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		<id>http://hlds.pl/index.php?action=history&amp;feed=atom&amp;title=Brink</id>
		<title>Brink - Historia wersji</title>
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		<updated>2026-04-27T10:31:47Z</updated>
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		<id>http://hlds.pl/index.php?title=Brink&amp;diff=9848&amp;oldid=prev</id>
		<title>KaszpiR: Utworzył nową stronę „== Cvars== {| style=&quot;border: 1px solid #AAAAAA;&quot; width=&quot;100%&quot; | valign=&quot;top&quot; style=&quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&quot; | a_glowBaseScale | valign=&quot;...”</title>
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				<updated>2011-05-11T01:12:21Z</updated>
		
		<summary type="html">&lt;p&gt;Utworzył nową stronę „== Cvars== {| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot; | valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowBaseScale | valign=&amp;quot;...”&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Nowa strona&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Cvars==&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowBaseScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Original image contribution factor&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowLuminanceDependency&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Dependency of the glow on the luminance(brightness)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Blurred image contribution factor&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowSpriteMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowSpriteSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowSunBaseScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Factor to scale to sun factor with&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowSunPower&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Power to raise to sun factor to&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowSunScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Factor to scale to sun factor with&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_glowThresh&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Threshold above which part of the scene starts glowing&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_sun&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | a_windTimeScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Speed at which wind effects change&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_checkBadAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to one to check the aas for any bad areas.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_extendFlyPaths&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set to 1 to enable extending fly paths&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_locationMemory&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | used to remember a particular location, set to 'current' to store the current x,y,z location&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_locationMemory2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | used to remember a particular location, set to 'current' to store the current x,y,z location&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_optimizePaths&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set to 1 to enable path optimization&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_pullPlayer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pull the player to the specified area&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_randomPullPlayer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pull the player to a random area&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_routingCacheErrors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Will generate an error if the max number of reachabilities for an area or max &lt;br /&gt;
bool (read only)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showAreaNumber&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the specific area number set&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the areas in the selected aas&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showBadAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show bad AAS areas&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showCluster&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to one to draw all areas in the cluster the player is currently in.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showClustersOfSizeLT&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to non-zero and all clusters of less or equal size are drawn.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showEdgeNums&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show edge nums&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showFloorTrace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show floor trace&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showFuncObstacles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the AAS func_obstacles on the map&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showHopPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show hop path to specified area&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showManualReachabilities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show manually placed reachabilities&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showObstacleAvoidance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | shows obstacles along paths&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showObstaclePVS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show obstacle PVS for the given area&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the path to the walk specified area. Static paths: 'area1 area2', 'points' or 'points0' and 'points1'&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showPortals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to one to draw all the portal areas in the map.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showPushIntoArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show an arrow going to the closest area&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showTravelTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | print the travel time to the specified goal area (only when aas_showAreas is set)&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showWallEdgeNums&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the number of the edges of walls&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_showWallEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the edges of walls, 2 = project all to same height, 3 = project onscreen&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_skipObstacleAvoidance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | ignore all dynamic obstacles along paths&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_subSampleWalkPaths&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set to 1 to enable walk path sub-sampling&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | aas_test&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | select which AAS to test&lt;br /&gt;
string [aas_player, aas_vehicle] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_contactFrictionScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scales the contact friction&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_enable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable/disable ragdolls.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_forceFriction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | force the given friction value&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_highlightBody&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of the body to highlight&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_highlightConstraint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of the constraint to highlight&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_jointFrictionScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scales the joint friction&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_maxAngularVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum angular velocity&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_maxLinearVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum linear velocity&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_nextConstrSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Switch to the next available constraint set on a ragdoll&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show tree-like structures of articulated figures not at rest&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showBodies&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show bodies&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showBodyNames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show body names&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showConstrainedBodies&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the two bodies contrained by the highlighted constraint&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showConstraintNames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show constraint names&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showConstraints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show constraints&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showInertia&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the inertia tensor of each body&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showLimits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show joint limits&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showMass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the mass of each body&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showPrimaryOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show primary constraints only&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showTimings&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show articulated figure cpu usage&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showTotalMass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the total mass of each articulated figure&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showTrees&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show tree-like structures&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_showVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the velocity of each body&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_skipFriction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip friction&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_skipLimits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip joint limits&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_skipSelfCollision&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip self collision detection&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_testSolid&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test for bodies initially stuck in solid&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_timeScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scales the time&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_useImpulseFriction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use impulse based contact friction&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_useJointImpulseFriction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use impulse based joint friction&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_useLinearTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use linear time algorithm for tree-like structures&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | af_useSymmetry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use constraint matrix symmetry&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ai_debugScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays script calls for the specified monster entity number&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ai_fallTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Number of seconds before the player plays the falling animation&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ai_showPaths&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws path_* entities&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_applyJointOffsets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_debugChannel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sets the channel - -1 for all, 0 for all channel, 1 for torso, 2 for legs, 3 for head, 4 for left arm.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_debugClientChannel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sets the channel - -1 for all, 0 for all channel, 1 for torso, 2 for legs, 3 for head, 4 for left arm.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_debugClientEntity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays information on which animations are playing on the specified entity number.  set to -1 to disable, -2 for all entities.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_debugClientVerbosity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sets the level of info to be displays - 0 for nothing, 1  for new anim calls and 2 for frame blend info.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_debugEntity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays information on which animations are playing on the specified entity number.  set to -1 to disable, -2 for all entities.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_debugVerbosity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sets the level of info to be displays - 0 for nothing, 1  for new anim calls and 2 for frame blend info.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_enabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_forceUpdate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_IKBlendTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | IK blend time in ms&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_IKDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | IK debug level&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_IKDisable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | disable the IK&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_IKInitialBlendDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | IK raising the weapon blend delay time in ms&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_ListKeyword&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | A keyword to filter listed animations by.&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_maxBodyPitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | max pitch of body adjustment&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_minBodyPitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | min pitch of body adjustment&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_PhysicsJoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | procedurally apply the physics joints.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_playCountLog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable animation play count logging&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_playCountLogFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The default path to the anim play count data file.&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_profile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables anim blend profiling, 0 = disable, 1 = enable&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_profileIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set the index of the paused anim to examine, 0 = current, 1 = one before etc...&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_profilePause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pauses the anim blend profiling, 0 = disable, 1 = enable&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_showMissingAnims&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show warnings for missing animations&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | anim_TwistJoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | procedurally generate the twist joints.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_abilityCreditFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_aimSkill&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER&lt;br /&gt;
int [0, 3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_allowJumping&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Allow bots using the jump reachabilities for navigation&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_botActionImportance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Importance of bot actions&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_brainDamage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Makes all bots run around in a circle. Idiots. 0: Off, 1: Sprint on the forward, 2: Jump at the end of forward, 3:Slide at the end of forward, 4: Press 'activate' to melee attack once every 2 seconds. &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_breakPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Cause a program break to occur inside the bot's AI&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_damageClient&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Take half the remaining health of the specified client &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugAbilities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show selected abilities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugActiveWaypoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw the waypoints currently in use by any bot&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugAimSkill&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug aim info for bots&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugAllyAndEnemyCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug visible allies and enemies for bots&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugAvoidDangerMovement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show avoid danger movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugBestObjectives&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show this number of best objectives for all bots.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugBlockedInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug the interactions bots consider blocked. -1 = all bots, -2 = disabled&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCombatGrenade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug combat grenades. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCombatGrenadesAdvanced&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | More Info for combat grenade throwing.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCombatMovement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCortexBomb&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug cortex bomb info for bots. -1 for all -2 to to disable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCoverMovement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug global combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCoverRefs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw the cover reference for the bot. Set to -1 for all bots -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCoverRefsCombat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw more info about the cover reference for the bot.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCoverRefsCombatRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw more info about the cover reference for the bot.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCoverRefsMovement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw more info about the cover reference for the bot.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCovers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to the number of the bot you want to debug the covers of, or -1 for all&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCoversEval&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw info about cover evaluation. Set to -1 for all bots -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCurrentMoveTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show where the objectives are headed to.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCurrentObjective&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug current objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugCurrentTarget&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show who is the main target in combat.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugDifficulty&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug difficulty for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugEnemyOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugEnemyVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to -1 to debug all bot's enemy visibility, -2 to disable or to the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugEscorting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show info about the escorting data structures&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugEscortPlayerPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows info about the path computed for players being escorted. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugIncidentalMelee&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows information about doing melee while performing an objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugInteractionMovement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug bot movement while interacting.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug interactions for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugInvalidMoves&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Invalid move debug mode. Pause all bots when a bot tries to perform an invalid move, and draw relevant information.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugInvalidMovesCombat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set, bots report invalid moves even when they don't have an objective&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugInventoryItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug inventory items for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugLogMelee&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Logs the reason for doing melee. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugMelee&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug melee for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugMovementHelper&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObjectiveEMPGrenade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows information about throw emp grenades objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObjectiveEscortPlayer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows info info about bots escorting players. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObjectiveHackTurret&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows information about hack turret objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObjectiveRemoteControl&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows information about plant and use remote controller to turret objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObjectiveReviving&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows information about reviving objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObjectives&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug objectives for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObjectivesOnlyTopPrio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to 1 to only display the top objectives for bots (requires bot_debugObjectives to be set)&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObstacleAvoidance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug obstacle avoidance&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugObstacles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug bot obstacles in the world&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugPersonalities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug personalities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugRank&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug rank for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugSenseAllyTurrets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug ally turrets sense. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugSenseCommandPosts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show info about closest command posts. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugSenseDroppedWeapons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug dropped weapons objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugSenseDroppedWeaponsExtended&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show more information about rejected dropped weapons&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugSenseEMPTargets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug emp grenade objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugSenseMountedGuns&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show info about detected mounted guns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugShotBlocked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows the check for shot is blocked. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugStuckBots&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Stuck debug mode. Pause all bots when a bot is stuck, and draw relevant information.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugTapOut&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug tapout info for bots. -1 for all -2 to to disable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugTargetMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug targetmap for bots&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugTargets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to -1 to debug all bot's targets, -2 to disable or to the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugTasks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug reasons why tasks not being selected. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugTaskTarget&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show target for this task. Set to the name of the task.&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugWeapons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show debug weapon info for bots. -1 for all -2 to to disable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_debugWeaponsExtended&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show more information about your weapons. -1 for all -2 to to disable&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_disableBotControl&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to client number to remove bot control of that client.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_dlcAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Do bots have dlc abilities available&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_doObjectives&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 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&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActionDist&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How far away to draw the bot action info. Default is 2048&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActionGroupNum&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActionNumber&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw a specific bot action only. -1 = disable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw the bot's actions.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActionSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How big to draw the bot action info. Default is 0.2&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActionTypeOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Filter what type of action is drawn. -1 = all actions, 0 = roam, 1 = camp, 2 = patrol, 3 = mine, 4 = turret, 5 = barricade.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActiveActionsOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw only active bot actions. 1 = all active actions. 2 = only Security active actions. 3 = only Resistance active actions. Combo actions, that have both Security and Resistance goals, will still show up.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawActiveRoutesOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Only draw the active routes on the map.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawClientNumbers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw every clients number above their head&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawDifficultyMatrix&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw bot difficulty matrix&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawMovement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show information about bot movement and orientation. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawObstacles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw the bot's dynamic obstacles in the world&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawRandomLook&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows information about random look at algorithm.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawRouteGroupOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Only draw routes that have the groupID specified.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_drawRoutes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw the routes on the map.