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Discussion DVAR List with Explanations

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CraigChrist8239

CraigChrist8239

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/**/ = Section of code that is removed. I tried to get every DVAR I could see but I might have left out some there :/

Please note, these are DVARs declared by the .xex, NOT all the ones that are declared at runtime. I did include two that I thought you guys might want to know about... These are how they are declared by IW. Enjoy...

.txt Download Link

Code:
aim_scale_view_axis						Scale the influence of each input axis so that the major axis has more influence on the control
aim_lockon_region_height				The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width					The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength						The amount of aim assistance given by the target lock on
aim_lockon_deflection					The amount of stick deflection for the lockon to activate
aim_lockon_debug						Turn on debugging info for aim lock on
aim_lockon_enabled						Aim lock on helps the player to stay on target
aim_automelee_range						The range of the auto melee
aim_automelee_region_height				The height of the auto melee region in virtual screen coordinates (0 - 480)
aim_automelee_region_width				The width of the auto melee region in virtual screen coordinates (0 - 640)
aim_automelee_lerp						The rate in degrees per second that the auto melee will converge to its target
aim_automelee_debug						Turn on auto melee debugging
aim_automelee_enabled					Turn on auto melee
aim_autoaim_region_height				The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width				The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_autoaim_lerp						The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_debug						Turn on auto aim debugging
aim_autoaim_enabled						Turn on auto aim
aim_slowdown_yaw_scale_ads				The horizontal aim assist slowdown ratio when aiming down the sight
aim_slowdown_yaw_scale					The horizontal aim assist slowdown ratio from the hip
aim_slowdown_pitch_scale_ads			The vertical aim assist slowdown ratio when aiming down the sight
aim_slowdown_pitch_scale				The vertical aim assist slowdown ratio from the hip
aim_slowdown_region_height				The screen height of the aim assist slowdown region
aim_slowdown_region_width				The screen width of the aim slowdown region
aim_slowdown_debug						Turn on debugging info for aim slowdown
aim_slowdown_enabled					Slowdown the turn rate when the cross hair passes over a target
aim_accel_turnrate_lerp					The acceleration of the turnrates
aim_accel_turnrate_debug				Turn on debugging info for the acceleration
aim_accel_turnrate_enabled				Enable/disable acceleration of the turnrates
aim_turnrate_yaw_ads					The horizontal turn rate for aim assist when aiming down the sight
aim_turnrate_yaw						The horizontal turn rate for aim assist when firing from the hip
aim_turnrate_pitch_ads					The turn rate up and down for aim assist when aiming down the sight
aim_turnrate_pitch						The vertical turn rate for aim assist when firing from the hip
aim_input_graph_index					Which input graph to use
aim_input_graph_debug					Debug the view input graphs
aim_input_graph_enabled					Use graph for adjusting view input
aim_autoAimRangeScale					Scales the weapon's auto aim range
aim_aimAssistRangeScale					Scales the weapon's aim assist range
/**/
aim_target_sentient_radius				The radius used to calculate target bounds for a sentient(actor or player)
/**/
jump_spreadAdd							The amount of spread scale to add as a side effect of jumping
jump_ladderPushVel						The velocity of a jump off of a ladder
jump_slowdownEnable						Slow player movement after jumping
jump_stepSize							The maximum step up to the top of a jump arc
jump_height								The maximum height of a player's jump
/**/
mantle_max_vertical_end_velocity		The maximum allowed vertical velocity when finishing a mantle
mantle_view_yawcap						The angle at which to restrict a sideways turn while mantling
mantle_check_angle						The minimum angle from the player to a mantle surface to allow a mantle
mantle_check_radius						The player radius to test against while mantling
mantle_check_range						The minimum distance from a player to a mantle surface to allow a mantle
mantle_debug							Show debug information for mantling
mantle_enable							Enable player mantling
/**/
missileRemoteSteerYawRate				Remote-controlled missile left/right steering speed.
missileRemoteSteerPitchRate				Remote-controlled missile up/down steering speed.
missileRemoteSteerPitchRange			Remote-controlled missile allowed up/down range.  To keep players from steering missiles above the horizon.
bg_shieldHitEncodeHeight				The decoding range, in height, of a client's viewmodel shield.
bg_shieldHitEncodeWidth					The decoding range, in width, of a client's viewmodel shield.
bg_shieldHitEncodeHeightWorld			The encoding range, in height, of a client's world shield. A hit in this range is encoded into one of 8 rows.
bg_shieldHitEncodeWidthWorld			The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns.
turret_adsTime							Time (msec) to transition to ADS
turret_adsEnabled						Enable/Disable ADS on turrets
