Brink
Cvars
| a_glowBaseScale | Original image contribution factor float (cheat) | 
| a_glowLuminanceDependency | Dependency of the glow on the luminance(brightness) float (cheat) | 
| a_glowScale | Blurred image contribution factor float (cheat) | 
| a_glowSpriteMin | string (cheat) | 
| a_glowSpriteSize | float (cheat) | 
| a_glowSunBaseScale | Factor to scale to sun factor with float (cheat) | 
| a_glowSunPower | Power to raise to sun factor to float (cheat) | 
| a_glowSunScale | Factor to scale to sun factor with float (cheat) | 
| a_glowThresh | Threshold above which part of the scene starts glowing float (cheat) | 
| a_sun | float (cheat) | 
| a_windTimeScale | Speed at which wind effects change float (cheat) | 
| aas_checkBadAreas | Set to one to check the aas for any bad areas. int (cheat) | 
| aas_extendFlyPaths | set to 1 to enable extending fly paths bool (cheat) default: 1 (true) | 
| aas_locationMemory | used to remember a particular location, set to 'current' to store the current x,y,z location string (cheat) | 
| aas_locationMemory2 | used to remember a particular location, set to 'current' to store the current x,y,z location string (cheat) | 
| aas_optimizePaths | set to 1 to enable path optimization bool (cheat) default: 1 (true) | 
| aas_pullPlayer | pull the player to the specified area string (cheat) | 
| aas_randomPullPlayer | pull the player to a random area int (cheat) | 
| aas_routingCacheErrors | Will generate an error if the max number of reachabilities for an area or max bool (read only) default: 1 (true) | 
| aas_showAreaNumber | show the specific area number set int (cheat) | 
| aas_showAreas | show the areas in the selected aas int [0, 2] (cheat) | 
| aas_showBadAreas | show bad AAS areas int [0, 3] (cheat) | 
| aas_showCluster | Set to one to draw all areas in the cluster the player is currently in. bool (cheat) default: 0 (false) | 
| aas_showClustersOfSizeLT | Set to non-zero and all clusters of less or equal size are drawn. int (cheat) | 
| aas_showEdgeNums | show edge nums bool (cheat) default: 0 (false) | 
| aas_showFloorTrace | show floor trace bool (cheat) default: 0 (false) | 
| aas_showFuncObstacles | show the AAS func_obstacles on the map bool (cheat) default: 0 (false) | 
| aas_showHopPath | show hop path to specified area string (cheat) | 
| aas_showManualReachabilities | show manually placed reachabilities bool (cheat) default: 0 (false) | 
| aas_showObstacleAvoidance | shows obstacles along paths int (cheat) | 
| aas_showObstaclePVS | show obstacle PVS for the given area int (cheat) | 
| aas_showPath | show the path to the walk specified area. Static paths: 'area1 area2', 'points' or 'points0' and 'points1' string (cheat) | 
| aas_showPortals | Set to one to draw all the portal areas in the map. bool (cheat) default: 0 (false) | 
| aas_showPushIntoArea | show an arrow going to the closest area bool (cheat) default: 0 (false) | 
| aas_showTravelTime | print the travel time to the specified goal area (only when aas_showAreas is set) int (cheat) | 
| aas_showWallEdgeNums | show the number of the edges of walls bool (cheat) default: 0 (false) | 
| aas_showWallEdges | show the edges of walls, 2 = project all to same height, 3 = project onscreen int [0, 3] (cheat) | 
| aas_skipObstacleAvoidance | ignore all dynamic obstacles along paths bool (cheat) default: 0 (false) | 
| aas_subSampleWalkPaths | set to 1 to enable walk path sub-sampling bool (cheat) default: 1 (true) | 
| aas_test | select which AAS to test string [aas_player, aas_vehicle] (cheat) | 
| af_contactFrictionScale | scales the contact friction float (cheat) | 
| af_enable | enable/disable ragdolls. bool default: 1 (true) | 
| af_forceFriction | force the given friction value float (cheat) | 
| af_highlightBody | name of the body to highlight string (cheat) | 
| af_highlightConstraint | name of the constraint to highlight string (cheat) | 
| af_jointFrictionScale | scales the joint friction float (cheat) | 
| af_maxAngularVelocity | maximum angular velocity float (cheat) | 
| af_maxLinearVelocity | maximum linear velocity float (cheat) | 
| af_nextConstrSet | Switch to the next available constraint set on a ragdoll bool (cheat) default: 0 (false) | 
| af_showActive | show tree-like structures of articulated figures not at rest bool (cheat) default: 0 (false) | 
| af_showBodies | show bodies bool (cheat) default: 0 (false) | 
| af_showBodyNames | show body names bool (cheat) default: 0 (false) | 
| af_showConstrainedBodies | show the two bodies contrained by the highlighted constraint bool (cheat) default: 0 (false) | 
| af_showConstraintNames | show constraint names bool (cheat) default: 0 (false) | 
| af_showConstraints | show constraints bool (cheat) default: 0 (false) | 
| af_showInertia | show the inertia tensor of each body bool (cheat) default: 0 (false) | 
| af_showLimits | show joint limits bool (cheat) default: 0 (false) | 
| af_showMass | show the mass of each body bool (cheat) default: 0 (false) | 
| af_showPrimaryOnly | show primary constraints only bool (cheat) default: 0 (false) | 
| af_showTimings | show articulated figure cpu usage bool (cheat) default: 0 (false) | 
| af_showTotalMass | show the total mass of each articulated figure bool (cheat) default: 0 (false) | 
| af_showTrees | show tree-like structures bool (cheat) default: 0 (false) | 
| af_showVelocity | show the velocity of each body bool (cheat) default: 0 (false) | 
| af_skipFriction | skip friction bool (cheat) default: 0 (false) | 
| af_skipLimits | skip joint limits bool (cheat) default: 0 (false) | 
| af_skipSelfCollision | skip self collision detection bool (cheat) default: 0 (false) | 
| af_testSolid | test for bodies initially stuck in solid bool (cheat) default: 1 (true) | 
| af_timeScale | scales the time float (cheat) | 
| af_useImpulseFriction | use impulse based contact friction bool (cheat) default: 0 (false) | 
| af_useJointImpulseFriction | use impulse based joint friction bool (cheat) default: 0 (false) | 
| af_useLinearTime | use linear time algorithm for tree-like structures bool (cheat) default: 1 (true) | 
| af_useSymmetry | use constraint matrix symmetry bool (cheat) default: 1 (true) | 
| ai_debugScript | displays script calls for the specified monster entity number int (cheat) | 
| ai_fallTime | Number of seconds before the player plays the falling animation float (cheat) | 
| ai_showPaths | draws path_* entities bool (cheat) default: 0 (false) | 
| anim_applyJointOffsets | bool (cheat) default: 1 (true) | 
| anim_debugChannel | sets the channel - -1 for all, 0 for all channel, 1 for torso, 2 for legs, 3 for head, 4 for left arm. int (cheat) | 
| anim_debugClientChannel | sets the channel - -1 for all, 0 for all channel, 1 for torso, 2 for legs, 3 for head, 4 for left arm. int (cheat) | 
| anim_debugClientEntity | displays information on which animations are playing on the specified entity number.  set to -1 to disable, -2 for all entities. int (cheat) | 
| anim_debugClientVerbosity | sets the level of info to be displays - 0 for nothing, 1  for new anim calls and 2 for frame blend info. int (cheat) | 
| anim_debugEntity | displays information on which animations are playing on the specified entity number.  set to -1 to disable, -2 for all entities. int (cheat) | 
| anim_debugVerbosity | sets the level of info to be displays - 0 for nothing, 1  for new anim calls and 2 for frame blend info. int (cheat) | 
| anim_enabled | bool (cheat) default: 1 (true) | 
| anim_forceUpdate | bool (cheat) default: 0 (false) | 
| anim_IKBlendTime | IK blend time in ms int (cheat) | 
| anim_IKDebug | IK debug level int (cheat) | 
| anim_IKDisable | disable the IK bool (cheat) default: 0 (false) | 
| anim_IKInitialBlendDelay | IK raising the weapon blend delay time in ms int (cheat) | 
| anim_ListKeyword | A keyword to filter listed animations by. string (cheat) | 
| anim_maxBodyPitch | max pitch of body adjustment float (cheat) | 
| anim_minBodyPitch | min pitch of body adjustment float (cheat) | 
| anim_PhysicsJoints | procedurally apply the physics joints. bool (cheat) default: 1 (true) | 
| anim_playCountLog | Enable animation play count logging bool (cheat) default: 0 (false) | 
| anim_playCountLogFile | The default path to the anim play count data file. string (cheat) | 
| anim_profile | enables/disables anim blend profiling, 0 = disable, 1 = enable bool (cheat) default: 0 (false) | 
| anim_profileIndex | set the index of the paused anim to examine, 0 = current, 1 = one before etc... string (cheat) | 
| anim_profilePause | pauses the anim blend profiling, 0 = disable, 1 = enable bool (cheat) default: 0 (false) | 
| anim_showMissingAnims | Show warnings for missing animations bool (cheat) default: 0 (false) | 
| anim_TwistJoints | procedurally generate the twist joints. bool (cheat) default: 1 (true) | 
| bot_abilityCreditFactor | float (cheat) | 
| bot_aimSkill | Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER int [0, 3] | 
| bot_allowJumping | Allow bots using the jump reachabilities for navigation bool (cheat) default: 1 (true) | 
| bot_botActionImportance | Importance of bot actions float (cheat) | 
| bot_brainDamage | 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. int (cheat) | 
| bot_breakPoint | Cause a program break to occur inside the bot's AI bool (cheat) default: 0 (false) | 
| bot_damageClient | Take half the remaining health of the specified client int (cheat) | 
| bot_debug | Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1 bool (cheat) default: 0 (false) | 
| bot_debugAbilities | Show selected abilities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugActiveWaypoints | Draw the waypoints currently in use by any bot bool (cheat) default: 0 (false) | 
| bot_debugAimSkill | Debug aim info for bots bool (cheat) default: 0 (false) | 
| bot_debugAllyAndEnemyCount | Debug visible allies and enemies for bots bool (cheat) default: 0 (false) | 
| bot_debugAvoidDangerMovement | Show avoid danger movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugBestObjectives | Show this number of best objectives for all bots. int (cheat) | 
| bot_debugBlockedInteractions | Debug the interactions bots consider blocked. -1 = all bots, -2 = disabled int (cheat) | 
| bot_debugCombatGrenade | Debug combat grenades. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugCombatGrenadesAdvanced | More Info for combat grenade throwing. bool (cheat) default: 0 (false) | 
| bot_debugCombatMovement | Debug combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugCortexBomb | Debug cortex bomb info for bots. -1 for all -2 to to disable int (cheat) | 
| bot_debugCoverMovement | Debug global combat movement for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugCoverRefs | Draw the cover reference for the bot. Set to -1 for all bots -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_debugCoverRefsCombat | Draw more info about the cover reference for the bot. bool (cheat) default: 0 (false) | 
| bot_debugCoverRefsCombatRange | Draw more info about the cover reference for the bot. bool (cheat) default: 0 (false) | 
| bot_debugCoverRefsMovement | Draw more info about the cover reference for the bot. bool (cheat) default: 0 (false) | 
| bot_debugCovers | Set to the number of the bot you want to debug the covers of, or -1 for all int (cheat) | 
| bot_debugCoversEval | Draw info about cover evaluation. Set to -1 for all bots -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_debugCurrentMoveTo | Show where the objectives are headed to. bool (cheat) default: 0 (false) | 
| bot_debugCurrentObjective | Debug current objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugCurrentTarget | Show who is the main target in combat. bool (cheat) default: 0 (false) | 
| bot_debugDifficulty | Debug difficulty for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugEnemyOnly | bool (cheat) default: 0 (false) | 
| bot_debugEnemyVisibility | Set to -1 to debug all bot's enemy visibility, -2 to disable or to the number of the bot int (cheat) | 
| bot_debugEscorting | Show info about the escorting data structures bool (cheat) default: 0 (false) | 
| bot_debugEscortPlayerPath | 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 int (cheat) | 
| bot_debugIncidentalMelee | Shows information about doing melee while performing an objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugInteractionMovement | Debug bot movement while interacting. bool (cheat) default: 0 (false) | 
| bot_debugInteractions | Debug interactions for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugInvalidMoves | Invalid move debug mode. Pause all bots when a bot tries to perform an invalid move, and draw relevant information. bool (cheat) default: 0 (false) | 
| bot_debugInvalidMovesCombat | If set, bots report invalid moves even when they don't have an objective bool (cheat) default: 0 (false) | 
| bot_debugInventoryItems | Debug inventory items for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugLogMelee | Logs the reason for doing melee. Set to -1 for all bots -2 for disabled, otherwise the number of the bot bool (cheat) default: 0 (false) | 
| bot_debugMelee | Debug melee for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugMovementHelper | bool (cheat) default: 0 (false) | 
| bot_debugObjectiveEMPGrenade | Shows information about throw emp grenades objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugObjectiveEscortPlayer | Shows info info about bots escorting players. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugObjectiveHackTurret | Shows information about hack turret objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugObjectiveRemoteControl | 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 int (cheat) | 
| bot_debugObjectiveReviving | Shows information about reviving objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugObjectives | Debug objectives for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugObjectivesOnlyTopPrio | Set to 1 to only display the top objectives for bots (requires bot_debugObjectives to be set) bool (cheat) default: 1 (true) | 
| bot_debugObstacleAvoidance | Debug obstacle avoidance bool (cheat) default: 0 (false) | 
| bot_debugObstacles | Debug bot obstacles in the world bool (cheat) default: 0 (false) | 
| bot_debugPersonalities | Debug personalities for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugRank | Debug rank for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugSenseAllyTurrets | Debug ally turrets sense. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugSenseCommandPosts | Show info about closest command posts. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugSenseDroppedWeapons | Debug dropped weapons objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugSenseDroppedWeaponsExtended | Show more information about rejected dropped weapons bool (cheat) default: 0 (false) | 
| bot_debugSenseEMPTargets | Debug emp grenade objective. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugSenseMountedGuns | Show info about detected mounted guns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugShotBlocked | Shows the check for shot is blocked. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_debugStuckBots | Stuck debug mode. Pause all bots when a bot is stuck, and draw relevant information. bool (cheat) default: 0 (false) | 
| bot_debugTapOut | Debug tapout info for bots. -1 for all -2 to to disable int (cheat) | 
| bot_debugTargetMap | Debug targetmap for bots bool (cheat) default: 0 (false) | 
| bot_debugTargets | Set to -1 to debug all bot's targets, -2 to disable or to the number of the bot int (cheat) | 
| bot_debugTasks | Debug reasons why tasks not being selected. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_debugTaskTarget | Show target for this task. Set to the name of the task. string (cheat) | 
| bot_debugWeapons | Show debug weapon info for bots. -1 for all -2 to to disable int (cheat) | 
| bot_debugWeaponsExtended | Show more information about your weapons. -1 for all -2 to to disable bool (cheat) default: 0 (false) | 
| bot_disableBotControl | Set to client number to remove bot control of that client. int (cheat) | 
| bot_dlcAvailable | Do bots have dlc abilities available bool (cheat) default: 0 (false) | 
| bot_doObjectives | 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player bool default: 1 (true) | 
| bot_drawActionDist | How far away to draw the bot action info. Default is 2048 float (cheat) | 
| bot_drawActionGroupNum | Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled. int (cheat) | 
| bot_drawActionNumber | Draw a specific bot action only. -1 = disable int (cheat) | 
