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en:games:etqw_cvar_list [2019-02-03-11-42] (current)
7saturn created
Line 1: Line 1:
 +====== ETQW CVAR List ======
 +^  CVar  ^  Description ​ ^
 +| a_glowBaseScale | Original image contribution factor\\ type: float (cheat) |
 +| a_glowLuminanceDependency | Dependency of the glow on the luminance(brightness)\\ type: float (cheat) |
 +| a_glowScale | Blurred image contribution factor\\ type: float (cheat) |
 +| a_glowSpriteMin | type: string (cheat) |
 +| a_glowSpriteSize | type: float (cheat) |
 +| a_glowSunBaseScale | Factor to scale to sun factor with\\ type: float (cheat) |
 +| a_glowSunPower | Power to raise to sun factor to\\ type: float (cheat) |
 +| a_glowSunScale | Factor to scale to sun factor with\\ type: float (cheat) |
 +| a_glowThresh | Threshold above which part of the scene starts glowing\\ type: float (cheat) |
 +| a_sun | type: float (cheat) |
 +| a_windTimeScale | Speed at which wind effects change\\ type: float (cheat) |
 +| aas_extendFlyPaths | set to 1 to enable extending fly paths\\ type: bool (cheat)\\ default: 1 (true) |
 +| aas_locationMemory | used to remember a particular location, set to '​current'​ to store the current x,y,z location\\ type: string (cheat) |
 +| aas_optimizePaths | set to 1 to enable path optimization\\ type: bool (cheat)\\ default: 1 (true) |
 +| aas_pullPlayer | pull the player to the specified area\\ type: string (cheat) |
 +| aas_pullWalk | walk instead of sprint\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_randomPullPlayer | pull the player to a random area\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showAreas | show the areas in the selected aas\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showEdgeNums | show edge nums\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showFloorTrace | show floor trace\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showHopPath | show hop path to specified area\\ type: string (cheat) |
 +| aas_showNearestCoverArea | show the nearest area with cover from the selected area (aas_showHideArea 4 will show the nearest area in cover from area 4)\\ type: int (cheat) |
 +| aas_showNearestInsideArea | show the nearest area that is inside\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showObstacleAvoidance | shows obstacles along paths\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showPath | show the path to the walk specified area\\ type: string (cheat) |
 +| aas_showPushIntoArea | show an arrow going to the closest area\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showTravelTime | print the travel time to the specified goal area (only when aas_showAreas is set)\\ type: int (cheat) |
 +| aas_showWallEdgeNums | show the number of the edges of walls\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_showWallEdges | show the edges of walls, 2 = project all to same height, 3 = project onscreen\\ type: int [0, 3] (cheat) |
 +| aas_skipObstacleAvoidance | ignore all dynamic obstacles along paths\\ type: bool (cheat)\\ default: 0 (false) |
 +| aas_subSampleWalkPaths | set to 1 to enable walk path sub-sampling\\ type: bool (cheat)\\ default: 1 (true) |
 +| aas_test | select which AAS to test\\ type: string [aas_player,​ aas_vehicle] (cheat) |
 +| af_contactFrictionScale | scales the contact friction\\ type: float (cheat) |
 +| af_forceFriction | force the given friction value\\ type: float (cheat) |
 +| af_highlightBody | name of the body to highlight\\ type: string (cheat) |
 +| af_highlightConstraint | name of the constraint to highlight\\ type: string (cheat) |
 +| af_jointFrictionScale | scales the joint friction\\ type: float (cheat) |
 +| af_maxAngularVelocity | maximum angular velocity\\ type: float (cheat) |
 +| af_maxLinearVelocity | maximum linear velocity\\ type: float (cheat) |
 +| af_showActive | show tree-like structures of articulated figures not at rest\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showBodies | show bodies\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showBodyNames | show body names\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showConstrainedBodies | show the two bodies contrained by the highlighted constraint\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showConstraintNames | show constraint names\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showConstraints | show constraints\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showInertia | show the inertia tensor of each body\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showLimits | show joint limits\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showMass | show the mass of each body\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showPrimaryOnly | show primary constraints only\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showTimings | show articulated figure cpu usage\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showTotalMass | show the total mass of each articulated figure\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showTrees | show tree-like structures\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_showVelocity | show the velocity of each body\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_skipFriction | skip friction\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_skipLimits | skip joint limits\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_skipSelfCollision | skip self collision detection\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_testSolid | test for bodies initially stuck in solid\\ type: bool (cheat)\\ default: 1 (true) |
 +| af_timeScale | scales the time\\ type: float (cheat) |
 +| af_useImpulseFriction | use impulse based contact friction\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_useJointImpulseFriction | use impulse based joint friction\\ type: bool (cheat)\\ default: 0 (false) |
 +| af_useLinearTime | use linear time algorithm for tree-like structures\\ type: bool (cheat)\\ default: 1 (true) |
 +| af_useSymmetry | use constraint matrix symmetry\\ type: bool (cheat)\\ default: 1 (true) |
 +| ai_debugAnimState | displays animState changes for the specified monster entity number\\ type: int (cheat) |
 +| ai_debugMove | draws movement information for monsters\\ type: bool (cheat)\\ default: 0 (false) |
 +| ai_debugScript | displays script calls for the specified monster entity number\\ type: int (cheat) |
 +| ai_debugTrajectory | draws trajectory tests for monsters\\ type: bool (cheat)\\ default: 0 (false) |
 +| ai_fallTime | Number of seconds before the player plays the falling animation\\ type: float (cheat) |
 +| anim_forceUpdate | type: bool (cheat)\\ default: 0 (false) |
 +| anim_maxBodyPitch | max pitch of body adjustment\\ type: float (cheat) |
 +| anim_minBodyPitch | min pitch of body adjustment\\ type: float (cheat) |
 +| anim_reduced | type: bool (cheat)\\ default: 1 (true) |
 +| anim_showMissingAnims | Show warnings for missing animations\\ type: bool (cheat)\\ default: 0 (false) |
 +| aor_animationCutoffScale | scale the aor animation cutoff distance\\ type: float |
 +| aor_ikCutoffScale | scale the aor ik cutoff distance\\ type: float |
 +| aor_physicsCutoffScale | scale the aor physics cutoff distance\\ type: float |
 +| aor_physicsLod1StartScale | scale the aor physics lod 1 distance\\ type: float |
 +| aor_physicsLod2StartScale | scale the aor physics lod 2 distance\\ type: float |
 +| aor_physicsLod3StartScale | scale the aor physics lod 3 distance\\ type: float |
 +| bot_aimSkill | Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER\\ type: int |
 +| bot_breakPoint | Cause a program break to occur inside the bot's AI\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_canDropDeployables | 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables\\ type: bool (cheat)\\ default: 1 (true) |
 +| bot_canStrafeJump | 0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_debug | Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_debugAirVehicles | Debug bot air vehicle usage. -1 = disable\\ type: int (cheat) |
 +| bot_debugGroundVehicles | Debug bot ground vehicle usage. -1 = disable\\ type: int (cheat) |
 +| bot_debugMapScript | Allows you to debug the bot script.\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_debugObstacles | Debug bot obstacles in the world\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_debugPersonalVehicles | Only used for debugging the use of the husky/​icarus.\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_debugSpeed | Debug bot's move speed. -1 = disable\\ type: int (cheat) |
 +| bot_debugWeapons | Only used for debugging bots weapons.\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_doObjectives | 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player\\ type: bool\\ default: 1 (true) |
 +| bot_drawActionDist | How far away to draw the bot action info. Default is 2048\\ type: float (cheat) |
 +| bot_drawActionGroupNum | Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled.\\ type: int (cheat) |
 +| bot_drawActionNumber | Draw a specific bot action only. -1 = disable\\ type: int (cheat) |
 +| bot_drawActions | Draw the bot's actions.\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_drawActionSize | How big to draw the bot action info. Default is 0.2\\ type: float (cheat) |
 +| bot_drawActiveActionsOnly | Draw only active bot actions. 1 = all active actions. 2 = only GDF active actions. 3 = only Strogg active actions. Combo actions, that have both GDF and strogg goals, will still show up.\\ type: int (cheat) |
 +| bot_drawClientNumbers | Draw every clients number above their head\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_drawNodes | draw vehicle path nodes\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_drawObstacles | Draw the bot's dynamic obstacles in the world\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_drawRoutes | Draw the bot's routes.\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_enable | 0 = bots will not be loaded in the game. 1 = bots are loaded.\\ type: bool\\ default: 1 (true) |
 +| bot_fakePing | Have the bots display fake pings in the scoreboard\\ type: int |
 +| bot_followMe | Have the bots follow you in debug mode\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_hud | Print out the bots debug info onto the players HUD. Set to the clientNum of the bot to debug. 0 = disable. Make sure bot_debug is 1.\\ type: int (cheat) |
 +| bot_ignoreEnemies | If set to 1, bots will ignore all enemies. Useful for debugging bot behavior\\ type: int (cheat) |
 +| bot_ignoreGoals | If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior\\ type: int (cheat) |
 +| bot_knifeOnly | goofy mode where the bots only use their knifes in combat.\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_minClients | Keep a minimum number of clients on the server with bots. -1 to disable\\ type: int |
 +| bot_noChat | 0 = bots chat, 1 = bots never chat\\ type: bool\\ default: 0 (false) |
 +| bot_noRandomJump | makes bots not randomly jump\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_noTapOut | makes bots not want to ever tap out, for debug purposes\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_noTaunt | 0 = bots taunt, 1 = bots never taunt\\ type: bool\\ default: 1 (true) |
 +| bot_pause | Pause the bot's thinking - useful for screenshots/​debugging/​etc\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_showPath | Show the path for the bot's client number. -1 = disable.\\ type: int (cheat) |
 +| bot_sillyWarmup | 0 = bots play the game like normal, 1 = bots shoot each other and act silly during warmup\\ type: bool\\ default: 1 (true) |
 +| bot_skill | Sets the bot's default AI skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER\\ type: int |
 +| bot_skipThinkClient | A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled.\\ type: int (cheat) |
 +| bot_suicide | Causes all bots to suicide. Useful for debugging.\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_testObstacleAvoidance | test obstacle avoidance\\ type: bool (cheat)\\ default: 0 (false) |
 +| bot_threadFixedDelay | force the bot AI to always trail bot_threadFrameDelay frames behind\\ type: bool\\ default: 0 (false) |
 +| bot_threadFrameDelay | maximum number of game frames the bot AI can trail behind\\ type: int [0, 4]  |
 +| bot_threading | enable running the bot AI in a separate thread\\ type: bool\\ default: 1 (true) |
 +| bot_uiNumGDF | The number of gdf bots to add to the server. -1 to disable\\ type: int |
 +| bot_uiNumStrogg | The number of strogg bots to add to the server. -1 to disable\\ type: int |
 +| bot_uiSkill | The overall skill the bots should play at in the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER\\ type: int |
 +| bot_useShotguns | 0 = bots wont use shotguns/​nailguns. 1 = bots will use shotguns/​nailguns.\\ type: bool\\ default: 1 (true) |
 +| bot_useSpawnHosts | 0 = strogg bots can't use spawn host bodies, 1 = bots can use spawnhosts\\ type: bool\\ default: 1 (true) |
 +| bot_useVehicles | 0 = bots dont use vehicles, 1 = bots do use vehicles\\ type: bool (cheat)\\ default: 1 (true) |
 +| bse_debris | disable effect debris\\ type: bool (cheat)\\ default: 1 (true) |
 +| bse_debug | display debug info about effect\\ type: int (cheat) |
 +| bse_detailLevel | Detail setting for effects\\ type: float |
 +| bse_effectsStats | type: string (cheat) |
 +| bse_enabled | set to false to disable all effects\\ type: bool (cheat)\\ default: 1 (true) |
 +| bse_maxDecalDistance | Maximum distance from the viewer to spawn decals\\ type: float (cheat) |
 +| bse_physics | disable effect physics\\ type: bool (cheat)\\ default: 1 (true) |
 +| bse_projectileEffect | this effect will replace projectile explosions\\ type: string (cheat) |
 +| bse_rateCost | rate cost multiplier for spawned effects\\ type: float |
