly gamedll clientdll notify replicated defensive) The capsule pogo stick damping ratio [-] sv_mover_pogofrequency 10 (developmentonly gamedll clientdll notify replicated defensive) The capsule pogo stick frequency [hz]. sv_mute_players_with_social_penalties true (developmentonly gamedll defensive) sv_networkvar_log_fullchanges false (developmentonly gamedll) Log FUL_FULL_EDICT_CHANGED calls. sv_networkvar_perfieldtracking true (release) Track individual field offset changes, rather than a single dirty flag for the whole entity. sv_no_navmesh false (developmentonly gamedll cheat) Block loading of the navmesh. Unplayable, only used for memory sampling. sv_noclipaccelerate 5 (gamedll clientdll archive notify replicated) sv_noclipduringpause false (gamedll clientdll replicated cheat) If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). sv_noclipfriction 4 (gamedll clientdll archive notify replicated) Friction during noclip move. sv_noclipspeed 1200 (gamedll clientdll archive notify replicated) sv_noclipspeedscaleonshift 0.5 (gamedll clientdll archive notify replicated) sv_nomvp false (developmentonly gamedll defensive) Disable MVP awards. sv_nonemesis true (developmentonly gamedll defensive) Disable nemesis and revenge. sv_nowinpanel false (developmentonly gamedll defensive) Turn on/off win panel on server sv_optimizedmovement true (developmentonly gamedll clientdll replicated) sv_outofammo_indicator false (gamedll clientdll replicated release commandline_enforced) sv_outofpvsentityupdates false (developmentonly) sv_override_max_health 0 (gamedll release) sv_parallel_checktransmit 0 (gamedll release) Set to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers. sv_parallel_packentities 2 (release) Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers. sv_parallel_prepare_client_updates false (developmentonly) sv_parallel_sendsnapshot 2 (release) 0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients' send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration sv_party_mode false (gamedll clientdll replicated release) Party!! sv_password "" (protected notify dontrecord release) Server password for entry into multiplayer games sv_pausable 0 (release) Is the server pausable. sv_pausable_dev true (developmentonly) Whether listen server is pausable when running -dev and playing solo against bots sv_pausable_dev_ds false (developmentonly) Whether dedicated server is pausable when running -dev and playing solo against bots sv_pause_on_console_open false (archive) 1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause. sv_pause_on_tick 0 (developmentonly gamedll replicated cheat) Tick count to pause on sv_phys_animated_hierarchy true (developmentonly gamedll defensive) sv_phys_async_buoyancy_update false (developmentonly gamedll replicated defensive) If true, server buoyancy motion controllers are updated in an async job after the tick has completed. sv_phys_debug_callback_entities false (gamedll cheat) Print all entities that get touch callbacks. Each entity is printed only once. sv_phys_enabled true (gamedll cheat) Enable all physics simulation sv_phys_sleep_enable true (gamedll cheat) Enable sleeping for dynamic physics bodies. sv_phys_sound_disable_impact_sounds_under_hard_threshold false (gamedll cheat) if true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold. sv_phys_stop_at_collision "" (gamedll cheat) sv_phys_visualize_awake false (developmentonly gamedll defensive) sv_player_search_range 64 (developmentonly gamedll clientdll replicated defensive) sv_playerradio_use_allowlist true (gamedll release) playerradio commands may only use responses from an allow list of commands. sv_predictable_damage_tag_ticks 2 (gamedll release) Delay player slowdown when damaged by # ticks to reduce misprediction effects sv_prime_accounts_only false (gamedll release) When this setting is enabled only prime users can connect to this game server. sv_pushaway_clientside 0 (developmentonly gamedll clientdll replicated) Clientside physics push away (0=off, 1=only localplayer, 1=all players) sv_pushaway_clientside_size 15 (developmentonly gamedll clientdll replicated) Minimum size of pushback objects sv_pushaway_force 300000 (developmentonly gamedll clientdll replicated) How hard physics objects are pushed away from the players on the server. sv_pushaway_hostage_force 20000 (gamedll replicated cheat) How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). sv_pushaway_max_force 2000 (developmentonly gamedll clientdll replicated) Maximum amount of force applied to physics objects by players. sv_pushaway_max_hostage_force 1000 (gamedll replicated cheat) Maximum of how hard the hostage is pushed away from physics objects. sv_pushaway_max_player_force 20 (developmentonly gamedll clientdll replicated cheat) Maximum of how hard the player is pushed away from physics objects. sv_pushaway_min_player_speed 75 (developmentonly gamedll clientdll replicated) If a player is moving slower than this, don't push away physics objects (enables ducking behind things). sv_pushaway_player_force 450 (developmentonly gamedll clientdll replicated cheat) How hard the player is pushed away from physics objects (falls off with inverse square of distance). sv_pvs_cache_query_inflate_amount 0 (developmentonly gamedll) sv_pvs_entity -1 (developmentonly gamedll defensive) If set, only allows this ent index to network (other than players and things that force sending). sv_pvs_max_distance 0 (replicated release) if set, adds a maximum range to PVS/PAS checks sv_pvs_random false (developmentonly gamedll defensive) If set, objects blink in/out of pvs randomly. sv_pvs_shadows_include_env false (gamedll replicated release) sv_quantize_movement_input true (gamedll clientdll