1. Post #41
    dangles_alot's Avatar
    February 2010
    184 Posts
    whats the command to set zombiespawn points in darkrp?:S
    Reply With Quote Edit / Delete Reply Ireland Show Events Funny Funny x 2Dumb Dumb x 1 (list)

  2. Post #42
    E-102 Gamma's Avatar
    February 2010
    2,697 Posts
    Bump, because I just made a proper CVar List.

    Code:
    "Name","Value","ARCHIVE","SPONLY","GAMEDLL","CHEAT","USERINFO","NOTIFY","PROTECTED","PRINTABLEONLY","UNLOGGED","NEVER_AS_STRING","REPLICATED","DEMO","DONTRECORD","SERVER_CAN_EXECUTE","CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Help Text"
    "_autosave","cmd",,,,,,,,,,,,,,,,,,"Autosave"
    "_autosavedangerous","cmd",,,,,,,,,,,,,,,,,,"AutoSaveDangerous"
    "_bugreporter_restart","cmd",,,,,,,,,,,,,,,,,,"Restarts bug reporter .dll"
    "_fov","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Automates fov command to server."
    "_resetgamestats","cmd",,,,,,,,,,,,,,,,,,"Erases current game stats and writes out a blank stats file"
    "_restart","cmd",,,,,,,,,,,,,,,,,,"Shutdown and restart the engine."
    "achievement_debug","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"Turn on achievement debug msgs."
    "addip","cmd",,,,,,,,,,,,,,,,,,"Add an IP address to the ban list."
    "adsp_alley_min","122     ",,,,,,,,,,,,,,,,,,""
    "adsp_courtyard_min","126     ",,,,,,,,,,,,,,,,,,""
    "adsp_debug","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "adsp_door_height","112     ",,,,,,,,,,,,,,,,,,""
    "adsp_duct_min","106     ",,,,,,,,,,,,,,,,,,""
    "adsp_hall_min","110     ",,,,,,,,,,,,,,,,,,""
    "adsp_low_ceiling","108     ",,,,,,,,,,,,,,,,,,""
    "adsp_opencourtyard_min","126     ",,,,,,,,,,,,,,,,,,""
    "adsp_openspace_min","130     ",,,,,,,,,,,,,,,,,,""
    "adsp_openstreet_min","118     ",,,,,,,,,,,,,,,,,,""
    "adsp_openwall_min","130     ",,,,,,,,,,,,,,,,,,""
    "adsp_room_min","102     ",,,,,,,,,,,,,,,,,,""
    "adsp_street_min","118     ",,,,,,,,,,,,,,,,,,""
    "adsp_tunnel_min","114     ",,,,,,,,,,,,,,,,,,""
    "adsp_wall_height","128     ",,,,,,,,,,,,,,,,,,""
    "advisor_use_impact_table","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If true, advisor will use her custom impact damage table."
    "ai_actbusy_search_time","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_ally_manager_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_auto_contact_solver","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_block_damage","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_citizen_debug_commander","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_clear_bad_links","cmd",,,,,,,,,,,,,,,,,,"Clears bits set on nav links indicating link is unusable "
    "ai_debug_actbusy","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Used to debug actbusy behavior. Usage:
    1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.
    2:"
    "ai_debug_assault","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_avoidancebounds","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_directnavprobe","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_doors","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_dyninteractions","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Debug the NPC dynamic interaction system."
    "ai_debug_efficiency","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_enemies","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_enemyfinders","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_expressions","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Show random expression decisions for NPCs."
    "ai_debug_follow","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_loners","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_looktargets","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_los","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l"
    "ai_debug_nav","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_node_connect","cmd",,,,,,,,,,,,,,,,,,"Debug the attempted connection between two nodes"
    "ai_debug_ragdoll_magnets","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_readiness","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_shoot_positions","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "ai_debug_speech","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_squads","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debug_think_ticks","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_debugscriptconditions","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_default_efficient","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_disable","cmd",,,,,,,,,,,,,,,,,,"Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to t"
    "ai_disabled","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "ai_drawbattlelines","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "ai_drop_hint","cmd",,,,,,,,,,,,,,,,,,"Drop an ai_hint at the player's current eye position."
    "ai_dump_hints","cmd",,,,,,,,,,,,,,,,,,""
    "ai_ef_hate_npc_duration","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_ef_hate_npc_frequency","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_efficiency_override","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_enable_fear_behavior","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_expression_frametime","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Maximum frametime to still play background expressions."
    "ai_expression_optimization","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Disable npc background expressions when you can't see them."
    "ai_fear_player_dist","720     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_find_lateral_cover","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_find_lateral_los","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_follow_move_commands","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_follow_use_points","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_follow_use_points_when_moving","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_force_serverside_ragdoll","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_frametime_limit","50      ",,,"GAMEDLL",,,,,,,,,,,,,,,"frametime limit for min efficiency AIE_NORMAL (in sec's)."
    "ai_hull","cmd",,,,,,,,,,,,,,,,,,"Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
        Arguments:    NPC name or classname, "
    "ai_ignoreplayers","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "ai_inhibit_spawners","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "ai_keepragdolls","0       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "ai_lead_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_LOS_mode","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "ai_moveprobe_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_moveprobe_jump_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_moveprobe_usetracelist","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_navigator_generate_spikes","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_navigator_generate_spikes_strength","8       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_new_aiming","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_newgroundturret","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_next_hull","cmd",,,,,,,,,,,,,,,,,,"Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are "
    "ai_no_local_paths","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_no_node_cache","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_no_select_box","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_no_steer","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_no_talk_delay","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_nodes","cmd",,,,,,,,,,,,,,,,,,"Toggles node display.  First call displays the nodes for the given network as green objects.  Second call  displays the nodes a"
    "ai_norebuildgraph","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_path_adjust_speed_on_immediate_turns","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_path_insert_pause_at_est_end","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_path_insert_pause_at_obstruction","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_post_frame_navigation","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_radial_max_link_dist","512     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_reaction_delay_alert","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_reaction_delay_idle","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_readiness_decay","120     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_rebalance_thinks","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_report_task_timings_on_limit","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_resume","cmd",,,,,,,,,,,,,,,,,,"If NPC is stepping through tasks (see ai_step ) will resume normal processing."
    "ai_sequence_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_set_move_height_epsilon","cmd",,,,,,,,,,,,,,,,,,"Set how high AI bumps up ground walkers when checking steps"
    "ai_setupbones_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Shows that bones that are setup every think"
    "ai_shot_bias","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_shot_bias_max","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "ai_shot_bias_min","-1      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "ai_shot_stats","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_shot_stats_term","1000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_show_connect","cmd",,,,,,,,,,,,,,,,,,"Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
        Gre"
    "ai_show_connect_fly","cmd",,,,,,,,,,,,,,,,,,"Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
        Gre"
    "ai_show_connect_jump","cmd",,,,,,,,,,,,,,,,,,"Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
        Gre"
    "ai_show_graph_connect","cmd",,,,,,,,,,,,,,,,,,"Toggles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by "
    "ai_show_grid","cmd",,,,,,,,,,,,,,,,,,"Draw a grid on the floor where looking."
    "ai_show_hints","cmd",,,,,,,,,,,,,,,,,,"Displays all hints as small boxes
        Blue        - hint is available for use
        Red        - hint is currently being used by an NPC
        Orange        - "
    "ai_show_hull","cmd",,,,,,,,,,,,,,,,,,"Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:
        Green        - "
    "ai_show_hull_attacks","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_show_node","cmd",,,,,,,,,,,,,,,,,,"Highlight the specified node"
    "ai_show_think_tolerance","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_show_visibility","cmd",,,,,,,,,,,,,,,,,,"Toggles visibility display for the node that the player is looking at.  Nodes that are visible from the selected node will be d"
    "ai_simulate_task_overtime","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_spread_cone_focus_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_spread_defocused_cone_multiplier","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_spread_pattern_focus_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_step","cmd",,,,,,,,,,,,,,,,,,"NPCs will freeze after completing their current task.  To complete the next task, use 'ai_step' again.  To resume processing no"
    "ai_strong_optimizations","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_strong_optimizations_no_checkstand","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_task_pre_script","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_test_los","cmd",,,,,,,,,,,,,,,,,,"Test AI LOS from the player's POV"
    "ai_test_moveprobe_ignoresmall","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_think_limit_label","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_use_clipped_paths","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_use_efficiency","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_use_frame_think_limits","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_use_readiness","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_use_think_optimizations","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_use_visibility_cache","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ai_vehicle_avoidance","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "ainet_generate_report","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console."
    "ainet_generate_report_only","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console."
    "air_density","cmd",,,,,,,,,,,,,,,,,,"Changes the density of air for drag computations."
    "airboat_fatal_stress","5000    ",,,"GAMEDLL",,,,,,,,,,,,,,,"Amount of stress in kg that would kill the airboat driver."
    "airboat_joy_response_move","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "alias","cmd",,,,,,,,,,,,,,,,,,"Alias a command."
    "'+alt1'","cmd",,,,,,,,,,,,,,,,,,""
    "'-alt1'","cmd",,,,,,,,,,,,,,,,,,""
    "'+alt2'","cmd",,,,,,,,,,,,,,,,,,""
    "'-alt2'","cmd",,,,,,,,,,,,,,,,,,""
    "anim_3wayblend","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Toggle the 3-way animation blending code."
    "anim_showmainactivity","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Show the idle, walk, run, and/or sprint activities."
    "anim_showstate","-1      ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"Show the (client) animation state for the specified entity (-1 for none)."
    "anim_showstatelog","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both."
    "antlion_easycrush","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "askconnect_accept","cmd",,,,,,,,,,,,,,,,,,"Accept a redirect request by the server."
    "async_allow_held_files","1       ",,,,,,,,,,,,,,,,,,"Allow AsyncBegin/EndRead()"
    "async_mode","0       ",,,,,,,,,,,,,,,,,,"Set the async filesystem mode (0 = async, 1 = synchronous)"
    "async_resume","cmd",,,,,,,,,,,,,,,,,,""
    "async_serialize","0       ",,,,,,,,,,,,,,,,,,"Force async reads to serialize for profiling"
    "async_simulate_delay","0       ",,,,,,,,,,,,,,,,,,"Simulate a delay of up to a set msec per file operation"
    "async_suspend","cmd",,,,,,,,,,,,,,,,,,""
    "'+attack'","cmd",,,,,,,,,,,,,,,,,,""
    "'-attack'","cmd",,,,,,,,,,,,,,,,,,""
    "'+attack2'","cmd",,,,,,,,,,,,,,,,,,""
    "'-attack2'","cmd",,,,,,,,,,,,,,,,,,""
    "audit_save_in_memory","cmd",,,,,,,,,,,,,,,,,,"Audit the memory usage and files in the save-to-memory system"
    "autoaim_max_deflect","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "autoaim_max_dist","2160    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "autoaim_unlock_target","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "autosave","cmd",,,,,,,,,,,,,,,,,,"Autosave"
    "autosavedangerous","cmd",,,,,,,,,,,,,,,,,,"AutoSaveDangerous"
    "autosavedangerousissafe","cmd",,,,,,,,,,,,,,,,,,""
    "'+back'","cmd",,,,,,,,,,,,,,,,,,""
    "'-back'","cmd",,,,,,,,,,,,,,,,,,""
    "banid","cmd",,,,,,,,,,,,,,,,,,"Add a user ID to the ban list."
    "banip","cmd",,,,,,,,,,,,,,,,,,"Add an IP address to the ban list."
    "bench_end","cmd",,,,,,,,,,,,,,,,,,"Ends gathering of info."
    "bench_showstatsdialog","cmd",,,,,,,,,,,,,,,,,,"Shows a dialog displaying the most recent benchmark results."
    "bench_start","cmd",,,,,,,,,,,,,,,,,,"Starts gathering of info. Arguments: filename to write results into"
    "bench_upload","cmd",,,,,,,,,,,,,,,,,,"Uploads most recent benchmark stats to the Valve servers."
    "benchframe","cmd",,,,,,,,,,,,,,,,,,"Takes a snapshot of a particular frame in a time demo."
    "bind","cmd",,,,,,,,,,,,,,,,,,"Bind a key."
    "bind_mac","cmd",,,,,,,,,,,,,,,,,,"Bind this key but only on Mac, not win32"
    "binds_per_command","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "BindToggle","cmd",,,,,,,,,,,,,,,,,,"Performs a bind <key> 'increment var <cvar> 0 1 1'"
    "birds_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "blink_duration","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"How many seconds an eye blink will last."
    "bloodspray","cmd",,,,,,,,,,,,,,,,,,"blood"
    "bot","cmd",,,,,,,,,,,,,,,,,,"Add a bot."
    "bot_attack","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Shoot!"
    "bot_changeclass","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Force all bots to change to the specified class."
    "bot_crouch","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Bot crouches"
    "bot_defend","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to a team number, and that team will all keep their combat shields raised."
    "bot_flipout","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"When on, all bots fire their guns."
    "bot_forceattack2","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"When firing, use attack2."
    "bot_forceattackon","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"When firing, don't tap fire, hold it down."
    "bot_forcefireweapon","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Force bots with the specified weapon to fire."
    "bot_mimic","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Bot uses usercmd of player by index."
    "bot_mimic_yaw_offset","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Offsets the bot yaw."
    "bot_sendcmd","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Forces bots to send the specified command."
    "bot_zombie","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Brraaaaaiiiins."
    "box","cmd",,,,,,,,,,,,,,,,,,"Draw a debug box."
    "'+break'","cmd",,,,,,,,,,,,,,,,,,""
    "'-break'","cmd",,,,,,,,,,,,,,,,,,""
    "breakable_disable_gib_limit","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "breakable_multiplayer","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "buddha","cmd",,,,,,,,,,,,,,,,,,"Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)"
    "budget_averages_window","30      ","ARCHIVE",,,,,,,,,,,,,,,,,"number of frames to look at when figuring out average frametimes"
    "budget_background_alpha","128     ","ARCHIVE",,,,,,,,,,,,,,,,,"how translucent the budget panel is"
    "budget_bargraph_background_alpha","128     ","ARCHIVE",,,,,,,,,,,,,,,,,"how translucent the budget panel is"
    "budget_bargraph_range_ms","16      ","ARCHIVE",,,,,,,,,,,,,,,,,"budget bargraph range in milliseconds"
    "budget_history_numsamplesvisible","100     ","ARCHIVE",,,,,,,,,,,,,,,,,"number of samples to draw in the budget history window.  The lower the better as far as rendering overhead of the budget panel"
    "budget_history_range_ms","66      ","ARCHIVE",,,,,,,,,,,,,,,,,"budget history range in milliseconds"
    "budget_panel_bottom_of_history_fraction","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"number between 0 and 1"
    "budget_panel_height","384     ","ARCHIVE",,,,,,,,,,,,,,,,,"height in pixels of the budget panel"
    "budget_panel_width","512     ","ARCHIVE",,,,,,,,,,,,,,,,,"width in pixels of the budget panel"
    "budget_panel_x","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"number of pixels from the left side of the game screen to draw the budget panel"
    "budget_panel_y","50      ","ARCHIVE",,,,,,,,,,,,,,,,,"number of pixels from the top side of the game screen to draw the budget panel"
    "budget_peaks_window","30      ","ARCHIVE",,,,,,,,,,,,,,,,,"number of frames to look at when figuring out peak frametimes"
    "budget_show_averages","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"enable/disable averages in the budget panel"
    "budget_show_history","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"turn history graph off and on. . good to turn off on low end"
    "budget_show_peaks","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"enable/disable peaks in the budget panel"
    "budget_toggle_group","cmd",,,,,,,,,,,,,,,,,,"Turn a budget group on/off"
    "bug","cmd",,,,,,,,,,,,,,,,,,"Show/hide the bug reporting UI."
    "bug_swap","cmd",,,,,,,,,,,,,,,,,,"Automatically swaps the current weapon for the bug bait and back again."
    "bugbait_distract_time","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "bugbait_grenade_radius","150     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "bugbait_hear_radius","2500    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "bugbait_radius","512     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "bugreporter_includebsp","1       ",,,,,,,,,,,,,,,,,,"Include .bsp for internal bug submissions."
    "bugreporter_uploadasync","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Upload attachments asynchronously"
    "buildcubemaps","cmd",,,,,,,,,,,,,,,,,,"Rebuild cubemaps."
    "building_cubemaps","0       ",,,,,,,,,,,,,,,,,,""
    "bulletspeed","6000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "c_maxdistance","200     ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "c_maxpitch","90      ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "c_maxyaw","135     ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "c_mindistance","30      ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "c_minpitch","0       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "c_minyaw","-135    ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "c_orthoheight","100     ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "c_orthowidth","100     ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cache_print","cmd",,,,,,,,,,,,,,,,,,"cache_print [section]
    Print out contents of cache memory."
    "cache_print_lru","cmd",,,,,,,,,,,,,,,,,,"cache_print_lru [section]
    Print out contents of cache memory."
    "cache_print_summary","cmd",,,,,,,,,,,,,,,,,,"cache_print_summary [section]
    Print out a summary contents of cache memory."
    "cam_collision","1       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls."
    "cam_command","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cam_idealdelta","4       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Controls the speed when matching offset to ideal angles in thirdperson view"
    "cam_idealdist","150     ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cam_idealdistright","0       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cam_idealdistup","0       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cam_ideallag","4       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Amount of lag used when matching offset to ideal angles in thirdperson view"
    "cam_idealpitch","0       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cam_idealyaw","0       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cam_showangles","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"When in thirdperson, print viewangles/idealangles/cameraoffsets to the console."
    "cam_snapto","0       ","ARCHIVE",,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "'+camdistance'","cmd",,,,,,,,,,,,,,,,,,""
    "'-camdistance'","cmd",,,,,,,,,,,,,,,,,,""
    "'+camin'","cmd",,,,,,,,,,,,,,,,,,""
    "'-camin'","cmd",,,,,,,,,,,,,,,,,,""
    "'+cammousemove'","cmd",,,,,,,,,,,,,,,,,,""
    "'-cammousemove'","cmd",,,,,,,,,,,,,,,,,,""
    "camortho","cmd",,,,,,,,,,,,,,,,,,"Switch to orthographic camera."
    "'+camout'","cmd",,,,,,,,,,,,,,,,,,""
    "'-camout'","cmd",,,,,,,,,,,,,,,,,,""
    "'+campitchdown'","cmd",,,,,,,,,,,,,,,,,,""
    "'-campitchdown'","cmd",,,,,,,,,,,,,,,,,,""
    "'+campitchup'","cmd",,,,,,,,,,,,,,,,,,""
    "'-campitchup'","cmd",,,,,,,,,,,,,,,,,,""
    "'+camyawleft'","cmd",,,,,,,,,,,,,,,,,,""
    "'-camyawleft'","cmd",,,,,,,,,,,,,,,,,,""
    "'+camyawright'","cmd",,,,,,,,,,,,,,,,,,""
    "'-camyawright'","cmd",,,,,,,,,,,,,,,,,,""
    "cancelselect","cmd",,,,,,,,,,,,,,,,,,""
    "cast_hull","cmd",,,,,,,,,,,,,,,,,,"Tests hull collision detection"
    "cast_ray","cmd",,,,,,,,,,,,,,,,,,"Tests collision detection"
    "cc_captiontrace","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)"
    "cc_emit","cmd",,,,,,,,,,,,,,,,,,"Emits a closed caption"
    "cc_findsound","cmd",,,,,,,,,,,,,,,,,,"Searches for soundname which emits specified text."
    "cc_flush","cmd",,,,,,,,,,,,,,,,,,"Flushes async'd captions."
    "cc_lang","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Current close caption language (emtpy = use game UI language)"
    "cc_linger_time","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Close caption linger time."
    "cc_minvisibleitems","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Minimum number of caption items to show."
    "cc_predisplay_time","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Close caption delay before showing caption."
    "cc_random","cmd",,,,,,,,,,,,,,,,,,"Emits a random caption"
    "cc_sentencecaptionnorepeat","4       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"How often a sentence can repeat."
    "cc_showblocks","cmd",,,,,,,,,,,,,,,,,,"Toggles showing which blocks are pending/loaded async."
    "cc_smallfontlength","300     ",,,,,,,,,,,,,,,,"CLIENTDLL",,"If text stream is this long, force usage of small font size."
    "cc_subtitles","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players)."
    "centerview","cmd",,,,,,,,,,,,,,,,,,""
    "ch_createairboat","cmd",,,,,,,,,,,,,,,,,,"Spawn airboat in front of the player."
    "ch_createjalopy","cmd",,,,,,,,,,,,,,,,,,"Spawn jalopy in front of the player."
    "ch_createjeep","cmd",,,,,,,,,,,,,,,,,,"Spawn jeep in front of the player."
    "changegamemode","cmd",,,,,,,,,,,,,,,,,,"<map> <gamemode> - Start a map with named gamemode instead of the default"
    "changelevel","cmd",,,,,,,,,,,,,,,,,,"Change server to the specified map"
    "changelevel2","cmd",,,,,,,,,,,,,,,,,,"Transition to the specified map in single player"
    "cl_allowdownload","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Client downloads customization files"
    "cl_allowupload","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Client uploads customization files"
    "cl_anglespeedkey","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_animationinfo","cmd",,,,,,,,,,,,,,,,,,"Hud element to examine."
    "cl_autowepswitch","1       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Automatically switch to picked up weapons (if more powerful)"
    "cl_backspeed","10000   ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_bob","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_bobcycle","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_bobup","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_burninggibs","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"A burning player that gibs has burning gibs."
    "cl_chatfilters","63      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Stores the chat filter settings "
    "cl_class","0       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Default class when joining a game"
    "cl_clearhinthistory","cmd",,,,,,,,,,,,,,,,,,"Clear memory of client side hints displayed to the player."
    "cl_clock_correction","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Enable/disable clock correction on the client."
    "cl_clock_correction_adjustment_max_amount","200     ",,,,"CHEAT",,,,,,,,,,,,,,"Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount "
    "cl_clock_correction_adjustment_max_offset","90      ",,,,"CHEAT",,,,,,,,,,,,,,"As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply"
    "cl_clock_correction_adjustment_min_offset","10      ",,,,"CHEAT",,,,,,,,,,,,,,"If the clock offset is less than this amount (in milliseconds), then no clock correction is applied."
    "cl_clock_correction_force_server_tick","999     ",,,,"CHEAT",,,,,,,,,,,,,,"Force clock correction to match the server tick + this offset (-999 disables it)."
    "cl_clock_showdebuginfo","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Show debugging info about the clock drift. "
    "cl_clockdrift_max_ms","150     ",,,,"CHEAT",,,,,,,,,,,,,,"Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's."
    "cl_clockdrift_max_ms_threadmode","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's."
    "cl_cmdrate","30      ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,"Max number of command packets sent to server per second"
    "cl_customsounds","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable customized player sound playback"
    "cl_debug_player_perf","0       ",,,,,,,,,,,,,,,,,,""
    "cl_debugrumble","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Turn on rumble debugging spew"
    "cl_defaultweapon","0       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Default Spawn Weapon"
    "cl_demoviewoverride","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Override view during demo playback"
    "cl_detail_avoid_force","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"force with which to avoid players ( in units, percentage of the width of the detail sprite )"
    "cl_detail_avoid_radius","30      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"radius around detail sprite to avoid players"
    "cl_detail_avoid_recover_speed","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"how fast to recover position after avoiding players"
    "cl_detail_max_sway","10      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Amplitude of the detail prop sway"
    "cl_detail_multiplier","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"extra details to create"
    "cl_detaildist","1200    ",,,,,,,,,,,,,,,,,,"Distance at which detail props are no longer visible"
    "cl_detailfade","400     ",,,,,,,,,,,,,,,,,,"Distance across which detail props fade in"
    "cl_disablehtmlmotd","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Disable HTML motds."
    "cl_downloadfilter","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Determines which files can be downloaded from the server (all, none, nosounds)"
    "cl_draw_airboat_wake","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_drawhud","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Enable the rendering of the hud"
    "cl_drawleaf","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_drawmaterial","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Draw a particular material over the frame"
    "cl_drawmonitors","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_drawownshadow","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Draw own shadow in first person mode"
    "cl_drawshadowtexture","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_dump_particle_stats","cmd",,,,,,,,,,,,,,,,,,"dump particle profiling info to particle_profile.csv"
    "cl_ejectbrass","1       ",,,,,,,,,,,,,,,,,,""
    "cl_ent_absbox","cmd",,,,,,,,,,,,,,,,,,"Displays the client's absbox for the entity under the crosshair."
    "cl_ent_bbox","cmd",,,,,,,,,,,,,,,,,,"Displays the client's bounding box for the entity under the crosshair."
    "cl_ent_rbox","cmd",,,,,,,,,,,,,,,,,,"Displays the client's render box for the entity under the crosshair."
    "cl_entityreport","0       ",,,,"CHEAT",,,,,,,,,,,,,,"For debugging, draw entity states to console"
    "cl_entityreport_sorted","0       ",,,,"CHEAT",,,,,,,,,,,,,,"For debugging, draw entity states to console in sorted order. [0 = disabled, 1 = average, 2 = current, 3 = peak"
    "cl_extrapolate","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Enable/disable extrapolation if interpolation history runs out."
    "cl_extrapolate_amount","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Set how many seconds the client will extrapolate entities for."
    "cl_fastdetailsprites","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"whether to use new detail sprite system"
    "cl_fasttempentcollision","5       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_find_ent","cmd",,,,,,,,,,,,,,,,,,"Find and list all client entities with classnames that contain the specified substring.
    Format: cl_find_ent <substring>
    "
    "cl_find_ent_index","cmd",,,,,,,,,,,,,,,,,,"Display data for clientside entity matching specified index.
    Format: cl_find_ent_index <index>
    "
    "cl_flushentitypacket","0       ",,,,"CHEAT",,,,,,,,,,,,,,"For debugging. Force the engine to flush an entity packet."
    "cl_forcepreload","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Whether we should force preloading."
    "cl_forwardspeed","10000   ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_fullupdate","cmd",,,,,,,,,,,,,,,,,,"Forces the server to send a full update packet"
    "cl_idealpitchscale","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_ignorepackets","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Force client to ignore packets (for debugging)."
    "cl_interp","0       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Sets the interpolation amount (bounded on low side by server interp ratio settings)."
    "cl_interp_all","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Disable interpolation list optimizations."
    "cl_interp_npcs","0       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)"
    "cl_interp_ratio","2       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate)."
    "cl_interp_threadmodeticks","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Additional interpolation ticks to use when interpolating with threaded engine mode set."
    "cl_jiggle_bone_debug","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Display physics-based 'jiggle bone' debugging information"
    "cl_jiggle_bone_debug_pitch_constraints","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Display physics-based 'jiggle bone' debugging information"
    "cl_jiggle_bone_debug_yaw_constraints","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Display physics-based 'jiggle bone' debugging information"
    "cl_lagcomp_errorcheck","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Player index of other player to check for position errors."
    "cl_lagcompensation","1       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Perform server side lag compensation of weapon firing events."
    "cl_language","0       ",,,,,"USERINFO",,,,,,,,,,,,,"Language (from HKCU\Software\Valve\Steam\Language)"
    "cl_leveloverview","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_leveloverviewmarker","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_localnetworkbackdoor","1       ",,,,,,,,,,,,,,,,,,"Enable network optimizations for single player games."
    "cl_logofile","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Spraypoint logo decal."
    "cl_maxrenderable_dist","3000    ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Max distance from the camera at which things will be rendered"
    "cl_mouseenable","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_mouselook","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server."
    "cl_new_impact_effects","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_npc_speedmod_intime","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_npc_speedmod_outtime","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_observercrosshair","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_overdraw_test","0       ",,,,"CHEAT",,,,,,"NEVER_AS_STRING",,,,,,"CLIENTDLL",,""
    "cl_panelanimation","cmd",,,,,,,,,,,,,,,,,,"Shows panel animation variables: <panelname | blank for all panels>."
    "cl_particle_batch_mode","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_particle_max_count","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_particle_retire_cost","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_particleeffect_aabb_buffer","2       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft"
    "cl_particles_dump_effects","cmd",,,,,,,,,,,,,,,,,,""
    "cl_particles_show_bbox","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_pclass","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Dump entity by prediction classname."
    "cl_pdump","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Dump info about this entity to screen."
    "cl_phys_props_enable","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Disable clientside physics props (must be set before loading a level)."
    "cl_phys_props_max","300     ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Maximum clientside physic props"
    "cl_phys_props_respawndist","1500    ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Minimum distance from the player that a clientside prop must be before it's allowed to respawn."
    "cl_phys_props_respawnrate","60      ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Time, in seconds, between clientside prop respawns."
    "cl_phys_timescale","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Sets the scale of time for client-side physics (ragdolls)"
    "cl_pitchdown","89      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_pitchspeed","225     ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Client pitch speed."
    "cl_pitchup","89      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_playback_screenshots","0       ",,,,,,,,,,,,,,,,,,"Allows the client to playback screenshot and jpeg commands in demos."
    "cl_playermodel","0       ","ARCHIVE",,,,"USERINFO",,,,,,,,,"SERVER_CAN_EXECUTE",,"CLIENTDLL",,"Default Player Model"
    "cl_playerspraydisable","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Disable player sprays."
    "cl_precacheinfo","cmd",,,,,,,,,,,,,,,,,,"Show precache info (client)."
    "cl_pred_optimize","2       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)"
    "cl_pred_track","cmd",,,,,,,,,,,,,,,,,,"<entindex> <fieldname>:  Track changes to entity index entindex, for field fieldname."
    "cl_predict","1       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Perform client side prediction."
    "cl_predictionlist","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Show which entities are predicting
    "
    "cl_predictweapons","1       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Perform client side prediction of weapon effects."
    "cl_ragdoll_collide","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_removedecals","cmd",,,,,,,,,,,,,,,,,,"Remove the decals from the entity under the crosshair."
    "cl_resend","6       ",,,,,,,,,,,,,,,,,,"Delay in seconds before the client will resend the 'connect' attempt"
    "cl_rumblescale","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Scale sensitivity of rumble effects (0 to 1.0)"
    "cl_screenshotname","0       ",,,,,,,,,,,,,,,,,,"Custom Screenshot name"
    "cl_SetupAllBones","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_shadowtextureoverlaysize","256     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_show_splashes","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_showbattery","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Draw current battery level at top of screen when on battery power"
    "cl_ShowBoneSetupEnts","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Show which entities are having their bones setup each frame."
    "cl_showdemooverlay","0       ",,,,,,,,,,,,,,,,,,"How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)"
    "cl_showents","cmd",,,,,,,,,,,,,,,,,,"Dump entity list to console."
    "cl_showerror","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Show prediction errors, 2 for above plus detailed field deltas."
    "cl_showevents","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Print event firing info in the console"
    "cl_showfps","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Draw fps meter at top of screen (1 = fps, 2 = smooth fps)"
    "cl_showhelp","1       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Set to 0 to not show on-screen help"
    "cl_showpausedimage","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Show the 'Paused' image when game is paused."
    "cl_showpluginmessages","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Allow plugins to display messages to you"
    "cl_showpos","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Draw current position at top of screen"
    "cl_ShowSunVectors","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_showtextmsg","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable/disable text messages printing on the screen."
    "cl_sidespeed","10000   ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_smooth","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Smooth view/eye origin after prediction errors"
    "cl_smoothtime","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Smooth client's view after prediction error over this many seconds"
    "cl_soundemitter_flush","cmd",,,,,,,,,,,,,,,,,,"Flushes the sounds.txt system (client only)"
    "cl_soundfile","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Jingle sound file."
    "cl_soundscape_flush","cmd",,,,,,,,,,,,,,,,,,"Flushes the client side soundscapes"
    "cl_soundscape_printdebuginfo","cmd",,,,,,,,,,,,,,,,,,"print soundscapes"
    "cl_spewscriptintro","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "cl_spewuserinfoconvars","cmd",,,,,,,,,,,,,,,,,,"Re-send your myinfo variables to the server"
    "cl_sporeclipdistance","512     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_starfield_diameter","128     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_starfield_distance","256     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_sun_decay_rate","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_team","0       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Default team when joining a game"
    "cl_threaded_bone_setup","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable parallel processing of C_BaseAnimating::SetupBones()"
    "cl_threaded_client_leaf_system","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_timeout","45      ","ARCHIVE",,,,,,,,,,,,,,,,,"After this many seconds without receiving a packet from the server, the client will disconnect itself"
    "cl_updaterate","30      ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,"Number of packets per second of updates you are requesting from the server"
    "cl_upspeed","10000   ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_view","cmd",,,,,,,,,,,,,,,,,,"Set the view entity index."
    "cl_voice_filter","0       ",,,,,,,,,,,,,,,,,,"Filter voice by name substring"
    "cl_winddir","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Weather effects wind direction angle"
    "cl_windspeed","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Weather effects wind speed scalar"
    "cl_wpn_sway_interp","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cl_wpn_sway_scale","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "cl_yawspeed","210     ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Client yaw speed."
    "clear","cmd",,,,,,,,,,,,,,,,,,"Clear all console output."
    "clear_debug_overlays","cmd",,,,,,,,,,,,,,,,,,"clears debug overlays"
    "clientport","27005   ",,,,,,,,,,,,,,,,,,"Host game client port"
    "closecaption","1       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,"Enable close captioning."
    "cmd","cmd",,,,,,,,,,,,,,,,,,"Forward command to server."
    "cnc","cmd",,,,,,,,,,,,,,,,,,"Context Click"
    "collision_shake_amp","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "collision_shake_freq","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "collision_shake_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "collision_test","cmd",,,,,,,,,,,,,,,,,,"Tests collision system"
    "colorcorrectionui","cmd",,,,,,,,,,,,,,,,,,"Show/hide the color correction tools UI."
    "combine_guard_spawn_health","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "combine_spawn_health","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "'+commandermousemove'","cmd",,,,,,,,,,,,,,,,,,""
    "'-commandermousemove'","cmd",,,,,,,,,,,,,,,,,,""
    "commentary","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"Desired commentary mode state."
    "commentary_available","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Automatically set by the game when a commentary file is available for the current map."
    "commentary_cvarsnotchanging","cmd",,,,,,,,,,,,,,,,,,""
    "commentary_finishnode","cmd",,,,,,,,,,,,,,,,,,""
    "commentary_firstrun","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "commentary_showmodelviewer","cmd",,,,,,,,,,,,,,,,,,"Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>"
    "commentary_testfirstrun","cmd",,,,,,,,,,,,,,,,,,""
    "con_drawnotify","1       ",,,,,,,,,,,,,,,,,,"Disables drawing of notification area (for taking screenshots)."
    "con_enable","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Allows the console to be activated."
    "con_filter_enable","0       ",,,,,,,,,,,,,,,,,,"Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot"
    "con_filter_text","0       ",,,,,,,,,,,,,,,,,,"Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate."
    "con_filter_text_out","0       ",,,,,,,,,,,,,,,,,,"Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate."
    "con_notifytime","8       ",,,,,,,,,,,,,,,,,,"How long to display recent console text to the upper part of the game window"
    "con_nprint_bgalpha","50      ",,,,,,,,,,,,,,,,,,"Con_NPrint background alpha."
    "con_nprint_bgborder","5       ",,,,,,,,,,,,,,,,,,"Con_NPrint border size."
    "con_timestamp","0       ",,,,,,,,,,,,,,,,,,"Prefix console.log entries with timestamps"
    "con_trace","0       ",,,,,,,,,,,,,,,,,,"Print console text to low level printout."
    "condump","cmd",,,,,,,,,,,,,,,,,,"dump the text currently in the console to condumpXX.log"
    "connect","cmd",,,,,,,,,,,,,,,,,,"Connect to specified server."
    "contimes","8       ",,,,,,,,,,,,,,,,,,"Number of console lines to overlay for debugging."
    "coop","0       ",,,,,,"NOTIFY",,,,,,,,,,,,"Cooperative play."
    "create_flashlight","cmd",,,,,,,,,,,,,,,,,,""
    "CreateHairball","cmd",,,,,,,,,,,,,,,,,,""
    "creditsdone","cmd",,,,,,,,,,,,,,,,,,""
    "crosshair","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "cursor_active","0       ",,"SPONLY",,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,""
    "cursor_x","0       ",,"SPONLY",,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,""
    "cursor_y","0       ",,"SPONLY",,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,""
    "cursor_z","0       ",,"SPONLY",,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,""
    "curve_bias","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "cvarlist","cmd",,,,,,,,,,,,,,,,,,"Show the list of convars/concommands."
    "datacachesize","32      ",,,,,,,,,,,,,,,,,,"Size in MB."
    "dbghist_addline","cmd",,,,,,,,,,,,,,,,,,"Add a line to the debug history. Format: <category id> <line>"
    "dbghist_dump","cmd",,,,,,,,,,,,,,,,,,"Dump the debug history to the console. Format: <category id>
        Categories:
         0: Entity I/O
         1: AI Decisions
         2: Sc"
    "deathmatch","0       ",,,,,,"NOTIFY",,,,,,,,,,,,"Running a deathmatch server."
    "debug_materialmodifycontrol","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "debug_materialmodifycontrol_client","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "debug_physimpact","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "debug_touchlinks","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Spew touch link activity"
    "debugsystemui","cmd",,,,,,,,,,,,,,,,,,"Show/hide the debug system UI."
    "decalfrequency","10      ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "default_fov","75      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "demo_avellimit","2000    ",,,,,,,,,,,,,,,,,,"Angular velocity limit before eyes considered snapped for demo playback."
    "demo_debug","0       ",,,,,,,,,,,,,,,,,,"Demo debug info."
    "demo_fastforwardfinalspeed","20      ",,,,,,,,,,,,,,,,,,"Go this fast when starting to hold FF button."
    "demo_fastforwardramptime","5       ",,,,,,,,,,,,,,,,,,"How many seconds it takes to get to full FF speed."
    "demo_fastforwardstartspeed","2       ",,,,,,,,,,,,,,,,,,"Go this fast when starting to hold FF button."
    "demo_gototick","cmd",,,,,,,,,,,,,,,,,,"Skips to a tick in demo."
    "demo_interplimit","4000    ",,,,,,,,,,,,,,,,,,"How much origin velocity before it's considered to have 'teleported' causing interpolation to reset."
    "demo_interpolateview","1       ",,,,,,,,,,,,,,,,,,"Do view interpolation during dem playback."
    "demo_legacy_rollback","1       ",,,,,,,,,,,,,,,,,,"Use legacy view interpolation rollback amount in demo playback."
    "demo_pause","cmd",,,,,,,,,,,,,,,,,,"Pauses demo playback."
    "demo_pauseatservertick","0       ",,,,,,,,,,,,,,,,,,"Pauses demo playback at server tick"
    "demo_quitafterplayback","0       ",,,,,,,,,,,,,,,,,,"Quits game after demo playback."
    "demo_recordcommands","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Record commands typed at console into .dem files."
    "demo_resume","cmd",,,,,,,,,,,,,,,,,,"Resumes demo playback."
    "demo_setendtick","cmd",,,,,,,,,,,,,,,,,,"Sets end demo playback tick. Set to 0 to disable."
    "demo_timescale","cmd",,,,,,,,,,,,,,,,,,"Sets demo replay speed."
    "demo_togglepause","cmd",,,,,,,,,,,,,,,,,,"Toggles demo playback."
    "demolist","cmd",,,,,,,,,,,,,,,,,,"Print demo sequence list."
    "demos","cmd",,,,,,,,,,,,,,,,,,"Demo demo file sequence."
    "demoui","cmd",,,,,,,,,,,,,,,,,,"Show/hide the demo player UI."
    "demoui2","cmd",,,,,,,,,,,,,,,,,,"Show/hide the advanced demo player UI (demoui2)."
    "'+demoui2'","cmd",,,,,,,,,,,,,,,,,,"Bring the advanced demo player UI (demoui2) to foreground."
    "'-demoui2'","cmd",,,,,,,,,,,,,,,,,,"Send the advanced demo player UI (demoui2) to background."
    "derma_controls","cmd",,,,,,,,,,,,,,,,,,""
    "developer","0       ",,,,,,,,,,,,,,,,,,"Set developer message level"
    "devshots_nextmap","cmd",,,,,,,,,,,,,,,,,,"Used by the devshots system to go to the next map in the devshots maplist."
    "devshots_screenshot","cmd",,,,,,,,,,,,,,,,,,"Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead."
    "differences","cmd",,,,,,,,,,,,,,,,,,"Show all convars which are not at their default values."
    "disconnect","cmd",,,,,,,,,,,,,,,,,,"Disconnect game from server."
    "disp_dynamic","0       ",,,,,,,,,,,,,,,,,,""
    "dispcoll_drawplane","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "displaysoundlist","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "dlight_debug","cmd",,,,,,,,,,,,,,,,,,"Creates a dlight in front of the player"
    "dog_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "dog_max_wait_time","7       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "download_debug","0       ",,,,,,,,,,,,,"DONTRECORD",,,,,""
    "drawcross","cmd",,,,,,,,,,,,,,,,,,"Draws a cross at the given location
        Arguments: x y z"
    "drawline","cmd",,,,,,,,,,,,,,,,,,"Draws line between two 3D Points.
        Green if no collision
        Red is collides with something
        Arguments: x1 y1 z1 x2 y2 z2"
    "dropprimary","cmd",,,,,,,,,,,,,,,,,,"dropprimary: Drops the primary weapon of the player."
    "dsp_automatic","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_db_min","80      ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_db_mixdrop","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_dist_max","1440    ",,,,"CHEAT",,,,,,,,"DEMO",,,,,,""
    "dsp_dist_min","0       ",,,,"CHEAT",,,,,,,,"DEMO",,,,,,""