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_dumpCoverUsage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_enable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = bots will not be loaded in the game. 1 = bots are loaded.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_enableBotControl&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to client number to let a bot take control of that client. &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_factorTimeAttackWhenEscorted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | When being escorted this bot will be less time attacking according to this factor.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_factorTimeHiddenWhenEscorted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | When being escorted this bot will be more time hidden according to this factor.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_fakeOverTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Setting this to true makes the bot believe the game is in overtime&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceDifficultyResistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Forced difficulty for resistance bots (set to the level of the difficulty you want).&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceDifficultySecurity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Forced difficulty for resistance bots (set to the level of the difficulty you want).&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceFlashGrenade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | It makes the bots throw flash grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceFragGrenade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | It makes the bot throw a grenade when possible. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceGrenadeLauncher&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Force the bot to go use the grenade launcher. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceLevel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set greater than zero, all bots that are spawned are forced to be of this level&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceMolotovCocktail&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | It makes the bots throw molotov cocktails. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceNapalmGrenade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | It makes the bots throw napalm grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceNoPips&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Empties that number of pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceObjectiveImportanceCoreOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Only force objective importance on core objectives&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceObjectiveImportanceResistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Force the importance value on ALL objectives&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceObjectiveImportanceSecurity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Force the importance value on ALL objectives&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceRank&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set greater than zero, all bots that are spawned are forced to be of this rank&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceReload&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Empties that bot clip, forcing him to reload. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceResetGrenadeCooldowns&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Reset grenade cooldowns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceResupply&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Empties all ammo for the bot, forcing him to go and resupply to a closest commandpost. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceSprinting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Makes the bots try to sprint always. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_forceStickyGrenade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | It makes the bots throw sticky grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_godMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to the bot client you want to enter god mode. Set to -1 for all bots -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_grenadeCooldown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Global cooldown between grenades for bots.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_healthLossImportanceLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_holdSprint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set, bots will hold the sprint button down while sprinting (instead of tapping)&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreAllEnemies1Limit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If an objective has an importance higher than this, the bots will ignore to engage combat with ALL enemies, but they will shoot while doing the objective&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreAllEnemies2Limit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If an objective has an importance higher than this, the bots will ignore completely ALL enemies&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreBotActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set to 1, will ignore bot actions. &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreBotActionsImportanceLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If a core objective has an importance higher than this, bots will ignore any bot actions while going for this objective&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreEnemies&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set to 1, bots will ignore all enemies. Useful for debugging bot behavior&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreGoals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set to 1, bots will ignore all map objectives, i.e. Tasks and Bot Actions.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreNonAttackingEnemiesLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If an objective has an importance higher than this, the bots will ignore enemies that aren't shooting at them&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreTargets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_ignoreTasks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set to 1, bots will ignore tasks.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_importanceMaxPrioFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The priority multiplier when the importance is at max for an objective&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_innerCoverRadius&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_killClient&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set the health of the specified client to 0&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_logCombatGrenades&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Logs to console when and why bots throw grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_logCurrentLTG&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Logs changes in the long term goal for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_logObjectiveBuffs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Logs information about the number of buffs done for each type of buff. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_minClients&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Keep a minimum number of clients on the server with bots and humans. -1 to disable&lt;br /&gt;
int [-1, 16]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_minClientsMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximum allowed value of bot_minClients. Only affects the in-game UI.&lt;br /&gt;
int [-1, 16] (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_minSpeedFootStepAudible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_narrowPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_noRandomJump&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | makes bots not randomly jump&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_noTapOut&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | makes bots not want to ever tap out, for debug purposes&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_numCoverGroups&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Don't touch&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_outerCoverRadius&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_pause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Specify the client number of the bot you want pause. -1 for all, -2 for none&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_rankSpan&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How many ranks below the highest ranked player the bots can be&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_reactionTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_runEveryGameFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set this to true for fixing bot debug drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_runImportanceLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If an objective has an importance lower than this the bots won't sprint toward it&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showCodeCoverage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw bot code coverage&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showGuardAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show guard areas.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showHealth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows bot health. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showHealthPips&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows bot health pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows bot interactions. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showInterestingWaypointsOnly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show only tactical waypoints that have any non-zero stats. Requires bot_showWaypoints&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showNumTargets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows bot num targets. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show the path for the bot's client number. -1 = disable.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showPowerPips&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows bot power pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show speed for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showStats&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw bot statistics&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showTeamBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug the class balance for bots&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showTimePerforming&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show time performing objective for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showTotalAmmo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows bot total ammo. Set to -1 for all bots -2 for disabled, otherwise the number of the bot&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_showWaypoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show tactical waypoints.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_skipThinkClient&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_sleepWhenServerEmpty&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | has the bots stop thinking when the server is idle and there are no humans playing, to conserve CPU.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_slideAttackLengthKill&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_slideAttackLengthKnockDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_slideMoveCooldown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Cooldown for bot slide avoid moves&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_spectateDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If enabled, automatically sets the debug hud to the bot being spectated&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_testAbility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Test ability for bots. Set to the name of the ability as in base.botPersonality file.&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_testObstacleAvoidance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test obstacle avoidance&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_testPathToBotAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | based on which aas type aas_test is set to, will test to see if a path is available from the players current origin, to the bot action in question. You need to join a team for this to work properly! -1 = disabled.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_timeToIdle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time in seconds that a human player has to be inactive before the player goes idle and is controlled by a bot ( a player will not earn any xp while idle ). Set to -1 to disable idling.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_uiNumResistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The number of Resistance bots to add to the server. -1 to disable&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_uiNumSecurity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The number of Security bots to add to the server. -1 to disable&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_useBurstFire&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable/Disable Burst Fire for bots&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_useCampaignDifficulty&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Should bots respect the campaign difficulty or not.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_useSuicideWhenStuck&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_useWaypoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Should bots use tactical waypoints or not&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_walkImportanceLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If an objective has an importance lower than this the bots will walk toward to&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | bot_wayPointTeamFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Filter waypoints per team 0 = security, 1 = resistance&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ccf_enableTileCache&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_backFaceCull&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | cull back facing polygons&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_colorInstances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables choosing a colour for each model to draw with&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_debugCollision&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | debug the collision detection&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_debugRotation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | debug rotation failure&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_debugSetParms&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | debug set parameters&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_debugTranslation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | debug translation failure&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawBrushes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables drawing brushes during model debug drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color used to draw the collision models&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawFilled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw filled polygons&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawFilledMaxArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw filled polygons below min area&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawFilledMinArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw filled polygons above min area&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawIndexScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scale of primitive indices&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawIndices&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw primitive indices&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawInternal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw internal edges green&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawMask&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | collision mask&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawNormals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw polygon and edge normals&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawPolygons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables drawing polygons during model debug drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_drawTextureVectors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw texture vectors&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | cm_showConversionWarnings&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sets whether to show warnings when converting models to trace models&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_allowConsole&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | allow toggling console with the tilde key&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_allowFullConsole&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | allow a full-screen console when running the game with command line commands&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_allowToolControl&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Allows Arkitekt to connect to consoles and control them remotely. 0 = disable.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_asyncSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix&lt;br /&gt;
int [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_aviDemoHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_aviDemoSamples&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_aviDemoTics&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_aviDemoWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_bootLogo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_cacheDictionaryMedia&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Precache all media from decl dictionaries&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_compressDemos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_fixedTic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Run a single game frame per render frame&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_forceGenericSIMD&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | force generic platform independent SIMD&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_fpuExceptions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable FPU exceptions&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_journal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = record journal, 2 = play back journal&lt;br /&gt;
int [0, 2] (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_logDemos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_machineSpec&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_makingBuild&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 when making a build&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_makingRC&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 when making a release candidate&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_outputStdout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set to 1 to output all prints to stdio&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_preloadDemos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_runningHeadless&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 when being used as a tools/processing platform&lt;br /&gt;
bool (init)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_showAngles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_showBPS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show bot think frames per second&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_showFPS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show frames rendered per second&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_showMemoryUsage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show total and per frame memory usage&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_skipGameDraw&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_skipRenderer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip the renderer completely&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_skipWarnings&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip all warnings&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_speeds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show engine timings&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_storeResourceNameText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Store the text name of resources, at a memory cost&lt;br /&gt;
bool (init)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_testHitches&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show hitches&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_timestampPrints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | print time with each console print, 1 = msec, 2 = sec&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_useFastVidRestart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Allow use of fast vid restarts&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_videoRam&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | holds the last amount of detected video ram&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_warningCallstack&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Prepend the callstack to warnings - always on when making builds&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | com_wipeSeconds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | con_noPrint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | print on the console but not onscreen when console is pulled up&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | con_notifyTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | time messages are displayed onscreen when console is pulled up&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | con_numDisplayLines&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of console lines to be displayed on screen&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | con_profile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show profiling information&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | con_scanAdjust&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | render console with scan borders&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | con_speed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed at which the console moves up and down&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | decl_show&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 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&lt;br /&gt;
int [0, 4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | decl_showMissing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set to 1 to show references to missing media&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | decl_usageLog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | creates a log of all declarations touched&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | decl_useBinaryCache&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | cache binary versions of declarations&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | decl_useBinarySourceCache&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | load the source caches (if available)&lt;br /&gt;
bool (init)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | demo_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | debug demo replay system&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | demo_finishCmd&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | commands to execute once demo playback has finished&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | demo_noclip&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | noclip through a demo&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | demo_prediction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | prediction when playing back a server demo in milliseconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | demo_scale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed scaling of demo replays&lt;br /&gt;
float [0.01, 100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | demo_snapshotDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | delay between snapshots for server side demo recordings&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | developer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | developer mode&lt;br /&gt;
bool (read only)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | exec_maxThreads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximun number of job threads&lt;br /&gt;
int [1, 32] (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | font_smileyScaling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Smiley font scaling&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_basepath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_buildpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_cachePath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set to a valid path, files will be cached to the given path for faster reads&lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_caseSensitiveOS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (read only)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_cdpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_copyfiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 5] (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_devpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_diskCacheBlockCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Number of blocks used for disk caching, if cachePath is set&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_diskCacheBlockSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Size in bytes of a disk cache block, if cachePath is set&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_diskCacheForceDisable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Forcefully disable disk caching (Xenon only)&lt;br /&gt;
bool (init)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_diskCacheSecure&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If enabled the disk cache will write out the index table after every n block write. If the game crashes or stops expectantly this will leave the majority of the cache available at the price of lower cache performance.&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mod path&lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_override&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If true, files will be checked for newer versions down the stack&lt;br /&gt;
bool (init)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_ramCacheBlockCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Number of blocks used for ram caching&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_ramCacheBlockSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Size in bytes of a ram block&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_restrict&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (init)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_savepath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | fs_userpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_abilitiesEngineer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Server may override abilities one can use.&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_abilitiesGlobal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Server may override abilities one can use.&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_abilitiesMedic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Server may override abilities one can use.&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_abilitiesOperative&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Server may override abilities one can use.&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_abilitiesSoldier&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Server may override abilities one can use.&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_advancedHud&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw advanced HUD&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_aimAssist&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: Enable aim assist. 2: Show debugging info.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_aimAssistAdhesionScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Scales sticky aim assistance when not ironsighted.&lt;br /&gt;
float [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_aimAssistAdhesionScaleIronSight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Scales sticky aim assistance when ironsighted.&lt;br /&gt;