replicated release) Quantize movement input values. Enabling this restricts players from using analog input to move at fractional speeds normally impossible with digital button input. sv_radio_throttle_window 10 (gamedll release) The number of seconds before radio command tokens refresh. sv_ragdoll_lru_debug false (gamedll replicated cheat) sv_rcon_banpenalty 0 (min: 0, developmentonly defensive) Number of minutes to ban users who fail rcon authentication sv_rcon_log true (developmentonly defensive) Enable/disable rcon logging. sv_rcon_maxfailures 10 (min: 1, max: 20, developmentonly defensive) Max number of times a user can fail rcon authentication before being banned sv_rcon_minfailures 5 (min: 1, max: 20, developmentonly defensive) Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailuretime 30 (min: 1, developmentonly defensive) Number of seconds to track failed rcon authentications sv_record_item_time_data false (gamedll release) Turn on recording of per player item time data into the server log. sv_recvbuf_messages 1024 (developmentonly defensive) Max number of messages that can be queued in a netchan receive buffer for an ordinary connection from a client. sv_regeneration_force_on false (gamedll cheat) Cheat to test regenerative health systems sv_regeneration_wait_time 1 (developmentonly gamedll replicated defensive) sv_region -1 (release) The region of the world to report this server in. sv_reliableavatardata false (gamedll clientdll replicated release) Use server overrides for steam avatars sv_remapper_loopsoundfix false (developmentonly gamedll clientdll replicated defensive) sv_remapper_range_multiplier 1 (developmentonly gamedll clientdll replicated defensive) sv_remove_ent_from_pvs 0 (developmentonly gamedll) sv_replay_group_id 0 (release) The replay group that this server will be uploading files to sv_replaysdir "replays" (developmentonly defensive) Directory to store replays in sv_reserve_slots_for_reconnecting_players_kick_prior true (developmentonly defensive) Kick a previously connected player with the same steamID if a replacement comes along sv_rollangle 0 (developmentonly gamedll clientdll notify replicated) Max view roll angle sv_rollspeed 200 (developmentonly gamedll clientdll notify replicated) sv_runcmds true (developmentonly gamedll defensive) sv_script_think_interval 0.1 (developmentonly gamedll clientdll replicated defensive) sv_search_key "" (release) sv_search_team_key "public" (release) When initiating team search, set this key to match with known opponents team sv_sellback_enabled true (gamedll clientdll replicated release) Determines whether players can undo purchases in the buy menu sv_sendtables 1 (developmentonly) Force full sendtable sending path. sv_sequence_debug -1 (developmentonly gamedll defensive) sv_sequence_debug2 -1 (developmentonly gamedll defensive) sv_sequence_model_substring "" (developmentonly gamedll defensive) sv_server_graphic1 "" (gamedll clientdll replicated release) A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators. sv_server_graphic2 "" (gamedll clientdll replicated release) A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators. sv_server_verify_blood_on_player true (gamedll clientdll replicated cheat) sv_shared_team_pvs false (developmentonly gamedll defensive) PVS is shared between teams sv_show_bot_difficulty_in_name false (developmentonly gamedll clientdll replicated defensive) 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name sv_show_move_collisions false (gamedll clientdll replicated cheat) Enable this to visualize collisions between player and geometry. sv_show_team_equipment_force_on false (gamedll clientdll replicated release commandline_enforced) Force on if not prohibited sv_show_team_equipment_prohibit false (gamedll clientdll notify replicated release) Determines whether +cl_show_team_equipment is prohibited. sv_show_teammate_death_notification false (gamedll release) Show chat notification upon teammate death sv_show_voip_indicator_for_enemies false (gamedll replicated release) Makes it so the voip icon is shown over enemies as well as allies when they are talking sv_showbullethits 0 (gamedll clientdll replicated release) 1=show hits and near misses, 2=show hits only sv_showhitregistration 0 (gamedll clientdll replicated cheat) Display lag_compensated hitboxes. 0 = off, 1 = server only, 2 = client only, 3 = both server and client sv_showimpacts 0 (gamedll clientdll replicated release) Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) sv_showimpacts_penetration 0 (gamedll clientdll replicated release) Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown) sv_showimpacts_time 4 (min: 0, max: 10, gamedll clientdll replicated release) Duration bullet impact indicators remain before disappearing sv_showladders false (developmentonly gamedll defensive) Show bbox and dismount points for all ladders (must be set before level load.) sv_showlagcompensation_rec 0 (developmentonly gamedll) If > 0, show lag compensation hitboxes as they're recorded. Value is for how long. sv_showplayerhitboxes 0 (developmentonly gamedll clientdll replicated defensive) Show lag compensated hitboxes for the specified player index whenever a player fires. sv_shutdown_immediately_on_request false (developmentonly defensive) The server will always shutdown on receiving the shutdown request, even if not hibernating sv_skel_constraints_enable false (replicated cheat) sv_skip_update_animations false (developmentonly gamedll) Enable to skip game animations sv_skirmish_id 0 (gamedll clientdll replicated release) Dedicated server skirmish id to run sv_skyname "sky_urb01" (gamedll clientdll archive replicated) Current name of the skybox texture sv_smoke_volume_blind_start 0.2 (developmentonly clientdll) sv_snapshot_unlimited false (replicated release) For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course... sv_sniper_tracer_innacuracy 0.085 (developmentonly gamedll clientdll replicated) How inaccurate a sniper shot can be before we trip sv_sniper_tracer_mode behavior. sv_sniper_tracer_innacuracy_length 200 (developmentonly gamedll clientdll replicated) How far should the tracer draw if we trip sv_sniper_tracer_mode behavior. sv_sniper_tracer_mode 1 (developmentonly gamedll clientdll replicated defensive) Mode for sniper tracers. 