    "dsp_enhance_stereo","1       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "dsp_facingaway","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_mix_max","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_mix_min","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_off","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "dsp_player","0       ",,,,,,,,,,,,"DEMO",,"SERVER_CAN_EXECUTE",,,,""
    "dsp_reload","cmd",,,,,,,,,,,,,,,,,,""
    "dsp_room","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_slow_cpu","0       ","ARCHIVE",,,,,,,,,,,"DEMO",,,,,,""
    "dsp_spatial","40      ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_speaker","50      ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_vol_2ch","1       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_vol_4ch","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_vol_5ch","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "dsp_volume","1       ","ARCHIVE",,,,,,,,,,,"DEMO",,,,,,""
    "dsp_water","14      ",,,,,,,,,,,,"DEMO",,,,,,""
    "dt_ShowPartialChangeEnts","0       ",,,,,,,,,,,,,,,,,,"(SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE)."
    "dt_UsePartialChangeEnts","1       ",,,,,,,,,,,,,,,,,,"(SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization."
    "dti_flush","cmd",,,,,,,,,,,,,,,,,,"Write out the datatable instrumentation files (you must run with -dti for this to work)."
    "dtwarning","0       ",,,,,,,,,,,,,,,,,,"Print data table warnings?"
    "dtwatchclass","0       ",,,,,,,,,,,,,,,,,,"Watch all fields encoded with this table."
    "dtwatchent","-1      ",,,,,,,,,,,,,,,,,,"Watch this entities data table encoding."
    "dtwatchvar","0       ",,,,,,,,,,,,,,,,,,"Watch the named variable."
    "'+duck'","cmd",,,,,,,,,,,,,,,,,,""
    "'-duck'","cmd",,,,,,,,,,,,,,,,,,""
    "dump_entity_sizes","cmd",,,,,,,,,,,,,,,,,,"Print sizeof(entclass)"
    "dump_globals","cmd",,,,,,,,,,,,,,,,,,"Dump all global entities/states"
    "dump_luafiles","cmd",,,,,,,,,,,,,,,,,,""
    "dump_luafiles","cmd",,,,,,,,,,,,,,,,,,""
    "dump_luafiles_bootstrap","cmd",,,,,,,,,,,,,,,,,,""
    "dump_luafiles_nosend","cmd",,,,,,,,,,,,,,,,,,""
    "dump_panels","cmd",,,,,,,,,,,,,,,,,,"Dump Panel Tree"
    "dump_pooledstrings","cmd",,,,,,,,,,,,,,,,,,"Dumps a list of Lua pooled strings"
    "dump_x360_cfg","cmd",,,,,,,,,,,,,,,,,,"Dump X360 config files to disk"
    "dump_x360_saves","cmd",,,,,,,,,,,,,,,,,,"Dump X360 save games to disk"
    "dumpentityfactories","cmd",,,,,,,,,,,,,,,,,,"Lists all entity factory names."
    "dumpeventqueue","cmd",,,,,,,,,,,,,,,,,,"Dump the contents of the Entity I/O event queue to the console."
    "dumpgamestringtable","cmd",,,,,,,,,,,,,,,,,,"Dump the contents of the game string table to the console."
    "dumpsavedir","cmd",,,,,,,,,,,,,,,,,,"List the contents of the save directory in memory"
    "dumpstringtables","cmd",,,,,,,,,,,,,,,,,,"Print string tables to console."
    "dumpstringtables_new","cmd",,,,,,,,,,,,,,,,,,"Dumps the named string table, or list them if none"
    "dumpstringtables_new","cmd",,,,,,,,,,,,,,,,,,"Dumps the named string table, or list them if none"
    "echo","cmd",,,,,,,,,,,,,,,,,,"Echo text to console."
    "editdemo","cmd",,,,,,,,,,,,,,,,,,"Edit a recorded demo file (.dem )."
    "editor_toggle","cmd",,,,,,,,,,,,,,,,,,"Disables the simulation and returns focus to the editor"
    "effects_list","cmd",,,,,,,,,,,,,,,,,,"Lists the internal, engine effects."
    "effects_reload","cmd",,,,,,,,,,,,,,,,,,"Reloads the effect scripts (For development purposes)"
    "enable_debug_overlays","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Enable rendering of debug overlays"
    "endmovie","cmd",,,,,,,,,,,,,,,,,,"Stop recording movie frames."
    "english","1       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"If set to 1, running the english language set of assets."
    "ent_absbox","cmd",,,,,,,,,,,,,,,,,,"Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.
        Ar"
    "ent_attachments","cmd",,,,,,,,,,,,,,,,,,"Displays the attachment points on an entity.
        Arguments:       {entity_name} / {class_name} / no argument picks what player is loo"
    "ent_autoaim","cmd",,,,,,,,,,,,,,,,,,"Displays the entity's autoaim radius.
        Arguments:       {entity_name} / {class_name} / no argument picks what player is looking at"
    "ent_bbox","cmd",,,,,,,,,,,,,,,,,,"Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlay"
    "ent_cancelpendingentfires","cmd",,,,,,,,,,,,,,,,,,"Cancels all ent_fire created outputs that are currently waiting for their delay to expire."
    "ent_create","cmd",,,,,,,,,,,,,,,,,,"Creates an entity of the given type where the player is looking."
    "ent_debugkeys","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "ent_dump","cmd",,,,,,,,,,,,,,,,,,"Usage:
       ent_dump <entity name>
    "
    "ent_fire","cmd",,,,,,,,,,,,,,,,,,"Usage:
       ent_fire <target> [action] [value] [delay]
    "
    "ent_info","cmd",,,,,,,,,,,,,,,,,,"Usage:
       ent_info <class name>
    "
    "ent_keyvalue","cmd",,,,,,,,,,,,,,,,,,"Applies the comma delimited key=value pairs to the entity with the given Hammer ID.
        Format: ent_keyvalue <entity id> <key1>=<v"
    "ent_messages","cmd",,,,,,,,,,,,,,,,,,"Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any mes"
    "ent_messages_draw","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Visualizes all entity input/output activity."
    "ent_name","cmd",,,,,,,,,,,,,,,,,,""
    "ent_orient","cmd",,,,,,,,,,,,,,,,,,"Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt"
    "ent_pause","cmd",,,,,,,,,,,,,,,,,,"Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any mess"
    "ent_pivot","cmd",,,,,,,,,,,,,,,,,,"Displays the pivot for the given entity(ies).
        (y=up=green, z=forward=blue, x=left=red). 
        Arguments:       {entity_name} / {class"
    "ent_rbox","cmd",,,,,,,,,,,,,,,,,,"Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.
        Ar"
    "ent_remove","cmd",,,,,,,,,,,,,,,,,,"Removes the given entity(s)
        Arguments:       {entity_name} / {class_name} / no argument picks what player is looking at "
    "ent_remove_all","cmd",,,,,,,,,,,,,,,,,,"Removes all entities of the specified type
        Arguments:       {entity_name} / {class_name} "
    "ent_rotate","cmd",,,,,,,,,,,,,,,,,,"Rotates an entity by a specified # of degrees"
    "ent_setname","cmd",,,,,,,,,,,,,,,,,,"Sets the targetname of the given entity(s)
        Arguments:       {new entity name} {entity_name} / {class_name} / no argument picks wh"
    "ent_show_response_criteria","cmd",,,,,,,,,,,,,,,,,,"Print, to the console, an entity's current criteria set used to select responses.
        Arguments:       {entity_name} / {class_name} /"
    "ent_step","cmd",,,,,,,,,,,,,,,,,,"When 'ent_pause' is set this will step through one waiting input / output message at a time."
    "ent_teleport","cmd",,,,,,,,,,,,,,,,,,"Teleport the specified entity to where the player is looking.
        Format: ent_teleport <entity name>"
    "ent_text","cmd",,,,,,,,,,,,,,,,,,"Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
        Arguments:       {entity_"
    "ent_viewoffset","cmd",,,,,,,,,,,,,,,,,,"Displays the eye position for the given entity(ies) in red.
        Arguments:       {entity_name} / {class_name} / no argument picks wha"
    "envmap","cmd",,,,,,,,,,,,,,,,,,""
    "escape","cmd",,,,,,,,,,,,,,,,,,"Escape key pressed."
    "exec","cmd",,,,,,,,,,,,,,,,,,"Execute script file."
    "exit","cmd",,,,,,,,,,,,,,,,,,"Exit the engine."
    "explode","cmd",,,,,,,,,,,,,,,,,,"Kills the player with explosive damage"
    "explodevector","cmd",,,,,,,,,,,,,,,,,,"Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>"
    "explosion_dlight","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "fadein","cmd",,,,,,,,,,,,,,,,,,"fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds."
    "fadeout","cmd",,,,,,,,,,,,,,,,,,"fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds."
    "fast_fogvolume","0       ",,,,,,,,,,,,,,,,,,""
    "filesystem_buffer_size","0       ",,,,,,,,,,,,,,,,,,"Size of per file buffers. 0 for none"
    "find","cmd",,,,,,,,,,,,,,,,,,"Find concommands with the specified string in their name/help text."
    "find_ent","cmd",,,,,,,,,,,,,,,,,,"Find and list all entities with classnames or targetnames that contain the specified substring.
    Format: find_ent <substring>
    "
    "find_ent_index","cmd",,,,,,,,,,,,,,,,,,"Display data for entity matching specified index.
    Format: find_ent_index <index>
    "
    "findflags","cmd",,,,,,,,,,,,,,,,,,"Find concommands by flags."
    "fire_absorbrate","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_dmgbase","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_dmginterval","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_dmgscale","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_extabsorb","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_extscale","12      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_growthrate","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_heatscale","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_incomingheatscale","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fire_maxabsorb","50      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "firetarget","cmd",,,,,,,,,,,,,,,,,,""
    "firstperson","cmd",,,,,,,,,,,,,,,,,,"Switch to firstperson camera."
    "fish_debug","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Show debug info for fish"
    "fish_dormant","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"Turns off interactive fish behavior. Fish become immobile and unresponsive."
    "flex_expression","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "flex_looktime","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "flex_maxawaytime","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "flex_maxplayertime","7       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "flex_minawaytime","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "flex_minplayertime","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "flex_rules","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Allow flex animation rules to run."
    "flex_smooth","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Applies smoothing/decay curve to flex animation controller changes."
    "flex_talk","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "flush","cmd",,,,,,,,,,,,,,,,,,"Flush unlocked cache memory."
    "flush_locked","cmd",,,,,,,,,,,,,,,,,,"Flush unlocked and locked cache memory."
    "fog_color","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_color_b","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_color_g","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_color_r","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_colorskybox","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_enable","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_enable_water_fog","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "fog_enableskybox","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_end","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_endskybox","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_maxdensity","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_maxdensityskybox","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_override","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_start","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fog_startskybox","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "fogui","cmd",,,,,,,,,,,,,,,,,,"Show/hide fog control UI."
    "force_centerview","cmd",,,,,,,,,,,,,,,,,,""
    "'+forward'","cmd",,,,,,,,,,,,,,,,,,""
    "'-forward'","cmd",,,,,,,,,,,,,,,,,,""
    "fov","cmd",,,,,,,,,,,,,,,,,,"Change players FOV"
    "fov_desired","90      ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"Sets the base field-of-view."
    "fps_max","300     ",,,,,,,,,,,,,,,,,,"Frame rate limiter, cannot be set while connected to a server."
    "free_pass_peek_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "fs_convert","1       ",,,,,,,,,,,,,,,,,,"Allow Xbox 360 files to be generated at runtime"
    "fs_monitor_read_from_pack","0       ",,,,,,,,,,,,,,,,,,"0:Off, 1:Any, 2:Sync only"
    "fs_printopenfiles","cmd",,,,,,,,,,,,,,,,,,"Show all files currently opened by the engine."
    "fs_report_sync_opens","0       ",,,,,,,,,,,,,,,,,,"0:Off, 1:Always, 2:Not during load"
    "fs_warning_level","cmd",,,,,,,,,,,,,,,,,,"Set the filesystem warning level."
    "fs_warning_mode","0       ",,,,,,,,,,,,,,,,,,"0:Off, 1:Warn main thread, 2:Warn other threads"
    "fun_npcscale","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "func_break_max_pieces","15      ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "func_break_reduction_factor","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "func_breakdmg_bullet","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "func_breakdmg_club","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "func_breakdmg_explosive","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g15_dumpplayer","cmd",,,,,,,,,,,,,,,,,,"Spew player data."
    "g15_reload","cmd",,,,,,,,,,,,,,,,,,"Reloads the Logitech G-15 Keyboard configs."
    "g15_update_msec","250     ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Logitech G-15 Keyboard update interval."
    "g_ai_citizen_show_enemy","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_antlion_cascade_push","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_antlion_maxgibs","16      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "g_antlionguard_hemorrhage","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If 1, guard will emit a bleeding particle effect when wounded."
    "g_debug_angularsensor","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_antlion","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_antlion_worker","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_antlionguard","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_antlionmaker","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_basehelicopter","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_basescanner","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_combine_camera","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_constraint_sounds","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Enable debug printing about constraint sounds."
    "g_debug_cscanner","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_doors","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_dropship","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_dynamicresupplies","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item"
    "g_debug_gunship","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_headcrab","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_hunter_charge","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_npc_vehicle_roles","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_physcannon","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "g_debug_ragdoll_removal","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "g_debug_ragdoll_visualize","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "g_debug_trackpather","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_transitions","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities "
    "g_debug_turret","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_turret_ceiling","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_debug_vehiclebase","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_vehicledriver","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_vehicleexit","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_vehiclesound","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_debug_vortigaunt_aim","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_helicopter_bomb_danger_radius","120     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_helicopter_bullrush_bomb_enemy_distance","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_helicopter_bullrush_bomb_speed","850     ",,,"GAMEDLL",,,,,,,,,,,,,,,"The maximum distance the player can be from the chopper before it stops firing"
    "g_helicopter_bullrush_bomb_time","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_helicopter_bullrush_distance","5000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "g_helicopter_bullrush_mega_bomb_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Fraction of the health of the chopper before it mega-bombs"
    "g_helicopter_bullrush_shoot_height","650     ",,,"GAMEDLL",,,,,,,,,,,,,,,"The maximum distance the player can be from the chopper before it stops firing"
    "g_helicopter_chargetime","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,"How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires"
    "g_helicopter_idletime","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,"How much time we have to wait (on average) after we fire before we can charge up again"
    "g_helicopter_maxfiringdist","2500    ",,,"GAMEDLL",,,,,,,,,,,,,,,"The maximum distance the player can be from the chopper before it stops firing"
    "g_jeepexitspeed","100     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "g_Language","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "g_ragdoll_fadespeed","600     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "g_ragdoll_important_maxcount","2       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "g_ragdoll_lvfadespeed","100     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "g_ragdoll_maxcount","8       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "g_test_new_antlion_jump","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "gamemenucommand","cmd",,,,,,,,,,,,,,,,,,"Issue game menu command."
    "gamemode","cmd",,,,,,,,,,,,,,,,,,"outputs information about the gamemode"
    "gamemode_reload","cmd",,,,,,,,,,,,,,,,,,"Reloads the gamemode. This won't transfer new clientside files - so you'll need to restart the map for connected clients to see"
    "gamemode_reload_cl","cmd",,,,,,,,,,,,,,,,,,"Reloads the gamemode on the client"
    "gameui_activate","cmd",,,,,,,,,,,,,,,,,,"Shows the game UI"
    "gameui_allowescape","cmd",,,,,,,,,,,,,,,,,,"Escape key allowed to hide game UI"
    "gameui_allowescapetoshow","cmd",,,,,,,,,,,,,,,,,,"Escape key allowed to show game UI"
    "gameui_hide","cmd",,,,,,,,,,,,,,,,,,"Hides the game UI"
    "gameui_hide_dialog","cmd",,,,,,,,,,,,,,,,,,"asdf"
    "gameui_preventescape","cmd",,,,,,,,,,,,,,,,,,"Escape key doesn't hide game UI"
    "gameui_preventescapetoshow","cmd",,,,,,,,,,,,,,,,,,"Escape key doesn't show game UI"
    "gameui_show_dialog","cmd",,,,,,,,,,,,,,,,,,"Show an arbitrary Dialog."
    "gameui_xbox","0       ",,,,,,,,,,,,,,,,,,""
    "getpos","cmd",,,,,,,,,,,,,,,,,,"dump position and angles to the console"
    "give","cmd",,,,,,,,,,,,,,,,,,"Give item to player.
        Arguments: <item_name>"
    "givecurrentammo","cmd",,,,,,,,,,,,,,,,,,"Give a supply of ammo for current weapon..
    "
    "gl_clear","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "gl_clear_randomcolor","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Clear the back buffer to random colors every frame. Helps spot open seams in geometry."
    "global_set","cmd",,,,,,,,,,,,,,,,,,"global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD)."
    "gm_clearfonts","cmd",,,,,,,,,,,,,,,,,,"For development purposes. Clears the font list so it'll be forced to re-create the font next time. (This means it leaks memory)"
    "gm_gridsize","32      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "gm_mem_dump","cmd",,,,,,,,,,,,,,,,,,"Dump memory stats to file"
    "gm_mem_dump","cmd",,,,,,,,,,,,,,,,,,"Dump memory stats to file"
    "gm_showhelp","cmd",,,,,,,,,,,,,,,,,,""
    "gm_showspare1","cmd",,,,,,,,,,,,,,,,,,""
    "gm_showspare2","cmd",,,,,,,,,,,,,,,,,,""
    "gm_showteam","cmd",,,,,,,,,,,,,,,,,,""
    "gm_snapdegrees","45      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "gm_snaptogrid","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "god","cmd",,,,,,,,,,,,,,,,,,"Toggle. Player becomes invulnerable."
    "'+graph'","cmd",,,,,,,,,,,,,,,,,,""
    "'-graph'","cmd",,,,,,,,,,,,,,,,,,""
    "'-grenade1'","cmd",,,,,,,,,,,,,,,,,,""
    "'+grenade1'","cmd",,,,,,,,,,,,,,,,,,""
    "'-grenade2'","cmd",,,,,,,,,,,,,,,,,,""
    "'+grenade2'","cmd",,,,,,,,,,,,,,,,,,""
    "groundlist","cmd",,,,,,,,,,,,,,,,,,"Display ground entity list <index>"
    "hap_airboat_gun_mag","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hap_damagescale_game","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hap_HasDevice","0       ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"falcon is connected"
    "hap_jeep_cannon_mag","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hap_melee_scale","0       ",,,,,,,,,,"NEVER_AS_STRING",,,,,,"CLIENTDLL",,""
    "hap_noclip_avatar_scale","0       ",,,,,,,,,,"NEVER_AS_STRING",,,,,,"CLIENTDLL",,""
    "hap_turret_mag","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hap_ui_vehicles","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "heartbeat","cmd",,,,,,,,,,,,,,,,,,"Force heartbeat of master servers"
    "help","cmd",,,,,,,,,,,,,,,,,,"Find help about a convar/concommand."
    "hideconsole","cmd",,,,,,,,,,,,,,,,,,"Hide the console."
    "hidehud","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "hidepanel","cmd",,,,,,,,,,,,,,,,,,"Hides a viewport panel <name>"
    "hl2_darkness_flashlight_factor","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hl2_episodic","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "host_flush_threshold","20      ",,,,,,,,,,,,,,,,,,"Memory threshold below which the host should flush caches between server instances"
    "host_framerate","0       ",,,,,,,,,,,,,,,,,,"Set to lock per-frame time elapse."
    "host_limitlocal","0       ",,,,,,,,,,,,,,,,,,"Apply cl_cmdrate and cl_updaterate to loopback connection"
    "host_map","0       ",,,,,,,,,,,,,,,,,,"Current map name."
    "host_profile","0       ",,,,,,,,,,,,,,,,,,""
    "host_runofftime","cmd",,,,,,,,,,,,,,,,,,"Run off some time without rendering/updating sounds
    "
    "host_showcachemiss","0       ",,,,,,,,,,,,,,,,,,"Print a debug message when the client or server cache is missed."
    "host_ShowIPCCallCount","0       ",,,,,,,,,,,,,,,,,,"Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame."
    "host_sleep","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Force the host to sleep a certain number of milliseconds each frame."
    "host_speeds","0       ",,,,,,,,,,,,,,,,,,"Show general system running times."
    "host_thread_mode","0       ",,,,,,,,,,,,,,,,,,"Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)"
    "host_timescale","1       ",,,,,,,,,,,"REPLICATED",,,,,,,"Prescale the clock by this amount."
    "host_writeconfig","cmd",,,,,,,,,,,,,,,,,,"Store current settings to config.cfg (or specified .cfg file)."
    "hostip","0       ",,,,,,,,,,,,,,,,,,"Host game server ip"
    "hostname","0       ",,,,,,,,,,,,,,,,,,"Hostname for server."
    "hostport","27015   ",,,,,,,,,,,,,,,,,,"Host game server port"
    "hud_airboathint_numentries","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hud_autoaim_method","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_autoaim_scale_icon","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_autoreloadscript","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Automatically reloads the animation script each time one is ran"
    "hud_centerid","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_deathnotice_time","6       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_draw_active_reticle","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_draw_fixed_reticle","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_drawhistory_time","5       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_fastswitch","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_jeephint_numentries","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hud_magnetism","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_quickinfo","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_reloadscheme","cmd",,,,,,,,,,,,,,,,,,"Reloads hud layout and animation scripts."
    "hud_reticle_alpha_speed","700     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_reticle_maxalpha","255     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_reticle_minalpha","125     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_reticle_scale","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_saytext_time","12      ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_showtargetid","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "hud_takesshots","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Auto-save a scoreboard screenshot at the end of a map."
    "hunter_allow_dissolve","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_allow_nav_jump","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_charge","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_charge_min_delay","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_charge_pct","25      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_charge_test","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_cheap_explosions","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_clamp_shots","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_disable_patrol","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_dodge_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_dodge_warning","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_dodge_warning_cone","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_dodge_warning_width","180     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_first_flechette_delay","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_delay","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_explode_delay","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_max_concurrent_volleys","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_max_range","1200    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_min_range","100     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_speed","2000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_test","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_volley_end_max_delay","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_volley_end_min_delay","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_volley_size","8       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_volley_start_max_delay","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_flechette_volley_start_min_delay","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_free_knowledge","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_hate_attached_striderbusters","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_hate_held_striderbusters","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_hate_held_striderbusters_delay","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_hate_held_striderbusters_tolerance","2000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_hate_thrown_striderbusters","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_hate_thrown_striderbusters_tolerance","300     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_jostle_car_max_speed","600     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_jostle_car_min_speed","100     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_melee_delay","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_plant_adjust_z","12      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_random_expressions","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_retreat_striderbusters","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If true, the hunter will retreat when a buster is glued to him."
    "hunter_seek_thrown_striderbusters_tolerance","400     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_shoot_flechette","cmd",,,,,,,,,,,,,,,,,,"Fires a hunter flechette where the player is looking."
    "hunter_show_weapon_los_condition","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_show_weapon_los_z","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_siege_frequency","12      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hunter_stand_still","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "hurtme","cmd",,,,,,,,,,,,,,,,,,"Hurts the player.
        Arguments: <health to lose>"
    "impulse","cmd",,,,,,,,,,,,,,,,,,""
    "in_usekeyboardsampletime","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Use keyboard sample time smoothing."
    "incrementvar","cmd",,,,,,,,,,,,,,,,,,"Increment specified convar value."
    "invnext","cmd",,,,,,,,,,,,,,,,,,""
    "invprev","cmd",,,,,,,,,,,,,,,,,,""
    "ip","0       ",,,,,,,,,,,,,,,,,,"Overrides IP for multihomed hosts"
    "jalopy_blocked_exit_max_speed","50      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "jalopy_cargo_anim_time","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "jalopy_radar_test_ent","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "'+jlook'","cmd",,,,,,,,,,,,,,,,,,""
    "'-jlook'","cmd",,,,,,,,,,,,,,,,,,""
    "joy_accel_filter","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_accelmax","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_accelscale","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_advanced","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_advaxisr","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_advaxisu","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_advaxisv","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_advaxisx","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_advaxisy","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_advaxisz","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_autoaimdampen","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"How much to scale user stick input when the gun is pointing at a valid target."
    "joy_autoaimdampenrange","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"The stick range where autoaim dampening is applied. 0 = off"
    "joy_autosprint","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Automatically sprint when moving with an analog joystick"
    "joy_axisbutton_threshold","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Analog axis range before a button press is registered."
    "joy_diagonalpov","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"POV manipulator operates on diagonal axes, too."
    "joy_display_input","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_forwardsensitivity","-1      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_forwardthreshold","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_inverty","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Whether to invert the Y axis of the joystick for looking."
    "joy_inverty_default","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_lowend","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_lowmap","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_movement_stick","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Which stick controls movement (0 is left stick)"
    "joy_movement_stick_default","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_name","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_pegged","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_pitchsensitivity","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_pitchsensitivity_default","-1      ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_pitchthreshold","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_response_look","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"'Look' stick response mode: 0=Default, 1=Acceleration Promotion"
    "joy_response_move","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity"
    "joy_response_move_vehicle","6       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_sidesensitivity","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_sidethreshold","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_vehicle_turn_lowend","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_vehicle_turn_lowmap","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_virtual_peg","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_wingmanwarrior_centerhack","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Wingman warrior centering hack."
    "joy_wingmanwarrior_turnhack","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Wingman warrior hack related to turn axes."
    "joy_xcontroller_cfg_loaded","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"If 0, the 360controller.cfg file will be executed on startup & option changes."
    "joy_xcontroller_found","0       ",,,,,,,,,,,,,,,,,,"Automatically set to 1 if an xcontroller has been detected."
    "joy_yawsensitivity","-1      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_yawsensitivity_default","-1      ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joy_yawthreshold","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "joyadvancedupdate","cmd",,,,,,,,,,,,,,,,,,""
    "joystick","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "jpeg","cmd",,,,,,,,,,,,,,,,,,"Take a jpeg screenshot:  jpeg <filename> <quality 1-100>."
    "jpeg_quality","90      ",,,,,,,,,,,,,,,,,,"jpeg screenshot quality."
    "'+jump'","cmd",,,,,,,,,,,,,,,,,,""
    "'-jump'","cmd",,,,,,,,,,,,,,,,,,""
    "kdtree_test","cmd",,,,,,,,,,,,,,,,,,"Tests spatial partition for entities queries."
    "key_findbinding","cmd",,,,,,,,,,,,,,,,,,"Find key bound to specified command string."
    "key_listboundkeys","cmd",,,,,,,,,,,,,,,,,,"List bound keys with bindings."
    "key_updatelayout","cmd",,,,,,,,,,,,,,,,,,"Updates game keyboard layout to current windows keyboard setting."
    "kick","cmd",,,,,,,,,,,,,,,,,,"Kick a player by name."
    "kickid","cmd",,,,,,,,,,,,,,,,,,"Kick a player by userid or uniqueid, with a message."
    "kill","cmd",,,,,,,,,,,,,,,,,,"Kills the player with generic damage"
    "killserver","cmd",,,,,,,,,,,,,,,,,,"Shutdown the server."
    "killvector","cmd",,,,,,,,,,,,,,,,,,"Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>"
    "'+klook'","cmd",,,,,,,,,,,,,,,,,,""
    "'-klook'","cmd",,,,,,,,,,,,,,,,,,""
    "language_reload","cmd",,,,,,,,,,,,,,,,,,"Reloads the language files"
    "lastinv","cmd",,,,,,,,,,,,,,,,,,""
    "'+left'","cmd",,,,,,,,,,,,,,,,,,""
    "'-left'","cmd",,,,,,,,,,,,,,,,,,""
    "light_crosshair","cmd",,,,,,,,,,,,,,,,,,"Show texture color at crosshair"
    "lightcache_maxmiss","2       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "lightprobe","cmd",,,,,,,,,,,,,,,,,,"Samples the lighting environment.
    Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material"
    "linefile","cmd",,,,,,,,,,,,,,,,,,"Parses map leak data from .lin file"
    "listdemo","cmd",,,,,,,,,,,,,,,,,,"List demo file contents."
    "listid","cmd",,,,,,,,,,,,,,,,,,"Lists banned users."
    "listip","cmd",,,,,,,,,,,,,,,,,,"List IP addresses on the ban list."
    "listmodels","cmd",,,,,,,,,,,,,,,,,,"List loaded models."
    "listRecentNPCSpeech","cmd",,,,,,,,,,,,,,,,,,"Displays a list of the last 5 lines of speech from NPCs."
    "load","cmd",,,,,,,,,,,,,,,,,,"Load a saved game."
    "loadcommentary","cmd",,,,,,,,,,,,,,,,,,""
    "lod_TransitionDist","800     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "log","cmd",,,,,,,,,,,,,,,,,,"Enables logging to file, console, and udp < on | off >."
    "log_verbose_enable","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to 1 to enable verbose server log on the server."
    "log_verbose_interval","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Determines the interval (in seconds) for the verbose server log."
    "logaddress_add","cmd",,,,,,,,,,,,,,,,,,"Set address and port for remote host <ip:port>."
    "logaddress_del","cmd",,,,,,,,,,,,,,,,,,"Remove address and port for remote host <ip:port>."
    "logaddress_delall","cmd",,,,,,,,,,,,,,,,,,"Remove all udp addresses being logged to"
    "logaddress_list","cmd",,,,,,,,,,,,,,,,,,"List all addresses currently being used by logaddress."
    "'+lookdown'","cmd",,,,,,,,,,,,,,,,,,""
    "'-lookdown'","cmd",,,,,,,,,,,,,,,,,,""
    "lookspring","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "lookstrafe","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "'+lookup'","cmd",,,,,,,,,,,,,,,,,,""
    "'-lookup'","cmd",,,,,,,,,,,,,,,,,,""
    "lservercfgfile","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "lua_cookieclear","cmd",,,,,,,,,,,,,,,,,,""
    "lua_cookiespew","cmd",,,,,,,,,,,,,,,,,,""
    "lua_filestats","cmd",,,,,,,,,,,,,,,,,,"Lua File Stats"
    "lua_log_cl","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "lua_log_sv","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "lua_md5","cmd",,,,,,,,,,,,,,,,,,""
    "lua_networkvar_bytespertick","256     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "lua_networkvar_refreshtime","60      ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "lua_openscript","cmd",,,,,,,,,,,,,,,,,,"Open a Lua script"
    "lua_openscript_cl","cmd",,,,,,,,,,,,,,,,,,"Open a Lua script"
    "lua_reloadents","cmd",,,,,,,,,,,,,,,,,,"Reload all scripted entities"
    "lua_run","cmd",,,,,,,,,,,,,,,,,,"Run a Lua command"
    "lua_run_cl","cmd",,,,,,,,,,,,,,,,,,"Run a Lua command"
    "LuaParticle_SettleSpeed","100     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "m_customaccel","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).
    Formula: mousesensitivity = ( raw"
    "m_customaccel_exponent","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Mouse move is raised to this power before being scaled by scale factor."
    "m_customaccel_max","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Max mouse move scale factor, 0 for no limit"
    "m_customaccel_scale","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Custom mouse acceleration value."
    "m_filter","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Mouse filtering (set this to 1 to average the mouse over 2 frames)."
    "m_forward","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Mouse forward factor."
    "m_mouseaccel1","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Windows mouse acceleration initial threshold (2x movement)."
    "m_mouseaccel2","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Windows mouse acceleration secondary threshold (4x movement)."
    "m_mousespeed","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Windows mouse speed factor (range 1 to 20)."
    "m_pitch","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Mouse pitch factor."
    "m_side","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Mouse side factor."
    "m_yaw","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Mouse yaw factor."
    "map","cmd",,,,,,,,,,,,,,,,,,"Start playing on specified map."
    "map2","cmd",,,,,,,,,,,,,,,,,,"<map> <gamemode> - Start a map with named gamemode instead of the default"
    "map_background","cmd",,,,,,,,,,,,,,,,,,"Runs a map as the background to the main menu."
    "map_commentary","cmd",,,,,,,,,,,,,,,,,,"Start playing, with commentary, on a specified map."
    "map_edit","cmd",,,,,,,,,,,,,,,,,,""
    "map_noareas","0       ",,,,,,,,,,,,,,,,,,"Disable area to area connection testing."
    "mapcyclefile","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Name of the .txt file used to cycle the maps on multiplayer servers "
    "maps","cmd",,,,,,,,,,,,,,,,,,"Displays list of maps."
    "mat_aaquality","0       ",,,,,,,,,,,,,,,,,,""
    "mat_accelerate_adjust_exposure_down","3       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_alphacoverage","1       ",,,,,,,,,,,,,,,,,,""
    "mat_antialias","2       ",,,,,,,,,,,,,,,,,,""
    "mat_autoexposure_max","2       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_autoexposure_min","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_bloom_scalefactor_scalar","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_bloomamount_rate","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_bloomscale","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_bufferprimitives","1       ",,,,,,,,,,,,,,,,,,""
    "mat_bumpbasis","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_bumpmap","1       ",,,,,,,,,,,,,,,,,,""
    "mat_camerarendertargetoverlaysize","128     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_clipz","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_colcorrection_disableentities","0       ",,,,,,,,,,,,,,,,,,"Disable map color-correction entities"
    "mat_colorcorrection","1       ",,,,,,,,,,,,,,,,,,""
    "mat_compressedtextures","1       ",,,,,,,,,,,,,,,,,,""
    "mat_configcurrent","cmd",,,,,,,,,,,,,,,,,,"show the current video control panel config for the material system"
    "mat_crosshair","cmd",,,,,,,,,,,,,,,,,,"Display the name of the material under the crosshair"
    "mat_crosshair_edit","cmd",,,,,,,,,,,,,,,,,,"open the material under the crosshair in the editor defined by mat_crosshair_edit_editor"
    "mat_crosshair_explorer","cmd",,,,,,,,,,,,,,,,,,"open the material under the crosshair in explorer and highlight the vmt file"
    "mat_crosshair_printmaterial","cmd",,,,,,,,,,,,,,,,,,"print the material under the crosshair"
    "mat_crosshair_reloadmaterial","cmd",,,,,,,,,,,,,,,,,,"reload the material under the crosshair"
    "mat_debug","cmd",,,,,,,,,,,,,,,,,,"Activates debugging spew for a specific material."
    "mat_debug_autoexposure","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_debug_bloom","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_debug_postprocessing_effects","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen"
    "mat_debug_process_halfscreen","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_debugalttab","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_debugdepth","0       ",,,,,,,,,,,,,,,,,,""
    "mat_debugdepthmode","0       ",,,,,,,,,,,,,,,,,,""
    "mat_debugdepthval","128     ",,,,,,,,,,,,,,,,,,""
    "mat_debugdepthvalmax","256     ",,,,,,,,,,,,,,,,,,""
    "mat_depthbias_decal","-262144 ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_depthbias_normal","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_depthbias_shadowmap","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_diffuse","1       ",,,,,,,,,,,,,,,,,,""
    "mat_disable_bloom","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_disable_fancy_blending","0       ",,,,,,,,,,,,,,,,,,""
    "mat_disable_lightwarp","0       ",,,,,,,,,,,,,,,,,,""
    "mat_disable_ps_patch","0       ",,,,,,,,,,,,,,,,,,""
    "mat_disablehwmorph","0       ",,,,,,,,,,,,,,,,,,"Disables HW morphing for particular mods"
    "mat_drawflat","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_drawTexture","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable debug view texture"
    "mat_drawTextureScale","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Debug view texture scale"
    "mat_drawTitleSafe","0       ",,,,,,,,,,,,,,,,,,"Enable title safe overlay"
    "mat_drawwater","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_dxlevel","95      ",,,,,,,,,,,,,,,,,,""
    "mat_dynamic_tonemapping","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_edit","cmd",,,,,,,,,,,,,,,,,,"Bring up the material under the crosshair in the editor"
    "mat_envmapsize","128     ",,,,,,,,,,,,,,,,,,""
    "mat_envmaptgasize","32      ",,,,,,,,,,,,,,,,,,""
    "mat_excludetextures","0       ",,,,,,,,,,,,,,,,,,""
    "mat_exposure_center_region_x","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_exposure_center_region_x_flashlight","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_exposure_center_region_y","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_exposure_center_region_y_flashlight","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_fastclip","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_fastnobump","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_fastspecular","1       ",,,,,,,,,,,,,,,,,,"Enable/Disable specularity for visual testing.  Will not reload materials and will not affect perf."
    "mat_fillrate","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_filterlightmaps","1       ",,,,,,,,,,,,,,,,,,""
    "mat_filtertextures","1       ",,,,,,,,,,,,,,,,,,""
    "mat_force_bloom","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_force_ps_patch","0       ",,,,,,,,,,,,,,,,,,""
    "mat_force_tonemap_scale","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_forceaniso","4       ",,,,,,,,,,,,,,,,,,""
    "mat_forcedynamic","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_forcehardwaresync","1       ",,,,,,,,,,,,,,,,,,""
    "mat_forcemanagedtextureintohardware","0       ",,,,,,,,,,,,,,,,,,""
    "mat_frame_sync_enable","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_frame_sync_force_texture","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Force frame syncing to lock a managed texture."
    "mat_framebuffercopyoverlaysize","128     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_fullbright","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_hdr_enabled","cmd",,,,,,,,,,,,,,,,,,"Report if HDR is enabled for debugging"
    "mat_hdr_level","2       ",,,,,,,,,,,,,,,,,,"Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps."
    "mat_hdr_manual_tonemap_rate","1       ",,,,,,,,,,,,,,,,,,""
    "mat_hdr_tonemapscale","1       ",,,,"CHEAT",,,,,,,,,,,,,,"The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open."
    "mat_hdr_uncapexposure","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_hsv","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_info","cmd",,,,,,,,,,,,,,,,,,"Shows material system info"
    "mat_leafvis","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Draw wireframe of current leaf"
    "mat_levelflush","1       ",,,,,,,,,,,,,,,,,,""
    "mat_lightmap_pfms","0       ",,,,,,,,,,,,,,,,,,"Outputs .pfm files containing lightmap data for each lightmap page when a level exits."
    "mat_loadtextures","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_luxels","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_max_worldmesh_vertices","65536   ",,,,,,,,,,,,,,,,,,""
    "mat_maxframelatency","1       ",,,,,,,,,,,,,,,,,,""
    "mat_measurefillrate","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_mipmaptextures","1       ",,,,,,,,,,,,,,,,,,""
    "mat_monitorgamma","2       ",,,,,,,,,,,,,,,,,,"monitor gamma (typically 2.2 for CRT and 1.7 for LCD)"
    "mat_monitorgamma_tv_enabled","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "mat_monitorgamma_tv_exp","2       ",,,,,,,,,,,,,,,,,,""
    "mat_monitorgamma_tv_range_max","255     ",,,,,,,,,,,,,,,,,,""
    "mat_monitorgamma_tv_range_min","16      ",,,,,,,,,,,,,,,,,,""
    "mat_morphstats","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_motion_blur_enabled","1       ",,,,,,,,,,,,,,,,,,""
    "mat_motion_blur_falling_intensity","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_motion_blur_falling_max","20      ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_motion_blur_falling_min","10      ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_motion_blur_forward_enabled","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_motion_blur_percent_of_screen_max","4       ",,,,,,,,,,,,,,,,,,""
    "mat_motion_blur_rotation_intensity","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_motion_blur_strength","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_non_hdr_bloom_scalefactor","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_norendering","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_normalmaps","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_normals","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_parallaxmap","0       ",,,,,,,,,,,,,,,,,,""
    "mat_picmip","0       ",,,,,,,,,,,,,,,,,,""
    "mat_postprocess_x","4       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_postprocess_y","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_postprocessing_combine","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Combine bloom, software anti-aliasing and color correction into one post-processing pass"
    "mat_proxy","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_queue_mode","-1      ","ARCHIVE",,,,,,,,,,,,,,,,,"The queue/thread mode the material system should use: -2=legacy default, -1=default, 0=synchronous single thread, 1=queued sing"
    "mat_reducefillrate","0       ",,,,,,,,,,,,,,,,,,""
    "mat_reduceparticles","0       ",,,,,,,,,,,,,,,,,,""
    "mat_reloadallmaterials","cmd",,,,,,,,,,,,,,,,,,"Reloads all materials"
    "mat_reloadmaterial","cmd",,,,,,,,,,,,,,,,,,"Reloads a single material"
    "mat_reloadtextures","cmd",,,,,,,,,,,,,,,,,,"Reloads all textures"
    "mat_remoteshadercompile","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_report_queue_status","0       ",,,,,,,,,,,,,,,,,,""
    "mat_reporthwmorphmemory","cmd",,,,,,,,,,,,,,,,,,"Reports the amount of size in bytes taken up by hardware morph textures."
    "mat_reversedepth","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_savechanges","cmd",,,,,,,,,,,,,,,,,,"saves current video configuration to the registry"
    "mat_setvideomode","cmd",,,,,,,,,,,,,,,,,,"sets the width, height, windowed state of the material system"
    "mat_shadowstate","1       ",,,,,,,,,,,,,,,,,,""
    "mat_show_ab_hdr","0       ",,,,,,,,,,,,,,,,,,""
    "mat_show_ab_hdr_hudelement","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"HDR Demo HUD Element toggle."
    "mat_show_histogram","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_show_texture_memory_usage","0       ",,,,"CHEAT",,,,,,"NEVER_AS_STRING",,,,,,,,"Display the texture memory usage on the HUD."
    "mat_showcamerarendertarget","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_showenvmapmask","0       ",,,,,,,,,,,,,,,,,,""
    "mat_showframebuffertexture","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_showlightmappage","-1      ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_showlowresimage","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_showmaterials","cmd",,,,,,,,,,,,,,,,,,"Show materials."
    "mat_showmaterialsverbose","cmd",,,,,,,,,,,,,,,,,,"Show materials (verbose version)."
    "mat_showmiplevels","0       ",,,,"CHEAT",,,,,,,,,,,,,,"color-code miplevels 2: normalmaps, 1: everything else"
    "mat_showtextures","cmd",,,,,,,,,,,,,,,,,,"Show used textures."
    "mat_showwatertextures","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_slopescaledepthbias_decal","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_slopescaledepthbias_normal","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_slopescaledepthbias_shadowmap","16      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_software_aa_blur_one_pixel_lines","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)"
    "mat_software_aa_debug","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-a"
    "mat_software_aa_edge_threshold","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more "
    "mat_software_aa_quality","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)"
    "mat_software_aa_strength","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o"
    "mat_software_aa_strength_vgui","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass."
    "mat_software_aa_tap_offset","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im"
    "mat_softwarelighting","0       ",,,,,,,,,,,,,,,,,,""