 +| bse_rateLimit | rate limit for spawned effects\\ type: float |
 +| bse_render | disable effect rendering\\ type: bool (cheat)\\ default: 1 (true) |
 +| bse_showBounds | display debug bounding boxes effect\\ type: int (cheat) |
 +| bse_simple | simple versions of effects\\ type: bool\\ default: 0 (false) |
 +| bse_singleEffect | set to the name of the effect that is only played\\ type: string (cheat) |
 +| bse_speeds | print bse frame statistics\\ type: int (cheat) |
 +| cm_backFaceCull | cull back facing polygons\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_debugCollision | debug the collision detection\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_debugRotation | debug rotation failure\\ type: bool (cheat)\\ default: 1 (true) |
 +| cm_debugSetParms | debug set parameters\\ type: bool (cheat)\\ default: 1 (true) |
 +| cm_debugTranslation | debug translation failure\\ type: bool (cheat)\\ default: 1 (true) |
 +| cm_drawColor | color used to draw the collision models\\ type: string (cheat) |
 +| cm_drawFilled | draw filled polygons\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_drawIndexScale | scale of primitive indices\\ type: float (cheat) |
 +| cm_drawIndices | draw primitive indices\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_drawInternal | draw internal edges green\\ type: bool (cheat)\\ default: 1 (true) |
 +| cm_drawMask | collision mask\\ type: string [none, solid, opaque, water, playerclip, moveableclip,​ ikclip, slidemover, body, corpse, trigger, vehicleclip,​ rendermodel,​ projectile, explosion, monster, forcefield] (cheat) |
 +| cm_drawNormals | draw polygon and edge normals\\ type: float (cheat) |
 +| cm_drawTraces | draw polygon and edge normals\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_loadRenderModels | allow loading of render models for collision at run time\\ type: bool (cheat)\\ default: 1 (true) |
 +| cm_showCompiledModelstats | show stats for all compiled collision models\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_showConversionWarnings | sets whether to show warnings when converting models to trace models\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_storeCollisionModelStats | any models converted will be stored for output later using the command dumpCollisionModelStats\\ type: bool (cheat)\\ default: 0 (false) |
 +| cm_testAngle | type: float (cheat) |
 +| cm_testBox | type: string (cheat) |
 +| cm_testBoxRotation | type: string (cheat) |
 +| cm_testCollision | type: bool (cheat)\\ default: 0 (false) |
 +| cm_testLength | type: float (cheat) |
 +| cm_testModel | type: int (cheat) |
 +| cm_testOrigin | type: string (cheat) |
 +| cm_testRadius | type: float (cheat) |
 +| cm_testRandomMany | type: bool (cheat)\\ default: 0 (false) |
 +| cm_testReset | type: bool (cheat)\\ default: 0 (false) |
 +| cm_testRotation | type: bool (cheat)\\ default: 1 (true) |
 +| cm_testTimes | type: int (cheat) |
 +| cm_testTranslation | type: bool (cheat)\\ default: 1 (true) |
 +| cm_testWalk | type: bool (cheat)\\ default: 1 (true) |
 +| cm_writeCompiledCollisionModels | write out generated collision models to disk\\ type: bool (cheat)\\ default: 0 (false) |
 +| com_allowConsole | allow toggling console with the tilde key\\ type: bool\\ default: 0 (false) |
 +| com_asyncInput | sample input from the async thread\\ type: bool (cheat)\\ default: 0 (false) |
 +| com_asyncSound | 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix\\ type: int [0, 1] (cheat) |
 +| com_aviDemoHeight | type: int (cheat) |
 +| com_aviDemoSamples | type: int (cheat) |
 +| com_aviDemoTics | type: int (cheat) |
 +| com_aviDemoWidth | type: int (cheat) |
 +| com_compressDemos | type: bool (cheat)\\ default: 0 (false) |
 +| com_fixedTic | type: bool (cheat)\\ default: 0 (false) |
 +| com_forceGenericSIMD | force generic platform independent SIMD\\ type: bool\\ default: 0 (false) |
 +| com_gpuSpec | hardware classification,​ -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality\\ type: int |
 +| com_journal | 1 = record journal, 2 = play back journal\\ type: int [0, 2] (init) |
 +| com_logDemos | type: bool (cheat)\\ default: 0 (false) |
 +| com_machineSpec | hardware classification,​ -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality\\ type: int |
 +| com_makingBuild | 1 when making a build\\ type: bool (cheat)\\ default: 0 (false) |
 +| com_makingRC | 1 when making a release candidate\\ type: bool (cheat)\\ default: 0 (false) |
 +| com_minTics | type: int (cheat) |
 +| com_preciseTic | run one game tick every async thread update\\ type: bool (cheat)\\ default: 1 (true) |
 +| com_preloadDemos | type: bool (cheat)\\ default: 1 (true) |
 +| com_purgeAll | purge everything between level loads\\ type: bool\\ default: 0 (false) |
 +| com_showAngles | type: bool (cheat)\\ default: 0 (false) |
 +| com_showBPS | show bot think frames per second\\ type: bool\\ default: 0 (false) |
 +| com_showDemo | type: bool (cheat)\\ default: 0 (false) |
 +| com_showFPS | show frames rendered per second\\ type: bool\\ default: 0 (false) |
 +| com_showMemoryUsage | show total and per frame memory usage\\ type: bool\\ default: 0 (false) |
 +| com_showSoundDecoders | show sound decoders\\ type: bool\\ default: 0 (false) |
 +| com_showTics | type: bool (cheat)\\ default: 0 (false) |
 +| com_showTPS | show mega tiles loaded per second\\ type: bool\\ default: 0 (false) |
 +| com_skipGameDraw | type: bool (cheat)\\ default: 0 (false) |
 +| com_skipRenderer | skip the renderer completely\\ type: bool (cheat)\\ default: 0 (false) |
 +| com_skipWarnings | skip all warnings\\ type: bool\\ default: 0 (false) |
 +| com_speeds | show engine timings\\ type: bool\\ default: 0 (false) |
 +| com_timestampPrints | print time with each console print, 1 = msec, 2 = sec\\ type: string (cheat) |
 +| com_unlock_avgFrames | average out render times over n frames for extra renders management\\ type: int |
 +| com_unlock_maxFPS | maximum FPS unlock will try to reach (only works in timing methods 1 & 2) - zero = no limit\\ type: int |
 +| com_unlock_safetyMargin | percentage safety margin under which not to trigger an extra render\\ type: float |
 +| com_unlock_timingMethod | method of timing interpolated/​extrapolated frames: 0 = whenever they fit; 1 = on boundaries of framerate multiples of 30; 2 = like 1, but using total previous everything time to estimate, not just render time\\ type: int |
 +| com_unlockFPS | allow renderer to go faster than game ticks\\ type: bool\\ default: 1 (true) |
 +| com_useBinaryDecls | Load binary versions of declarations falling back to text if not found\\ type: bool (cheat)\\ default: 1 (true) |
 +| com_useFastVidRestart | Allow use of fast vid restarts\\ type: bool\\ default: 0 (false) |
 +| com_videoRam | holds the last amount of detected video ram\\ type: int |
 +| com_wipeSeconds | type: float (cheat) |
 +| com_writeBinaryDecls | Write binary versions of declarations\\ type: bool (cheat)\\ default: 0 (false) |
 +| con_noPrint | print on the console but not onscreen when console is pulled up\\ type: bool\\ default: 1 (true) |
 +| con_notifyTime | time messages are displayed onscreen when console is pulled up\\ type: float |
 +| con_speed | speed at which the console moves up and down\\ type: float |
 +| decl_show | set to 1 to print parses, 2 to also print references, 3 only prints out of level load, 4 only prints out of level load but also prints references\\ type: int [0, 4] (cheat) |
 +| decl_usageLog | creates a log of all declarations touched\\ type: bool (cheat)\\ default: 0 (false) |
 +| demo_debug | debug demo replay system\\ type: bool\\ default: 0 (false) |
 +| demo_noclip | noclip through a demo\\ type: bool (cheat)\\ default: 0 (false) |
 +| demo_prediction | prediction when playing back a server demo in milliseconds\\ type: int |
 +| demo_scale | speed scaling of demo replays\\ type: float [0.01, 100]  |
 +| demo_snapshotDelay | delay between snapshots for server side demo recordings\\ type: int |
 +| developer | developer mode\\ type: bool\\ default: 0 (false) |
 +| fs_basepath | type: string (init) |
 +| fs_caseSensitiveOS | type: bool (cheat)\\ default: 0 (false) |
 +| fs_cdpath | type: string (init) |
 +| fs_copyfiles | type: int [0, 5] (init) |
 +| fs_debug | type: int [0, 2] (cheat) |
 +| fs_devpath | type: string (init) |
 +| fs_game | mod path\\ type: string (init) |
 +| fs_game_base | alternate mod path, searched after the main fs_game path, before the basedir\\ type: string (init) |
 +| fs_restrict | type: bool (init)\\ default: 0 (false) |
 +| fs_savepath | type: string (init) |
 +| fs_searchAddons | search all addon pk4s ( disables addon functionality )\\ type: bool (cheat)\\ default: 0 (false) |
 +| fs_toolsPath | quoted paths that are searched for tools\\ type: string (cheat) |
 +| fs_userpath | type: string (init) |
 +| g_allowComplaint_charge | Allow complaints for teamkills with charges\\ type: bool\\ default: 0 (false) |
 +| g_allowComplaint_explosives | Allow complaints for explosive weapons and items\\ type: bool\\ default: 1 (true) |
 +| g_allowComplaint_firesupport | Allow complaints for teamkills with fire support\\ type: bool\\ default: 1 (true) |
 +| g_allowLateJoin | Enable/​disable players joining a match in progress\\ type: bool\\ default: 1 (true) |
 +| g_autoFireTeam | Prompt to join a fireteam when switching to a new team.\\ type: bool\\ default: 0 (false) |
 +| g_banner_1 | banner message 1\\ type: string |
 +| g_banner_10 | banner message 10\\ type: string |
 +| g_banner_11 | banner message 11\\ type: string |
 +| g_banner_12 | banner message 12\\ type: string |
 +| g_banner_13 | banner message 13\\ type: string |
 +| g_banner_14 | banner message 14\\ type: string |
 +| g_banner_15 | banner message 15\\ type: string |
 +| g_banner_16 | banner message 16\\ type: string |
 +| g_banner_2 | banner message 2\\ type: string |
 +| g_banner_3 | banner message 3\\ type: string |
 +| g_banner_4 | banner message 4\\ type: string |
 +| g_banner_5 | banner message 5\\ type: string |
 +| g_banner_6 | banner message 6\\ type: string |
 +| g_banner_7 | banner message 7\\ type: string |
 +| g_banner_8 | banner message 8\\ type: string |
 +| g_banner_9 | banner message 9\\ type: string |
 +| g_banner_delay | delay between banner messages\\ type: int |
 +| g_banner_loopdelay | delay before banner messages repeat, 0 = off\\ type: int |
 +| g_cacheDictionaryMedia | Precache all media from entity dictionaries\\ type: bool\\ default: 1 (true) |
 +| g_chatDefaultColor | RGBA value for normal chat prints\\ type: string |
 +| g_chatFireTeamColor | RGBA value for fire team chat prints\\ type: string |
 +| g_chatLineTimeout | number of seconds that each chat line stays in the history\\ type: float |
 +| g_chatTeamColor | RGBA value for team chat prints\\ type: string |
 +| g_cheapDecalsMaxDistance | max distance decals are created\\ type: string |
 +| g_collisionModelMask | type: int (cheat) |
 +| g_commandMapZoom | command map zoom level\\ type: float [0.125, 0.75]  |
 +| g_commandMapZoomStep | percent to increase/​decrease command map zoom by\\ type: float |
 +| g_compiledScriptSafety | enables extra safety checks in exported scripts\\ type: bool (cheat)\\ default: 1 (true) |
 +| g_complaintGUIDLimit | Total unique complaints at which a player will be kicked\\ type: int |
 +| g_complaintLimit | Total complaints at which a player will be kicked\\ type: int |
 +| g_damageIndicatorAlphaScale | alpha of the damage indicators\\ type: float |
 +| g_damageIndicatorColor | color of the damage indicators\\ type: string |
 +| g_damageIndicatorFadeTime | number of seconds that a damage indicator stays visible\\ type: float |
 +| g_damageIndicatorHeight | height of the damage indicators\\ type: float |
 +| g_damageIndicatorWidth | width of the damage indicators\\ type: float |
 +| g_debugAnim | displays information on which animations are playing on the specified entity number. set to -1 to disable.\\ type: int (cheat) |
 +| g_debugAnimLookups | prints successful animation lookups\\ type: int (cheat) |
 +| g_debugAnimStance | displays information on which stances are set on the specified entity number. set to -1 to disable.\\ type: int (cheat) |
 +| g_debugBounds | checks for models with bounds > 2048\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugCinematic | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugDamage | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugFootsteps | prints which surfacetype the player is walking on\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugForceFields | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugFrameCommands | Prints out frame commands as they are called\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugFrameCommandsFilter | Filter the type of framecommands\\ type: string (cheat) |
 +| g_debugGUI | Show GUI window outlines\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugGUIEvents | Show the results of events\\ type: int (cheat) |
 +| g_debugGUIRenderWorld | Output information for GUI-based renderWorlds\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugGUITextRect | Show windows'​ text rectangle outlines\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugGUITextScale | Size that the debug GUI info font is drawn in.\\ type: float (cheat) |
 +| g_debugLocations | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugMask | debugs a deployment mask\\ type: string (cheat) |
 +| g_debugNetworkWrite | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugPlayerList | fills UI lists with fake players\\ type: int (cheat) |
 +| g_debugProficiency | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugScript | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugSpecatorList | fills the spectator list with fake players\\ type: int (cheat) |