0: legacy, 1: hide when more than sv_sniper_tracer_innacuracy inaccurate. sv_spawn_afk_bomb_drop_time 15 (gamedll replicated release) Players that have never moved since they spawned will drop the bomb after this amount of time. sv_spec_hear 3 (gamedll clientdll notify replicated release) Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody sv_spec_use_tournament_content_standards false (gamedll clientdll replicated release) sv_specaccelerate 5 (gamedll clientdll archive notify replicated) sv_specnoclip true (gamedll clientdll archive notify replicated) sv_specspeed 1200 (gamedll clientdll archive notify replicated) sv_staminajumpcost 0.08 (min: 0, gamedll clientdll replicated release commandline_enforced) sv_legacy_jump only: Stamina penalty for jumping sv_staminalandcost 0.05 (min: 0, gamedll clientdll replicated release commandline_enforced) sv_legacy_jump only: Stamina penalty for landing sv_staminamax 80 (min: 0, max: 100, gamedll clientdll replicated release) Maximum stamina penalty sv_staminarecoveryrate 60 (min: 0, gamedll clientdll replicated release) Rate at which stamina recovers (units/sec) sv_standable_normal 0.7 (gamedll clientdll replicated cheat release) sv_stats true (developmentonly defensive) Collect CPU usage stats sv_steamauth_correct false (release) Correct behavior sv_steamauth_enforce 2 (release) By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick. sv_steamauth_ignore_localhost true (release) Ignore VAC and auth errors for client connected via localhost address or in-engine loopback sv_steamgroup "" (notify release) The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community. sv_steamgroup_exclusive false (release) If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players. sv_step_move_vel_min 64 (gamedll clientdll replicated cheat) Min velocity for step move. sv_stepsize 18 (developmentonly gamedll clientdll notify replicated) sv_stopspeed 80 (gamedll clientdll notify replicated release) Minimum stopping speed when on ground. sv_strafing_inaccuracy_bias 0.5 (gamedll clientdll replicated cheat release) sv_strafing_inaccuracy_enabled false (gamedll clientdll replicated cheat release) sv_strafing_inaccuracy_scale 0.1 (gamedll clientdll replicated cheat release) sv_stressbots false (release) If set to 1, the server calculates data and fills packets to bots. Used for perf testing. sv_strict_notarget false (developmentonly gamedll defensive) If set, notarget will cause entities to never think they are in the pvs sv_subtick_movement_view_angles true (gamedll clientdll replicated release) Whether or not subtick view angles are taken into account during movement. sv_suppress_friendlyfire_decals true (developmentonly gamedll) sv_suppress_viewpunch false (developmentonly gamedll clientdll replicated cheat) sv_surf_sounds false (gamedll clientdll replicated release) Should we try to play sounds for surf? sv_tags "" (notify release) Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. sv_talk_after_dying_time 0 (gamedll clientdll replicated release) The number of seconds a player can continue talking after dying as if they were still alive sv_talk_enemy_dead false (gamedll clientdll replicated release commandline_enforced) Dead players can hear all dead enemy communication (voice, chat) sv_talk_enemy_living false (gamedll clientdll replicated release commandline_enforced) Living players can hear all living enemy communication (voice, chat) sv_teamid_overhead true (gamedll clientdll notify replicated release) Shows teamID over player's heads. 0 = off, 1 = on sv_teamid_overhead_always_prohibit false (gamedll clientdll notify replicated release) Determines whether cl_teamid_overhead_always is prohibited. sv_teamid_overhead_maxdist 0 (gamedll clientdll replicated release commandline_enforced) If >0, server will override cl_teamid_overhead_maxdist sv_teamid_overhead_maxdist_spec 0 (gamedll clientdll replicated release commandline_enforced) If >0, server will override cl_teamid_overhead_maxdist_spec sv_temp_baseline_string_table_buffer_size 524288 (developmentonly defensive) Buffer size for writing string table baselines sv_tick_parallel_with_client false (developmentonly) Runs the final server tick of the frame in parallel with client work sv_tick_snapshot_sort_entities true (developmentonly) sv_timebetweenducks 0.4 (min: 0, max: 2, gamedll clientdll replicated release) Minimum time before recognizing consecutive duck key sv_timeout 20 (developmentonly defensive) After this many seconds without a message from fully connected client, the client is dropped sv_turbophysics false (developmentonly gamedll clientdll replicated defensive) Turns on turbo physics sv_turning_inaccuracy_angle_min 4 (gamedll clientdll replicated cheat release) sv_turning_inaccuracy_decay 0.8 (gamedll clientdll replicated cheat release) sv_turning_inaccuracy_enabled false (gamedll clientdll replicated cheat release) sv_unlag true (developmentonly gamedll) Enables player lag compensation sv_unlag_debug false (developmentonly gamedll) sv_unlag_fixstuck false (developmentonly gamedll) Disallow backtracking a player for lag compensation if it will cause them to become stuck