    "mat_softwareskin","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_specular","1       ",,,,,,,,,,,,,,,,,,"Enable/Disable specularity for perf testing.  Will cause a material reload upon change."
    "mat_spewvertexandpixelshaders","cmd",,,,,,,,,,,,,,,,,,"Print all vertex and pixel shaders currently loaded to the console"
    "mat_stub","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_supportflashlight","1       ",,,,,,,,,,,,,,,,,,"0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported"
    "mat_suppress","cmd",,,,,,,,,,,,,,,,,,"Supress a material from drawing"
    "mat_surfaceid","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_surfacemat","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_texture_limit","-1      ",,,,,,,,,,"NEVER_AS_STRING",,,,,,,,"If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying"
    "mat_texture_list","0       ",,,,,,,,,,,,,,,,,,"For debugging, show a list of used textures per frame"
    "'+mat_texture_list'","cmd",,,,,,,,,,,,,,,,,,""
    "'-mat_texture_list'","cmd",,,,,,,,,,,,,,,,,,""
    "mat_texture_list_all","0       ",,,,,,,,,,"NEVER_AS_STRING",,,,,,,,"If this is nonzero, then the texture list panel will show all currently-loaded textures."
    "mat_texture_list_content_path","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently runn"
    "mat_texture_list_txlod","cmd",,,,,,,,,,,,,,,,,,"Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution"
    "mat_texture_list_txlod_sync","cmd",,,,,,,,,,,,,,,,,,"'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files"
    "mat_texture_list_view","1       ",,,,,,,,,,"NEVER_AS_STRING",,,,,,,,"If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures."
    "mat_tonemap_algorithm","1       ",,,,"CHEAT",,,,,,,,,,,,,,"0 = Original Algorithm 1 = New Algorithm"
    "mat_tonemap_min_avglum","3       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_tonemap_percent_bright_pixels","2       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_tonemap_percent_target","60      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "mat_tonemapping_occlusion_use_stencil","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_trilinear","1       ",,,,,,,,,,,,,,,,,,""
    "mat_use_compressed_hdr_textures","1       ",,,,,,,,,,,,,,,,,,""
    "mat_viewportscale","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Scale down the main viewport (to reduce GPU impact on CPU profiling)"
    "mat_vsync","0       ",,,,,,,,,,,,,,,,,,"Force sync to vertical retrace"
    "mat_wateroverlaysize","128     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "mat_wireframe","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "mat_yuv","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "matchmakingport","27025   ",,,,,,,,,,,,,,,,,,"Host Matchmaking port"
    "maxplayers","cmd",,,,,,,,,,,,,,,,,,"Change the maximum number of players allowed on this server."
    "mem_compact","cmd",,,,,,,,,,,,,,,,,,""
    "mem_dump","cmd",,,,,,,,,,,,,,,,,,"Dump memory stats to text file."
    "mem_dumpstats","0       ",,,,,,,,,,,,,,,,,,"Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
    "
    "mem_dumpvballocs","cmd",,,,,,,,,,,,,,,,,,"Dump VB memory allocation stats."
    "mem_eat","cmd",,,,,,,,,,,,,,,,,,""
    "mem_force_flush","0       ",,,,,,,,,,,,,,,,,,"Force cache flush of unlocked resources on every alloc"
    "mem_max_heapsize","256     ",,,,,,,,,,,,,,,,,,"Maximum amount of memory to dedicate to engine hunk and datacache (in mb)"
    "mem_max_heapsize_dedicated","64      ",,,,,,,,,,,,,,,,,,"Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)"
    "mem_min_heapsize","48      ",,,,,,,,,,,,,,,,,,"Minimum amount of memory to dedicate to engine hunk and datacache (in mb)"
    "mem_periodicdumps","0       ",,,,,,,,,,,,,,,,,,"Write periodic memstats dumps every n seconds."
    "mem_test","cmd",,,,,,,,,,,,,,,,,,""
    "mem_test_each_frame","0       ",,,,,,,,,,,,,,,,,,"Run heap check at end of every frame
    "
    "mem_test_every_n_seconds","0       ",,,,,,,,,,,,,,,,,,"Run heap check at a specified interval
    "
    "mem_vcollide","cmd",,,,,,,,,,,,,,,,,,"Dumps the memory used by vcollides"
    "memory","cmd",,,,,,,,,,,,,,,,,,"Print memory stats."
    "menu_achievements","cmd",,,,,,,,,,,,,,,,,,""
    "menu_badaddon","cmd",,,,,,,,,,,,,,,,,,""
    "menu_clearfonts","cmd",,,,,,,,,,,,,,,,,,"For development purposes. Clears the font list so it'll be forced to re-create the font next time. (This means it leaks memory)"
    "menu_extensions","cmd",,,,,,,,,,,,,,,,,,""
    "menu_multiplayer","cmd",,,,,,,,,,,,,,,,,,""
    "menu_reload","cmd",,,,,,,,,,,,,,,,,,"Forces a total reload of the Lua base menu"
    "menu_singleplayer","cmd",,,,,,,,,,,,,,,,,,""
    "metropolice_charge","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "metropolice_chase_use_follow","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "metropolice_move_and_melee","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "minisave","cmd",,,,,,,,,,,,,,,,,,"Saves game (for current level only!)"
    "mission_list","cmd",,,,,,,,,,,,,,,,,,"List all available tactical missions"
    "mission_show","cmd",,,,,,,,,,,,,,,,,,"Show the given mission"
    "mm_add_item","cmd",,,,,,,,,,,,,,,,,,"Add a stats item"
    "mm_add_player","cmd",,,,,,,,,,,,,,,,,,"Add a player"
    "mm_max_spectators","4       ",,,,,,,,,,,,,,,,,,"Max players allowed on the spectator team"
    "mm_message","cmd",,,,,,,,,,,,,,,,,,"Send a message to all remote clients"
    "mm_minplayers","2       ",,,,,,,,,,,,,,,,,,"Number of players required to start an unranked game"
    "mm_select_session","cmd",,,,,,,,,,,,,,,,,,"Select a session"
    "mm_session_info","cmd",,,,,,,,,,,,,,,,,,"Dump session information"
    "mm_stats","cmd",,,,,,,,,,,,,,,,,,""
    "mod_forcedata","1       ",,,,,,,,,,,,,,,,,,"Forces all model file data into cache on model load."
    "mod_forcetouchdata","1       ",,,,,,,,,,,,,,,,,,"Forces all model file data into cache on model load."
    "mod_load_anims_async","0       ",,,,,,,,,,,,,,,,,,""
    "mod_load_fakestall","0       ",,,,,,,,,,,,,,,,,,"Forces all ANI file loading to stall for specified ms
    "
    "mod_load_mesh_async","0       ",,,,,,,,,,,,,,,,,,""
    "mod_load_showstall","0       ",,,,,,,,,,,,,,,,,,"1 - show hitches , 2 - show stalls"
    "mod_load_vcollide_async","0       ",,,,,,,,,,,,,,,,,,""
    "mod_lock_mdls_on_load","0       ",,,,,,,,,,,,,,,,,,""
    "mod_test_mesh_not_available","0       ",,,,,,,,,,,,,,,,,,""
    "mod_test_not_available","0       ",,,,,,,,,,,,,,,,,,""
    "mod_test_verts_not_available","0       ",,,,,,,,,,,,,,,,,,""
    "mod_touchalldata","1       ",,,,,,,,,,,,,,,,,,"Touch model data during level startup"
    "mod_trace_load","0       ",,,,,,,,,,,,,,,,,,""
    "monk_headshot_freq","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "mortar_visualize","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "motdfile","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"The MOTD file to load."
    "motdfile_text","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"The text-only MOTD file to use for clients that have disabled HTML MOTDs."
    "'+movedown'","cmd",,,,,,,,,,,,,,,,,,""
    "'-movedown'","cmd",,,,,,,,,,,,,,,,,,""
    "'+moveleft'","cmd",,,,,,,,,,,,,,,,,,""
    "'-moveleft'","cmd",,,,,,,,,,,,,,,,,,""
    "'+moveright'","cmd",,,,,,,,,,,,,,,,,,""
    "'-moveright'","cmd",,,,,,,,,,,,,,,,,,""
    "'+moveup'","cmd",,,,,,,,,,,,,,,,,,""
    "'-moveup'","cmd",,,,,,,,,,,,,,,,,,""
    "movie_fixwave","cmd",,,,,,,,,,,,,,,,,,"Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc."
    "mp_allowNPCs","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_allowspectators","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"toggles whether the server allows spectator mode or not"
    "mp_autocrosshair","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_autoteambalance","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_bonusroundtime","15      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Time after round win until round restarts"
    "mp_chattime","10      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"amount of time players can chat after the game is over"
    "mp_clan_ready_signal","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Text that team leader from each team must speak for the match to begin"
    "mp_clan_readyrestart","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If non-zero, game will restart once someone from each team gives the ready signal"
    "mp_decals","4096    ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "mp_defaultteam","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "mp_disable_autokick","cmd",,,,,,,,,,,,,,,,,,"Prevents a userid from being auto-kicked"
    "mp_disable_respawn_times","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "mp_enableroundwaittime","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Enable timers to wait between rounds."
    "mp_fadetoblack","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"fade a player's screen to black when he dies"
    "mp_falldamage","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_flashlight","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_footsteps","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_forceautoteam","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Automatically assign players to teams when joining."
    "mp_forcecamera","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Restricts spectator modes for dead players"
    "mp_forcerespawn","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_forcerespawnplayers","cmd",,,,,,,,,,,,,,,,,,"Force all players to respawn."
    "mp_forcewin","cmd",,,,,,,,,,,,,,,,,,"Forces team to win"
    "mp_fraglimit","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"The number of kills at which the map ends"
    "mp_friendlyfire","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Allows team members to injure other members of their team"
    "mp_match_end_at_timelimit","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,"Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round."
    "mp_maxrounds","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"max number of rounds to play before server changes maps"
    "mp_ready_signal","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Text that each player must speak for the match to begin"
    "mp_readyrestart","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If non-zero, game will restart once each player gives the ready signal"
    "mp_respawnwavetime","10      ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Time between respawn waves."
    "mp_restartgame","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If non-zero, game will restart in the specified number of seconds"
    "mp_restartround","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If non-zero, the current round will restart in the specified number of seconds"
    "mp_scrambleteams","cmd",,,,,,,,,,,,,,,,,,"Scramble the teams and restart the game"
    "mp_showgestureslots","-1      ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"Show multiplayer client/server gesture slot information for the specified player index (-1 for no one)."
    "mp_simulatemultiplecappers","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "mp_stalemate_enable","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,"Enable/Disable stalemate mode."
    "mp_stalemate_meleeonly","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Restrict everyone to melee weapons only while in Sudden Death."
    "mp_stalemate_timelimit","240     ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Timelimit (in seconds) of the stalemate round."
    "mp_switchteams","cmd",,,,,,,,,,,,,,,,,,"Switch teams and restart the game"
    "mp_teamlist","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_teamoverride","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "mp_teamplay","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_teams_unbalance_limit","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Teams are unbalanced when one team has this many more players than the other team. (0 disables check)"
    "mp_time_between_capscoring","30      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Delay between scoring of owned capture points."
    "mp_timelimit","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"game time per map in minutes"
    "mp_tournament","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "mp_tournament_allow_non_admin_restart","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Allow mp_tournament_restart command to be issued by players other than admin."
    "mp_tournament_restart","cmd",,,,,,,,,,,,,,,,,,"Restart Tournament Mode on the current level."
    "mp_usehwmmodels","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)"
    "mp_usehwmvcds","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)"
    "mp_waitingforplayers_cancel","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to 1 to end the WaitingForPlayers period."
    "mp_waitingforplayers_restart","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to 1 to start or restart the WaitingForPlayers period."
    "mp_waitingforplayers_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"WaitingForPlayers time length in seconds"
    "mp_weaponstay","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
    "mp_winlimit","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Max score one team can reach before server changes maps"
    "multvar","cmd",,,,,,,,,,,,,,,,,,"Multiply specified convar value."
    "muzzleflash_light","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "myinfo","cmd",,,,,,,,,,,,,,,,,,"myinfo.."
    "myinfo_bytes","128     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "myinfo_debug","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "name","0       ","ARCHIVE",,,,"USERINFO",,,"PRINTABLEONLY",,,,,,"SERVER_CAN_EXECUTE",,,,"Current user name"
    "nav_add_to_selected_set","cmd",,,,,,,,,,,,,,,,,,"Add current area to the selected set."
    "nav_add_to_selected_set_by_id","cmd",,,,,,,,,,,,,,,,,,"Add specified area id to the selected set."
    "nav_analyze","cmd",,,,,,,,,,,,,,,,,,"Re-analyze the current Navigation Mesh and save it to disk."
    "nav_area_bgcolor","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"RGBA color to draw as the background color for nav areas while editing."
    "nav_area_max_size","50      ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Max area size created in nav generation"
    "nav_avoid","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'avoid this area when possible' flag used by the AI system."
    "nav_begin_area","cmd",,,,,,,,,,,,,,,,,,"Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and "
    "nav_begin_deselecting","cmd",,,,,,,,,,,,,,,,,,"Start continuously removing from the selected set."
    "nav_begin_drag_deselecting","cmd",,,,,,,,,,,,,,,,,,"Start dragging a selection area."
    "nav_begin_drag_selecting","cmd",,,,,,,,,,,,,,,,,,"Start dragging a selection area."
    "nav_begin_selecting","cmd",,,,,,,,,,,,,,,,,,"Start continuously adding to the selected set."
    "nav_begin_shift_xy","cmd",,,,,,,,,,,,,,,,,,"Begin shifting the Selected Set."
    "nav_build_ladder","cmd",,,,,,,,,,,,,,,,,,"Attempts to build a nav ladder on the climbable surface under the cursor."
    "nav_check_file_consistency","cmd",,,,,,,,,,,,,,,,,,"Scans the maps directory and reports any missing/out-of-date navigation files."
    "nav_check_floor","cmd",,,,,,,,,,,,,,,,,,"Updates the blocked/unblocked status for every nav area."
    "nav_check_stairs","cmd",,,,,,,,,,,,,,,,,,"Update the nav mesh STAIRS attribute"
    "nav_chop_selected","cmd",,,,,,,,,,,,,,,,,,"Chops all selected areas into their component 1x1 areas"
    "nav_clear_attribute","cmd",,,,,,,,,,,,,,,,,,"Remove given nav attribute from all areas in the selected set."
    "nav_clear_selected_set","cmd",,,,,,,,,,,,,,,,,,"Clear the selected set."
    "nav_clear_walkable_marks","cmd",,,,,,,,,,,,,,,,,,"Erase any previously placed walkable positions."
    "nav_compress_id","cmd",,,,,,,,,,,,,,,,,,"Re-orders area and ladder ID's so they are continuous."
    "nav_connect","cmd",,,,,,,,,,,,,,,,,,"To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a"
    "nav_coplanar_slope_limit","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_coplanar_slope_limit_displacement","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_corner_adjust_adjacent","18      ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"radius used to raise/lower corners in nearby areas when raising/lowering corners."
    "nav_corner_lower","cmd",,,,,,,,,,,,,,,,,,"Lower the selected corner of the currently marked Area."
    "nav_corner_place_on_ground","cmd",,,,,,,,,,,,,,,,,,"Places the selected corner of the currently marked Area on the ground."
    "nav_corner_raise","cmd",,,,,,,,,,,,,,,,,,"Raise the selected corner of the currently marked Area."
    "nav_corner_select","cmd",,,,,,,,,,,,,,,,,,"Select a corner of the currently marked Area. Use multiple times to access all four corners."
    "nav_create_area_at_feet","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Anchor nav_begin_area Z to editing player's feet"
    "nav_create_place_on_ground","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"If true, nav areas will be placed flush with the ground when created by hand."
    "nav_crouch","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'must crouch in this area' flag used by the AI system."
    "nav_debug_blocked","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_delete","cmd",,,,,,,,,,,,,,,,,,"Deletes the currently highlighted Area."
    "nav_delete_marked","cmd",,,,,,,,,,,,,,,,,,"Deletes the currently marked Area (if any)."
    "nav_disconnect","cmd",,,,,,,,,,,,,,,,,,"To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec"
    "nav_displacement_test","10000   ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Checks for nodes embedded in displacements (useful for in-development maps)"
    "nav_dont_hide","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'area is not suitable for hiding spots' flag used by the AI system."
    "nav_drag_selection_volume_zmax_offset","32      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"The offset of the nav drag volume top from center"
    "nav_drag_selection_volume_zmin_offset","32      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"The offset of the nav drag volume bottom from center"
    "nav_draw_limit","500     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"The maximum number of areas to draw in edit mode"
    "nav_edit","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode."
    "nav_end_area","cmd",,,,,,,,,,,,,,,,,,"Defines the second corner of a new Area or Ladder and creates it."
    "nav_end_deselecting","cmd",,,,,,,,,,,,,,,,,,"Stop continuously removing from the selected set."
    "nav_end_drag_deselecting","cmd",,,,,,,,,,,,,,,,,,"Stop dragging a selection area."
    "nav_end_drag_selecting","cmd",,,,,,,,,,,,,,,,,,"Stop dragging a selection area."
    "nav_end_selecting","cmd",,,,,,,,,,,,,,,,,,"Stop continuously adding to the selected set."
    "nav_end_shift_xy","cmd",,,,,,,,,,,,,,,,,,"Finish shifting the Selected Set."
    "nav_flood_select","cmd",,,,,,,,,,,,,,,,,,"Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again."
    "nav_gen_cliffs_approx","cmd",,,,,,,,,,,,,,,,,,"Mark cliff areas, post-processing approximation"
    "nav_generate","cmd",,,,,,,,,,,,,,,,,,"Generate a Navigation Mesh for the current map and save it to disk."
    "nav_generate_fencetops","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Autogenerate nav areas on fence and obstacle tops"
    "nav_generate_fixup_jump_areas","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Convert obsolete jump areas into 2-way connections"
    "nav_generate_incremental","cmd",,,,,,,,,,,,,,,,,,"Generate a Navigation Mesh for the current map and save it to disk."
    "nav_generate_incremental_range","2000    ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_generate_incremental_tolerance","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Z tolerance for adding new nav areas."
    "nav_jump","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'traverse this area by jumping' flag used by the AI system."
    "nav_ladder_flip","cmd",,,,,,,,,,,,,,,,,,"Flips the selected ladder's direction."
    "nav_load","cmd",,,,,,,,,,,,,,,,,,"Loads the Navigation Mesh for the current map."
    "nav_lower_drag_volume_max","cmd",,,,,,,,,,,,,,,,,,"Lower the top of the drag select volume."
    "nav_lower_drag_volume_min","cmd",,,,,,,,,,,,,,,,,,"Lower the bottom of the drag select volume."
    "nav_make_sniper_spots","cmd",,,,,,,,,,,,,,,,,,"Chops the marked area into disconnected sub-areas suitable for sniper spots."
    "nav_mark","cmd",,,,,,,,,,,,,,,,,,"Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands."
    "nav_mark_attribute","cmd",,,,,,,,,,,,,,,,,,"Set nav attribute for all areas in the selected set."
    "nav_mark_unnamed","cmd",,,,,,,,,,,,,,,,,,"Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting."
    "nav_mark_walkable","cmd",,,,,,,,,,,,,,,,,,"Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate "
    "nav_max_view_distance","6000    ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Maximum range for precomputed nav mesh visibility (0 = default 1500 units)"
    "nav_max_vis_delta_list_length","64      ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_merge","cmd",,,,,,,,,,,,,,,,,,"To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm"
    "nav_merge_mesh","cmd",,,,,,,,,,,,,,,,,,"Merges a saved selected set into the current mesh."
    "nav_no_hostages","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'hostages cannot use this area' flag used by the AI system."
    "nav_no_jump","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'dont jump in this area' flag used by the AI system."
    "nav_place_floodfill","cmd",,,,,,,,,,,,,,,,,,"Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli"
    "nav_place_list","cmd",,,,,,,,,,,,,,,,,,"Lists all place names used in the map."
    "nav_place_pick","cmd",,,,,,,,,,,,,,,,,,"Sets the current Place to the Place of the Area under the cursor."
    "nav_place_replace","cmd",,,,,,,,,,,,,,,,,,"Replaces all instances of the first place with the second place."
    "nav_place_set","cmd",,,,,,,,,,,,,,,,,,"Sets the Place of all selected areas to the current Place."
    "nav_potentially_visible_dot_tolerance","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_precise","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'dont avoid obstacles' flag used by the AI system."
    "nav_quicksave","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing."
    "nav_raise_drag_volume_max","cmd",,,,,,,,,,,,,,,,,,"Raise the top of the drag select volume."
    "nav_raise_drag_volume_min","cmd",,,,,,,,,,,,,,,,,,"Raise the bottom of the drag select volume."
    "nav_recall_selected_set","cmd",,,,,,,,,,,,,,,,,,"Re-selects the stored selected set."
    "nav_remove_from_selected_set","cmd",,,,,,,,,,,,,,,,,,"Remove current area from the selected set."
    "nav_remove_jump_areas","cmd",,,,,,,,,,,,,,,,,,"Removes legacy jump areas, replacing them with connections."
    "nav_run","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'traverse this area by running' flag used by the AI system."
    "nav_save","cmd",,,,,,,,,,,,,,,,,,"Saves the current Navigation Mesh to disk."
    "nav_save_selected","cmd",,,,,,,,,,,,,,,,,,"Writes the selected set to disk for merging into another mesh via nav_merge_mesh."
    "nav_select_blocked_areas","cmd",,,,,,,,,,,,,,,,,,"Adds all blocked areas to the selected set"
    "nav_select_damaging_areas","cmd",,,,,,,,,,,,,,,,,,"Adds all damaging areas to the selected set"
    "nav_select_half_space","cmd",,,,,,,,,,,,,,,,,,"Selects any areas that intersect the given half-space."
    "nav_select_invalid_areas","cmd",,,,,,,,,,,,,,,,,,"Adds all invalid areas to the Selected Set."
    "nav_select_obstructed_areas","cmd",,,,,,,,,,,,,,,,,,"Adds all obstructed areas to the selected set"
    "nav_select_overlapping","cmd",,,,,,,,,,,,,,,,,,"Selects nav areas that are overlapping others."
    "nav_select_radius","cmd",,,,,,,,,,,,,,,,,,"Adds all areas in a radius to the selection set"
    "nav_select_stairs","cmd",,,,,,,,,,,,,,,,,,"Adds all stairway areas to the selected set"
    "nav_selected_set_border_color","100     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Color used to draw the selected set borders while editing."
    "nav_selected_set_color","255     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Color used to draw the selected set background while editing."
    "nav_set_place_mode","cmd",,,,,,,,,,,,,,,,,,"Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names."
    "nav_shift","cmd",,,,,,,,,,,,,,,,,,"Shifts the selected areas by the specified amount"
    "nav_show_approach_points","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Show Approach Points in the Navigation Mesh."
    "nav_show_area_info","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Duration in seconds to show nav area ID and attributes while editing"
    "nav_show_compass","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_show_continguous","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Highlight non-contiguous connections"
    "nav_show_danger","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Show current 'danger' levels."
    "nav_show_light_intensity","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_show_node_grid","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_show_node_id","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_show_nodes","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_show_player_counts","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Show current player counts in each area."
    "nav_show_potentially_visible","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Show areas that are potentially visible from the current nav area"
    "nav_simplify_selected","cmd",,,,,,,,,,,,,,,,,,"Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas"
    "nav_slope_limit","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"The ground unit normal's Z component must be greater than this for nav areas to be generated."
    "nav_slope_tolerance","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"The ground unit normal's Z component must be this close to the nav area's Z component to be generated."
    "nav_snap_to_grid","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Snap to the nav generation grid when creating new nav areas"
    "nav_solid_props","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Make props solid to nav generation/editing"
    "nav_splice","cmd",,,,,,,,,,,,,,,,,,"To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them."
    "nav_split","cmd",,,,,,,,,,,,,,,,,,"To split an Area into two, align the split line using your cursor and invoke the split command."
    "nav_split_place_on_ground","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"If true, nav areas will be placed flush with the ground when split."
    "nav_stand","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'stand while hiding' flag used by the AI system."
    "nav_stop","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'must stop when entering this area' flag used by the AI system."
    "nav_store_selected_set","cmd",,,,,,,,,,,,,,,,,,"Stores the current selected set for later retrieval."
    "nav_strip","cmd",,,,,,,,,,,,,,,,,,"Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area."
    "nav_subdivide","cmd",,,,,,,,,,,,,,,,,,"Subdivides all selected areas."
    "nav_test_node","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_test_node_crouch","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_test_node_crouch_dir","4       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nav_test_stairs","cmd",,,,,,,,,,,,,,,,,,"Test the selected set for being on stairs"
    "nav_toggle_deselecting","cmd",,,,,,,,,,,,,,,,,,"Start or stop continuously removing from the selected set."
    "nav_toggle_in_selected_set","cmd",,,,,,,,,,,,,,,,,,"Remove current area from the selected set."
    "nav_toggle_place_mode","cmd",,,,,,,,,,,,,,,,,,"Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names."
    "nav_toggle_place_painting","cmd",,,,,,,,,,,,,,,,,,"Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place."
    "nav_toggle_selected_set","cmd",,,,,,,,,,,,,,,,,,"Toggles all areas into/out of the selected set."
    "nav_toggle_selecting","cmd",,,,,,,,,,,,,,,,,,"Start or stop continuously adding to the selected set."
    "nav_transient","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'area is transient and may become blocked' flag used by the AI system."
    "nav_unmark","cmd",,,,,,,,,,,,,,,,,,"Clears the marked Area or Ladder."
    "nav_update_blocked","cmd",,,,,,,,,,,,,,,,,,"Updates the blocked/unblocked status for every nav area."
    "nav_update_lighting","cmd",,,,,,,,,,,,,,,,,,"Recomputes lighting values"
    "nav_update_visibility_on_edit","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"If nonzero editing the mesh will incrementally recompue visibility"
    "nav_use_place","cmd",,,,,,,,,,,,,,,,,,"If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set."
    "nav_walk","cmd",,,,,,,,,,,,,,,,,,"Toggles the 'traverse this area by walking' flag used by the AI system."
    "nav_warp_to_mark","cmd",,,,,,,,,,,,,,,,,,"Warps the player to the marked area."
    "nav_world_center","cmd",,,,,,,,,,,,,,,,,,"Centers the nav mesh in the world"
    "nb_allow_avoiding","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_allow_climbing","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_allow_gap_jumping","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_blind","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Disable vision"
    "nb_command","cmd",,,,,,,,,,,,,,,,,,"Sends a command string to all bots"
    "nb_debug","cmd",,,,,,,,,,,,,,,,,,"Debug NextBots.  Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS."
    "nb_debug_climbing","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_debug_filter","cmd",,,,,,,,,,,,,,,,,,"Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots."
    "nb_debug_history","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"If true, each bot keeps a history of debug output in memory"
    "nb_debug_known_entities","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Show the 'known entities' for the bot that is the current spectator target"
    "nb_delete_all","cmd",,,,,,,,,,,,,,,,,,"Delete all non-player NextBot entities."
    "nb_force_look_at","cmd",,,,,,,,,,,,,,,,,,"Force selected bot to look at the local player's position"
    "nb_goal_look_ahead_range","50      ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_head_aim_resettle_angle","100     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad"
    "nb_head_aim_resettle_time","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad"
    "nb_head_aim_settle_duration","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_head_aim_steady_max_rate","100     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_ladder_align_range","50      ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_last_area_update_tolerance","4       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Distance a character needs to travel in order to invalidate cached area"
    "nb_move_to_cursor","cmd",,,,,,,,,,,,,,,,,,"Tell all NextBots to move to the cursor position"
    "nb_path_draw_inc","100     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_path_draw_segment_count","100     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_path_segment_influence_radius","100     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_player_crouch","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Force bots to crouch"
    "nb_player_move","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Prevents bots from moving"
    "nb_player_move_direct","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "nb_player_stop","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Stop all NextBotPlayers from updating"
    "nb_player_walk","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Force bots to walk"
    "nb_saccade_speed","1000    ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_saccade_time","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_select","cmd",,,,,,,,,,,,,,,,,,"Select the bot you are aiming at for further debug operations."
    "nb_shadow_dist","400     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "nb_speed_look_ahead_range","150     ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_stop","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"Stop all NextBots"
    "nb_update_debug","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_update_framelimit","15      ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_update_frequency","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_update_maxslide","2       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "nb_warp_selected_here","cmd",,,,,,,,,,,,,,,,,,"Teleport the selected bot to your cursor position"
    "net_blockmsg","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Discards incoming message: <0|1|name>"
    "net_channels","cmd",,,,,,,,,,,,,,,,,,"Shows net channel info"
    "net_chokeloop","0       ",,,,,,,,,,,,,,,,,,"Apply bandwidth choke to loopback packets"
    "net_compresspackets","1       ",,,,,,,,,,,,,,,,,,"Use lz compression on game packets."
    "net_compresspackets_minsize","128     ",,,,,,,,,,,,,,,,,,"Don't bother compressing packets below this size."
    "net_compressvoice","0       ",,,,,,,,,,,,,,,,,,"Attempt to compress out of band voice payloads (360 only)."
    "net_drawslider","0       ",,,,,,,,,,,,,,,,,,"Draw completion slider during signon"
    "net_droppackets","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Drops next n packets on client"
    "net_fakejitter","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Jitter fakelag packet time"
    "net_fakelag","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Lag all incoming network data (including loopback) by this many milliseconds."
    "net_fakeloss","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Simulate packet loss as a percentage (negative means drop 1/n packets)"
    "net_graph","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend."
    "net_graphheight","64      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Height of netgraph panel"
    "net_graphmsecs","400     ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"The latency graph represents this many milliseconds."
    "net_graphpos","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "net_graphproportionalfont","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Determines whether netgraph font is proportional or not"
    "net_graphshowinterp","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Draw the interpolation graph."
    "net_graphshowlatency","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Draw the ping/packet loss graph."
    "net_graphsolid","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "net_graphtext","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Draw text fields"
    "net_maxcleartime","4       ",,,,,,,,,,,,,,,,,,"Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit)."
    "net_maxfilesize","16      ",,,,,,,,,,,,,,,,,,"Maximum allowed file size for uploading in MB"
    "net_maxfragments","1260    ",,,,,,,,,,,,,,,,,,"Max fragment bytes per packet"
    "net_maxroutable","1260    ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,"Requested max packet size before packets are 'split'."
    "net_queue_trace","0       ",,,,,,,,,,,,,,,,,,""
    "net_queued_packet_thread","1       ",,,,,,,,,,,,,,,,,,"Use a high priority thread to send queued packets out instead of sending them each frame."
    "net_scale","5       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "net_showdrop","0       ",,,,,,,,,,,,,,,,,,"Show dropped packets in console"
    "net_showevents","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Dump game events to console (1=client only, 2=all)."
    "net_showfragments","0       ",,,,,,,,,,,,,,,,,,"Show netchannel fragments"
    "net_showmsg","0       ",,,,,,,,,,,,,,,,,,"Show incoming message: <0|1|name>"
    "net_showpeaks","0       ",,,,,,,,,,,,,,,,,,"Show messages for large packets only: <size>"
    "net_showsplits","0       ",,,,,,,,,,,,,,,,,,"Show info about packet splits"
    "net_showtcp","0       ",,,,,,,,,,,,,,,,,,"Dump TCP stream summary to console"
    "net_showudp","0       ",,,,,,,,,,,,,,,,,,"Dump UDP packets summary to console"
    "net_splitpacket_maxrate","15000   ",,,,,,,,,,,,,,,,,,"Max bytes per second when queueing splitpacket chunks"
    "net_splitrate","1       ",,,,,,,,,,,,,,,,,,"Number of fragments for a splitpacket that can be sent per frame"
    "net_start","cmd",,,,,,,,,,,,,,,,,,"Inits multiplayer network sockets"
    "net_status","cmd",,,,,,,,,,,,,,,,,,"Shows current network status"
    "net_usesocketsforloopback","0       ",,,,,,,,,,,,,,,,,,"Use network sockets layer even for listen server local player's packets (multiplayer only)."
    "next","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Set to 1 to advance to next frame ( when singlestep == 1 )"
    "nextdemo","cmd",,,,,,,,,,,,,,,,,,"Play next demo in sequence."
    "nextlevel","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,"If set to a valid map name, will change to this map during the next changelevel"
    "noclip","cmd",,,,,,,,,,,,,,,,,,""
    "notarget","cmd",,,,,,,,,,,,,,,,,,"Toggle. Player becomes hidden to NPCs."
    "npc_ally_deathmessage","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "npc_ammo_deplete","cmd",,,,,,,,,,,,,,,,,,"Subtracts half of the target's ammo"
    "npc_barnacle_swallow","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Use prototype swallow code."
    "npc_bipass","cmd",,,,,,,,,,,,,,,,,,"Displays the local movement attempts by the given NPC(s) (triangulation detours).  Failed bypass routes are displayed in red, s"
    "npc_citizen_auto_player_squad","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_citizen_auto_player_squad_allow_use","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_citizen_dont_precache_all","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_citizen_explosive_resist","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_citizen_insignia","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_citizen_medic_emit_sound","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_citizen_squad_marker","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_combat","cmd",,,,,,,,,,,,,,,,,,"Displays text debugging information about the squad and enemy of the selected NPC  (See Overlay Text)
        Arguments:       {npc_name}"
    "npc_conditions","cmd",,,,,,,,,,,,,,,,,,"Displays all the current AI conditions that an NPC has in the overlay text.
        Arguments:       {npc_name} / {npc class_name} / no a"
    "npc_create","cmd",,,,,,,,,,,,,,,,,,"Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).  Note that"
    "npc_create_aimed","cmd",,,,,,,,,,,,,,,,,,"Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at"
    "npc_create_equipment","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_destroy","cmd",,,,,,,,,,,,,,,,,,"Removes the given NPC(s) from the universe
    Arguments:       {npc_name} / {npc_class_name} / no argument picks what player is looki"
    "npc_destroy_unselected","cmd",,,,,,,,,,,,,,,,,,"Removes all NPCs from the universe that aren't currently selected"
    "npc_enemies","cmd",,,,,,,,,,,,,,,,,,"Shows memory of NPC.  Draws an X on top of each memory.
        Eluded entities drawn in blue (don't know where it went)
        Unreachable "
    "npc_focus","cmd",,,,,,,,,,,,,,,,,,"Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
        Arguments:       {npc_name} / {np"
    "npc_freeze","cmd",,,,,,,,,,,,,,,,,,"Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
        Arguments"
    "npc_freeze_unselected","cmd",,,,,,,,,,,,,,,,,,"Freeze all NPCs not selected"
    "npc_go","cmd",,,,,,,,,,,,,,,,,,"Selected NPC(s) will go to the location that the player is looking (shown with a purple box)
        Arguments:    -none-"
    "npc_go_do_run","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set whether should run on NPC go"
    "npc_go_random","cmd",,,,,,,,,,,,,,,,,,"Sends all selected NPC(s) to a random node.
        Arguments:       -none-"
    "npc_heal","cmd",,,,,,,,,,,,,,,,,,"Heals the target back to full health"
    "npc_height_adjust","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"Enable test mode for ik height adjustment"
    "npc_kill","cmd",,,,,,,,,,,,,,,,,,"Kills the given NPC(s)
    Arguments:       {npc_name} / {npc_class_name} / no argument picks what player is looking at"
    "npc_nearest","cmd",,,,,,,,,,,,,,,,,,"Draw's a while box around the NPC(s) nearest node
        Arguments:       {entity_name} / {class_name} / no argument picks what player i"
    "npc_relationships","cmd",,,,,,,,,,,,,,,,,,"Displays the relationships between this NPC and all others.
        Arguments:       {entity_name} / {class_name} / no argument picks wha"
    "npc_reset","cmd",,,,,,,,,,,,,,,,,,"Reloads schedules for all NPC's from their script files
        Arguments:    -none-"
    "npc_route","cmd",,,,,,,,,,,,,,,,,,"Displays the current route of the given NPC as a line on the screen.  Waypoints along the route are drawn as small cyan rectang"
    "npc_select","cmd",,,,,,,,,,,,,,,,,,"Select or deselects the given NPC(s) for later manipulation.  Selected NPC's are shown surrounded by a red translucent box
        Arg"
    "npc_sentences","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_squads","cmd",,,,,,,,,,,,,,,,,,"Obsolete.  Replaced by npc_combat"
    "npc_steering","cmd",,,,,,,,,,,,,,,,,,"Displays the steering obstructions of the NPC (used to perform local avoidance)
        Arguments:       {entity_name} / {class_name} / n"
    "npc_steering_all","cmd",,,,,,,,,,,,,,,,,,"Displays the steering obstructions of all NPCs (used to perform local avoidance)
    "
    "npc_strider_height_adj","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_strider_shake_ropes_magnitude","150     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_strider_shake_ropes_radius","1200    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "npc_task_text","cmd",,,,,,,,,,,,,,,,,,"Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu"
    "npc_tasks","cmd",,,,,,,,,,,,,,,,,,"Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
        A"
    "npc_teleport","cmd",,,,,,,,,,,,,,,,,,"Selected NPC will teleport to the location that the player is looking (shown with a purple box)
        Arguments:    -none-"
    "npc_thinknow","cmd",,,,,,,,,,,,,,,,,,"Trigger NPC to think"
    "npc_viewcone","cmd",,,,,,,,,,,,,,,,,,"Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
        Arguments:       {ent"
    "npc_vphysics","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "old_radiusdamage","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "opt_EnumerateLeavesFastAlgorithm","1       ",,,,,,,,,,,,,,,,,,"Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox."
    "option_duck_method","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "option_duck_method_default","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "overview_alpha","1       ","ARCHIVE",,,,,,,,,,,,,,"CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Overview map translucency.
    "
    "overview_health","1       ","ARCHIVE",,,,,,,,,,,,,,"CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Show player's health in map overview.
    "
    "overview_locked","1       ","ARCHIVE",,,,,,,,,,,,,,"CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Locks map angle, doesn't follow view angle.
    "
    "overview_mode","cmd",,,,,,,,,,,,,,,,,,"Sets overview map mode off,small,large: <0|1|2>"
    "overview_names","1       ","ARCHIVE",,,,,,,,,,,,,,"CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Show player's names in map overview.
    "
    "overview_tracks","1       ","ARCHIVE",,,,,,,,,,,,,,"CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Show player's tracks in map overview.
    "
    "overview_zoom","cmd",,,,,,,,,,,,,,,,,,"Sets overview map zoom: <zoom> [<time>] [rel]"
    "particle_sim_alt_cores","2       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "particle_simulateoverflow","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Used for stress-testing particle systems. Randomly denies creation of particles."
    "particle_test_attach_attachment","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Attachment index for attachment mode"
    "particle_test_attach_mode","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'"
    "particle_test_file","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Name of the particle system to dynamically spawn"
    "particle_test_start","cmd",,,,,,,,,,,,,,,,,,"Dispatches the test particle system with the parameters specified in particle_test_file,
     particle_test_attach_mode and particl"
    "particle_test_stop","cmd",,,,,,,,,,,,,,,,,,"Stops all particle systems on the selected entities.
        Arguments:       {entity_name} / {class_name} / no argument picks what playe"
    "password","0       ","ARCHIVE",,,,,,,,,,,,"DONTRECORD",,,,,"Current server access password"
    "path","cmd",,,,,,,,,,,,,,,,,,"Show the engine filesystem path."
    "pause","cmd",,,,,,,,,,,,,,,,,,"Toggle the server pause state."
    "perfui","cmd",,,,,,,,,,,,,,,,,,"Show/hide the level performance tools UI."
    "perfvisualbenchmark","cmd",,,,,,,,,,,,,,,,,,""
    "perfvisualbenchmark_abort","cmd",,,,,,,,,,,,,,,,,,""
    "phonemedelay","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Phoneme delay to account for sound system latency."
    "phonemefilter","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Time duration of box filter to pass over phonemes."
    "phonemesnap","2       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Lod at level at which visemes stops always considering two phonemes, regardless of duration."
    "phys_impactforcescale","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "phys_penetration_error_time","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Controls the duration of vphysics penetration error boxes."
    "phys_pushscale","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "phys_speeds","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "phys_spinspeed","200     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "phys_stressbodyweights","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "phys_swap","cmd",,,,,,,,,,,,,,,,,,"Automatically swaps the current weapon for the physcannon and back again."
    "phys_timescale","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Scale time for physics"
    "phys_upimpactforcescale","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physcannon_ball_cone","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_chargetime","2       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_cone","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_maxforce","1500    ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_maxmass","250     ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_mega_enabled","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_minforce","700     ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_pullforce","4000    ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physcannon_tracelength","250     ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "physgun_DampingFactor","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physgun_drawbeams","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "physgun_limited","1       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "physgun_maxAngular","5000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physgun_maxAngularDamping","10000   ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physgun_maxSpeed","5000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physgun_maxSpeedDamping","10000   ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physgun_rotation_sensitivity","0       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"The sensitivity of rotation."
    "physgun_teleportDistance","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physgun_timeToArrive","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physgun_timeToArriveRagdoll","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "physics_budget","cmd",,,,,,,,,,,,,,,,,,"Times the cost of each active object"
    "physics_constraints","cmd",,,,,,,,,,,,,,,,,,"Highlights constraint system graph for an entity"
    "physics_debug_entity","cmd",,,,,,,,,,,,,,,,,,"Dumps debug info for an entity"
    "physics_highlight_active","cmd",,,,,,,,,,,,,,,,,,"Turns on the absbox for all active physics objects"
    "physics_report_active","cmd",,,,,,,,,,,,,,,,,,"Lists all active physics objects"
    "physics_select","cmd",,,,,,,,,,,,,,,,,,"Dumps debug info for an entity"
    "physicsshadowupdate_render","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "picker","cmd",,,,,,,,,,,,,,,,,,"Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play"
    "ping","cmd",,,,,,,,,,,,,,,,,,"Display ping to server."
    "pipeline_static_props","1       ",,,,,,,,,,,,,,,,,,""
    "pistol_use_new_accuracy","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "pixelvis_debug","cmd",,,,,,,,,,,,,,,,,,"Dump debug info"
    "play","cmd",,,,,,,,,,,,,,,,,,"Play a sound."
    "playdemo","cmd",,,,,,,,,,,,,,,,,,"Play a recorded demo file (.dem )."
    "player_debug_print_damage","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"When true, print amount and type of all damage received by player to console."
    "player_limit_jump_speed","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "player_old_armor","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_showpredictedposition","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_showpredictedposition_timestep","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_squad_autosummon_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_squad_autosummon_move_tolerance","20      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_squad_autosummon_player_tolerance","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_squad_autosummon_time","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_squad_autosummon_time_after_combat","8       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_squad_double_tap_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "player_squad_transient_commands","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "player_throwforce","1000    ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "playflush","cmd",,,,,,,,,,,,,,,,,,"Play a sound, reloading from disk in case of changes."
    "playgamesound","cmd",,,,,,,,,,,,,,,,,,"Play a sound from the game sounds txt file"
    "playsoundscape","cmd",,,,,,,,,,,,,,,,,,"Forces a soundscape to play"
    "playvideo","cmd",,,,,,,,,,,,,,,,,,"Plays a video: <filename> [width height]"
    "playvideo_exitcommand","cmd",,,,,,,,,,,,,,,,,,"Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>"
    "playvol","cmd",,,,,,,,,,,,,,,,,,"Play a sound at a specified volume."