 +| g_debugVehicleDriveForces | show info about wheeled drive forces\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugVehicleFeedback | show info about wheeled suspension feedback\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugVehicleFrictionFeedback | show info about wheeled surface friction feedback\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugVehicleHoverPads | show info about hoverpads\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugVehicleHurtZones | show info about the hurtZone component\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugVehiclePseudoHover | show info about the pseudoHover component\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugVehicleWheelForces | show info about wheel forces\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugWakes | Debug the vehicle wakes\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugWeapon | type: bool (cheat)\\ default: 0 (false) |
 +| g_debugWeaponSpread | displays the current spread value for the weapon\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_debugWorldTasks | draws a sphere around ranged based tasks\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_decals | show decals such as bullet holes\\ type: bool\\ default: 1 (true) |
 +| g_demoAnalyzationSectorSize | sector size for stat generation\\ type: int (cheat) |
 +| g_demoAnalyze | analyze demo during playback\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_demoOutputMDF | output entity keyframe data from demo\\ type: int [0, 2] (cheat) |
 +| g_disableFootsteps | enable/​disable footsteps\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_disableGlobalAudio | disable global VOIP communication\\ type: bool\\ default: 0 (false) |
 +| g_disableGlobalChat | disable global text communication\\ type: bool\\ default: 0 (false) |
 +| g_disableTransportDebris | type: bool (cheat)\\ default: 0 (false) |
 +| g_disableVehicleSpawns | disables vehicles spawning from construction pads\\ type: string (cheat) |
 +| g_disasm | disassemble script into base/​script/​disasm.txt on the local drive when script is compiled\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_dragDamping | type: float (cheat) |
 +| g_dragEntity | allows dragging physics objects around by placing the crosshair over them and holding the fire button\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_dragMaxforce | type: float (cheat) |
 +| g_dragShowSelection | type: bool (cheat)\\ default: 0 (false) |
 +| g_drawContacts | draw physics object contacts\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_drawPlayerDamage | Draws numbers above the player'​s head every time they take damage ( Must be enabled on the server too )\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_drawPlayerIcons | Enables/​Disables player icons\\ type: bool\\ default: 1 (true) |
 +| g_drawRouteConstraints | draws lines showing route constraints\\ type: int (cheat) |
 +| g_editEntityMode | 0 = off\\ 1 = lights\\ 2 = sounds\\ 3 = articulated figures\\ 4 = particle systems\\ 5 = monsters\\ 6 = entity names\\ 7 = entity models\\ type: int [0, 7] (cheat) |
 +| g_enemyColor | color of enemy units\\ type: string |
 +| g_execMapConfigs | Execute map cfg with same name\\ type: bool\\ default: 0 (false) |
 +| g_exportMask | type: string (cheat) |
 +| g_forceClear | forces clearing of color buffer on main game draw (faster)\\ type: bool (cheat)\\ default: 1 (true) |
 +| g_fov | type: int |
 +| g_frametime | displays timing information for each game frame\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_friendlyColor | color of friendly units\\ type: string |
 +| g_gameReviewPause | Time (in minutes) for scores review time\\ type: float |
 +| g_gameReviewReadyWait | wait for players to ready up before going to the next map\\ type: bool\\ default: 0 (false) |
 +| g_gravity | type: float (cheat) |
 +| g_guiSpeeds | Show GUI speeds\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_gunX | type: float (cheat) |
 +| g_gunY | type: float (cheat) |
 +| g_gunZ | type: float (cheat) |
 +| g_hitBeep | play hit beep sound when you inflict damage.\\ 0 = do nothing\\ 1 = beep/flash cross-hair\\ 2 = beep\\ 3 = flash cross-hair\\ type: int |
 +| g_kickAmplitude | type: float (cheat) |
 +| g_kickBanLength | length of time a kicked player will be banned for\\ type: float |
 +| g_kickTime | type: float (cheat) |
 +| g_knockback | type: int (cheat) |
 +| g_logObjectives | log objective completion info\\ type: bool\\ default: 1 (true) |
 +| g_logProficiency | log proficiency data\\ type: bool\\ default: 1 (true) |
 +| g_maxPlayerWarnings | maximum warnings before player is kicked\\ type: int |
 +| g_maxShowDistance | type: float (cheat) |
 +| g_maxSpectateTime | maximum length of time a player may spectate for\\ type: float |
 +| g_maxTransportDebrisExtraHigh | The maximum number of pieces of extra high priority (really large) debris. -1 means no limit.\\ type: int |
 +| g_maxTransportDebrisHigh | The maximum number of pieces of high priority (large) debris. -1 means no limit.\\ type: int |
 +| g_maxTransportDebrisLow | The maximum number of pieces of low priority (small) debris. -1 means no limit.\\ type: int |
 +| g_maxTransportDebrisMedium | The maximum number of pieces of medium priority (middling) debris. -1 means no limit.\\ type: int |
 +| g_maxVoiceChats | maximum number of voice chats a player may do in a period of time\\ type: int |
 +| g_maxVoiceChatsOver | time over which the maximum number of voice chat limit is applied\\ type: int |
 +| g_muteSpecs | Send all spectator global chat to team chat\\ type: bool\\ default: 0 (false) |
 +| g_neutralColor | color of neutral units\\ type: string |
 +| g_nextMap | commands to execute when the current map/​campaign ends\\ type: string |
 +| g_noBotSpectate | disables the ability to spectate bots\\ type: bool\\ default: 1 (true) |
 +| g_noProficiency | enable/​disable XP\\ type: bool\\ default: 0 (false) |
 +| g_noRouteConstraintKick | enables/​disables players being kicked for deviating from routes\\ type: bool\\ default: 0 (false) |
 +| g_noRouteMaskDestruction | enables/​disables the mcp being destroyed when driven outside the mask\\ type: bool\\ default: 0 (false) |
 +| g_noVehicleDecay | enables / disables vehicle decay\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_password | game password\\ type: string |
 +| g_playerArrowIconSize | Size of the screen space player arrow icons\\ type: float |
 +| g_playerIconAlphaScale | alpha to apply to world-based objective icons\\ type: float |
 +| g_playerIconSize | Size of the screen space player icons\\ type: float |
 +| g_playerPushForce | force players can be pushed by other players\\ type: float (cheat) |
 +| g_playTooltipSound | Play the sound attached to a tooltip when it is shown\\ type: bool\\ default: 1 (true) |
 +| g_privatePassword | game password for private slots\\ type: string |
 +| g_radialMenuMouseInput | 0 - no mouse input\\ 1 - mouse input, no view movement\\ 2 - mouse input, view movement\\ type: int |
 +| g_radialMenuMouseSensitivity | Mouse input scale\\ type: float |
 +| g_radialMenuStyle | Sets the style of the quick chat menu: 0 = radial, 1 = vertical\\ type: int |
 +| g_radialMenuUseNumberShortcuts | Use numbers instead of alpha-numeric shortcuts\\ type: bool\\ default: 1 (true) |
 +| g_removeStaticEntities | Remove non-dynamic entities on map spawn when they aren't needed\\ type: bool (cheat)\\ default: 1 (true) |
 +| g_rotateCommandMap | Rotate the command map around the player\\ type: bool\\ default: 1 (true) |
 +| g_showActiveEntities | draws boxes around thinking entities. \\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showAreaClipSectors | type: float (cheat) |
 +| g_showcamerainfo | displays the current frame # for the camera when playing cinematics\\ type: string (cheat) |
 +| g_showChatLocation | show/hide locations in chat text\\ type: bool (cheat)\\ default: 1 (true) |
 +| g_showClipSectorFilter | type: string (cheat) |
 +| g_showClipSectors | type: bool (cheat)\\ default: 0 (false) |
 +| g_showCollisionModels | type: bool (cheat)\\ default: 0 (false) |
 +| g_showCollisionTraces | type: bool (cheat)\\ default: 0 (false) |
 +| g_showCollisionWorld | type: int (cheat) |
 +| g_showCommandMapNames | Show/hide location text on the commandmap\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showCompileStats | sets whether to show stats at the end of compilation or not\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showCrosshairInfo | shows information about the entity under your crosshair\\ type: int (cheat) |
 +| g_showDemoHud | draw the demo hud gui\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showDemoView | show player'​s calculated view when paused instead of free-fly cam\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showEntityInfo | type: bool (cheat)\\ default: 0 (false) |
 +| g_showEntityInfoPrint | type: bool (cheat)\\ default: 0 (false) |
 +| g_showFireTeamLocation | show/hide locations in fireteam box text\\ type: bool\\ default: 0 (false) |
 +| g_showHud | draw the hud gui\\ type: bool (cheat)\\ default: 1 (true) |
 +| g_showLocationWayPoints | Show/hide location waypoints in the world\\ type: int (cheat) |
 +| g_showPlayerShadow | enables shadow of player model\\ type: bool\\ default: 1 (true) |
 +| g_showPlayerSpeed | displays player movement speed\\ type: bool\\ default: 0 (false) |
 +| g_showPVS | type: int [0, 2] (cheat) |
 +| g_showRenderModelBounds | type: bool (cheat)\\ default: 0 (false) |
 +| g_showTargets | draws entities and their targets. hidden entities are drawn grey.\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showTestModelFrame | displays the current animation and frame # for testmodels\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showTriggers | draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_showVehiclePathNodes | type: int (cheat) |
 +| g_showWayPoints | show or hide world-based objective icons\\ type: bool\\ default: 1 (true) |
 +| g_skipDeployChecks | Skips deployment territory checks, etc\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipIntro | skip the opening intro movie\\ type: bool (read only)\\ default: 1 (true) |
 +| g_skipLocalizedPrecipitation | Enable/​disable precipitation effects\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipPostProcess | draw the post process gui\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipPrecipitation | Enable/​disable precipitation effects\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipVehicleAccelFeedback | skip acceleration effects on wheeled suspensions\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipVehicleFrictionFeedback | ignore the effects of surface friction\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipVehicleTurnFeedback | skip turn ducking effects on wheeled suspensions\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipViewEffects | skip damage and other view effects\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_skipWeaponSwitchAnimations | If 1, players won't play their weapon switching animations.\\ type: bool (cheat)\\ default: 1 (true) |
 +| g_spectateLerpScale | Controls view smoothing for spectators\\ type: float [0.2, 1]  |
 +| g_stopWatchMode | stopwatch mode, 0 = ABBA, 1 = ABAB\\ type: int (cheat) |
 +| g_teamSwitchDelay | Delay (in seconds) before player can change teams again\\ type: int |
 +| g_testLadders | type: bool (cheat)\\ default: 0 (false) |
 +| g_testModelAnimate | test model animation,​\\ 0 = cycle anim with origin reset\\ 1 = cycle anim with fixed origin\\ 2 = cycle anim with continuous origin\\ 3 = frame by frame with continuous origin\\ 4 = play anim once\\ type: int [0, 4] (cheat) |
 +| g_testModelBlend | number of frames to blend\\ type: int (cheat) |
 +| g_testModelRotate | test model rotation speed\\ type: string (cheat) |
 +| g_testParticle | test particle visualization,​ set by the particle editor\\ type: int (cheat) |
 +| g_testParticleName | name of the particle being tested by the particle editor\\ type: string (cheat) |
 +| g_testPostProcess | name of material to draw over screen\\ type: string (cheat) |
 +| g_testSpectator | type: int (cheat) |
 +| g_testViewSkin | name of skin to use for the view\\ type: string (cheat) |
 +| g_transportDebrisExtraHighCutoff | Beyond this distance from the viewpoint extra high priority debris will not be spawned. -1 means no limit.\\ type: int |
 +| g_transportDebrisHighCutoff | Beyond this distance from the viewpoint high priority debris will not be spawned. -1 means no limit.\\ type: int |
 +| g_transportDebrisLowCutoff | Beyond this distance from the viewpoint low priority debris will not be spawned. -1 means no limit.\\ type: int |
 +| g_transportDebrisMediumCutoff | Beyond this distance from the viewpoint medium priority debris will not be spawned. -1 means no limit.\\ type: int |
 +| g_unlock_interpolateMoving | interpolate moving objects in fps unlock mode\\ type: bool\\ default: 1 (true) |
 +| g_unlock_updateAngles | update view angles in fps unlock mode\\ type: bool\\ default: 1 (true) |
 +| g_unlock_updateViewpos | update view origin in fps unlock mode\\ type: bool\\ default: 1 (true) |
 +| g_unlock_viewStyle | 0: extrapolate view origin, 1: interpolate view origin\\ type: int |
 +| g_useCompiledScript | enable/​disable native compiled scripts\\ type: bool\\ default: 1 (true) |
 +| g_useSimpleStats | only look up local server stats\\ type: bool (cheat)\\ default: 0 (false) |
 +| g_useTraceCollection | Use optimized trace collections\\ type: bool (cheat)\\ default: 1 (true) |
 +| g_vehicleForce | type: float (cheat) |
 +| g_vehicleSteerKeyScale | The scale of the wheeled vehicle steering keys - 1 is standard, 2 is twice as fast, etc\\ type: float |
 +| g_vehicleSuspensionDamping | type: float (cheat) |