sv_unlockedchapters 1 (archive) Highest unlocked game chapter. sv_unpause_on_console_close false (archive) 1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused. sv_use_hi_pri_context_switch_time 1 (gamedll clientdll replicated release) +use search behaves as though high priority items are usable for this long after they become unusable to avoid players accidentally performing a different action. sv_use_playercache true (gamedll clientdll replicated cheat) Cache off player bounds for traces. sv_use_pvs_cache false (developmentonly gamedll) sv_usenetworkvars true (developmentonly defensive) Use networkvar system. sv_usercmd_custom_random_seed false (gamedll release) When enabled server will populate an additional random seed independent of the client sv_usercmd_execute_warning_ms 5 (gamedll archive) Emit a warning if we spend more than N ms executing user commands for a single player sv_vac_webapi_auth_key "" (gamedll release) Key for when posting to vac related webapis. sv_versus_screen_scene_id 0 (gamedll release commandline_enforced) Determines which scene is used for the versus screen. sv_visiblemaxplayers -1 (release) Overrides the max players reported to prospective clients sv_voice_proximity -1 (gamedll clientdll replicated release) sv_voicecodec "vaudio_speex" (release) Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. sv_voiceenable true (archive notify release) sv_vote_allow_in_warmup false (gamedll release) Allow voting during warmup? sv_vote_allow_spectators false (gamedll release) Allow spectators to initiate votes? sv_vote_command_delay 2 (max: 4.5, gamedll release) How long after a vote passes until the action happens sv_vote_count_spectator_votes false (gamedll release) Allow spectators to vote on issues? sv_vote_creation_timer 120 (gamedll release) How often someone can individually call a vote. sv_vote_disallow_kick_on_match_point false (gamedll release) Disallow vote kicking on the match point round. sv_vote_failure_timer 300 (gamedll release) A vote that fails cannot be re-submitted for this long sv_vote_issue_changelevel_allowed true (developmentonly gamedll defensive) Can people hold votes to change levels? sv_vote_issue_kick_allowed true (gamedll notify replicated release) Can people hold votes to kick players from the server? sv_vote_issue_loadbackup_allowed true (gamedll notify replicated release) Can people hold votes to load match from backup? sv_vote_issue_loadbackup_spec_authoritative false (gamedll release) When enabled, admins load match from backup without players vote sv_vote_issue_loadbackup_spec_only false (gamedll notify replicated release) When enabled, only admins load match from backup sv_vote_issue_loadbackup_spec_safe true (gamedll release) When enabled, admins load match from backup in safe time of the round only sv_vote_issue_matchready_allowed true (developmentonly gamedll defensive) Can people hold votes to ready/unready the match? sv_vote_issue_nextlevel_allowed true (developmentonly gamedll defensive) Can people hold votes to set the next level? sv_vote_issue_nextlevel_allowextend true (developmentonly gamedll defensive) Allow players to extend the current map? sv_vote_issue_nextlevel_choicesmode true (developmentonly gamedll defensive) Present players with a list of lowest playtime maps to choose from? sv_vote_issue_nextlevel_prevent_change true (developmentonly gamedll defensive) Not allowed to vote for a nextlevel if one has already been set. sv_vote_issue_pause_match_allowed true (developmentonly gamedll defensive) Can people hold votes to pause/unpause the match? sv_vote_issue_pause_match_spec_only false (gamedll notify replicated release) When enabled, only admins start technical pause sv_vote_issue_restart_game_allowed false (gamedll release) Can people hold votes to restart the game? sv_vote_issue_scramble_teams_allowed false (developmentonly gamedll defensive) Can people hold votes to scramble the teams? sv_vote_issue_surrrender_allowed true (developmentonly gamedll defensive) Can people hold votes to surrender? sv_vote_issue_swap_teams_allowed false (developmentonly gamedll defensive) Can people hold votes to swap the teams? sv_vote_issue_timeout_allowed true (developmentonly gamedll defensive) Can people hold votes to time out? sv_vote_kick_ban_duration 15 (gamedll notify replicated release) How long should a kick vote ban someone from the server? (in minutes) sv_vote_quorum_ratio 0.501 (min: 0.01, max: 1, gamedll release) The minimum ratio of players needed to vote on an issue to resolve it. sv_vote_timer_duration 15 (gamedll release) How long to allow voting on an issue sv_vote_to_changelevel_before_match_point false (gamedll replicated release commandline_enforced) Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed) sv_vote_to_changelevel_rndmin 0 (gamedll replicated release commandline_enforced) When non-zero, restricts vote to change level to this many first rounds or minutes of the match (default 0, vote is not disallowed) sv_walkable_normal 0.7 (gamedll clientdll replicated cheat release) sv_warmup_to_freezetime_delay 4 (min: 3, max: 20, gamedll clientdll replicated release commandline_enforced) Delay between end of warmup and start of match. sv_water_slow_amount 0.9 (gamedll clientdll replicated release) sv_wateraccelerate 10 (gamedll clientdll notify replicated release) sv_waterdist 12 (developmentonly gamedll clientdll replicated) Vertical view fixup when eyes are near water plane. sv_waterfriction 1 (gamedll clientdll notify replicated release) sv_weapon_require_use_grace_period 1 (gamedll release) sv_weapon_swap_difficulty_near_hi_pri 2 (gamedll clientdll replicated release) 0 = Cone searches easily reach past high priority items to swap weapons. 