    "plugin_pause","cmd",,,,,,,,,,,,,,,,,,"plugin_pause <index> : pauses a loaded plugin"
    "plugin_pause_all","cmd",,,,,,,,,,,,,,,,,,"pauses all loaded plugins"
    "plugin_print","cmd",,,,,,,,,,,,,,,,,,"Prints details about loaded plugins"
    "plugin_unload","cmd",,,,,,,,,,,,,,,,,,"plugin_unload <index> : unloads a plugin"
    "plugin_unpause","cmd",,,,,,,,,,,,,,,,,,"plugin_unpause <index> : unpauses a disabled plugin"
    "plugin_unpause_all","cmd",,,,,,,,,,,,,,,,,,"unpauses all disabled plugins"
    "'+posedebug'","cmd",,,,,,,,,,,,,,,,,,"Turn on pose debugger or add ents to pose debugger UI"
    "'-posedebug'","cmd",,,,,,,,,,,,,,,,,,"Turn off pose debugger or hide ents from pose debugger UI"
    "print_colorcorrection","cmd",,,,,,,,,,,,,,,,,,"Display the color correction layer information."
    "progress_enable","cmd",,,,,,,,,,,,,,,,,,""
    "prop_active_gib_limit","999999  ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "prop_active_gib_max_fade_time","999999  ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "prop_crosshair","cmd",,,,,,,,,,,,,,,,,,"Shows name for prop looking at"
    "prop_debug","cmd",,,,,,,,,,,,,,,,,,"Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys"
    "prop_dynamic_create","cmd",,,,,,,,,,,,,,,,,,"Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
        Arguments: {.mdl name}"
    "prop_physics_create","cmd",,,,,,,,,,,,,,,,,,"Creates a physics prop with a specific .mdl aimed away from where the player is looking.
        Arguments: {.mdl name}"
    "props_break_max_pieces","-1      ",,,,,,,,,,,,,,,,,,"Maximum prop breakable piece count (-1 = model default)"
    "props_break_max_pieces_perframe","-1      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Maximum prop breakable piece count per frame (-1 = model default)"
    "pwatchent","-1      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Entity to watch for prediction system changes."
    "pwatchvar","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Entity variable to watch in prediction system for changes."
    "quit","cmd",,,,,,,,,,,,,,,,,,"Exit the engine."
    "r_3dnow","cmd",,,,,,,,,,,,,,,,,,"Enable/disable 3DNow code"
    "r_3dsky","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable the rendering of 3d sky boxes"
    "r_AirboatPitchCurveLinear","60      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_AirboatPitchCurveZero","25      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_AirboatRollCurveLinear","120     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_AirboatRollCurveZero","90      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_AirboatViewBlendTo","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_AirboatViewBlendToScale","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_AirboatViewBlendToTime","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_ambientboost","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Set to boost ambient term if it is totally swamped by local lights"
    "r_ambientfactor","5       ","ARCHIVE",,,,,,,,,,,,,,,,,"Boost ambient cube by no more than this factor"
    "r_ambientfraction","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Fraction of direct lighting that ambient cube must be below to trigger boosting"
    "r_ambientlightingonly","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Set this to 1 to light models with only ambient lighting (and no static lighting)."
    "r_ambientmin","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright"
    "r_aspectratio","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_avglight","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_avglightmap","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_bloomtintb","0       ",,,,,,,,,,,,,,,,,,""
    "r_bloomtintexponent","2       ",,,,,,,,,,,,,,,,,,""
    "r_bloomtintg","0       ",,,,,,,,,,,,,,,,,,""
    "r_bloomtintr","0       ",,,,,,,,,,,,,,,,,,""
    "r_cheapwaterend","cmd",,,,,,,,,,,,,,,,,,""
    "r_cheapwaterstart","cmd",,,,,,,,,,,,,,,,,,""
    "r_cleardecals","cmd",,,,,,,,,,,,,,,,,,"Usage r_cleardecals <permanent>."
    "r_ClipAreaPortals","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_colorstaticprops","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_debugcheapwater","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_debugrandomstaticlighting","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Set to 1 to randomize static lighting for debugging.  Must restart for change to take affect."
    "r_decal_cover_count","4       ",,,,,,,,,,,,,,,,,,""
    "r_decal_cullsize","5       ",,,,,,,,,,,,,,,,,,""
    "r_decal_overlap_area","0       ",,,,,,,,,,,,,,,,,,""
    "r_decal_overlap_count","3       ",,,,,,,,,,,,,,,,,,""
    "r_decals","2048    ",,,,,,,,,,,,,,,,,,""
    "r_decalstaticprops","1       ",,,,,,,,,,,,,,,,,,"Decal static props test"
    "r_depthoverlay","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output."
    "r_DispBuildable","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_DispDrawAxes","0       ",,,,,,,,,,,,,,,,,,""
    "r_DispWalkable","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_dopixelvisibility","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawbatchdecals","1       ",,,,,,,,,,,,,,,,,,"Render decals batched."
    "r_DrawBeams","1       ",,,,"CHEAT",,,,,,,,,,,,,,"0=Off, 1=Normal, 2=Wireframe"
    "r_drawbrushmodels","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Render brush models. 0=Off, 1=Normal, 2=Wireframe"
    "r_drawclipbrushes","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Draw clip brushes (red=NPC+player, pink=player, purple=NPC)"
    "r_drawdecals","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Render decals."
    "r_drawdetailprops","1       ",,,,,,,,,,,,,,,,,,"0=Off, 1=Normal, 2=Wireframe"
    "r_DrawDisp","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Toggles rendering of displacment maps"
    "r_drawentities","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_drawflecks","1       ",,,,,,,,,,,,,,,,,,""
    "r_drawfuncdetail","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Render func_detail"
    "r_drawleaf","-1      ",,,,"CHEAT",,,,,,,,,,,,,,"Draw the specified leaf."
    "r_drawlightcache","0       ",,,,"CHEAT",,,,,,,,,,,,,,"0: off
    1: draw light cache entries
    2: draw rays
    "
    "r_drawlightinfo","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_drawlights","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_drawmodeldecals","1       ",,,,,,,,,,,,,,,,,,""
    "r_DrawModelLightOrigin","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_drawmodelstatsoverlay","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_drawmodelstatsoverlaydistance","500     ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_drawmodelstatsoverlaymax","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2"
    "r_drawmodelstatsoverlaymin","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2"
    "r_drawopaquerenderables","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawopaquestaticpropslast","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Whether opaque static props are rendered after non-npcs"
    "r_drawopaqueworld","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawothermodels","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"0=Off, 1=Normal, 2=Wireframe"
    "r_drawparticles","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Enable/disable particle rendering"
    "r_drawpixelvisibility","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Show the occlusion proxies"
    "r_DrawPortals","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_DrawRain","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Enable/disable rain rendering."
    "r_drawrenderboxes","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawropes","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawskybox","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_DrawSpecificStaticProp","-1      ",,,,,,,,,,,,,,,,,,""
    "r_drawsprites","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawstaticprops","1       ",,,,"CHEAT",,,,,,,,,,,,,,"0=Off, 1=Normal, 2=Wireframe"
    "r_drawtranslucentrenderables","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawtranslucentworld","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_drawvgui","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Enable the rendering of vgui panels"
    "r_drawviewmodel","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_drawworld","1       ",,,,"CHEAT",,,,,,,,,,,,,,"Render the world."
    "r_dscale_basefov","90      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_dscale_fardist","2000    ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_dscale_farscale","4       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_dscale_neardist","100     ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_dscale_nearscale","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_dynamic","1       ",,,,,,,,,,,,,,,,,,""
    "r_dynamiclighting","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_emulategl","0       ",,,,,,,,,,,,,,,,,,""
    "r_entityclips","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_eyeglintlodpixels","20      ",,,,"CHEAT",,,,,,,,,,,,,,"The number of pixels wide an eyeball has to be before rendering an eyeglint.  Is a floating point value."
    "r_eyemove","1       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "r_eyes","1       ",,,,,,,,,,,,,,,,,,""
    "r_eyeshift_x","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "r_eyeshift_y","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "r_eyeshift_z","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "r_eyesize","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "r_eyewaterepsilon","10      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_farz","30000   ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Override the far clipping plane. -1 means to use the value in env_fog_controller."
    "r_fastzreject","0       ",,,,,,,,,,,,,,,,,,"Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware"
    "r_fastzrejectdisp","0       ",,,,,,,,,,,,,,,,,,"Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on."
    "r_flashlight_version2","0       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightambient","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightclip","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_flashlightconstant","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightculldepth","1       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightdepthres","1024    ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightdepthtexture","1       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightdrawclip","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_flashlightdrawdepth","0       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightdrawfrustum","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightdrawfrustumbbox","0       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightdrawsweptbbox","0       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightfar","750     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightfov","45      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightladderdist","40      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightlinear","100     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightlockposition","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightmodels","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightnear","4       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightnodraw","0       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightoffsetx","10      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightoffsety","-20     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightoffsetz","24      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightquadratic","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightrender","1       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightrendermodels","1       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightrenderworld","1       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightscissor","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_flashlightshadowatten","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flashlightupdatedepth","1       ",,,,,,,,,,,,,,,,,,""
    "r_flashlightvisualizetrace","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_flex","1       ",,,,,,,,,,,,,,,,,,""
    "r_flushlod","cmd",,,,,,,,,,,,,,,,,,"Flush and reload LODs."
    "r_ForceRestore","0       ",,,,,,,,,,,,,,,,,,""
    "r_ForceWaterLeaf","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable for optimization to water - considers view in leaf under water for purposes of culling"
    "r_frustumcullworld","1       ",,,,,,,,,,,,,,,,,,""
    "r_glint_alwaysdraw","0       ",,,,,,,,,,,,,,,,,,""
    "r_glint_procedural","0       ",,,,,,,,,,,,,,,,,,""
    "r_hunkalloclightmaps","1       ",,,,,,,,,,,,,,,,,,""
    "r_hwmorph","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_itemblinkmax","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_itemblinkrate","4       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_JeepFOV","90      ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,""
    "r_JeepViewBlendTo","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_JeepViewBlendToScale","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_JeepViewBlendToTime","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_lightaverage","1       ",,,,,,,,,,,,,,,,,,"Activates/deactivate light averaging"
    "r_lightcache_numambientsamples","162     ",,,,"CHEAT",,,,,,,,,,,,,,"number of random directions to fire rays when computing ambient lighting"
    "r_lightcache_zbuffercache","0       ",,,,,,,,,,,,,,,,,,""
    "r_lightcachecenter","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_lightcachemodel","-1      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_lightinterp","5       ",,,,"CHEAT",,,,,,,,,,,,,,"Controls the speed of light interpolation, 0 turns off interpolation"
    "r_lightmap","-1      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_lightstyle","-1      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_lightwarpidentity","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_lockpvs","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Lock the PVS so you can fly around and inspect what is being drawn."
    "r_lod","-1      ",,,,,,,,,,,,,,,,,,""
    "r_mapextents","16384   ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Set the max dimension for the map.  This determines the far clipping plane"
    "r_maxdlights","32      ",,,,,,,,,,,,,,,,,,""
    "r_maxmodeldecal","50      ",,,,,,,,,,,,,,,,,,""
    "r_maxnewsamples","6       ",,,,,,,,,,,,,,,,,,""
    "r_maxsampledist","128     ",,,,,,,,,,,,,,,,,,""
    "r_minnewsamples","3       ",,,,,,,,,,,,,,,,,,""
    "r_modelwireframedecal","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_newflashlight","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_nohw","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_norefresh","0       ",,,,,,,,,,,,,,,,,,""
    "r_nosw","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_novis","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Turn off the PVS."
    "r_occludeemaxarea","0       ",,,,,,,,,,,,,,,,,,"Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use."
    "r_occluderminarea","0       ",,,,,,,,,,,,,,,,,,"Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use."
    "r_occludermincount","0       ",,,,,,,,,,,,,,,,,,"At least this many occluders will be used, no matter how big they are."
    "r_occlusion","1       ",,,,,,,,,,,,,,,,,,"Activate/deactivate the occlusion system."
    "r_occlusionspew","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Activate/deactivates spew about what the occlusion system is doing."
    "r_oldlightselection","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Set this to revert to HL2's method of selecting lights"
    "r_overlayfadeenable","0       ",,,,,,,,,,,,,,,,,,""
    "r_overlayfademax","2000    ",,,,,,,,,,,,,,,,,,""
    "r_overlayfademin","1750    ",,,,,,,,,,,,,,,,,,""
    "r_overlaywireframe","0       ",,,,,,,,,,,,,,,,,,""
    "r_particle_sim_spike_threshold_ms","5       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_partition_level","-1      ",,,,"CHEAT",,,,,,,,,,,,,,"Displays a particular level of the spatial partition system. Use -1 to disable it."
    "r_PhysPropStaticLighting","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_pix_recordframes","0       ",,,,,,,,,,,,,,,,,,""
    "r_pix_start","0       ",,,,,,,,,,,,,,,,,,""
    "r_pixelfog","1       ",,,,,,,,,,,,,,,,,,""
    "r_pixelvisibility_partial","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_pixelvisibility_spew","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_portalscloseall","0       ",,,,,,,,,,,,,,,,,,""
    "r_portalsopenall","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Open all portals"
    "r_PortalTestEnts","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Clip entities against portal frustums."
    "r_printdecalinfo","cmd",,,,,,,,,,,,,,,,,,""
    "r_proplightingfromdisk","1       ",,,,,,,,,,,,,,,,,,"0=Off, 1=On, 2=Show Errors"
    "r_proplightingpooling","-1      ",,,,"CHEAT",,,,,,,,,,,,,,"0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset"
    "r_propsmaxdist","1200    ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Maximum visible distance"
    "r_queued_decals","0       ",,,,,,,,,,,,,,,,,,"Offloads a bit of decal rendering setup work to the material system queue when enabled."
    "r_queued_post_processing","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_queued_ropes","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_radiosity","4       ",,,,"CHEAT",,,,,,,,,,,,,,"0: no radiosity
    1: radiosity with ambient cube (6 samples)
    2: radiosity with 162 samples
    3: 162 samples for static props, 6 sam"
    "r_rainalpha","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_rainalphapow","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_raindensity","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_RainHack","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_rainlength","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_RainProfile","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Enable/disable rain profiling."
    "r_RainRadius","1500    ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_RainSideVel","130     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"How much sideways velocity rain gets."
    "r_RainSimulate","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Enable/disable rain simulation."
    "r_rainspeed","600     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_RainSplashPercentage","20      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_rainwidth","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_randomflex","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_renderoverlayfragment","1       ",,,,,,,,,,,,,,,,,,""
    "r_rimlight","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_rootlod","0       ",,,,,,,,,,,,,,,,,,"Root LOD"
    "r_ropetranslucent","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_screenfademaxsize","0       ",,,,,,,,,,,,,,,,,,""
    "r_screenfademinsize","0       ",,,,,,,,,,,,,,,,,,""
    "r_screenoverlay","cmd",,,,,,,,,,,,,,,,,,"Draw specified material as an overlay"
    "r_sequence_debug","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_shader_srgb","0       ",,,,,,,,,,,,,,,,,,"-1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)"
    "r_shadowangles","cmd",,,,,,,,,,,,,,,,,,"Set shadow angles"
    "r_shadowblobbycutoff","cmd",,,,,,,,,,,,,,,,,,"some shadow stuff"
    "r_shadowcolor","cmd",,,,,,,,,,,,,,,,,,"Set shadow color"
    "r_shadowdir","cmd",,,,,,,,,,,,,,,,,,"Set shadow direction"
    "r_shadowdist","cmd",,,,,,,,,,,,,,,,,,"Set shadow distance"
    "r_shadowids","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_shadowmaxrendered","32      ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_shadowrendertotexture","1       ",,,,,,,,,,,,,,,,,,""
    "r_shadows","1       ",,,,,,,,,,,,,,,,,,""
    "r_shadows_gamecontrol","-1      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_shadowwireframe","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_showenvcubemap","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_ShowViewerArea","0       ",,,,,,,,,,,,,,,,,,""
    "r_showz_power","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_skin","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_skybox","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Enable the rendering of sky boxes"
    "r_snapportal","-1      ",,,,,,,,,,,,,,,,,,""
    "r_SnowColorBlue","200     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowColorGreen","175     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowColorRed","150     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowDebugBox","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow Debug Boxes."
    "r_SnowEnable","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow Enable"
    "r_SnowEndAlpha","255     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowEndSize","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowFallSpeed","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow fall speed scale."
    "r_SnowInsideRadius","256     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowOutsideRadius","1024    ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowParticles","500     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowPosScale","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowRayEnable","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowRayLength","8192    ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowRayRadius","256     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowSpeedScale","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowStartAlpha","25      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowStartSize","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowWindScale","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowZoomOffset","384     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_SnowZoomRadius","512     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Snow."
    "r_spray_lifetime","2       ",,,,,,,,,,,,,,,,,,"Number of rounds player sprays are visible"
    "r_sse2","cmd",,,,,,,,,,,,,,,,,,"Enable/disable SSE2 code"
    "r_sse_s","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"sse ins for particle sphere create"
    "r_staticprop_lod","-1      ",,,,,,,,,,,,,,,,,,""
    "r_staticpropinfo","0       ",,,,,,,,,,,,,,,,,,""
    "r_swingflashlight","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_teeth","1       ",,,,,,,,,,,,,,,,,,""
    "r_threaded_client_shadow_manager","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_threaded_particles","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_threaded_renderables","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_unloadlightmaps","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_updaterefracttexture","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_vehicleBrakeRate","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "r_VehicleViewClamp","1       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "r_VehicleViewDampen","0       ",,,"GAMEDLL","CHEAT",,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "r_visambient","0       ",,,,,,,,,,,,,,,,,,"Draw leaf ambient lighting samples.  Needs mat_leafvis 1 to work"
    "r_visocclusion","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Activate/deactivate wireframe rendering of what the occlusion system is doing."
    "r_visualizelighttraces","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_visualizelighttracesshowfulltrace","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_visualizeproplightcaching","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "r_visualizetraces","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "r_WaterDrawReflection","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable water reflection"
    "r_WaterDrawRefraction","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Enable water refraction"
    "r_waterforceexpensive","1       ",,,,,,,,,,,,,,,,,,""
    "r_waterforcereflectentities","0       ",,,,,,,,,,,,,,,,,,""
    "r_worldlightmin","0       ",,,,,,,,,,,,,,,,,,""
    "r_worldlights","4       ",,,,,,,,,,,,,,,,,,"number of world lights to use per vertex"
    "r_worldlistcache","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "ragdoll_sleepaftertime","5       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"After this many seconds of being basically stationary, the ragdoll will go to sleep."
    "rate","30000   ",,,,,"USERINFO",,,,,,,,,,,,,"Max bytes/sec the host can receive data"
    "rcon","cmd",,,,,,,,,,,,,,,,,,"Issue an rcon command."
    "rcon_address","0       ",,,,,,,,,,,,,"DONTRECORD",,,,,"Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) "
    "rcon_password","0       ",,,,,,,,,,,,,"DONTRECORD",,,,,"remote console password."
    "recompute_speed","cmd",,,,,,,,,,,,,,,,,,"Recomputes clock speed (for debugging purposes)."
    "record","cmd",,,,,,,,,,,,,,,,,,"Record a demo."
    "refresh_options_dialog","cmd",,,,,,,,,,,,,,,,,,"Refresh the options dialog."
    "'+reload'","cmd",,,,,,,,,,,,,,,,,,""
    "'-reload'","cmd",,,,,,,,,,,,,,,,,,""
    "reload","cmd",,,,,,,,,,,,,,,,,,"Reload the most recent saved game (add setpos to jump to current view position on reload)."
    "reload_materials","0       ",,,,,,,,,,,,,,,,,,""
    "removeid","cmd",,,,,,,,,,,,,,,,,,"Remove a user ID from the ban list."
    "removeip","cmd",,,,,,,,,,,,,,,,,,"Remove an IP address from the ban list."
    "report_entities","cmd",,,,,,,,,,,,,,,,,,"Lists all entities"
    "report_simthinklist","cmd",,,,,,,,,,,,,,,,,,"Lists all simulating/thinking entities"
    "report_soundpatch","cmd",,,,,,,,,,,,,,,,,,"reports sound patch count"
    "report_soundpatch","cmd",,,,,,,,,,,,,,,,,,"reports sound patch count"
    "report_touchlinks","cmd",,,,,,,,,,,,,,,,,,"Lists all touchlinks"
    "respawn_entities","cmd",,,,,,,,,,,,,,,,,,"Respawn all the entities in the map."
    "restart","cmd",,,,,,,,,,,,,,,,,,"Restart the game on the same level (add setpos to jump to current view position on restart)."
    "retry","cmd",,,,,,,,,,,,,,,,,,"Retry connection to last server."
    "'+right'","cmd",,,,,,,,,,,,,,,,,,""
    "'-right'","cmd",,,,,,,,,,,,,,,,,,""
    "room_type","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "rope_averagelight","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Makes ropes use average of cubemap lighting instead of max intensity."
    "rope_collide","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Collide rope with the world"
    "rope_rendersolid","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "rope_shake","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "rope_smooth","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Do an antialiasing effect on ropes"
    "rope_smooth_enlarge","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"How much to enlarge ropes in screen space for antialiasing effect"
    "rope_smooth_maxalpha","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Alpha for rope antialiasing effect"
    "rope_smooth_maxalphawidth","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "rope_smooth_minalpha","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Alpha for rope antialiasing effect"
    "rope_smooth_minwidth","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"When using smoothing, this is the min screenspace width it lets a rope shrink to"
    "rope_solid_maxalpha","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "rope_solid_maxwidth","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "rope_solid_minalpha","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "rope_solid_minwidth","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "rope_subdiv","2       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Rope subdivision amount"
    "rope_wind_dist","1000    ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Don't use CPU applying small wind gusts to ropes when they're past this distance."
    "rr_debug_qa","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs."
    "rr_debugresponses","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np"
    "rr_debugrule","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system."
    "rr_dumpresponses","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Dump all response_rules.txt and rules (requires restart)"
    "rr_reloadresponsesystems","cmd",,,,,,,,,,,,,,,,,,"Reload all response system scripts."
    "save","cmd",,,,,,,,,,,,,,,,,,"Saves current game."
    "save_async","1       ",,,,,,,,,,,,,,,,,,""
    "save_asyncdelay","0       ",,,,,,,,,,,,,,,,,,"For testing, adds this many milliseconds of delay to the save operation."
    "save_console","0       ",,,,,,,,,,,,,,,,,,"Autosave on the PC behaves like it does on the consoles."
    "save_disable","0       ",,,,,,,,,,,,,,,,,,""
    "save_finish_async","cmd",,,,,,,,,,,,,,,,,,""
    "save_history_count","1       ",,,,,,,,,,,,,,,,,,"Keep this many old copies in history of autosaves and quicksaves."
    "save_huddelayframes","1       ",,,,,,,,,,,,,,,,,,"Number of frames to defer for drawing the Saving message."
    "save_in_memory","0       ",,,,,,,,,,,,,,,,,,"Set to 1 to save to memory instead of disk (Xbox 360)"
    "save_noxsave","0       ",,,,,,,,,,,,,,,,,,""
    "save_screenshot","1       ",,,,,,,,,,,,,,,,,,"0 = none, 1 = non-autosave, 2 = always"
    "save_spew","0       ",,,,,,,,,,,,,,,,,,""
    "say","cmd",,,,,,,,,,,,,,,,,,"Display player message"
    "say_team","cmd",,,,,,,,,,,,,,,,,,"Display player message to team"
    "sb_mod_suggested_maxplayers","0       ",,,,,,,,,,,,,,,,,,""
    "sb_quick_list_bit_field","-1      ",,,,,,,,,,,,,,,,,,""
    "sb_showblacklists","0       ",,,,,,,,,,,,,,,,,,"If set to 1, blacklist rules will be printed to the console as they're applied."
    "sbox_godmode","0       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxballoons","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxbuttons","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxdynamite","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxeffects","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxemitters","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxhoverballs","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxlamps","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxlights","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxnpcs","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxprops","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxragdolls","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxspawners","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxthrusters","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxturrets","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxvehicles","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_maxwheels","-1      ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_noclip","1       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_plpldamage","0       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sbox_weapons","1       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "scene_async_prefetch_spew","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Display async .ani file loading info."
    "scene_clamplookat","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Clamp head turns to a max of 20 degrees per think."
    "scene_clientflex","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Do client side flex animation."
    "scene_flatturn","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "scene_flush","cmd",,,,,,,,,,,,,,,,,,"Flush all .vcds from the cache and reload from disk."
    "scene_forcecombined","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"When playing back, force use of combined .wav files even in english."
    "scene_maxcaptionradius","1200    ",,,"GAMEDLL",,,,,,,,,,,,,,,"Only show closed captions if recipient is within this many units of speaking actor (0==disabled)."
    "scene_print","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"When playing back a scene, print timing and event info to console."
    "scene_showfaceto","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"When playing back, show the directions of faceto events."
    "scene_showlook","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"When playing back, show the directions of look events."
    "scene_showmoveto","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"When moving, show the end location."
    "scene_showunlock","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"Show when a vcd is playing but normal AI is running."
    "SchoolMe","cmd",,,,,,,,,,,,,,,,,,""
    "'+score'","cmd",,,,,,,,,,,,,,,,,,""
    "'-score'","cmd",,,,,,,,,,,,,,,,,,""
    "scr_centertime","2       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "screenshot","cmd",,,,,,,,,,,,,,,,,,"Take a screenshot."
    "sd","cmd",,,,,,,,,,,,,,,,,,""
    "se","cmd",,,,,,,,,,,,,,,,,,""
    "sensitivity","3       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Mouse sensitivity."
    "server_game_time","cmd",,,,,,,,,,,,,,,,,,"Gives the game time in seconds (server's curtime)"
    "servercfgfile","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "setang","cmd",,,,,,,,,,,,,,,,,,"Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats)."
    "setang_exact","cmd",,,,,,,,,,,,,,,,,,"Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats)."
    "setinfo","cmd",,,,,,,,,,,,,,,,,,"Adds a new user info value"
    "setmaster","cmd",,,,,,,,,,,,,,,,,,"add/remove/enable/disable master servers"
    "setpause","cmd",,,,,,,,,,,,,,,,,,"Set the pause state of the server."
    "setpos","cmd",,,,,,,,,,,,,,,,,,"Move player to specified origin (must have sv_cheats)."
    "setpos_exact","cmd",,,,,,,,,,,,,,,,,,"Move player to an exact specified origin (must have sv_cheats)."
    "shake","cmd",,,,,,,,,,,,,,,,,,"Shake the screen."
    "shake_show","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Displays a list of the active screen shakes."
    "shake_stop","cmd",,,,,,,,,,,,,,,,,,"Stops all active screen shakes.
    "
    "'+showbudget'","cmd",,,,,,,,,,,,,,,,,,""
    "'-showbudget'","cmd",,,,,,,,,,,,,,,,,,""
    "showbudget_texture","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Enable the texture budget panel."
    "'+showbudget_texture'","cmd",,,,,,,,,,,,,,,,,,""
    "'-showbudget_texture'","cmd",,,,,,,,,,,,,,,,,,""
    "'+showbudget_texture_global'","cmd",,,,,,,,,,,,,,,,,,""
    "'-showbudget_texture_global'","cmd",,,,,,,,,,,,,,,,,,""
    "showbudget_texture_global_dumpstats","cmd",,,,,,,,,,,,,,,,,,"Dump all items in +showbudget_texture_global in a text form"
    "showbudget_texture_global_sum","256     ",,,,,,,,,,,,,,,,,,""
    "showconsole","cmd",,,,,,,,,,,,,,,,,,"Show the console."
    "showhitlocation","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "showinfo","cmd",,,,,,,,,,,,,,,,,,"Shows a info panel: <type> <title> <message> [<command number>]"
    "showpanel","cmd",,,,,,,,,,,,,,,,,,"Shows a viewport panel <name>"
    "showparticlecounts","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Display number of particles drawn per frame"
    "'+showscores'","cmd",,,,,,,,,,,,,,,,,,""
    "'-showscores'","cmd",,,,,,,,,,,,,,,,,,""
    "showsniperdist","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "showsniperlines","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "showtriggers","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Shows trigger brushes"
    "showtriggers_toggle","cmd",,,,,,,,,,,,,,,,,,"Toggle show triggers"
    "'+showvprof'","cmd",,,,,,,,,,,,,,,,,,""
    "'-showvprof'","cmd",,,,,,,,,,,,,,,,,,""
    "simple_bot_add","cmd",,,,,,,,,,,,,,,,,,"Add a simple bot."
    "singlestep","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Run engine in single step mode ( set next to 1 to advance a frame )"
    "sk_advisor_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_airboat_drain_rate","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_airboat_max_ammo","100     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_airboat_recharge_rate","15      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_allow_autoaim","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_ally_regen_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Time taken for an ally to regenerate a point of health."
    "sk_ammo_qty_scale1","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_ammo_qty_scale2","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_ammo_qty_scale3","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_antlion_air_attack_dmg","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_antlion_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_antlion_jump_damage","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_antlion_swipe_damage","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_antlion_worker_burst_damage","50      ",,,"GAMEDLL",,,,,,,,,,,,,,,"How much damage is inflicted by an antlion worker's death explosion."
    "sk_antlion_worker_burst_radius","160     ",,,"GAMEDLL",,,,,,,,,,,,,,,"Effect radius of an antlion worker's death explosion."
    "sk_antlion_worker_health","60      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Hitpoints of an antlion worker. If 0, will use base antlion hitpoints."
    "sk_antlion_worker_spit_grenade_dmg","20      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Total damage done by an individual antlion worker loogie."
    "sk_antlion_worker_spit_grenade_poison_ratio","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Percentage of an antlion worker's spit damage done as poison (which regenerates)"
    "sk_antlion_worker_spit_grenade_radius","40      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Radius of effect for an antlion worker spit grenade."
    "sk_antlion_worker_spit_speed","600     ",,,"GAMEDLL",,,,,,,,,,,,,,,"Speed at which an antlion spit grenade travels."
    "sk_antlionguard_dmg_charge","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_antlionguard_dmg_shove","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_antlionguard_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_apc_health","750     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_apc_missile_damage","15      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_auto_reload_time","3       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_autoaim_mode","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_autoaim_scale1","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_autoaim_scale2","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_barnacle_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_barney_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_battery","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_bullseye_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_giveammo_player_delay","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_heal_ally","30      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_heal_ally_delay","20      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_heal_ally_min_pct","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_heal_player","25      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_heal_player_delay","25      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_heal_player_min_forced","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_heal_player_min_pct","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_player_stare_dist","72      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_player_stare_time","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_citizen_stare_heal_time","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_combine_ball_search_radius","512     ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_combine_guard_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_combine_guard_kick","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_combine_s_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_combine_s_kick","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_combineball_guidefactor","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_combineball_seek_angle","15      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_combineball_seek_kill","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_crow_health","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_crow_melee_dmg","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_crowbar_lead_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_dmg_homer_grenade","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_dmg_inflict_scale1","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dmg_inflict_scale2","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dmg_inflict_scale3","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dmg_pathfollower_grenade","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_dmg_sniper_penetrate_npc","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dmg_sniper_penetrate_plr","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dmg_take_scale1","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dmg_take_scale2","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dmg_take_scale3","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_dropship_container_health","750     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_dynamic_resupply_modifier","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_env_headcrabcanister_shake_amplitude","50      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_env_headcrabcanister_shake_radius","1024    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_env_headcrabcanister_shake_radius_vehicle","2500    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_fraggrenade_radius","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_grubnugget_enabled","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_grubnugget_health_large","6       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_grubnugget_health_medium","4       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_grubnugget_health_small","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_gunship_burst_dist","768     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_gunship_burst_min","800     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_gunship_burst_size","15      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_gunship_health_increments","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_headcrab_fast_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_headcrab_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_headcrab_melee_dmg","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_headcrab_poison_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_headcrab_poison_npc_damage","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_healthcharger","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_healthkit","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_healthvial","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_helicopter_burstcount","12      ",,,"GAMEDLL",,,,,,,,,,,,,,,"How many shot bursts to fire after charging up. The bigger the number, the longer the firing is"
    "sk_helicopter_drone_speed","450     ",,,"GAMEDLL",,,,,,,,,,,,,,,"How fast does the zapper drone move?"
    "sk_helicopter_firingcone","20      ",,,"GAMEDLL",,,,,,,,,,,,,,,"The angle in degrees of the cone in which the shots will be fired"
    "sk_helicopter_grenade_puntscale","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"When physpunting a chopper's grenade, scale its velocity by this much."
    "sk_helicopter_grenadedamage","25      ",,,"GAMEDLL",,,,,,,,,,,,,,,"The amount of damage the helicopter grenade deals."
    "sk_helicopter_grenadeforce","55000   ",,,"GAMEDLL",,,,,,,,,,,,,,,"The physics force that the helicopter grenade exerts."
    "sk_helicopter_grenaderadius","275     ",,,"GAMEDLL",,,,,,,,,,,,,,,"The damage radius of the helicopter grenade."
    "sk_helicopter_health","5600    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_helicopter_num_bombs1","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_helicopter_num_bombs2","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_helicopter_num_bombs3","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_helicopter_roundsperburst","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,"How many shots to fire in a single burst"
    "sk_homer_grenade_radius","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_buckshot_damage_scale","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_bullet_damage_scale","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_charge_damage_scale","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_citizen_damage_scale","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_dmg_charge","20      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_dmg_flechette","4       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_dmg_from_striderbuster","150     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_dmg_one_slash","20      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_flechette_explode_dmg","12      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_flechette_explode_radius","128     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_health","210     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_hunter_vehicle_damage_scale","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_ichthyosaur_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_ichthyosaur_melee_dmg","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_jeep_gauss_damage","15      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_manhack_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_manhack_melee_dmg","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_manhack_v2","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_max_357","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_alyxgun","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_ar2","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_ar2_altfire","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_buckshot","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_crossbow","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_gauss_round","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_grenade","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_pistol","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_rpg_round","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_smg1","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_smg1_grenade","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_max_sniper_round","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_metropolice_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_metropolice_simple_health","26      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_metropolice_stitch_along_hitcount","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_metropolice_stitch_at_hitcount","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_metropolice_stitch_behind_hitcount","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_metropolice_stitch_distance","1000    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_metropolice_stitch_reaction","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_metropolice_stitch_tight_hitcount","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_arm","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_chest","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_dmg_357","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_airboat","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_alyxgun","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_ar2","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_buckshot","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_combineball","15      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_crossbow","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_crowbar","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_dmg_dropship","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Dropship container cannon damage."
    "sk_npc_dmg_fraggrenade","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_dmg_grenade","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_gunship","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_gunship_to_plr","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_helicopter","6       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Damage helicopter shots deal to everything but the player"
    "sk_npc_dmg_helicopter_to_plr","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Damage helicopter shots deal to the player"
    "sk_npc_dmg_pistol","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_rpg_round","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_satchel","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_dmg_smg1","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_smg1_grenade","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_sniper_round","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_npc_dmg_stunstick","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_dmg_tripmine","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_head","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_leg","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_npc_stomach","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_pathfollower_grenade_radius","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_player_arm","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_player_chest","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_player_head","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_player_leg","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_player_stomach","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_plr_dmg_357","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_airboat","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_alyxgun","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_ar2","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_buckshot","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_crossbow","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_crowbar","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_plr_dmg_fraggrenade","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_plr_dmg_grenade","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_pistol","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_rpg_round","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_satchel","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_plr_dmg_smg1","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_smg1_grenade","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_sniper_round","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_dmg_stunstick","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_plr_dmg_tripmine","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_plr_grenade_drop_time","30      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_health_drop_time","30      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_plr_num_shotgun_pellets","7       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sk_rollermine_shock","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_rollermine_stun_delay","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_rollermine_vehicle_intercept","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_satchel_radius","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_scanner_dmg_dive","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_scanner_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_smg1_grenade_radius","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_stalker_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_stalker_melee_dmg","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_strider_health","350     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_strider_num_missiles1","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_strider_num_missiles2","7       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_strider_num_missiles3","7       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_striderbuster_magnet_multiplier","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_suitcharger","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_suitcharger_citadel","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_suitcharger_citadel_maxarmor","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_tripmine_radius","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_vortigaunt_armor_charge","30      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_vortigaunt_armor_charge_per_token","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_vortigaunt_dmg_claw","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_vortigaunt_dmg_rake","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_vortigaunt_dmg_zap","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_vortigaunt_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_vortigaunt_vital_antlion_worker_dmg","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Vital-ally vortigaunts scale damage taken from antlion workers by this amount."