 +| g_vehicleSuspensionDown | type: float (cheat) |
 +| g_vehicleSuspensionKCompress | type: float (cheat) |
 +| g_vehicleSuspensionUp | type: float (cheat) |
 +| g_vehicleTireFriction | type: float (cheat) |
 +| g_vehicleVelocity | type: float (cheat) |
 +| g_vehicleWheelTracesPerFrame | What fraction of the wheels are updated per frame\\ type: float (cheat) |
 +| g_version | game version\\ type: string (read only) |
 +| g_volumeMusic_dB | music volume in dB\\ type: float |
 +| g_votePassPercentage | Percentage of yes votes required for a vote to pass\\ type: float [0, 100]  |
 +| g_voteWait | Delay (in minutes) before player may perform a callvote again\\ type: float |
 +| g_walkerTraceDistance | distance to check for space for the walker to move\\ type: float |
 +| g_warmup | Length (in minutes) of warmup period\\ type: float |
 +| g_warmupDamage | Enable/​disable players taking damage during warmup\\ type: bool\\ default: 1 (true) |
 +| g_waypointAlphaScale | alpha to apply to world-based objective icons\\ type: float |
 +| g_waypointDistanceMax | min distance at which to show max icon size\\ type: float |
 +| g_waypointDistanceMin | max distance at which to show min icon size\\ type: float |
 +| g_waypointSizeMax | max world-view icon size\\ type: float |
 +| g_waypointSizeMin | min world-view icon size\\ type: float |
 +| g_weaponSwitchTimeout | type: float |
 +| g_xpSave | stores xp for disconnected players which will be given back if they reconnect\\ type: bool\\ default: 1 (true) |
 +| gamedate | type: string (read only) |
 +| gamename | type: string (read only) |
 +| gui_crosshairAlpha | alpha of crosshair\\ type: float |
 +| gui_crosshairColor | RGB color tint for crosshair elements\\ type: string |
 +| gui_crosshairDef | name of def containing crosshair\\ type: string |
 +| gui_crosshairGrenadeAlpha | alpha of grenade timer components\\ type: float |
 +| gui_crosshairKey | name of crosshair key in def specified by gui_crosshairDef\\ type: string |
 +| gui_crosshairSpreadAlpha | alpha of spread components\\ type: float |
 +| gui_crosshairSpreadScale | amount to scale the spread indicator movement\\ type: float |
 +| gui_crosshairStatsAlpha | alpha of health/​ammo/​reload components\\ type: float |
 +| gui_debugLayout | Debug UI layout classes\\ type: bool (cheat)\\ default: 0 (false) |
 +| gui_debugRadialMenus | Show radial menu debugging info\\ type: bool (cheat)\\ default: 0 (false) |
 +| gui_doubleClickTime | Delay in seconds between considering two mouse clicks a double-click\\ type: float |
 +| gui_notificationPause | length of time between successive notifications,​ in seconds\\ type: float |
 +| gui_notificationTime | length of time a user notification is on screen, in seconds\\ type: float |
 +| gui_scoreBoardSort | 0 - group by XP, 1 - group by fireteam, then by XP\\ type: int |
 +| gui_showTooltips | Globally enable or disable tooltips.\\ type: bool\\ default: 1 (true) |
 +| gui_tooltipDelay | Delay in seconds before tooltips pop up.\\ type: float |
 +| ik_debug | show IK debug lines\\ type: bool (cheat)\\ default: 0 (false) |
 +| ik_enable | enable IK\\ type: bool (cheat)\\ default: 1 (true) |
 +| image_anisotropy | set the maximum texture anisotropy if available\\ type: string |
 +| image_bumpPicMip | Uses a miplevel X steps down\\ type: int [-4, 2]  |
 +| image_colorMipLevels | development aid to see texture mip usage\\ type: bool (cheat)\\ default: 0 (false) |
 +| image_detailPower | Controls how fast the detail textures fade out (0 = normal mipmaps, 1 is falloff after the first level)\\ type: string |
 +| image_diffusePicMip | Uses a miplevel X steps down\\ type: int [-4, 2]  |
 +| image_editorPicMip | type: int [-4, 1] (cheat) |
 +| image_filter | changes texture filtering on mipmapped images\\ type: string [GL_LINEAR_MIPMAP_NEAREST,​ GL_LINEAR_MIPMAP_LINEAR,​ GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST,​ GL_NEAREST_MIPMAP_LINEAR] |
 +| image_globalPicMip | globally uses a miplevel X steps down\\ type: int [-4, 2]  |
 +| image_ignoreHighQuality | ignore high quality setting on materials\\ type: string |
 +| image_lodbias | change lod bias on mipmapped images\\ type: float [-1, 1]  |
 +| image_lodDistance | Distance at wich images don't need full resolution\\ type: float (cheat) |
 +| image_picMip | Uses a miplevel X steps down\\ type: int [-4, 2]  |
 +| image_picMipEnable | Enable picmip\\ type: int |
 +| image_roundDown | round bad sizes down to nearest power of two\\ type: bool\\ default: 1 (true) |
 +| image_showBackgroundLoads | 1 = print number of outstanding background loads\\ type: bool (cheat)\\ default: 0 (false) |
 +| image_skipUpload | used during the build process, will skip uploads\\ type: bool (cheat)\\ default: 0 (false) |
 +| image_specularPicMip | Uses a miplevel X steps down\\ type: int [-4, 2]  |
 +| image_useAllFormats | allow alpha/​intensity/​luminance/​luminance+alpha\\ type: bool\\ default: 1 (true) |
 +| image_useBackgroundLoads | 1 = enable background loading of images\\ type: bool\\ default: 1 (true) |
 +| image_useCompression | 0 = force everything to high quality\\ type: bool\\ default: 1 (true) |
 +| image_useNormalCompression | 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available\\ type: int |
 +| image_useOfflineCompression | write a batch file for offline compression of DDS files\\ type: bool (cheat)\\ default: 0 (false) |
 +| image_usePrecompressedTextures | use .dds files if present\\ type: string |
 +| image_writeNormalTGA | write .tgas of the final normal maps for debugging\\ type: bool (cheat)\\ default: 0 (false) |
 +| image_writeNormalTGAPalletized | write .tgas of the final palletized normal maps for debugging\\ type: bool (cheat)\\ default: 0 (false) |
 +| image_writePrecompressedTextures | write .dds files if necessary\\ type: bool (cheat)\\ default: 0 (false) |
 +| image_writeTGA | write .tgas of the non normal maps for debugging\\ type: bool (cheat)\\ default: 0 (false) |
 +| in_anglespeedkey | angle change scale when holding down _speed button\\ type: float |
 +| in_car_pitch_axis | which controller axis is used\\ type: int |
 +| in_car_pitch_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_car_pitch_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_car_pitch_joy | the joystick number used\\ type: int |
 +| in_car_pitch_offset | the step up the dead zone\\ type: float |
 +| in_car_pitch_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_car_pitch_speed | speed of the controller input\\ type: float |
 +| in_car_steering_axis | which controller axis is used\\ type: int |
 +| in_car_steering_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_car_steering_invert | inverts the axis\\ type: bool\\ default: 0 (false) |
 +| in_car_steering_joy | the joystick number used\\ type: int |
 +| in_car_steering_offset | the step up the dead zone\\ type: float |
 +| in_car_steering_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_car_steering_speed | speed of the controller input\\ type: float |
 +| in_car_throttle_axis | which controller axis is used\\ type: int |
 +| in_car_throttle_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_car_throttle_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_car_throttle_joy | the joystick number used\\ type: int |
 +| in_car_throttle_offset | the step up the dead zone\\ type: float |
 +| in_car_throttle_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_car_throttle_speed | speed of the controller input\\ type: float |
 +| in_car_yaw_axis | which controller axis is used\\ type: int |
 +| in_car_yaw_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_car_yaw_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_car_yaw_joy | the joystick number used\\ type: int |
 +| in_car_yaw_offset | the step up the dead zone\\ type: float |
 +| in_car_yaw_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_car_yaw_speed | speed of the controller input\\ type: float |
 +| in_freeLook | look around with mouse (reverse _mlook button)\\ type: bool\\ default: 1 (true) |
 +| in_heli_forward_axis | which controller axis is used\\ type: int |
 +| in_heli_forward_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_heli_forward_invert | inverts the axis\\ type: bool\\ default: 0 (false) |
 +| in_heli_forward_joy | the joystick number used\\ type: int |
 +| in_heli_forward_offset | the step up the dead zone\\ type: float |
 +| in_heli_forward_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_heli_forward_speed | speed of the controller input\\ type: float |
 +| in_heli_side_axis | which controller axis is used\\ type: int |
 +| in_heli_side_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_heli_side_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_heli_side_joy | the joystick number used\\ type: int |
 +| in_heli_side_offset | the step up the dead zone\\ type: float |
 +| in_heli_side_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_heli_side_speed | speed of the controller input\\ type: float |
 +| in_heli_throttle_axis | which controller axis is used\\ type: int |
 +| in_heli_throttle_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_heli_throttle_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_heli_throttle_joy | the joystick number used\\ type: int |
 +| in_heli_throttle_offset | the step up the dead zone\\ type: float |
 +| in_heli_throttle_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_heli_throttle_speed | speed of the controller input\\ type: float |
 +| in_heli_yaw_axis | which controller axis is used\\ type: int |
 +| in_heli_yaw_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_heli_yaw_invert | inverts the axis\\ type: bool\\ default: 0 (false) |
 +| in_heli_yaw_joy | the joystick number used\\ type: int |
 +| in_heli_yaw_offset | the step up the dead zone\\ type: float |
 +| in_heli_yaw_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_heli_yaw_speed | speed of the controller input\\ type: float |
 +| in_hovertank_forward_axis | which controller axis is used\\ type: int |
 +| in_hovertank_forward_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_hovertank_forward_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_hovertank_forward_joy | the joystick number used\\ type: int |
 +| in_hovertank_forward_offset | the step up the dead zone\\ type: float |
 +| in_hovertank_forward_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_hovertank_forward_speed | speed of the controller input\\ type: float |
 +| in_hovertank_pitch_axis | which controller axis is used\\ type: int |
 +| in_hovertank_pitch_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_hovertank_pitch_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_hovertank_pitch_joy | the joystick number used\\ type: int |
 +| in_hovertank_pitch_offset | the step up the dead zone\\ type: float |
 +| in_hovertank_pitch_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_hovertank_pitch_speed | speed of the controller input\\ type: float |
 +| in_hovertank_side_axis | which controller axis is used\\ type: int |
 +| in_hovertank_side_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_hovertank_side_invert | inverts the axis\\ type: bool\\ default: 0 (false) |
 +| in_hovertank_side_joy | the joystick number used\\ type: int |
 +| in_hovertank_side_offset | the step up the dead zone\\ type: float |
 +| in_hovertank_side_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_hovertank_side_speed | speed of the controller input\\ type: float |
 +| in_hovertank_turn_axis | which controller axis is used\\ type: int |
 +| in_hovertank_turn_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_hovertank_turn_invert | inverts the axis\\ type: bool\\ default: 0 (false) |
 +| in_hovertank_turn_joy | the joystick number used\\ type: int |
 +| in_hovertank_turn_offset | the step up the dead zone\\ type: float |
 +| in_hovertank_turn_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_hovertank_turn_speed | speed of the controller input\\ type: float |
 +| in_hovertank_yaw_axis | which controller axis is used\\ type: int |
 +| in_hovertank_yaw_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_hovertank_yaw_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_hovertank_yaw_joy | the joystick number used\\ type: int |
 +| in_hovertank_yaw_offset | the step up the dead zone\\ type: float |
 +| in_hovertank_yaw_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_hovertank_yaw_speed | speed of the controller input\\ type: float |
 +| in_joy1_device | the hash of the controller device named joy1\\ type: int |
 +| in_joy2_device | the hash of the controller device named joy2\\ type: int |
 +| in_joy3_device | the hash of the controller device named joy3\\ type: int |
 +| in_joy4_device | the hash of the controller device named joy4\\ type: int |
 +| in_mouse | enable mouse input\\ type: bool (cheat)\\ default: 1 (true) |
 +| in_pitchspeed | pitch change speed when holding down look _lookUp or _lookDown button\\ type: float |
 +| in_player_forward_axis | which controller axis is used\\ type: int |
 +| in_player_forward_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_player_forward_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_player_forward_joy | the joystick number used\\ type: int |
 +| in_player_forward_offset | the step up the dead zone\\ type: float |
 +| in_player_forward_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_player_forward_speed | speed of the controller input\\ type: float |
 +| in_player_pitch_axis | which controller axis is used\\ type: int |
 +| in_player_pitch_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_player_pitch_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_player_pitch_joy | the joystick number used\\ type: int |
 +| in_player_pitch_offset | the step up the dead zone\\ type: float |