1 = Cone searches are narrowed and require that the weapon is strictly closer. 2 = cone searches are disabled near high priority items sv_workshop_allow_other_maps true (gamedll release) When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection. sv_workshop_map_save_data_max_filesize_mb 1 (gamedll release commandline_enforced) sys_minidumpexpandedspew true (developmentonly defensive) sys_minidumpspewlines 2000 (release) Lines of crash dump console spew to keep. target_scan_use_query_cache true (developmentonly gamedll defensive) teleport_trigger_debug false (developmentonly gamedll) testscript_debug false (developmentonly defensive) Debug test scripts. think_limit 10 (gamedll clientdll replicated release) Maximum think time in milliseconds, warning is printed if this is exceeded. thread_pool_option -1 (hidden release) Thread pool option throttle_expensive_ai false (developmentonly gamedll defensive) timedemo_end "-1" (release) Ends timedemo on given tick. timedemo_start "-1" (release) Starts timedemo on given tick. toast_manager_override_duration -1 (developmentonly clientdll) tool_spawned_model_scales [1, 1, 1] (developmentonly gamedll replicated) tools_stall_monitor_break_on_unknown_cause false (developmentonly) Break on unknown stall cause trigger_fan_debug false (developmentonly gamedll clientdll replicated) trigger_fan_player_windblock_debug false (developmentonly gamedll clientdll replicated) trusted_launch 0 (clientdll archive) Trusted launch status tv_advertise_watchable false (protected notify dontrecord release) GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password tv_allow_autorecording_index -1 (gamedll release) When >=0 restricts autorecording only to the specified TV index tv_allow_camera_man true (developmentonly gamedll defensive) Auto director allows spectators to become camera man tv_allow_camera_man_steamid 0 (gamedll release) Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man. tv_allow_camera_man_steamid2 0 (gamedll release) Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man. tv_allow_static_shots true (gamedll release) Auto director uses fixed level cameras for shots tv_autorecord false (release) Automatically records all games as SourceTV demos. tv_autoretry true (release) Relay proxies retry connection after network timeout tv_broadcast false (release) Automatically broadcasts all games as GOTV demos through Steam. tv_broadcast1 false (release) Automatically broadcasts all games as GOTV[1] demos through Steam. tv_broadcast_drop_fragments 0 (hidden release) Drop every Nth fragment tv_broadcast_keyframe_interval 3 (release) The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server tv_broadcast_keyframe_interval1 3 (release) The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server tv_broadcast_max_requests 20 (release) Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped. tv_broadcast_max_requests1 20 (release) Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped. tv_broadcast_origin_auth "gocastauth" (hidden release) X-Origin-Auth header of the broadcast POSTs tv_broadcast_origin_auth1 "gocastauth" (hidden release) X-Origin-Auth header of the broadcast1 POSTs tv_broadcast_origin_delay 0 (hidden release) Injection delay request for CDN rebroadcast frameworks, seconds tv_broadcast_spew_threshold 0.1 (release) The threshold, in seconds, that we'll spew about the snapshot tick tv_broadcast_startup_resend_interval 10 (release) The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails) tv_broadcast_terminate true (hidden release) Terminate every broadcast with a stop command tv_broadcast_url "http://localhost:8080" (release) URL of the broadcast relay tv_broadcast_url1 "http://localhost:8080" (release) URL of the broadcast relay1 tv_chatgroupsize 0 (release) Set the default chat group size tv_chattimelimit 0.2 (release) Limits spectators to chat only every n seconds tv_debug 0 (release) SourceTV debug info. tv_delay 120 (min: 0, max: 960, gamedll release commandline_enforced) SourceTV broadcast delay in seconds tv_delay1 15 (min: 0, max: 960, gamedll release commandline_enforced) SourceTV[instance 1] broadcast delay in seconds tv_delaymapchange true (gamedll release) Delays map change until broadcast is complete tv_deltacache 2 (release) Enable delta entity bit stream cache tv_demo_starttick 0 (developmentonly defensive) tv_dispatchmode 1 (release) Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always tv_enable false (notify release) Activates SourceTV on server. tv_enable1 false (notify release) Activates SourceTV[1] on server. tv_enable_delta_frames true (release) Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory. tv_enable_dynamic false (notify release) When enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv server tv_extended_logging false (developmentonly defensive) tv_grouprelaydatareliable false (developmentonly defensive) When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays tv_grouprelaydataunreliable false (developmentonly defensive) When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays tv_grouprelaydatavoice false (developmentonly defensive) Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays tv_include_usercommands true (gamedll release) HLTV streams will include player usercommands each tick tv_instant_replay_full_frame true (developmentonly defensive) Send embedded full frames tv_instant_replay_full_frame_build_threaded false (developmentonly defensive) Build the full frames on a seperate job thread tv_instant_replay_full_frame_time 30 (developmentonly defensive) Seconds between full frame embeddeds tv_listen_voice_indices 0 (clientdll userinfo) Bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none tv_listen_voice_indices_h 0 (clientdll