float [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_aimAssistDampening&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Sensitivity is multiplied by this when aiming at an interesting target&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_aimAssistDampeningIronSight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Sensitivity is multiplied by this when aiming at an interesting target and ironsighted&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_allowComplaint_charge&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Allow complaints for teamkills with charges&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_allowComplaint_explosives&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Allow complaints for teamkills with explosive weapons and items&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_allowCutsceneFreeFly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Don't force player view to the cutscene camera for debugging cutscenes.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_allowNonBufferedEntityAllocs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If disabled, an error will be thrown if an entity cannot be spawned in the reserved buffer for its type.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_allowSpecPauseFreeFly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Allow spectators to free fly when the game is paused&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_animLegsDuration&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Length, in ms, of the turn anim.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_animSpeedVaultExitMaxSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Highest target speed for the speed vault exit slidey anim to play (moving out of vault normally)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_animSpeedVaultExitMinSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Lowest target speed for the speed vault exit slidey anim to play (moving out of vault normally)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_animStateTest1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test value to input into player anim state machine&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_animStateTest2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test value to input into player anim state machine&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_animStateTest3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test value to input into player anim state machine&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_animStateTest4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test value to input into player anim state machine&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_antiLag&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Anti lag&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_antiLagDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: off 1: on&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_antiLagDebugOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How far behind to debug a set&lt;br /&gt;
int [0, 2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_antiLagHistory&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time in milliseconds to keep anti lag sets&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_areaSpeakerVolumeAtMaxDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | in dB&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoChatter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable autochatter&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoChatterDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable autochatter debug.&lt;br /&gt;
0 = off 1 == all 2 = debug priority checks. 3 = debug calls to PlayChat 4 = debug distance filtering 5 = debug active chats reset&lt;br /&gt;
A negative value means the player will also hear chats sent to the player with that entity number&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoChatterDebugQueuedEvents&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debugqueued events for a certain player&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoChatterNetworkDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug the network messages sent by autochatter manager&lt;br /&gt;
   -1 = off -2 = all messages. -3 = local player only 0 and up = debug messages to client&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoReadyPercent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Percentage of a full server that must be in game for auto ready to start&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoReadyWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Length of time in minutes auto ready will wait before starting the countdown&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoSelectMissions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set then auto select the highest priority mission.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_autoSelectMissions_solo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If set then auto select the highest priority mission when playing solo.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 1&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_10&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 10&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_11&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 11&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_12&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 12&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_13&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 13&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_14&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 14&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_15&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 15&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_16&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 16&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 2&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 3&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 4&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_5&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 5&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_6&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 6&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_7&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 7&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_8&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 8&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_9&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | banner message 9&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_delay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | delay in seconds between banner messages&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_banner_loopdelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | delay in seconds before banner messages repeat, 0 = off&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_bodyDecayTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time in seconds before decay of bodies.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_bodyTypeHeavyColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Heavy body type color&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_bodyTypeLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Light body type color&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_bodyTypeMediumColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Medium body type color&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_buddyColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of buddies&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_CaltropDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Toggles caltrop debugging information&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_cameraFovRate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | controls the rate of change of camera based fov changes&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_chatDefaultColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | RGBA value for normal chat prints&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_chatFireTeamColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | RGBA value for fire team chat prints&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_chatLineTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of seconds that each chat line stays in the history&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_chatTeamColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | RGBA value for team chat prints&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_cheapDecalsMaxDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | max distance decals are created&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_commandmapActiveTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Controls how long an object should display on the commandmap once it has been spotted&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_commandMapFadeDist&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | distance to fade icons off at the edges&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_commandMapRotateStyle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = world rotates, 1 = camera rotates&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_commandMapStyle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = circle, 1 = square&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_commandMapZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | command map zoom level&lt;br /&gt;
float [0.5, 1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_commandMapZoomStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | percent to increase/decrease command map zoom by&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_complaintGUIDLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Total unique complaints at which a player will be kicked&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_complaintLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Total complaints at which a player will be kicked&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_controllerAimSmoothingCatchup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How long it takes to catch up to the users raw input.&lt;br /&gt;
float [1, 1000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_countdown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Length (in minutes) of countdown period. 0 = none&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_cutsceneCCFs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Primary CCFs 1: secondary CCFs&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_damageIndicatorAlphaScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | alpha of the damage indicators&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_damageIndicatorColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of the damage indicators&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_damageIndicatorFadeTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of seconds that a damage indicator stays visible&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_damageIndicatorRadius&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | radius fraction for damage indicator&lt;br /&gt;
float [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_damageIndicatorRadiusVariance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | randomize radius +- this value&lt;br /&gt;
float [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_damageIndicatorSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_deadSpectateTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time to stay in first person view before forced into spectating someone. -1: Never spectate while in limbo.&lt;br /&gt;
int [-1, 9999]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAbilities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug abilities being sent to server and dpad binds&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAnimDefMatch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | prints a list of anims that appear in only the security or resistance set&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAnimLookups&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | prints successful animation lookups&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAnimStance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays information on which stances are set on the specified entity number.  set to -1 to disable.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAnimStateChannel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Filters the displayed transitions by channel&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAnimStateMachineSync&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Prints warning messages when client is forced into an animation state machine state by the server&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAnimStateStates&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Displays states entered and exited by anim state machines&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugAnimStateTransitions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Displays transitions entered by anim state machines&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugBulletFiring&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | spam info about bullet traces&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugChallengeScore&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug challenge score&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugCinematic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugCrosshairDamageIndicator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | prints info on crosshair damage indicator to help track down issues with it&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugDamage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugDamagePower&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows the damage power, ie. how much damage is scaled by before being applied.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugEffectCulling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug effect culling&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugFootsteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | prints which surfacetype the player is walking on&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugFov&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables debugging output of camera FOV&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugGUI&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 - Show GUI window outlines&lt;br /&gt;
2 - Show GUI window names&lt;br /&gt;
3 - Only show visible windows&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugGUIEvents&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show the results of events&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugGUIFocus&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Print changes to GUI focus state&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugGUIRenderWorld&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Output information for GUI-based renderWorlds&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugGUITextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show windows' text rectangle outlines&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugGUITextScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Size that the debug GUI info font is drawn in.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugHealth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show various health and pip values.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugHitBeep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugHitReactions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable debug hit reactions.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugHotServers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugLegAnim&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Turn on debug drawing of the turn anims. green = viewAngle, red = wantedBodyAngle, blue = acutalBodyAngle&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugMapScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Entity num to debug mapscript callbacks for. -1 for no debugging or -2 for all events&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugObjectiveIcons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | prints the name of the action key that we are using to look up the icon we are trying to draw&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPhysicsOrigin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug the physics origin created for an entity, set to entity number of the entity to debug&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPlayerAIController&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Toggles debugging of player AI controller&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPlayerCCF&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Off 1: Some prints enabled 2: All prints enabled&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPlayerList&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | fills UI lists with fake players&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPlayerShield&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Toggles extra debugging for shielding&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPlayerTasks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Displays information in the world about available tasks&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPlayerTasksContext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug search for a context task in front of player&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugPostProcessValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug dof values passed to render view&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugProficiency&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | -1 = off -2 = all clientnum (0-16) = client only&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugReverb&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugScriptCalls&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Print any script functions not found.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugStats&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Write stats being changed as it happens&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugStatsSetup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | prints any problems with calculating a client rank when they connect to a server&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugSurfaceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | shows what the surfacetype is on the collision surface the player is looking at, 0 = off, 1 = bullet only, 2 = everything&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugUnlocks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug unlocks&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables display of visibility traces&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugWeapon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugWeaponAccuracy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Off 1: All 2: projectile spread/spin 3: power creep 4: angle creep 5: GUI spread 6:scope sway 7: func/fx/weapon debugging&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugWeaponAccuracyState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug accuracy values used&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_debugWeaponState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | shows the current weapon state for the client index specified&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_decals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show decals such as bullet holes&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_demoAnalyze&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | analyze demo during playback&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_demoOutputMDF&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | output entity keyframe data from demo&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_devUploadScore&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_directSpeechVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Volume of in world auto chatter in dB&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_disableFootsteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable/disable footsteps&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_disableGlobalAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | disable global VOIP communication&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_disableGuardProf&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Turns off any guard proficiency given.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_dragEntity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | allows dragging physics objects around by placing the crosshair over them and holding the fire button&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_dragShowSelection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_drawCollisionModelNames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | List of collision model names to draw&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_drawContacts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw physics object contacts&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_drawHudMessages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Draw task, task success and objective text on HUD.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_drawPlayerIcons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/Disables player icons&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_duckSoundsIfNotVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | ducks certain sounds (currently just weapon fire) if the entity is not visible&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_emptyServerRestartMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The duration in seconds to wait before an empty dedicated server match is restarted. Set to -1 to never restart.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enableAchievements&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Disabled or enabled achievements&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enableHitReactions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If true then enable hit reactions.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enableIntelGathering&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/Disables intel gathering missions&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enableRumble&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Toggle Controller Rumble.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enableSuperBuffs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/Disables superbufs missions&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enableTeamBuffs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/Disables teambuffs&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enableTracerTints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Turns tinting on for tracer effects&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enemyColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of enemy units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enemyTextColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of text for enemy units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enemyTintEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables enemy color tinting, client side.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_enemyWeaponTintColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | weapon tint color of enemy units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_execMapConfigs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Execute map cfg with same name&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_exportMask&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_fallHardSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Speed at which the player takes 'hard' (typically fatal) falling damage&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_fallMediumSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Speed at which the player takes 'soft' falling damage&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_fallSoftSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Speed at which the player takes 'soft' falling damage&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_fireteamColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of fireteam units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_fireteamLeaderColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of fireteam leader&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_firstPersonCameraMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = last minute, independent of weapon, 1 = affects crosshair, anything else = off&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_footstepCommandmapRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | range at which footsteps are 'visible'&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_forceCinematicCutscene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_forceClear&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | forces clearing of color buffer on main game draw&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_forceFriends&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set what entity numbers are friends&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_forceLimboHealth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If a players health drops below this value, they are forced to limbo&lt;br /&gt;
int [-999, 0] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_forcePlayerFireEffects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Forces the player fire effects to be turned on. Damage will not be applied.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_forceProgressCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Forces the progress of any interaction to a set value. -1 off, 0 - 1 = 0 - 100%&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_fov&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [70, 110]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_friendlyBotColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of friendly bot units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_friendlyColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of friendly units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_friendlyTextColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of text for friendly units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_friendlyWeaponTintColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | weapon tint color of friendly units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gameReviewPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time (in minutes) for scores review time&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gravity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_guiSpeeds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show GUI speeds&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gunPitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pitch angle in degrees&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gunRoll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | roll angle in degrees&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gunX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gunY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gunYaw&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | yaw angle in degrees&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_gunZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_hackPlayerMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: off 1: forward/backward 2: strafe left/right 3: forward/backward constantly (worst case for network prediction) 4: strafe left/right constantly (worst case for network prediction)&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_hackPlayerMoveTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How many frames between forward/backward switch&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_hitBeep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | play hit beep sound when you inflict damage.&lt;br /&gt;
  0 = do nothing&lt;br /&gt;
  1 = beep/flash cross-hair&lt;br /&gt;
  2 = beep&lt;br /&gt;
  3 = flash cross-hair&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_hitReactionAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Set the max angle of a hit reaction.&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_infiniteAmmo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Give infinite ammo to the local host player&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_infinitePower&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Give infinite power to the local host player&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_instantRespawn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Instant respawn&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_interactionBackcolor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Interaction icon background color&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_interactionForecolor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Interaction icon fore color&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_interactionSelectedBack&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Selected interaction background color&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_interactionSelectedFore&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Selected interaction foreground color&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_interactionUpdate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Number of ms between each interactions update&lt;br /&gt;