| bot_drawActions | Draw the bot's actions. bool (cheat) default: 0 (false) | 
| bot_drawActionSize | How big to draw the bot action info. Default is 0.2 float (cheat) | 
| bot_drawActionTypeOnly | Filter what type of action is drawn. -1 = all actions, 0 = roam, 1 = camp, 2 = patrol, 3 = mine, 4 = turret, 5 = barricade. int (cheat) | 
| bot_drawActiveActionsOnly | 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. int (cheat) | 
| bot_drawActiveRoutesOnly | Only draw the active routes on the map. bool (cheat) default: 0 (false) | 
| bot_drawClientNumbers | Draw every clients number above their head bool (cheat) default: 0 (false) | 
| bot_drawDifficultyMatrix | Draw bot difficulty matrix bool (cheat) default: 0 (false) | 
| bot_drawMovement | Show information about bot movement and orientation. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_drawObstacles | Draw the bot's dynamic obstacles in the world bool (cheat) default: 0 (false) | 
| bot_drawRandomLook | Shows information about random look at algorithm. int (cheat) | 
| bot_drawRouteGroupOnly | Only draw routes that have the groupID specified. int (cheat) | 
| bot_drawRoutes | Draw the routes on the map. bool (cheat) default: 0 (false) | 
| bot_dumpCoverUsage | bool (cheat) default: 0 (false) | 
| bot_enable | 0 = bots will not be loaded in the game. 1 = bots are loaded. bool default: 1 (true) | 
| bot_enableBotControl | Set to client number to let a bot take control of that client. int (cheat) | 
| bot_factorTimeAttackWhenEscorted | When being escorted this bot will be less time attacking according to this factor. float (cheat) | 
| bot_factorTimeHiddenWhenEscorted | When being escorted this bot will be more time hidden according to this factor. float (cheat) | 
| bot_fakeOverTime | Setting this to true makes the bot believe the game is in overtime bool (cheat) default: 0 (false) | 
| bot_forceDifficultyResistance | Forced difficulty for resistance bots (set to the level of the difficulty you want). int (cheat) | 
| bot_forceDifficultySecurity | Forced difficulty for resistance bots (set to the level of the difficulty you want). int (cheat) | 
| bot_forceFlashGrenade | It makes the bots throw flash grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_forceFragGrenade | It makes the bot throw a grenade when possible. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_forceGrenadeLauncher | Force the bot to go use the grenade launcher. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_forceLevel | If set greater than zero, all bots that are spawned are forced to be of this level int (cheat) | 
| bot_forceMolotovCocktail | It makes the bots throw molotov cocktails. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_forceNapalmGrenade | It makes the bots throw napalm grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_forceNoPips | Empties that number of pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_forceObjectiveImportanceCoreOnly | Only force objective importance on core objectives bool (cheat) default: 1 (true) | 
| bot_forceObjectiveImportanceResistance | Force the importance value on ALL objectives float (cheat) | 
| bot_forceObjectiveImportanceSecurity | Force the importance value on ALL objectives float (cheat) | 
| bot_forceRank | If set greater than zero, all bots that are spawned are forced to be of this rank int (cheat) | 
| bot_forceReload | Empties that bot clip, forcing him to reload. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_forceResetGrenadeCooldowns | Reset grenade cooldowns. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_forceResupply | 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 int (cheat) | 
| bot_forceSprinting | Makes the bots try to sprint always. Set to -1 for all bots -2 for disabled, otherwise the number of the bot bool (cheat) default: 0 (false) | 
| bot_forceStickyGrenade | It makes the bots throw sticky grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_godMode | 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. int (cheat) | 
| bot_grenadeCooldown | Global cooldown between grenades for bots. int (cheat) | 
| bot_healthLossImportanceLimit | float (cheat) | 
| bot_holdSprint | If set, bots will hold the sprint button down while sprinting (instead of tapping) bool (cheat) default: 0 (false) | 
| bot_ignoreAllEnemies1Limit | 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 float (cheat) | 
| bot_ignoreAllEnemies2Limit | If an objective has an importance higher than this, the bots will ignore completely ALL enemies float (cheat) | 
| bot_ignoreBotActions | If set to 1, will ignore bot actions. int (cheat) | 
| bot_ignoreBotActionsImportanceLimit | If a core objective has an importance higher than this, bots will ignore any bot actions while going for this objective float (cheat) | 
| bot_ignoreEnemies | If set to 1, bots will ignore all enemies. Useful for debugging bot behavior int (cheat) | 
| bot_ignoreGoals | If set to 1, bots will ignore all map objectives, i.e. Tasks and Bot Actions. int (cheat) | 
| bot_ignoreNonAttackingEnemiesLimit | If an objective has an importance higher than this, the bots will ignore enemies that aren't shooting at them float (cheat) | 
| bot_ignoreTargets | bool (cheat) default: 0 (false) | 
| bot_ignoreTasks | If set to 1, bots will ignore tasks. int (cheat) | 
| bot_importanceMaxPrioFactor | The priority multiplier when the importance is at max for an objective float (cheat) | 
| bot_innerCoverRadius | float (cheat) | 
| bot_killClient | Set the health of the specified client to 0 int (cheat) | 
| bot_logCombatGrenades | Logs to console when and why bots throw grenades. Set to -1 to any bot, -2 for disabled, otherwise the number of the bot. int (cheat) | 
| bot_logCurrentLTG | Logs changes in the long term goal for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_logObjectiveBuffs | 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 int (cheat) | 
| bot_minClients | Keep a minimum number of clients on the server with bots and humans. -1 to disable int [-1, 16] | 
| bot_minClientsMax | Maximum allowed value of bot_minClients. Only affects the in-game UI. int [-1, 16] (init) | 
| bot_minSpeedFootStepAudible | int (cheat) | 
| bot_narrowPath | bool default: 0 (false) | 
| bot_noRandomJump | makes bots not randomly jump bool (cheat) default: 0 (false) | 
| bot_noTapOut | makes bots not want to ever tap out, for debug purposes bool (cheat) default: 0 (false) | 
| bot_numCoverGroups | Don't touch int (cheat) | 
| bot_outerCoverRadius | float (cheat) | 
| bot_pause | Specify the client number of the bot you want pause. -1 for all, -2 for none int (cheat) | 
| bot_rankSpan | How many ranks below the highest ranked player the bots can be int (cheat) | 
| bot_reactionTime | int (cheat) | 
| bot_runEveryGameFrame | Set this to true for fixing bot debug drawing bool (cheat) default: 0 (false) | 
| bot_runImportanceLimit | If an objective has an importance lower than this the bots won't sprint toward it float (cheat) | 
| bot_showCodeCoverage | Draw bot code coverage bool default: 0 (false) | 
| bot_showGuardAreas | Show guard areas. bool (cheat) default: 0 (false) | 
| bot_showHealth | Shows bot health. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showHealthPips | Shows bot health pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showInteractions | Shows bot interactions. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showInterestingWaypointsOnly | Show only tactical waypoints that have any non-zero stats. Requires bot_showWaypoints bool (cheat) default: 0 (false) | 
| bot_showNumTargets | Shows bot num targets. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showPath | Show the path for the bot's client number. -1 = disable. int (cheat) | 
| bot_showPowerPips | Shows bot power pips. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showSpeed | Show speed for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showStats | Draw bot statistics bool default: 0 (false) | 
| bot_showTeamBalance | Debug the class balance for bots bool (cheat) default: 0 (false) | 
| bot_showTimePerforming | Show time performing objective for bots. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showTotalAmmo | Shows bot total ammo. Set to -1 for all bots -2 for disabled, otherwise the number of the bot int (cheat) | 
| bot_showWaypoints | Show tactical waypoints. bool (cheat) default: 0 (false) | 
| bot_skipThinkClient | A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled. int (cheat) | 
| bot_sleepWhenServerEmpty | has the bots stop thinking when the server is idle and there are no humans playing, to conserve CPU. bool default: 1 (true) | 
| bot_slideAttackLengthKill | float (cheat) | 
| bot_slideAttackLengthKnockDown | float (cheat) | 
| bot_slideMoveCooldown | Cooldown for bot slide avoid moves int (cheat) | 
| bot_spectateDebug | If enabled, automatically sets the debug hud to the bot being spectated bool (cheat) default: 0 (false) | 
| bot_testAbility | Test ability for bots. Set to the name of the ability as in base.botPersonality file. string (cheat) | 
| bot_testObstacleAvoidance | test obstacle avoidance bool (cheat) default: 0 (false) | 
| bot_testPathToBotAction | 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. int (cheat) | 
| bot_timeToIdle | 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. float (cheat) | 
| bot_uiNumResistance | The number of Resistance bots to add to the server. -1 to disable int | 
| bot_uiNumSecurity | The number of Security bots to add to the server. -1 to disable int | 
| bot_useBurstFire | Enable/Disable Burst Fire for bots bool (cheat) default: 1 (true) | 
| bot_useCampaignDifficulty | Should bots respect the campaign difficulty or not. bool (cheat) default: 1 (true) | 
| bot_useSuicideWhenStuck | 0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck bool (cheat) default: 0 (false) | 
| bot_useWaypoints | Should bots use tactical waypoints or not bool (cheat) default: 1 (true) | 
| bot_walkImportanceLimit | If an objective has an importance lower than this the bots will walk toward to float (cheat) | 
| bot_wayPointTeamFilter | Filter waypoints per team 0 = security, 1 = resistance int | 
| ccf_enableTileCache | bool (cheat) default: 1 (true) | 
| cm_backFaceCull | cull back facing polygons bool (cheat) default: 0 (false) | 
| cm_colorInstances | Enables/disables choosing a colour for each model to draw with bool (cheat) default: 0 (false) | 
| cm_debugCollision | debug the collision detection bool (cheat) default: 0 (false) | 
| cm_debugRotation | debug rotation failure bool (cheat) default: 1 (true) | 
| cm_debugSetParms | debug set parameters bool (cheat) default: 1 (true) | 
| cm_debugTranslation | debug translation failure bool (cheat) default: 1 (true) | 
| cm_drawBrushes | Enables/disables drawing brushes during model debug drawing bool (cheat) default: 0 (false) | 
| cm_drawColor | color used to draw the collision models string (cheat) | 
| cm_drawFilled | draw filled polygons bool (cheat) default: 0 (false) | 
| cm_drawFilledMaxArea | draw filled polygons below min area bool (cheat) default: 0 (false) | 
| cm_drawFilledMinArea | draw filled polygons above min area bool (cheat) default: 0 (false) | 
| cm_drawIndexScale | scale of primitive indices float (cheat) | 
| cm_drawIndices | draw primitive indices bool (cheat) default: 0 (false) | 
| cm_drawInternal | draw internal edges green bool (cheat) default: 1 (true) | 
| cm_drawMask | collision mask string (cheat) | 
| cm_drawNormals | draw polygon and edge normals float (cheat) | 
| cm_drawPolygons | Enables/disables drawing polygons during model debug drawing bool (cheat) default: 1 (true) | 
| cm_drawTextureVectors | draw texture vectors float (cheat) | 
| cm_showConversionWarnings | sets whether to show warnings when converting models to trace models bool (cheat) default: 0 (false) | 
| com_allowConsole | allow toggling console with the tilde key bool default: 0 (false) | 
| com_allowFullConsole | allow a full-screen console when running the game with command line commands bool default: 0 (false) | 
| com_allowToolControl | Allows Arkitekt to connect to consoles and control them remotely. 0 = disable. bool (cheat) default: 0 (false) | 
| com_asyncSound | 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix int [0, 1] (cheat) | 
| com_aviDemoHeight | int (cheat) | 
| com_aviDemoSamples | int (cheat) | 
| com_aviDemoTics | int (cheat) | 
| com_aviDemoWidth | int (cheat) | 
| com_bootLogo | bool (cheat) default: 1 (true) | 
| com_cacheDictionaryMedia | Precache all media from decl dictionaries bool default: 1 (true) | 
| com_compressDemos | bool (cheat) default: 0 (false) | 
| com_fixedTic | Run a single game frame per render frame int (cheat) | 
| com_forceGenericSIMD | force generic platform independent SIMD bool default: 0 (false) | 
| com_fpuExceptions | enable FPU exceptions bool (cheat) default: 0 (false) | 
| com_journal | 1 = record journal, 2 = play back journal int [0, 2] (init) | 
| com_logDemos | bool (cheat) default: 0 (false) | 
| com_machineSpec | hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality int | 
| com_makingBuild | 1 when making a build bool (cheat) default: 0 (false) | 
| com_makingRC | 1 when making a release candidate bool (cheat) default: 0 (false) | 
| com_outputStdout | Set to 1 to output all prints to stdio bool (cheat) default: 0 (false) | 
| com_preloadDemos | bool (cheat) default: 1 (true) | 
| com_runningHeadless | 1 when being used as a tools/processing platform bool (init) default: 0 (false) | 
| com_showAngles | bool (cheat) default: 0 (false) | 
| com_showBPS | show bot think frames per second bool default: 0 (false) | 
| com_showFPS | show frames rendered per second int | 
| com_showMemoryUsage | show total and per frame memory usage bool default: 0 (false) | 
| com_skipGameDraw | bool (cheat) default: 0 (false) | 
| com_skipRenderer | skip the renderer completely bool (cheat) default: 0 (false) | 
| com_skipWarnings | skip all warnings bool default: 0 (false) | 
| com_speeds | show engine timings bool default: 0 (false) | 
| com_storeResourceNameText | Store the text name of resources, at a memory cost bool (init) default: 1 (true) | 
| com_testHitches | show hitches int | 
| com_timestampPrints | print time with each console print, 1 = msec, 2 = sec string (cheat) | 
| com_useFastVidRestart | Allow use of fast vid restarts bool default: 0 (false) | 
| com_videoRam | holds the last amount of detected video ram int | 
| com_warningCallstack | Prepend the callstack to warnings - always on when making builds bool (cheat) default: 0 (false) | 
| com_wipeSeconds | float (cheat) | 
| con_noPrint | print on the console but not onscreen when console is pulled up bool default: 1 (true) | 
| con_notifyTime | time messages are displayed onscreen when console is pulled up float | 
| con_numDisplayLines | number of console lines to be displayed on screen float | 
| con_profile | show profiling information bool default: 0 (false) | 
| con_scanAdjust | render console with scan borders bool default: 0 (false) | 
| con_speed | speed at which the console moves up and down float | 
| decl_show | set to 1 to print parses, 2 to also print references, 3 only prints out of level load, 4 only prints out of level load but also prints references int [0, 4] | 
| decl_showMissing | set to 1 to show references to missing media bool default: 1 (true) | 
| decl_usageLog | creates a log of all declarations touched bool (cheat) default: 0 (false) | 
| decl_useBinaryCache | cache binary versions of declarations int (init) | 
| decl_useBinarySourceCache | load the source caches (if available) bool (init) default: 1 (true) | 
| demo_debug | debug demo replay system bool default: 0 (false) | 
| demo_finishCmd | commands to execute once demo playback has finished string | 
| demo_noclip | noclip through a demo bool (cheat) default: 0 (false) | 
| demo_prediction | prediction when playing back a server demo in milliseconds int | 
| demo_scale | speed scaling of demo replays float [0.01, 100] | 
| demo_snapshotDelay | delay between snapshots for server side demo recordings int | 
| developer | developer mode bool (read only) default: 0 (false) | 
| exec_maxThreads | Maximun number of job threads int [1, 32] (init) | 
| font_smileyScaling | Smiley font scaling float (cheat) | 
| fs_basepath | string (init) | 
| fs_buildpath | string (init) | 
| fs_cachePath | If set to a valid path, files will be cached to the given path for faster reads string (init) | 
| fs_caseSensitiveOS | bool (read only) default: 0 (false) | 
| fs_cdpath | string (init) | 
| fs_copyfiles | int [0, 5] (init) | 