 +| in_player_pitch_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_player_pitch_speed | speed of the controller input\\ type: float |
 +| in_player_side_axis | which controller axis is used\\ type: int |
 +| in_player_side_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_player_side_invert | inverts the axis\\ type: bool\\ default: 0 (false) |
 +| in_player_side_joy | the joystick number used\\ type: int |
 +| in_player_side_offset | the step up the dead zone\\ type: float |
 +| in_player_side_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_player_side_speed | speed of the controller input\\ type: float |
 +| in_player_yaw_axis | which controller axis is used\\ type: int |
 +| in_player_yaw_deadZone | specifies how far large the dead-zone is on the controller axis\\ type: float |
 +| in_player_yaw_invert | inverts the axis\\ type: bool\\ default: 1 (true) |
 +| in_player_yaw_joy | the joystick number used\\ type: int |
 +| in_player_yaw_offset | the step up the dead zone\\ type: float |
 +| in_player_yaw_power | the power of the curve after dead zone - ie acceleration\\ type: float |
 +| in_player_yaw_speed | speed of the controller input\\ type: float |
 +| in_toggleRun | pressing _speed button toggles run on/off\\ type: bool\\ default: 0 (false) |
 +| in_toggleSprint | pressing _sprint button toggles run on/off\\ type: bool\\ default: 0 (false) |
 +| in_yawspeed | yaw change speed when holding down _left or _right button\\ type: float |
 +| logFile | 1 = buffer log, 2 = flush after each print\\ type: string |
 +| logFileName | name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second\\ type: string |
 +| logTimeStamps | add time stamps to console log\\ type: bool\\ default: 0 (false) |
 +| m_helicopterPitch | helicopter mouse pitch scale\\ type: float |
 +| m_helicopterYaw | helicopter mouse yaw scale\\ type: float |
 +| m_pitch | mouse pitch scale\\ type: float |
 +| m_showMouseRate | shows mouse movement\\ type: bool (cheat)\\ default: 0 (false) |
 +| m_smooth | number of samples blended for mouse viewing\\ type: int [1, 8]  |
 +| m_strafeScale | mouse strafe movement scale\\ type: float |
 +| m_strafeSmooth | number of samples blended for mouse moving\\ type: int [1, 8]  |
 +| m_yaw | mouse yaw scale\\ type: float |
 +| msv_useSampleGame | use the sample game instead of the etqw SKU\\ type: bool (cheat)\\ default: 0 (false) |
 +| net_allowCheats | Allow cheats in network game\\ type: bool\\ default: 0 (false) |
 +| net_aorPVSScale | AoR scale for outside of PVS\\ type: float (cheat) |
 +| net_autoLANScan | automatically scan for LAN servers\\ type: int [0, 60]  |
 +| net_channelShowDrop | show dropped packets\\ type: bool (cheat)\\ default: 0 (false) |
 +| net_channelShowPackets | show all packets\\ type: bool (cheat)\\ default: 0 (false) |
 +| net_checkSync | enable data synchronization\\ type: bool (cheat)\\ default: 1 (true) |
 +| net_clientAORFilter | type: string (cheat) |
 +| net_clientLagOMeter | draw prediction graph\\ type: bool\\ default: 0 (false) |
 +| net_clientMaxPrediction | maximum number of milliseconds a client can predict ahead of server.\\ type: int |
 +| net_clientMaxRate | maximum rate requested by client from server in bytes/sec\\ type: int |
 +| net_clientPrediction | additional client side prediction in milliseconds\\ type: int |
 +| net_clientPunkbusterEnabled | is client side PunkBuster enabled?\\ type: bool\\ default: 0 (false) |
 +| net_clientRemoteConsoleAddress | remote console address\\ type: string |
 +| net_clientRemoteConsolePassword | remote console password\\ type: string |
 +| net_clientSelfSmoothing | smooth local client position\\ type: bool (cheat)\\ default: 1 (true) |
 +| net_clientServerTimeout | server time out in seconds\\ type: int |
 +| net_clientShowAOR | type: int [0, 3] (cheat) |
 +| net_clientShowSnapshot | type: int [0, 4] (cheat) |
 +| net_clientShowSnapshotRadius | type: float (cheat) |
 +| net_clientSkipUsercmd | skip ucmds generation -\\ 0: no skipping\\ 1: no skipping. when multiple game frames, send single packet\\ 2: skip. when multiple game frames send only first\\ 3: skip. when multiple game frames send only last\\ type: int |
 +| net_clientUsercmdBackup | number of usercmds to resend\\ type: int [0, 10]  |
 +| net_demoErrorOnInvalidUserCmds | Will cause an error instead of a warning when playing back a demo with no usercmds\\ type: bool (cheat)\\ default: 0 (false) |
 +| net_forceDrop | percentage packet loss\\ type: int (cheat) |
 +| net_forceLatency | milliseconds latency\\ type: int (cheat) |
 +| net_httpPassword | Password used with HTTP authentication to download server assets\\ type: string (cheat) |
 +| net_httpProxy | Use an http proxy to download game content from servers. Use http://​proxy_address:​proxy_port. See net_httpProxyUser,​ net_httpProxyPassword,​ net_httpProxyMode\\ type: string |
 +| net_httpProxyMode | Proxy configuration mode, 0 - don't use a proxy, 1 - attempt to read from environment (over-write cvar settings on launch), 2 - use cvar settings\\ type: int |
 +| net_httpProxyPassword | Password used with http proxy authentication\\ type: string (cheat) |
 +| net_httpProxyUser | Username used with http proxy authentication\\ type: string (cheat) |
 +| net_httpUser | Username used with HTTP authentication to download server assets\\ type: string (cheat) |
 +| net_ip | local IP address\\ type: string |
 +| net_limitApparentMaxErrorAllowance | fraction of the current physics speed added to the maximum apparent speed due to client prediction error\\ type: float |
 +| net_limitApparentMaxLagAllowance | fraction of the current physics speed added to the maximum apparent speed due to client lag\\ type: float |
 +| net_limitApparentMinSpeed | minimum value for maximum apparent speed to reach\\ type: float |
 +| net_limitApparentVelocity | limit the apparent velocity of objects in prediction to realistic levels\\ type: bool\\ default: 1 (true) |
 +| net_maxPlayerCollisionMerge | maximum number of player collision steps to merge together during client reprediction\\ type: int |
 +| net_port | local IP port number\\ type: int |
 +| net_predictionErrorDecay | Enable/​disable prediction error decay\\ type: bool\\ default: 1 (true) |
 +| net_serverAllowServerMod | allow server-side mods\\ type: bool\\ default: 0 (false) |
 +| net_serverBalanceSnapshotTimes | balance snapshot times for a good repartition over game frames\\ type: bool\\ default: 1 (true) |
 +| net_serverClientTimeout | client time out in seconds\\ type: int |
 +| net_serverDedicated | 1 = text console dedicated server, 2 = graphical dedicated server\\ type: int [0, 2] (init) |
 +| net_serverDrawClient | number of client for which to draw view on server\\ type: int (cheat) |
 +| net_serverLicenseCodeFile | If not empty, allows license code to be stored outside of the game file system\\ type: string |
 +| net_serverMaxClientRate | maximum rate to a client in bytes/sec\\ type: int |
 +| net_serverMaxReservedClientSlots | maximum number of player slots reserved for session invites\\ type: int [0, 32] (cheat) |
 +| net_serverMaxUsercmdRelay | maximum number of usercmds from other clients the server relays to a client\\ type: int [1, 10]  |
 +| net_serverPunkbusterEnabled | is server side PunkBuster enabled?\\ type: bool\\ default: 0 (false) |
 +| net_serverReloadEngine | perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0\\ type: int |
 +| net_serverRemoteConsolePassword | remote console password\\ type: string |
 +| net_serverSnapshotDelay | delay between snapshots in number of game frames\\ type: int |
 +| net_serverStoreLicenseCode | Store the license code for dedicated server on disk (1: encrypted, 2: not encrypted)\\ type: int |
 +| net_serverZombieTimeout | disconnected client timeout in seconds\\ type: int |
 +| net_showAsyncStats | show async network stats\\ type: bool\\ default: 0 (false) |
 +| net_socksEnabled | type: bool\\ default: 0 (false) |
 +| net_socksPassword | type: string |
 +| net_socksPort | type: int |
 +| net_socksServer | type: string |
 +| net_socksUsername | type: string |
 +| net_staggerPlayerGroundChecks | skip every other ground check during forward prediction\\ type: bool\\ default: 1 (true) |
 +| net_updateAutoDownload | control auto download of game updates. 0: no, 1: prompt on client, auto download on server 2: always auto download\\ type: int |
 +| net_updateAutoExecute | execute the installer once downloaded. 0: no, 1: yes on client, not on server, 2: yes\\ type: int |
 +| net_useAOR | Enable/​Disable Area of Relevance\\ type: bool (cheat)\\ default: 1 (true) |
 +| net_useUPnP | Use UPnP for external address identification\\ type: bool\\ default: 1 (true) |
 +| net_verbose | 1 = verbose output, 2,3 = even more verbose output\\ type: int [0, 3]  |
 +| password | client password used when connecting\\ type: string |
 +| pm_bboxwidth | x/y size of player'​s bounding box\\ type: float |
 +| pm_bobpitch | type: float |
 +| pm_bobroll | type: float |
 +| pm_bobup | type: float |
 +| pm_crouchbob | bob much faster when crouched\\ type: float |
 +| pm_crouchheight | height of player'​s bounding box while crouched\\ type: float |
 +| pm_crouchrate | time it takes for player'​s view to change from standing to crouching\\ type: float |
 +| pm_crouchspeed | speed the player can move while crouched\\ type: float |
 +| pm_crouchviewheight | height of player'​s view while crouched\\ type: float |
 +| pm_deadheight | height of player'​s bounding box while dead\\ type: float |
 +| pm_deadviewheight | height of player'​s view while dead\\ type: float |
 +| pm_deathThirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)\\ type: float (cheat) |
 +| pm_deathThirdPersonHeight | height of camera from normal view height in 3rd person\\ type: float (cheat) |
 +| pm_deathThirdPersonRange | camera distance from player in 3rd person\\ type: float (cheat) |
 +| pm_democamspeed | speed the player can move while flying around in a demo\\ type: float (cheat) |
 +| pm_deployThirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)\\ type: float (cheat) |
 +| pm_deployThirdPersonHeight | height of camera from normal view height in 3rd person\\ type: float (cheat) |
 +| pm_deployThirdPersonRange | camera distance from player in 3rd person\\ type: float (cheat) |
 +| pm_friction | friction applied to player on the ground\\ type: float |
 +| pm_jumpheight | approximate height the player can jump\\ type: float |
 +| pm_maxproneviewpitch | amount player'​s view can look down when prone\\ type: float |
 +| pm_maxviewpitch | amount player'​s view can look down\\ type: float |
 +| pm_minproneviewpitch | amount player'​s view can look up when prone(negative values are up)\\ type: float |
 +| pm_minviewpitch | amount player'​s view can look up (negative values are up)\\ type: float |
 +| pm_noclipspeed | speed the player can move while in noclip\\ type: float |
 +| pm_noclipspeedsprint | speed the player can move while in noclip and sprinting\\ type: float |
 +| pm_noclipspeedwalk | speed the player can move while in noclip and walking\\ type: float |
 +| pm_normalheight | height of player'​s bounding box while standing\\ type: float |
 +| pm_normalviewheight | height of player'​s view while standing\\ type: float |
 +| pm_pausePhysics | pauses physics\\ type: bool\\ default: 0 (false) |
 +| pm_powerslide | adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0\\ type: float [0, 4]  |
 +| pm_proneheight | height of player'​s bounding box while prone\\ type: float |
 +| pm_pronespeed | speed the player can move while prone\\ type: float |
 +| pm_proneviewdistance | distance in front of the player'​s view while prone\\ type: float |
 +| pm_proneviewheight | height of player'​s view while prone\\ type: float |
 +| pm_runbob | bob faster when running\\ type: float |
 +| pm_runpitch | type: float |
 +| pm_runroll | type: float |
 +| pm_runspeed | speed the player can move while running\\ type: float |
 +| pm_runspeedback | speed the player can move backwards while running\\ type: float |
 +| pm_runspeedforward | speed the player can move forwards while running\\ type: float |
 +| pm_runspeedstrafe | speed the player can move sideways while running\\ type: float |
 +| pm_slidevelocity | what to do with velocity when hitting a surface at an angle. 0: use horizontal speed, 1: keep some of the impact speed to push along the slide\\ type: bool\\ default: 1 (true) |
 +| pm_spectatebbox | size of the spectator bounding box\\ type: float |
 +| pm_spectatespeed | speed the player can move while spectating\\ type: float |
 +| pm_spectatespeedsprint | speed the player can move while spectating and sprinting\\ type: float |
 +| pm_sprintspeed | speed the player can move while sprinting\\ type: float |
 +| pm_sprintspeedforward | speed the player can move forwards while sprinting\\ type: float |
 +| pm_sprintspeedstrafe | speed the player can move sideways while sprinting\\ type: float |
 +| pm_stepsize | maximum height the player can step up without jumping\\ type: float |
 +| pm_thirdPerson | enables third person view\\ type: bool (cheat)\\ default: 0 (false) |
 +| pm_thirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)\\ type: float (cheat) |
 +| pm_thirdPersonClip | clip third person view into world space\\ type: bool (cheat)\\ default: 1 (true) |
 +| pm_thirdPersonHeight | height of camera from normal view height in 3rd person\\ type: float (cheat) |
 +| pm_thirdPersonNoPitch | ignore camera pitch when in third person mode\\ type: bool (cheat)\\ default: 0 (false) |
 +| pm_thirdPersonOrbit | if set, will automatically increment pm_thirdPersonAngle every frame\\ type: float (cheat) |
 +| pm_thirdPersonRange | camera distance from player in 3rd person\\ type: float (cheat) |
 +| pm_vehicleSoundLerpScale | type: float |