int [0, 2000] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_ironSightAutoZoomAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Angle from crosshair to target at which ironsights auto-zooming starts&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_ironSightSensitivityModifier&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Sensitivity is based on fov and is then raised ot the power of this value&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 1&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 2&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 3&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 4&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock5&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 5&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock6&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 6&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock7&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 7&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_itemLoadOutUnlock8&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables unlock of weapon condition 8&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_kickAmplitude&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_kickTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_knockback&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_loadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: dont play music during loading of main menu 1: play music while loading main menu (NB: this currently slows down the loading because the music is streamed)&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_loadScreenWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = finish early&lt;br /&gt;
1 = wait for all composites loaded&lt;br /&gt;
2 = wait for user input or sound finished&lt;br /&gt;
3 = always wait for user input.&lt;br /&gt;
4 = wait for user input or sound finished (and make sure all composites are composited)&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_logDebugText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_logPlayerMovement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | logs the position of the specified player index to a mel script&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_logProficiency&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | log proficiency data&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_lowAmmoFraction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If the ammo is lower than this fraction then it is considered to be low.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_mainMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | main menu GUI to load&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_mapRotationFixed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Fixed map rotation for objective/stopwatch, no voting. Comma separated list&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_mapRotationVote&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Restricts map voting to these maps on objective/stopwatch. Comma separated list&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_maxEntityIconsDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Max distance for drawing icons above non player entities.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_maxPlayerNameDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Max distance for drawing player name above heads.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_maxPlayerWarnings&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum warnings before player is kicked&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_maxShowDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_maxSpectateTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum length of time a player may spectate for&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_maxYawSpinUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximum Supplemental degrees per second if you keep fully turned left or right.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_maxYawSpinUpTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How much time it takes to reach maximum spin velocity&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_minAutoVotePlayers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If this number of players has voted, then the vote will be considered valid even if the required % of yes/no votes has not been met&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_mineTriggerWarning&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show warning message on HUD when triggering a proximity mine.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicActionCrossFade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How many milliseconds to cross fade action music over&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: no music debug 1: debug game music starts/callbacks 2: debug state changes 3: debug all game music&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicDefaultCrossFade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How many milliseconds to cross fade music over, if not explicitly specified&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicDisguiseRecoverHideTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The minimum amount of time in milliseconds the player must be hidden for after a disguise is blown before assuming it is safe again&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicDisguiseRecoverTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The minimum amount of time in milliseconds that must pass after a disguise is blown before assuming it is safe again&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicIdleCrossFade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How many milliseconds to cross fade idle music over&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicIdleEnemyDistanceMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If an enemy can see you by trace, fade out idle music, unless the enemy is further than this&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicIdleEnemyDistanceMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If an enemy if facing you and this close, fade out idle music (even if there is a wall in the way)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicMinTimeInIdle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The minimum amount of time that must pass before fading from idle music to silence&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicMinTimeInSilent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shortest amount of silence in milliseconds, before going idle&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_musicTimeBeforeIdle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How many milliseconds of inaction has to pass before playing idle music&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_muteSpecs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Send all spectator global chat to team chat&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_nearDeathSoundMixerFraction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | trigger near death sound mixer when screen becomes this saturated&lt;br /&gt;
float [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_neutralColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of neutral units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_neutralTextColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color of text for neutral units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_neutralWeaponTintColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | weapon tint color of neutral units&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_nextMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | commands to execute when the current map/campaign ends&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_noBotSpectate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | disables the ability to spectate bots&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_noGrenadeCooldown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Turn off cooldowns for grenades&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_obituaries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Display obituary messages on the HUD&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_objectiveDecayTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Length of time in seconds that it takes a construct/hack objective to decay once after the initial timeout is complete&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_password&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | game password&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_pauseNoClip&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | lets you noclip around the game while it is paused&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_pauseNoClipSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed to move when in pause noclip mode&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playerIconSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Size of the screen space player icons&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playerShieldRadius&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How close the shielder has to be to the shieldee before shielding will occur&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playtestBalanceDamageScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Playtest balancing global damage scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playtestBalanceHealthRegenDelayTimeScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Playtest balancing global health regen delay time scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playtestBalanceHealthRegenTimeScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Playtest balancing global health regen time scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playtestBalanceHealthScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Playtest balancing global health scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playtestBalanceWeaponRecoilRateScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Playtest balancing global weapon recoil rate scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playtestBalanceWeaponSpreadAngleMaxScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Playtest balancing global weapon spread angle max scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_playtestBalanceWeaponSpreadAngleMinScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Playtest balancing global weapon spread angle min scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_preloadData&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables preloading data at startup&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_privatePassword&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | game password for private slots&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_radioDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable radio debug prints&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_radioListenerScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1.0f will select whichever listener is closest. Less than 1.0f will bias towards the main listener, bigger than 1.0f will bias towards the radio listener&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_radioListenerVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Volume of radio listener in dB&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_radioListenerVolume3D&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 3D Volume of radio listener in dB&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_radioVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Volume of channels sent over the radio in dB&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_recoilScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Scale recoil by this value&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_removeStaticEntities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Remove non-dynamic entities on map spawn when they aren't needed&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_respawnBufferTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time after deploy clock reaches 0 that respawns are allowed&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_rumbleWhenScreenShakesDuration&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | when the screen shakes, how long to rumble the controller in milliseconds&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_rumbleWhenScreenShakesForceMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the most rumble caused by screen shake&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_rumbleWhenScreenShakesForceMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the least rumble caused by screen shake&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_rumbleWhenScreenShakesMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the screen must shake at least this much before rumbling the controller also&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_rumbleWhenScreenShakesType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the type of rumble caused by screen shake&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showActiveEntities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws boxes around thinking entities. &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showAreaClipSectors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showcamerainfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays the current frame # for the camera when playing cinematics&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showClipSectors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showCollisionModels&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showCollisionWorld&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showCrosshairInfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | shows information about the entity under your crosshair&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showCutsceneInfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: Display cutscene light controller info&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showDemoHud&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw the demo hud gui&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showDemoView&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show player's calculated view when paused instead of free-fly cam&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showEffectTimelines&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show debug info for effect timelines&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showEntityInfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showEntityInfoPrint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showHud&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw the hud gui&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showLights&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: Display light entities, 2: Display active light entities, 3: Display light entities (no bounds), 4: Display active light entities (no bounds)&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showPhysicsSimStats&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables display of object stats for physics simulation sets&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showPlayerOrigins&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws a debug axis at the origin of all players&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showPlayerShadow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables shadow of player model&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showPlayerSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays player movement speed for the given client number&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showPVS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showRenderModelBounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showReverbs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: show reverbs. NB: you must set this before you load the map, otherwise reverb entities will be removed on spawn&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showSounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: ambient sounds (green/dark grey) 2: scripted map sounds (orange/medium grey) 4: entities that have sounds (yellow/light grey). 8: show rush sounds (red) 15: all of these&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showTargets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws entities and their targets.  hidden entities are drawn grey.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showTestModelFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays the current animation and frame # for testmodels&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showTriggers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws trigger entities (orange) and their targets (green).  disabled triggers are drawn grey.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_showVehiclePaths&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws debug information about fixed vehicle paths&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_skipViewEffects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip damage and other view effects&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_skipWeaponSwitchAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If 1, players won't play their weapon switching animations.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_smartTeamBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Encourages players to balance teams themselves by giving rewards.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_smartTeamBalanceReward&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The amount of XP to give people who switch teams when asked to.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_spawnFadeInDuration&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | time to fade in when spawning in seconds&lt;br /&gt;
float [0, 10] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_speakerVolumeAtMaxDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | in dB&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_spectateFreeFly&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Disabled or enables free fly&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_spectatorMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | -1: spectate disabled 0: over the shoulder 1: over the shoulder with IFF&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_spiderSenseDuration&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | duration of spider sense info (in milliseconds)&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_spiderSenseRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum range of spider sense&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_spottedCoolDownPeriod&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Cool down period before an enemy can be spotted another time (in MS)&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_statsSendCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Number of stats to send per reliable message&lt;br /&gt;
int [1, 9999] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_statsSyncDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug stats syncing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_stopWatchMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | stopwatch mode, 0 = ABBA, 1 = ABAB&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_subtitles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show subtitles.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_taskContextMaxAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Max angle to search for tasks at min range&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_taskContextMaxRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Range at which to apply min angle&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_taskContextMinAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Max angle to search for tasks at max range&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_taskContextMinRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Range at which to apply max angle&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_teamSwitchDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Delay (in seconds) before player can change teams again&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testAudioHud&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test audio hud&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testModelAnimate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test model animation,&lt;br /&gt;
0 = cycle anim with origin reset&lt;br /&gt;
1 = cycle anim with fixed origin&lt;br /&gt;
2 = cycle anim with continuous origin&lt;br /&gt;
3 = frame by frame with continuous origin&lt;br /&gt;
4 = play anim once&lt;br /&gt;
int [0, 4] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testModelBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of frames to blend&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testModelRotate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | test model rotation speed&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testPostProcess&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of material to draw over screen&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testSetMasteredWeapon1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set weapon to mastery for weapon mastery 1&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testSetMasteredWeapon2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set weapon to mastery for weapon mastery 2&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testSetMasteredWeapon3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set weapon to mastery for weapon mastery 3&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testSpectator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testSpeech&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: disable 1: people will speak alot randomly 2: people will speak alot over the radio randomly 3: the commander will speak alot randomly 4: the narrator will speak alot randomly&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_testViewSkin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of skin to use for the view&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_timeoutToSpec&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Timeout in minutes for players who are AFK to go into spectator mode (0=disabled)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_tooltipScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Scale the amount of time that a tooltip is visible. less than 0 will disable all tooltips.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_tooltipVolumeScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Change the game volume while playing a tooltip with VO.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_useBotsInPlayerTotal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Should bots count towards the number of players required to start the game?&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_useKitsModels&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables adding kit models to player models&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_useKitStrapModels&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables adding the kit strap models to player models&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_useRadioEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 disables radio DSP effect, 1 enables radio DSP effect&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_useSimpleStats&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | only look up local server stats&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_vehiclePathMarkerNameFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Filter for marker name when showing debug vehicle paths.&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_version&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | game version&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_votePassPercentage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Percentage of yes votes required for a vote to pass&lt;br /&gt;
float [0, 100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_warmupDamage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable/disable players taking damage during warmup&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponAccuracyStateTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time spent in transitions between accuracy states&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponEnableAngleCreep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable weapon angle creep on consecutive shots&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponEnablePowerCreep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable weapon power creep on consecutive shots&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponEnableViewKick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable weapon view kick&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponFireCommandmapRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | range at which gunshots are 'visible'&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponStationaryAccuracyThreshold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximum speed the player can travel to be considered in stationary accuracy mode&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponSwitchTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_weaponViewRecoilScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | View kick scale when firing bullets&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_writeNetVars&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | write out the net vars as they are requested, including values, min/max clamp values&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_writeStats&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: write stats txt files at the end of maps&lt;br /&gt;
2: write stats txt files after each primary objective completes&lt;br /&gt;
3: same as 1 but write all stats sorted (also those not changed)&lt;br /&gt;
4: same as 1 but write all stats flagged as log sorted (also those not changed)&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Color of text.&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationFontSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | size of font drawn for stateful xp crosshair&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationNegativeColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Color of negative xp text.&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationShowTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | time to show xp notifications center printed for stateful type&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationSize2D&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Size of XP notification text drawn in 2D. Scales down to half size over time.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Float up speed in units per second.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationSpeed2D&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Float up speed in units per second.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time to show xp notification.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpNotificationType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Force notification type,&lt;br /&gt;
-1 = 'default'&lt;br /&gt;
0 = 'disable'&lt;br /&gt;
1 = 'world2d'&lt;br /&gt;
2 = 'crosshair'&lt;br /&gt;
&lt;br /&gt;
3 = 'state'&lt;br /&gt;
int [-1, 3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | g_xpSave&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | stores xp for disconnected players which will be given back if they reconnect&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gamedate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gamename&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_allowSnapshotHitchCorrection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Correct timelines when notified of large time hitches&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_controllerJoyDeadzone&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Percent of full range which is considered deadzone.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_controllerJoyDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Delay to subsequent events in milliseconds.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_controllerJoyDelayAccel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amount to decrease the joystick repeat delay every time it fires in milliseconds.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_controllerJoyMouse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Generate D-pad like events 1: Controller moves the mouse cursor. 2: Mouse also generates D-pad events&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_controllerMinJoyDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Smallest allowed delay from the effects of joystick repeat acceleration in milliseconds.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_crosshairAlpha&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | alpha of crosshair&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_crosshairColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | RGB color tint for crosshair elements&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_crosshairDef&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of def containing crosshair&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_crosshairKey&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of crosshair key in def specified by gui_crosshairDef&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_debugLayout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug UI layout classes&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_debugStack&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Off 1: Debug GUI script stacks.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_doubleClickTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Delay in seconds between considering two mouse clicks a double-click&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_forcePlatformGUI&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Forces the gui to take the appearance of an alternate platform. 0 = PC/OFF, 1 = XBOX360, 2 = PS3&lt;br /&gt;