| fs_debug | int [0, 2] (cheat) | 
| fs_devpath | string (init) | 
| fs_diskCacheBlockCount | Number of blocks used for disk caching, if cachePath is set int (init) | 
| fs_diskCacheBlockSize | Size in bytes of a disk cache block, if cachePath is set int (init) | 
| fs_diskCacheForceDisable | Forcefully disable disk caching (Xenon only) bool (init) default: 0 (false) | 
| fs_diskCacheSecure | 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. int (init) | 
| fs_game | mod path string (init) | 
| fs_override | If true, files will be checked for newer versions down the stack bool (init) default: 1 (true) | 
| fs_ramCacheBlockCount | Number of blocks used for ram caching int (init) | 
| fs_ramCacheBlockSize | Size in bytes of a ram block int (init) | 
| fs_restrict | bool (init) default: 0 (false) | 
| fs_savepath | string (init) | 
| fs_userpath | string (init) | 
| g_abilitiesEngineer | Server may override abilities one can use. string | 
| g_abilitiesGlobal | Server may override abilities one can use. string | 
| g_abilitiesMedic | Server may override abilities one can use. string | 
| g_abilitiesOperative | Server may override abilities one can use. string | 
| g_abilitiesSoldier | Server may override abilities one can use. string | 
| g_advancedHud | Draw advanced HUD bool default: 0 (false) | 
| g_aimAssist | 1: Enable aim assist. 2: Show debugging info. int | 
| g_aimAssistAdhesionScale | Scales sticky aim assistance when not ironsighted. float [0, 1] (cheat) | 
| g_aimAssistAdhesionScaleIronSight | Scales sticky aim assistance when ironsighted. float [0, 1] (cheat) | 
| g_aimAssistDampening | Sensitivity is multiplied by this when aiming at an interesting target float (cheat) | 
| g_aimAssistDampeningIronSight | Sensitivity is multiplied by this when aiming at an interesting target and ironsighted float (cheat) | 
| g_allowComplaint_charge | Allow complaints for teamkills with charges bool default: 0 (false) | 
| g_allowComplaint_explosives | Allow complaints for teamkills with explosive weapons and items bool default: 1 (true) | 
| g_allowCutsceneFreeFly | Don't force player view to the cutscene camera for debugging cutscenes. bool (cheat) default: 0 (false) | 
| g_allowNonBufferedEntityAllocs | If disabled, an error will be thrown if an entity cannot be spawned in the reserved buffer for its type. bool (cheat) default: 1 (true) | 
| g_allowSpecPauseFreeFly | Allow spectators to free fly when the game is paused bool default: 1 (true) | 
| g_animLegsDuration | Length, in ms, of the turn anim. int | 
| g_animSpeedVaultExitMaxSpeed | Highest target speed for the speed vault exit slidey anim to play (moving out of vault normally) float | 
| g_animSpeedVaultExitMinSpeed | Lowest target speed for the speed vault exit slidey anim to play (moving out of vault normally) float | 
| g_animStateTest1 | test value to input into player anim state machine int (cheat) | 
| g_animStateTest2 | test value to input into player anim state machine int (cheat) | 
| g_animStateTest3 | test value to input into player anim state machine int (cheat) | 
| g_animStateTest4 | test value to input into player anim state machine int (cheat) | 
| g_antiLag | Anti lag bool default: 1 (true) | 
| g_antiLagDebug | 0: off 1: on int | 
| g_antiLagDebugOffset | How far behind to debug a set int [0, 2000] | 
| g_antiLagHistory | Time in milliseconds to keep anti lag sets int | 
| g_areaSpeakerVolumeAtMaxDistance | in dB float (cheat) | 
| g_autoChatter | Enable autochatter bool (cheat) default: 1 (true) | 
| g_autoChatterDebug | Enable autochatter debug. 0 = off 1 == all 2 = debug priority checks. 3 = debug calls to PlayChat 4 = debug distance filtering 5 = debug active chats reset A negative value means the player will also hear chats sent to the player with that entity number int (cheat) | 
| g_autoChatterDebugQueuedEvents | Debugqueued events for a certain player int (cheat) | 
| g_autoChatterNetworkDebug | Debug the network messages sent by autochatter manager -1 = off -2 = all messages. -3 = local player only 0 and up = debug messages to client int (cheat) | 
| g_autoReadyPercent | Percentage of a full server that must be in game for auto ready to start float | 
| g_autoReadyWait | Length of time in minutes auto ready will wait before starting the countdown float | 
| g_autoSelectMissions | If set then auto select the highest priority mission. int | 
| g_autoSelectMissions_solo | If set then auto select the highest priority mission when playing solo. int | 
| g_banner_1 | banner message 1 string | 
| g_banner_10 | banner message 10 string | 
| g_banner_11 | banner message 11 string | 
| g_banner_12 | banner message 12 string | 
| g_banner_13 | banner message 13 string | 
| g_banner_14 | banner message 14 string | 
| g_banner_15 | banner message 15 string | 
| g_banner_16 | banner message 16 string | 
| g_banner_2 | banner message 2 string | 
| g_banner_3 | banner message 3 string | 
| g_banner_4 | banner message 4 string | 
| g_banner_5 | banner message 5 string | 
| g_banner_6 | banner message 6 string | 
| g_banner_7 | banner message 7 string | 
| g_banner_8 | banner message 8 string | 
| g_banner_9 | banner message 9 string | 
| g_banner_delay | delay in seconds between banner messages int | 
| g_banner_loopdelay | delay in seconds before banner messages repeat, 0 = off int | 
| g_bodyDecayTime | Time in seconds before decay of bodies. float (cheat) | 
| g_bodyTypeHeavyColor | Heavy body type color string | 
| g_bodyTypeLightColor | Light body type color string | 
| g_bodyTypeMediumColor | Medium body type color string | 
| g_buddyColor | color of buddies string | 
| g_CaltropDebug | Toggles caltrop debugging information bool (cheat) default: 0 (false) | 
| g_cameraFovRate | controls the rate of change of camera based fov changes float (cheat) | 
| g_chatDefaultColor | RGBA value for normal chat prints string | 
| g_chatFireTeamColor | RGBA value for fire team chat prints string | 
| g_chatLineTimeout | number of seconds that each chat line stays in the history float | 
| g_chatTeamColor | RGBA value for team chat prints string | 
| g_cheapDecalsMaxDistance | max distance decals are created string | 
| g_commandmapActiveTime | Controls how long an object should display on the commandmap once it has been spotted float (cheat) | 
| g_commandMapFadeDist | distance to fade icons off at the edges int | 
| g_commandMapRotateStyle | 0 = world rotates, 1 = camera rotates int | 
| g_commandMapStyle | 0 = circle, 1 = square int | 
| g_commandMapZoom | command map zoom level float [0.5, 1] | 
| g_commandMapZoomStep | percent to increase/decrease command map zoom by float | 
| g_complaintGUIDLimit | Total unique complaints at which a player will be kicked int | 
| g_complaintLimit | Total complaints at which a player will be kicked int | 
| g_controllerAimSmoothingCatchup | How long it takes to catch up to the users raw input. float [1, 1000] | 
| g_countdown | Length (in minutes) of countdown period. 0 = none float | 
| g_cutsceneCCFs | 0: Primary CCFs 1: secondary CCFs int (cheat) | 
| g_damageIndicatorAlphaScale | alpha of the damage indicators float | 
| g_damageIndicatorColor | color of the damage indicators string | 
| g_damageIndicatorFadeTime | number of seconds that a damage indicator stays visible float | 
| g_damageIndicatorRadius | radius fraction for damage indicator float [0, 1] (cheat) | 
| g_damageIndicatorRadiusVariance | randomize radius +- this value float [0, 1] (cheat) | 
| g_damageIndicatorSize | float | 
| g_deadSpectateTime | Time to stay in first person view before forced into spectating someone. -1: Never spectate while in limbo. int [-1, 9999] | 
| g_debugAbilities | Debug abilities being sent to server and dpad binds bool (cheat) default: 1 (true) | 
| g_debugAnimDefMatch | prints a list of anims that appear in only the security or resistance set int (cheat) | 
| g_debugAnimLookups | prints successful animation lookups int (cheat) | 
| g_debugAnimStance | displays information on which stances are set on the specified entity number.  set to -1 to disable. int (cheat) | 
| g_debugAnimStateChannel | Filters the displayed transitions by channel int (cheat) | 
| g_debugAnimStateMachineSync | Prints warning messages when client is forced into an animation state machine state by the server bool (cheat) default: 0 (false) | 
| g_debugAnimStateStates | Displays states entered and exited by anim state machines int (cheat) | 
| g_debugAnimStateTransitions | Displays transitions entered by anim state machines int (cheat) | 
| g_debugBulletFiring | spam info about bullet traces bool (cheat) default: 0 (false) | 
| g_debugChallengeScore | Debug challenge score bool (cheat) default: 0 (false) | 
| g_debugCinematic | bool (cheat) default: 0 (false) | 
| g_debugCrosshairDamageIndicator | prints info on crosshair damage indicator to help track down issues with it bool (cheat) default: 0 (false) | 
| g_debugDamage | bool (cheat) default: 0 (false) | 
| g_debugDamagePower | Shows the damage power, ie. how much damage is scaled by before being applied. bool (cheat) default: 0 (false) | 
| g_debugEffectCulling | Debug effect culling bool (cheat) default: 0 (false) | 
| g_debugFootsteps | prints which surfacetype the player is walking on bool (cheat) default: 0 (false) | 
| g_debugFov | enables/disables debugging output of camera FOV bool (cheat) default: 0 (false) | 
| g_debugGUI | 1 - Show GUI window outlines 2 - Show GUI window names 3 - Only show visible windows int (cheat) | 
| g_debugGUIEvents | Show the results of events int (cheat) | 
| g_debugGUIFocus | Print changes to GUI focus state float (cheat) | 
| g_debugGUIRenderWorld | Output information for GUI-based renderWorlds bool (cheat) default: 0 (false) | 
| g_debugGUITextRect | Show windows' text rectangle outlines bool (cheat) default: 0 (false) | 
| g_debugGUITextScale | Size that the debug GUI info font is drawn in. float (cheat) | 
| g_debugHealth | Show various health and pip values. bool (cheat) default: 0 (false) | 
| g_debugHitBeep | bool (cheat) default: 0 (false) | 
| g_debugHitReactions | Enable debug hit reactions. bool (cheat) default: 0 (false) | 
| g_debugHotServers | bool default: 0 (false) | 
| g_debugLegAnim | Turn on debug drawing of the turn anims. green = viewAngle, red = wantedBodyAngle, blue = acutalBodyAngle bool (cheat) default: 0 (false) | 
| g_debugMapScript | Entity num to debug mapscript callbacks for. -1 for no debugging or -2 for all events int (cheat) | 
| g_debugObjectiveIcons | prints the name of the action key that we are using to look up the icon we are trying to draw bool (cheat) default: 0 (false) | 
| g_debugPhysicsOrigin | Debug the physics origin created for an entity, set to entity number of the entity to debug int (cheat) | 
| g_debugPlayerAIController | Toggles debugging of player AI controller bool (cheat) default: 0 (false) | 
| g_debugPlayerCCF | 0: Off 1: Some prints enabled 2: All prints enabled int | 
| g_debugPlayerList | fills UI lists with fake players int (cheat) | 
| g_debugPlayerShield | Toggles extra debugging for shielding bool (cheat) default: 0 (false) | 
| g_debugPlayerTasks | Displays information in the world about available tasks bool (cheat) default: 0 (false) | 
| g_debugPlayerTasksContext | Debug search for a context task in front of player bool (cheat) default: 0 (false) | 
| g_debugPostProcessValues | Debug dof values passed to render view bool (cheat) default: 0 (false) | 
| g_debugProficiency | -1 = off -2 = all clientnum (0-16) = client only int (cheat) | 
| g_debugReverb | int (cheat) | 
| g_debugScript | bool (cheat) default: 0 (false) | 
| g_debugScriptCalls | Print any script functions not found. bool (cheat) default: 0 (false) | 
| g_debugStats | Write stats being changed as it happens bool (cheat) default: 0 (false) | 
| g_debugStatsSetup | prints any problems with calculating a client rank when they connect to a server bool default: 0 (false) | 
| g_debugSurfaceType | shows what the surfacetype is on the collision surface the player is looking at, 0 = off, 1 = bullet only, 2 = everything int (cheat) | 
| g_debugUnlocks | Debug unlocks bool (cheat) default: 1 (true) | 
| g_debugVisibility | Enables/disables display of visibility traces bool (cheat) default: 0 (false) | 
| g_debugWeapon | bool (cheat) default: 0 (false) | 
| g_debugWeaponAccuracy | 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 int (cheat) | 
| g_debugWeaponAccuracyState | Debug accuracy values used bool (cheat) default: 0 (false) | 
| g_debugWeaponState | shows the current weapon state for the client index specified int (cheat) | 
| g_decals | show decals such as bullet holes bool default: 1 (true) | 
| g_demoAnalyze | analyze demo during playback bool (cheat) default: 0 (false) | 
| g_demoOutputMDF | output entity keyframe data from demo int [0, 2] (cheat) | 
| g_devUploadScore | bool (cheat) default: 1 (true) | 
| g_directSpeechVolume | Volume of in world auto chatter in dB float (cheat) | 
| g_disableFootsteps | enable/disable footsteps bool (cheat) default: 0 (false) | 
| g_disableGlobalAudio | disable global VOIP communication bool default: 0 (false) | 
| g_disableGuardProf | Turns off any guard proficiency given. bool (cheat) default: 0 (false) | 
| g_dragEntity | allows dragging physics objects around by placing the crosshair over them and holding the fire button bool (cheat) default: 0 (false) | 
| g_dragShowSelection | bool (cheat) default: 0 (false) | 
| g_drawCollisionModelNames | List of collision model names to draw string (cheat) | 
| g_drawContacts | draw physics object contacts bool (cheat) default: 0 (false) | 
| g_drawHudMessages | Draw task, task success and objective text on HUD. int | 
| g_drawPlayerIcons | Enables/Disables player icons bool default: 1 (true) | 
| g_duckSoundsIfNotVisible | ducks certain sounds (currently just weapon fire) if the entity is not visible float (cheat) | 
| g_emptyServerRestartMap | The duration in seconds to wait before an empty dedicated server match is restarted. Set to -1 to never restart. int | 
| g_enableAchievements | Disabled or enabled achievements bool (cheat) default: 1 (true) | 
| g_enableHitReactions | If true then enable hit reactions. bool default: 1 (true) | 
| g_enableIntelGathering | Enables/Disables intel gathering missions bool default: 1 (true) | 
| g_enableRumble | Toggle Controller Rumble. bool default: 1 (true) | 
| g_enableSuperBuffs | Enables/Disables superbufs missions bool default: 0 (false) | 
| g_enableTeamBuffs | Enables/Disables teambuffs bool default: 1 (true) | 
| g_enableTracerTints | Turns tinting on for tracer effects bool (cheat) default: 1 (true) | 
| g_enemyColor | color of enemy units string | 
| g_enemyTextColor | color of text for enemy units string | 
| g_enemyTintEnabled | enables/disables enemy color tinting, client side. bool default: 1 (true) | 
| g_enemyWeaponTintColor | weapon tint color of enemy units string | 
| g_execMapConfigs | Execute map cfg with same name bool default: 0 (false) | 
| g_exportMask | string (cheat) | 
| g_fallHardSpeed | Speed at which the player takes 'hard' (typically fatal) falling damage float (cheat) | 
| g_fallMediumSpeed | Speed at which the player takes 'soft' falling damage float (cheat) | 
| g_fallSoftSpeed | Speed at which the player takes 'soft' falling damage float (cheat) | 
| g_fireteamColor | color of fireteam units string | 
| g_fireteamLeaderColor | color of fireteam leader string | 
| g_firstPersonCameraMode | 0 = last minute, independent of weapon, 1 = affects crosshair, anything else = off int (cheat) | 
| g_footstepCommandmapRange | range at which footsteps are 'visible' float (cheat) | 
| g_forceCinematicCutscene | bool (cheat) default: 0 (false) | 
| g_forceClear | forces clearing of color buffer on main game draw bool (cheat) default: 1 (true) | 
| g_forceFriends | Set what entity numbers are friends string (cheat) | 
| g_forceLimboHealth | If a players health drops below this value, they are forced to limbo int [-999, 0] (cheat) | 
| g_forcePlayerFireEffects | Forces the player fire effects to be turned on. Damage will not be applied. bool (cheat) default: 0 (false) | 
| g_forceProgressCount | Forces the progress of any interaction to a set value. -1 off, 0 - 1 = 0 - 100% float (cheat) | 
| g_fov | int [70, 110] | 
| g_friendlyBotColor | color of friendly bot units string | 
| g_friendlyColor | color of friendly units string | 
| g_friendlyTextColor | color of text for friendly units string | 
| g_friendlyWeaponTintColor | weapon tint color of friendly units string | 
| g_gameReviewPause | Time (in minutes) for scores review time float | 
| g_gravity | float (cheat) | 