 +| pm_walkbob | bob slowly when walking\\ type: float |
 +| pm_walkspeed | speed the player can move while walking\\ type: float |
 +| pm_waterFloatValue | fraction of water coverage at which the player will try to float\\ type: float (cheat) |
 +| pm_waterSpeed | speed player will be pushed up in water when totally under water\\ type: float (cheat) |
 +| r_32ByteVtx | Uses 32bit vtx\\ type: string (cheat) |
 +| r_ambientARB | 0 = ambient cube map rendering done through ff pipeline, 1 = ambient cube map rendering done through ARB program\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_ambientLightDrawMode | 0 is blended sphere, 1 is circle outline, 2 is completely off\\ type: int (cheat) |
 +| r_ambientMap | ambient cube map base name\\ type: string (cheat) |
 +| r_ambientMapNoUpdate | disabled dynamic ambient cubemap texture uploading\\ type: string (cheat) |
 +| r_ambientScale | ambient cube mapping brightness\\ type: float (cheat) |
 +| r_aspectRatio | aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV\\ type: int |
 +| r_atmosScale | atmosphere brightness\\ type: float (cheat) |
 +| r_brightness | changes gamma tables\\ type: float [0.5, 2]  |
 +| r_checkBounds | compare all surface bounds with precalculated ones\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_clear | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom\\ type: string (cheat) |
 +| r_combinedReflectDist | Distance where the planar reflection gets cut of\\ type: string (cheat) |
 +| r_customAspectRatioH | horizontal custom aspect ratio\\ type: float |
 +| r_customAspectRatioV | vertical custom aspect ratio\\ type: float |
 +| r_customHeight | custom screen height\\ type: int |
 +| r_customWidth | custom screen width\\ type: int |
 +| r_debugArrowStep | step size of arrow cone line rotation in degrees\\ type: int [0, 120]  |
 +| r_debugAxisLength | used to set the length of drawn debug axis\\ type: string (cheat) |
 +| r_debugEntityRefs | type: int (cheat) |
 +| r_debugImposters | Show some extra information on imposter rendering\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_debugLineDepthTest | perform depth test on debug lines\\ type: bool\\ default: 0 (false) |
 +| r_debugLineWidth | width of debug lines\\ type: bool\\ default: 1 (true) |
 +| r_debugPolygonFilled | draw a filled polygon\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_debugViewEntities | type: int (cheat) |
 +| r_depthFill | Enable depth only pass\\ type: string (cheat) |
 +| r_depthFillCutoff | Screen Rect Area required to render\\ type: string (cheat) |
 +| r_depthFillNoColour | Disable depth fill colour write\\ type: string (cheat) |
 +| r_depthRangeStartDefault | type: string (cheat) |
 +| r_depthRangeWeaponHackEnd | type: string (cheat) |
 +| r_depthRangeWeaponHackScale | type: string (cheat) |
 +| r_detailFade | Distance fading control ('​reloadImages all' needed)\\ type: float [0, 1]  |
 +| r_detailRatio | Ratio of detail texture to main texture\\ type: int (cheat) |
 +| r_detailTexture | Detail texture on landscape ('​reparseDecls renderProgram'​ needed)\\ type: bool\\ default: 1 (true) |
 +| r_displayRefresh | optional display refresh rate option for vid mode\\ type: int [0, 200]  |
 +| r_dumpShaders | Dump compiled and preprocessed shaders to text files\\ type: string (cheat) |
 +| r_dynamicModelCacheMegs | Number of megabytes to cache dynamic model instantiations in.\\ type: int (cheat) |
 +| r_farPlaneDist | Optional far plane clipping\\ type: float (cheat) |
 +| r_finish | force a call to glFinish() every frame\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_flareSize | scale the flare deforms from the material def\\ type: float (cheat) |
 +| r_flushPurgeableModels | Delete all cached purgeable models\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_forceDistancePortalCull | type: float (cheat) |
 +| r_forceGLFinish | force finish within backend\\ type: int (cheat) |
 +| r_forceLoadImages | draw all images to screen after registration\\ type: bool\\ default: 0 (false) |
 +| r_frontBuffer | draw to front buffer for debugging\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_fullscreen | 0 = windowed, 1 = full screen\\ type: bool\\ default: 1 (true) |
 +| r_gamma | changes gamma tables\\ type: float [0.5, 3]  |
 +| r_generateInteractions | Generate all interactions after a map load\\ type: string (cheat) |
 +| r_glDriver | """​opengl32"",​ etc.\\ type: string (cheat)"​ |
 +| r_glDriverVendor | OpenGL driver vendor\\ type: string (cheat) |
 +| r_glowbase | base glare level\\ type: float (cheat) |
 +| r_ignore | used for random debugging without defining new vars\\ type: string (cheat) |
 +| r_ignore2 | used for random debugging without defining new vars\\ type: string (cheat) |
 +| r_ignoreGLErrors | ignore GL errors\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_imposterCoverage | type: float (cheat) |
 +| r_imposterCutoff | Size in pixels at which imposters stop drawing\\ type: int (cheat) |
 +| r_imposterFadeEnd | Size in pixels at which imposters are fully faded in (and the original stops drawing)\\ type: int (cheat) |
 +| r_imposterFadeStart | Size in pixels at which imposters start to fade in\\ type: int (cheat) |
 +| r_inhibitFBO | Disable the fbo extension.\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_jitter | randomly subpixel jitter the projection matrix\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_jitterBias | jitter radius bias\\ type: float [0, 1] (cheat) |
 +| r_jitterRadial | radial jitter view matrix around the specified distance\\ type: float (cheat) |
 +| r_jitterRadius | offset from screen origin for jitter\\ type: float (cheat) |
 +| r_jointNameOffset | offset of joint names when r_showskel is set to 1\\ type: float (cheat) |
 +| r_jointNameScale | size of joint names when r_showskel is set to 1\\ type: float (cheat) |
 +| r_keepOldViewEntities | type: bool (cheat)\\ default: 0 (false) |
 +| r_lightAllBackFaces | light all the back faces, even when they would be shadowed\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_lightScale | all light intensities are multiplied by this\\ type: float (cheat) |
 +| r_lightSourceRadius | for soft-shadow sampling\\ type: float (cheat) |
 +| r_lispAlternateOrigin | Use alternative ways of calculating the shadow view origin.\\ type: int (cheat) |
 +| r_lispAlternateZfar | Use a different calculation for the warp factor.\\ type: int (cheat) |
 +| r_lispAngle | Angle to rotate the shadowview in ndc space\\ type: int (cheat) |
 +| r_lispCorrectForViewAngle | Correct warp factor based on the angle with the light.\\ type: int (cheat) |
 +| r_lispDebugFrustum | Allow the use of the existing projeciton matrix to debug certain lightspace cases.\\ type: int (cheat) |
 +| r_lispflipx | Test some stuff\\ type: float (cheat) |
 +| r_lispflipy | Test some stuff\\ type: float (cheat) |
 +| r_lispflipz | Test some stuff\\ type: float (cheat) |
 +| r_lisptest | Test some stuff\\ type: int (cheat) |
 +| r_lispUseBodyVector | Use body vector instead of the view vector\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_listMissingInstanceProgs | list mia render programs for instancing\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_loadAnimB | Attempt loading of binary version of animations.\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_loadModelBs | allow loading of modelb render models\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_lockDebugLines | type: bool (cheat)\\ default: 0 (false) |
 +| r_lockedView | type: int (cheat) |
 +| r_lockSurfaces | allow moving the view point without changing the composition of the scene, including culling\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_logFile | number of frames to emit GL logs\\ type: int (cheat) |
 +| r_mapShotAngles | Pitch Yaw Roll of mapshot angles\\ type: string (cheat) |
 +| r_materialOverride | overrides all materials\\ type: string (cheat) |
 +| r_matey | AVAST!\\ type: string (cheat) |
 +| r_maxViewEntities | type: int (cheat) |
 +| r_MD5FreeScaledAndBase | type: bool (cheat)\\ default: 1 (true) |
 +| r_MD5LoadBinary | type: bool (cheat)\\ default: 0 (false) |
 +| r_MD5LodAltLodNaming | type: bool (cheat)\\ default: 1 (true) |
 +| r_MD5LodBias | LOD bias for a MD5 mesh\\ type: int (cheat) |
 +| r_MD5LodPrint | Print a message when an LOD state changes\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_MD5LodScale | LOD scaling for a MD5 mesh\\ type: float |
 +| r_MD5MaxLodStages | maximum number of LOD stages loaded for a MD5 mesh\\ type: int (cheat) |
 +| r_MD5UseDrawVertFast | type: bool (cheat)\\ default: 1 (true) |
 +| r_MD5UseHardwareSkinning | Do MD5 skinning partially on the GPU\\ type: bool (read only)\\ default: 1 (true) |
 +| r_MD5WriteBinary | type: bool (cheat)\\ default: 0 (false) |
 +| r_megaDrawMethod | type: int |
 +| r_megaFadeTime | type: int |
 +| r_megaShowGrid | show a grid pattern\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_megaShowTileSize | show tile sizes\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_megaStreamBlocks | type: int [1, 32]  |
 +| r_megaStreamFromDVD | type: bool\\ default: 0 (false) |
 +| r_megaTilesPerSecond | only update a limited number of mega texture tiles per second\\ type: int |
 +| r_megaUpscale | type: bool\\ default: 0 (false) |
 +| r_mergeModelSurfaces | combine model surfaces with the same material\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_mirrorplaneslop | Amount to offset reflection clipping planes\\ type: string (cheat) |
 +| r_mode | video mode number\\ type: int |
 +| r_multiSamples | number of antialiasing samples\\ type: int |
 +| r_noDoubleAtmosphere | Uses the stencil buffer to avoid atmosphere-ing\\ type: string (cheat) |
 +| r_normalizeNormalMaps | Normalize normalmaps after lookup.\\ type: bool\\ default: 1 (true) |
 +| r_notchDir | refraction plane offset direction\\ type: float (cheat) |
 +| r_occlusionBBDebug | Display occlusion BB test\\ type: int (cheat) |
 +| r_occlusionCutoff | Don't do occlusion queries if screen space in pixels is bigger than this\\ type: int (cheat) |
 +| r_occlusionDebug | Print debug info on occlusion queries, 2 = skip all oq gl commands, 3 = skip oq readback command\\ type: int (cheat) |
 +| r_occlusionFlush | Use explicit glFlush after firing off queries\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_occlusionSystem | 0 = Clever, 1 = Frame delay\\ type: int (cheat) |
 +| r_occlusionThreshold | Consider object as occluded if less or equal than x pixels are visible.\\ type: int (cheat) |
 +| r_occlusionWaitPredict | Predict as objects as visibe when waiting for result.\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_offsetfactor | polygon offset parameter\\ type: float (cheat) |
 +| r_offsetunits | polygon offset parameter\\ type: float (cheat) |
 +| r_orderIndexes | perform index reorganization to optimize vertex use\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_refractFovChange | FOV modification used during refraction subview rendering\\ type: float (cheat) |
 +| r_refractOffset | refraction plane offset\\ type: float (cheat) |
 +| r_renderProgramLodDistance | Sets global render program lod distance\\ type: float |
 +| r_renderProgramLodFade | Sets global render program fade distance\\ type: float (cheat) |
 +| r_screenFraction | for testing fill rate, the resolution of the entire screen can be changed\\ type: int (cheat) |
 +| r_selectedAmbientLight | Which ambient light should be drawn as selected\\ type: int (cheat) |
 +| r_shaderPreferALU | Use ALU instructions instead of textures in shaders.\\ type: bool\\ default: 1 (true) |
 +| r_shaderQuality | Sets the level of detail to use for shaders, 0 = highest\\ type: int |
 +| r_shaderSkipSpecCubeMaps | Use specular cube maps.\\ type: bool\\ default: 0 (false) |
 +| r_shadowPass | enable shadow pass\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_shadowPolygonFactor | scale value for stencil shadow drawing\\ type: float |
 +| r_shadowPolygonOffset | bias value added to depth test for stencil shadow drawing\\ type: float |
 +| r_shadows | enable shadows\\ type: bool\\ default: 1 (true) |
 +| r_showAlloc | report alloc/free counts\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showAmbientLights | show ambient light sources\\ type: string (cheat) |
 +| r_showBackendSpeeds | show the backend timing split\\ type: int (cheat) |
 +| r_showBatches | draw each batch with a different color\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showBatchInfo | report batch counts for various types\\ type: int (cheat) |
 +| r_showBatchSize | highlighting of draw batches that fall below the desired polygons per draw call (purple really bad, red bad, yellow moderate, green good), 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all\\ type: int [0, 3] (cheat) |
 +| r_showCull | report sphere and box culling stats\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showCullSectors | Show cull sectors\\ type: int (cheat) |
 +| r_showDefaultRenderEnts | type: string (cheat) |
 +| r_showDefs | report the number of modeDefs and lightDefs in view\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showDemo | report reads and writes to the demo file\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showDepth | display the contents of the depth buffer and the depth range\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showDominantTri | draw lines from vertexes to center of dominant triangles\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showDrawOrder | type: int (cheat) |
 +| r_showDynamic | report stats on dynamic surface generation\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showDynamicDefs | Show dynamic updating entities i.e. freeing cached models and/or shadow volumes ( purple = entity def changed, cyan = model callback forced update )\\ type: string (cheat) |