int [0, 2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_gammaLowAlpha&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Tweak gamma screen's darkest element&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_gammaMidAlpha&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Tweak gamma screen's medium element&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_invertMenuPitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | invert mouse movement in in-game menus&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_notificationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | length of time between successive notifications, in seconds&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_notificationTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | length of time a user notification is on screen, in seconds&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_objectiveWheelAutoLooAt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Toggle Objective wheel Auto look at.&lt;br /&gt;
int [-1, 1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_ShowCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Toggles the display of the cursor in GUIs&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | gui_showRespawnText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show text about respawning when in limbo or dead&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeAccepted1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid string 1 (represents an ACCEPTED challenge&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeAccepted2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid string 2 (represents an ACCEPTED challenge&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeAccepted3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid string 3 (represents an ACCEPTED challenge&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeAccepted4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid string 4 (represents an ACCEPTED challenge&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeAccepted5&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid string 5 (represents an ACCEPTED challenge&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeNotified1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid flag 1 (represents a NOTIFIED challenge&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeNotified2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid flag 2 (represents a NOTIFIED challenge&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeNotified3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid flag 3 (represents a NOTIFIED challenge&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeNotified4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid flag 4 (represents a NOTIFIED challenge&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | h_challengeNotified5&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | challengeGuid flag 5 (represents a NOTIFIED challenge&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ik_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show IK debug lines&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ik_enable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable IK&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | image_anisotropy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | set the maximum texture anisotropy if available&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | image_filter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | changes texture filtering on mipmapped images&lt;br /&gt;
string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | image_lodbias&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | change lod bias on mipmapped images&lt;br /&gt;
float [-1, 1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | image_skipLoad&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | replace all image loads with a white texture&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | image_useHQCompression&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use high quality texture compression&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | image_useOfflineCompression&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | write a batch file for offline compression of imgb files&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | image_writeTGA&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | write .tgas of the final images for debugging&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_anglespeedkey&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | angle change scale when holding down _speed button&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_freeLook&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | look around with mouse (reverse _mlook button)&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy1_device&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the hash of the controller device named joy1&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy1_screen&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which screen joy1 should control&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy2_device&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the hash of the controller device named joy2&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy2_screen&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which screen joy2 should control&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy3_device&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the hash of the controller device named joy3&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy3_screen&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which screen joy3 should control&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy4_device&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the hash of the controller device named joy4&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy4_screen&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which screen joy4 should control&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_joy_deadzonestyle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | choose between 0: square or 1: circular deadzone for aiming&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_mouse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable mouse input&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_pitchspeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pitch change speed when holding down look _lookUp or _lookDown button&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_forward_axis&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which controller axis is used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_forward_deadZone&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specifies how far large the dead-zone is on the controller axis&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_forward_invert&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inverts the axis&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_forward_joy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the joystick number used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_forward_offset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the step up the dead zone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_forward_power&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the power of the curve after dead zone - ie acceleration&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_forward_speed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed of the controller input&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_lefttrigger_axis&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which controller axis is used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_lefttrigger_deadZone&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specifies how far large the dead-zone is on the controller axis&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_lefttrigger_invert&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inverts the axis&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_lefttrigger_joy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the joystick number used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_lefttrigger_offset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the step up the dead zone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_lefttrigger_power&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the power of the curve after dead zone - ie acceleration&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_lefttrigger_speed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed of the controller input&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_pitch_axis&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which controller axis is used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_pitch_deadZone&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specifies how far large the dead-zone is on the controller axis&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_pitch_invert&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inverts the axis&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_pitch_joy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the joystick number used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_pitch_offset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the step up the dead zone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_pitch_power&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the power of the curve after dead zone - ie acceleration&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_pitch_speed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed of the controller input&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_righttrigger_axis&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which controller axis is used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_righttrigger_deadZone&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specifies how far large the dead-zone is on the controller axis&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_righttrigger_invert&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inverts the axis&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_righttrigger_joy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the joystick number used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_righttrigger_offset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the step up the dead zone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_righttrigger_power&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the power of the curve after dead zone - ie acceleration&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_righttrigger_speed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed of the controller input&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_side_axis&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which controller axis is used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_side_deadZone&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specifies how far large the dead-zone is on the controller axis&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_side_invert&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inverts the axis&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_side_joy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the joystick number used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_side_offset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the step up the dead zone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_side_power&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the power of the curve after dead zone - ie acceleration&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_side_speed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed of the controller input&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_yaw_axis&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | which controller axis is used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_yaw_deadZone&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specifies how far large the dead-zone is on the controller axis&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_yaw_invert&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inverts the axis&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_yaw_joy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the joystick number used&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_yaw_offset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the step up the dead zone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_yaw_power&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the power of the curve after dead zone - ie acceleration&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_player_yaw_speed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed of the controller input&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_swap_analog_axes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | swap the x+y axes for the two analog input sticks&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_toggleRun&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pressing _speed button toggles run on/off&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_toggleSprint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pressing _sprint button toggles run on/off&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_XInputSmartConnect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables polling disconnected devices infrequently, as it is slow&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | in_yawspeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | yaw change speed when holding down _left or _right button&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | logFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = buffer log, 2 = flush after each print&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | logFileFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Messages beginning with this prefix will not be logged&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | logFileName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | logTimeStamps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | add time stamps to console log&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | m_pitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mouse pitch scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | m_rawInput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use Raw Input API for mouse input&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | m_showMouseRate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | shows mouse movement&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | m_smooth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of samples blended for mouse viewing&lt;br /&gt;
int [1, 8]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | m_strafeScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mouse strafe movement scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | m_strafeSmooth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of samples blended for mouse moving&lt;br /&gt;
int [1, 8]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | m_yaw&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mouse yaw scale&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_accountName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Auto login account name&lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_accountPassword&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Auto login account password&lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_allowCheats&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Allow cheats in network game&lt;br /&gt;
bool (read only)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_allowTalkBack&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: you cannot hear yourself when you talk into the mic   1: you can hear yourself when you talk into the mic&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_autoConnectServer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Server to connect to after auto login is complete&lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_channelDebugMessages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show message being sent.&lt;br /&gt;
1: Print if overflow&lt;br /&gt;
2: Print after every frame&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_channelDebugMessagesSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Warn about reliable messages greater than this value&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_channelShowDrop&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show dropped packets&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_channelShowPackets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show all packets&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientConnectTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | connect task time out in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientHijackConnectTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | connect task time out in seconds if hijacking&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientHostConsensusTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | host migration host consensus time out in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientLagOMeter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw prediction graph&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientMaxPrediction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum number of milliseconds a client can predict ahead of server.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientMaxRate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum rate requested by client from server in bytes/sec&lt;br /&gt;
int (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientPanicHostconsensusPercent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Percentage of all members who must agree for new host to be set&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientPanicTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | host migration panic time out in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientPrediction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | additional client side prediction in milliseconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientRemoteConsoleAddress&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | remote console address&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientRemoteConsolePassword&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | remote console password&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientSelfSmoothing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | smooth local client position&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientServerTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | server time out in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientShowSnapshot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 4] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientShowSnapshotRadius&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_clientSkipUsercmd&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip ucmds generation -&lt;br /&gt;
0: no skipping&lt;br /&gt;
1: no skipping. when multiple game frames, send single packet&lt;br /&gt;
2: skip. when multiple game frames send only first&lt;br /&gt;
3: skip. when multiple game frames send only last&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_demoErrorOnInvalidUserCmds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Will cause an error instead of a warning when playing back a demo with no usercmds&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_disableSteam&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Stops Steam being intialised&lt;br /&gt;
bool (init)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_forceDrop&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | percentage packet loss&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_forceHostMigrationHost&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Force a certain client number to become the host, picks the first valid client it finds starting at this client num index&lt;br /&gt;
int [-1, 16]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_forceLatency&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | milliseconds latency&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_graph&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: off 1: first client / local player 2: first client / local player only 3: entity/unreliable/ucmds/reliable/entity reliable 4: uses cvar net_graphClient/net_graphEntity&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_graphClient&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | -2: off -1: first networked client or local client. 0 and up: client num&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_graphEntity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | -2: off -1: first networked client or local client. 0 and above: entity to draw&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_graphPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pause recording&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_graphScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the number of bytes to display per pixel&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_graphSort&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: By name 1: By largest size&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_ip&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | local IP address&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_leaveRoomTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | np server sync time out for leaving rooms in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_localSnapshotDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | delay between snapshots in number of game frames&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_matchMakingSearchTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time spent before timing out doing matchmaking&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_numLocalClients&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Controls the number of local clients to spawn&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_p2pVoipSendRate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Minimum amount of time that must elapsed before the game sends another P2P voice packet. 0 will send P2P voice packets every game tick (1/30th second) resulting in minimum VOIP latency. Larger values (&amp;gt;33ms) will result in better VOIP bandwidth efficiency at the cost of increased VOIP latency&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_partyInviteTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | party session migration time out in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverAllowHijacking&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Off 1: Server hijacking enabled&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverBalanceSnapshotTimes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | balance snapshot times for a good repartition over game frames&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverClientTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | client time out in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverDedicated&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = text console dedicated server, 2 = graphical dedicated server&lt;br /&gt;
int [0, 2] (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverDrawClient&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of client for which to draw view on server&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverListMaxResults&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Number of results returned to the server browser&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverMaxClientRate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum rate to a client in bytes/sec&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverMaxReservedClientSlots&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum number of player slots reserved for session invites&lt;br /&gt;
int [0, 16] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverPort&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Game port&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverPortAuth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Auth port&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverPortMaster&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Master port&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverPortSpec&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Spectator port - should always be 0&lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverRemoteConsolePassword&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | remote console password&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverSnapshotDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | delay between snapshots in number of game frames&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverVoipEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable/disable VoIP&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverVoipQuality&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | VoIP quality level, 1 - 10&lt;br /&gt;
int [1, 10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_serverZombieTimeout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | disconnected client timeout in seconds&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_showAsyncPeerStates&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show async network peer states&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_showAsyncStats&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show async network stats&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_showMatchMaking&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show match making and query results&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_socksEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_socksPassword&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_socksPort&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_socksServer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_socksUsername&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | net_verbose&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = verbose output, 2,3 = even more verbose output&lt;br /&gt;