| g_guiSpeeds | Show GUI speeds bool (cheat) default: 0 (false) | 
| g_gunPitch | pitch angle in degrees float (cheat) | 
| g_gunRoll | roll angle in degrees float (cheat) | 
| g_gunX | float (cheat) | 
| g_gunY | float (cheat) | 
| g_gunYaw | yaw angle in degrees float (cheat) | 
| g_gunZ | float (cheat) | 
| g_hackPlayerMove | 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) int (cheat) | 
| g_hackPlayerMoveTime | How many frames between forward/backward switch int (cheat) | 
| g_hitBeep | play hit beep sound when you inflict damage. 0 = do nothing 1 = beep/flash cross-hair 2 = beep 3 = flash cross-hair int | 
| g_hitReactionAngle | Set the max angle of a hit reaction. float (read only) | 
| g_infiniteAmmo | Give infinite ammo to the local host player int (cheat) | 
| g_infinitePower | Give infinite power to the local host player int (cheat) | 
| g_instantRespawn | Instant respawn bool (cheat) default: 0 (false) | 
| g_interactionBackcolor | Interaction icon background color string (cheat) | 
| g_interactionForecolor | Interaction icon fore color string (cheat) | 
| g_interactionSelectedBack | Selected interaction background color string (cheat) | 
| g_interactionSelectedFore | Selected interaction foreground color string (cheat) | 
| g_interactionUpdate | Number of ms between each interactions update int [0, 2000] (cheat) | 
| g_ironSightAutoZoomAngle | Angle from crosshair to target at which ironsights auto-zooming starts float | 
| g_ironSightSensitivityModifier | Sensitivity is based on fov and is then raised ot the power of this value float (cheat) | 
| g_itemLoadOutUnlock1 | enables unlock of weapon condition 1 bool (cheat) default: 0 (false) | 
| g_itemLoadOutUnlock2 | enables unlock of weapon condition 2 bool (cheat) default: 0 (false) | 
| g_itemLoadOutUnlock3 | enables unlock of weapon condition 3 bool (cheat) default: 0 (false) | 
| g_itemLoadOutUnlock4 | enables unlock of weapon condition 4 bool (cheat) default: 0 (false) | 
| g_itemLoadOutUnlock5 | enables unlock of weapon condition 5 bool (cheat) default: 0 (false) | 
| g_itemLoadOutUnlock6 | enables unlock of weapon condition 6 bool (cheat) default: 0 (false) | 
| g_itemLoadOutUnlock7 | enables unlock of weapon condition 7 bool (cheat) default: 0 (false) | 
| g_itemLoadOutUnlock8 | enables unlock of weapon condition 8 bool (cheat) default: 0 (false) | 
| g_kickAmplitude | float (cheat) | 
| g_kickTime | float (cheat) | 
| g_knockback | float (cheat) | 
| g_loadingMusic | 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) bool (cheat) default: 0 (false) | 
| g_loadScreenWait | 0 = finish early 1 = wait for all composites loaded 2 = wait for user input or sound finished 3 = always wait for user input. 4 = wait for user input or sound finished (and make sure all composites are composited) int | 
| g_logDebugText | bool (cheat) default: 0 (false) | 
| g_logPlayerMovement | logs the position of the specified player index to a mel script int (cheat) | 
| g_logProficiency | log proficiency data bool default: 1 (true) | 
| g_lowAmmoFraction | If the ammo is lower than this fraction then it is considered to be low. float (cheat) | 
| g_mainMenu | main menu GUI to load string (read only) | 
| g_mapRotationFixed | Fixed map rotation for objective/stopwatch, no voting. Comma separated list string | 
| g_mapRotationVote | Restricts map voting to these maps on objective/stopwatch. Comma separated list string | 
| g_maxEntityIconsDistance | Max distance for drawing icons above non player entities. float (cheat) | 
| g_maxPlayerNameDistance | Max distance for drawing player name above heads. float (cheat) | 
| g_maxPlayerWarnings | maximum warnings before player is kicked int | 
| g_maxShowDistance | float (cheat) | 
| g_maxSpectateTime | maximum length of time a player may spectate for float | 
| g_maxYawSpinUp | Maximum Supplemental degrees per second if you keep fully turned left or right. float (cheat) | 
| g_maxYawSpinUpTime | How much time it takes to reach maximum spin velocity float (cheat) | 
| g_minAutoVotePlayers | 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 int | 
| g_mineTriggerWarning | Show warning message on HUD when triggering a proximity mine. bool default: 1 (true) | 
| g_musicActionCrossFade | How many milliseconds to cross fade action music over int (cheat) | 
| g_musicDebug | 0: no music debug 1: debug game music starts/callbacks 2: debug state changes 3: debug all game music int (cheat) | 
| g_musicDefaultCrossFade | How many milliseconds to cross fade music over, if not explicitly specified int (cheat) | 
| g_musicDisguiseRecoverHideTime | The minimum amount of time in milliseconds the player must be hidden for after a disguise is blown before assuming it is safe again int (cheat) | 
| g_musicDisguiseRecoverTime | The minimum amount of time in milliseconds that must pass after a disguise is blown before assuming it is safe again int (cheat) | 
| g_musicIdleCrossFade | How many milliseconds to cross fade idle music over int (cheat) | 
| g_musicIdleEnemyDistanceMax | If an enemy can see you by trace, fade out idle music, unless the enemy is further than this float (cheat) | 
| g_musicIdleEnemyDistanceMin | If an enemy if facing you and this close, fade out idle music (even if there is a wall in the way) float (cheat) | 
| g_musicMinTimeInIdle | The minimum amount of time that must pass before fading from idle music to silence int (cheat) | 
| g_musicMinTimeInSilent | Shortest amount of silence in milliseconds, before going idle int (cheat) | 
| g_musicTimeBeforeIdle | How many milliseconds of inaction has to pass before playing idle music int (cheat) | 
| g_muteSpecs | Send all spectator global chat to team chat bool default: 0 (false) | 
| g_nearDeathSoundMixerFraction | trigger near death sound mixer when screen becomes this saturated float [0, 1] (cheat) | 
| g_neutralColor | color of neutral units string | 
| g_neutralTextColor | color of text for neutral units string | 
| g_neutralWeaponTintColor | weapon tint color of neutral units string | 
| g_nextMap | commands to execute when the current map/campaign ends string | 
| g_noBotSpectate | disables the ability to spectate bots bool default: 0 (false) | 
| g_noGrenadeCooldown | Turn off cooldowns for grenades bool (cheat) default: 0 (false) | 
| g_obituaries | Display obituary messages on the HUD bool default: 1 (true) | 
| g_objectiveDecayTime | Length of time in seconds that it takes a construct/hack objective to decay once after the initial timeout is complete float (cheat) | 
| g_password | game password string | 
| g_pauseNoClip | lets you noclip around the game while it is paused bool (cheat) default: 0 (false) | 
| g_pauseNoClipSpeed | speed to move when in pause noclip mode float (cheat) | 
| g_playerIconSize | Size of the screen space player icons float | 
| g_playerShieldRadius | How close the shielder has to be to the shieldee before shielding will occur float (read only) | 
| g_playtestBalanceDamageScale | Playtest balancing global damage scale float | 
| g_playtestBalanceHealthRegenDelayTimeScale | Playtest balancing global health regen delay time scale float | 
| g_playtestBalanceHealthRegenTimeScale | Playtest balancing global health regen time scale float | 
| g_playtestBalanceHealthScale | Playtest balancing global health scale float | 
| g_playtestBalanceWeaponRecoilRateScale | Playtest balancing global weapon recoil rate scale float | 
| g_playtestBalanceWeaponSpreadAngleMaxScale | Playtest balancing global weapon spread angle max scale float | 
| g_playtestBalanceWeaponSpreadAngleMinScale | Playtest balancing global weapon spread angle min scale float | 
| g_preloadData | Enables/disables preloading data at startup bool (cheat) default: 0 (false) | 
| g_privatePassword | game password for private slots string | 
| g_radioDebug | Enable radio debug prints int (cheat) | 
| g_radioListenerScale | 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 float (cheat) | 
| g_radioListenerVolume | Volume of radio listener in dB float (cheat) | 
| g_radioListenerVolume3D | 3D Volume of radio listener in dB float (cheat) | 
| g_radioVolume | Volume of channels sent over the radio in dB float (cheat) | 
| g_recoilScale | Scale recoil by this value float (cheat) | 
| g_removeStaticEntities | Remove non-dynamic entities on map spawn when they aren't needed bool (cheat) default: 1 (true) | 
| g_respawnBufferTime | Time after deploy clock reaches 0 that respawns are allowed float (cheat) | 
| g_rumbleWhenScreenShakesDuration | when the screen shakes, how long to rumble the controller in milliseconds int (cheat) | 
| g_rumbleWhenScreenShakesForceMax | the most rumble caused by screen shake int (cheat) | 
| g_rumbleWhenScreenShakesForceMin | the least rumble caused by screen shake int (cheat) | 
| g_rumbleWhenScreenShakesMin | the screen must shake at least this much before rumbling the controller also float (cheat) | 
| g_rumbleWhenScreenShakesType | the type of rumble caused by screen shake int (cheat) | 
| g_showActiveEntities | draws boxes around thinking entities. bool (cheat) default: 0 (false) | 
| g_showAreaClipSectors | float (cheat) | 
| g_showcamerainfo | displays the current frame # for the camera when playing cinematics string (cheat) | 
| g_showClipSectors | int (cheat) | 
| g_showCollisionModels | int [0, 3] (cheat) | 
| g_showCollisionWorld | int [0, 3] (cheat) | 
| g_showCrosshairInfo | shows information about the entity under your crosshair int (cheat) | 
| g_showCutsceneInfo | 1: Display cutscene light controller info int (cheat) | 
| g_showDemoHud | draw the demo hud gui bool (cheat) default: 0 (false) | 
| g_showDemoView | show player's calculated view when paused instead of free-fly cam bool (cheat) default: 0 (false) | 
| g_showEffectTimelines | Show debug info for effect timelines int (cheat) | 
| g_showEntityInfo | bool (cheat) default: 0 (false) | 
| g_showEntityInfoPrint | bool (cheat) default: 0 (false) | 
| g_showHud | draw the hud gui bool default: 1 (true) | 
| g_showLights | 1: Display light entities, 2: Display active light entities, 3: Display light entities (no bounds), 4: Display active light entities (no bounds) int (cheat) | 
| g_showPhysicsSimStats | Enables/disables display of object stats for physics simulation sets bool (cheat) default: 0 (false) | 
| g_showPlayerOrigins | draws a debug axis at the origin of all players bool (cheat) default: 0 (false) | 
| g_showPlayerShadow | enables shadow of player model bool default: 1 (true) | 
| g_showPlayerSpeed | displays player movement speed for the given client number int (cheat) | 
| g_showPVS | int [0, 2] (cheat) | 
| g_showRenderModelBounds | bool (cheat) default: 0 (false) | 
| g_showReverbs | 1: show reverbs. NB: you must set this before you load the map, otherwise reverb entities will be removed on spawn int (cheat) | 
| g_showSounds | 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 int (cheat) | 
| g_showTargets | draws entities and their targets.  hidden entities are drawn grey. bool (cheat) default: 0 (false) | 
| g_showTestModelFrame | displays the current animation and frame # for testmodels bool (cheat) default: 0 (false) | 
| g_showTriggers | draws trigger entities (orange) and their targets (green).  disabled triggers are drawn grey. bool (cheat) default: 0 (false) | 
| g_showVehiclePaths | draws debug information about fixed vehicle paths bool (cheat) default: 0 (false) | 
| g_skipViewEffects | skip damage and other view effects bool (cheat) default: 0 (false) | 
| g_skipWeaponSwitchAnimations | If 1, players won't play their weapon switching animations. bool (cheat) default: 1 (true) | 
| g_smartTeamBalance | Encourages players to balance teams themselves by giving rewards. bool (cheat) default: 1 (true) | 
| g_smartTeamBalanceReward | The amount of XP to give people who switch teams when asked to. int (cheat) | 
| g_spawnFadeInDuration | time to fade in when spawning in seconds float [0, 10] (cheat) | 
| g_speakerVolumeAtMaxDistance | in dB float (cheat) | 
| g_spectateFreeFly | Disabled or enables free fly bool default: 0 (false) | 
| g_spectatorMode | -1: spectate disabled 0: over the shoulder 1: over the shoulder with IFF int | 
| g_spiderSenseDuration | duration of spider sense info (in milliseconds) int | 
| g_spiderSenseRange | maximum range of spider sense float | 
| g_spottedCoolDownPeriod | Cool down period before an enemy can be spotted another time (in MS) int (cheat) | 
| g_statsSendCount | Number of stats to send per reliable message int [1, 9999] (cheat) | 
| g_statsSyncDebug | Debug stats syncing bool (cheat) default: 0 (false) | 
| g_stopWatchMode | stopwatch mode, 0 = ABBA, 1 = ABAB int (cheat) | 
| g_subtitles | Show subtitles. bool default: 1 (true) | 
| g_taskContextMaxAngle | Max angle to search for tasks at min range float | 
| g_taskContextMaxRange | Range at which to apply min angle float | 
| g_taskContextMinAngle | Max angle to search for tasks at max range float | 
| g_taskContextMinRange | Range at which to apply max angle float | 
| g_teamSwitchDelay | Delay (in seconds) before player can change teams again int | 
| g_testAudioHud | test audio hud int (cheat) | 
| g_testModelAnimate | test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once int [0, 4] (cheat) | 
| g_testModelBlend | number of frames to blend int (cheat) | 
| g_testModelRotate | test model rotation speed string (cheat) | 
| g_testPostProcess | name of material to draw over screen string (cheat) | 
| g_testSetMasteredWeapon1 | set weapon to mastery for weapon mastery 1 string (cheat) | 
| g_testSetMasteredWeapon2 | set weapon to mastery for weapon mastery 2 string (cheat) | 
| g_testSetMasteredWeapon3 | set weapon to mastery for weapon mastery 3 string (cheat) | 
| g_testSpectator | int (cheat) | 
| g_testSpeech | 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 int (cheat) | 
| g_testViewSkin | name of skin to use for the view string (cheat) | 
| g_timeoutToSpec | Timeout in minutes for players who are AFK to go into spectator mode (0=disabled) float | 
| g_tooltipScale | Scale the amount of time that a tooltip is visible. less than 0 will disable all tooltips. float | 
| g_tooltipVolumeScale | Change the game volume while playing a tooltip with VO. float | 
| g_useBotsInPlayerTotal | Should bots count towards the number of players required to start the game? bool default: 0 (false) | 
| g_useKitsModels | Enables/disables adding kit models to player models bool (cheat) default: 1 (true) | 
| g_useKitStrapModels | Enables/disables adding the kit strap models to player models bool (cheat) default: 1 (true) | 
| g_useRadioEffect | 0 disables radio DSP effect, 1 enables radio DSP effect int (cheat) | 
| g_useSimpleStats | only look up local server stats bool (cheat) default: 0 (false) | 
| g_vehiclePathMarkerNameFilter | Filter for marker name when showing debug vehicle paths. string | 
| g_version | game version string (read only) | 
| g_votePassPercentage | Percentage of yes votes required for a vote to pass float [0, 100] | 
| g_warmupDamage | Enable/disable players taking damage during warmup bool default: 1 (true) | 
| g_weaponAccuracyStateTime | Time spent in transitions between accuracy states int (cheat) | 
| g_weaponEnableAngleCreep | Enable weapon angle creep on consecutive shots bool (cheat) default: 1 (true) | 
| g_weaponEnablePowerCreep | Enable weapon power creep on consecutive shots bool (cheat) default: 1 (true) | 
| g_weaponEnableViewKick | Enable weapon view kick bool (cheat) default: 1 (true) | 
| g_weaponFireCommandmapRange | range at which gunshots are 'visible' float (cheat) | 
| g_weaponStationaryAccuracyThreshold | Maximum speed the player can travel to be considered in stationary accuracy mode float (cheat) | 
| g_weaponSwitchTimeout | float | 
| g_weaponViewRecoilScale | View kick scale when firing bullets float (cheat) | 
| g_writeNetVars | write out the net vars as they are requested, including values, min/max clamp values bool (cheat) default: 0 (false) | 
| g_writeStats | 1: write stats txt files at the end of maps 2: write stats txt files after each primary objective completes 3: same as 1 but write all stats sorted (also those not changed) 4: same as 1 but write all stats flagged as log sorted (also those not changed) int (cheat) | 
| g_xpNotificationColor | Color of text. string (cheat) | 
| g_xpNotificationFontSize | size of font drawn for stateful xp crosshair int (cheat) | 
| g_xpNotificationNegativeColor | Color of negative xp text. string (cheat) | 
| g_xpNotificationShowTime | time to show xp notifications center printed for stateful type float (cheat) | 
| g_xpNotificationSize2D | Size of XP notification text drawn in 2D. Scales down to half size over time. int (cheat) | 