 +| r_showEdges | draw the sil edges\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showEntityScissors | show entity scissor rectangles\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showEnvBounds | Show env bounds\\ type: int (cheat) |
 +| r_showFacePlanes | shows shadow volume face planes\\ type: float (cheat) |
 +| r_showGUISpeeds | report time spent drawing GUIs\\ type: int (cheat) |
 +| r_showImages | 1 = show all images instead of rendering, 2 = show in proportional size\\ type: int [0, 2] (cheat) |
 +| r_showIndexTreeBounds | Show index tree bounds\\ type: int (cheat) |
 +| r_showInstanceInfo | Show Instance Info\\ type: int (cheat) |
 +| r_showIntensity | draw the screen colors based on intensity, red = 0, green = 128, blue = 255\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showInteractionFrustums | 1 = show a frustum for each interaction,​ 2 = also draw lines to light origin, 3 = also draw entity bbox\\ type: int [0, 3] (cheat) |
 +| r_showInteractions | report interaction generation activity\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showInteractionScissors | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines\\ type: int [0, 2] (cheat) |
 +| r_showLightCount | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw\\ type: int [0, 3] (cheat) |
 +| r_showLights | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume\\ type: int [0, 3] (cheat) |
 +| r_showLightScale | report the scale factor applied to drawing for overbrights\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showLightScissors | show light scissor rectangles\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showMegaTexture | report megatexture upload/bind counts\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showMegaTextureLevels | Display the different levels using color coded textures.\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showMegaTextureSTGrid | Show megaTexture ST grid\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showMemory | print frame memory utilization\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showModelTypes | show model types, red - md5, blue - area, green - lodentity, white - other\\ type: int (cheat) |
 +| r_showNodePlanes | enables portal plane drawing\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showNormals | draws wireframe normals\\ type: float (cheat) |
 +| r_showOcclusions | Show occlusion queries culled by occlusion queries\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showOverDraw | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw\\ type: int [0, 3] (cheat) |
 +| r_showParentFrustum | Shows the frustum of the parent view in subview and shadow renders.\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showPortals | draw portal outlines in color based on passed / not passed\\ type: int (cheat) |
 +| r_showPrimitives | report drawsurf/​index/​vertex counts\\ type: int (cheat) |
 +| r_showQuadTrees | draw quadtree outlines in color, 1 = 3D, 2 = 2D, 3 = depth buffered 3D\\ type: int (cheat) |
 +| r_showQueryTimers | Show the query_timer extension results.\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showShadowCount | colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows,​ 4 = only show static shadows\\ type: int [0, 4] (cheat) |
 +| r_showShadows | 1 = visualize the stencil shadow volumes, 2 = draw filled in\\ type: int [0, 4] (cheat) |
 +| r_showSilhouette | highlight edges that are casting shadow planes\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showSkel | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only\\ type: int [0, 2] (cheat) |
 +| r_showSmp | show which end (front or back) is blocking\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showStuffCache | Show allocation events of the stuff cache\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showSurfaceAllocated | show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes,​ 5 - weightCache\\ type: int (cheat) |
 +| r_showSurfaceInfo | show surface material name under crosshair\\ type: int (cheat) |
 +| r_showSurfaces | report surface/​light/​shadow counts\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showTangentSpace | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector\\ type: int [0, 3] (cheat) |
 +| r_showTexelDensity | draws all triangles with texel density as gradient\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showTextureMemory | Show texture memory usage: 1 = total; 2 = per frame\\ type: int (cheat) |
 +| r_showTexturePolarity | shade triangles by texture area polarity\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showTextureVectors | if > 0 draw each triangles texture (tangent) vectors\\ type: float (cheat) |
 +| r_showTrace | show the intersection of an eye trace with the world\\ type: int (cheat) |
 +| r_showTris | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all\\ type: int [0, 3] (cheat) |
 +| r_showUnsmoothedTangents | if 1, put all nvidia register combiner programming in display lists\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showUpdates | report entity and light updates and ref counts\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showVertexCache | type: int (cheat) |
 +| r_showVertexColor | draws all triangles with the solid vertex color\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_showviewEntities | 1 = displays the bounding boxes of all view models, 2 = print index numbers\\ type: int (cheat) |
 +| r_singleArea | only draw the portal area the view is actually in\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_singleEntity | suppress all but one entity\\ type: int (cheat) |
 +| r_singleLight | suppress all but one light\\ type: int (cheat) |
 +| r_singleSurface | suppress all but one surface on each entity\\ type: int (cheat) |
 +| r_singleTriangle | only draw a single triangle per primitive\\ type: int (cheat) |
 +| r_skipAmbient | bypasses all non-interaction drawing\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipAreaSurfaces | skip rendering of mega texture surfaces\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipAtmosInteractions | skip all light/​surface interaction drawing\\ type: int |
 +| r_skipAtmosphere | skips atmosphere pass\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipBackEnd | don't draw anything\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipBlendLights | skip all blend lights\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipBump | uses a flat surface instead of the bump map\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipCopyTexture | do all rendering, but don't actually copyTexSubImage2D\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipDeforms | leave all deform materials in their original state\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipDepthAmbient | uses legacy black depth fill (instead of ambient fill)\\ type: bool\\ default: 0 (false) |
 +| r_skipDiffuse | 1 = use black for diffuse, 2 = use white for diffuse\\ type: int (cheat) |
 +| r_skipDynamicTextures | don't dynamically create textures\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipFogLights | skip all fog lights\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipFrontEnd | bypasses all front end work, but 2D gui rendering still draws\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipImposters | Skip imposter generation and rendering\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipInstances | skip rendering of instances\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipInteractions | skip all light/​surface interaction drawing\\ type: int (cheat) |
 +| r_skipLodEntitySurfaces | skip rendering of mega texture surfaces\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipLWOSurfaces | skip rendering of mega texture surfaces\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipMD5Surfaces | skip rendering of mega texture surfaces\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipMegaTexture | Stop updating the megatexture origin\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipMegaTextureSurfaces | skip rendering of mega texture surfaces\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipMegaTextureUpload | Disable the actual texture uploads (backend loading etc. will still happen)\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipNotMegaTextureSurfaces | skip rendering of non mega texture surfaces\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipOverlays | skip overlay surfaces\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipParticles | 1 = skip all particle systems\\ type: int [0, 1] (cheat) |
 +| r_skipRefractCopy | uses copy of frame buffer\\ type: bool\\ default: 0 (false) |
 +| r_skipRender | skip 3D rendering, but pass 2D\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipRenderContext | NULL the rendering context during backend 3D rendering\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipROQ | skip ROQ decoding\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipShadowviews | Skips shadow map rendering.\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipShadowViewsBackend | Skip the rendering but all other setup is done.\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipSpecular | use black for specular\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipStuff | Don't draw stuff models\\ type: bool\\ default: 0 (false) |
 +| r_skipSubviews | 1 = don't render any gui elements on surfaces\\ type: int (cheat) |
 +| r_skipSuppress | ignore the per-view suppressions\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipTranslucent | skip the translucent interaction rendering\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_skipUpdates | 1 = don't accept any entity or light updates, making everything static\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_slopNormal | merge normals that dot less than this\\ type: string (cheat) |
 +| r_slopTexCoord | merge texture coordinates this far apart\\ type: string (cheat) |
 +| r_slopVertex | merge xyz coordinates this far apart\\ type: string (cheat) |
 +| r_SMPSharedCtx | SMP renderer uses shared context\\ type: string (cheat) |
 +| r_softParticles | Enable soft particles\\ type: bool\\ default: 0 (false) |
 +| r_sortEffects | Depth sort effects by their origin\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_sortInteractions | Sort interactions per material and VBO.\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_sortParticles | Enable depth sorting of certain particle systems\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_sortStuff | Depth sort enable/​disable\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_stateCache | check state before upload to drive\\ type: string (cheat) |
 +| r_stuffCacheMegs | Number of megabytes to cache stuff models.\\ type: int (cheat) |
 +| r_stuffFadeEnd | Max vis distance for the stuff models\\ type: float (cheat) |
 +| r_stuffFadeStart | Distance at which stuff starts fading\\ type: float (cheat) |
 +| r_stuffLod | Where lod models stop drawing (they start at r_stuffFadeEnd)\\ type: float (cheat) |
 +| r_stuffUpdateAngle | Camera needs to rotate more than X degrees for stuff models to update\\ type: string (cheat) |
 +| r_stuffUpdateDistance | Camera needs to move more than X units for stuff models to update\\ type: string (cheat) |
 +| r_subviewOnly | 1 = don't render main view, allowing subviews to be debugged\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_swapInterval | changes wglSwapInterval\\ type: int |
 +| r_testGamma | if > 0 draw a grid pattern to test gamma levels\\ type: float [0, 195] (cheat) |
 +| r_testGammaBias | if > 0 draw a grid pattern to test gamma levels\\ type: float (cheat) |
 +| r_testStepGamma | if > 0 draw a grid pattern to test gamma levels\\ type: float (cheat) |
 +| r_trisColor | sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format\\ type: string |
 +| r_useAlphaToCoverage | Use alpha to coverage.\\ type: bool\\ default: 1 (true) |
 +| r_useCachedDynamicModels | cache snapshots of dynamic models\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useClippedLightScissors | 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always\\ type: int [0, 2] (cheat) |
 +| r_useCombinerDisplayLists | put all nvidia register combiner programming in display lists\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useConstantMaterials | use pre-calculated material registers if possible\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useCulling | 0 = none, 1 = sphere, 2 = sphere + box\\ type: int [0, 2] (cheat) |
 +| r_useDeferredTangents | defer tangents calculations after deform\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useDepthBoundsTest | use depth bounds test to reduce shadow fill\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useDestinationScissor | 1 = use scissor rectangle to only render required fragments during post-processing\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useDitherMask | Dither out fading geometry\\ type: bool\\ default: 1 (true) |
 +| r_useEntityCallbacks | if 0, issue the callback immediately at update time, rather than defering\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useEntityCulling | 0 = none, 1 = box\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useEntityScissors | 1 = use custom scissor rectangle for each entity\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_useExternalShadows | 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing\\ type: int [0, 2] (cheat) |
 +| r_useFrustumFarDistance | if != 0 force the view frustum far distance to this distance\\ type: float (cheat) |
 +| r_useIndexBuffers | use ARB_vertex_buffer_object for indexes\\ type: int [0, 1]  |
 +| r_useIndexHier | type: string (cheat) |