int [0, 3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | p_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/Disables physics debug drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | p_playerPushAmp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Value to multiply the normalized direction of a push that is applied as a force on the pushed object.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | p_threaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enabled/Disables threaded physics mode&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | password&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | client password used when connecting&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bboxwidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | x/y size of player's bounding box&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobFixation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Turn on/off fixation compensation for eye bob  (i.e. may fix soem motion sickness). http://en.wikipedia.org/wiki/Saccade, http://en.wikipedia.org/wiki/Fixation_(visual) 2 = On, with debug draws. 3 = off with debug draws.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobLateralFast&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of lateral bob when at full speed.&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobLateralFastSprintBurst&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of lateral bob when at full sprint burst speed.&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobLateralSlow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of lateral bob when at half speed.&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobPeriodFast&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time it takes for both feet to cycle once (in seconds) when at full speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobPeriodSlow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time it takes for both feet to cycle once (in seconds) when at half speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobPeriodSprintBurst&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time it takes for both feet to cycle once (in seconds) when at full sprint burst speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobRollFast&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of roll based on lateral deflection of eye bob (degrees) at full speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobRollSlow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of roll based on lateral deflection of eye bob (degrees) at half speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobRollSprint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of roll based on lateral deflection of eye bob (degrees) at full sprint burst speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobRollStrafeFast&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of roll based on strafe at full speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobRollStrafeSlow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of roll based on strafe at half speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobRollTurnFast&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of roll based on turning at full speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobRollTurnSlow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of roll based on turning at half speed&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobSkip&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Disable all bobbing. 2 = bobbing debug&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobVerticalFast&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of vertical bob when at full speed.&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobVerticalSlow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of vertical bob when at half speed.&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bobVerticalSprint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amplitude of vertical bob when at full sprint burst speed.&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_bunnyhopfriction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | friction applied to player in the air (lateral only)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_cover_triggerDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The distance from a wall at which the 'leaning' behaviour starts to kick in.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_crouchblendstartpressure&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | percent trigger pressure at which blended crouching starts&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_crouchheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's bounding box while crouched&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_crouchPopUpheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's view while crouched and peeking up&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_crouchrate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | time it takes for player's view to change from standing to crouching&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_crouchshotboxheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's shot bounding box while crouched&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_crouchviewheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's view while crouched&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_deadheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's bounding box while dead&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_deadviewheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's view while dead&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_deathThirdPersonAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_deathThirdPersonHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of camera from normal view height in 3rd person&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_deathThirdPersonRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | camera distance from player in 3rd person&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_debugJump&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug output for jump information. 1 = prebaking. 2 = heights achieved&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_democamspeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while flying around in a demo&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_fallViewDeflection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amount of influence on the eye offset when landing. Higher = faster deflection&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_fallViewReturnRate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How fast to return to normal view after a landing&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_forceagility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Hotwires the current player's move abilities, so that even heavies can use an agile's move set. Note that there may be some missing animations (where the heavy does not share the agile's animation set)&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_friction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | friction applied to player on the ground&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_hideviewheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's view while hiding&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_incapSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed a player gets when they get incapped&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_ironsight_maxpeekangle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The maximum peek (roll) angle when peeking in ironsighted mode&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_ironsightwalkspeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while standing and ironsighting&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_jumpheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | approximate height the player can jump&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_mantle_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Off 1: Debug all 2: Debug forward trace 3: Debug ledge trace 4: Debug head tracking traces 5: Debug mantle movement 6: Debug pre trace checks 7: Debug height above ground checks 8: Debug predicted wall hit 9: Debug shimmying&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_mantle_forwardTrace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Distance from the origin of the player to trace forward when looking for a wall.&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_mantle_maxHeightAir&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximum height above player for mantle from air for an AVERAGE body type&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_mantle_maxHeightAirAgile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximum height above player for mantle from air for a LIGHT body type&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_mantle_maxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Max velocity of player before trying to mantle.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_mantle_units&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Units to move per second while mantling.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_maxproneviewpitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | amount player's view can look down when prone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_maxviewpitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | amount player's view can look down&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_meleedebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Melee debug information&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_meleemaxdistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Distance of the player's melee context&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_meleemaxyaw&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Melee context sweep angle&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_meleeRecoveryTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time it takes for repeat of melee after the melee move has finished.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_minproneviewpitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | amount player's view can look up when prone(negative values are up)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_minviewpitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | amount player's view can look up (negative values are up)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_noclipspeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while in noclip&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_noclipspeedsprint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while in noclip and sprinting&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_noclipspeedwalk&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while in noclip and walking&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_normalheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's bounding box while standing&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_normalshotboxheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's shot bounding box, excluding the head bounding box&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_normalviewheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's view while standing&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_pausePhysics&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | pauses physics&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_powerslide&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | adjust the push when pm_slidevelocity == 1, set power &amp;lt; 1 -&amp;gt; more speed, &amp;gt; 1 -&amp;gt; closer to pm_slidevelocity 0&lt;br /&gt;
float [0, 4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_proneheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's bounding box while prone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_pronespeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while prone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_proneviewdistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | distance in front of the player's view while prone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_proneviewheight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of player's view while prone&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_reviverate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | time it takes for player's view to change from dead to crouching via revive&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_runspeedback&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move backwards while running&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_runspeedforward&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move forwards while running&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_runspeedstrafe&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move sideways while running&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_showPlayerStateDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Print what states the actor transitions through in the new player state system. -1 = don't watch any actor. N = actor id number.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_slideboostspeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | maximum boost which the player can get from starting a slide. In effect, the initial speed boost will nudge the player up to the speed given here.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_slidefriction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | friction applied to player while sliding&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_slideminduration&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Minimum time the player must stay in slide for before exiting if slide is held.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_slideminspeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Minimum speed the player must be above in order to avoid exiting the slide.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sliderate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | time it takes for player's view to change from sliding to crouching or standing&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_slidespeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while sliding - used more as aftertouch than actual movement&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_slidevelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 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&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_smart_UpDownChoice&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Turn off using pitch to choose auto slides/crouches/mantles/vaults etc. 1: on. 2: debug&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_smart_viewArc&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How much your view must face a vault/mantle grab point or slide direction before a smart move will trigger.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_smart_viewArcAir&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How much your view must face a vault/mantle grab point before a smart move will trigger IN AIR - wider than when on ground.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_special_aas_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Debug special moves while using AAS.&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_spectatebbox&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | size of the spectator bounding box&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_spectatespeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while spectating&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_spectatespeedsprint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while spectating and sprinting&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_spectatespeedwalk&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move while spectating and walking&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintburstduck&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How far the player's head dips when sprinting&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintburstfov&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The target FOV when sprint BURSTING, at the beginning of a sprint. Relative to g_fov&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintburstrechargestaminaduration&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Length of time (in MS) it takes to fully recharge 'bonus' sprint&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintburstspeedforward&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Initial/Top speed of the sprint burst. You reach this speed when you have full stamina and start to sprint.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintfov&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The target FOV when sprinting. Relative to g_fov&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintspeedforward&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move forwards while sprinting&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintspeedstrafe&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speed the player can move sideways while sprinting&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_sprintWishDirFraction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The fraction of the wish direction that needs to be reached before we can begin a sprint.&lt;br /&gt;
float [0, 1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdPerson&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |  = 1 enables third person view, = 2 enables replay third person view&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdPersonAngle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdPersonClip&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | clip third person view into world space&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdPersonHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | height of camera from normal view height in 3rd person&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdpersonmodel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables third person model in the first person view&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdPersonNoPitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | ignore camera pitch when in third person mode&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdPersonOrbit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if set, will automatically increment pm_thirdPersonAngle every frame&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_thirdPersonRange&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | camera distance from player in 3rd person&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_vault_debug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: Off 1: Debug all&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_vault_hangtime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Amount of time after a 'falling exit' from a vault or mantle you are not allowed to enter a ground state (so that you vault over larger obstacles more smoothly.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_wallHangAntiGravity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximum amount of antigravity when on a wall&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_wallHangAntiGravityDuration&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How long it takes for antigravity's effect to completely drain (so that you don't slide down walls slowly forever)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_wallJumpDebug&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Turn on/off wall jump debug information.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_wallJumpHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | approximate height the player can wall jump&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_wallJumpReloadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time, in milliseconds, for wallJump to fully recover full thrust&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_waterAnkleHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The height in water at which wading starts - fastest speed&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_waterFloatValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | fraction of water coverage at which the player will try to float&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_waterthrust&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How much thrust you get from pressing jump under water&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | pm_waterWaistHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The height in water at which wading is most dampening - slowest speed&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | prof_enableBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Whether or not to draw the background behind the profile graphs&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | prof_enableLegend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Whether or not to draw the legend on the profile graphs&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ps_enable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables the particle systems, 0 = disable, 1 = enable&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ps_profile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables particle system profiling, 0 = disable, 1 = enable&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ps_showBounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays the bounds of particle systems, 1 = only draw dynamic bounds, 2 = only draw static bounds, 3 = draw all&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_ambientLightDrawMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 is blended sphere, 1 is circle outline, 2 is completely off&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_ambientScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | ambient cube mapping brightness&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_aspectRatio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 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&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_brightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | changes gamma tables&lt;br /&gt;
float [0.5, 2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_ccfAllowLATCCompression&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables LATC support for ccf images&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_checkBounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | compare all surface bounds with precalculated ones&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_clear&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_customAspectRatioH&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | horizontal custom aspect ratio&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_customAspectRatioV&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | vertical custom aspect ratio&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_customHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | custom screen height&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_customWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | custom screen width&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugArrowStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | step size of arrow cone line rotation in degrees&lt;br /&gt;
int [0, 120]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugAxisLength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | used to set the length of drawn debug axis&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugEntityRefs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugFrameCommands&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Prints out frame commands as they are called&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugFrameCommandsFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Filter the type of framecommands&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugLineDepthTest&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | perform depth test on debug lines&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | width of debug lines&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_debugPolygonFilled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw a filled polygon&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_displayRefresh&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | optional display refresh rate option for vid mode&lt;br /&gt;
int [0, 200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_drawCountThreshold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Threshold beyond which draw count is colored as red on r_showPrimitives&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_dumpShaders&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Dump compiled and preprocessed shaders to text files&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_farPlaneDist&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Optional far plane clipping&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_finish&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | force a call to glFinish() every frame&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_forceClear&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable clearing of main color buffer&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_forceDistancePortalCull&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_freeRenderMem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | When Actually Freed should we also reset the buffer&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_frontBuffer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw to front buffer for debugging&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_fullscreen&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = windowed, 1 = full screen&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_gamma&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | changes gamma tables&lt;br /&gt;
float [0.1, 1.9]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_generateInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Generate all interactions after a map load&lt;br /&gt;
&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_glDriver&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &amp;quot;opengl32&amp;quot;, etc.&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_glDriverVendor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | OpenGL driver vendor&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_HBAONumDir&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | HBAO num directions&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_HBAONumSteps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | HBAO num steps&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_ignore&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Renderer debugging&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_ignoreGLErrors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | ignore GL errors&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_inhibitEXTGPP&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Disable the GPU program params extension.&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_inhibitPBO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Disable the pbo extension.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_jitter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | randomly subpixel jitter the projection matrix&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_jitterBias&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | jitter radius bias&lt;br /&gt;
float [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_jitterRadial&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | radial jitter view matrix around the specified distance&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_jitterRadius&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | offset from screen origin for jitter&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_jointNameOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | offset of joint names when r_showskel is set to 1&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_jointNameScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | size of joint names when r_showskel is set to 1&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_keepOldViewEntities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_lightSourceRadius&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | for soft-shadow sampling&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_loadAnimB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Attempt loading of binary version of animations.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_lockDebugLines&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_lockedView&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_lockSurfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | allow moving the view point without changing the composition of the scene, including culling&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_logFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of frames to emit GL logs&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_mapShotAngles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Pitch Yaw Roll of mapshot angles&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_materialOverride&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | overrides all materials&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_mergeModelSurfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | combine model surfaces with the same material&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_mode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | video mode number&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_multiSamples&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of antialiasing samples&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_normalizeNormalMaps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Normalize normalmaps after lookup.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_offsetfactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | polygon offset parameter&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_offsetunits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | polygon offset parameter&lt;br /&gt;
float [-2000, 2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_renderProgramLodDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Sets global render program lod distance&lt;br /&gt;
float [-1, 1000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_renderProgramLodFade&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Sets global render program fade distance&lt;br /&gt;