| g_xpNotificationSpeed | Float up speed in units per second. int (cheat) | 
| g_xpNotificationSpeed2D | Float up speed in units per second. int (cheat) | 
| g_xpNotificationTime | Time to show xp notification. int (cheat) | 
| g_xpNotificationType | Force notification type, -1 = 'default' 0 = 'disable' 1 = 'world2d' 2 = 'crosshair' 3 = 'state' int [-1, 3] | 
| g_xpSave | stores xp for disconnected players which will be given back if they reconnect bool default: 1 (true) | 
| gamedate | string (read only) | 
| gamename | string (read only) | 
| gui_allowSnapshotHitchCorrection | Correct timelines when notified of large time hitches bool default: 1 (true) | 
| gui_controllerJoyDeadzone | Percent of full range which is considered deadzone. float (cheat) | 
| gui_controllerJoyDelay | Delay to subsequent events in milliseconds. int (cheat) | 
| gui_controllerJoyDelayAccel | Amount to decrease the joystick repeat delay every time it fires in milliseconds. int (cheat) | 
| gui_controllerJoyMouse | 0: Generate D-pad like events 1: Controller moves the mouse cursor. 2: Mouse also generates D-pad events int (cheat) | 
| gui_controllerMinJoyDelay | Smallest allowed delay from the effects of joystick repeat acceleration in milliseconds. int (cheat) | 
| gui_crosshairAlpha | alpha of crosshair float | 
| gui_crosshairColor | RGB color tint for crosshair elements string | 
| gui_crosshairDef | name of def containing crosshair string | 
| gui_crosshairKey | name of crosshair key in def specified by gui_crosshairDef string | 
| gui_debugLayout | Debug UI layout classes bool (cheat) default: 0 (false) | 
| gui_debugStack | 0: Off 1: Debug GUI script stacks. int (cheat) | 
| gui_doubleClickTime | Delay in seconds between considering two mouse clicks a double-click float | 
| gui_forcePlatformGUI | Forces the gui to take the appearance of an alternate platform. 0 = PC/OFF, 1 = XBOX360, 2 = PS3 int [0, 2] | 
| gui_gammaLowAlpha | Tweak gamma screen's darkest element float (cheat) | 
| gui_gammaMidAlpha | Tweak gamma screen's medium element float (cheat) | 
| gui_invertMenuPitch | invert mouse movement in in-game menus bool default: 0 (false) | 
| gui_notificationPause | length of time between successive notifications, in seconds float | 
| gui_notificationTime | length of time a user notification is on screen, in seconds float | 
| gui_objectiveWheelAutoLooAt | Toggle Objective wheel Auto look at. int [-1, 1] | 
| gui_ShowCursor | Toggles the display of the cursor in GUIs bool default: 1 (true) | 
| gui_showRespawnText | show text about respawning when in limbo or dead bool default: 1 (true) | 
| h_challengeAccepted1 | challengeGuid string 1 (represents an ACCEPTED challenge string | 
| h_challengeAccepted2 | challengeGuid string 2 (represents an ACCEPTED challenge string | 
| h_challengeAccepted3 | challengeGuid string 3 (represents an ACCEPTED challenge string | 
| h_challengeAccepted4 | challengeGuid string 4 (represents an ACCEPTED challenge string | 
| h_challengeAccepted5 | challengeGuid string 5 (represents an ACCEPTED challenge string | 
| h_challengeNotified1 | challengeGuid flag 1 (represents a NOTIFIED challenge bool default: 0 (false) | 
| h_challengeNotified2 | challengeGuid flag 2 (represents a NOTIFIED challenge bool default: 0 (false) | 
| h_challengeNotified3 | challengeGuid flag 3 (represents a NOTIFIED challenge bool default: 0 (false) | 
| h_challengeNotified4 | challengeGuid flag 4 (represents a NOTIFIED challenge bool default: 0 (false) | 
| h_challengeNotified5 | challengeGuid flag 5 (represents a NOTIFIED challenge bool default: 0 (false) | 
| ik_debug | show IK debug lines bool (cheat) default: 0 (false) | 
| ik_enable | enable IK bool (cheat) default: 1 (true) | 
| image_anisotropy | set the maximum texture anisotropy if available string | 
| image_filter | changes texture filtering on mipmapped images string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR] | 
| image_lodbias | change lod bias on mipmapped images float [-1, 1] | 
| image_skipLoad | replace all image loads with a white texture bool (cheat) default: 0 (false) | 
| image_useHQCompression | use high quality texture compression bool (cheat) default: 0 (false) | 
| image_useOfflineCompression | write a batch file for offline compression of imgb files bool (cheat) default: 0 (false) | 
| image_writeTGA | write .tgas of the final images for debugging bool (cheat) default: 0 (false) | 
| in_anglespeedkey | angle change scale when holding down _speed button float | 
| in_freeLook | look around with mouse (reverse _mlook button) bool default: 1 (true) | 
| in_joy1_device | the hash of the controller device named joy1 int | 
| in_joy1_screen | which screen joy1 should control int | 
| in_joy2_device | the hash of the controller device named joy2 int | 
| in_joy2_screen | which screen joy2 should control int | 
| in_joy3_device | the hash of the controller device named joy3 int | 
| in_joy3_screen | which screen joy3 should control int | 
| in_joy4_device | the hash of the controller device named joy4 int | 
| in_joy4_screen | which screen joy4 should control int | 
| in_joy_deadzonestyle | choose between 0: square or 1: circular deadzone for aiming bool default: 1 (true) | 
| in_mouse | enable mouse input bool (cheat) default: 1 (true) | 
| in_pitchspeed | pitch change speed when holding down look _lookUp or _lookDown button float | 
| in_player_forward_axis | which controller axis is used int | 
| in_player_forward_deadZone | specifies how far large the dead-zone is on the controller axis float | 
| in_player_forward_invert | inverts the axis bool default: 1 (true) | 
| in_player_forward_joy | the joystick number used int | 
| in_player_forward_offset | the step up the dead zone float | 
| in_player_forward_power | the power of the curve after dead zone - ie acceleration float | 
| in_player_forward_speed | speed of the controller input float | 
| in_player_lefttrigger_axis | which controller axis is used int | 
| in_player_lefttrigger_deadZone | specifies how far large the dead-zone is on the controller axis float | 
| in_player_lefttrigger_invert | inverts the axis bool default: 0 (false) | 
| in_player_lefttrigger_joy | the joystick number used int | 
| in_player_lefttrigger_offset | the step up the dead zone float | 
| in_player_lefttrigger_power | the power of the curve after dead zone - ie acceleration float | 
| in_player_lefttrigger_speed | speed of the controller input float | 
| in_player_pitch_axis | which controller axis is used int | 
| in_player_pitch_deadZone | specifies how far large the dead-zone is on the controller axis float | 
| in_player_pitch_invert | inverts the axis bool default: 0 (false) | 
| in_player_pitch_joy | the joystick number used int | 
| in_player_pitch_offset | the step up the dead zone float | 
| in_player_pitch_power | the power of the curve after dead zone - ie acceleration float | 
| in_player_pitch_speed | speed of the controller input float | 
| in_player_righttrigger_axis | which controller axis is used int | 
| in_player_righttrigger_deadZone | specifies how far large the dead-zone is on the controller axis float | 
| in_player_righttrigger_invert | inverts the axis bool default: 0 (false) | 
| in_player_righttrigger_joy | the joystick number used int | 
| in_player_righttrigger_offset | the step up the dead zone float | 
| in_player_righttrigger_power | the power of the curve after dead zone - ie acceleration float | 
| in_player_righttrigger_speed | speed of the controller input float | 
| in_player_side_axis | which controller axis is used int | 
| in_player_side_deadZone | specifies how far large the dead-zone is on the controller axis float | 
| in_player_side_invert | inverts the axis bool default: 0 (false) | 
| in_player_side_joy | the joystick number used int | 
| in_player_side_offset | the step up the dead zone float | 
| in_player_side_power | the power of the curve after dead zone - ie acceleration float | 
| in_player_side_speed | speed of the controller input float | 
| in_player_yaw_axis | which controller axis is used int | 
| in_player_yaw_deadZone | specifies how far large the dead-zone is on the controller axis float | 
| in_player_yaw_invert | inverts the axis bool default: 1 (true) | 
| in_player_yaw_joy | the joystick number used int | 
| in_player_yaw_offset | the step up the dead zone float | 
| in_player_yaw_power | the power of the curve after dead zone - ie acceleration float | 
| in_player_yaw_speed | speed of the controller input float | 
| in_swap_analog_axes | swap the x+y axes for the two analog input sticks bool default: 0 (false) | 
| in_toggleRun | pressing _speed button toggles run on/off bool default: 0 (false) | 
| in_toggleSprint | pressing _sprint button toggles run on/off bool default: 0 (false) | 
| in_XInputSmartConnect | Enables polling disconnected devices infrequently, as it is slow bool default: 1 (true) | 
| in_yawspeed | yaw change speed when holding down _left or _right button float | 
| logFile | 1 = buffer log, 2 = flush after each print string | 
| logFileFilter | Messages beginning with this prefix will not be logged string | 
| logFileName | name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second string | 
| logTimeStamps | add time stamps to console log bool default: 0 (false) | 
| m_pitch | mouse pitch scale float | 
| m_rawInput | use Raw Input API for mouse input bool default: 1 (true) | 
| m_showMouseRate | shows mouse movement bool (cheat) default: 0 (false) | 
| m_smooth | number of samples blended for mouse viewing int [1, 8] | 
| m_strafeScale | mouse strafe movement scale float | 
| m_strafeSmooth | number of samples blended for mouse moving int [1, 8] | 
| m_yaw | mouse yaw scale float | 
| net_accountName | Auto login account name string (init) | 
| net_accountPassword | Auto login account password string (init) | 
| net_allowCheats | Allow cheats in network game bool (read only) default: 0 (false) | 
| net_allowTalkBack | 0: you cannot hear yourself when you talk into the mic   1: you can hear yourself when you talk into the mic bool (cheat) default: 0 (false) | 
| net_autoConnectServer | Server to connect to after auto login is complete string (init) | 
| net_channelDebugMessages | show message being sent. 1: Print if overflow 2: Print after every frame int (cheat) | 
| net_channelDebugMessagesSize | Warn about reliable messages greater than this value int (cheat) | 
| net_channelShowDrop | show dropped packets bool (cheat) default: 0 (false) | 
| net_channelShowPackets | show all packets bool (cheat) default: 0 (false) | 
| net_clientConnectTimeout | connect task time out in seconds int | 
| net_clientHijackConnectTimeout | connect task time out in seconds if hijacking int | 
| net_clientHostConsensusTimeout | host migration host consensus time out in seconds int | 
| net_clientLagOMeter | draw prediction graph int | 
| net_clientMaxPrediction | maximum number of milliseconds a client can predict ahead of server. int | 
| net_clientMaxRate | maximum rate requested by client from server in bytes/sec int (read only) | 
| net_clientPanicHostconsensusPercent | Percentage of all members who must agree for new host to be set int | 
| net_clientPanicTimeout | host migration panic time out in seconds int | 
| net_clientPrediction | additional client side prediction in milliseconds int | 
| net_clientRemoteConsoleAddress | remote console address string | 
| net_clientRemoteConsolePassword | remote console password string | 
| net_clientSelfSmoothing | smooth local client position bool (cheat) default: 1 (true) | 
| net_clientServerTimeout | server time out in seconds int | 
| net_clientShowSnapshot | int [0, 4] (cheat) | 
| net_clientShowSnapshotRadius | float (cheat) | 
| net_clientSkipUsercmd | skip ucmds generation - 0: no skipping 1: no skipping. when multiple game frames, send single packet 2: skip. when multiple game frames send only first 3: skip. when multiple game frames send only last int | 
| net_demoErrorOnInvalidUserCmds | Will cause an error instead of a warning when playing back a demo with no usercmds bool (cheat) default: 0 (false) | 
| net_disableSteam | Stops Steam being intialised bool (init) default: 0 (false) | 
| net_forceDrop | percentage packet loss int (cheat) | 
| net_forceHostMigrationHost | Force a certain client number to become the host, picks the first valid client it finds starting at this client num index int [-1, 16] | 
| net_forceLatency | milliseconds latency int (cheat) | 
| net_graph | 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 int | 
| net_graphClient | -2: off -1: first networked client or local client. 0 and up: client num int | 
| net_graphEntity | -2: off -1: first networked client or local client. 0 and above: entity to draw int | 
| net_graphPause | pause recording bool default: 0 (false) | 
| net_graphScale | the number of bytes to display per pixel float | 
| net_graphSort | 0: By name 1: By largest size int | 
| net_ip | local IP address string | 
| net_leaveRoomTimeout | np server sync time out for leaving rooms in seconds int | 
| net_localSnapshotDelay | delay between snapshots in number of game frames int | 
| net_matchMakingSearchTimeout | Time spent before timing out doing matchmaking int | 
| net_numLocalClients | Controls the number of local clients to spawn int | 
| net_p2pVoipSendRate | 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 (>33ms) will result in better VOIP bandwidth efficiency at the cost of increased VOIP latency int | 
| net_partyInviteTimeout | party session migration time out in seconds int | 
| net_serverAllowHijacking | 0: Off 1: Server hijacking enabled int | 
| net_serverBalanceSnapshotTimes | balance snapshot times for a good repartition over game frames bool default: 1 (true) | 
| net_serverClientTimeout | client time out in seconds int | 
| net_serverDedicated | 1 = text console dedicated server, 2 = graphical dedicated server int [0, 2] (init) | 
| net_serverDrawClient | number of client for which to draw view on server int (cheat) | 
| net_serverListMaxResults | Number of results returned to the server browser int | 
| net_serverMaxClientRate | maximum rate to a client in bytes/sec int | 
| net_serverMaxReservedClientSlots | maximum number of player slots reserved for session invites int [0, 16] (cheat) | 
| net_serverPort | Game port int (init) | 
| net_serverPortAuth | Auth port int (init) | 
| net_serverPortMaster | Master port int (init) | 
| net_serverPortSpec | Spectator port - should always be 0 int (init) | 
| net_serverRemoteConsolePassword | remote console password string | 
| net_serverSnapshotDelay | delay between snapshots in number of game frames int | 
| net_serverVoipEnabled | enable/disable VoIP bool default: 1 (true) | 
| net_serverVoipQuality | VoIP quality level, 1 - 10 int [1, 10] | 
| net_serverZombieTimeout | disconnected client timeout in seconds int | 
| net_showAsyncPeerStates | show async network peer states bool default: 0 (false) | 
| net_showAsyncStats | show async network stats bool default: 0 (false) | 
| net_showMatchMaking | show match making and query results bool default: 0 (false) | 
| net_socksEnabled | bool default: 0 (false) | 
| net_socksPassword | string | 
| net_socksPort | int | 
| net_socksServer | string | 
| net_socksUsername | string | 
| net_verbose | 1 = verbose output, 2,3 = even more verbose output int [0, 3] | 
| p_debug | Enables/Disables physics debug drawing bool (cheat) default: 0 (false) | 
| p_playerPushAmp | Value to multiply the normalized direction of a push that is applied as a force on the pushed object. float | 
| p_threaded | Enabled/Disables threaded physics mode bool (cheat) default: 1 (true) | 
| password | client password used when connecting string | 
| pm_bboxwidth | x/y size of player's bounding box float | 
| pm_bobFixation | 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. int | 
| pm_bobLateralFast | Amplitude of lateral bob when at full speed. float (read only) | 
| pm_bobLateralFastSprintBurst | Amplitude of lateral bob when at full sprint burst speed. float (read only) | 
| pm_bobLateralSlow | Amplitude of lateral bob when at half speed. float (read only) | 
| pm_bobPeriodFast | Time it takes for both feet to cycle once (in seconds) when at full speed float (read only) | 
| pm_bobPeriodSlow | Time it takes for both feet to cycle once (in seconds) when at half speed float (read only) | 
| pm_bobPeriodSprintBurst | Time it takes for both feet to cycle once (in seconds) when at full sprint burst speed float (read only) | 
| pm_bobRollFast | Amplitude of roll based on lateral deflection of eye bob (degrees) at full speed float (read only) | 