    "sk_vortigaunt_zap_range","100     ",,,"GAMEDLL",,,,,,,,,,,,,,,"Range of vortigaunt's ranged attack (feet)"
    "sk_weapon_ar2_alt_fire_duration","4       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_weapon_ar2_alt_fire_mass","150     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_weapon_ar2_alt_fire_radius","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_zombie_dmg_both_slash","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_zombie_dmg_one_slash","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_zombie_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_zombie_poison_dmg_spit","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_zombie_poison_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sk_zombie_soldier_health","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "skill","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Game skill level (1-3)."
    "slot0","cmd",,,,,,,,,,,,,,,,,,""
    "slot1","cmd",,,,,,,,,,,,,,,,,,""
    "slot10","cmd",,,,,,,,,,,,,,,,,,""
    "slot2","cmd",,,,,,,,,,,,,,,,,,""
    "slot3","cmd",,,,,,,,,,,,,,,,,,""
    "slot4","cmd",,,,,,,,,,,,,,,,,,""
    "slot5","cmd",,,,,,,,,,,,,,,,,,""
    "slot6","cmd",,,,,,,,,,,,,,,,,,""
    "slot7","cmd",,,,,,,,,,,,,,,,,,""
    "slot8","cmd",,,,,,,,,,,,,,,,,,""
    "slot9","cmd",,,,,,,,,,,,,,,,,,""
    "smoke_trail","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "smoothstairs","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Smooth player eye z coordinate when traversing stairs."
    "snapto","cmd",,,,,,,,,,,,,,,,,,""
    "snd_async_flush","cmd",,,,,,,,,,,,,,,,,,"Flush all unlocked async audio data"
    "snd_async_fullyasync","0       ",,,,,,,,,,,,,,,,,,"All playback is fully async (sound doesn't play until data arrives)."
    "snd_async_minsize","262144  ",,,,,,,,,,,,,,,,,,""
    "snd_async_showmem","cmd",,,,,,,,,,,,,,,,,,"Show async memory stats"
    "snd_async_spew_blocking","0       ",,,,,,,,,,,,,,,,,,"Spew message to console any time async sound loading blocks on file i/o."
    "snd_async_stream_spew","0       ",,,,,,,,,,,,,,,,,,"Spew streaming info ( 0=Off, 1=streams, 2=buffers"
    "snd_cull_duplicates","0       ",,,,,,,,,,,,,,,,,,"If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe"
    "snd_defer_trace","1       ",,,,,,,,,,,,,,,,,,""
    "snd_delay_sound_shift","0       ",,,,,,,,,,,,,,,,,,""
    "snd_disable_mixer_duck","0       ",,,,,,,,,,,,,,,,,,""
    "snd_duckerattacktime","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "snd_duckerreleasetime","2       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "snd_duckerthreshold","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "snd_ducktovolume","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "snd_dumpclientsounds","cmd",,,,,,,,,,,,,,,,,,"Dump sounds to VXConsole"
    "snd_foliage_db_loss","4       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_gain","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_gain_max","1       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_gain_min","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_legacy_surround","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "snd_lockpartial","1       ",,,,,,,,,,,,,,,,,,""
    "snd_mix_async","0       ",,,,,,,,,,,,,,,,,,""
    "snd_mix_minframetime","0       ",,,,,,,,,,,,,,,,,,""
    "snd_mixahead","0       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "snd_musicvolume","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Music volume"
    "snd_noextraupdate","0       ",,,,,,,,,,,,,,,,,,""
    "snd_obscured_gain_dB","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_pitchquality","1       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "snd_profile","0       ",,,,,,,,,,,,"DEMO",,,,,,""
    "snd_rebuildaudiocache","cmd",,,,,,,,,,,,,,,,,,"Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
    "
    "snd_refdb","60      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_refdist","36      ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_restart","cmd",,,,,,,,,,,,,,,,,,"Restart sound system."
    "snd_show","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Show sounds info"
    "snd_showclassname","0       ",,,,,,,,,,,,,,,,,,""
    "snd_showmixer","0       ",,,,,,,,,,,,,,,,,,""
    "snd_showstart","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "snd_ShowThreadFrameTime","0       ",,,,,,,,,,,,,,,,,,""
    "snd_soundmixer","0       ",,,,,,,,,,,,,,,,,,""
    "snd_spatialize_roundrobin","0       ",,,,,,,,,,,,,,,,,,"Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized"
    "snd_surround_speakers","2       ",,,,,,,,,,,,,,,,,,""
    "snd_visualize","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Show sounds location in world"
    "snd_vox_captiontrace","0       ",,,,,,,,,,,,,,,,,,"Shows sentence name for sentences which are set not to show captions."
    "snd_vox_globaltimeout","300     ",,,,,,,,,,,,,,,,,,""
    "snd_vox_sectimetout","300     ",,,,,,,,,,,,,,,,,,""
    "snd_vox_seqtimetout","300     ",,,,,,,,,,,,,,,,,,""
    "snd_writemanifest","cmd",,,,,,,,,,,,,,,,,,"If running a game, outputs the precache manifest for the current level
    "
    "sndplaydelay","cmd",,,,,,,,,,,,,,,,,,""
    "sniper_xbox_delay","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sniperspeak","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sniperviewdist","35      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "soundfade","cmd",,,,,,,,,,,,,,,,,,"Fade client volume."
    "soundinfo","cmd",,,,,,,,,,,,,,,,,,"Describe the current sound device."
    "soundlist","cmd",,,,,,,,,,,,,,,,,,"List all known sounds."
    "soundpatch_captionlength","2       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"How long looping soundpatch captions should display for."
    "soundscape_debug","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar"
    "soundscape_dumpclient","cmd",,,,,,,,,,,,,,,,,,"Dumps the client's soundscape data.
    "
    "soundscape_fadetime","3       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Time to crossfade sound effects between soundscapes"
    "soundscape_flush","cmd",,,,,,,,,,,,,,,,,,"Flushes the server & client side soundscapes"
    "spawnicon_disablepreload","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"Set to 1 to disable preloading"
    "spawnicon_dist","5       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "spawnicon_eyeright","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "spawnicon_eyeup","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "spawnicon_fov","15      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "spawnicon_fov_face","10      ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "spawnicon_zfar_face","100     ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "spawnmenu_icon_rollover","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"0=none, 1=only loaded, 2=load models"
    "speak","cmd",,,,,,,,,,,,,,,,,,"Play a constructed sentence."
    "spec_autodirector","1       ",,,,,,,,,,,,,,,"CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Auto-director chooses best view modes while spectating"
    "spec_freeze_distance_max","200     ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Maximum random distance from the target to stop when framing them in observer freeze cam."
    "spec_freeze_distance_min","96      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Minimum random distance from the target to stop when framing them in observer freeze cam."
    "spec_freeze_time","4       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"Time spend frozen in observer freeze cam."
    "spec_freeze_traveltime","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"Time taken to zoom in to frame a target in observer freeze cam."
    "spec_pos","cmd",,,,,,,,,,,,,,,,,,"dump position and angles to the console"
    "spec_scoreboard","0       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "spec_track","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Tracks an entity in spec mode"
    "'+speed'","cmd",,,,,,,,,,,,,,,,,,""
    "'-speed'","cmd",,,,,,,,,,,,,,,,,,""
    "spike","cmd",,,,,,,,,,,,,,,,,,"generates a fake spike"
    "star_memory","cmd",,,,,,,,,,,,,,,,,,"Dump memory stats"
    "startdemos","cmd",,,,,,,,,,,,,,,,,,"Play demos in demo sequence."
    "startmovie","cmd",,,,,,,,,,,,,,,,,,"Start recording movie frames."
    "startupmenu","cmd",,,,,,,,,,,,,,,,,,"Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer "
    "stats","cmd",,,,,,,,,,,,,,,,,,"Prints server performance variables"
    "status","cmd",,,,,,,,,,,,,,,,,,"Display map and connection status."
    "step_spline","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "stop","cmd",,,,,,,,,,,,,,,,,,"Finish recording demo."
    "stopdemo","cmd",,,,,,,,,,,,,,,,,,"Stop playing back a demo."
    "stopsound","cmd",,,,,,,,,,,,,,,,,,""
    "stopsounds","cmd",,,,,,,,,,,,,,,,,,"Stops all sounds.."
    "stopsoundscape","cmd",,,,,,,,,,,,,,,,,,"Stops all soundscape processing and fades current looping sounds"
    "'+strafe'","cmd",,,,,,,,,,,,,,,,,,""
    "'-strafe'","cmd",,,,,,,,,,,,,,,,,,""
    "strider_always_use_procedural_height","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_ar2_altfire_dmg","25      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_distributed_fire","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_eyepositions","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_knowledge","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_pass_after_escorts_dead","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_pass_cover_dist","120     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_pass_duration","2       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_pass_move_tolerance","320     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_pass_refill_rate","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_pass_start_time","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_free_pass_tolerance_after_escorts_dead","600     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_idle_test","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_immolate","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_missile_suppress_dist","240     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_missile_suppress_time","3       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_pct_height_no_crouch_move","90      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_peek_eye_dist","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_peek_eye_dist_z","4       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_peek_time","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_peek_time_after_damage","4       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_show_cannonlos","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_show_focus","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_show_weapon_los_condition","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_show_weapon_los_z","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "strider_test_height","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "striderbuster_allow_all_damage","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If set to '1' the bomb will detonate on any damage taken.  Otherwise only the player may trigger it."
    "striderbuster_autoaim_radius","64      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "striderbuster_debugseek","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "striderbuster_die_detach","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "striderbuster_dive_force","-200    ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "striderbuster_falloff_power","4       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Order of the distance falloff. 1 = linear 2 = quadratic"
    "striderbuster_health","14      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "striderbuster_leg_stick_dist","80      ",,,"GAMEDLL",,,,,,,,,,,,,,,"If the buster hits a strider's leg, the max distance from the head at which it sticks anyway."
    "striderbuster_magnetic_force_hunter","1750000 ",,,"GAMEDLL",,,,,,,,,,,,,,,"Intensity of magnade's attraction to a hunter."
    "striderbuster_magnetic_force_strider","750000  ",,,"GAMEDLL",,,,,,,,,,,,,,,"Intensity of magnade's attraction to a strider."
    "striderbuster_shot_velocity","2500    ",,,"GAMEDLL",,,,,,,,,,,,,,,"Speed at which launch the bomb from the physcannon"
    "striderbuster_use_particle_flare","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "stringtabletotals","cmd",,,,,,,,,,,,,,,,,,"Size of all string tables"
    "stringtabletotals","cmd",,,,,,,,,,,,,,,,,,"Size of all string tables"
    "studio_queue_mode","1       ",,,,,,,,,,,,,,,,,,""
    "stuffcmds","cmd",,,,,,,,,,,,,,,,,,"Parses and stuffs command line + commands to command buffer."
    "suitvolume","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "surfaceprop","cmd",,,,,,,,,,,,,,,,,,"Reports the surface properties at the cursor"
    "sv_airaccelerate","10      ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_allow_color_correction","1       ",,,,,,,,,,,"REPLICATED",,,,,,,"Allow or disallow clients to use color correction on this server."
    "sv_allow_voice_from_file","0       ",,,,,,,,,,,"REPLICATED",,,,,,,"Allow or disallow clients from using voice_inputfromfile on this server."
    "sv_allowdownload","1       ",,,,,,,,,,,,,,,,,,"Allow clients to download files"
    "sv_allowupload","1       ",,,,,,,,,,,,,,,,,,"Allow clients to upload customizations files"
    "sv_alltalk","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,"Players can hear all other players, no team restrictions"
    "sv_alternateticks","0       ",,"SPONLY",,,,,,,,,,,,,,,,"If set, server only simulates entities on even numbered ticks.
    "
    "sv_autojump","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_autoladderdismount","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Automatically dismount from ladders when you reach the end (don't have to +USE)."
    "sv_autosave","0       ",,,,,,,,,,,,,,,,,,"Set to 1 to autosave game on level transition. Does not affect autosave triggers."
    "sv_benchmark_autovprofrecord","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark."
    "sv_benchmark_numticks","3300    ",,,"GAMEDLL",,,,,,,,,,,,,,,"If > 0, then it only runs the benchmark for this # of ticks."
    "sv_bonus_challenge","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Set to values other than 0 to select a bonus map challenge type."
    "sv_bonus_map_challenge_update","cmd",,,,,,,,,,,,,,,,,,"Updates a bonus map challenge score."
    "sv_bonus_map_complete","cmd",,,,,,,,,,,,,,,,,,"Completes a bonus map."
    "sv_bonus_map_unlock","cmd",,,,,,,,,,,,,,,,,,"Locks a bonus map."
    "sv_cacheencodedents","1       ",,,,,,,,,,,,,,,,,,"If set to 1, does an optimization to prevent extra SendTable_Encode calls."
    "sv_cheats","1       ",,,,,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Allow cheats on server"
    "sv_clearhinthistory","cmd",,,,,,,,,,,,,,,,,,"Clear memory of server side hints displayed to the player."
    "sv_client_cmdrate_difference","20      ",,,,,,,,,,,"REPLICATED",,,,,,,"cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an"
    "sv_client_max_interp_ratio","5       ",,,,,,,,,,,"REPLICATED",,,,,,,"This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_"
    "sv_client_min_interp_ratio","1       ",,,,,,,,,,,"REPLICATED",,,,,,,"This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
                  -1 "
    "sv_client_predict","-1      ",,,,,,,,,,,"REPLICATED",,,,,,,"This can be used to force the value of cl_predict for connected clients (only while they are connected).
       -1 = let clients se"
    "sv_clockcorrection_msecs","60      ",,,"GAMEDLL",,,,,,,,,,,,,,,"The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount"
    "sv_consistency","1       ",,,,,,,,,,,"REPLICATED",,,,,,,"Whether the server enforces file consistency for critical files"
    "sv_contact","0       ",,,,,,"NOTIFY",,,,,,,,,,,,"Contact email for server sysop"
    "sv_debug_player_use","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success"
    "sv_debugmanualmode","0       ",,,,,,,,,,,,,,,,,,"Make sure entities correctly report whether or not their network data has changed."
    "sv_debugtempentities","0       ",,,,,,,,,,,,,,,,,,"Show temp entity bandwidth usage."
    "sv_defaultdeployspeed","4       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sv_defaultgamemode","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"The default gamemode"
    "sv_deltaprint","0       ",,,,,,,,,,,,,,,,,,"Print accumulated CalcDelta profiling data (only if sv_deltatime is on)"
    "sv_deltatime","0       ",,,,,,,,,,,,,,,,,,"Enable profiling of CalcDelta calls"
    "sv_disable_querycache","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"debug - disable trace query cache"
    "sv_downloadurl","0       ",,,,,,,,,,,"REPLICATED",,,,,,,"Location from which clients can download missing files"
    "sv_dumpstringtables","0       ",,,,"CHEAT",,,,,,,,,,,,,,""
    "sv_enableoldqueries","0       ",,,,,,,,,,,,,,,,,,"Enable support for old style (HL1) server queries"
    "sv_filterban","1       ",,,,,,,,,,,,,,,,,,"Set packet filtering by IP mode"
    "sv_footsteps","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Play footstep sound for players"
    "sv_forcepreload","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Force server side preloading."
    "sv_friction","8       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"World friction."
    "sv_gamemode","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED","DEMO",,,,,,"The current gamemode name"
    "sv_gamemodeoverride","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Gamemode to override."
    "sv_gravity","600     ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"World gravity."
    "sv_infinite_aux_power","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
    "sv_ladder_useonly","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"If set, ladders can only be mounted by pressing +USE"
    "sv_ladderautomountdot","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis."
    "sv_lan","0       ",,,,,,,,,,,,,,,,,,"Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )"
    "sv_log_onefile","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Log server information to only one file."
    "sv_logbans","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Log server bans in the server logs."
    "sv_logblocks","0       ",,,,,,,,,,,,,,,,,,"If true when log when a query is blocked (can cause very large log files)"
    "sv_logdownloadlist","1       ",,,,,,,,,,,,,,,,,,""
    "sv_logecho","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Echo log information to the console."
    "sv_logfile","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Log server information in the log file."
    "sv_logflush","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Flush the log file to disk on each write (slow)."
    "sv_logsdir","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"Folder in the game directory where server logs will be stored."
    "sv_massreport","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_master_legacy_mode","0       ",,,,,,,,,,,,,,,,,,"Use old (outside-of-Steam) code to communicate with master servers."
    "sv_master_share_game_socket","1       ",,,,,,,,,,,,,,,,,,"Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm"
    "sv_max_queries_sec","3       ",,,,,,,,,,,,,,,,,,"Maximum queries per second to respond to from a single IP address."
    "sv_max_queries_sec_global","60      ",,,,,,,,,,,,,,,,,,"Maximum queries per second to respond to from anywhere."
    "sv_max_queries_window","30      ",,,,,,,,,,,,,,,,,,"Window over which to average queries per second averages."
    "sv_max_usercmd_future_ticks","12      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Prevents clients from running usercmds too far in the future. Prevents speed hacks."
    "sv_maxcmdrate","66      ",,,,,,,,,,,"REPLICATED",,,,,,,"(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate."
    "sv_maxplayers","6       ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"This is a hack around the fact that maxplayers isn't a real convar."
    "sv_maxrate","0       ",,,,,,,,,,,"REPLICATED",,,,,,,"Max bandwidth rate allowed on server, 0 == unlimited"
    "sv_maxreplay","0       ",,,,,,,,,,,,,,,,,,"Maximum replay time in seconds"
    "sv_maxroutable","1260    ",,,,,,,,,,,,,,,,,,"Server upper bound on net_maxroutable that a client can use."
    "sv_maxupdaterate","66      ",,,,,,,,,,,"REPLICATED",,,,,,,"Maximum updates per second that the server will allow"
    "sv_maxvelocity","3500    ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Maximum speed any ballistically moving object is allowed to attain per axis."
    "sv_mincmdrate","10      ",,,,,,,,,,,"REPLICATED",,,,,,,"This sets the minimum value for cl_cmdrate. 0 == unlimited."
    "sv_minrate","3500    ",,,,,,,,,,,"REPLICATED",,,,,,,"Min bandwidth rate allowed on server, 0 == unlimited"
    "sv_minupdaterate","10      ",,,,,,,,,,,"REPLICATED",,,,,,,"Minimum updates per second that the server will allow"
    "sv_noclipaccelerate","5       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_noclipduringpause","0       ",,,"GAMEDLL","CHEAT",,,,,,,"REPLICATED",,,,,,,"If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)."
    "sv_noclipspeed","5       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_npc_talker_maxdist","1024    ",,,"GAMEDLL",,,,,,,,,,,,,,,"NPCs over this distance from the player won't attempt to speak."
    "sv_parallel_packentities","1       ",,,,,,,,,,,,,,,,,,""
    "sv_parallel_sendsnapshot","1       ",,,,,,,,,,,,,,,,,,""
    "sv_passengersalwaysvisible","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_password","0       ",,,,,,"NOTIFY","PROTECTED",,,,,,"DONTRECORD",,,,,"Server password for entry into multiplayer games"
    "sv_pausable","0       ",,,,,,"NOTIFY",,,,,,,,,,,,"Is the server pausable."
    "sv_playerforcedupdate","10      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_playerperfhistorycount","20      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Number of samples to maintain in player perf history"
    "sv_precacheinfo","cmd",,,,,,,,,,,,,,,,,,"Show precache info."
    "sv_pure","cmd",,,,,,,,,,,,,,,,,,"Show user data."
    "sv_pure_kick_clients","1       ",,,,,,,,,,,,,,,,,,"If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client."
    "sv_pure_trace","0       ",,,,,,,,,,,,,,,,,,"If set to 1, the server will print a message whenever a client is verifying a CRC for a file."
    "sv_pvsskipanimation","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"Skips SetupBones when npc's are outside the PVS"
    "sv_querycache_stats","cmd",,,,,,,,,,,,,,,,,,"Display status of the query cache (client only)"
    "sv_rcon_banpenalty","0       ",,,,,,,,,,,,,,,,,,"Number of minutes to ban users who fail rcon authentication"
    "sv_rcon_log","1       ",,,,,,,,,,,,,,,,,,"Enable/disable rcon logging."
    "sv_rcon_maxfailures","10      ",,,,,,,,,,,,,,,,,,"Max number of times a user can fail rcon authentication before being banned"
    "sv_rcon_minfailures","5       ",,,,,,,,,,,,,,,,,,"Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned"
    "sv_rcon_minfailuretime","30      ",,,,,,,,,,,,,,,,,,"Number of seconds to track failed rcon authentications"
    "sv_region","-1      ",,,,,,,,,,,,,,,,,,"The region of the world to report this server in."
    "sv_robust_explosions","1       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,""
    "sv_rollangle","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Max view roll angle"
    "sv_rollspeed","200     ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_scriptenforcer","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Enforce script consistency"
    "sv_scriptenforcer_initialkick","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Kick for initial SE check failure"
    "sv_show_crosshair_target","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_showladders","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Show bbox and dismount points for all ladders (must be set before level load.)
    "
    "sv_showlagcompensation","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Show lag compensated hitboxes whenever a player is lag compensated."
    "sv_skyname","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Current name of the skybox texture"
    "sv_soundemitter_trace","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
    "
    "sv_specaccelerate","5       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_specnoclip","1       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_specspeed","3       ","ARCHIVE",,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_stats","1       ",,,,,,,,,,,,,,,,,,"Collect CPU usage stats"
    "sv_stickysprint","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_stickysprint_default","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "sv_stopspeed","50      ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Minimum stopping speed when on ground."
    "sv_strict_notarget","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"If set, notarget will cause entities to never think they are in the pvs"
    "sv_tags","0       ",,,,,,"NOTIFY",,,,,,,,,,,,"Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma."
    "sv_test_scripted_sequences","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu"
    "sv_teststepsimulation","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_thinktimecheck","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Check for thinktimes all on same timestamp."
    "sv_timeout","180     ",,,,,,,,,,,,,,,,,,"After this many seconds without a message from a client, the client is dropped"
    "sv_turbophysics","0       ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Turns on turbo physics"
    "sv_unlockedchapters","19      ","ARCHIVE",,,,,,,,,,,,,,,,,"Highest unlocked game chapter."
    "sv_usermessage_maxsize","512     ",,,"GAMEDLL",,,,,,,,,,,,,,,"The max number of bytes to output per tick"
    "sv_vehicle_autoaim_scale","8       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "sv_visiblemaxplayers","-1      ",,,,,,,,,,,,,,,,,,"Overrides the max players reported to prospective clients"
    "sv_voicecodec","0       ",,,,,,,,,,,,,,,,,,"Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension."
    "sv_voiceenable","1       ","ARCHIVE",,,,,"NOTIFY",,,,,,,,,,,,""
    "sv_wateraccelerate","10      ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sv_waterfriction","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "sys_minidumpexpandedspew","1       ",,,,,,,,,,,,,,,,,,""
    "sys_minidumpspewlines","500     ",,,,,,,,,,,,,,,,,,"Lines of crash dump console spew to keep."
    "systemlinkport","27030   ",,,,,,,,,,,,,,,,,,"System Link port"
    "template_debug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "Test_CreateEntity","cmd",,,,,,,,,,,,,,,,,,""
    "test_dispatcheffect","cmd",,,,,,,,,,,,,,,,,,"Test a clientside dispatch effect.
        Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
        Defau"
    "Test_EHandle","cmd",,,,,,,,,,,,,,,,,,""
    "test_entity_blocker","cmd",,,,,,,,,,,,,,,,,,"Test command that drops an entity blocker out in front of the player."
    "test_freezeframe","cmd",,,,,,,,,,,,,,,,,,"Test the freeze frame code."
    "Test_InitRandomEntitySpawner","cmd",,,,,,,,,,,,,,,,,,""
    "test_massive_dmg","30      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "test_massive_dmg_clip","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "Test_ProxyToggle_EnableProxy","cmd",,,,,,,,,,,,,,,,,,""
    "Test_ProxyToggle_EnsureValue","cmd",,,,,,,,,,,,,,,,,,"Test_ProxyToggle_EnsureValue"
    "Test_ProxyToggle_SetValue","cmd",,,,,,,,,,,,,,,,,,""
    "Test_RandomizeInPVS","cmd",,,,,,,,,,,,,,,,,,""
    "Test_RandomPlayerPosition","cmd",,,,,,,,,,,,,,,,,,""
    "Test_RemoveAllRandomEntities","cmd",,,,,,,,,,,,,,,,,,""
    "Test_SpawnRandomEntities","cmd",,,,,,,,,,,,,,,,,,""
    "testhudanim","cmd",,,,,,,,,,,,,,,,,,"Test a hud element animation.
        Arguments: <anim name>
    "
    "testscript_debug","0       ",,,,,,,,,,,,,,,,,,"Debug test scripts."
    "texture_budget_background_alpha","128     ","ARCHIVE",,,,,,,,,,,,,,,,,"how translucent the budget panel is"
    "texture_budget_panel_bottom_of_history_fraction","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"number between 0 and 1"
    "texture_budget_panel_global","0       ",,,,,,,,,,,,,,,,,,"Show global times in the texture budget panel."
    "texture_budget_panel_height","284     ","ARCHIVE",,,,,,,,,,,,,,,,,"height in pixels of the budget panel"
    "texture_budget_panel_width","512     ","ARCHIVE",,,,,,,,,,,,,,,,,"width in pixels of the budget panel"
    "texture_budget_panel_x","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"number of pixels from the left side of the game screen to draw the budget panel"
    "texture_budget_panel_y","450     ","ARCHIVE",,,,,,,,,,,,,,,,,"number of pixels from the top side of the game screen to draw the budget panel"
    "tf_arena_max_streak","3       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Teams will be scrambled if one team reaches this streak"
    "tf_arena_preround_time","10      ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Length of the Pre-Round time"
    "tf_arena_round_time","0       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
    "tf_arena_use_queue","1       ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Enables the spectator queue system for Arena."
    "tf_escort_recede_time","30      ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "tf_escort_recede_time_overtime","5       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "tf_escort_score_rate","1       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"Score for escorting the train, in points per second"
    "tf_matprox_BurnLevel","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "tf_matprox_InvulnLevel","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "tf_matprox_spy_invis","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "tf_matprox_YellowLevel","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "think_limit","10      ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Maximum think time in milliseconds, warning is printed if this is exceeded."
    "thirdperson","cmd",,,,,,,,,,,,,,,,,,"Switch to thirdperson camera."
    "thirdperson_mayamode","cmd",,,,,,,,,,,,,,,,,,"Switch to thirdperson Maya-like camera controls."
    "thirdperson_platformer","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Player will aim in the direction they are moving."
    "thirdperson_screenspace","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Movement will be relative to the camera, eg: left means screen-left"
    "thread_test_tslist","cmd",,,,,,,,,,,,,,,,,,""
    "thread_test_tsqueue","cmd",,,,,,,,,,,,,,,,,,""
    "threadpool_affinity","1       ",,,,,,,,,,,,,,,,,,"Enable setting affinity"
    "threadpool_cycle_reserve","cmd",,,,,,,,,,,,,,,,,,"Cycles threadpool reservation by powers of 2"
    "threadpool_reserve","0       ",,,,,,,,,,,,,,,,,,"Consume the specified number of threads in the thread pool"
    "threadpool_run_tests","cmd",,,,,,,,,,,,,,,,,,""
    "thumper_show_radius","0       ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,"If true, advisor will use her custom impact damage table."
    "timedemo","cmd",,,,,,,,,,,,,,,,,,"Play a demo and report performance info."
    "timedemoquit","cmd",,,,,,,,,,,,,,,,,,"Play a demo, report performance info, and then exit"
    "timerefresh","cmd",,,,,,,,,,,,,,,,,,"Profile the renderer."
    "toggle","cmd",,,,,,,,,,,,,,,,,,"Toggles a convar on or off, or cycles through a set of values."
    "toggle_duck","cmd",,,,,,,,,,,,,,,,,,"Toggles duck"
    "toggle_zoom","cmd",,,,,,,,,,,,,,,,,,"Toggles zoom display"
    "toggleconsole","cmd",,,,,,,,,,,,,,,,,,"Show/hide the console."
    "toyboxtest","cmd",,,,,,,,,,,,,,,,,,"LOL"
    "trace_report","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "tracer_extra","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "tv_allow_camera_man","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Auto director allows spectators to become camera man"
    "tv_allow_static_shots","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Auto director uses fixed level cameras for shots"
    "tv_autorecord","0       ",,,,,,,,,,,,,,,,,,"Automatically records all games as SourceTV demos."
    "tv_autoretry","1       ",,,,,,,,,,,,,,,,,,"Relay proxies retry connection after network timeout"
    "tv_chatgroupsize","0       ",,,,,,,,,,,,,,,,,,"Set the default chat group size"
    "tv_chattimelimit","8       ",,,,,,,,,,,,,,,,,,"Limits spectators to chat only every n seconds"
    "tv_clients","cmd",,,,,,,,,,,,,,,,,,"Shows list of connected SourceTV clients."
    "tv_debug","0       ",,,,,,,,,,,,,,,,,,"SourceTV debug info."
    "tv_delay","30      ",,,"GAMEDLL",,,,,,,,,,,,,,,"SourceTV broadcast delay in seconds"
    "tv_delaymapchange","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,"Delays map change until broadcast is complete"
    "tv_deltacache","2       ",,,,,,,,,,,,,,,,,,"Enable delta entity bit stream cache"
    "tv_dispatchmode","1       ",,,,,,,,,,,,,,,,,,"Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always"
    "tv_enable","0       ",,,,,,"NOTIFY",,,,,,,,,,,,"Activates SourceTV on server."
    "tv_maxclients","128     ",,,,,,,,,,,,,,,,,,"Maximum client number on SourceTV server."
    "tv_maxrate","8000    ",,,,,,,,,,,,,,,,,,"Max SourceTV spectator bandwidth rate allowed, 0 == unlimited"
    "tv_msg","cmd",,,,,,,,,,,,,,,,,,"Send a screen message to all clients."
    "tv_name","0       ",,,,,,,,,,,,,,,,,,"SourceTV host name"
    "tv_nochat","0       ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,"Don't receive chat messages from other SourceTV spectators"
    "tv_overridemaster","0       ",,,,,,,,,,,,,,,,,,"Overrides the SourceTV master root address."
    "tv_password","0       ",,,,,,"NOTIFY","PROTECTED",,,,,,"DONTRECORD",,,,,"SourceTV password for all clients"
    "tv_port","27020   ",,,,,,,,,,,,,,,,,,"Host SourceTV port"
    "tv_relay","cmd",,,,,,,,,,,,,,,,,,"Connect to SourceTV server and relay broadcast."
    "tv_relaypassword","0       ",,,,,,"NOTIFY","PROTECTED",,,,,,"DONTRECORD",,,,,"SourceTV password for relay proxies"
    "tv_relayvoice","1       ",,,,,,,,,,,,,,,,,,"Relay voice data: 0=off, 1=on"
    "tv_retry","cmd",,,,,,,,,,,,,,,,,,"Reconnects the SourceTV relay proxy."
    "tv_snapshotrate","16      ",,,,,,,,,,,,,,,,,,"Snapshots broadcasted per second"
    "tv_status","cmd",,,,,,,,,,,,,,,,,,"Show SourceTV server status."
    "tv_stop","cmd",,,,,,,,,,,,,,,,,,"Stops the SourceTV broadcast."
    "tv_stoprecord","cmd",,,,,,,,,,,,,,,,,,"Stops SourceTV demo recording."
    "tv_test_retry","cmd",,,,,,,,,,,,,,,,,,"Tell test clients to reconnect"
    "tv_test_start","cmd",,,,,,,,,,,,,,,,,,"Starts the SourceTV test system"
    "tv_test_stop","cmd",,,,,,,,,,,,,,,,,,"Stops the SourceTV test system"
    "tv_timeout","30      ",,,,,,,,,,,,,,,,,,"SourceTV connection timeout in seconds."
    "tv_title","0       ",,,,,,,,,,,,,,,,,,"Set title for SourceTV spectator UI"
    "tv_transmitall","0       ",,,,,,,,,,,"REPLICATED",,,,,,,"Transmit all entities (not only director view)"
    "ui_posedebug_fade_in_time","0       ",,,,"CHEAT",,,,,,,,,"DONTRECORD",,,"CLIENTDLL",,"Time during which a new pose activity layer is shown in green in +posedebug UI"
    "ui_posedebug_fade_out_time","0       ",,,,"CHEAT",,,,,,,,,"DONTRECORD",,,"CLIENTDLL",,"Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI"
    "unbind","cmd",,,,,,,,,,,,,,,,,,"Unbind a key."
    "unbind_mac","cmd",,,,,,,,,,,,,,,,,,"Unbind a key on the Mac only."
    "unbindall","cmd",,,,,,,,,,,,,,,,,,"Unbind all keys."
    "unpause","cmd",,,,,,,,,,,,,,,,,,"Unpause the game."
    "updatemyinfo","cmd",,,,,,,,,,,,,,,,,,"Re-send your myinfo variables to the server"
    "'+use'","cmd",,,,,,,,,,,,,,,,,,""
    "'-use'","cmd",,,,,,,,,,,,,,,,,,""
    "use","cmd",,,,,,,,,,,,,,,,,,"Use a particular weapon    
    Arguments: <weapon_name>"
    "user","cmd",,,,,,,,,,,,,,,,,,"Show user data."
    "user_context","cmd",,,,,,,,,,,,,,,,,,"Set a Rich Presence Context: user_context <context id> <context value>"
    "user_property","cmd",,,,,,,,,,,,,,,,,,"Set a Rich Presence Property: user_property <property id>"
    "users","cmd",,,,,,,,,,,,,,,,,,"Show user info for players on server."
    "v_centermove","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "v_centerspeed","500     ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "v_ipitch_cycle","1       ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,""
    "v_ipitch_level","0       ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,""
    "v_iroll_cycle","0       ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,""
    "v_iroll_level","0       ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,""
    "v_iyaw_cycle","2       ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,""
    "v_iyaw_level","0       ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,""
    "vcollide_wireframe","0       ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,"Render physics collision models in wireframe"
    "vcr_verbose","0       ",,,,,,,,,,,,,,,,,,"Write extra information into .vcr file."
    "vehicle_flushscript","cmd",,,,,,,,,,,,,,,,,,"Flush and reload all vehicle scripts"
    "version","cmd",,,,,,,,,,,,,,,,,,"Print version info string."
    "vgui_drawfocus","0       ",,,,,,,,,,,,,,,,,,"Report which panel is under the mouse."
    "vgui_drawtree","0       ",,,,"CHEAT",,,,,,,,,,,,,,"Draws the vgui panel hiearchy to the specified depth level."
    "'+vgui_drawtree'","cmd",,,,,,,,,,,,,,,,,,""
    "'-vgui_drawtree'","cmd",,,,,,,,,,,,,,,,,,""
    "vgui_drawtree_bounds","0       ",,,,,,,,,,,,,,,,,,"Show panel bounds."
    "vgui_drawtree_clear","cmd",,,,,,,,,,,,,,,,,,""
    "vgui_drawtree_draw_selected","0       ",,,,,,,,,,,,,,,,,,"Highlight the selected panel"
    "vgui_drawtree_freeze","0       ",,,,,,,,,,,,,,,,,,"Set to 1 to stop updating the vgui_drawtree view."
    "vgui_drawtree_hidden","0       ",,,,,,,,,,,,,,,,,,"Draw the hidden panels."
    "vgui_drawtree_panelalpha","0       ",,,,,,,,,,,,,,,,,,"Show the panel alpha values in the vgui_drawtree view."
    "vgui_drawtree_panelptr","0       ",,,,,,,,,,,,,,,,,,"Show the panel pointer values in the vgui_drawtree view."
    "vgui_drawtree_popupsonly","0       ",,,,,,,,,,,,,,,,,,"Draws the vgui popup list in hierarchy(1) or most recently used(2) order."
    "vgui_drawtree_render_order","0       ",,,,,,,,,,,,,,,,,,"List the vgui_drawtree panels in render order."
    "vgui_drawtree_visible","1       ",,,,,,,,,,,,,,,,,,"Draw the visible panels."
    "vgui_luapaint","1       ",,,,,,,,,,,,,,,,,,""
    "vgui_message_dialog_modal","1       ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,""
    "vgui_showlayout","0       ",,,,,,,,,,,,,,,,,,""
    "vgui_togglepanel","cmd",,,,,,,,,,,,,,,,,,"show/hide vgui panel by name."
    "viewmodel_fov","54      ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,""
    "violence_ablood","1       ",,,,,,,,,,,,,,,,,,"Draw alien blood"
    "violence_agibs","1       ",,,,,,,,,,,,,,,,,,"Show alien gib entities"
    "violence_hblood","1       ",,,,,,,,,,,,,,,,,,"Draw human blood"
    "violence_hgibs","1       ",,,,,,,,,,,,,,,,,,"Show human gib entities"
    "voice_avggain","0       ",,,,,,,,,,,,,,,,,,""
    "voice_clientdebug","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,""
    "voice_debugfeedback","0       ",,,,,,,,,,,,,,,,,,""
    "voice_debugfeedbackfrom","0       ",,,,,,,,,,,,,,,,,,""
    "voice_dsound","0       ",,,,,,,,,,,,,,,,,,""
    "voice_enable","1       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "voice_fadeouttime","0       ",,,,,,,,,,,,,,,,,,""
    "voice_forcemicrecord","1       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "voice_inputfromfile","0       ",,,,,,,,,,,,,,,,,,"Get voice input from 'voice_input.wav' rather than from the microphone."
    "voice_loopback","0       ",,,,,"USERINFO",,,,,,,,,,,,,""
    "voice_maxgain","10      ",,,,,,,,,,,,,,,,,,""
    "voice_modenable","1       ","ARCHIVE",,,,,,,,,,,,,,"CLIENTCMD_CAN_EXECUTE","CLIENTDLL",,"Enable/disable voice in this mod."
    "voice_overdrive","2       ",,,,,,,,,,,,,,,,,,""
    "voice_overdrivefadetime","0       ",,,,,,,,,,,,,,,,,,""
    "voice_printtalkers","cmd",,,,,,,,,,,,,,,,,,"voice debug."
    "voice_profile","0       ",,,,,,,,,,,,,,,,,,""
    "voice_recordtofile","0       ",,,,,,,,,,,,,,,,,,"Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'"
    "voice_scale","1       ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "voice_serverdebug","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "voice_showchannels","0       ",,,,,,,,,,,,,,,,,,""
    "voice_showincoming","0       ",,,,,,,,,,,,,,,,,,""
    "voice_steal","2       ",,,,,,,,,,,,,,,,,,""
    "voice_writevoices","0       ",,,,,,,,,,,,,,,,,,"Saves each speaker's voice data into separate .wav files
    "
    "'+voicerecord'","cmd",,,,,,,,,,,,,,,,,,""
    "'-voicerecord'","cmd",,,,,,,,,,,,,,,,,,""
    "volume","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Sound volume"
    "vox_reload","cmd",,,,,,,,,,,,,,,,,,"Reload sentences.txt file"
    "voxeltree_box","cmd",,,,,,,,,,,,,,,,,,"View entities in the voxel-tree inside box <Vector(min), Vector(max)>."
    "voxeltree_playerview","cmd",,,,,,,,,,,,,,,,,,"View entities in the voxel-tree at the player position."
    "voxeltree_sphere","cmd",,,,,,,,,,,,,,,,,,"View entities in the voxel-tree inside sphere <Vector(center), float(radius)>."
    "voxeltree_view","cmd",,,,,,,,,,,,,,,,,,"View entities in the voxel-tree."
    "vprof","cmd",,,,,,,,,,,,,,,,,,"Toggle VProf profiler"
    "vprof_adddebuggroup1","cmd",,,,,,,,,,,,,,,,,,"add a new budget group dynamically for debugging"
    "vprof_cachemiss","cmd",,,,,,,,,,,,,,,,,,"Toggle VProf cache miss checking"
    "vprof_cachemiss_off","cmd",,,,,,,,,,,,,,,,,,"Turn off VProf cache miss checking"
    "vprof_cachemiss_on","cmd",,,,,,,,,,,,,,,,,,"Turn on VProf cache miss checking"
    "vprof_child","cmd",,,,,,,,,,,,,,,,,,""
    "vprof_collapse_all","cmd",,,,,,,,,,,,,,,,,,"Collapse the whole vprof tree"
    "vprof_counters","0       ",,,,,,,,,,,,,,,,,,""
    "vprof_dump_groupnames","cmd",,,,,,,,,,,,,,,,,,"Write the names of all of the vprof groups to the console."
    "vprof_dump_oninterval","0       ",,,,,,,,,,,,,,,,,,"Interval (in seconds) at which vprof will batch up data and dump it to the console."
    "vprof_dump_spikes","0       ",,,,,,,,,,,,,,,,,,"Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump"
    "vprof_dump_spikes_budget_group","0       ",,,,,,,,,,,,,,,,,,"Budget gtNode to start report from when doing a dump spikes"
    "vprof_dump_spikes_node","0       ",,,,,,,,,,,,,,,,,,"Node to start report from when doing a dump spikes"
    "vprof_expand_all","cmd",,,,,,,,,,,,,,,,,,"Expand the whole vprof tree"
    "vprof_expand_group","cmd",,,,,,,,,,,,,,,,,,"Expand a budget group in the vprof tree by name"
    "vprof_generate_report","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console."
    "vprof_generate_report_AI","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console."
    "vprof_generate_report_AI_only","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console."
    "vprof_generate_report_budget","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console based on budget group."
    "vprof_generate_report_hierarchy","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console."
    "vprof_generate_report_map_load","cmd",,,,,,,,,,,,,,,,,,"Generate a report to the console."
    "vprof_graph","0       ",,,,,,,,,,,,,,,,,,"Draw the vprof graph."
    "vprof_graphheight","256     ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "vprof_graphwidth","512     ","ARCHIVE",,,,,,,,,,,,,,,,,""
    "vprof_nextsibling","cmd",,,,,,,,,,,,,,,,,,""
    "vprof_off","cmd",,,,,,,,,,,,,,,,,,"Turn off VProf profiler"
    "vprof_on","cmd",,,,,,,,,,,,,,,,,,"Turn on VProf profiler"
    "vprof_parent","cmd",,,,,,,,,,,,,,,,,,""
    "vprof_playback_average","cmd",,,,,,,,,,,,,,,,,,"Average the next N frames."
    "vprof_playback_start","cmd",,,,,,,,,,,,,,,,,,"Start playing back a recorded .vprof file."
    "vprof_playback_step","cmd",,,,,,,,,,,,,,,,,,"While playing back a .vprof file, step to the next tick."
    "vprof_playback_stepback","cmd",,,,,,,,,,,,,,,,,,"While playing back a .vprof file, step to the previous tick."
    "vprof_playback_stop","cmd",,,,,,,,,,,,,,,,,,"Stop playing back a recorded .vprof file."
    "vprof_prevsibling","cmd",,,,,,,,,,,,,,,,,,""
    "vprof_remote_start","cmd",,,,,,,,,,,,,,,,,,"Request a VProf data stream from the remote server (requires authentication)"
    "vprof_remote_stop","cmd",,,,,,,,,,,,,,,,,,"Stop an existing remote VProf data request"
    "vprof_reset","cmd",,,,,,,,,,,,,,,,,,"Reset the stats in VProf profiler"
    "vprof_reset_peaks","cmd",,,,,,,,,,,,,,,,,,"Reset just the peak time in VProf profiler"
    "vprof_scope","0       ",,,,,,,,,,,,,,,,,,"Set a specific scope to start showing vprof tree"
    "vprof_scope_entity_gamephys","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "vprof_scope_entity_thinks","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "vprof_unaccounted_limit","0       ","ARCHIVE",,,,,,,,,,,,,,,,,"number of milliseconds that a node must exceed to turn red in the vprof panel"
    "vprof_verbose","1       ","ARCHIVE",,,,,,,,,,,,,,,,,"Set to one to show average and peak times"
    "vprof_vtune_group","cmd",,,,,,,,,,,,,,,,,,"enable vtune for a particular vprof group ('disable' to disable)"
    "vprof_warningmsec","10      ","ARCHIVE",,,,,,,,,,,,,,,,,"Above this many milliseconds render the label red to indicate slow code."
    "vtune","cmd",,,,,,,,,,,,,,,,,,"Controls VTune's sampling."
    "'+walk'","cmd",,,,,,,,,,,,,,,,,,""
    "'-walk'","cmd",,,,,,,,,,,,,,,,,,""
    "weapon_showproficiency","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "wipe_nav_attributes","cmd",,,,,,,,,,,,,,,,,,"Clear all nav attributes of selected area."
    "writeid","cmd",,,,,,,,,,,,,,,,,,"Writes a list of permanently-banned user IDs to banned_user.cfg."
    "writeip","cmd",,,,,,,,,,,,,,,,,,"Save the ban list to banned_ip.cfg."
    "x360_audio_english","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Keeps track of whether we're forcing english in a localized language."
    "x360_resolution_height","480     ",,,,,,,,,,,,,,,,"CLIENTDLL",,"This is only used for reference. Changing this value does nothing"
    "x360_resolution_interlaced","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"This is only used for reference. Changing this value does nothing"
    "x360_resolution_widescreen_mode","0       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"This is only used for reference. Changing this value does nothing"
    "x360_resolution_width","640     ",,,,,,,,,,,,,,,,"CLIENTDLL",,"This is only used for reference. Changing this value does nothing"
    "xbox_autothrottle","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "xbox_steering_deadzone","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "xbox_throttlebias","100     ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "xbox_throttlespoof","200     ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,""
    "xc_crouch_debounce","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "xc_crouch_range","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"Percentarge [1..0] of joystick range to allow ducking within"
    "xc_uncrouch_on_jump","1       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"Uncrouch when jump occurs"
    "xc_use_crouch_limiter","0       ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,"Use the crouch limiting logic on the controller"
    "xload","cmd",,,,,,,,,,,,,,,,,,"Load a saved game from a 360 storage device."
    "xlook","cmd",,,,,,,,,,,,,,,,,,""
    "xmove","cmd",,,,,,,,,,,,,,,,,,""
    "xsave","cmd",,,,,,,,,,,,,,,,,,"Saves current game to a 360 storage device."
    "zombie_ambushdist","16000   ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_basemax","100     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_basemin","100     ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_changemax","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_changemin","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_decaymax","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_decaymin","0       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_moanfreq","1       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "zombie_stepfreq","4       ",,,"GAMEDLL",,,,,,,,,,,,,,,""
    "'+zoom'","cmd",,,,,,,,,,,,,,,,,,""
    "'-zoom'","cmd",,,,,,,,,,,,,,,,,,""
    "zoom_sensitivity_ratio","1       ",,,,,,,,,,,,,,,,"CLIENTDLL",,"Additional mouse sensitivity scale factor applied when FOV is zoomed in."
    I tried my best to make each and every command set to its default (used a clean copy, -autoconfig, deleted GMod's registry, disabled Steam Cloud, etc.).