float [1, 2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_retainCPUGeometry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | retain CPU data after building geometry buffers&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_nvHack&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | polygon offset hack to get correct rendering on 16bit shadowmaps, on certain NVIDIA series cards (ie 8800)&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_occluderFacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = front faces, 1 = back faces&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_parallelPolyOfsFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | polygonOffset factor for drawing parallel light shadow buffer&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_parallelPolyOfsUnits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | polygonOffset units for drawing parallel light shadow buffer&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_polyOfsFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | polygonOffset factor for drawing shadow buffer&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_polyOfsUnits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | polygonOffset units for drawing shadow buffer&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_split_lambda&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The lambda-value used in the Practical Split Scheme. Valid values are 0 to 1.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_sb_useCulling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | cull occluders&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_screenFraction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | for testing fill rate, the resolution of the entire screen can be changed&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_selectedAmbientLight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Which ambient light should be drawn as selected&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shaderPreferALU&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Use ALU instructions instead of textures in shaders.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shaderSkipSpecCubeMaps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Use specular cube maps.&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shadowPolygonFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scale value for stencil shadow drawing&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shadowPolygonFactorMT&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scale value for stencil shadow drawing (megadraw method 3)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shadowPolygonOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | bias value added to depth test for stencil shadow drawing&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shadowPolygonOffsetMT&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | bias value added to depth test for stencil shadow drawing (megadraw method 3)&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shadows&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable shadows&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_shadowsHighQuality&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable high-quality shadows&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showAlloc&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report alloc/free counts&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showAmbientLights&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show ambient light sources&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showAtmosLightProjections&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show shadow clipping maps&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showBackendSpeeds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the backend timing split&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showBatches&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = draw each batch with a different color; 2 = draw each batch with a colour indicating the amount of surfaces/model&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showBatchInfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report batch counts for various types&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showBatchSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 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&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showCull&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report sphere and box culling stats&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showCullSectors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show cull sectors&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showDefaultRenderEnts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showDepth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | display the contents of the depth buffer and the depth range&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showDrawOrder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showDynamic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report stats on dynamic surface generation&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showDynamicDefs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show dynamic updating entities i.e. freeing cached models and/or shadow volumes ( purple = entity def changed, cyan = model callback forced update )&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw the sil edges&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showEntities&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report the number of models and lights in view&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showEnvBounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show env bounds&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showFrameTimings&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | displays threaded render and game cpu timings&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showGUISpeeds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report time spent drawing GUIs&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showImages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = show all images instead of rendering, 2 = show in proportional size&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showIndexTreeBounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show index tree bounds&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showInstanceInfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show Instance Info&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showIntensity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw the screen colors based on intensity, red = 0, green = 128, blue = 255&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showInteractionFrustums&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report interaction generation activity&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showInteractionScissors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showLightCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showLightInfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showLights&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume, 4 = tint volumes based on type&lt;br /&gt;
int [0, 4] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showLightScissors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show light scissor rectangles&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showMemory&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | print frame memory utilization&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showModelScissors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show model scissor rectangles&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showModelTypes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show model types, red - md5, blue - area, green - lodentity, white - other&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showNodePlanes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables portal plane drawing&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showNormals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws wireframe normals&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showOcclusionQueries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report occlusion query counts per frame&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showOverDraw&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable overdraw rendering, 1 = visible only, 2 = all geometry&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showParentFrustum&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Shows the frustum of the parent view in subview and shadow renders.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showPortals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw portal outlines in color based on passed / not passed&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showPrimitives&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report drawsurf/index/vertex counts&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showQueryTimers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show the query_timer extension results.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSafeArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the safe area&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showShadowCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | colors screen based on shadow volume depth complexity, &amp;gt;= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows&lt;br /&gt;
int [0, 4] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showShadows&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = visualize the stencil shadow volumes, 2 = draw filled in&lt;br /&gt;
int [0, 4] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSilhouette&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | highlight edges that are casting shadow planes&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSkel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSkelJointList&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | when drawing the skeleton only draw joints that are in this joint list&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSkelParent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | when drawing the skeleton only draw joints that are children of this joint&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSpecificImages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables wireframe rendering for specific images&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSpecificTris&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables wireframe rendering for specific models&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSurfaceAllocated&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightBuffer&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSurfaceInfo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show surface material name under crosshair&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showSurfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report surface/light/shadow counts&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showTangentSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showTexelDensity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws all triangles with texel density as gradient&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showTextureMemory&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Show texture memory usage: 1 = total; 2 = per frame&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showTexturePolarity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | shade triangles by texture area polarity&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showTextureVectors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |  if &amp;gt; 0 draw each triangles texture (tangent) vectors&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showTrace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the intersection of an eye trace with the world&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showTris&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showUpdates&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | report entity and light updates and ref counts&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showVertexColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | draws all triangles with the solid vertex color&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_showViewModels&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = displays the bounding boxes of all view models, 2 = print index numbers, 3 = show view model names&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_singleArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | only draw the portal area the view is actually in&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_singleEntity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | suppress all but one entity&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_singleLight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | suppress all but one light&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_singleSurface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | suppress all but one surface on each entity&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_singleTriangle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | only draw a single triangle per primitive&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipAmbient&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | bypasses all non-interaction drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipAmbientLighting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip ambient lighting pass drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipAtmosInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip all light/surface interaction drawing&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipAtmosphere&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skips atmosphere pass&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipBackEnd&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | don't draw anything&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipBump&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | uses a flat surface instead of the bump map&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipDeforms&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | leave all deform materials in their original state&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipDepthOfField&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip post-process depth of field effect drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipDiffuse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = use black for diffuse, 2 = use white for diffuse&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipDrawSurfs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip the draw surface render command drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipDynamicTextures&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | don't dynamically create textures&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipFrontEnd&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | bypasses all front end work, but 2D gui rendering still draws&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipGlareRendering&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip post-process glare effect drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipHaloRendering&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip rendering of halos&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip all light/surface interaction drawing&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipMotionBlur&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip post-process motion blur effect drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipOverlays&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip overlay surfaces&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = skip all particle systems&lt;br /&gt;
int [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipPostProcess&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip post-process drawing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipPrePass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip pre-pass (and all the effects that depends on it, such as depth of field)&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipRender&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip 3D rendering, but pass 2D&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipRenderContext&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | NULL the rendering context during backend 3D rendering&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipSpecular&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use black for specular&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipSuppress&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | ignore the per-view suppressions&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipTranslucent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | skip the translucent interaction rendering&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_skipUpdates&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = don't accept any entity or light updates, making everything static&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_slopNormal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | merge normals that dot less than this&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_slopTexCoord&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | merge texture coordinates this far apart&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_slopVertex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | merge xyz coordinates this far apart&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_softParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable soft particles&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_stateCache&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | check state before upload to driver&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_swapInterval&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | changes wglSwapInterval&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_testGamma&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if &amp;gt; 0 draw a grid pattern to test gamma levels&lt;br /&gt;
float [0, 195] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_testGammaBias&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if &amp;gt; 0 draw a grid pattern to test gamma levels&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_testImageBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | perform alpha blending on testImage&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_testImageOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | vertical offset of the testimage (screenspace normalized [0;1])&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_testImageScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | vertical scale of the testimage (screenspace normalized [0;1])&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_trackThreadRendermemAlloc&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Check thread using render mem allocator has GL context, 0 = disable, 1 = enable&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_triCountThreshold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Threshold beyond which triangle count is colored as red on r_showPrimitives&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_trisColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useAlphaToCoverage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Use alpha to coverage.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useAntiAliasing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use FXAA Anti-aliasing&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useCachedDynamicModels&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | cache snapshots of dynamic models&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useConstantMaterials&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use pre-calculated material registers if possible&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useCulling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = none, 1 = sphere, 2 = sphere + box&lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useDeferredTangents&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | defer tangents calculations after deform&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useDepthBoundsTest&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use depth bounds test to reduce shadow fill&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useDestinationScissor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = use scissor rectangle to only render required fragments during post-processing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useDitherMask&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Dither out fading geometry&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useEntityCulling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = none, 1 = box&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useEntityScissors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = use custom scissor rectangle for each entity&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useFrameBufferSRGB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Use sRGB frame buffers&lt;br /&gt;
bool (read only)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useFrustumFarDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if != 0 force the view frustum far distance to this distance&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useHBAO&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use HBAO drawing&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useHighQualityPostProcess&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable high-quality post-processing&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useInteractionCulling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = cull interactions&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useInteractionCullingJob&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables jobbed interaction culling&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useInteractionScissors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors&lt;br /&gt;
int [-2, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useInteractionTable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | create a full entityDefs * lightDefs table to make finding interactions faster&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useLightCulling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas&lt;br /&gt;
int [0, 3] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useLightPortalFlow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use a more precise area reference determination&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useLightScissors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = use custom scissor rectangle for each light&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useMaxVisDist&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use the masVisDist entity parameter (on is faster)&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useMotionBlur&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use motion blur&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useNodeCommonChildren&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | stop pushing reference bounds early when possible&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useOcclusionQueries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = use occlusion queries to cull geometry&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useOffscreenScreenshotBuffer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = use offscreen buffer for screenshots to support post-processing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_usePortals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |  1 = use portals to perform area culling, otherwise draw everything&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_usePreciseTriangleInteractions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1 = do winding clipping to determine if each ambiguous tri should be lit&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useScissor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scissor clip as portals and lights are processed&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useShadowCulling&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | try to cull shadows from partially visible lights&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useShadowDitherMask&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Dither out fading shadows&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useShadowFastParallel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors)&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useShadowInfinite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use infinite shadows&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useShadowMaps&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useShadowProjectedCull&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | discard triangles outside light volume before shadowing&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useShadowSurfaceScissor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scissor shadows by the scissor rect of the interaction surfaces&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useSilRemap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | consider verts with the same XYZ, but different ST the same for shadows&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useStateCaching&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | avoid redundant state changes in GL_*() calls&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useThreadedRenderer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enabled multi-threaded renderer.&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useTwoSidedStencil&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | do stencil shadows in one pass with different ops on each side&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useVertexBufferStream&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Use stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_useVisDebugARBPrograms&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use vertex/fragment programs to visualize debugging tools&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_verboseShaders&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Verbose warning prints during shader generation&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_visDistMult&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float [0.8, 1.2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_visDistOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_writeAnimB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Write out binary versions of animations.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | r_znear&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | near Z clip plane distance&lt;br /&gt;
float [0.001, 200] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | rb_showActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show rigid bodies that are not at rest&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | rb_showBodies&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show rigid bodies&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | rb_showInertia&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the inertia tensor of each rigid body&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | rb_showMass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the mass of each rigid body&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | rb_showVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show the velocity of each rigid body&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | res_checkStale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | check for newer versions of media&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | res_showPurge&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show resource purge progress&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | res_showWarnings&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show resource load warnings&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_autoLoudnessAttack&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How fast the HDR window can move in dB/second when the in game total volume is increasing (attacking)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_autoLoudnessConversionPostMultiplier&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_autoLoudnessConversionPower&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_autoLoudnessConversionPreMultiplier&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project&lt;br /&gt;