| pm_bobRollSlow | Amplitude of roll based on lateral deflection of eye bob (degrees) at half speed float (read only) | 
| pm_bobRollSprint | Amplitude of roll based on lateral deflection of eye bob (degrees) at full sprint burst speed float (read only) | 
| pm_bobRollStrafeFast | Amplitude of roll based on strafe at full speed float (read only) | 
| pm_bobRollStrafeSlow | Amplitude of roll based on strafe at half speed float (read only) | 
| pm_bobRollTurnFast | Amplitude of roll based on turning at full speed float (read only) | 
| pm_bobRollTurnSlow | Amplitude of roll based on turning at half speed float (read only) | 
| pm_bobSkip | Disable all bobbing. 2 = bobbing debug int | 
| pm_bobVerticalFast | Amplitude of vertical bob when at full speed. float (read only) | 
| pm_bobVerticalSlow | Amplitude of vertical bob when at half speed. float (read only) | 
| pm_bobVerticalSprint | Amplitude of vertical bob when at full sprint burst speed. float (read only) | 
| pm_bunnyhopfriction | friction applied to player in the air (lateral only) float | 
| pm_cover_triggerDistance | The distance from a wall at which the 'leaning' behaviour starts to kick in. float | 
| pm_crouchblendstartpressure | percent trigger pressure at which blended crouching starts float | 
| pm_crouchheight | height of player's bounding box while crouched float | 
| pm_crouchPopUpheight | height of player's view while crouched and peeking up float | 
| pm_crouchrate | time it takes for player's view to change from standing to crouching float | 
| pm_crouchshotboxheight | height of player's shot bounding box while crouched float | 
| pm_crouchviewheight | height of player's view while crouched float | 
| pm_deadheight | height of player's bounding box while dead float | 
| pm_deadviewheight | height of player's view while dead float | 
| pm_deathThirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) float (cheat) | 
| pm_deathThirdPersonHeight | height of camera from normal view height in 3rd person float (cheat) | 
| pm_deathThirdPersonRange | camera distance from player in 3rd person float (cheat) | 
| pm_debugJump | Debug output for jump information. 1 = prebaking. 2 = heights achieved int (cheat) | 
| pm_democamspeed | speed the player can move while flying around in a demo float | 
| pm_fallViewDeflection | Amount of influence on the eye offset when landing. Higher = faster deflection float | 
| pm_fallViewReturnRate | How fast to return to normal view after a landing float | 
| pm_forceagility | 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) bool default: 0 (false) | 
| pm_friction | friction applied to player on the ground float | 
| pm_hideviewheight | height of player's view while hiding float | 
| pm_incapSpeed | speed a player gets when they get incapped float | 
| pm_ironsight_maxpeekangle | The maximum peek (roll) angle when peeking in ironsighted mode float | 
| pm_ironsightwalkspeed | speed the player can move while standing and ironsighting float | 
| pm_jumpheight | approximate height the player can jump float | 
| pm_mantle_debug | 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 int | 
| pm_mantle_forwardTrace | Distance from the origin of the player to trace forward when looking for a wall. int | 
| pm_mantle_maxHeightAir | Maximum height above player for mantle from air for an AVERAGE body type float | 
| pm_mantle_maxHeightAirAgile | Maximum height above player for mantle from air for a LIGHT body type float | 
| pm_mantle_maxVelocity | Max velocity of player before trying to mantle. float | 
| pm_mantle_units | Units to move per second while mantling. float | 
| pm_maxproneviewpitch | amount player's view can look down when prone float | 
| pm_maxviewpitch | amount player's view can look down float | 
| pm_meleedebug | Melee debug information bool default: 0 (false) | 
| pm_meleemaxdistance | Distance of the player's melee context float | 
| pm_meleemaxyaw | Melee context sweep angle float | 
| pm_meleeRecoveryTime | Time it takes for repeat of melee after the melee move has finished. float | 
| pm_minproneviewpitch | amount player's view can look up when prone(negative values are up) float | 
| pm_minviewpitch | amount player's view can look up (negative values are up) float | 
| pm_noclipspeed | speed the player can move while in noclip float | 
| pm_noclipspeedsprint | speed the player can move while in noclip and sprinting float | 
| pm_noclipspeedwalk | speed the player can move while in noclip and walking float | 
| pm_normalheight | height of player's bounding box while standing float | 
| pm_normalshotboxheight | height of player's shot bounding box, excluding the head bounding box float | 
| pm_normalviewheight | height of player's view while standing float | 
| pm_pausePhysics | pauses physics bool default: 0 (false) | 
| pm_powerslide | adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0 float [0, 4] | 
| pm_proneheight | height of player's bounding box while prone float | 
| pm_pronespeed | speed the player can move while prone float | 
| pm_proneviewdistance | distance in front of the player's view while prone float | 
| pm_proneviewheight | height of player's view while prone float | 
| pm_reviverate | time it takes for player's view to change from dead to crouching via revive float | 
| pm_runspeedback | speed the player can move backwards while running float | 
| pm_runspeedforward | speed the player can move forwards while running float | 
| pm_runspeedstrafe | speed the player can move sideways while running float | 
| pm_showPlayerStateDebug | Print what states the actor transitions through in the new player state system. -1 = don't watch any actor. N = actor id number. int (cheat) | 
| pm_slideboostspeed | 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. float | 
| pm_slidefriction | friction applied to player while sliding float | 
| pm_slideminduration | Minimum time the player must stay in slide for before exiting if slide is held. float | 
| pm_slideminspeed | Minimum speed the player must be above in order to avoid exiting the slide. float | 
| pm_sliderate | time it takes for player's view to change from sliding to crouching or standing float | 
| pm_slidespeed | speed the player can move while sliding - used more as aftertouch than actual movement float | 
| pm_slidevelocity | what to do with velocity when hitting a surface at an angle. 0: use horizontal speed, 1: keep some of the impact speed to push along the slide bool default: 1 (true) | 
| pm_smart_UpDownChoice | 0: Turn off using pitch to choose auto slides/crouches/mantles/vaults etc. 1: on. 2: debug int | 
| pm_smart_viewArc | How much your view must face a vault/mantle grab point or slide direction before a smart move will trigger. float | 
| pm_smart_viewArcAir | How much your view must face a vault/mantle grab point before a smart move will trigger IN AIR - wider than when on ground. float | 
| pm_special_aas_debug | Debug special moves while using AAS. bool default: 0 (false) | 
| pm_spectatebbox | size of the spectator bounding box float | 
| pm_spectatespeed | speed the player can move while spectating float | 
| pm_spectatespeedsprint | speed the player can move while spectating and sprinting float | 
| pm_spectatespeedwalk | speed the player can move while spectating and walking float | 
| pm_sprintburstduck | How far the player's head dips when sprinting float | 
| pm_sprintburstfov | The target FOV when sprint BURSTING, at the beginning of a sprint. Relative to g_fov float | 
| pm_sprintburstrechargestaminaduration | Length of time (in MS) it takes to fully recharge 'bonus' sprint float | 
| pm_sprintburstspeedforward | Initial/Top speed of the sprint burst. You reach this speed when you have full stamina and start to sprint. float | 
| pm_sprintfov | The target FOV when sprinting. Relative to g_fov float | 
| pm_sprintspeedforward | speed the player can move forwards while sprinting float | 
| pm_sprintspeedstrafe | speed the player can move sideways while sprinting float | 
| pm_sprintWishDirFraction | The fraction of the wish direction that needs to be reached before we can begin a sprint. float [0, 1] | 
| pm_thirdPerson | = 1 enables third person view, = 2 enables replay third person view int (cheat) | 
| pm_thirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) float (cheat) | 
| pm_thirdPersonClip | clip third person view into world space bool (cheat) default: 1 (true) | 
| pm_thirdPersonHeight | height of camera from normal view height in 3rd person float (cheat) | 
| pm_thirdpersonmodel | Enables third person model in the first person view bool (cheat) default: 0 (false) | 
| pm_thirdPersonNoPitch | ignore camera pitch when in third person mode bool (cheat) default: 0 (false) | 
| pm_thirdPersonOrbit | if set, will automatically increment pm_thirdPersonAngle every frame float (cheat) | 
| pm_thirdPersonRange | camera distance from player in 3rd person float (cheat) | 
| pm_vault_debug | 0: Off 1: Debug all int (cheat) | 
| pm_vault_hangtime | 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. float | 
| pm_wallHangAntiGravity | Maximum amount of antigravity when on a wall float | 
| pm_wallHangAntiGravityDuration | How long it takes for antigravity's effect to completely drain (so that you don't slide down walls slowly forever) float | 
| pm_wallJumpDebug | Turn on/off wall jump debug information. float | 
| pm_wallJumpHeight | approximate height the player can wall jump float | 
| pm_wallJumpReloadTime | Time, in milliseconds, for wallJump to fully recover full thrust int | 
| pm_waterAnkleHeight | The height in water at which wading starts - fastest speed float (cheat) | 
| pm_waterFloatValue | fraction of water coverage at which the player will try to float float (cheat) | 
| pm_waterthrust | How much thrust you get from pressing jump under water float | 
| pm_waterWaistHeight | The height in water at which wading is most dampening - slowest speed float (cheat) | 
| prof_enableBackground | Whether or not to draw the background behind the profile graphs bool (cheat) default: 1 (true) | 
| prof_enableLegend | Whether or not to draw the legend on the profile graphs bool (cheat) default: 1 (true) | 
| ps_enable | enables/disables the particle systems, 0 = disable, 1 = enable bool (cheat) default: 1 (true) | 
| ps_profile | enables/disables particle system profiling, 0 = disable, 1 = enable bool (cheat) default: 0 (false) | 
| ps_showBounds | displays the bounds of particle systems, 1 = only draw dynamic bounds, 2 = only draw static bounds, 3 = draw all int [0, 3] (cheat) | 
| r_ambientLightDrawMode | 0 is blended sphere, 1 is circle outline, 2 is completely off int (cheat) | 
| r_ambientScale | ambient cube mapping brightness float (cheat) | 
| r_aspectRatio | aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV int | 
| r_brightness | changes gamma tables float [0.5, 2] | 
| r_ccfAllowLATCCompression | Enables/disables LATC support for ccf images bool default: 0 (false) | 
| r_checkBounds | compare all surface bounds with precalculated ones bool (cheat) default: 0 (false) | 
| r_clear | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom string (cheat) | 
| r_customAspectRatioH | horizontal custom aspect ratio float | 
| r_customAspectRatioV | vertical custom aspect ratio float | 
| r_customHeight | custom screen height int | 
| r_customWidth | custom screen width int | 
| r_debugArrowStep | step size of arrow cone line rotation in degrees int [0, 120] | 
| r_debugAxisLength | used to set the length of drawn debug axis string (cheat) | 
| r_debugEntityRefs | int (cheat) | 
| r_debugFrameCommands | Prints out frame commands as they are called bool (cheat) default: 0 (false) | 
| r_debugFrameCommandsFilter | Filter the type of framecommands string (cheat) | 
| r_debugLineDepthTest | perform depth test on debug lines bool default: 0 (false) | 
| r_debugLineWidth | width of debug lines bool default: 1 (true) | 
| r_debugPolygonFilled | draw a filled polygon bool (cheat) default: 1 (true) | 
| r_displayRefresh | optional display refresh rate option for vid mode int [0, 200] | 
| r_drawCountThreshold | Threshold beyond which draw count is colored as red on r_showPrimitives int (cheat) | 
| r_dumpShaders | Dump compiled and preprocessed shaders to text files bool (cheat) default: 0 (false) | 
| r_farPlaneDist | Optional far plane clipping float (cheat) | 
| r_finish | force a call to glFinish() every frame bool (cheat) default: 0 (false) | 
| r_forceClear | enable clearing of main color buffer bool (cheat) default: 1 (true) | 
| r_forceDistancePortalCull | float (cheat) | 
| r_freeRenderMem | When Actually Freed should we also reset the buffer string (cheat) | 
| r_frontBuffer | draw to front buffer for debugging bool (cheat) default: 0 (false) | 
| r_fullscreen | 0 = windowed, 1 = full screen bool default: 1 (true) | 
| r_gamma | changes gamma tables float [0.1, 1.9] | 
| r_generateInteractions | Generate all interactions after a map load string (cheat) | 
| r_glDriver | "opengl32", etc. string (cheat) | 
| r_glDriverVendor | OpenGL driver vendor string (read only) | 
| r_HBAONumDir | HBAO num directions float | 
| r_HBAONumSteps | HBAO num steps float | 
| r_ignore | Renderer debugging bool (cheat) default: 0 (false) | 
| r_ignoreGLErrors | ignore GL errors bool (cheat) default: 1 (true) | 
| r_inhibitEXTGPP | Disable the GPU program params extension. bool default: 0 (false) | 
| r_inhibitPBO | Disable the pbo extension. bool (cheat) default: 0 (false) | 
| r_jitter | randomly subpixel jitter the projection matrix bool (cheat) default: 0 (false) | 
| r_jitterBias | jitter radius bias float [0, 1] (cheat) | 
| r_jitterRadial | radial jitter view matrix around the specified distance float (cheat) | 
| r_jitterRadius | offset from screen origin for jitter float (cheat) | 
| r_jointNameOffset | offset of joint names when r_showskel is set to 1 float (cheat) | 
| r_jointNameScale | size of joint names when r_showskel is set to 1 float (cheat) | 
| r_keepOldViewEntities | bool (cheat) default: 0 (false) | 
| r_lightSourceRadius | for soft-shadow sampling float (cheat) | 
| r_loadAnimB | Attempt loading of binary version of animations. int (cheat) | 
| r_lockDebugLines | bool (cheat) default: 0 (false) | 
| r_lockedView | int (cheat) | 
| r_lockSurfaces | allow moving the view point without changing the composition of the scene, including culling bool (cheat) default: 0 (false) | 
| r_logFile | number of frames to emit GL logs int (cheat) | 
| r_mapShotAngles | Pitch Yaw Roll of mapshot angles string (cheat) | 
| r_materialOverride | overrides all materials string (cheat) | 
| r_mergeModelSurfaces | combine model surfaces with the same material bool (cheat) default: 1 (true) | 
| r_mode | video mode number int | 
| r_multiSamples | number of antialiasing samples int | 
| r_normalizeNormalMaps | Normalize normalmaps after lookup. bool default: 1 (true) | 
| r_offsetfactor | polygon offset parameter float (cheat) | 
| r_offsetunits | polygon offset parameter float [-2000, 2000] | 
| r_renderProgramLodDistance | Sets global render program lod distance float [-1, 1000] | 
| r_renderProgramLodFade | Sets global render program fade distance float [1, 2000] | 
| r_retainCPUGeometry | retain CPU data after building geometry buffers bool (cheat) default: 0 (false) | 
| r_sb_nvHack | polygon offset hack to get correct rendering on 16bit shadowmaps, on certain NVIDIA series cards (ie 8800) bool (cheat) default: 0 (false) | 
| r_sb_occluderFacing | 0 = front faces, 1 = back faces int (cheat) | 
| r_sb_parallelPolyOfsFactor | polygonOffset factor for drawing parallel light shadow buffer float (cheat) | 
| r_sb_parallelPolyOfsUnits | polygonOffset units for drawing parallel light shadow buffer float (cheat) | 
| r_sb_polyOfsFactor | polygonOffset factor for drawing shadow buffer float (cheat) | 
| r_sb_polyOfsUnits | polygonOffset units for drawing shadow buffer float (cheat) | 
| r_sb_split_lambda | The lambda-value used in the Practical Split Scheme. Valid values are 0 to 1. float (cheat) | 
| r_sb_useCulling | cull occluders bool (cheat) default: 1 (true) | 
| r_screenFraction | for testing fill rate, the resolution of the entire screen can be changed int (cheat) | 
| r_selectedAmbientLight | Which ambient light should be drawn as selected int (cheat) | 
| r_shaderPreferALU | Use ALU instructions instead of textures in shaders. bool default: 1 (true) | 
| r_shaderSkipSpecCubeMaps | Use specular cube maps. bool default: 0 (false) | 
| r_shadowPolygonFactor | scale value for stencil shadow drawing float | 