    It's 2,911 commands.

    Enjoy.

    Edited:

    This CVar list was posted in July of last year. I hope you guys realize that it's out of date...

    Edited:

    Holy smokes, this thing is two years old and people are STILL rating it Winner...
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  3. Post #43
    Inkerstar's Avatar
    August 2010
    7 Posts
    I need someones help. Okay so first I binded my mouse wheel to jump and now i want to bind it back so it can switch weapons. Which means that I need the code for weapon switching with the mouse wheel. Any ideas? (I binded the wheel to jump because I was playing bhop but i dont play it anymore). Also what is the mouse wheel code :L?
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  4. Post #44
    Gold Member
    Spacewolf's Avatar
    January 2006
    7,845 Posts
    Click reset to defaults in options and make your own thread about it.
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  5. Post #45
    LWard53's Avatar
    May 2011
    1 Posts
    whats the command to set zombiespawn points in darkrp?:S
    Not sure but google might have the answer! D:

    Edited:

    I need someones help. Okay so first I binded my mouse wheel to jump and now i want to bind it back so it can switch weapons. Which means that I need the code for weapon switching with the mouse wheel. Any ideas? (I binded the wheel to jump because I was playing bhop but i dont play it anymore). Also what is the mouse wheel code :L?
    Type Bind MWHEELSCROLLDOWN To... Uhh what is it called... lol

    (User was banned for this post ("Unnecessary bump" - Overv))
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  6. Post #46
    DrCaffeine5000's Avatar
    September 2011
    17 Posts
    How do I raise the decal limit?

  7. Post #47
    x-flamino's Avatar
    December 2011
    6 Posts
    Its
    /enablezombie to enable them
    /addzombie to add a spawn point
    /zombiemax to add the maxium # of zombies out of a single spawn
    /disablezombie to disable them
    /removezombie 1 to remove the first zombie spawn
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  8. Post #48
    Gold Member
    MrWhite's Avatar
    March 2010
    3,531 Posts
    My GOD you're stupid.
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  9. Post #49
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,391 Posts
    My GOD you're stupid.
    A wee bit harsh to a newcomer, don't you think?
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  10. Post #50
    Dp
    Dp's Avatar
    January 2012
    1 Posts
    Command to get all the weapons back? I joined a server that had them auto disabled and now they're disabled everywhere I go, even Single Player.
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  11. Post #51

    May 2011
    9 Posts
    You can type gmod in console. Then you can scroll through all available commands. For more info: http://wiki.garrysmod.com/wiki/?title=Console.
    Dunno where the list with gmod console commands IS though.
    broken link
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  12. Post #52

    February 2009
    37 Posts
    broken link
    It's probably because the wiki is being reworked, and that post is from 2008.
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  13. Post #53
    fredstin22's Avatar
    June 2010
    2,199 Posts
    whats the code to remove the hud, if there is one

  14. Post #54
    Gold Member
    BummieHEad's Avatar
    January 2010
    465 Posts
    whats the code to remove the hud, if there is one
    Code:
    cl_drawhud 0
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  15. Post #55

    January 2012
    1 Posts
    Anyone knows the command to push/pull props? (my mousewheel broke)
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  16. Post #56
    loper324's Avatar
    July 2010
    43 Posts
    [Post Deleted Reason= What? ]
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  17. Post #57

    March 2013
    1 Posts
    1. Ffs, let the thread die.
    2. There is no console command built into the game that will let you drop your weapon.
    3. http://www.garrysmod.org/downloads/?a=view&id=19519
    Dropweapon
    Dropprimary
    Guys come on common sense.
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  18. Post #58
    Gold Member

    March 2012
    1,747 Posts
    Guys come on common sense.
    Read point 1 of the post you quoted then.
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  19. Post #59

    June 2013
    235 Posts
    ULX Commands (DarkRP/TTT/All)
    Below Is A Definition And Explanation Of All Of The Super Admin Commands.
    - ply = Player Name/Player (The Target Of The Command)
    - time= Amount Of Time The Command Will Last (e,g Fire will last for 300 seconds)
    - amt = Amount Of Said Item (e,g armor is the amount of armor, normally ranging through 0-100)
    - sound = The Sound Title/Sound File Name
    - dmg = Damage Amount, The Amount Of Damage Dealt
    - You Can Use * As A Universal Selector, (e,g !slay * | Will lslay everyone)
    ---------------------------------------- Start ----------------------------------------
    ulx slay <ply> - !slay <ply> -- Kills/Slays The Selected Target(s)
    ulx slaynr <ply> - !slaynr <ply> --Marks The Target(s) To Be Slain The Following Round(s)
    ulx rslaynr <ply> - !slaynr <ply> --Removes/Revokes Slay(s) From The Selected Target(s)
    ulx vslaynr <ply> - !vslaynr <ply>
    ulx nr <ply> <role> - !nr <ply> <role> --Marks The Target(s) To Be What Role You Select Them (e,g Traitor, Innocent, Detective)
    ulx credits <ply> - !credits <ply> --Gives An Amount Of Credits To The Target(s)
    ulx gag <ply> - !gag <ply> --Gags The Target(s), Making It So They Cannot Talk/Use Microphone
    ulx ungag <ply> - !ungag <ply> --Ungags The Target(s) Making It So They Can Talk
    ulx mute <ply> - !mute <ply> --Making It So The Target(s) Cannot Type In Chat, The Gag For Chat
    ulx unmute <ply> - !unmute <ply> --Unmutes The Specified Target(s)
    ulx csay <msg> - !csay <msg> --Sends A Message To All Players Ingame, Printing It On The Middle Of Their Screens
    ulx psay <ply> <msg> - !psay <ply> <msg> --Sends A Message To Specified Player(s)
    ulx gimp <ply> - !gimp <ply> --Gimps The Specified Target(s), Making Them Say Pre-Set Messages Rather Then What They Typed, Easy To Abuse And Spam
    ulx ungimp <ply> - !ungimp <ply> --UngimpsThe Specified Target(s)
    ulx thetime - !time --Displays The Serverwide Time
    ulx armor <ply> <amt> - !armor <ply> <amt> --Sets The Specified targets(s) Armor
    ulx blind <ply> <time> - !blind <ply> <time> --Blinds The Selected/Specified Target(s)
    ulx unblind <ply> - !unblind <ply> --Unblinds The Specified Target(s)
    ulx cloak <ply> <time> - !cloak (ply> <time> --Cloaks The Specified Target(s)
    ulx uncloak <ply> - !uncloak <ply> --Uncloaks The Specified Target(s)
    ulx freeze <ply> <time> - !freeze <ply> <time> --Freezes The Player In Place For However Long You Want, Default Is Indefinitely
    ulx unfreeze <ply> - !unfreeze <ply> --Unfreezes Specified Target(s)
    ulx god <ply> - !god <ply> --Grants God Mode Upon Selected Target(s)
    ulx ungod <ply> - !ungod <ply> --Revokes God Mode From Selelected Target(s)
    ulx hp <ply> <amt> - !hp <ply> <amt> --Sets The Specified Target(s) HP Level (Health)
    ulx ignite <ply> <time> - !ignite <ply> <time> --Ignites The Specified target(s) On Fire
    ulx unignite <ply> - !unignite <ply> --Extinguses The Selected Target(s)
    ulx igniteall - !igniteall --Ignites Everything
    ulx unigniteall - !unigniteall --Extinguses Everything
    ulx jail <time> - !jail <ply> <time> --Jails The Selected Target(s) For The Specified Time
    ulx unjail <ply> - !unjail <ply> --Unjails The Selected Target(s)
    ulx maul <ply> !maul <ply> --Mauls The Selected Target(s)
    ulx playsound <sound> - N/A -- Plays The Selected Sound If Installed Onto Server
    ulx ragdoll <ply> - !ragdoll <ply> --Ragdolls The Selected Target(s)
    ulx unragdoll <ply> - !unragdoll <ply> --Unragdolls The Selected Target(s)
    ulx slap <ply> <dmg> - !slap <ply> <dmg> --Slaps The Selected Target(s) With Said Damage
    ulx whip <ply> <amt> <dmg> - !whip <ply> <amt> <dmg> --Whips The Selected Target(s) For Said Amount Of Times With Said Damage
    ulx sslay <ply> - !sslay <ply> --Silently Slays The Selected Target(s)
    ulx strip <ply> - !strip <ply> --Strips The Selected Target(s) Of All Of Their Weapons
    ulx motd - !motd --Displays The Message Of the Day
    ulx afk <ply> - !afk <ply> --Moves The Selected Target(s) Into Spectator Mode(AFK)
    ulx unafk <ply> - !unafk <ply> --Moves The Selected Target(s) Back To Player
    ulx force <ply> <role> - !force <ply> <role> --Forces The Selected Target(s) To Take The Role Specified
    ulx karma <ply> <amt> - !karma <ply> <amt> --Sets The karma For The Specified Target(s)
    ulx respawn <ply> - !respawn <ply> -- Respawns The Player, Deleting The Corspe And Unid'ing It
    ulx bodyarmor <ply> - !bodyarmor <ply> --Gives The Specifed Target(s) Body Armor
    ulx bring <ply> - !bring <ply> --Brings The Selected Target To You
    ulx goto <ply> - !goto <ply> --Goto The Selected Target
    ulx send <ply> <ply> - !send <ply> <ply> --Sends The Selected Target To Another Target
    ulx teleport <ply> - !teleport <ply> --Teleports The Selected Target To You
    ulx ban <ply> <time> <reason> - !ban <ply> <time> <reason> --Bans The Selected Target(s) For The Said Amount Of Time
    ulx unban <ply> - !unban <ply> ---Unbans The Selected Target
    ulx banid <steam_id> <time> <reason> - N/A --Bans The Selected Steam ID
    ulx kick <ply> - !kick <ply> --Kicks The Selected target(s)
    ulx noclip <ply> - !noclip <ply> --Sets Flow Mode To Active Allowing You To Noclip Through Objects, Use !noclip/ulx noclip for yourself or specify or other people
    rp_setmoney <ply> <amt> ---Sets a specified amount of money for the specified target(s) (DarkRP only)
    rp_tellall <msg> --Places the specified message on the player's screen
    rp_arrest <ply> --Arrests the specified target(s)
    rp_unarrest <ply> --Unarrests the specified target(s)
    rp_resetallmoney --Resets everyone's money
    rp_cancelvote --Cancels the most recent vote
    rp_setname <ply> <name> --Sets the specified target(s) name
    rp_tell <ply> <msg> --Sends a message to the specified target
    Garry's Mod Commands Part II

    +alt1
    +alt2
    +attack
    +attack2
    +back
    +break
    +camdistance
    +camin
    +cammousemove
    +camout
    +campitchdown
    +campitchup
    +camyawleft
    +camyawright
    +commandermousemove
    +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
    +duck
    +forward
    +graph
    +grenade1
    +grenade2
    +jlook
    +jump
    +klook
    +left
    +lookdown
    +lookup
    +mat_texture_list
    +movedown
    +moveleft
    +moveright
    +moveup
    +posedebug // Turn on pose debugger or add ents to pose debugger UI
    +reload
    +right
    +score
    +showbudget
    +showbudget_texture
    +showbudget_texture_global
    +showscores