 +| r_useInteractionCulling | 1 = cull interactions\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useInteractionScissors | 1 = use a custom scissor rectangle for each shadow interaction,​ 2 = also crop using portal scissors\\ type: int [-2, 2] (cheat) |
 +| r_useInteractionTable | create a full entityDefs * lightDefs table to make finding interactions faster\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useLightCulling | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas\\ type: int [0, 3] (cheat) |
 +| r_useLightPortalFlow | use a more precise area reference determination\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useLightScissors | 1 = use custom scissor rectangle for each light\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useMaxVisDist | use the masVisDist entity parameter (on is faster)\\ type: int (cheat) |
 +| r_useMegaTextureImageCompression | DXT compress megatexture data before uploading to hardware\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useNodeCommonChildren | stop pushing reference bounds early when possible\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useNV20MonoLights | use pass optimization for mono lights\\ type: int (cheat) |
 +| r_useOcclusionQueries | Use hardware occlusion queries\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useOffscreenScreenshotBuffer | 1 = use offscreen buffer for screenshots to support post-processing\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useOptimizedShadows | use the dmap generated static shadow volumes\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_usePortals | 1 = use portals to perform area culling, otherwise draw everything\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_usePreciseTriangleInteractions | 1 = do winding clipping to determine if each ambiguous tri should be lit\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_useQuadTree | Use a quad tree for the cluster models\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useRewriteVbo | type: string (cheat) |
 +| r_useSampleCoverage | Use multisample coverage to fade entities.\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useScissor | scissor clip as portals and lights are processed\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useShadowCulling | try to cull shadows from partially visible lights\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useShadowDitherMask | Dither out fading shadows\\ type: string (cheat) |
 +| r_useShadowFastParallel | use optimized shadow rendering for parallel light sources (doesn'​t make a speed difference and gives render errors)\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_useShadowMaps | enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_useShadowProjectedCull | discard triangles outside light volume before shadowing\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useShadowSurfaceScissor | scissor shadows by the scissor rect of the interaction surfaces\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useShadowVisDistMult | type: float |
 +| r_useSilRemap | consider verts with the same XYZ, but different ST the same for shadows\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useSMP | Enabled smp renderer\\ type: string (cheat) |
 +| r_useStateCaching | avoid redundant state changes in GL_*() calls\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useTripleTextureARB | cards with 3+ texture units do a two pass instead of three pass\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useTwoSidedStencil | do stencil shadows in one pass with different ops on each side\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_useVertexBuffers | use ARB_vertex_buffer_object for vertexes\\ type: int [0, 1] (cheat) |
 +| r_useVertexBufferStream | Use stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream\\ type: int (cheat) |
 +| r_useVisDebugARBPrograms | use vertex/​fragment `q`programs to visualize debugging tools\\ type: bool (cheat)\\ default: 1 (true) |
 +| r_vertexBufferMegs | type: int (cheat) |
 +| r_visDistMult | type: float [0.8, 1]  |
 +| r_visDistOfs | type: float (cheat) |
 +| r_writeAnimB | Write out binary versions of animations.\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_writeModelB | write out modelb versions of static models\\ type: bool (cheat)\\ default: 0 (false) |
 +| r_znear | near Z clip plane distance\\ type: float [0.001, 200] (cheat) |
 +| rb_showActive | show rigid bodies that are not at rest\\ type: bool (cheat)\\ default: 0 (false) |
 +| rb_showBodies | show rigid bodies\\ type: bool (cheat)\\ default: 0 (false) |
 +| rb_showContacts | show contact points on rigid bodies\\ type: bool (cheat)\\ default: 0 (false) |
 +| rb_showInertia | show the inertia tensor of each rigid body\\ type: bool (cheat)\\ default: 0 (false) |
 +| rb_showMass | show the mass of each rigid body\\ type: bool (cheat)\\ default: 0 (false) |
 +| rb_showTimings | show rigid body cpu usage\\ type: int (cheat) |
 +| rb_showVelocity | show the velocity of each rigid body\\ type: bool (cheat)\\ default: 0 (false) |
 +| s_clipVolumes | type: bool (cheat)\\ default: 1 (true) |
 +| s_constantAmplitude | type: float (cheat) |
 +| s_debugSoundEmitter | type: int (cheat) |
 +| s_decompressionLimit | specifies maximum uncompressed sample length in seconds\\ type: int |
 +| s_doorDistanceAdd | reduce sound volume with this distance when going through a door\\ type: float (cheat) |
 +| s_dotbias2 | type: float (cheat) |
 +| s_dotbias6 | type: float (cheat) |
 +| s_drawSounds | type: int [0, 4] (cheat) |
 +| s_drawSoundScale | type: float (cheat) |
 +| s_driver | sound driver\\ type: string [best, openal, dsound] |
 +| s_force22kHz | type: bool (cheat)\\ default: 0 (false) |
 +| s_globalFraction | volume to all speakers when not spatialized\\ type: float |
 +| s_ignoreALErrors | ignore OpenAL errors\\ type: bool (cheat)\\ default: 1 (true) |
 +| s_libOpenAL | OpenAL DLL name/path\\ type: string |
 +| s_loadSoundsOnDemand | enable on demand loading of sounds\\ type: bool (init)\\ default: 0 (false) |
 +| s_maxLowPrioritySounds | Maximum number of low priority sounds which can be active at once\\ type: int |
 +| s_maxSoundsPerShader | type: int [0, 10]  |
 +| s_meterTopTime | type: int |
 +| s_minVolume2 | type: float (cheat) |
 +| s_minVolume6 | type: float (cheat) |
 +| s_noSound | type: bool (cheat)\\ default: 0 (false) |
 +| s_numberOfSpeakers | number of speakers\\ type: string |
 +| s_playDefaultSound | play a beep for missing sounds\\ type: bool\\ default: 1 (true) |
 +| s_quadraticFalloff | type: bool (cheat)\\ default: 1 (true) |
 +| s_realTimeDecoding | type: bool (init)\\ default: 1 (true) |
 +| s_reverse | type: bool\\ default: 0 (false) |
 +| s_showForcedStopSound | warn when a sound channel gets forcefully stopped\\ type: bool (cheat)\\ default: 0 (false) |
 +| s_showLevelMeter | type: bool (cheat)\\ default: 0 (false) |
 +| s_showPurgedSounds | print a warning if a purged sample is played\\ type: bool (cheat)\\ default: 0 (false) |
 +| s_showStartSound | type: bool (cheat)\\ default: 0 (false) |
 +| s_singleEmitter | mute all sounds but this emitter\\ type: int (cheat) |
 +| s_spatializationDecay | type: float |
 +| s_subFraction | volume to subwoofer in 5.1\\ type: float |
 +| s_useAdpcmCompression | Use adpcm compression on single channel uncompressed samples\\ type: bool\\ default: 1 (true) |
 +| s_useDeferredSettings | use OpenAL deferred settings\\ type: bool (cheat)\\ default: 1 (true) |
 +| s_useOcclusion | type: bool (cheat)\\ default: 1 (true) |
 +| s_voipVolumeIn_dB | inbound volume adjust for voip in dB\\ type: float |
 +| s_voipVolumeOut_dB | outbound volume adjust for voip volume in dB\\ type: float |
 +| s_volume_dB | volume in dB\\ type: float |
 +| sensitivity | mouse view sensitivity\\ type: float |
 +| si_adminname | admin name(s)\\ type: string |
 +| si_adminStart | admin required to start the match\\ type: string |
 +| si_campaign | current active campaign\\ type: string (read only) |
 +| si_campaignInfo | current campaign map info\\ type: string (read only) |
 +| si_disableVoting | disable/​enable all voting\\ type: string |
 +| si_email | contact email address\\ type: string |
 +| si_irc | IRC channel\\ type: string |
 +| si_map | current active map\\ type: string (read only) |
 +| si_maxPlayers | max number of players allowed on the server\\ type: int [1, 32]  |
 +| si_minPlayers | minimum players before a game can be started\\ type: int |
 +| si_motd_1 | motd line 1\\ type: string |
 +| si_motd_2 | motd line 2\\ type: string |
 +| si_motd_3 | motd line 3\\ type: string |
 +| si_motd_4 | motd line 4\\ type: string |
 +| si_name | name of the server\\ type: string |
 +| si_needPass | enable client password checking\\ type: bool\\ default: 0 (false) |
 +| si_privateClients | max number of private players allowed on the server\\ type: int [0, 32]  |
 +| si_pure | server is pure and does not allow modified data\\ type: bool\\ default: 1 (true) |
 +| si_readyPercent | percentage of players that need to ready up to start a match\\ type: float |
 +| si_rules | ruleset for game\\ type: string |
 +| si_spectators | allow spectators or require all clients to play\\ type: bool\\ default: 1 (true) |
 +| si_teamDamage | enable team damage\\ type: bool\\ default: 1 (true) |
 +| si_teamForceBalance | Stop players from unbalancing teams\\ type: bool\\ default: 1 (true) |
 +| si_timelimit | time limit (mins)\\ type: float |
 +| si_version | engine version\\ type: string (read only) |
 +| si_website | website info\\ type: string |
 +| sm_backOffsetFactor | Offet factor for shadow buffer rendering.\\ type: float (cheat) |
 +| sm_backOffsetUnits | Offet units for shadow buffer rendering.\\ type: float (cheat) |
 +| sm_boundsExpand | Nudge bounds a bit to account for innacuarcies\\ type: float (cheat) |
 +| sm_clipfrustum | Clip the shadow map frustum to the scene bounds\\ type: bool (cheat)\\ default: 0 (false) |
 +| sm_farplane | Frustum far plane for shadow map rendering\\ type: float (cheat) |
 +| sm_frontFaces | Render front faces as well as back faces.\\ type: bool (cheat)\\ default: 0 (false) |
 +| sm_frontOffsetFactor | Offet factor for shadow buffer rendering.\\ type: float (cheat) |
 +| sm_frontOffsetUnits | Offet units for shadow buffer rendering.\\ type: float (cheat) |
 +| sm_mapping | Which mapping to use when generating shadow maps. (0=uniform, 1=perspective,​ 2=light space perspective)\\ type: int (cheat) |
 +| sm_mediumplane | Frustum far plane for high res shadow map rendering\\ type: float (cheat) |
 +| sm_occlusionQueries | Use occlusion queries in shadow map rendering.\\ type: bool (cheat)\\ default: 1 (true) |
 +| sm_renderBackFaces | Use backfaces to render shadow maps\\ type: bool (cheat)\\ default: 1 (true) |
 +| sys_arch | type: string (init) |
 +| sys_cpuHTStatus | type: string (init) |
 +| sys_cpuLogicalCount | type: int (init) |
 +| sys_cpuPhysicalCount | type: int (init) |
 +| sys_cpuSpeed | type: int (init) |
 +| sys_cpuString | type: string (init) |
 +| sys_lang | type: string [english, spanish, italian, german, french, russian, polish, korean, japanese, chinese] |
 +| sys_ram | type: int (init) |
 +| sys_videoRam | type: int (init) |
 +| testLightColor | the light color to be used for a '​testlight'​\\ type: string |
 +| timescale | scales the time\\ type: float [0.1, 10]  |
 +| ui_advancedDrivingControls | if true, advanced driving controls are activated\\ type: bool\\ default: 0 (false) |
 +| ui_advancedFlightControls | if true, advanced flight controls are activated\\ type: bool\\ default: 0 (false) |
 +| ui_autoSwitchEmptyWeapons | if true, will switch to the next usable weapon when the current weapon runs out of ammo\\ type: bool\\ default: 1 (true) |
 +| ui_clanTag | player clan tag\\ type: string |
 +| ui_clanTagPosition | positioning of player clan tag. 0 is before their name, 1 is after\\ type: int |
 +| ui_drivingCameraFreelook | if true, driving cameras where there is no weapon defaults to freelook\\ type: bool\\ default: 0 (false) |
 +| ui_ignoreExplosiveWeapons | if true, weapons marked as explosive will be ignored during auto-switches\\ type: bool\\ default: 1 (true) |
 +| ui_name | player name\\ type: string |
 +| ui_postArmFindBestWeapon | if true, after arming players'​ best weapon will be selected\\ type: bool\\ default: 0 (false) |
 +| ui_rememberCameraMode | use same camera mode as was previously used when re-entering a vehicle\\ type: bool\\ default: 0 (false) |
 +| ui_showGun | show gun\\ type: bool\\ default: 1 (true) |
 +| wave_amplength | Amplitude to length ratio\\ type: string (cheat) |
 +| wave_angledeviation | Angular deviation of waves\\ type: string (cheat) |
 +| wave_fadespeed | How quick individual waves fade in and out\\ type: string (cheat) |
 +| wave_gravity | Gavity constant for waves (controls speed based on wavelength)\\ type: string (cheat) |
 +| wave_maxlength | Maximum wave length\\ type: string (cheat) |
 +| wave_minlength | Minimum wave length\\ type: string (cheat) |
 +| win_allowMultipleInstances | allow multiple instances running concurrently\\ type: bool (cheat)\\ default: 0 (false) |
 +| win_notaskkeys | disable windows task keys\\ type: bool (cheat)\\ default: 1 (true) |
 +| win_outputDebugString | type: bool (cheat)\\ default: 0 (false) |
 +| win_outputEditString | type: bool (cheat)\\ default: 1 (true) |
 +| win_timerUpdate | allows the game to be updated while dragging the window\\ type: bool (cheat)\\ default: 0 (false) |
 +| win_username | windows user name\\ type: string (init) |
 +| win_viewlog | type: int (cheat) |
 +| win_xpos | horizontal position of window\\ type: int |
 +| win_ypos | vertical position of window\\ type: int |
  
 +[[Enemy Territory Quake Wars|Back to Enemy Territory Quake Wars]]
en/games/etqw_cvar_list.txt ยท Last modified: 2019-02-03-11-42 by 7saturn