| r_shadowPolygonFactorMT | scale value for stencil shadow drawing (megadraw method 3) float | 
| r_shadowPolygonOffset | bias value added to depth test for stencil shadow drawing float | 
| r_shadowPolygonOffsetMT | bias value added to depth test for stencil shadow drawing (megadraw method 3) float | 
| r_shadows | enable shadows bool default: 1 (true) | 
| r_shadowsHighQuality | enable high-quality shadows bool default: 0 (false) | 
| r_showAlloc | report alloc/free counts bool (cheat) default: 0 (false) | 
| r_showAmbientLights | show ambient light sources string (cheat) | 
| r_showAtmosLightProjections | show shadow clipping maps bool (cheat) default: 0 (false) | 
| r_showBackendSpeeds | show the backend timing split int (cheat) | 
| r_showBatches | 1 = draw each batch with a different color; 2 = draw each batch with a colour indicating the amount of surfaces/model int (cheat) | 
| r_showBatchInfo | report batch counts for various types int (cheat) | 
| r_showBatchSize | highlighting of draw batches that fall below the desired polygons per draw call (purple really bad, red bad, yellow moderate, green good), 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all int [0, 3] (cheat) | 
| r_showCull | report sphere and box culling stats bool (cheat) default: 0 (false) | 
| r_showCullSectors | Show cull sectors int (cheat) | 
| r_showDefaultRenderEnts | string (cheat) | 
| r_showDepth | display the contents of the depth buffer and the depth range bool (cheat) default: 0 (false) | 
| r_showDrawOrder | int (cheat) | 
| r_showDynamic | report stats on dynamic surface generation bool (cheat) default: 0 (false) | 
| r_showDynamicDefs | Show dynamic updating entities i.e. freeing cached models and/or shadow volumes ( purple = entity def changed, cyan = model callback forced update ) string (cheat) | 
| r_showEdges | draw the sil edges bool (cheat) default: 0 (false) | 
| r_showEntities | report the number of models and lights in view bool (cheat) default: 0 (false) | 
| r_showEnvBounds | Show env bounds int (cheat) | 
| r_showFrameTimings | displays threaded render and game cpu timings bool (cheat) default: 0 (false) | 
| r_showGUISpeeds | report time spent drawing GUIs int (cheat) | 
| r_showImages | 1 = show all images instead of rendering, 2 = show in proportional size int [0, 2] (cheat) | 
| r_showIndexTreeBounds | Show index tree bounds int (cheat) | 
| r_showInstanceInfo | Show Instance Info int (cheat) | 
| r_showIntensity | draw the screen colors based on intensity, red = 0, green = 128, blue = 255 bool (cheat) default: 0 (false) | 
| r_showInteractionFrustums | 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox int [0, 3] (cheat) | 
| r_showInteractions | report interaction generation activity int (cheat) | 
| r_showInteractionScissors | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines int [0, 2] (cheat) | 
| r_showLightCount | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw int [0, 3] (cheat) | 
| r_showLightInfo | int (cheat) | 
| r_showLights | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume, 4 = tint volumes based on type int [0, 4] (cheat) | 
| r_showLightScissors | show light scissor rectangles bool (cheat) default: 0 (false) | 
| r_showMemory | print frame memory utilization bool (cheat) default: 0 (false) | 
| r_showModelScissors | show model scissor rectangles bool (cheat) default: 0 (false) | 
| r_showModelTypes | show model types, red - md5, blue - area, green - lodentity, white - other int (cheat) | 
| r_showNodePlanes | enables portal plane drawing int (cheat) | 
| r_showNormals | draws wireframe normals float (cheat) | 
| r_showOcclusionQueries | report occlusion query counts per frame int [0, 2] (cheat) | 
| r_showOverDraw | enable overdraw rendering, 1 = visible only, 2 = all geometry int [0, 2] (cheat) | 
| r_showParentFrustum | Shows the frustum of the parent view in subview and shadow renders. bool (cheat) default: 0 (false) | 
| r_showPortals | draw portal outlines in color based on passed / not passed int (cheat) | 
| r_showPrimitives | report drawsurf/index/vertex counts int [0, 2] (cheat) | 
| r_showQueryTimers | Show the query_timer extension results. bool (cheat) default: 0 (false) | 
| r_showSafeArea | show the safe area bool (cheat) default: 0 (false) | 
| r_showShadowCount | colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows int [0, 4] (cheat) | 
| r_showShadows | 1 = visualize the stencil shadow volumes, 2 = draw filled in int [0, 4] (cheat) | 
| r_showSilhouette | highlight edges that are casting shadow planes bool (cheat) default: 0 (false) | 
| r_showSkel | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only int [0, 2] (cheat) | 
| r_showSkelJointList | when drawing the skeleton only draw joints that are in this joint list string (cheat) | 
| r_showSkelParent | when drawing the skeleton only draw joints that are children of this joint string (cheat) | 
| r_showSpecificImages | enables wireframe rendering for specific images string (cheat) | 
| r_showSpecificTris | enables wireframe rendering for specific models string (cheat) | 
| r_showSurfaceAllocated | show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightBuffer int (cheat) | 
| r_showSurfaceInfo | show surface material name under crosshair int (cheat) | 
| r_showSurfaces | report surface/light/shadow counts bool (cheat) default: 0 (false) | 
| r_showTangentSpace | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector int [0, 3] (cheat) | 
| r_showTexelDensity | draws all triangles with texel density as gradient bool (cheat) default: 0 (false) | 
| r_showTextureMemory | Show texture memory usage: 1 = total; 2 = per frame int (cheat) | 
| r_showTexturePolarity | shade triangles by texture area polarity bool (cheat) default: 0 (false) | 
| r_showTextureVectors | if > 0 draw each triangles texture (tangent) vectors float (cheat) | 
| r_showTrace | show the intersection of an eye trace with the world int (cheat) | 
| r_showTris | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all int [0, 3] (cheat) | 
| r_showUpdates | report entity and light updates and ref counts bool (cheat) default: 0 (false) | 
| r_showVertexColor | draws all triangles with the solid vertex color bool (cheat) default: 0 (false) | 
| r_showViewModels | 1 = displays the bounding boxes of all view models, 2 = print index numbers, 3 = show view model names int (cheat) | 
| r_singleArea | only draw the portal area the view is actually in bool (cheat) default: 0 (false) | 
| r_singleEntity | suppress all but one entity int (cheat) | 
| r_singleLight | suppress all but one light int (cheat) | 
| r_singleSurface | suppress all but one surface on each entity int (cheat) | 
| r_singleTriangle | only draw a single triangle per primitive int (cheat) | 
| r_skipAmbient | bypasses all non-interaction drawing bool (cheat) default: 0 (false) | 
| r_skipAmbientLighting | skip ambient lighting pass drawing bool (cheat) default: 0 (false) | 
| r_skipAtmosInteractions | skip all light/surface interaction drawing int | 
| r_skipAtmosphere | skips atmosphere pass bool (cheat) default: 0 (false) | 
| r_skipBackEnd | don't draw anything bool (cheat) default: 0 (false) | 
| r_skipBump | uses a flat surface instead of the bump map bool (cheat) default: 0 (false) | 
| r_skipDeforms | leave all deform materials in their original state bool (cheat) default: 0 (false) | 
| r_skipDepthOfField | skip post-process depth of field effect drawing bool (cheat) default: 0 (false) | 
| r_skipDiffuse | 1 = use black for diffuse, 2 = use white for diffuse int (cheat) | 
| r_skipDrawSurfs | skip the draw surface render command drawing bool (cheat) default: 0 (false) | 
| r_skipDynamicTextures | don't dynamically create textures bool (cheat) default: 0 (false) | 
| r_skipFrontEnd | bypasses all front end work, but 2D gui rendering still draws bool (cheat) default: 0 (false) | 
| r_skipGlareRendering | skip post-process glare effect drawing bool (cheat) default: 0 (false) | 
| r_skipHaloRendering | skip rendering of halos bool (cheat) default: 0 (false) | 
| r_skipInteractions | skip all light/surface interaction drawing int (cheat) | 
| r_skipMotionBlur | skip post-process motion blur effect drawing bool (cheat) default: 0 (false) | 
| r_skipOverlays | skip overlay surfaces bool (cheat) default: 0 (false) | 
| r_skipParticles | 1 = skip all particle systems int [0, 1] (cheat) | 
| r_skipPostProcess | skip post-process drawing bool (cheat) default: 0 (false) | 
| r_skipPrePass | skip pre-pass (and all the effects that depends on it, such as depth of field) bool default: 0 (false) | 
| r_skipRender | skip 3D rendering, but pass 2D int (cheat) | 
| r_skipRenderContext | NULL the rendering context during backend 3D rendering bool (cheat) default: 0 (false) | 
| r_skipSpecular | use black for specular bool (cheat) default: 0 (false) | 
| r_skipSuppress | ignore the per-view suppressions bool (cheat) default: 0 (false) | 
| r_skipTranslucent | skip the translucent interaction rendering bool (cheat) default: 0 (false) | 
| r_skipUpdates | 1 = don't accept any entity or light updates, making everything static bool (cheat) default: 0 (false) | 
| r_slopNormal | merge normals that dot less than this string (cheat) | 
| r_slopTexCoord | merge texture coordinates this far apart string (cheat) | 
| r_slopVertex | merge xyz coordinates this far apart string (cheat) | 
| r_softParticles | enable soft particles bool default: 0 (false) | 
| r_stateCache | check state before upload to driver bool (cheat) default: 1 (true) | 
| r_swapInterval | changes wglSwapInterval int | 
| r_testGamma | if > 0 draw a grid pattern to test gamma levels float [0, 195] (cheat) | 
| r_testGammaBias | if > 0 draw a grid pattern to test gamma levels float (cheat) | 
| r_testImageBlend | perform alpha blending on testImage bool (cheat) default: 1 (true) | 
| r_testImageOffset | vertical offset of the testimage (screenspace normalized [0;1]) float (cheat) | 
| r_testImageScale | vertical scale of the testimage (screenspace normalized [0;1]) float (cheat) | 
| r_trackThreadRendermemAlloc | Check thread using render mem allocator has GL context, 0 = disable, 1 = enable bool (cheat) default: 0 (false) | 
| r_triCountThreshold | Threshold beyond which triangle count is colored as red on r_showPrimitives int (cheat) | 
| r_trisColor | sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format string | 
| r_useAlphaToCoverage | Use alpha to coverage. bool default: 1 (true) | 
| r_useAntiAliasing | use FXAA Anti-aliasing bool default: 0 (false) | 
| r_useCachedDynamicModels | cache snapshots of dynamic models bool (cheat) default: 1 (true) | 
| r_useConstantMaterials | use pre-calculated material registers if possible bool (cheat) default: 1 (true) | 
| r_useCulling | 0 = none, 1 = sphere, 2 = sphere + box int [0, 2] (cheat) | 
| r_useDeferredTangents | defer tangents calculations after deform bool (cheat) default: 1 (true) | 
| r_useDepthBoundsTest | use depth bounds test to reduce shadow fill bool (cheat) default: 1 (true) | 
| r_useDestinationScissor | 1 = use scissor rectangle to only render required fragments during post-processing bool (cheat) default: 1 (true) | 
| r_useDitherMask | Dither out fading geometry bool default: 1 (true) | 
| r_useEntityCulling | 0 = none, 1 = box bool (cheat) default: 1 (true) | 
| r_useEntityScissors | 1 = use custom scissor rectangle for each entity bool (cheat) default: 0 (false) | 
| r_useFrameBufferSRGB | Use sRGB frame buffers bool (read only) default: 0 (false) | 
| r_useFrustumFarDistance | if != 0 force the view frustum far distance to this distance float (cheat) | 
| r_useHBAO | use HBAO drawing int | 
| r_useHighQualityPostProcess | enable high-quality post-processing bool default: 0 (false) | 
| r_useInteractionCulling | 1 = cull interactions bool (cheat) default: 1 (true) | 
| r_useInteractionCullingJob | Enables/disables jobbed interaction culling bool (cheat) default: 1 (true) | 
| r_useInteractionScissors | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors int [-2, 2] (cheat) | 
| r_useInteractionTable | create a full entityDefs * lightDefs table to make finding interactions faster bool (cheat) default: 1 (true) | 
| r_useLightCulling | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas int [0, 3] (cheat) | 
| r_useLightPortalFlow | use a more precise area reference determination bool (cheat) default: 1 (true) | 
| r_useLightScissors | 1 = use custom scissor rectangle for each light bool (cheat) default: 1 (true) | 
| r_useMaxVisDist | use the masVisDist entity parameter (on is faster) int (cheat) | 
| r_useMotionBlur | use motion blur bool default: 1 (true) | 
| r_useNodeCommonChildren | stop pushing reference bounds early when possible bool (cheat) default: 1 (true) | 
| r_useOcclusionQueries | 1 = use occlusion queries to cull geometry bool (cheat) default: 1 (true) | 
| r_useOffscreenScreenshotBuffer | 1 = use offscreen buffer for screenshots to support post-processing bool (cheat) default: 1 (true) | 
| r_usePortals | 1 = use portals to perform area culling, otherwise draw everything int (cheat) | 
| r_usePreciseTriangleInteractions | 1 = do winding clipping to determine if each ambiguous tri should be lit bool (cheat) default: 0 (false) | 
| r_useScissor | scissor clip as portals and lights are processed bool (cheat) default: 1 (true) | 
| r_useShadowCulling | try to cull shadows from partially visible lights bool (cheat) default: 1 (true) | 
| r_useShadowDitherMask | Dither out fading shadows string (cheat) | 
| r_useShadowFastParallel | use optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors) int | 
| r_useShadowInfinite | use infinite shadows int | 
| r_useShadowMaps | enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed) bool default: 0 (false) | 
| r_useShadowProjectedCull | discard triangles outside light volume before shadowing bool (cheat) default: 1 (true) | 
| r_useShadowSurfaceScissor | scissor shadows by the scissor rect of the interaction surfaces bool (cheat) default: 1 (true) | 
| r_useSilRemap | consider verts with the same XYZ, but different ST the same for shadows bool (cheat) default: 1 (true) | 
| r_useStateCaching | avoid redundant state changes in GL_*() calls bool (cheat) default: 1 (true) | 
| r_useThreadedRenderer | Enabled multi-threaded renderer. string | 
| r_useTwoSidedStencil | do stencil shadows in one pass with different ops on each side bool (cheat) default: 1 (true) | 
| r_useVertexBufferStream | Use stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream int (cheat) | 
| r_useVisDebugARBPrograms | use vertex/fragment programs to visualize debugging tools bool (cheat) default: 1 (true) | 
| r_verboseShaders | Verbose warning prints during shader generation bool (cheat) default: 0 (false) | 
| r_visDistMult | float [0.8, 1.2] | 
| r_visDistOffset | float (cheat) | 
| r_writeAnimB | Write out binary versions of animations. bool (cheat) default: 1 (true) | 
| r_znear | near Z clip plane distance float [0.001, 200] (cheat) | 
| rb_showActive | show rigid bodies that are not at rest bool (cheat) default: 0 (false) | 
| rb_showBodies | show rigid bodies bool (cheat) default: 0 (false) | 
| rb_showInertia | show the inertia tensor of each rigid body bool (cheat) default: 0 (false) | 
| rb_showMass | show the mass of each rigid body bool (cheat) default: 0 (false) | 
| rb_showVelocity | show the velocity of each rigid body bool (cheat) default: 0 (false) | 
| res_checkStale | check for newer versions of media bool default: 0 (false) | 
| res_showPurge | show resource purge progress bool default: 0 (false) | 
| res_showWarnings | show resource load warnings bool default: 1 (true) | 
| s_autoLoudnessAttack | How fast the HDR window can move in dB/second when the in game total volume is increasing (attacking) float (cheat) | 
| s_autoLoudnessConversionPostMultiplier | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project float (read only) | 
| s_autoLoudnessConversionPower | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project float (read only) | 
| s_autoLoudnessConversionPreMultiplier | Constant used to translate between old style minDist/maxDist/volume to new style loudness. Will be removed for the next project float (read only) | 
| s_autoLoudnessRelease | How fast the HDR window can move in dB/second when the in game total volume is decreasing (releasing) float (cheat) | 
| s_biasSpatializationAtVolumeDb | float (cheat) | 
| s_breakStartSound | breaks when the named sound shader is played string (cheat) | 
| s_buildAllLanguages | 0: when making a build, only include the sounds for the sys_lang 1: include all supported languages for sound int (cheat) | 