    +showvprof
    +speed
    +strafe
    +use
    +vgui_drawtree
    +voicerecord
    +walk
    +zoom
    -alt1
    -alt2
    -attack
    -attack2
    -back
    -break
    -camdistance
    -camin
    -cammousemove
    -camout
    -campitchdown
    -campitchup
    -camyawleft
    -camyawright
    -commandermousemove
    -demoui2 // Send the advanced demo player UI (demoui2) to background.
    -duck
    -forward
    -graph
    -grenade1
    -grenade2
    -jlook
    -jump
    -klook
    -left
    -lookdown
    -lookup
    -mat_texture_list
    -movedown
    -moveleft
    -moveright
    -moveup
    -posedebug // Turn off pose debugger or hide ents from pose debugger UI
    -reload
    -right
    -score
    -showbudget
    -showbudget_texture
    -showbudget_texture_global
    -showscores
    -showvprof
    -speed
    -strafe
    -use
    -vgui_drawtree
    -voicerecord
    -walk
    -zoom
    achievement_debug "0" // Turn on achievement debug msgs.
    act
    addip // Add an IP address to the ban list.
    adsp_alley_min "122"
    adsp_courtyard_min "126"
    adsp_debug "0"
    adsp_door_height "112"
    adsp_duct_min "106"
    adsp_hall_min "110"
    adsp_low_ceiling "108"
    adsp_opencourtyard_min "126"
    adsp_openspace_min "130"
    adsp_openstreet_min "118"
    adsp_openwall_min "130"
    adsp_room_min "102"
    adsp_street_min "118"
    adsp_tunnel_min "114"
    adsp_wall_height "128"
    advisor_use_impact_table "1" // advisor will use her custom impact damage table.
    ainet_generate_report // Generate a report to the console.
    ainet_generate_report_only // Generate a report to the console.
    airboat_fatal_stress "5000" // Amount of stress in kg that would kill the airboat driver.
    airboat_joy_response_move "1"
    air_density // Changes the density of air for drag computations.
    ai_actbusy_search_time "10"
    ai_ally_manager_debug "0"
    ai_auto_contact_solver "1"
    ai_block_damage "0"
    ai_citizen_debug_commander "1"
    ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
    ai_debugscriptconditions "0"
    ai_debug_actbusy "0" // Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes theyve chosen to actbusy at. 2:
    ai_debug_assault "0"
    ai_debug_avoidancebounds "0"
    ai_debug_directnavprobe "0"
    ai_debug_doors "0"
    ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
    ai_debug_efficiency "0"
    ai_debug_enemies "0"
    ai_debug_enemyfinders "0"
    ai_debug_expressions "0" // Show random expression decisions for NPCs.
    ai_debug_follow "0"
    ai_debug_loners "0"
    ai_debug_looktargets "0"
    ai_debug_los "0" // itl
    ai_debug_nav "0"
    ai_debug_node_connect // Debug the attempted connection between two nodes
    ai_debug_ragdoll_magnets "0"
    ai_debug_readiness "0"
    ai_debug_shoot_positions "0"
    ai_debug_speech "0"
    ai_debug_squads "0"
    ai_debug_think_ticks "0"
    ai_default_efficient "0"
    ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
    ai_disabled "0"
    ai_drawbattlelines "0"
    ai_drop_hint // Drop an ai_hint at the players current eye position.
    ai_dump_hints
    ai_efficiency_override "0"
    ai_ef_hate_npc_duration "1"
    ai_ef_hate_npc_frequency "5"
    ai_enable_fear_behavior "1"
    ai_expression_frametime "0" // Maximum frametime to still play background expressions.
    ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
    ai_fear_player_dist "720"
    ai_find_lateral_cover "1"
    ai_find_lateral_los "1"
    ai_follow_move_commands "1"
    ai_follow_use_points "1"
    ai_follow_use_points_when_moving "1"
    ai_force_serverside_ragdoll "0"
    ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
    ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
    ai_ignoreplayers "0"
    ai_inhibit_spawners "0"
    ai_keepragdolls "0"
    ai_lead_time "0"
    ai_LOS_mode "0"
    ai_moveprobe_debug "0"
    ai_moveprobe_jump_debug "0"
    ai_moveprobe_usetracelist "0"
    ai_navigator_generate_spikes "0"
    ai_navigator_generate_spikes_strength "8"
    ai_newgroundturret "0"
    ai_new_aiming "1"
    ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
    ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
    ai_norebuildgraph "0"
    ai_no_local_paths "0"
    ai_no_node_cache "0"
    ai_no_select_box "0"
    ai_no_steer "0"
    ai_no_talk_delay "0"
    ai_path_adjust_speed_on_immediate_turns "1"
    ai_path_insert_pause_at_est_end "1"
    ai_path_insert_pause_at_obstruction "1"
    ai_post_frame_navigation "0"
    ai_radial_max_link_dist "512"
    ai_reaction_delay_alert "0"
    ai_reaction_delay_idle "0"
    ai_readiness_decay "120"
    ai_rebalance_thinks "1"
    ai_report_task_timings_on_limit "0"
    ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
    ai_sequence_debug "0"
    ai_setupbones_debug "0" // Shows that bones that are setup every think
    ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
    ai_shot_bias "1"
    ai_shot_bias_max "1"
    ai_shot_bias_min "-1"
    ai_shot_stats "0"
    ai_shot_stats_term "1000"
    ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
    ai_show_grid // Draw a grid on the floor where looking.
    ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
    ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
    ai_show_hull_attacks "0"
    ai_show_node // Highlight the specified node
    ai_show_think_tolerance "0"
    ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
    ai_simulate_task_overtime "0"
    ai_spread_cone_focus_time "0"
    ai_spread_defocused_cone_multiplier "3"
    ai_spread_pattern_focus_time "0"
    ai_step // use ai_step again. To resume processing no
    ai_strong_optimizations "0"
    ai_strong_optimizations_no_checkstand "0"
    ai_task_pre_script "0"
    ai_test_los // Test AI LOS from the players POV
    ai_test_moveprobe_ignoresmall "0"
    ai_think_limit_label "0"
    ai_use_clipped_paths "1"
    ai_use_efficiency
    Garry's Mod Commands Part III
    ai_use_frame_think_limits "1"
    ai_use_readiness "1"
    ai_use_think_optimizations "1"
    ai_use_visibility_cache "1"
    ai_vehicle_avoidance "1"
    alias // Alias a command.
    anim_3wayblend "1" // Toggle the 3-way animation blending code.
    anim_showmainactivity "0" // and/or sprint activities.
    anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
    anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
    antlion_easycrush "1"
    askconnect_accept // Accept a redirect request by the server.
    async_allow_held_files "1" // Allow AsyncBegin/EndRead()
    async_mode "0" // 1 = synchronous)
    async_resume
    async_serialize "0" // Force async reads to serialize for profiling
    async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
    async_suspend
    audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
    autoaim_max_deflect "0"
    autoaim_max_dist "2160"
    autoaim_unlock_target "0"
    autosave // Autosave
    autosavedangerous // AutoSaveDangerous
    autosavedangerousissafe
    banid // Add a user ID to the ban list.
    banip // Add an IP address to the ban list.
    benchframe // Takes a snapshot of a particular frame in a time demo.
    bench_end // Ends gathering of info.
    bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
    bench_start // Starts gathering of info. Arguments: filename to write results into
    bench_upload // Uploads most recent benchmark stats to the Valve servers.
    bind // Bind a key.
    binds_per_command "1"
    BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
    bind_mac // not win32
    birds_debug "0"
    blink_duration "0" // How many seconds an eye blink will last.
    bloodspray // blood
    bot // Add a bot.
    bot_attack "0" // Shoot!
    bot_changeclass "0" // Force all bots to change to the specified class.
    bot_crouch "0" // Bot crouches
    bot_defend "0" // and that team will all keep their combat shields raised.
    bot_flipout "0" // all bots fire their guns.
    bot_forceattack2 "0" // use attack2.
    bot_forceattackon "0" // hold it down.
    bot_forcefireweapon "0" // Force bots with the specified weapon to fire.
    bot_mimic "0" // Bot uses usercmd of player by index.
    bot_mimic_yaw_offset "0" // Offsets the bot yaw.
    bot_sendcmd "0" // Forces bots to send the specified command.
    bot_zombie "0" // Brraaaaaiiiins.
    box // Draw a debug box.
    breakable_disable_gib_limit "0"
    breakable_multiplayer "1"
    buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
    budget_averages_window "30" // number of frames to look at when figuring out average frametimes
    budget_background_alpha "128" // how translucent the budget panel is
    budget_bargraph_background_alpha "128" // how translucent the budget panel is
    budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
    budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
    budget_history_range_ms "66" // budget history range in milliseconds
    budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
    budget_panel_height "384" // height in pixels of the budget panel
    budget_panel_width "512" // width in pixels of the budget panel
    budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
    budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
    budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
    budget_show_averages "0" // enable/disable averages in the budget panel
    budget_show_history "1" // turn history graph off and on. . good to turn off on low end
    budget_show_peaks "1" // enable/disable peaks in the budget panel
    budget_toggle_group // Turn a budget group on/off
    bug // Show/hide the bug reporting UI.
    bugbait_distract_time "5"
    bugbait_grenade_radius "150"
    bugbait_hear_radius "2500"
    bugbait_radius "512"
    bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
    bugreporter_uploadasync "0" // Upload attachments asynchronously
    bug_swap // Automatically swaps the current weapon for the bug bait and back again.
    buildcubemaps // Rebuild cubemaps.
    building_cubemaps "0"
    bulletspeed "6000"
    cache_print // cache_print [section] Print out contents of cache memory.
    cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
    cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
    callvote // Start a vote on an issue.
    camortho // Switch to orthographic camera.
    cam_collision "1" // an attempt is made to keep the camera from passing though walls.
    cam_command "0"
    cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
    cam_idealdist "150"
    cam_idealdistright "0"
    cam_idealdistup "0"
    cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
    cam_idealpitch "0"
    cam_idealyaw "0"
    cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
    cam_snapto "0"
    cancelselect
    cast_hull // Tests hull collision detection
    cast_ray // Tests collision detection
    cc_captiontrace "1" // 2 = show in hud)
    cc_linger_time "1" // Close caption linger time.
    cc_predisplay_time "0" // Close caption delay before showing caption.
    cc_smallfontlength "300" // force usage of small font size.
    cc_subtitles "0" // wont help hearing impaired players).
    centerview
    changegamemode // <map> <gamemode> - Start a map with named gamemode instead of the default
    changelevel // Change server to the specified map
    changelevel2 // Transition to the specified map in single player
    ch_createairboat // Spawn airboat in front of the player.
    ch_createjalopy // Spawn jalopy in front of the player.
    ch_createjeep // Spawn jeep in front of the player.
    clear // Clear all console output.
    clear_debug_overlays // clears debug overlays
    clientport "27005" // Host game client port
    closecaption "0" // Enable close captioning.
    cl_allowdownload "1" // Client downloads customization files
    cl_allowupload "1" // Client uploads customization files
    cl_anglespeedkey "0"
    cl_animationinfo // Hud element to examine.
    cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
    cl_backspeed "450"
    cl_bob "0"
    cl_bobcycle "0"
    cl_bobup "0"
    cl_burninggibs "0" // A burning player that gibs has burning gibs.
    cl_chatfilters "63" // Stores the chat filter settings
    cl_class "0" // Default class when joining a game
    cl_clearhinthistory // Clear memory of client side hints displayed to the player.
    cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
    cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
    cl_clock_correction "1" // Enable/disable clock correction on the client.
    cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
    cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
    cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
    cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
    cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
    cl_cmdrate "30" // Max number of command packets sent to server per second
    cl_customsounds "0" // Enable customized player sound playback
    cl_debugrumble "0" // Turn on rumble debugging spew
    cl_debug_player_perf "0"
    cl_defaultweapon "0" // Default Spawn Weapon
    cl_demoviewoverride "0" // Override view during demo playback
    cl_detaildist "1200" // Distance at which detail props are no longer visible
    cl_detailfade "400" // Distance across which detail props fade in
    Garry's Mod Commands Part IV
    cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
    cl_detail_avoid_radius "30" // radius around detail sprite to avoid players
    cl_detail_avoid_recover_speed "1" // how fast to recover position after avoiding players
    cl_detail_max_sway "10" // Amplitude of the detail prop sway
    cl_detail_multiplier "1" // extra details to create
    cl_disablehtmlmotd "0" // Disable HTML motds.
    cl_downloadfilter "0" // nosounds)
    cl_drawhud "1" // Enable the rendering of the hud
    cl_drawleaf "-1"
    cl_drawmaterial "0" // Draw a particular material over the frame
    cl_drawmonitors "1"
    cl_drawownshadow "0" // Draw own shadow in first person mode
    cl_drawshadowtexture "0"
    cl_draw_airboat_wake "1"
    cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
    cl_ejectbrass "1"
    cl_entityreport "0" // draw entity states to console
    cl_entityreport_sorted "0" // 3 = peak
    cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
    cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
    cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
    cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
    cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
    cl_fastdetailsprites "1" // whether to use new detail sprite system
    cl_fasttempentcollision "5"
    cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
    cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
    cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
    cl_forcepreload "0" // Whether we should force preloading.
    cl_forwardspeed "450"
    cl_fullupdate // Forces the server to send a full update packet
    cl_hudhint_sound "1" // Disable hudhint sounds.
    cl_idealpitchscale "0"
    cl_ignorepackets "0" // Force client to ignore packets (for debugging).
    cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
    cl_interp_all "0" // Disable interpolation list optimizations.
    cl_interp_npcs "0" // if greater)
    cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
    cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
    cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
    cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
    cl_leveloverview "0"
    cl_leveloverviewmarker "0"
    cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
    cl_logofile "0" // Spraypoint logo decal.
    cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
    cl_mouseenable "1"
    cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
    cl_new_impact_effects "0"
    cl_npc_speedmod_intime "0"
    cl_npc_speedmod_outtime "1"
    cl_observercrosshair "1"
    cl_overdraw_test "0"
    cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
    cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
    cl_particles_dump_effects
    cl_particles_show_bbox "0"
    cl_particle_batch_mode "1"
    cl_particle_max_count "0"
    cl_particle_retire_cost "0"
    cl_pclass "0" // Dump entity by prediction classname.
    cl_pdump "-1" // Dump info about this entity to screen.
    cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
    cl_phys_props_max "300" // Maximum clientside physic props
    cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
    cl_phys_props_respawnrate "60" // between clientside prop respawns.
    cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
    cl_pitchdown "89"
    cl_pitchspeed "225" // Client pitch speed.
    cl_pitchup "89"
    cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
    cl_playermodel "0" // Default Player Model
    cl_playerspraydisable "0" // Disable player sprays.
    cl_precacheinfo // Show precache info (client).
    cl_predict "1" // Perform client side prediction.
    cl_predictionlist "0" // Show which entities are predicting
    cl_predictweapons "1" // Perform client side prediction of weapon effects.
    cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
    cl_pred_track // for field fieldname.
    cl_ragdoll_collide "0"
    cl_removedecals // Remove the decals from the entity under the crosshair.
    cl_resend "6" // Delay in seconds before the client will resend the connect attempt
    cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
    cl_screenshotname "0" // Custom Screenshot name
    cl_SetupAllBones "0"
    cl_shadowtextureoverlaysize "256"
    cl_showbattery "0" // Draw current battery level at top of screen when on battery power
    cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
    cl_showdemooverlay "0" // -1 - show always)
    cl_showents // Dump entity list to console.
    cl_showerror "0" // 2 for above plus detailed field deltas.
    cl_showevents "0" // Print event firing info in the console
    cl_showfps "0" // 2 = smooth fps)
    cl_showhelp "1" // Set to 0 to not show on-screen help
    cl_showpausedimage "1" // Show the Paused image when game is paused.
    cl_showpluginmessages "1" // Allow plugins to display messages to you
    cl_showpos "0" // Draw current position at top of screen
    cl_ShowSunVectors "0"
    cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
    cl_show_num_particle_systems "0" // Display the number of active particle systems.
    cl_show_splashes "1"
    cl_sidespeed "450"
    cl_smooth "1" // Smooth view/eye origin after prediction errors
    cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
    cl_soundemitter_flush // Flushes the sounds.txt system (client only)
    cl_soundfile "0" // Jingle sound file.
    cl_soundscape_flush // Flushes the client side soundscapes
    cl_soundscape_printdebuginfo // print soundscapes
    cl_spewscriptintro "0"
    cl_spewuserinfoconvars // Re-send your myinfo variables to the server
    cl_sporeclipdistance "512"
    cl_starfield_diameter "128"
    cl_starfield_distance "256"
    cl_sun_decay_rate "0"
    cl_team "0" // Default team when joining a game
    cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
    cl_threaded_client_leaf_system "0"
    cl_timeout "45" // the client will disconnect itself
    cl_updaterate "30" // Number of packets per second of updates you are requesting from the server
    cl_upspeed "320"
    cl_view // Set the view entity index.
    cl_voice_filter "0" // Filter voice by name substring
    cl_vote_ui_active_after_voting "0"
    cl_vote_ui_show_notification "0"
    cl_winddir "0" // Weather effects wind direction angle
    cl_windspeed "0" // Weather effects wind speed scalar
    cl_wpn_sway_interp "0"
    cl_wpn_sway_scale "1"
    cl_yawspeed "210" // Client yaw speed.
    cmd // Forward command to server.
    cnc // Context Click
    collision_shake_amp "0"
    collision_shake_freq "0"
    collision_shake_time "0"
    collision_test // Tests collision system
    colorcorrectionui // Show/hide the color correction tools UI.
    combine_guard_spawn_health "1"
    combine_spawn_health "1"
    commentary "0" // Desired commentary mode state.
    commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
    commentary_cvarsnotchanging
    commentary_finishnode
    commentary_firstrun "0"
    Garry's Mod Commands Part V
    commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
    commentary_testfirstrun
    condump // dump the text currently in the console to condumpXX.log
    connect // Connect to specified server.
    contimes "8" // Number of console lines to overlay for debugging.
    con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
    con_enable "0" // Allows the console to be activated.
    con_filter_enable "0" // 2 displays filtered text brighter than ot
    con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
    con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
    con_notifytime "8" // How long to display recent console text to the upper part of the game window
    con_nprint_bgalpha "50" // Con_NPrint background alpha.
    con_nprint_bgborder "5" // Con_NPrint border size.
    con_timestamp "0" // Prefix console.log entries with timestamps
    con_trace "0" // Print console text to low level printout.
    coop "0" // Cooperative play.
    CreateHairball
    create_flashlight
    creditsdone
    crosshair "1"
    cursor_active "0"
    cursor_x "0"
    cursor_y "0"
    cursor_z "0"
    curve_bias "0"
    cvarlist // Show the list of convars/concommands.
    c_maxdistance "200"
    c_maxpitch "90"
    c_maxyaw "135"
    c_mindistance "30"
    c_minpitch "0"
    c_minyaw "-135"
    c_orthoheight "100"
    c_orthowidth "100"
    datacachesize "32" // Size in MB.
    dbghist_addline // Add a line to the debug history. Format: <category id> <line>
    dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
    deathmatch "0" // Running a deathmatch server.
    debugsystemui // Show/hide the debug system UI.
    debug_materialmodifycontrol "0"
    debug_materialmodifycontrol_client "0"
    debug_physimpact "0"
    debug_touchlinks "0" // Spew touch link activity
    decalfrequency "10"
    default_fov "75"
    demolist // Print demo sequence list.
    demos // Demo demo file sequence.
    demoui // Show/hide the demo player UI.
    demoui2 // Show/hide the advanced demo player UI (demoui2).
    demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
    demo_debug "0" // Demo debug info.
    demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
    demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
    demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
    demo_fov_override "0" // this value will be used to override FOV during demo playback.
    demo_gototick // Skips to a tick in demo.
    demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
    demo_interpolateview "1" // Do view interpolation during dem playback.
    demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
    demo_pause // Pauses demo playback.
    demo_pauseatservertick "0" // Pauses demo playback at server tick
    demo_quitafterplayback "0" // Quits game after demo playback.
    demo_recordcommands "1" // Record commands typed at console into .dem files.
    demo_resume // Resumes demo playback.
    demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
    demo_timescale // Sets demo replay speed.
    demo_togglepause // Toggles demo playback.
    derma_controls
    developer "0" // Set developer message level
    devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
    devshots_screenshot // use the screenshot command instead.
    differences // Show all convars which are not at their default values.
    disconnect // Disconnect game from server.
    dispcoll_drawplane "0"
    displaysoundlist "0"
    disp_dynamic "0"
    dlight_debug // Creates a dlight in front of the player
    dog_debug "0"
    dog_max_wait_time "7"
    download_debug "0"
    drawcross // Draws a cross at the given location Arguments: x y z
    drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
    dropprimary // dropprimary: Drops the primary weapon of the player.
    dsp_automatic "0"
    dsp_db_min "80"
    dsp_db_mixdrop "0"
    dsp_dist_max "1440"
    dsp_dist_min "0"
    dsp_enhance_stereo "0"
    dsp_facingaway "0"
    dsp_mix_max "0"
    dsp_mix_min "0"
    dsp_off "0"
    dsp_player "0"
    dsp_reload
    dsp_room "0"
    dsp_slow_cpu "0"
    dsp_spatial "40"
    dsp_speaker "50"
    dsp_volume "1"
    dsp_vol_2ch "1"
    dsp_vol_4ch "0"
    dsp_vol_5ch "0"
    dsp_water "14"
    dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
    dtwarning "0" // Print data table warnings?
    dtwatchclass "0" // Watch all fields encoded with this table.
    dtwatchent "-1" // Watch this entities data table encoding.
    dtwatchvar "0" // Watch the named variable.
    dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
    dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
    dumpentityfactories // Lists all entity factory names.
    dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
    dumpgamestringtable // Dump the contents of the game string table to the console.
    dumplongticks // Enables generating minidumps on long ticks.
    dumpsavedir // List the contents of the save directory in memory
    dumpstringtables // Print string tables to console.
    dumpstringtables_new // or list them if none
    dumpstringtables_new // or list them if none
    dump_entity_sizes // Print sizeof(entclass)
    dump_globals // Dump all global entities/states
    dump_luafiles
    dump_luafiles
    dump_luafiles_bootstrap
    dump_luafiles_nosend
    dump_panels // Dump Panel Tree
    dump_pooledstrings // Dumps a list of Lua pooled strings
    dump_x360_cfg // Dump X360 config files to disk
    dump_x360_saves // Dump X360 save games to disk
    echo // Echo text to console.
    editdemo // Edit a recorded demo file (.dem ).
    editor_toggle // Disables the simulation and returns focus to the editor
    effects_list // engine effects.
    effects_reload // Reloads the effect scripts (For development purposes)
    enable_debug_overlays "1" // Enable rendering of debug overlays
    endmovie // Stop recording movie frames.
    english "1" // running the english language set of assets.
    ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
    ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
    ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
    ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
    ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
    ent_create // Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat
    ent_debugkeys "0"
    ent_dump // Usage: ent_dump <entity name>
    ent_fire // Usage: ent_fire <target> [action] [value] [delay]
    ent_info // Usage: ent_info <class name>
    ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
    ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
    ent_messages_draw "0" // Visualizes all entity input/output activity.
    ent_name
    ent_orient // only orients target entitys YAW. Use the allangles opt
    ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
    ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
    Garry's Mod Console Commands Part VI
    ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
    ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
    ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
    ent_rotate // Rotates an entity by a specified # of degrees
    ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
    ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
    ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
    ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
    ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
    ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
    envmap
    escape // Escape key pressed.
    exec // Execute script file.
    exit // Exit the engine.
    explode // Kills the player with explosive damage
    explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
    explosion_dlight "1"
    fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
    fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
    fast_fogvolume "0"
    filesystem_buffer_size "0" // Size of per file buffers. 0 for none
    find // Find concommands with the specified string in their name/help text.
    findflags // Find concommands by flags.
    find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
    find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
    firetarget
    fire_absorbrate "3"
    fire_dmgbase "1"
    fire_dmginterval "1"
    fire_dmgscale "0"
    fire_extabsorb "5"
    fire_extscale "12"
    fire_growthrate "1"
    fire_heatscale "1"
    fire_incomingheatscale "0"
    fire_maxabsorb "50"
    firstperson // Switch to firstperson camera.
    fish_debug "0" // Show debug info for fish
    fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
    flex_expression "0"
    flex_looktime "5"
    flex_maxawaytime "1"
    flex_maxplayertime "7"
    flex_minawaytime "0"
    flex_minplayertime "5"
    flex_rules "1" // Allow flex animation rules to run.
    flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
    flex_talk "0"
    flush // Flush unlocked cache memory.
    flush_locked // Flush unlocked and locked cache memory.
    fogui // Show/hide fog control UI.
    fog_color "-1"
    fog_colorskybox "-1"
    fog_color_b "-1"
    fog_color_g "-1"
    fog_color_r "-1"
    fog_enable "1"
    fog_enableskybox "1"
    fog_enable_water_fog "1"
    fog_end "1"
    fog_endskybox "1"
    fog_maxdensity "-1"
    fog_maxdensityskybox "-1"
    fog_override "0"
    fog_start "1"
    fog_startskybox "1"
    force_centerview
    fov // Change players FOV
    fov_desired "75" // Sets the base field-of-view.
    fps_max "300" // cannot be set while connected to a server.
    free_pass_peek_debug "0"
    fstat
    fstat_clear
    fs_monitor_read_from_pack "0" // 2:Sync only
    fs_printopenfiles // Show all files currently opened by the engine.
    fs_report_sync_opens "0" // 2:Not during load
    fs_translate_names "1"
    fs_warning_level // Set the filesystem warning level.
    fs_warning_mode "0" // 2:Warn other threads
    func_breakdmg_bullet "0"
    func_breakdmg_club "1"
    func_breakdmg_explosive "1"
    func_break_max_pieces "15"
    func_break_reduction_factor "0"
    fun_npcscale "1"
    g15_dumpplayer // Spew player data.
    g15_reload // Reloads the Logitech G-15 Keyboard configs.
    g15_update_msec "250" // Logitech G-15 Keyboard update interval.
    gamemenucommand // Issue game menu command.
    gamemode // outputs information about the gamemode
    gamemode_reload // Reloads the gamemode. This wont transfer new clientside files - so youll need to restart the map for connected clients to see
    gamemode_reload_cl // Reloads the gamemode on the client
    gameui_activate // Shows the game UI
    gameui_allowescape // Escape key allowed to hide game UI
    gameui_allowescapetoshow // Escape key allowed to show game UI
    gameui_hide // Hides the game UI
    gameui_hide_dialog // asdf
    gameui_preventescape // Escape key doesnt hide game UI
    gameui_preventescapetoshow // Escape key doesnt show game UI
    gameui_show_dialog // Show an arbitrary Dialog.
    gameui_xbox "0"
    getpos // dump position and angles to the console
    give // Give item to player. Arguments: <item_name>
    givecurrentammo // Give a supply of ammo for current weapon..
    global_set // 2 = DEAD).
    gl_clear "0"
    gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
    gm_clearfonts // For development purposes. Clears the font list so itll be forced to re-create the font next time. (This means it leaks memory)
    gm_gridsize "32"
    gm_showhelp
    gm_showspare1
    gm_showspare2
    gm_showteam
    gm_snapdegrees "45"
    gm_snaptogrid "0"
    god // Toggle. Player becomes invulnerable.
    groundlist // Display ground entity list <index>
    g_ai_citizen_show_enemy "0"
    g_antlionguard_hemorrhage "1" // guard will emit a bleeding particle effect when wounded.
    g_antlion_cascade_push "1"
    g_antlion_maxgibs "16"
    g_debug_angularsensor "0"
    g_debug_antlion "0"
    g_debug_antlionguard "0"
    g_debug_antlionmaker "0"
    g_debug_antlion_worker "0"
    g_debug_basehelicopter "0"
    g_debug_basescanner "0"
    g_debug_combine_camera "0"
    g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
    g_debug_cscanner "0"
    g_debug_doors "0"
    g_debug_dropship "0"
    g_debug_dynamicresupplies "0" // Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item
    g_debug_gunship "0"
    g_debug_headcrab "0"
    g_debug_hunter_charge "0"
    g_debug_npc_vehicle_roles "0"
    g_debug_physcannon "0"
    g_debug_ragdoll_removal "0"
    g_debug_ragdoll_visualize "0"
    g_debug_trackpather "0"
    g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
    g_debug_turret "0"
    g_debug_turret_ceiling "0"
    g_debug_vehiclebase "0"
    g_debug_vehicledriver "0"
    g_debug_vehicleexit "0"
    g_debug_vehiclesound "0"
    g_debug_vortigaunt_aim "0"
    g_helicopter_bomb_danger_radius "120"
    g_helicopter_bullrush_bomb_enemy_distance "0"
    g_helicopter_bullrush_bomb_speed "850" // The maximum distance the player can be from the chopper before it stops firing
    g_helicopter_bullrush_bomb_time "10"
    g_helicopter_bullrush_distance "5000"
    g_helicopter_bullrush_mega_bomb_health "0" // Fraction of the health of the chopper before it mega-bombs
    g_helicopter_bullrush_shoot_height "650" // The maximum distance the player can be from the chopper before it stops firing
    g_helicopter_chargetime "2" // How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
    g_helicopter_idletime "3" // How much time we have to wait (on average) after we fire before we can charge up again
    g_helicopter_maxfiringdist "2500" // The maximum distance the player can be from the chopper before it stops firing
    g_jeepexitspeed "100"
    g_Language "0"
    g_ragdoll_fadespeed "600"
    g_ragdoll_important_maxcount "2"
    g_ragdoll_lvfadespeed "100"
    g_ragdoll_maxcount "32"
    g_test_new_antlion_jump "1"
    hap_airboat_gun_mag "3"
    hap_damagescale_game "1"
    hap_HasDevice "0" // falcon is connected
    hap_jeep_cannon_mag "10"
    hap_melee_scale "0"
    hap_noclip_avatar_scale "0"
    hap_turret_mag "5"
    hap_ui_vehicles "1"
    heartbeat // Force heartbeat of master servers
    help // Find help about a convar/concommand.
    hideconsole // Hide the console.
    hidehud "0"
    Garry's Mod Console Commands Part VII
    hidepanel // Hides a viewport panel <name>
    hl1_debug_sentence_volume "0"
    hl1_fixup_sentence_sndlevel "1"
    hl2_darkness_flashlight_factor "1"
    hl2_episodic "0"
    hostip "0" // Host game server ip
    hostname "0" // Hostname for server.
    hostport "27015" // Host game server port
    host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
    host_framerate "0" // Set to lock per-frame time elapse.
    host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
    host_map "0" // Current map name.
    host_profile "0"
    host_runofftime // Run off some time without rendering/updating sounds
    host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
    host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
    host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
    host_speeds "0" // Show general system running times.
    host_thread_mode "0" // 2 == force)
    host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
    host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only)
    host_timescale "1" // Prescale the clock by this amount.
    host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
    hud_airboathint_numentries "10"
    hud_autoaim_method "1"
    hud_autoaim_scale_icon "0"
    hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
    hud_centerid "1"
    hud_deathnotice_time "6"
    hud_drawhistory_time "5"
    hud_draw_active_reticle "0"
    hud_draw_fixed_reticle "0"
    hud_fastswitch "0"
    hud_freezecamhide "0" // Hide the HUD during freeze-cam
    hud_jeephint_numentries "10"
    hud_magnetism "0"
    hud_quickinfo "1"
    hud_reloadscheme // Reloads hud layout and animation scripts.
    hud_reticle_alpha_speed "700"
    hud_reticle_maxalpha "255"
    hud_reticle_minalpha "125"
    hud_reticle_scale "1"
    hud_saytext_time "12"
    hud_showtargetid "1"
    hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
    hunter_allow_dissolve "1"
    hunter_allow_nav_jump "0"
    hunter_charge "1"
    hunter_charge_min_delay "10"
    hunter_charge_pct "25"
    hunter_charge_test "0"
    hunter_cheap_explosions "1"
    hunter_clamp_shots "1"
    hunter_disable_patrol "0"
    hunter_dodge_debug "0"
    hunter_dodge_warning "1"
    hunter_dodge_warning_cone "0"
    hunter_dodge_warning_width "180"
    hunter_first_flechette_delay "0"
    hunter_flechette_delay "0"
    hunter_flechette_explode_delay "2"
    hunter_flechette_max_concurrent_volleys "2"
    hunter_flechette_max_range "1200"
    hunter_flechette_min_range "100"
    hunter_flechette_speed "2000"
    hunter_flechette_test "0"
    hunter_flechette_volley_end_max_delay "2"
    hunter_flechette_volley_end_min_delay "1"
    hunter_flechette_volley_size "8"
    hunter_flechette_volley_start_max_delay "0"
    hunter_flechette_volley_start_min_delay "0"
    hunter_free_knowledge "10"
    hunter_hate_attached_striderbusters "1"
    hunter_hate_held_striderbusters "1"
    hunter_hate_held_striderbusters_delay "0"
    hunter_hate_held_striderbusters_tolerance "2000"
    hunter_hate_thrown_striderbusters "1"
    hunter_hate_thrown_striderbusters_tolerance "300"
    hunter_jostle_car_max_speed "600"
    hunter_jostle_car_min_speed "100"
    hunter_melee_delay "2"
    hunter_plant_adjust_z "12"
    hunter_random_expressions "0"
    hunter_retreat_striderbusters "1" // the hunter will retreat when a buster is glued to him.
    hunter_seek_thrown_striderbusters_tolerance "400"
    hunter_shoot_flechette // Fires a hunter flechette where the player is looking.
    hunter_show_weapon_los_condition "0"
    hunter_show_weapon_los_z "0"
    hunter_siege_frequency "12"
    hunter_stand_still "0"
    hurtme // Hurts the player. Arguments: <health to lose>
    impulse
    incrementvar // Increment specified convar value.
    invnext
    invprev
    in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
    ip "0" // Overrides IP for multihomed hosts
    jalopy_blocked_exit_max_speed "50"
    jalopy_cargo_anim_time "1"
    jalopy_radar_test_ent "0"
    joyadvancedupdate
    joystick "0"
    joy_accelmax "1"
    joy_accelscale "0"
    joy_accel_filter "0"
    joy_advanced "0"
    joy_advaxisr "0"
    joy_advaxisu "0"
    joy_advaxisv "0"
    joy_advaxisx "0"
    joy_advaxisy "0"
    joy_advaxisz "0"
    joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
    joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
    joy_autosprint "0" // Automatically sprint when moving with an analog joystick
    joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
    joy_diagonalpov "0" // too.
    joy_display_input "0"
    joy_forwardsensitivity "-1"
    joy_forwardthreshold "0"
    joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
    joy_inverty_default "0"
    joy_lowend "1"
    joy_lowmap "1"
    joy_movement_stick "0" // Which stick controls movement (0 is left stick)
    joy_movement_stick_default "0"
    joy_name "0"
    joy_pegged "0"
    joy_pitchsensitivity "1"
    joy_pitchsensitivity_default "-1"
    joy_pitchthreshold "0"
    joy_response_look "0" // 1=Acceleration Promotion
    joy_response_move "1" // 1/sensitivity
    joy_response_move_vehicle "6"
    joy_sidesensitivity "1"
    joy_sidethreshold "0"
    joy_vehicle_turn_lowend "0"
    joy_vehicle_turn_lowmap "0"
    joy_virtual_peg "0"
    joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
    joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
    joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
    joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
    joy_yawsensitivity "-1"
    joy_yawsensitivity_default "-1"
    joy_yawthreshold "0"
    jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
    jpeg_quality "90" // jpeg screenshot quality.
    kdtree_test // Tests spatial partition for entities queries.
    key_findbinding // Find key bound to specified command string.
    key_listboundkeys // List bound keys with bindings.
    key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
    kick // Kick a player by name.
    kickall // Kicks everybody connected with a message.
    kickid // with a message.
    kill // Kills the player with generic damage
    killserver // Shutdown the server.
    killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
    language_reload // Reloads the language files
    lastinv
    lightcache_maxmiss "2"
    lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
    light_crosshair // Show texture color at crosshair
    linefile // Parses map leak data from .lin file
    listdemo // List demo file contents.
    listid // Lists banned users.
    listip // List IP addresses on the ban list.
    listissues // List all the issues that can be voted on.
    listmodels // List loaded models.
    listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
    load // Load a saved game.
    loadcommentary
    loader_dump_table
    loader_spew_info "0" // -1:All
    loader_spew_info_ex "0" // (internal)
    lod_TransitionDist "800"
    log // and udp < on | off >.
    logaddress_add // Set address and port for remote host <ip:port>.
    logaddress_del // Remove address and port for remote host <ip:port>.
    logaddress_delall // Remove all udp addresses being logged to
    logaddress_list // List all addresses currently being used by logaddress.
    log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
    log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
    lookspring "0"
    lookstrafe "0"
    lservercfgfile "0"
    LuaParticle_SettleSpeed "100"
    lua_cookieclear
    lua_cookiespew
    lua_filestats // Lua File Stats
    lua_log_cl "0"
    lua_log_sv "0"
    lua_md5
    lua_networkvar_bytespertick "256"
    lua_networkvar_refreshtime "60"
    lua_openscript // Open a Lua script
    lua_openscript_cl // Open a Lua script
    lua_reloadents // Reload all scripted entities
    lua_run // Run a Lua command
    lua_run_cl // Run a Lua command
    map // Start playing on specified map.
    Garry's Mod Console Commands Part IIX
    map2 // <map> <gamemode> - Start a map with named gamemode instead of the default
    mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
    maps // Displays list of maps.
    map_background // Runs a map as the background to the main menu.
    map_commentary // on a specified map.
    map_edit
    map_noareas "0" // Disable area to area connection testing.
    matchmakingport "27025" // Host Matchmaking port
    mat_aaquality "0"
    mat_accelerate_adjust_exposure_down "3"
    mat_alphacoverage "1"
    mat_antialias "0"
    mat_autoexposure_max "2"
    mat_autoexposure_min "0"
    mat_bloomamount_rate "0"
    mat_bloomscale "1"
    mat_bloom_scalefactor_scalar "1"
    mat_bufferprimitives "1"
    mat_bumpbasis "0"
    mat_bumpmap "1"
    mat_camerarendertargetoverlaysize "128"
    mat_clipz "1"
    mat_colcorrection_disableentities "0" // Disable map color-correction entities
    mat_colorcorrection "1"
    mat_color_projection "0"
    mat_compressedtextures "1"
    mat_configcurrent // show the current video control panel config for the material system
    mat_crosshair // Display the name of the material under the crosshair
    mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
    mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
    mat_crosshair_printmaterial // print the material under the crosshair
    mat_crosshair_reloadmaterial // reload the material under the crosshair
    mat_debugalttab "0"
    mat_debugdepth "0"
    mat_debugdepthmode "0"
    mat_debugdepthval "128"
    mat_debugdepthvalmax "256"
    mat_debug_autoexposure "0"
    mat_debug_bloom "0"
    mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
    mat_debug_process_halfscreen "0"
    mat_depthbias_decal "-262144"
    mat_depthbias_normal "0"
    mat_depthbias_shadowmap "0"
    mat_diffuse "1"
    mat_disablehwmorph "0" // Disables HW morphing for particular mods
    mat_disable_bloom "0"
    mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)
    mat_disable_fancy_blending "0"
    mat_disable_lightwarp "0"
    mat_disable_ps_patch "0"
    mat_drawflat "0"
    mat_drawTexture "0" // Enable debug view texture
    mat_drawTextureScale "1" // Debug view texture scale
    mat_drawTitleSafe "0" // Enable title safe overlay
    mat_drawwater "1"
    mat_dump_rts "0"
    mat_dxlevel "95"
    mat_dynamic_tonemapping "1"
    mat_edit // Bring up the material under the crosshair in the editor
    mat_envmapsize "128"
    mat_envmaptgasize "32"
    mat_excludetextures "0"
    mat_exposure_center_region_x "0"
    mat_exposure_center_region_x_flashlight "0"
    mat_exposure_center_region_y "0"
    mat_exposure_center_region_y_flashlight "0"
    mat_fastclip "0"
    mat_fastnobump "0"
    mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
    mat_fillrate "0"
    mat_filterlightmaps "1"
    mat_filtertextures "1"
    mat_forceaniso "1"
    mat_forcedynamic "0"
    mat_forcehardwaresync "1"
    mat_forcemanagedtextureintohardware "0"
    mat_force_bloom "0"
    mat_force_ps_patch "0"
    mat_force_tonemap_scale "0"
    mat_framebuffercopyoverlaysize "128"
    mat_frame_sync_enable "1"
    mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
    mat_fullbright "0"
    mat_hdr_enabled // Report if HDR is enabled for debugging
    mat_hdr_level "2" // and 2 for full HDR on HDR maps.
    mat_hdr_manual_tonemap_rate "1"
    mat_hdr_tonemapscale "1" // 16 = eyes wide open.
    mat_hdr_uncapexposure "0"
    mat_hsv "0"
    mat_info // Shows material system info
    mat_leafvis "0" // Draw wireframe of current leaf
    mat_levelflush "1"
    mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
    mat_loadtextures "1"
    mat_luxels "0"
    mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory
    mat_maxframelatency "1"
    mat_max_worldmesh_vertices "65536"
    mat_measurefillrate "0"
    mat_mipmaptextures "1"
    mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
    mat_monitorgamma_tv_enabled "0"
    mat_monitorgamma_tv_exp "2"
    mat_monitorgamma_tv_range_max "255"
    mat_monitorgamma_tv_range_min "16"
    mat_morphstats "0"
    mat_motion_blur_enabled "0"
    mat_motion_blur_falling_intensity "1"
    mat_motion_blur_falling_max "20"
    mat_motion_blur_falling_min "10"
    mat_motion_blur_forward_enabled "0"
    mat_motion_blur_percent_of_screen_max "4"
    mat_motion_blur_rotation_intensity "1"
    mat_motion_blur_strength "1"
    mat_non_hdr_bloom_scalefactor "0"
    mat_norendering "0"
    mat_normalmaps "0"
    mat_normals "0"
    mat_parallaxmap "0"
    mat_picmip "0"
    mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
    mat_postprocess_x "4"
    mat_postprocess_y "1"
    mat_powersavingsmode "0" // Power Savings Mode
    mat_proxy "0"
    mat_queue_mode "-2" // 1=queued sing
    mat_reducefillrate "0"
    mat_reduceparticles "0"
    mat_reloadallmaterials // Reloads all materials
    mat_reloadmaterial // Reloads a single material
    mat_reloadtextures // Reloads all textures
    mat_remoteshadercompile "0"
    mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
    mat_report_queue_status "0"
    mat_reversedepth "0"
    mat_savechanges // saves current video configuration to the registry
    mat_setvideomode // windowed state of the material system
    mat_shadowstate "1"
    mat_showcamerarendertarget "0"
    mat_showenvmapmask "0"
    mat_showframebuffertexture "0"
    mat_showlightmappage "-1"
    mat_showlowresimage "0"
    mat_showmaterials // Show materials.
    mat_showmaterialsverbose // Show materials (verbose version).
    mat_showmiplevels "0" // 1: everything else
    mat_showtextures // Show used textures.
    mat_showwatertextures "0"
    mat_show_ab_hdr "0"
    mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
    mat_show_histogram "0"
    mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
    mat_slopescaledepthbias_decal "0"
    mat_slopescaledepthbias_normal "0"
    mat_slopescaledepthbias_shadowmap "5"
    mat_softwarelighting "0"
    mat_softwareskin "0"
    mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
    mat_software_aa_debug "0" // (2 - show anti-a
    mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
    mat_software_aa_quality "0" // (1 - 9-tap filter)
    mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
    mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
    mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
    mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
    mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
    mat_stub "0"
    mat_supportflashlight "1" // 1 - flashlight is supported
    mat_surfaceid "0"
    mat_surfacemat "0"
    mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
    mat_texture_list "0" // show a list of used textures per frame
    mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
    mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
    mat_texture_list_txlod // -1 to dec resolution
    mat_texture_list_txlod_sync // save - saves all changes to material content files
    mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
    mat_tonemapping_occlusion_use_stencil "0"
    mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
    mat_tonemap_min_avglum "3"
    mat_tonemap_percent_bright_pixels "2"
    mat_tonemap_percent_target "60"
    mat_trilinear "1"
    mat_use_compressed_hdr_textures "1"
    Garry's Mod Console Commands Part IX
    mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
    mat_visualize_dof "0"
    mat_vsync "0" // Force sync to vertical retrace
    mat_wateroverlaysize "128"
    mat_wireframe "0"
    mat_yuv "0"
    maxplayers // Change the maximum number of players allowed on this server.
    memory // Print memory stats.
    memory_diff // show memory stats relative to snapshot
    memory_list // dump memory list (linux only)
    memory_mark // snapshot current allocation status
    memory_status // show memory stats (linux only)
    mem_compact
    mem_dump // Dump memory stats to text file.
    mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
    mem_dumpvballocs // Dump VB memory allocation stats.
    mem_eat
    mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
    mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
    mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
    mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
    mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
    mem_test
    mem_test_each_frame "0" // Run heap check at end of every frame
    mem_test_every_n_seconds "0" // Run heap check at a specified interval
    mem_vcollide // Dumps the memory used by vcollides
    menu_achievements
    menu_clearfonts // For development purposes. Clears the font list so itll be forced to re-create the font next time. (This means it leaks memory)
    menu_extensions
    menu_reload // Forces a total reload of the Lua base menu
    menu_startgame
    metropolice_charge "1"
    metropolice_chase_use_follow "0"
    metropolice_move_and_melee "1"
    minisave // Saves game (for current level only!)
    mission_list // List all available tactical missions
    mission_show // Show the given mission
    mm_add_item // Add a stats item
    mm_add_player // Add a player
    mm_max_spectators "4" // Max players allowed on the spectator team
    mm_message // Send a message to all remote clients
    mm_minplayers "2" // Number of players required to start an unranked game
    mm_select_session // Select a session
    mm_session_info // Dump session information
    mm_stats
    model_list // Dump model list to file
    mod_forcedata "1" // Forces all model file data into cache on model load.
    mod_forcetouchdata "1" // Forces all model file data into cache on model load.
    mod_load_anims_async "0"
    mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
    mod_load_mesh_async "0"
    mod_load_showstall "0" // 2 - show stalls
    mod_load_vcollide_async "0"
    mod_lock_mdls_on_load "0"
    mod_test_mesh_not_available "0"
    mod_test_not_available "0"
    mod_test_verts_not_available "0"
    mod_touchalldata "1" // Touch model data during level startup
    mod_trace_load "0"
    monk_headshot_freq "2"
    mortar_visualize "0"
    motdfile "0" // The MOTD file to load.
    motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
    movie_fixwave // etc.
    mp_allowNPCs "1"
    mp_allowspectators "1" // toggles whether the server allows spectator mode or not
    mp_autocrosshair "1"
    mp_autoteambalance "1"
    mp_bonusroundtime "15" // Time after round win until round restarts
    mp_chattime "10" // amount of time players can chat after the game is over
    mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
    mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
    mp_decals "5000"
    mp_defaultteam "0"
    mp_disable_autokick // Prevents a userid from being auto-kicked
    mp_disable_respawn_times "0"
    mp_enableroundwaittime "1" // Enable timers to wait between rounds.
    mp_fadetoblack "0" // fade a players screen to black when he dies
    mp_falldamage "0"
    mp_flashlight "0"
    mp_footsteps "1"
    mp_forceautoteam "0" // Automatically assign players to teams when joining.
    mp_forcecamera "0" // Restricts spectator modes for dead players
    mp_forcerespawn "1"
    mp_forcerespawnplayers // Force all players to respawn.
    mp_forcewin // Forces team to win
    mp_fraglimit "0" // The number of kills at which the map ends
    mp_friendlyfire "0" // Allows team members to injure other members of their team
    mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed.
    mp_match_end_at_timelimit "0" // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
    mp_maxrounds "0" // max number of rounds to play before server changes maps
    mp_readyrestart "0" // game will restart once each player gives the ready signal
    mp_ready_signal "0" // Text that each player must speak for the match to begin
    mp_respawnwavetime "10" // Time between respawn waves.
    mp_restartgame "0" // game will restart in the specified number of seconds
    mp_restartgame_immediate "0" // game will restart immediately
    mp_restartround "0" // the current round will restart in the specified number of seconds
    mp_scrambleteams // Scramble the teams and restart the game
    mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
    mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble.
    mp_showgestureslots "-1" // Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
    mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking.
    mp_simulatemultiplecappers "1"
    mp_stalemate_enable "0" // Enable/Disable stalemate mode.
    mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.
    mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round.
    mp_switchteams // Switch teams and restart the game
    mp_teamlist "0"
    mp_teamoverride "1"
    mp_teamplay "0"
    mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
    mp_timelimit "0" // game time per map in minutes
    mp_time_between_capscoring "30" // Delay between scoring of owned capture points.
    mp_tournament "0"
    mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin.
    mp_tournament_restart // Restart Tournament Mode on the current level.
    mp_usehwmmodels "0" // 0 = based upon GPU)
    mp_usehwmvcds "0" // 0 = based upon GPU)
    mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
    mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
    mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds
    mp_weaponstay "0"
    mp_winlimit "0" // Max score one team can reach before server changes maps
    multvar // Multiply specified convar value.
    muzzleflash_light "1"
    myinfo // myinfo..
    myinfo_bytes "128"
    myinfo_debug "0"
    m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
    m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
    m_customaccel_max "0" // 0 for no limit
    m_customaccel_scale "0" // Custom mouse acceleration value.
    m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
    m_forward "1" // Mouse forward factor.
    m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
    m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
    m_mousespeed "1" // 2 to enable secondary threshold
    m_pitch "0" // Mouse pitch factor.
    m_rawinput "0" // Use Raw Input for mouse input.
    m_side "0" // Mouse side factor.
    m_yaw "0" // Mouse yaw factor.
    name "0" // Current user name
    nav_add_to_selected_set // Add current area to the selected set.
    nav_add_to_selected_set_by_id // Add specified area id to the selected set.
    nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
    Garry's Mod Console Commands Part X
    nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
    nav_area_max_size "50" // Max area size created in nav generation
    nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
    nav_begin_area // drag the opposite corner to the desired location and
    nav_begin_deselecting // Start continuously removing from the selected set.
    nav_begin_drag_deselecting // Start dragging a selection area.
    nav_begin_drag_selecting // Start dragging a selection area.
    nav_begin_selecting // Start continuously adding to the selected set.
    nav_begin_shift_xy // Begin shifting the Selected Set.
    nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
    nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
    nav_check_floor // Updates the blocked/unblocked status for every nav area.
    nav_check_stairs // Update the nav mesh STAIRS attribute
    nav_chop_selected // Chops all selected areas into their component 1x1 areas
    nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
    nav_clear_selected_set // Clear the selected set.
    nav_clear_walkable_marks // Erase any previously placed walkable positions.
    nav_compress_id // Re-orders area and ladder IDs so they are continuous.
    nav_connect // then invoke the connect command. Note that this creates a
    nav_coplanar_slope_limit "0"
    nav_coplanar_slope_limit_displacement "0"
    nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
    nav_corner_lower // Lower the selected corner of the currently marked Area.
    nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
    nav_corner_raise // Raise the selected corner of the currently marked Area.
    nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
    nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
    nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
    nav_crouch // Toggles the must crouch in this area flag used by the AI system.
    nav_debug_blocked "0"
    nav_delete // Deletes the currently highlighted Area.
    nav_delete_marked // Deletes the currently marked Area (if any).
    nav_disconnect // then invoke the disconnect command. This will remove all connec
    nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
    nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
    nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
    nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
    nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
    nav_draw_limit "500" // The maximum number of areas to draw in edit mode
    nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
    nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
    nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
    nav_end_deselecting // Stop continuously removing from the selected set.
    nav_end_drag_deselecting // Stop dragging a selection area.
    nav_end_drag_selecting // Stop dragging a selection area.
    nav_end_selecting // Stop continuously adding to the selected set.
    nav_end_shift_xy // Finish shifting the Selected Set.
    nav_flood_select // use this command again.
    nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
    nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
    nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
    nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
    nav_generate_incremental_range "2000"
    nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
    nav_gen_cliffs_approx // post-processing approximation
    nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
    nav_ladder_flip // Flips the selected ladders direction.
    nav_load // Loads the Navigation Mesh for the current map.
    nav_lower_drag_volume_max // Lower the top of the drag select volume.
    nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
    nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
    nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
    nav_mark_attribute // Set nav attribute for all areas in the selected set.
    nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
    nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
    nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
    nav_max_vis_delta_list_length "64"
    nav_merge // and invoke the merge comm
    nav_merge_mesh // Merges a saved selected set into the current mesh.
    nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
    nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
    nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
    nav_place_list // Lists all place names used in the map.
    nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
    nav_place_replace // Replaces all instances of the first place with the second place.
    nav_place_set // Sets the Place of all selected areas to the current Place.
    nav_potentially_visible_dot_tolerance "0"
    nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
    nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
    nav_raise_drag_volume_max // Raise the top of the drag select volume.
    nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
    nav_recall_selected_set // Re-selects the stored selected set.
    nav_remove_from_selected_set // Remove current area from the selected set.
    nav_remove_jump_areas // replacing them with connections.
    nav_run // Toggles the traverse this area by running flag used by the AI system.
    nav_save // Saves the current Navigation Mesh to disk.
    nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
    nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
    nav_selected_set_color "255" // Color used to draw the selected set background while editing.
    nav_select_blocked_areas // Adds all blocked areas to the selected set
    nav_select_damaging_areas // Adds all damaging areas to the selected set
    nav_select_half_space // Selects any areas that intersect the given half-space.
    nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
    nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
    nav_select_obstructed_areas // Adds all obstructed areas to the selected set
    nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
    nav_select_overlapping // Selects nav areas that are overlapping others.
    nav_select_radius // Adds all areas in a radius to the selection set
    nav_select_stairs // Adds all stairway areas to the selected set
    nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
    nav_shift // Shifts the selected areas by the specified amount
    nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
    nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
    Garry's Mod Console Commands Part XI
    nav_show_compass "0"
    nav_show_continguous "0" // Highlight non-contiguous connections
    nav_show_danger "0" // Show current danger levels.
    nav_show_dumped_positions // z) coordinate positions of the given dump file.
    nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
    nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
    nav_show_light_intensity "0"
    nav_show_nodes "0"
    nav_show_node_grid "0"
    nav_show_node_id "0"
    nav_show_player_counts "0" // Show current player counts in each area.
    nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
    nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
    nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
    nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
    nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
    nav_solid_props "0" // Make props solid to nav generation/editing
    nav_splice // connected area between them.