float (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_autoLoudnessRelease&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | How fast the HDR window can move in dB/second when the in game total volume is decreasing (releasing)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_biasSpatializationAtVolumeDb&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_breakStartSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | breaks when the named sound shader is played&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_buildAllLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: when making a build, only include the sounds for the sys_lang 1: include all supported languages for sound&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_cacheMemoryGapKB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Size in KB of the gap the sound caching tries to leave in memory to aid defragging&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_cacheThrashTimeMS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time in milliseconds. Don't throw out samples newer than this, even to make room for brand new samples. This is to prevent thrashing the disk cache and consuming all the disk bandwidth.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_cacheTimeMS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time in milliseconds that extra varitations of sounds are held in cache. Setting this to 0 in map disables caching operations and flushes the cache. Setting this to 0 before a map loads causes all samples to load up front.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_clipVolumes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_constantAmplitude&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_debugSoundEmitter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_debugStreamMem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_debugStreams&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_debugVirtuals&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_distanceScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Affects how quickly volume drops off with distance&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_doorDistanceAdd&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | reduce sound volume with this distance when going through a closed door&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_doorFilterAdd&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | increase sound low pass filter by this amount when going through a door&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_doorOpenFilterAdd&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | increase sound low pass filter by this amount when going through an open door&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_dotbias2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_dotbias4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_dotbias6&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_dotbias8&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_drawSoundOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enables/disables drawing of sound occlusion calculation information&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_drawSounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 4] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_drawSoundScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_earSeperationAlgo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: legacy ear seperation algorithm, 1: new algorithm&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_enable_autoMix&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Scales the final volumes of sounds to the current total volume of all sounds to give a high dynamic range.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_enable_autoMixRMS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Take into account the channels RMS when calculating the auto mix.&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_enable_mic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: enable microphone so you can speak to other players   0: disable microphone, you wont be able to speak&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_enable_voice&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: enable voip so you can hear other players voices (and yourself if net_allowTalkBack 1)  0: disable voip, you wont be able to hear anyone&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_esa1_maxWindow&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_esa1_minVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_forceNumberOfSpeakers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | forces the number of speakers, even if hardware detection says that number is unavailable&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_generate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: don't load missing sound assets, 1: generate missing/outdated sound assets&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_generateIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: (default) dont generate sound index   1: generate sound index (SLOW)&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_globalFraction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | volume to all speakers when not spatialized&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_hdr_cullRate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Affects how quickly volumes below s_hdr_cullVolume drop off (dB/meter)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_hdr_cullVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Attenuated volumes below this quickly drop off, used to de-clutter the sonic space&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_hdr_windowMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | HDR only begins to take affect when total volume reaches this number (in dB)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_hdr_windowSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | HDR scales the high (infinite if need be) in game dynamic range into this smaller fixed range (in dB), which should be set to the range of the physical hardware. TODO: experiment whether increasing this on quality speakers works as expected&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_languageOverride&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | overrides sys_lang when loading sound assets. can be used for testing a language which has sound assets but no non-sound assets&lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_maxSoundsPerShader&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 32] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_maxVirtualChannels&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Maximum number of virtual channels that can play simulateously.&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_micDevice&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sound device for voice audio input&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_minDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | In meters. This is the distance that all loudness parameters are relative to. Any 3D sound closer than this can never get louder. Changing this number will scale the distance with respect to volume (see s_distanceScale)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_minHitch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | In milliseconds. How far out of sync game must lag behind the sound before the sound stops to let the game catch up&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_minVolume2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_minVolume4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_minVolume6&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_minVolume8&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_noReverb&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: (default) do reverb   1: don’t do reverb&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_noSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: (default) load sound assets and initialize sound hardware   1: don’t load sound assets or initialize sound hardware&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_numberOfSpeakers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | number of speakers&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_occlusionFilterPower&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | raise the occlusion filter to this power. higher values increase occlusion more dramatically with doors, lower values have less effect&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_pc_volume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | PC only volume multiplier&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_playDefaultSounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if 1, plays a default click sound when a sound invalid. if 0, nothing is heard for invalid sounds&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_primaryDevice&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sound device for game audio output&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_reverbCrossFadeTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Time to cross fade from one reverb to the next, in milliseconds&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_secondarySend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: disable secondary game audio completely (you wont be able to hear the radio!) 1: same as 0 but you can change the setting at any point 2: output secondary game audio to secondary device only 3: output secondary game audio to both primary and secondary device&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_shake_windowMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Only shake when current volume reaches this number (in dB)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_shake_windowSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_shakeMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The maximum amount of camera shake.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_shakeMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | The minimum amount camera shake. If the audio is quieter than this, don't bother shaking&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_shakeScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Scales the camera shake.&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_showBackendEvents&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_showBackendVoiceEvents&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_showFrontendEvents&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_showFrontendVoiceEvents&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 1] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_showPurgedSounds&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | print a warning if a purged sample is played&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_showStartSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_showWavs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Prints wav files when they play that contain the given string e.g. s_showWavs localization will print out all localized wav files that play&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_singleEmitter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mute all sounds but this emitter&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_spatializationDecay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_agc&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | automatic gain control 0: disable 1: enable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_agc_level&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | (0-32768) automatic gain control level 0: most aggressive (silence) 32768: least aggressive (makes no difference)&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_complexity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0-10, 0: least CPU, worst quality 10: most CPU, best quality&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_denoise&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | denoising 0: disable 1: enable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_dereverb&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | reverberation removal 0: disable 1: enable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_enhance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | perceptual enhancement 0: disable 1: enable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_mode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 1: narrow band (worst quality, least bandwidth) 2: wide band 3: ultra wide band (best quality, most bandwidth)&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_quality&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0-10, 0: worst quality 10: best quality&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_vad&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | voice activity detection 0: disable 1: enable&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_speex_vbr&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: use constant bit rate 1: use variable bit rate&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_subFraction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | volume to subwoofer in 5.1&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_useIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: dont try to use sound index   1: try to use sound index file if present&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_useOcclusion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_voiceDevice&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | sound device for voice audio output&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volume_dB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | volume in dB&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volume_VoIPActive_dB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if game and VoIP using the same audio output device, duck the game audio by this amount in dB when the VoIP is active&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volume_VoIPIn_dB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inbound volume adjust for voip in dB&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volume_VoIPOut_dB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | outbound volume adjust for voip volume in dB&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volumeAtMaxDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | DOES NOT WORK YET CHANGING THIS WILL BREAK VOLUMES&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volumeFX_dB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | fx (not music or speech) volume in dB&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volumeMusic_dB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | music volume in dB&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | s_volumeSpeech_dB&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | speech volume in dB&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_debugLogEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet Debug Logger&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_debugPrintEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet debug print spam - 0 = disabled, 1 = default channel, 2 = individual channels&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_debugPrintEnabled_Hydra&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet Hydra debug print spam&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_debugPrintEnabled_QoS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet QoS debug print spam&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_debugPrintEnabled_Task&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet Task debug print spam&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_matchByAffiliates&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by highest friend &amp;amp; affiliate value.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_matchByLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's spoken language.&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_matchByPopularity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_matchByQoS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by best QoS values.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_matchByRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet matchmaking preference - 0 = disabled, 1 = find sessions by game session searchDict settings only.&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_matchByRank&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions where the server has the same rank.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sdnet_matchByRegion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's world region.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sensitivity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mouse view sensitivity&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | showLocStringsID&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show localization strings ID&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_adminname&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | admin name(s) - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_adminStart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | admin required to start the match&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_allowLateJoin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Enable/disable players joining a match in progress&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_allowOvertime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specified whether overtime rules apply&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_botDifficulty&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | difficulty of ai (-1 = ANY, 0 = EASY, 1 = NORMAL, 2 = HARD&lt;br /&gt;
int [-1, 2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_campaign&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | current active campaign&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_disableGlobalChat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | disable global text communication&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_disableVoting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | disable/enable all voting&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_email&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | contact email address - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_enemyTintEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables enemy color tinting&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_gameDir&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | current map unlock key&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_globalVoipEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables global VOIP in warmup/end of game review&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_inhibitSpectators&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | inhibit spectators&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_irc&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | IRC channel - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_map&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | current active map&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_maxPlayers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | max number of players allowed on the server&lt;br /&gt;
int [1, 16]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_maxPlayersHuman&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | max number of non bot players allowed on the server. 0 or less = ignored&lt;br /&gt;
int [-1, 16]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_maxRank&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the maximum rank of players that are allowed on server. only applicable if si_rankRestricted is set to 1.&lt;br /&gt;
int [0, 4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_maxTeamSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | max number of players allowed on a single team&lt;br /&gt;
int [1, 16]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_minPlayers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | minimum players before a game can be started&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_motd_1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | motd line 1 - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_motd_2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | motd line 2 - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_motd_3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | motd line 3 - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_motd_4&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | motd line 4 - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_name&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | name of the server&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_needPass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable client password checking&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_noProficiency&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable/disable XP&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_onlineMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | online mode (0 = SOLO, 1 = INVITE ONLY, 2 = FRIENDS &amp;amp; INVITES, 3 = EVERYONE&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_playMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | play mode (0 = SOLO, 1 = CO-OP, 2 = VERSUS&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_pointOfNoReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | can be queried to see if a new player can join the match&lt;br /&gt;
bool (read only)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_privateClients&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | max number of private players allowed on the server&lt;br /&gt;
int [0, 16]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_rankRestricted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables player rank restrictions&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_readyPercent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | percentage of players that need to ready up to start a match&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_rules&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | ruleset for game&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_scoreLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | score at which a player/team has won&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_scriptControlledtimeLimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | specifies whether the match time is controlled by script or uses the si_timelimit cvar.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_serverConfig&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | current server configuration unique id&lt;br /&gt;
int (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_serverType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Create MP Freeplay game Server type (0 = Dedicated, 1 = Listen&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_serverURL&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | server information page&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_teamDamage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enable team damage&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_teamForceBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | Stop players from unbalancing teams&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_teamVoipEnabled&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | enables/disables team VOIP in game&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_timelimit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | time limit (mins). only applicable if si_scriptControlledtimeLimit is 0.&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_version&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | engine version&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_warmupSpawn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | 0: off&lt;br /&gt;
1: Allow for spawning in warmup and restart on game on&lt;br /&gt;
2: Allow for spawning in warmup but no restart on game on&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | si_website&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | website info - currently unsupported&lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_arch&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_cpuHTStatus&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_cpuLogicalCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_cpuPhysicalCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_cpuSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_cpuString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_lang&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
string (read only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_ram&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | sys_videoRam&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | testLightColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | the light color to be used for a 'testlight'&lt;br /&gt;
string&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | timescale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | scales the time&lt;br /&gt;
float [0.1, 10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_advancedFlightControls&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, advanced flight controls are activated&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_autoReload&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, weapon is automatically reloaded when the clip is empty.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_autoSwitchEmptyWeapons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, will switch to the next usable weapon when the current weapon runs out of ammo&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_clanTagPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | positioning of player clan tag. 0 is before their name, 1 is after&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_crouchToggle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, the player toggle between crouching and standing, otherwise the player must hold to crouch.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_drivingCameraFreelook&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, driving cameras where there is no weapon defaults to freelook&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_ignoreExplosiveWeapons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, weapons marked as explosive will be ignored during auto-switches&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_ironSightToggle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight.&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_postArmFindBestWeapon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, after arming players' best weapon will be selected&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_pushToTalk&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | If true, you must press a button to talk in a Brink match. When you release the button, your mic will be redirected to Steam voice chat. If false, you will always be talking in Brink where possible, and in Steam when Brink voice is disabled, without pushing any button&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_rememberCameraMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use same camera mode as was previously used when re-entering a vehicle&lt;br /&gt;
bool&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_showComplaints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, receive complaints popups for team kills&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_showGun&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show gun&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_useConsoleControls&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, use console style controls (which can conflict with PC controls). Also inhibits aim assist.&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_voicePackName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | voice pack name&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_voipReceiveFireTeam&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, receive voice chat sent to the fireteam channel&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_voipReceiveGlobal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, receive voice chat sent to the global channel&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | ui_voipReceiveTeam&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | if true, receive voice chat sent to the team channel&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_anisotropy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | virtual texture max anisotropy&lt;br /&gt;
float (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_compression&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | use specified compression type if available&lt;br /&gt;
string (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_lodBias&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | virtual texture bias&lt;br /&gt;
float&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_lodClamp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | clamp newly loaded tiles to a maximum virtual level&lt;br /&gt;
int [0, 15] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_showDiagnostics&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show feedback diagnostics&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_showLoads&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show page loads&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_showPageLevel&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color pages based on page level&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_showPageNumbers&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | render page numbers&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_showPageSource&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | color pages differently based on the page file they originate from&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_showPagesPerSecond&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | show transcode throughput&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | vt_skipUpdate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | don't update virtual texture&lt;br /&gt;
int (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_allowMultipleInstances&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | allow multiple instances running concurrently&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_muteOnLoseFocus&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mute sound if the window loses focus&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_muteVOIPOnLoseFocus&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | mute Brink VOIP if the window loses focus (and enable Steam VOIP instead)&lt;br /&gt;
bool&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_notaskkeys&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | disable windows task keys&lt;br /&gt;
bool (read only)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_outputDebugString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_outputEditString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 1 (true)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_timerUpdate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | allows the game to be updated while dragging the window&lt;br /&gt;
bool (cheat)&lt;br /&gt;
default: 0 (false)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_username&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | windows user name&lt;br /&gt;
string (init)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_viewlog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | &lt;br /&gt;
int [0, 2] (cheat)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA; background: #F0F0F0;&amp;quot; | win_xpos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; | horizontal position of window&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot; background: #F0F0F0;&amp;quot; | win_ypos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | vertical position of window&lt;br /&gt;
int&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KaszpiR</name></author>	</entry>

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