| s_cacheMemoryGapKB | Size in KB of the gap the sound caching tries to leave in memory to aid defragging int (cheat) | 
| s_cacheThrashTimeMS | 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. int (cheat) | 
| s_cacheTimeMS | 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. int (cheat) | 
| s_clipVolumes | bool (cheat) default: 1 (true) | 
| s_constantAmplitude | float (cheat) | 
| s_debugSoundEmitter | int (cheat) | 
| s_debugStreamMem | int (cheat) | 
| s_debugStreams | int (cheat) | 
| s_debugVirtuals | int (cheat) | 
| s_distanceScale | Affects how quickly volume drops off with distance float (cheat) | 
| s_doorDistanceAdd | reduce sound volume with this distance when going through a closed door float (cheat) | 
| s_doorFilterAdd | increase sound low pass filter by this amount when going through a door float (cheat) | 
| s_doorOpenFilterAdd | increase sound low pass filter by this amount when going through an open door float (cheat) | 
| s_dotbias2 | float (cheat) | 
| s_dotbias4 | float (cheat) | 
| s_dotbias6 | float (cheat) | 
| s_dotbias8 | float (cheat) | 
| s_drawSoundOcclusion | Enables/disables drawing of sound occlusion calculation information bool (cheat) default: 0 (false) | 
| s_drawSounds | int [0, 4] (cheat) | 
| s_drawSoundScale | float (cheat) | 
| s_earSeperationAlgo | 0: legacy ear seperation algorithm, 1: new algorithm int (cheat) | 
| s_enable_autoMix | Scales the final volumes of sounds to the current total volume of all sounds to give a high dynamic range. bool (cheat) default: 1 (true) | 
| s_enable_autoMixRMS | Take into account the channels RMS when calculating the auto mix. bool (cheat) default: 1 (true) | 
| s_enable_mic | 1: enable microphone so you can speak to other players   0: disable microphone, you wont be able to speak bool default: 1 (true) | 
| s_enable_voice | 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 bool default: 1 (true) | 
| s_esa1_maxWindow | float (cheat) | 
| s_esa1_minVolume | float (cheat) | 
| s_forceNumberOfSpeakers | forces the number of speakers, even if hardware detection says that number is unavailable string | 
| s_generate | 0: don't load missing sound assets, 1: generate missing/outdated sound assets int (cheat) | 
| s_generateIndex | 0: (default) dont generate sound index   1: generate sound index (SLOW) bool (cheat) default: 0 (false) | 
| s_globalFraction | volume to all speakers when not spatialized float | 
| s_hdr_cullRate | Affects how quickly volumes below s_hdr_cullVolume drop off (dB/meter) float (cheat) | 
| s_hdr_cullVolume | Attenuated volumes below this quickly drop off, used to de-clutter the sonic space float (cheat) | 
| s_hdr_windowMin | HDR only begins to take affect when total volume reaches this number (in dB) float (cheat) | 
| s_hdr_windowSize | 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 float (cheat) | 
| s_languageOverride | overrides sys_lang when loading sound assets. can be used for testing a language which has sound assets but no non-sound assets string (init) | 
| s_maxSoundsPerShader | int [0, 32] (cheat) | 
| s_maxVirtualChannels | Maximum number of virtual channels that can play simulateously. int (cheat) | 
| s_micDevice | sound device for voice audio input string (cheat) | 
| s_minDistance | 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) float (cheat) | 
| s_minHitch | In milliseconds. How far out of sync game must lag behind the sound before the sound stops to let the game catch up int (cheat) | 
| s_minVolume2 | float (cheat) | 
| s_minVolume4 | float (cheat) | 
| s_minVolume6 | float (cheat) | 
| s_minVolume8 | float (cheat) | 
| s_noReverb | 0: (default) do reverb   1: don’t do reverb bool (cheat) default: 0 (false) | 
| s_noSound | 0: (default) load sound assets and initialize sound hardware   1: don’t load sound assets or initialize sound hardware bool default: 0 (false) | 
| s_numberOfSpeakers | number of speakers string | 
| s_occlusionFilterPower | raise the occlusion filter to this power. higher values increase occlusion more dramatically with doors, lower values have less effect float (cheat) | 
| s_pc_volume | PC only volume multiplier float (cheat) | 
| s_playDefaultSounds | if 1, plays a default click sound when a sound invalid. if 0, nothing is heard for invalid sounds bool (cheat) default: 0 (false) | 
| s_primaryDevice | sound device for game audio output string (cheat) | 
| s_reverbCrossFadeTime | Time to cross fade from one reverb to the next, in milliseconds int (cheat) | 
| s_secondarySend | 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 int | 
| s_shake_windowMin | Only shake when current volume reaches this number (in dB) float (cheat) | 
| s_shake_windowSize | float (cheat) | 
| s_shakeMax | The maximum amount of camera shake. float (cheat) | 
| s_shakeMin | The minimum amount camera shake. If the audio is quieter than this, don't bother shaking float (cheat) | 
| s_shakeScale | Scales the camera shake. float (cheat) | 
| s_showBackendEvents | int [0, 1] (cheat) | 
| s_showBackendVoiceEvents | int [0, 1] (cheat) | 
| s_showFrontendEvents | int [0, 1] (cheat) | 
| s_showFrontendVoiceEvents | int [0, 1] (cheat) | 
| s_showPurgedSounds | print a warning if a purged sample is played bool (cheat) default: 0 (false) | 
| s_showStartSound | int [0, 2] (cheat) | 
| s_showWavs | 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 string (cheat) | 
| s_singleEmitter | mute all sounds but this emitter int (cheat) | 
| s_spatializationDecay | float (cheat) | 
| s_speex_agc | automatic gain control 0: disable 1: enable int (cheat) | 
| s_speex_agc_level | (0-32768) automatic gain control level 0: most aggressive (silence) 32768: least aggressive (makes no difference) float (cheat) | 
| s_speex_complexity | 0-10, 0: least CPU, worst quality 10: most CPU, best quality int (cheat) | 
| s_speex_denoise | denoising 0: disable 1: enable int (cheat) | 
| s_speex_dereverb | reverberation removal 0: disable 1: enable int (cheat) | 
| s_speex_enhance | perceptual enhancement 0: disable 1: enable int (cheat) | 
| s_speex_mode | 1: narrow band (worst quality, least bandwidth) 2: wide band 3: ultra wide band (best quality, most bandwidth) int (cheat) | 
| s_speex_quality | 0-10, 0: worst quality 10: best quality float (cheat) | 
| s_speex_vad | voice activity detection 0: disable 1: enable int (cheat) | 
| s_speex_vbr | 0: use constant bit rate 1: use variable bit rate int (cheat) | 
| s_subFraction | volume to subwoofer in 5.1 float | 
| s_useIndex | 0: dont try to use sound index   1: try to use sound index file if present bool (cheat) default: 1 (true) | 
| s_useOcclusion | bool (cheat) default: 1 (true) | 
| s_voiceDevice | sound device for voice audio output string (cheat) | 
| s_volume_dB | volume in dB float | 
| s_volume_VoIPActive_dB | if game and VoIP using the same audio output device, duck the game audio by this amount in dB when the VoIP is active float | 
| s_volume_VoIPIn_dB | inbound volume adjust for voip in dB float | 
| s_volume_VoIPOut_dB | outbound volume adjust for voip volume in dB float | 
| s_volumeAtMaxDistance | DOES NOT WORK YET CHANGING THIS WILL BREAK VOLUMES float (cheat) | 
| s_volumeFX_dB | fx (not music or speech) volume in dB float | 
| s_volumeMusic_dB | music volume in dB float | 
| s_volumeSpeech_dB | speech volume in dB float | 
| sdnet_debugLogEnabled | SDNet Debug Logger bool (cheat) default: 0 (false) | 
| sdnet_debugPrintEnabled | SDNet debug print spam - 0 = disabled, 1 = default channel, 2 = individual channels int (cheat) | 
| sdnet_debugPrintEnabled_Hydra | SDNet Hydra debug print spam bool (cheat) default: 1 (true) | 
| sdnet_debugPrintEnabled_QoS | SDNet QoS debug print spam int (cheat) | 
| sdnet_debugPrintEnabled_Task | SDNet Task debug print spam bool (cheat) default: 1 (true) | 
| sdnet_matchByAffiliates | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by highest friend & affiliate value. bool default: 1 (true) | 
| sdnet_matchByLanguage | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's spoken language. bool default: 0 (false) | 
| sdnet_matchByPopularity | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's. bool default: 1 (true) | 
| sdnet_matchByQoS | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by best QoS values. bool default: 1 (true) | 
| sdnet_matchByRandom | SDNet matchmaking preference - 0 = disabled, 1 = find sessions by game session searchDict settings only. bool default: 0 (false) | 
| sdnet_matchByRank | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions where the server has the same rank. bool default: 1 (true) | 
| sdnet_matchByRegion | SDNet matchmaking preference - 0 = disabled, 1 = try and find sessions by user's world region. bool default: 1 (true) | 
| sensitivity | mouse view sensitivity float | 
| showLocStringsID | show localization strings ID bool (cheat) default: 0 (false) | 
| si_adminname | admin name(s) - currently unsupported string (read only) | 
| si_adminStart | admin required to start the match string | 
| si_allowLateJoin | Enable/disable players joining a match in progress bool default: 1 (true) | 
| si_allowOvertime | specified whether overtime rules apply bool default: 1 (true) | 
| si_botDifficulty | difficulty of ai (-1 = ANY, 0 = EASY, 1 = NORMAL, 2 = HARD int [-1, 2] | 
| si_campaign | current active campaign string (read only) | 
| si_disableGlobalChat | disable global text communication bool default: 0 (false) | 
| si_disableVoting | disable/enable all voting bool default: 0 (false) | 
| si_email | contact email address - currently unsupported string (read only) | 
| si_enemyTintEnabled | enables/disables enemy color tinting bool default: 1 (true) | 
| si_gameDir | current map unlock key string (read only) | 
| si_globalVoipEnabled | enables/disables global VOIP in warmup/end of game review bool default: 0 (false) | 
| si_inhibitSpectators | inhibit spectators bool default: 0 (false) | 
| si_irc | IRC channel - currently unsupported string (read only) | 
| si_map | current active map string (read only) | 
| si_maxPlayers | max number of players allowed on the server int [1, 16] | 
| si_maxPlayersHuman | max number of non bot players allowed on the server. 0 or less = ignored int [-1, 16] | 
| si_maxRank | the maximum rank of players that are allowed on server. only applicable if si_rankRestricted is set to 1. int [0, 4] | 
| si_maxTeamSize | max number of players allowed on a single team int [1, 16] | 
| si_minPlayers | minimum players before a game can be started int | 
| si_motd_1 | motd line 1 - currently unsupported string (read only) | 
| si_motd_2 | motd line 2 - currently unsupported string (read only) | 
| si_motd_3 | motd line 3 - currently unsupported string (read only) | 
| si_motd_4 | motd line 4 - currently unsupported string (read only) | 
| si_name | name of the server string | 
| si_needPass | enable client password checking bool default: 0 (false) | 
| si_noProficiency | enable/disable XP bool default: 0 (false) | 
| si_onlineMode | online mode (0 = SOLO, 1 = INVITE ONLY, 2 = FRIENDS & INVITES, 3 = EVERYONE int | 
| si_playMode | play mode (0 = SOLO, 1 = CO-OP, 2 = VERSUS int | 
| si_pointOfNoReturn | can be queried to see if a new player can join the match bool (read only) default: 0 (false) | 
| si_privateClients | max number of private players allowed on the server int [0, 16] | 
| si_rankRestricted | enables/disables player rank restrictions bool default: 0 (false) | 
| si_readyPercent | percentage of players that need to ready up to start a match int | 
| si_rules | ruleset for game string | 
| si_scoreLimit | score at which a player/team has won string | 
| si_scriptControlledtimeLimit | specifies whether the match time is controlled by script or uses the si_timelimit cvar. bool default: 1 (true) | 
| si_serverConfig | current server configuration unique id int (read only) | 
| si_serverType | Create MP Freeplay game Server type (0 = Dedicated, 1 = Listen int | 
| si_serverURL | server information page string | 
| si_teamDamage | enable team damage bool default: 1 (true) | 
| si_teamForceBalance | Stop players from unbalancing teams bool default: 1 (true) | 
| si_teamVoipEnabled | enables/disables team VOIP in game bool default: 0 (false) | 
| si_timelimit | time limit (mins). only applicable if si_scriptControlledtimeLimit is 0. float | 
| si_version | engine version string (read only) | 
| si_warmupSpawn | 0: off 1: Allow for spawning in warmup and restart on game on 2: Allow for spawning in warmup but no restart on game on int | 
| si_website | website info - currently unsupported string (read only) | 
| sys_arch | string (init) | 
| sys_cpuHTStatus | string (init) | 
| sys_cpuLogicalCount | int (init) | 
| sys_cpuPhysicalCount | int (init) | 
| sys_cpuSpeed | int (init) | 
| sys_cpuString | string (init) | 
| sys_lang | string (read only) | 
| sys_ram | int (init) | 
| sys_videoRam | int (init) | 
| testLightColor | the light color to be used for a 'testlight' string | 
| timescale | scales the time float [0.1, 10] | 
| ui_advancedFlightControls | if true, advanced flight controls are activated bool default: 0 (false) | 
| ui_autoReload | if true, weapon is automatically reloaded when the clip is empty. bool default: 1 (true) | 
| ui_autoSwitchEmptyWeapons | if true, will switch to the next usable weapon when the current weapon runs out of ammo bool default: 0 (false) | 
| ui_clanTagPosition | positioning of player clan tag. 0 is before their name, 1 is after int | 
| ui_crouchToggle | if true, the player toggle between crouching and standing, otherwise the player must hold to crouch. bool default: 1 (true) | 
| ui_drivingCameraFreelook | if true, driving cameras where there is no weapon defaults to freelook bool default: 0 (false) | 
| ui_ignoreExplosiveWeapons | if true, weapons marked as explosive will be ignored during auto-switches bool default: 1 (true) | 
| ui_ironSightToggle | if true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight. bool default: 0 (false) | 
| ui_postArmFindBestWeapon | if true, after arming players' best weapon will be selected bool default: 0 (false) | 
| ui_pushToTalk | 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 bool default: 1 (true) | 
| ui_rememberCameraMode | use same camera mode as was previously used when re-entering a vehicle bool default: 0 (false) | 
| ui_showComplaints | if true, receive complaints popups for team kills bool default: 1 (true) | 
| ui_showGun | show gun bool default: 1 (true) | 
| ui_useConsoleControls | if true, use console style controls (which can conflict with PC controls). Also inhibits aim assist. bool default: 1 (true) | 
| ui_voicePackName | voice pack name int | 
| ui_voipReceiveFireTeam | if true, receive voice chat sent to the fireteam channel bool default: 1 (true) | 
| ui_voipReceiveGlobal | if true, receive voice chat sent to the global channel bool default: 1 (true) | 
| ui_voipReceiveTeam | if true, receive voice chat sent to the team channel bool default: 1 (true) | 
| vt_anisotropy | virtual texture max anisotropy float (cheat) | 
| vt_compression | use specified compression type if available string (cheat) | 
| vt_lodBias | virtual texture bias float | 
| vt_lodClamp | clamp newly loaded tiles to a maximum virtual level int [0, 15] (cheat) | 
| vt_showDiagnostics | show feedback diagnostics bool (cheat) default: 0 (false) | 
| vt_showLoads | show page loads bool (cheat) default: 0 (false) | 
| vt_showPageLevel | color pages based on page level bool (cheat) default: 0 (false) | 
| vt_showPageNumbers | render page numbers bool (cheat) default: 0 (false) | 
| vt_showPageSource | color pages differently based on the page file they originate from bool (cheat) default: 0 (false) | 
| vt_showPagesPerSecond | show transcode throughput bool (cheat) default: 0 (false) | 
| vt_skipUpdate | don't update virtual texture int (cheat) | 
| win_allowMultipleInstances | allow multiple instances running concurrently bool (cheat) default: 0 (false) | 
| win_muteOnLoseFocus | mute sound if the window loses focus bool default: 1 (true) | 
| win_muteVOIPOnLoseFocus | mute Brink VOIP if the window loses focus (and enable Steam VOIP instead) bool default: 1 (true) | 
| win_notaskkeys | disable windows task keys bool (read only) default: 0 (false) | 
| win_outputDebugString | bool (cheat) default: 0 (false) | 
| win_outputEditString | bool (cheat) default: 1 (true) | 
| win_timerUpdate | allows the game to be updated while dragging the window bool (cheat) default: 0 (false) | 
| win_username | windows user name string (init) | 
| win_viewlog | int [0, 2] (cheat) | 
| win_xpos | horizontal position of window int | 
| win_ypos | vertical position of window int | 