userinfo) High 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none tv_log_director_events false (developmentonly gamedll defensive) Log game events being considered by the director tv_maxclients 128 (min: 0, max: 255, release) Maximum client number on SourceTV server. tv_maxclients_relayreserved 0 (min: 0, max: 255, release) This number of relay client connections are reserved for SourceTV relays. tv_maxrate 0 (release) Max SourceTV spectator bandwidth rate allowed, 0 == unlimited tv_name "SourceTV" (release) SourceTV host name tv_nochat false (archive userinfo) Don't receive chat messages from other SourceTV spectators tv_overridemaster false (release) Overrides the SourceTV master root address. tv_password "" (protected notify dontrecord release) SourceTV password for all clients of CSTV[0] tv_password1 "" (protected notify dontrecord release) SourceTV password for all clients of CSTV[1]. If empty, tv_password is used tv_playcast_delay_prediction true (release) tv_playcast_delay_resync 0 (release) To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure tv_playcast_fragment_cache_history_length 120 (release) How far back before our current playback head in seconds to hold onto fragments. tv_playcast_http_delta_fragment_timeout_s 3 (hidden release) tv_playcast_max_rcvage 15 (hidden release) tv_playcast_max_rtdelay 300 (hidden release) tv_playcast_origin_auth "" (hidden release) Get request X-Origin-Auth string tv_playcast_retry_timeout 25 (release) In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync tv_playcast_showerrors "" (hidden release) Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" ) tv_playcast_slow_playback_when_fragment_requests_fail true (hidden release) Whether or not we slow playback rate if we start running out of buffered stream fragments. tv_port 27020 (release) Host SourceTV[0] port tv_port1 27021 (release) Host SourceTV[1] port tv_rate_multiplier 2 (developmentonly defensive) Multiply requested rate by this value to adjust Dota TV send rate tv_record_immediate 0 (release) tv_record starting the moment tv_record was executed, not tv_delay earlier tv_relay_hard_shutdown false (developmentonly defensive) tv_relay_quit_after_game true (developmentonly defensive) Quit after a game has been relayed, do not hibernate tv_relay_rate 500000 (developmentonly defensive) default rate for relays tv_relay_secret_code true (developmentonly defensive) When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly tv_relaypassword "" (protected notify dontrecord release) SourceTV password for relay proxies tv_relayradio false (gamedll release) Relay team radio commands to TV: 0=off, 1=on tv_relayvoice true (release) Relay voice data: 0=off, 1=on tv_secret_code true (developmentonly defensive) When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly tv_secure_bypass false (release) Bypass secure challenge on TV port tv_show_allchat true (gamedll release) tv_spectator_port_offset 0 (clientdll release) tv_threaded_merge_entity_deltas true (developmentonly defensive) Enable SourceTV threading of delta merging tv_timeout 20 (release) SourceTV connection timeout in seconds. tv_title "SourceTV" (release) Set title for SourceTV spectator UI tv_transmitall false (replicated release) Transmit all entities (not only director view) tv_update_hibernation_enabled true (developmentonly defensive) Allow SourceTV to control server hibernation state. tv_window_size 16 (release) Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system ui_deepstats_radio_heat_figurine "0" (clientdll archive release) ui_deepstats_radio_heat_tab "0" (clientdll archive release) ui_deepstats_radio_heat_team "0" (clientdll archive release) ui_deepstats_toplevel_mode "0" (clientdll archive release) ui_hud_dist 24 (developmentonly clientdll replicated defensive) distance from the player to the hud ui_inspect_bkgnd_map_C2AEBB5E "warehouse" (clientdll archive release) Inspect background map ui_inventorysettings_recently_acknowledged "" (clientdll archive release) ui_leaderboards_top_public_appid 730 (clientdll hidden release) ui_lobby_draft_enabled false (clientdll release) ui_mainmenu_bkgnd_movie_C2AEBB5E "de_cache" (clientdll archive release) Main menu background movie ui_nearbylobbies_filter3 "competitive" (clientdll archive release) ui_news_last_read_link "" (clientdll archive release) ui_news_last_read_link2 "" (clientdll archive release) ui_notification_tb_snooze "" (clientdll archive release) ui_party_msg_sound_enabled true (clientdll release) When enabled, lobby messages will play a short sound ui_playsettings_custom_preset "" (clientdll archive release) ui_playsettings_directchallengekey "" (clientdll archive release) ui_playsettings_flags_listen_casual "0" (clientdll archive release) ui_playsettings_flags_listen_competitive "16" (clientdll archive release) ui_playsettings_flags_listen_cooperative "0" (clientdll archive release) ui_playsettings_flags_listen_deathmatch "32" (clientdll archive release) ui_playsettings_flags_listen_retakes "0" (clientdll archive release) ui_playsettings_flags_listen_scrimcomp2v2 "0" (clientdll archive release) ui_playsettings_flags_listen_skirmish "0" (clientdll archive release) ui_playsettings_flags_listen_survival "0" (clientdll archive release) ui_playsettings_flags_official_casual "0" (clientdll archive release) ui_playsettings_flags_official_competitive "16" (clientdll archive release) ui_playsettings_flags_official_cooperative "0" (clientdll archive release) ui_playsettings_flags_official_deathmatch "32" (clientdll archive release) ui_playsettings_flags_official_retakes "0" (clientdll archive release) ui_playsettings_flags_official_scrimcomp2v2 "0" (clientdll archive release) ui_playsettings_flags_official_skirmish "0" (clientdll archive release) ui_playsettings_flags_official_survival "0" (clientdll archive release) ui_playsettings_listen_annotations "0" (clientdll archive release) ui_playsettings_listen_grenades "0" (clientdll archive release) ui_playsettings_listen_infammo "0" (clientdll archive release) ui_playsettings_listen_infwarmup "0" (clientdll archive release) ui_playsettings_maps_listen_casual "mg_de_dust2" (clientdll archive release) ui_playsettings_maps_listen_competitive "mg_de_dust2" (clientdll archive release) ui_playsettings_maps_listen_deathmatch "mg_de_dust2" (clientdll archive release) ui_playsettings_maps_listen_gungameprogressive "mg_ar_baggage" (clientdll archive release) ui_playsettings_maps_listen_retakes "mg_de_dust2" (clientdll archive release) ui_playsettings_maps_listen_scrimcomp2v2 "mg_de_inferno" (clientdll archive release) ui_playsettings_maps_official_casual "mg_casualalpha" (clientdll archive release) ui_playsettings_maps_official_deathmatch "mg_casualalpha" (clientdll archive release) ui_playsettings_maps_official_gungameprogressive "mg_armsrace" (clientdll archive release) ui_playsettings_maps_official_retakes "mg_casualalpha" (clientdll archive release) ui_playsettings_maps_workshop "" (clientdll archive release) ui_playsettings_mode_listen "deathmatch" (clientdll archive release) ui_playsettings_mode_official_v20 "deathmatch" (clientdll archive release) ui_playsettings_survival_solo "0" (clientdll archive release) ui_playsettings_warmup_map_name "de_mirage" (clientdll archive release) ui_popup_weaponupdate_version "0" (clientdll archive release) ui_render_task_clips_label "dealt_damage" (clientdll release) ui_render_task_file "rendertask" (clientdll release) ui_render_task_fps 60 (clientdll release) ui_render_task_generate_clips false (clientdll release) ui_setting_advertiseforhire_auto 1 (clientdll archive release) Whether users will automatically advertise for invites (0: off; 1: last; 2: auto) ui_setting_advertiseforhire_auto_last "/competitive" (clientdll archive release) Which game mode users last used to advertise for invites ui_show_subscription_alert "0" (clientdll archive release) ui_show_unlock_competitive_alert "" (clientdll archive release) ui_steam_overlay_notification_position "bottomleft" (clientdll archive) Steam overlay notification position ui_steam_overlay_notification_position_horz 0 (min: 0, max: 100, clientdll archive) Steam overlay notification position horizontal offset ui_steam_overlay_notification_position_vert 0 (min: 0, max: 100, clientdll archive) Steam overlay notification position vertical offset ui_vanitysetting_loadoutslot_ct "" (clientdll archive release) ui_vanitysetting_loadoutslot_t "" (clientdll archive release) ui_vanitysetting_team "" (clientdll archive release) update_all_keyframed_in_spatial_partition_update true (developmentonly gamedll clientdll replicated) update_voices_low_priority false (developmentonly defensive) vconsole_rcon_server_details "" (dontrecord release server_cannot_query) when non-empty allows for easy vconsole connection to the dedicated server. vehicle_debug_impact_damage false (developmentonly gamedll) videocfg_ao_detail 0 (developmentonly clientdll defensive) videocfg_fsr_detail 0 (developmentonly clientdll defensive) videocfg_hdr_detail -1 (developmentonly clientdll defensive) videocfg_particle_detail 1 (developmentonly clientdll defensive) videocfg_shadow_quality 1 (developmentonly clientdll defensive) videocfg_texture_detail 1 (developmentonly clientdll defensive) view_punch_decay 18 (gamedll clientdll replicated cheat release) Decay factor exponent for view punch viewmodel_fov 60 (min: 60, max: 68, clientdll archive userinfo per_user) Viewmodel FOV viewmodel_offset_x 1 (min: -2, max: 2.5, clientdll archive userinfo per_user) viewmodel_offset_x viewmodel_offset_y 1 (min: -2, max: 2, clientdll archive userinfo per_user) viewmodel_offset_y viewmodel_offset_z -1 (min: -2, max: 2, clientdll archive userinfo per_user) viewmodel_offset_z viewmodel_presetpos 1 (clientdll archive) 1:"Desktop", 2:"Classic" violence_ablood true (archive) Draw alien blood violence_agibs true (archive) Show alien gib entities violence_hblood true (archive) Draw human blood violence_hgibs true (archive) Show human gib entities vis_enable true (developmentonly defensive) Enable precomputed visibility when true vis_force false (gamedll cheat) vis_sunlight_enable true (developmentonly cheat) Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS) vismon_poll_frequency 0.5 (gamedll cheat) vismon_trace_limit 12 (gamedll cheat) voice_all_icons false (developmentonly clientdll defensive) Draw all players' voice icons voice_always_sample_mic false (archive) When enabled, open the voip audio input stream when the application launches. voice_bypass_noise_gate false (developmentonly) voice_clientdebug 0 (developmentonly clientdll defensive) voice_debugfeedbackfrom false (developmentonly defensive) voice_device_override "" (archive release) Default device used for voice capture. voice_fadeouttime 0.005 (developmentonly defensive) voice_in_process false (developmentonly defensive) voice_initial_buffer_ms 200 (developmentonly defensive) voice_input_stallout 2 (userinfo) Time before we consider a mic stalled out and need to reset it. voice_loopback false (userinfo) voice_loopback_no_networking false (userinfo) voice_min_buffer_ms 100 (developmentonly defensive) voice_modenable true (clientdll archive release clientcmd_can_execute) Enable/disable voice in this mod. voice_noise_supression false (developmentonly defensive) voice_player_speaking_delay_threshold 0.5 (gamedll cheat) voice_sequence_maximum_wait_time 0.5 (developmentonly defensive) When receiving packets out of sequence, wait