    nav_split // align the split line using your cursor and invoke the split command.
    nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
    nav_stand // Toggles the stand while hiding flag used by the AI system.
    nav_stop // Toggles the must stop when entering this area flag used by the AI system.
    nav_store_selected_set // Stores the current selected set for later retrieval.
    nav_strip // and Encounter Spots from the current Area.
    nav_subdivide // Subdivides all selected areas.
    nav_test_node "0"
    nav_test_node_crouch "0"
    nav_test_node_crouch_dir "4"
    nav_test_stairs // Test the selected set for being on stairs
    nav_toggle_deselecting // Start or stop continuously removing from the selected set.
    nav_toggle_in_selected_set // Remove current area from the selected set.
    nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
    nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
    nav_toggle_selected_set // Toggles all areas into/out of the selected set.
    nav_toggle_selecting // Start or stop continuously adding to the selected set.
    nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
    nav_unmark // Clears the marked Area or Ladder.
    nav_update_blocked // Updates the blocked/unblocked status for every nav area.
    nav_update_lighting // Recomputes lighting values
    nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
    nav_use_place // the current Place is set.
    nav_walk // Toggles the traverse this area by walking flag used by the AI system.
    nav_warp_to_mark // Warps the player to the marked area.
    nav_world_center // Centers the nav mesh in the world
    nb_allow_avoiding "1"
    nb_allow_climbing "1"
    nb_allow_gap_jumping "1"
    nb_blind "0" // Disable vision
    nb_command // Sends a command string to all bots
    nb_debug // ERRORS.
    nb_debug_climbing "0"
    nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
    nb_debug_history "1" // each bot keeps a history of debug output in memory
    nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
    nb_delete_all // Delete all non-player NextBot entities.
    nb_force_look_at // Force selected bot to look at the local players position
    nb_goal_look_ahead_range "50"
    nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
    nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
    nb_head_aim_settle_duration "0"
    nb_head_aim_steady_max_rate "100"
    nb_ladder_align_range "50"
    nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
    nb_move_to_cursor // Tell all NextBots to move to the cursor position
    nb_path_draw_inc "100"
    nb_path_draw_segment_count "100"
    nb_path_segment_influence_radius "100"
    nb_player_crouch "0" // Force bots to crouch
    nb_player_move "1" // Prevents bots from moving
    nb_player_move_direct "0"
    nb_player_stop "0" // Stop all NextBotPlayers from updating
    nb_player_walk "0" // Force bots to walk
    nb_saccade_speed "1000"
    nb_saccade_time "0"
    nb_select // Select the bot you are aiming at for further debug operations.
    nb_shadow_dist "400"
    nb_speed_look_ahead_range "150"
    nb_stop "0" // Stop all NextBots
    nb_update_debug "0"
    nb_update_framelimit "15"
    nb_update_frequency "0"
    nb_update_maxslide "2"
    nb_warp_selected_here // Teleport the selected bot to your cursor position
    net_blockmsg "0" // Discards incoming message: <0|1|name>
    net_channels // Shows net channel info
    net_chokeloop "0" // Apply bandwidth choke to loopback packets
    net_compresspackets "1" // Use lz compression on game packets.
    net_compresspackets_minsize "128" // Dont bother compressing packets below this size.
    net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
    net_drawslider "0" // Draw completion slider during signon
    net_droppackets "0" // Drops next n packets on client
    net_fakejitter "0" // Jitter fakelag packet time
    net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
    net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
    net_graph "0" // = 3 draws payload legend.
    net_graphheight "64" // Height of netgraph panel
    net_graphmsecs "400" // The latency graph represents this many milliseconds.
    net_graphpos "1"
    net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
    net_graphshowinterp "1" // Draw the interpolation graph.
    net_graphshowlatency "1" // Draw the ping/packet loss graph.
    net_graphsolid "1"
    net_graphtext "1" // Draw text fields
    net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
    net_maxfilesize "16" // Maximum allowed file size for uploading in MB
    net_maxfragments "1260" // Max fragment bytes per packet
    net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit)
    net_maxroutable "1260" // Requested max packet size before packets are split.
    net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
    net_queue_trace "0"
    net_scale "5"
    net_showdrop "0" // Show dropped packets in console
    net_showevents "0" // 2=all).
    net_showfragments "0" // Show netchannel fragments
    net_showmsg "0" // Show incoming message: <0|1|name>
    net_showpeaks "0" // Show messages for large packets only: <size>
    net_showsplits "0" // Show info about packet splits
    net_showtcp "0" // Dump TCP stream summary to console
    net_showudp "0" // Dump UDP packets summary to console
    net_showudp_wire "0" // Show incoming packet information
    net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
    net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
    net_start // Inits multiplayer network sockets
    net_status // Shows current network status
    net_udp_rcvbuf "131072" // Default UDP receive buffer size
    net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
    next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
    nextdemo // Play next demo in sequence.
    nextlevel "0" // will change to this map during the next changelevel
    noclip
    notarget // Toggle. Player becomes hidden to NPCs.
    npc_ally_deathmessage "1"
    npc_ammo_deplete // Subtracts half of the targets ammo
    npc_barnacle_swallow "0" // Use prototype swallow code.
    npc_bipass // s
    Garry's Mod Console Commands Part XII
    npc_citizen_auto_player_squad "1"
    npc_citizen_auto_player_squad_allow_use "0"
    npc_citizen_dont_precache_all "1"
    npc_citizen_explosive_resist "0"
    npc_citizen_insignia "0"
    npc_citizen_medic_emit_sound "1"
    npc_citizen_squad_marker "0"
    npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
    npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
    npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that
    npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
    npc_create_equipment "0"
    npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
    npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
    npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
    npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
    npc_freeze // uses the NPC under the crosshair. Arguments
    npc_freeze_unselected // Freeze all NPCs not selected
    npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
    npc_go_do_run "1" // Set whether should run on NPC go
    npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
    npc_heal // Heals the target back to full health
    npc_height_adjust "1" // Enable test mode for ik height adjustment
    npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
    npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
    npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
    npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
    npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
    npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
    npc_sentences "0"
    npc_squads // Obsolete. Replaced by npc_combat
    npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
    npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
    npc_strider_height_adj "0"
    npc_strider_shake_ropes_magnitude "150"
    npc_strider_shake_ropes_radius "1200"
    npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
    npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
    npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
    npc_thinknow // Trigger NPC to think
    npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
    npc_vphysics "0"
    old_radiusdamage "0"
    option_duck_method "1"
    option_duck_method_default "1"
    opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.
    overview_alpha "1" // Overview map translucency.
    overview_health "1" // Show players health in map overview.
    overview_locked "1" // doesnt follow view angle.
    overview_mode // large: <0|1|2>
    overview_names "1" // Show players names in map overview.
    overview_tracks "1" // Show players tracks in map overview.
    overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
    particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
    particle_sim_alt_cores "2"
    particle_test_attach_attachment "0" // Attachment index for attachment mode
    particle_test_attach_mode "0" // follow_origin
    particle_test_file "0" // Name of the particle system to dynamically spawn
    particle_test_start // particle_test_attach_mode and particl
    particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
    password "0" // Current server access password
    path // Show the engine filesystem path.
    pause // Toggle the server pause state.
    perfui // Show/hide the level performance tools UI.
    perfvisualbenchmark
    perfvisualbenchmark_abort
    phonemedelay "0" // Phoneme delay to account for sound system latency.
    phonemefilter "0" // Time duration of box filter to pass over phonemes.
    phonemesnap "2" // regardless of duration.
    physcannon_ball_cone "0"
    physcannon_chargetime "2"
    physcannon_cone "0"
    physcannon_maxforce "1500"
    physcannon_maxmass "250"
    physcannon_mega_enabled "0"
    physcannon_minforce "700"
    physcannon_pullforce "4000"
    physcannon_tracelength "250"
    physgun_DampingFactor "0"
    physgun_drawbeams "1"
    physgun_limited "0"
    physgun_maxAngular "5000"
    physgun_maxAngularDamping "10000"
    physgun_maxSpeed "5000"
    physgun_maxSpeedDamping "10000"
    physgun_rotation_sensitivity "0" // The sensitivity of rotation.
    physgun_teleportDistance "0"
    physgun_timeToArrive "0"
    physgun_timeToArriveRagdoll "0"
    physicsshadowupdate_render "0"
    physics_budget // Times the cost of each active object
    physics_constraints // Highlights constraint system graph for an entity
    physics_debug_entity // Dumps debug info for an entity
    physics_highlight_active // Turns on the absbox for all active physics objects
    physics_report_active // Lists all active physics objects
    physics_select // Dumps debug info for an entity
    phys_impactforcescale "1"
    phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
    phys_pushscale "1"
    phys_speeds "0"
    phys_spinspeed "200"
    phys_stressbodyweights "5"
    phys_swap // Automatically swaps the current weapon for the physcannon and back again.
    phys_timescale "1" // Scale time for physics
    phys_upimpactforcescale "0"
    picker // pivot and debugging text is displayed for whatever entity the play
    ping // Display ping to server.
    pipeline_static_props "1"
    pistol_use_new_accuracy "1"
    pixelvis_debug // Dump debug info
    play // Play a sound.
    playdemo // Play a recorded demo file (.dem ).
    player_debug_print_damage "0" // print amount and type of all damage received by player to console.
    player_limit_jump_speed "1"
    player_old_armor "0"
    player_showpredictedposition "0"
    player_showpredictedposition_timestep "1"
    player_squad_autosummon_debug "0"
    player_squad_autosummon_move_tolerance "20"
    player_squad_autosummon_player_tolerance "10"
    player_squad_autosummon_time "5"
    player_squad_autosummon_time_after_combat "8"
    player_squad_double_tap_time "0"
    player_squad_transient_commands "1"
    player_throwforce "1000"
    playflush // reloading from disk in case of changes.
    playgamesound // Play a sound from the game sounds txt file
    playsoundscape // Forces a soundscape to play
    playvideo // Plays a video: <filename> [width height]
    playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
    playvol // Play a sound at a specified volume.
    plugin_pause // plugin_pause <index> : pauses a loaded plugin
    plugin_pause_all // pauses all loaded plugins
    plugin_print // Prints details about loaded plugins
    plugin_unload // plugin_unload <index> : unloads a plugin
    plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
    plugin_unpause_all // unpauses all disabled plugins
    Garry's Mod Console Commands Part XIIV
    print_colorcorrection // Display the color correction layer information.
    progress_enable
    props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
    props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
    prop_active_gib_limit "999999"
    prop_active_gib_max_fade_time "999999"
    prop_crosshair // Shows name for prop looking at
    prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
    prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
    prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
    pwatchent "-1" // Entity to watch for prediction system changes.
    pwatchvar "0" // Entity variable to watch in prediction system for changes.
    pyro_max_intensity "0"
    pyro_max_rate "0"
    pyro_max_side_length "0"
    pyro_max_side_width "0"
    pyro_min_intensity "0"
    pyro_min_rate "0"
    pyro_min_side_length "0"
    pyro_min_side_width "0"
    pyro_vignette "2"
    pyro_vignette_distortion "1"
    quit // Exit the engine.
    ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
    rate "30000" // Max bytes/sec the host can receive data
    rcon // Issue an rcon command.
    rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
    rcon_password "0" // remote console password.
    recompute_speed // Recomputes clock speed (for debugging purposes).
    record // Record a demo.
    refresh_options_dialog // Refresh the options dialog.
    reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
    reload_materials "0"
    reload_postprocess // Reload the post process scripts
    removeid // Remove a user ID from the ban list.
    removeip // Remove an IP address from the ban list.
    replay_debug "0"
    replay_ignorereplayticks "0"
    report_entities // Lists all entities
    report_simthinklist // Lists all simulating/thinking entities
    report_soundpatch // reports sound patch count
    report_soundpatch // reports sound patch count
    report_touchlinks // Lists all touchlinks
    respawn_entities // Respawn all the entities in the map.
    restart // Restart the game on the same level (add setpos to jump to current view position on restart).
    retry // Retry connection to last server.
    room_type "0"
    rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
    rope_collide "1" // Collide rope with the world
    rope_rendersolid "1"
    rope_shake "0"
    rope_smooth "1" // Do an antialiasing effect on ropes
    rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
    rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
    rope_smooth_maxalphawidth "1"
    rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
    rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
    rope_solid_maxalpha "1"
    rope_solid_maxwidth "1"
    rope_solid_minalpha "0"
    rope_solid_minwidth "0"
    rope_subdiv "2" // Rope subdivision amount
    rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
    rr_debugresponses "0" // it will only show response success/failure for np
    rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
    rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
    rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
    rr_reloadresponsesystems // Reload all response system scripts.
    r_3dnow // Enable/disable 3DNow code
    r_3dsky "1" // Enable the rendering of 3d sky boxes
    r_AirboatPitchCurveLinear "60"
    r_AirboatPitchCurveZero "25"
    r_AirboatRollCurveLinear "120"
    r_AirboatRollCurveZero "90"
    r_AirboatViewBlendTo "1"
    r_AirboatViewBlendToScale "0"
    r_AirboatViewBlendToTime "1"
    r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
    r_ambientfactor "5" // Boost ambient cube by no more than this factor
    r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting
    r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
    r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
    r_aspectratio "0"
    r_avglight "1"
    r_avglightmap "0"
    r_bloomtintb "0"
    r_bloomtintexponent "2"
    r_bloomtintg "0"
    r_bloomtintr "0"
    r_cheapwaterend
    r_cheapwaterstart
    r_cleardecals // Usage r_cleardecals <permanent>.
    r_ClipAreaPortals "1"
    r_colorstaticprops "0"
    r_debugcheapwater "0"
    r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
    r_decals "2048"
    r_decalstaticprops "1" // Decal static props test
    r_decal_cover_count "4"
    r_decal_cullsize "5"
    r_decal_overlap_area "0"
    r_decal_overlap_count "3"
    r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
    r_DispBuildable "0"
    r_DispDrawAxes "0"
    r_DispWalkable "0"
    r_dopixelvisibility "1"
    r_drawbatchdecals "1" // Render decals batched.
    r_DrawBeams "1" // 2=Wireframe
    r_drawbrushmodels "1" // 2=Wireframe
    r_drawclipbrushes "0" // purple=NPC)
    r_drawdecals "1" // Render decals.
    r_drawdetailprops "1" // 2=Wireframe
    r_DrawDisp "1" // Toggles rendering of displacment maps
    r_drawentities "1"
    r_drawflecks "1"
    r_drawfuncdetail "1" // Render func_detail
    r_drawleaf "-1" // Draw the specified leaf.
    r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
    r_drawlightinfo "0"
    r_drawlights "0"
    r_drawmodeldecals "1"
    r_DrawModelLightOrigin "0"
    r_drawmodelstatsoverlay "0"
    r_drawmodelstatsoverlaydistance "500"
    r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
    r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
    r_drawopaquerenderables "1"
    r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs
    r_drawopaqueworld "1"
    r_drawothermodels "1" // 2=Wireframe
    r_drawparticles "1" // Enable/disable particle rendering
    r_drawpixelvisibility "0" // Show the occlusion proxies
    r_DrawPortals "0"
    r_DrawRain "1" // Enable/disable rain rendering.
    r_drawrenderboxes "0"
    r_drawropes "1"
    r_drawskybox "1"
    r_DrawSpecificStaticProp "-1"
    r_drawsprites "1"
    r_drawstaticprops "1" // 2=Wireframe
    r_drawtranslucentrenderables "1"
    r_drawtranslucentworld "1"
    r_drawvgui "1" // Enable the rendering of vgui panels
    r_drawviewmodel "1"
    r_drawworld "1" // Render the world.
    r_dscale_basefov "90"
    r_dscale_fardist "2000"
    r_dscale_farscale "4"
    r_dscale_neardist "100"
    r_dscale_nearscale "1"
    r_dynamic "1"
    r_dynamiclighting "1"
    r_emulategl "0"
    r_entityclips "1"
    r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
    r_eyemove "1"
    r_eyes "1"
    r_eyeshift_x "0"
    r_eyeshift_y "0"
    r_eyeshift_z "0"
    r_eyesize "0"
    r_eyewaterepsilon "10"
    r_farz "30000" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
    r_fastzreject "0" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
    r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
    r_flashlightambient "0"
    r_flashlightclip "0"
    r_flashlightconstant "0"
    r_flashlightculldepth "1"
    r_flashlightdepthres "1024"
    r_flashlightdepthtexture "1"
    r_flashlightdrawclip "0"
    r_flashlightdrawdepth "0"
    r_flashlightdrawfrustum "0"
    r_flashlightdrawfrustumbbox "0"
    r_flashlightdrawsweptbbox "0"
    r_flashlightfar "750"
    r_flashlightfov "45"
    r_flashlightladderdist "40"
    r_flashlightlinear "100"
    Garry's Mod Console Commands Part XIV
    r_flashlightlockposition "0"
    r_flashlightmodels "1"
    r_flashlightnear "4"
    r_flashlightnodraw "0"
    r_flashlightoffsetx "10"
    r_flashlightoffsety "-20"
    r_flashlightoffsetz "24"
    r_flashlightquadratic "0"
    r_flashlightrender "1"
    r_flashlightrendermodels "1"
    r_flashlightrenderworld "1"
    r_flashlightscissor "0"
    r_flashlightshadowatten "0"
    r_flashlightupdatedepth "1"
    r_flashlightvisualizetrace "0"
    r_flex "1"
    r_flushlod // Flush and reload LODs.
    r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
    r_frustumcullworld "1"
    r_glint_alwaysdraw "0"
    r_glint_procedural "0"
    r_hunkalloclightmaps "0"
    r_hwmorph "1"
    r_itemblinkmax "0"
    r_itemblinkrate "4"
    r_JeepFOV "90"
    r_JeepViewBlendTo "0"
    r_JeepViewBlendToScale "0"
    r_JeepViewBlendToTime "1"
    r_lightaverage "1" // Activates/deactivate light averaging
    r_lightcachecenter "1"
    r_lightcachemodel "-1"
    r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
    r_lightcache_zbuffercache "0"
    r_lightinterp "5" // 0 turns off interpolation
    r_lightmap "-1"
    r_lightstyle "-1"
    r_lightwarpidentity "0"
    r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
    r_lod "-1"
    r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
    r_maxdlights "32"
    r_maxmodeldecal "50"
    r_maxnewsamples "6"
    r_maxsampledist "128"
    r_minnewsamples "3"
    r_modelwireframedecal "0"
    r_newflashlight "1"
    r_nohw "0"
    r_norefresh "0"
    r_nosw "0"
    r_novis "0" // Turn off the PVS.
    r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
    r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
    r_occludermincount "0" // no matter how big they are.
    r_occlusion "1" // Activate/deactivate the occlusion system.
    r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
    r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
    r_overlayfadeenable "0"
    r_overlayfademax "2000"
    r_overlayfademin "1750"
    r_overlaywireframe "0"
    r_particle_sim_spike_threshold_ms "5"
    r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
    r_PhysPropStaticLighting "1"
    r_pixelfog "1"
    r_pixelvisibility_partial "1"
    r_pixelvisibility_spew "0"
    r_pix_recordframes "0"
    r_pix_start "0"
    r_portalsopenall "0" // Open all portals
    r_PortalTestEnts "1" // Clip entities against portal frustums.
    r_printdecalinfo
    r_projectedtexture_filter "1"
    r_proplightingfromdisk "1" // 2=Show Errors
    r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
    r_propsmaxdist "1200" // Maximum visible distance
    r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
    r_queued_post_processing "0"
    r_queued_ropes "1"
    r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
    r_rainalpha "0"
    r_rainalphapow "0"
    r_raindensity "0"
    r_RainHack "0"
    r_rainlength "0"
    r_RainProfile "0" // Enable/disable rain profiling.
    r_RainRadius "1500"
    r_RainSideVel "130" // How much sideways velocity rain gets.
    r_RainSimulate "1" // Enable/disable rain simulation.
    r_rainspeed "600"
    r_RainSplashPercentage "20"
    r_rainwidth "0"
    r_randomflex "0"
    r_renderoverlayfragment "1"
    r_rimlight "1"
    r_rootlod "0" // Root LOD
    r_ropetranslucent "1"
    r_screenfademaxsize "0"
    r_screenfademinsize "0"
    r_screenoverlay // Draw specified material as an overlay
    r_sequence_debug "0"
    r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
    r_shadowangles // Set shadow angles
    r_shadowblobbycutoff // some shadow stuff
    r_shadowcolor // Set shadow color
    r_shadowdir // Set shadow direction
    r_shadowdist // Set shadow distance
    r_shadowids "0"
    r_shadowmaxrendered "32"
    r_shadowrendertotexture "1"
    r_shadows "1"
    r_shadows_gamecontrol "-1"
    r_shadowwireframe "0"
    r_showenvcubemap "0"
    r_ShowViewerArea "0"
    r_showz_power "1"
    r_skin "0"
    r_skybox "1" // Enable the rendering of sky boxes
    r_snapportal "-1"
    r_SnowColorBlue "200" // Snow.
    r_SnowColorGreen "175" // Snow.
    r_SnowColorRed "150" // Snow.
    r_SnowDebugBox "0" // Snow Debug Boxes.
    r_SnowEnable "1" // Snow Enable
    r_SnowEndAlpha "255" // Snow.
    r_SnowEndSize "0" // Snow.
    r_SnowFallSpeed "1" // Snow fall speed scale.
    r_SnowInsideRadius "256" // Snow.
    r_SnowOutsideRadius "1024" // Snow.
    r_SnowParticles "500" // Snow.
    r_SnowPosScale "1" // Snow.
    r_SnowRayEnable "1" // Snow.
    r_SnowRayLength "8192" // Snow.
    r_SnowRayRadius "256" // Snow.
    r_SnowSpeedScale "1" // Snow.
    r_SnowStartAlpha "25" // Snow.
    r_SnowStartSize "1" // Snow.
    r_SnowWindScale "0" // Snow.
    r_SnowZoomOffset "384" // Snow.
    r_SnowZoomRadius "512" // Snow.
    r_spray_lifetime "2" // Number of rounds player sprays are visible
    r_sse2 // Enable/disable SSE2 code
    r_sse_s "1" // sse ins for particle sphere create
    r_staticpropinfo "0"
    r_staticprop_lod "-1"
    r_studio_stats "0"
    r_studio_stats_lock "0" // Lock the current studio stats entity selection
    r_studio_stats_mode "0" // Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapon held by player under your cr
    r_swingflashlight "1"
    r_teeth "1"
    r_threaded_client_shadow_manager "0"
    r_threaded_particles "1"
    r_threaded_renderables "0"
    r_unloadlightmaps "0"
    r_updaterefracttexture "1"
    r_vehicleBrakeRate "1"
    r_VehicleViewClamp "1"
    r_VehicleViewDampen "0"
    r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
    r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
    r_visualizelighttraces "0"
    r_visualizelighttracesshowfulltrace "0"
    r_visualizeproplightcaching "0"
    r_visualizetraces "0"
    r_WaterDrawReflection "1" // Enable water reflection
    r_WaterDrawRefraction "1" // Enable water refraction
    r_waterforceexpensive "1"
    r_waterforcereflectentities "0"
    r_worldlightmin "0"
    r_worldlights "4" // number of world lights to use per vertex
    r_worldlistcache "1"
    save // Saves current game.
    save_async "1"
    save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
    save_console "0" // Autosave on the PC behaves like it does on the consoles.
    save_disable "0"
    save_finish_async
    save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
    save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
    save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
    save_noxsave "0"
    save_screenshot "1" // 2 = always
    save_spew "0"
    say // Display player message
    say_team // Display player message to team
    sbox_godmode "1"
    sbox_maxballoons "20"
    sbox_maxbuttons "50"
    sbox_maxdynamite "10"
    sbox_maxeffects "50"
    sbox_maxemitters "20"
    sbox_maxhoverballs "50"
    sbox_maxlamps "5"
    sbox_maxlights "5"
    sbox_maxnpcs "0"
    sbox_maxprops "100"
    sbox_maxragdolls "2"
    sbox_maxsents "512"
    sbox_maxspawners "2"
    sbox_maxthrusters "50"
    sbox_maxturrets "4"
    sbox_maxvehicles "3"
    sbox_maxwheels "50"
    sbox_noclip "1"
    sbox_plpldamage "1"
    sbox_weapons "1"
    sb_mod_suggested_maxplayers "0"
    sb_quick_list_bit_field "-1"
    sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
    scene_async_prefetch_spew "0" // Display async .ani file loading info.
    scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think.
    scene_clientflex "1" // Do client side flex animation.
    scene_flatturn "1"
    scene_flush // Flush all .vcds from the cache and reload from disk.
    scene_forcecombined "0" // force use of combined .wav files even in english.
    scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
    Garry's Mod Console Commands Part XV
    scene_print "0" // print timing and event info to console.
    scene_showfaceto "0" // show the directions of faceto events.
    scene_showlook "0" // show the directions of look events.
    scene_showmoveto "0" // show the end location.
    scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
    SchoolMe
    screenshot // Take a screenshot.
    scr_centertime "2"
    sd
    se
    sensitivity "10" // Mouse sensitivity.
    servercfgfile "0"
    server_game_time // Gives the game time in seconds (servers curtime)
    setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
    setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
    setinfo // Adds a new user info value
    setpause // Set the pause state of the server.
    setpos // Move player to specified origin (must have sv_cheats).
    setpos_exact // Move player to an exact specified origin (must have sv_cheats).
    shake // Shake the screen.
    shake_show "0" // Displays a list of the active screen shakes.
    shake_stop // Stops all active screen shakes.
    showbudget_texture "0" // Enable the texture budget panel.
    showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
    showbudget_texture_global_sum "256"
    showconsole // Show the console.
    showhitlocation "0"
    showinfo // Shows a info panel: <type> <title> <message> [<command number>]
    showpanel // Shows a viewport panel <name>
    showparticlecounts "0" // Display number of particles drawn per frame
    showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res
    showsniperdist "0"
    showsniperlines "0"
    showtriggers "0" // Shows trigger brushes
    showtriggers_toggle // Toggle show triggers
    simple_bot_add // Add a simple bot.
    singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
    skill "1" // Game skill level (1-3).
    sk_advisor_health "0"
    sk_airboat_drain_rate "10"
    sk_airboat_max_ammo "100"
    sk_airboat_recharge_rate "15"
    sk_allow_autoaim "1"
    sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
    sk_ammo_qty_scale1 "1"
    sk_ammo_qty_scale2 "1"
    sk_ammo_qty_scale3 "0"
    sk_antlionguard_dmg_charge "0"
    sk_antlionguard_dmg_shove "0"
    sk_antlionguard_health "0"
    sk_antlion_air_attack_dmg "0"
    sk_antlion_health "0"
    sk_antlion_jump_damage "0"
    sk_antlion_swipe_damage "0"
    sk_antlion_worker_burst_damage "50" // How much damage is inflicted by an antlion workers death explosion.
    sk_antlion_worker_burst_radius "160" // Effect radius of an antlion workers death explosion.
    sk_antlion_worker_health "60" // will use base antlion hitpoints.
    sk_antlion_worker_spit_grenade_dmg "20" // Total damage done by an individual antlion worker loogie.
    sk_antlion_worker_spit_grenade_poison_ratio "0" // Percentage of an antlion workers spit damage done as poison (which regenerates)
    sk_antlion_worker_spit_grenade_radius "40" // Radius of effect for an antlion worker spit grenade.
    sk_antlion_worker_spit_speed "600" // Speed at which an antlion spit grenade travels.
    sk_apc_health "750"
    sk_apc_missile_damage "15"
    sk_autoaim_mode "1"
    sk_autoaim_scale1 "1"
    sk_autoaim_scale2 "1"
    sk_auto_reload_time "3"
    sk_barnacle_health "0"
    sk_barney_health "0"
    sk_battery "0"
    sk_bullseye_health "0"
    sk_bullsquid_dmg_bite "0"
    sk_bullsquid_dmg_whip "0"
    sk_bullsquid_health "0"
    sk_citizen_giveammo_player_delay "10"
    sk_citizen_health "0"
    sk_citizen_heal_ally "30"
    sk_citizen_heal_ally_delay "20"
    sk_citizen_heal_ally_min_pct "0"
    sk_citizen_heal_player "25"
    sk_citizen_heal_player_delay "25"
    sk_citizen_heal_player_min_forced "10"
    sk_citizen_heal_player_min_pct "0"
    sk_citizen_player_stare_dist "72"
    sk_citizen_player_stare_time "1"
    sk_citizen_stare_heal_time "5"
    sk_combineball_guidefactor "0"
    sk_combineball_seek_angle "15"
    sk_combineball_seek_kill "0"
    sk_combine_ball_search_radius "512"
    sk_combine_guard_health "0"
    sk_combine_guard_kick "0"
    sk_combine_s_health "0"
    sk_combine_s_kick "0"
    sk_controller_dmgball "3"
    sk_controller_dmgzap "15"
    sk_controller_health "60"
    sk_controller_speedball "650"
    sk_crowbar_lead_time "0"
    sk_crow_health "1"
    sk_crow_melee_dmg "0"
    sk_dmg_homer_grenade "0"
    sk_dmg_inflict_scale1 "1"
    sk_dmg_inflict_scale2 "1"
    sk_dmg_inflict_scale3 "0"
    sk_dmg_pathfollower_grenade "0"
    sk_dmg_sniper_penetrate_npc "0"
    sk_dmg_sniper_penetrate_plr "0"
    sk_dmg_take_scale1 "0"
    sk_dmg_take_scale2 "1"
    sk_dmg_take_scale3 "1"
    sk_dropship_container_health "750"
    sk_dynamic_resupply_modifier "1"
    sk_env_headcrabcanister_shake_amplitude "50"
    sk_env_headcrabcanister_shake_radius "1024"
    sk_env_headcrabcanister_shake_radius_vehicle "2500"
    sk_fraggrenade_radius "0"
    sk_gargantua_dmg_fire "3"
    sk_gargantua_dmg_slash "10"
    sk_gargantua_dmg_stomp "50"
    sk_gargantua_health "800"
    sk_grubnugget_enabled "1"
    sk_grubnugget_health_large "6"
    sk_grubnugget_health_medium "4"
    sk_grubnugget_health_small "1"
    sk_gunship_burst_dist "768"
    sk_gunship_burst_min "800"
    sk_gunship_burst_size "15"
    sk_gunship_health_increments "0"
    sk_hassassin_health "50"
    sk_headcrab_dmg_bite "10"
    sk_headcrab_fast_health "0"
    sk_headcrab_health "0"
    sk_headcrab_melee_dmg "0"
    sk_headcrab_poison_health "0"
    sk_headcrab_poison_npc_damage "0"
    sk_healthcharger "0"
    sk_healthkit "0"
    sk_healthvial "0"
    sk_helicopter_burstcount "12" // the longer the firing is
    sk_helicopter_drone_speed "450" // How fast does the zapper drone move?
    sk_helicopter_firingcone "20" // The angle in degrees of the cone in which the shots will be fired
    sk_helicopter_grenadedamage "25" // The amount of damage the helicopter grenade deals.
    sk_helicopter_grenadeforce "55000" // The physics force that the helicopter grenade exerts.
    sk_helicopter_grenaderadius "275" // The damage radius of the helicopter grenade.
    sk_helicopter_grenade_puntscale "1" // scale its velocity by this much.
    sk_helicopter_health "5600"
    sk_helicopter_num_bombs1 "3"
    sk_helicopter_num_bombs2 "5"
    sk_helicopter_num_bombs3 "5"
    sk_helicopter_roundsperburst "5" // How many shots to fire in a single burst
    sk_homer_grenade_radius "0"
    sk_hunter_buckshot_damage_scale "0"
    sk_hunter_bullet_damage_scale "0"
    sk_hunter_charge_damage_scale "2"
    sk_hunter_citizen_damage_scale "0"
    sk_hunter_dmg_charge "20"
    sk_hunter_dmg_flechette "4"
    sk_hunter_dmg_from_striderbuster "150"
    sk_hunter_dmg_one_slash "20"
    sk_hunter_flechette_explode_dmg "12"
    sk_hunter_flechette_explode_radius "128"
    sk_hunter_health "210"
    sk_hunter_vehicle_damage_scale "2"
    sk_ichthyosaur_health "0"
    sk_ichthyosaur_melee_dmg "0"
    sk_islave_dmg_claw "8"
    sk_islave_dmg_clawrake "25"
    sk_islave_dmg_zap "15"
    sk_jeep_gauss_damage "15"
    sk_manhack_health "0"
    sk_manhack_melee_dmg "0"
    sk_manhack_v2 "1"
    sk_max_357 "0"
    sk_max_alyxgun "0"
    sk_max_ar2 "0"
    sk_max_ar2_altfire "0"
    sk_max_buckshot "0"
    sk_max_crossbow "0"
    sk_max_gauss_round "0"
    sk_max_grenade "0"
    sk_max_pistol "0"
    sk_max_rpg_round "0"
    sk_max_smg1 "0"
    sk_max_smg1_grenade "0"
    sk_max_sniper_round "0"
    sk_metropolice_health "0"
    sk_metropolice_simple_health "26"
    sk_metropolice_stitch_along_hitcount "2"
    sk_metropolice_stitch_at_hitcount "1"
    sk_metropolice_stitch_behind_hitcount "3"
    sk_metropolice_stitch_distance "1000"
    sk_metropolice_stitch_reaction "1"
    sk_metropolice_stitch_tight_hitcount "2"
    sk_nihilanth_health "800"
    sk_nihilanth_zap "30"
    sk_npc_arm "1"
    sk_npc_chest "1"
    sk_npc_dmg_357 "0"
    sk_npc_dmg_airboat "0"
    sk_npc_dmg_alyxgun "0"
    sk_npc_dmg_ar2 "0"
    sk_npc_dmg_buckshot "0"
    sk_npc_dmg_combineball "15"
    sk_npc_dmg_crossbow "0"
    sk_npc_dmg_crowbar "0"
    sk_npc_dmg_dropship "5" // Dropship container cannon damage.
    sk_npc_dmg_fraggrenade "0"
    sk_npc_dmg_grenade "0"
    sk_npc_dmg_gunship "0"
    sk_npc_dmg_gunship_to_plr "0"
    sk_npc_dmg_helicopter "6" // Damage helicopter shots deal to everything but the player
    sk_npc_dmg_helicopter_to_plr "3" // Damage helicopter shots deal to the player
    sk_npc_dmg_pistol "0"
    sk_npc_dmg_rpg_round "0"
    sk_npc_dmg_satchel "0"
    sk_npc_dmg_smg1 "0"
    sk_npc_dmg_smg1_grenade "0"
    sk_npc_dmg_sniper_round "0"
    sk_npc_dmg_stunstick "0"
    sk_npc_dmg_tripmine "0"
    sk_npc_head "2"
    sk_npc_leg "1"
    sk_npc_stomach "1"
    Garry's Mod Console Commands Part XVI
    sk_pathfollower_grenade_radius "0"
    sk_player_arm "1"
    sk_player_chest "1"
    sk_player_head "2"
    sk_player_leg "1"
    sk_player_stomach "1"
    sk_plr_dmg_357 "0"
    sk_plr_dmg_airboat "0"
    sk_plr_dmg_alyxgun "0"
    sk_plr_dmg_ar2 "0"
    sk_plr_dmg_buckshot "0"
    sk_plr_dmg_crossbow "0"
    sk_plr_dmg_crowbar "0"
    sk_plr_dmg_fraggrenade "0"
    sk_plr_dmg_grenade "0"
    sk_plr_dmg_pistol "0"
    sk_plr_dmg_rpg_round "0"
    sk_plr_dmg_satchel "0"
    sk_plr_dmg_smg1 "0"
    sk_plr_dmg_smg1_grenade "0"
    sk_plr_dmg_sniper_round "0"
    sk_plr_dmg_stunstick "0"
    sk_plr_dmg_tripmine "0"
    sk_plr_grenade_drop_time "30"
    sk_plr_health_drop_time "30"
    sk_plr_num_shotgun_pellets "7"
    sk_rollermine_shock "0"
    sk_rollermine_stun_delay "1"
    sk_rollermine_vehicle_intercept "1"
    sk_satchel_radius "0"
    sk_scanner_dmg_dive "0"
    sk_scanner_health "0"
    sk_smg1_grenade_radius "0"
    sk_stalker_health "0"
    sk_stalker_melee_dmg "0"
    sk_striderbuster_magnet_multiplier "2"
    sk_strider_health "350"
    sk_strider_num_missiles1 "5"
    sk_strider_num_missiles2 "7"
    sk_strider_num_missiles3 "7"
    sk_suitcharger "0"
    sk_suitcharger_citadel "0"
    sk_suitcharger_citadel_maxarmor "0"
    sk_tripmine_radius "0"
    sk_vortigaunt_armor_charge "30"
    sk_vortigaunt_armor_charge_per_token "5"
    sk_vortigaunt_dmg_claw "0"
    sk_vortigaunt_dmg_rake "0"
    sk_vortigaunt_dmg_zap "0"
    sk_vortigaunt_health "0"
    sk_vortigaunt_vital_antlion_worker_dmg "0" // Vital-ally vortigaunts scale damage taken from antlion workers by this amount.
    sk_vortigaunt_zap_range "100" // Range of vortigaunts ranged attack (feet)
    sk_weapon_ar2_alt_fire_duration "4"
    sk_weapon_ar2_alt_fire_mass "150"
    sk_weapon_ar2_alt_fire_radius "10"
    sk_zombie_dmg_both_slash "0"
    sk_zombie_dmg_one_slash "0"
    sk_zombie_health "0"
    sk_zombie_poison_dmg_spit "0"
    sk_zombie_poison_health "0"
    sk_zombie_soldier_health "0"
    slot0
    slot1
    slot10
    slot2
    slot3
    slot4
    slot5
    slot6
    slot7
    slot8
    slot9
    smoke_trail "1"
    smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
    snapto
    sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
    snd_async_flush // Flush all unlocked async audio data
    snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives).
    snd_async_minsize "262144"
    snd_async_showmem // Show async memory stats
    snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
    snd_async_stream_spew "0" // 2=buffers
    snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
    snd_defer_trace "1"
    snd_delay_sound_shift "0"
    snd_disable_mixer_duck "0"
    snd_duckerattacktime "0"
    snd_duckerreleasetime "2"
    snd_duckerthreshold "0"
    snd_ducktovolume "0"
    snd_dumpclientsounds // Dump sounds to VXConsole
    snd_foliage_db_loss "4"
    snd_gain "1"
    snd_gain_max "1"
    snd_gain_min "0"
    snd_legacy_surround "0"
    snd_lockpartial "1"
    snd_mixahead "0"
    snd_mix_async "0"
    snd_musicvolume "1" // Music volume
    snd_mute_losefocus "1"
    snd_noextraupdate "0"
    snd_obscured_gain_dB "0"
    snd_pitchquality "1"
    snd_profile "0"
    snd_rebuildaudiocache // level caches) from reslists
    snd_refdb "60"
    snd_refdist "36"
    snd_restart // Restart sound system.
    snd_show "0" // Show sounds info
    snd_showclassname "0"
    snd_showmixer "0"
    snd_showstart "0"
    snd_ShowThreadFrameTime "0"
    snd_soundmixer "0"
    snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
    snd_surround_speakers "2"
    snd_visualize "0" // Show sounds location in world
    snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
    snd_vox_globaltimeout "300"
    snd_vox_sectimetout "300"
    snd_vox_seqtimetout "300"
    snd_writemanifest // outputs the precache manifest for the current level
    sniperspeak "0"
    sniperviewdist "35"
    sniper_xbox_delay "1"
    soundfade // Fade client volume.
    soundinfo // Describe the current sound device.
    soundlist // List all known sounds.
    soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
    soundscape_debug "0" // red lines show soundscapes that ar
    soundscape_dumpclient // Dumps the clients soundscape data.
    soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
    soundscape_flush // Flushes the server & client side soundscapes
    spawnicon_disablepreload "0" // Set to 1 to disable preloading
    speak // Play a constructed sentence.
    spec_autodirector "1" // Auto-director chooses best view modes while spectating
    spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
    spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
    spec_freeze_time "4" // Time spend frozen in observer freeze cam.
    spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
    spec_pos // dump position and angles to the console
    spec_scoreboard "0"
    spec_track "0" // Tracks an entity in spec mode
    spike // generates a fake spike
    startdemos // Play demos in demo sequence.
    startmovie // Start recording movie frames.
    startupmenu // and were not in developer
    star_memory // Dump memory stats
    stats // Prints server performance variables
    status // Display map and connection status.
    step_spline "0"
    stop // Finish recording demo.
    stopdemo // Stop playing back a demo.
    stopsound
    stopsounds // Stops all sounds..
    stopsoundscape // Stops all soundscape processing and fades current looping sounds
    striderbuster_allow_all_damage "0" // If set to 1 the bomb will detonate on any damage taken. Otherwise only the player may trigger it.
    striderbuster_autoaim_radius "64"
    striderbuster_debugseek "0"
    striderbuster_die_detach "1"
    striderbuster_dive_force "-200"
    striderbuster_falloff_power "4" // Order of the distance falloff. 1 = linear 2 = quadratic
    striderbuster_health "14"
    striderbuster_leg_stick_dist "80" // the max distance from the head at which it sticks anyway.
    striderbuster_magnetic_force_hunter "1750000" // Intensity of magnades attraction to a hunter.
    striderbuster_magnetic_force_strider "750000" // Intensity of magnades attraction to a strider.
    striderbuster_shot_velocity "2500" // Speed at which launch the bomb from the physcannon
    striderbuster_use_particle_flare "1"
    strider_always_use_procedural_height "0"
    strider_ar2_altfire_dmg "25"
    strider_distributed_fire "1"
    strider_eyepositions "0"
    strider_free_knowledge "0"
    strider_free_pass_after_escorts_dead "2"
    strider_free_pass_cover_dist "120"
    strider_free_pass_duration "2"
    strider_free_pass_move_tolerance "320"
    strider_free_pass_refill_rate "0"
    strider_free_pass_start_time "3"
    strider_free_pass_tolerance_after_escorts_dead "600"
    strider_idle_test "0"
    strider_immolate "0"
    strider_missile_suppress_dist "240"
    strider_missile_suppress_time "3"
    strider_pct_height_no_crouch_move "90"
    strider_peek_eye_dist "1"
    strider_peek_eye_dist_z "4"
    strider_peek_time "0"
    strider_peek_time_after_damage "4"
    strider_show_cannonlos "0"
    strider_show_focus "0"
    strider_show_weapon_los_condition "0"
    strider_show_weapon_los_z "0"
    strider_test_height "0"
    stringtabletotals // Size of all string tables
    stringtabletotals // Size of all string tables
    studio_queue_mode "1"
    stuffcmds // Parses and stuffs command line + commands to command buffer.
    suitvolume "0"
    surfaceprop // Reports the surface properties at the cursor
    sv_accelerate "10"
    sv_airaccelerate "10"
    sv_allowdownload "1" // Allow clients to download files
    sv_allowupload "1" // Allow clients to upload customizations files
    sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.
    sv_allow_voice_from_file "0" // Allow or disallow clients from using voice_inputfromfile on this server.
    sv_allow_votes "1" // Allow voting?
    sv_alltalk "0" // no team restrictions
    Garry's Mod Console Commands Part XVII
    sv_alternateticks "0" // server only simulates entities on even numbered ticks.
    sv_autojump "0"
    sv_autoladderdismount "1" // Automatically dismount from ladders when you reach the end (dont have to +USE).
    sv_autosave "0" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
    sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
    sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
    sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
    sv_bonus_map_challenge_update // Updates a bonus map challenge score.
    sv_bonus_map_complete // Completes a bonus map.
    sv_bonus_map_unlock // Locks a bonus map.
    sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
    sv_cheats "1" // Allow cheats on server
    sv_clearhinthistory // Clear memory of server side hints displayed to the player.
    sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
    sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
    sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
    sv_client_predict "1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
    sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
    sv_consistency "1" // Whether the server enforces file consistency for critical files
    sv_contact "0" // Contact email for server sysop
    sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
    sv_debugtempentities "0" // Show temp entity bandwidth usage.
    sv_debug_player_use "0" // Green box=radius success
    sv_defaultdeployspeed "4"
    sv_defaultgamemode "0" // The default gamemode
    sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
    sv_deltatime "0" // Enable profiling of CalcDelta calls
    sv_disable_querycache "0" // debug - disable trace query cache
    sv_downloadurl "0" // Location from which clients can download missing files
    sv_dumpstringtables "0"
    sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
    sv_filterban "1" // Set packet filtering by IP mode
    sv_footsteps "1" // Play footstep sound for players
    sv_forcepreload "0" // Force server side preloading.
    sv_friction "8" // World friction.
    sv_gamemode "0" // The current gamemode name
    sv_gamemodeoverride "0" // Gamemode to override.
    sv_gravity "600" // World gravity.
    sv_hudhint_sound "1"
    sv_infinite_aux_power "0"
    sv_ladderautomountdot "0" // this is the tolerance for looking now directly along the ladder axis.
    sv_ladder_useonly "0" // ladders can only be mounted by pressing +USE
    sv_lan "0" // no non-class C addresses )
    sv_loadingurl "0" // URL to show to clients while joining the server
    sv_logbans "0" // Log server bans in the server logs.
    sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
    sv_logdownloadlist "1"
    sv_logecho "1" // Echo log information to the console.
    sv_logfile "1" // Log server information in the log file.
    sv_logflush "0" // Flush the log file to disk on each write (slow).
    sv_logsdir "0" // Folder in the game directory where server logs will be stored.
    sv_logsecret "0" // not usual 0x52)
    sv_log_onefile "0" // Log server information to only one file.
    sv_lowedict_action "0" // 4 - go to the next ma
    sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action.
    sv_massreport "0"
    sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
    sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.
    sv_maxplayers "8" // This is a hack around the fact that maxplayers isnt a real convar.
    sv_maxrate "0" // 0 == unlimited
    sv_maxreplay "0" // Maximum replay time in seconds
    sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.
    sv_maxupdaterate "66" // Maximum updates per second that the server will allow
    sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
    sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address.
    sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere.
    sv_max_connects_window "4" // Window over which to average connections per second averages.
    sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
    sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.
    sv_max_queries_window "30" // Window over which to average queries per second averages.
    sv_max_usercmd_future_ticks "12" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
    sv_memlimit "0" // the server wi
    sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
    sv_minrate "3500" // 0 == unlimited
    sv_minupdaterate "10" // Minimum updates per second that the server will allow
    sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change
    sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow
    sv_noclipaccelerate "5"
    sv_noclipduringpause "0" // etc.).
    sv_noclipspeed "5"
    sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
    sv_parallel_packentities "1"
    sv_parallel_sendsnapshot "1"
    sv_passengersalwaysvisible "1"
    sv_password "0" // Server password for entry into multiplayer games
    sv_pausable "0" // Is the server pausable.
    sv_playerforcedupdate "10"
    sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history
    sv_playerpickupallowed "1" // Allow the player to pick things up using the USE key
    sv_precacheinfo // Show precache info.
    sv_pure // Show user data.
    sv_pure_kick_clients "1" // it will issue a warning to the client.
    sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
    sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
    sv_querycache_stats // Display status of the query cache (client only)
    sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
    sv_rcon_log "1" // Enable/disable rcon logging.
    sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
    sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
    sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet
    sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
    sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
    sv_region "-1" // The region of the world to report this server in.
    sv_restrict_aspect_ratio_fov "1" // This can be used to limit the effective FOV of users using wide-screen resolutions with aspect ratios wider than 1.85:1 (slight
    sv_robust_explosions "1"
    sv_rollangle "0" // Max view roll angle
    sv_rollspeed "200"
    sv_scriptenforcer "0" // Enforce script consistency
    sv_scriptenforcer_initialkick "0" // Kick for initial SE check failure
    sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
    sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
    sv_show_crosshair_target "0"
    sv_shutdown // Sets the server to shutdown next time its empty
    Garry''s Mod Console Commands Part XVIII
    sv_skyname "0" // Current name of the skybox texture
    sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
    sv_specaccelerate "5"
    sv_specnoclip "1"
    sv_specspeed "3"
    sv_stats "1" // Collect CPU usage stats
    sv_steamblockingcheck "0" // 3 >= dr
    sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
    sv_stickysprint "0"
    sv_stickysprint_default "0"
    sv_stopspeed "50" // Minimum stopping speed when on ground.
    sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
    sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
    sv_teststepsimulation "1"
    sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu
    sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
    sv_timeout "180" // the client is dropped
    sv_turbophysics "0" // Turns on turbo physics
    sv_unlockedchapters "19" // Highest unlocked game chapter.
    sv_usermessage_maxsize "1024" // The max number of bytes to output per tick
    sv_use_steam_voice "1" // voice_inputfromfile will no longer function).
    sv_vehicle_autoaim_scale "8"
    sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
    sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
    sv_voiceenable "1"
    sv_vote_allow_spectators "0" // Allow spectators to vote?
    sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
    sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
    sv_wateraccelerate "10"
    sv_waterfriction "1"
    systemlinkport "27030" // System Link port
    sys_minidumpexpandedspew "1"
    sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
    template_debug "0"
    testhudanim // Test a hud element animation. Arguments: <anim name>
    testscript_debug "0" // Debug test scripts.
    Test_CreateEntity
    test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
    Test_EHandle
    test_entity_blocker // Test command that drops an entity blocker out in front of the player.
    test_freezeframe // Test the freeze frame code.
    Test_InitRandomEntitySpawner
    test_massive_dmg "30"
    test_massive_dmg_clip "0"
    Test_ProxyToggle_EnableProxy
    Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
    Test_ProxyToggle_SetValue
    Test_RandomizeInPVS
    Test_RandomPlayerPosition
    Test_RemoveAllRandomEntities
    Test_SpawnRandomEntities
    texture_budget_background_alpha "128" // how translucent the budget panel is
    texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
    texture_budget_panel_global "0" // Show global times in the texture budget panel.
    texture_budget_panel_height "284" // height in pixels of the budget panel
    texture_budget_panel_width "512" // width in pixels of the budget panel
    texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
    texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
    tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak
    tf_arena_preround_time "10" // Length of the Pre-Round time
    tf_arena_round_time "0"
    tf_arena_use_queue "1" // Enables the spectator queue system for Arena.
    tf_escort_recede_time "30"
    tf_escort_recede_time_overtime "5"
    tf_escort_score_rate "1" // in points per second
    tf_matprox_BurnLevel "0"
    tf_matprox_InvulnLevel "0"
    tf_matprox_spy_invis "0"
    tf_matprox_YellowLevel "1"
    tf_show_train_path "0"
    think_limit "10" // warning is printed if this is exceeded.
    thirdperson // Switch to thirdperson camera.
    thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
    thirdperson_platformer "0" // Player will aim in the direction they are moving.
    thirdperson_screenspace "0" // eg: left means screen-left
    threadpool_affinity "1" // Enable setting affinity
    thumper_show_radius "0" // advisor will use her custom impact damage table.
    timedemo // Play a demo and report performance info.
    timedemoquit // and then exit
    timerefresh // Profile the renderer.
    toggle // or cycles through a set of values.
    toggleconsole // Show/hide the console.
    toggle_duck // Toggles duck
    toggle_zoom // Toggles zoom display
    toybox_entity // Spawn a test entity from a local file
    toybox_save // Save a game onto the cloud
    toybox_weapon // Spawn a test weapon from a local file
    tracer_extra "1"
    trace_report "0"
    tv_allow_camera_man "1" // Auto director allows spectators to become camera man
    tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
    tv_autorecord "0" // Automatically records all games as SourceTV demos.
    tv_autoretry "1" // Relay proxies retry connection after network timeout
    tv_chatgroupsize "0" // Set the default chat group size
    tv_chattimelimit "8" // Limits spectators to chat only every n seconds
    tv_clients // Shows list of connected SourceTV clients.
    tv_debug "0" // SourceTV debug info.
    tv_delay "30" // SourceTV broadcast delay in seconds
    tv_delaymapchange "0" // Delays map change until broadcast is complete
    tv_deltacache "2" // Enable delta entity bit stream cache
    tv_dispatchmode "1" // 2=always
    tv_enable "0" // Activates SourceTV on server.
    tv_maxclients "128" // Maximum client number on SourceTV server.
    tv_maxrate "8000" // 0 == unlimited
    tv_msg // Send a screen message to all clients.
    tv_name "0" // SourceTV host name
    tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
    tv_overridemaster "0" // Overrides the SourceTV master root address.
    tv_password "0" // SourceTV password for all clients
    tv_port "27020" // Host SourceTV port
    tv_relay // Connect to SourceTV server and relay broadcast.
    tv_relaypassword "0" // SourceTV password for relay proxies
    tv_relayvoice "1" // 1=on
    tv_retry // Reconnects the SourceTV relay proxy.
    tv_snapshotrate "16" // Snapshots broadcasted per second
    tv_status // Show SourceTV server status.
    tv_stop // Stops the SourceTV broadcast.
    tv_stoprecord // Stops SourceTV demo recording.
    tv_timeout "30" // SourceTV connection timeout in seconds.
    tv_title "0" // Set title for SourceTV spectator UI
    tv_transmitall "0" // Transmit all entities (not only director view)
    ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
    ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
    unbind // Unbind a key.
    unbindall // Unbind all keys.
    unbind_mac // Unbind a key on the Mac only.
    unpause // Unpause the game.
    updatemyinfo // Re-send your myinfo variables to the server
    use // Use a particular weapon Arguments: <weapon_name>
    user // Show user data.
    users // Show user info for players on server.
    user_context // Set a Rich Presence Context: user_context <context id> <context value>
    user_property // Set a Rich Presence Property: user_property <property id>
    vcollide_wireframe "0" // Render physics collision models in wireframe
    vcr_verbose "0" // Write extra information into .vcr file.
    vehicle_flushscript // Flush and reload all vehicle scripts
    version // Print version info string.
    vgui_allowhtml "1"
    vgui_drawfocus "0" // Report which panel is under the mouse.
    vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
    vgui_drawtree_bounds "0" // Show panel bounds.
    vgui_drawtree_clear
    vgui_drawtree_draw_selected "0" // Highlight the selected panel
    vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
    vgui_drawtree_hidden "0" // Draw the hidden panels.
    vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
    Garry's Mod Console Commands Part XIX
    vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
    vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
    vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
    vgui_drawtree_visible "1" // Draw the visible panels.
    vgui_luapaint "1"
    vgui_message_dialog_modal "1"
    vgui_togglepanel // show/hide vgui panel by name.
    video_quicktime_decode_gamma "0" // QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
    video_quicktime_encode_gamma "3" // QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
    viewmodel_fov "54"
    violence_ablood "1" // Draw alien blood
    violence_agibs "1" // Show alien gib entities
    violence_hblood "1" // Draw human blood
    violence_hgibs "1" // Show human gib entities
    voice_avggain "0"
    voice_clientdebug "0"
    voice_debugfeedback "0"
    voice_debugfeedbackfrom "0"
    voice_enable "1"
    voice_fadeouttime "0"
    voice_forcemicrecord "1"
    voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
    voice_loopback "0"
    voice_maxgain "10"
    voice_modenable "1" // Enable/disable voice in this mod.
    voice_overdrive "2"
    voice_overdrivefadetime "0"
    voice_printtalkers // voice debug.
    voice_profile "0"
    voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
    voice_scale "1"
    voice_serverdebug "0"
    voice_showchannels "0"
    voice_showincoming "0"
    voice_steal "2"
    voice_writevoices "0" // Saves each speakers voice data into separate .wav files
    volume "1" // Sound volume
    voxeltree_box // Vector(max)>.
    voxeltree_playerview // View entities in the voxel-tree at the player position.
    voxeltree_sphere // float(radius)>.
    voxeltree_view // View entities in the voxel-tree.
    vox_reload // Reload sentences.txt file
    vprof // Toggle VProf profiler
    vprof_adddebuggroup1 // add a new budget group dynamically for debugging
    vprof_cachemiss // Toggle VProf cache miss checking
    vprof_cachemiss_off // Turn off VProf cache miss checking
    vprof_cachemiss_on // Turn on VProf cache miss checking
    vprof_child
    vprof_collapse_all // Collapse the whole vprof tree
    vprof_counters "0"
    vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
    vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
    vprof_dump_spikes "0" // negative to reset after dump
    vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
    vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
    vprof_expand_all // Expand the whole vprof tree
    vprof_expand_group // Expand a budget group in the vprof tree by name
    vprof_generate_report // Generate a report to the console.
    vprof_generate_report_AI // Generate a report to the console.
    vprof_generate_report_AI_only // Generate a report to the console.
    vprof_generate_report_budget // Generate a report to the console based on budget group.
    vprof_generate_report_hierarchy // Generate a report to the console.
    vprof_generate_report_map_load // Generate a report to the console.
    vprof_graph "0" // Draw the vprof graph.
    vprof_graphheight "256"
    vprof_graphwidth "512"
    vprof_nextsibling
    vprof_off // Turn off VProf profiler
    vprof_on // Turn on VProf profiler
    vprof_parent
    vprof_playback_average // Average the next N frames.
    vprof_playback_start // Start playing back a recorded .vprof file.
    vprof_playback_step // step to the next tick.
    vprof_playback_stepback // step to the previous tick.
    vprof_playback_stop // Stop playing back a recorded .vprof file.
    vprof_prevsibling
    vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
    vprof_remote_stop // Stop an existing remote VProf data request
    vprof_reset // Reset the stats in VProf profiler
    vprof_reset_peaks // Reset just the peak time in VProf profiler
    vprof_scope "0" // Set a specific scope to start showing vprof tree
    vprof_scope_entity_gamephys "0"
    vprof_scope_entity_thinks "0"
    vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
    vprof_verbose "1" // Set to one to show average and peak times
    vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
    vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
    vtune // Controls VTunes sampling.
    v_centermove "0"
    v_centerspeed "500"
    v_ipitch_cycle "1"
    v_ipitch_level "0"
    v_iroll_cycle "0"
    v_iroll_level "0"
    v_iyaw_cycle "2"
    v_iyaw_level "0"
    weapon_showproficiency "0"
    windows_speaker_config "4"
    wipe_nav_attributes // Clear all nav attributes of selected area.
    writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
    writeip // Save the ban list to banned_ip.cfg.
    x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
    x360_resolution_height "480" // This is only used for reference. Changing this value does nothing
    x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing
    x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing
    x360_resolution_width "640" // This is only used for reference. Changing this value does nothing
    xbox_autothrottle "1"
    xbox_steering_deadzone "0"
    xbox_throttlebias "100"
    xbox_throttlespoof "200"
    xc_crouch_debounce "0"
    xc_crouch_range "0" // Percentarge [1..0] of joystick range to allow ducking within
    xc_uncrouch_on_jump "1" // Uncrouch when jump occurs
    xc_use_crouch_limiter "0" // Use the crouch limiting logic on the controller
    xload // Load a saved game from a 360 storage device.
    xlook
    xmove
    xsave // Saves current game to a 360 storage device.
    zombie_ambushdist "16000"
    zombie_basemax "100"
    zombie_basemin "100"
    zombie_changemax "0"
    zombie_changemin "0"
    zombie_decaymax "0"
    zombie_decaymin "0"
    zombie_moanfreq "1"
    zombie_stepfreq "4"
    zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
    _autosave // Autosave
    _autosavedangerous // AutoSaveDangerous
    _bugreporter_restart // Restarts bug reporter .dll
    _fov "0" // Automates fov command to server.
    _resetgamestats // Erases current game stats and writes out a blank stats file
    _restart // Shutdown and restart the engine.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Dumb Dumb x 5Funny Funny x 1 (list)

  20. Post #60
    Fluttershy Enthusiast
    thelurker1234's Avatar
    June 2011
    5,304 Posts
    At the very least link the list. And this thread is years old.