this many seconds for missing sequences to arrive voice_serverdebug false (developmentonly gamedll defensive) voice_stall_ms 250 (developmentonly defensive) voice_test_log_send false (release) voice_threshold -120 (clientdll archive) decibel threshold for how loud the talker's input signal is before we think they are talking. voice_threshold_attack 0.3 (developmentonly) Amount of time we buffer outgoing audio to detect an onset. voice_threshold_delay 0.7 (developmentonly) Amount of time the talker is silent before we infer that they are no longer talking. voice_threshold_hold 0.2 (developmentonly) Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking. voice_threshold_ramp_min_db -60 (developmentonly) A dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping. voice_vox 0 (clientdll archive per_user) Voice chat uses a vox-style always on voice_vox_current_peak 0 (developmentonly clientdll defensive) Current peak value (out of 64k) of the incoming voice stream volume 1 (min: 0, max: 1, archive) Sound volume volume_fog_debug_volumes false (cheat) volume_fog_density_scale 1 (developmentonly cheat) Scale global volume fog density volume_fog_depth 128 (min: 48, max: 1024, developmentonly defensive) Depth of volume fog texture volume_fog_depth_warp 7 (developmentonly defensive) volume_fog_depth_warp_debug false (developmentonly defensive) volume_fog_dither_scale 1 (cheat) volume_fog_enable_jitter true (cheat) volume_fog_height 160 (min: 64, max: 1024, developmentonly defensive) Height of volume fog texture volume_fog_intermediate_textures_hdr true (developmentonly defensive) volume_fog_shadow_penumbra_multiplier 3 (developmentonly defensive) Penumbra size multiplier for shadow sampling, reduces fog shadow aliasing volume_fog_temporal_filter true (developmentonly defensive) volume_fog_temporal_weight 0.9 (min: 0.1, max: 0.99, developmentonly defensive) Temporal filtering weight volume_fog_width 240 (min: 64, max: 1024, developmentonly defensive) Width of volume fog texture vprof_counters 0 (developmentonly defensive) vprof_counters_show_minmax false (developmentonly defensive) vprof_scope_entity_clientthink false (developmentonly clientdll hidden defensive) Does nothing whatsoever. vprof_scope_entity_thinks false (developmentonly gamedll clientdll replicated defensive) vprof_think_limit false (developmentonly gamedll defensive) vt_sim_streaming_delay_ms 500 (developmentonly defensive) weapon_accuracy_forcespread 0 (gamedll clientdll replicated release) Force spread to the specified value. weapon_accuracy_logging false (developmentonly gamedll clientdll archive replicated) weapon_accuracy_nospread false (gamedll clientdll replicated release commandline_enforced) Disable weapon inaccuracy spread weapon_accuracy_reset_on_deploy false (gamedll clientdll replicated cheat release) On deploy, forcibly reset weapon accuracy to zero. weapon_accuracy_shotgun_spread_patterns true (gamedll clientdll replicated release) weapon_accuracy_stack_boost_limit 2 (gamedll clientdll replicated release) Apply ladder inaccuracy to players boosted by a stack of this many (or more) players weapon_air_spread_scale 1 (min: 0, gamedll clientdll replicated release commandline_enforced) Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing weapon_all_nametag false (developmentonly clientdll) weapon_all_stattrak false (developmentonly clientdll) weapon_auto_cleanup_time 0 (gamedll clientdll replicated release) If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near. weapon_debug_inaccuracy_only_up false (developmentonly gamedll clientdll replicated cheat) Force weapon inaccuracy to be in exactly the up direction weapon_debug_max_inaccuracy false (developmentonly gamedll clientdll replicated cheat) Force all shots to have maximum inaccuracy weapon_debug_spread_gap 0.67 (clientdll cheat per_user) weapon_debug_spread_show 0 (clientdll cheat per_user) Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair weapon_land_dip_amt 20 (developmentonly gamedll clientdll replicated cheat) The amount the gun should dip when the player lands after a jump. weapon_max_before_cleanup 0 (gamedll clientdll replicated release commandline_enforced) If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world. weapon_molotov_maxdetonateslope 30 (min: 0, max: 90, developmentonly gamedll clientdll replicated defensive) Maximum angle of slope on which the molotov will detonate weapon_near_empty_sound true (gamedll clientdll replicated cheat) weapon_random_stickers false (developmentonly clientdll) weapon_reticle_knife_show true (gamedll clientdll replicated release commandline_enforced) When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife. weapon_skin_force_legacy -1 (developmentonly gamedll clientdll replicated) weapon_skins true (developmentonly clientdll) weapon_skins_on_default false (developmentonly clientdll) weapon_sound_falloff_multiplier 1 (gamedll clientdll replicated cheat release commandline_enforced) Scaling for falloff of weapon firing sounds webapi_values_init_buffer_size 65536 (developmentonly clientdll defensive) Initial buffer size for buffers in the WebAPIValues buffer pool webapi_values_max_pool_size_mb 400 (developmentonly clientdll defensive) Maximum size in bytes of the WebAPIValues buffer pool wind_system_debug_volumes false (developmentonly defensive) wind_system_default_resolution_xy 256 (developmentonly defensive) wind_system_default_resolution_z 32 (developmentonly defensive) wind_system_default_sample_min_spacing 12 (developmentonly defensive) wind_system_temporal_smoothing true (developmentonly defensive) zoom_sensitivity_ratio 1 (min: 0.01, max: 3, clientdll archive per_user) Additional mouse sensitivity scale factor applied when FOV is zoomed in.