useTagFlashSilenced						When true, silenced weapons will use "tag_flash_silenced" instead of "tag_flash".
bullet_penetration_enabled				When false, disables bullet penetration completely.
bullet_ricochetBaseChance				The base chance a bullet has of ricocheting off of a riot shield.
bullet_penetrationMinFxDist				Min distance a penetrated bullet must travel before it'll trigger the effects
bg_lowGravity							Low gravity for slow or floaty objects, in inches per second per second
g_gravity								Gravity in inches per second per second
player_burstFireCooldown				Seconds after a burst fire before weapons can be fired again.
player_meleeHeight						The height of the player's melee attack
player_meleeWidth						The width of the player's melee attack
player_meleeRange						The maximum range of the player's mellee attack
/**/
player_dmgtimer_flinchTime				Maximum time to play flinch animations
player_dmgtimer_stumbleTime				Maximum time to play stumble animations
player_dmgtimer_minScale				The minimum scale value to slow the player by when damaged
player_dmgtimer_maxTime					The maximum time that the player is slowed due to damage
player_dmgtimer_timePerPoint			The time in milliseconds that the player is slowed down per point of damage
player_turnAnims						Use animations to turn a player's model in multiplayer
player_lastStandCrawlSpeedScale			The scale applied to the player speed when crawling in last stand.
player_lastStandDebug					Forces players into last stand for debugging purposes.
player_sprintCameraBob					The speed the camera bobs while you sprint
player_sprintStrafeSpeedScale			The speed at which you can strafe while sprinting
player_sprintRechargePause				The length of time the meter will pause before starting to recharge after a player sprints
player_sprintMinTime					The minimum sprint time needed in order to start sprinting
player_sprintTime						The base length of time a player can sprint
player_sprintUnlimited					Whether players can sprint forever or not
player_sprintSpeedScale					The scale applied to the player speed when sprinting
player_sprintForwardMinimum				The minimum forward deflection required to maintain a sprint
player_spectateSpeedScale				The scale applied to the player speed when spectating
player_strafeAnimCosAngle				Cosine of the angle which player starts using strafe animations
player_backSpeedScale					The scale applied to the player speed when moving backwards
player_strafeSpeedScale					The scale applied to the player speed when strafing
player_footstepsThreshhold				The minimum speed at which the player makes loud footstep noises
player_moveThreshhold					The speed at which the player is considered to be moving for the purposes of 
view model bob and multiplayer model movement
player_sprintThreshhold					The speed threshold before a player is considered to be sprinting
player_runbkThreshhold					The speed threshold before a player is considered to be running backwards
player_runThreshhold					The speed threshold before a player is considered to be running forwards
player_sustainAmmo						Firing weapon will not decrease clip ammo.
player_debugHealth						Turn on debugging info for player health
player_move_factor_on_torso				The contribution movement direction has on player torso direction(multi-player only)
player_adsExitDelay						Delay before exiting aim down sight
player_scopeExitOnDamage				Exit the scope if the player takes damage
player_breath_snd_delay					The delay before playing the breathe in sound
player_breath_snd_lerp					The interpolation rate for the player hold breath sound
player_breath_gasp_lerp					The interpolation rate for the target waver amplitude when gasping
player_breath_hold_lerp					The interpolation rate for the target waver amplitude when holding breath
player_breath_gasp_scale				Scale value to apply to the target waver during a gasp
player_breath_fire_delay				The amount of time subtracted from the player remaining breath time when a weapon is fired
player_breath_gasp_time					The amount of time a player will gasp once they can breath again
player_breath_hold_time					The maximum time a player can hold his breath
bg_maxGrenadeIndicatorSpeed				Maximum speed of grenade that will show up in indicator and can be thrown back.
bg_aimSpreadMoveSpeedThreshold			When player is moving faster than this speed, the aim spread will increase
bg_bulletExplRadius						The radius of the bullet splash damage, where the damage gradually falls off to 0.
bg_bulletExplDmgFactor					Weapon damage multiplier that will be applied at the center of the slash damage area.
bg_forceExplosiveBullets				When set, all bullet weapons will fire explosive rounds (Simulates Perk)
bg_weaponBobLag							The lag that will be applied the weapon bob cycle
bg_weaponBobMax							The maximum allowed weapon/viewmodel bob amplitude
bg_weaponBobAmplitudeRoll				The amplitude applied to the roll for weapon bobbing
bg_weaponBobAmplitudeProne				The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while prone
bg_weaponBobAmplitudeDucked				The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while ducking
bg_weaponBobAmplitudeStanding			The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while standing
bg_weaponBobAmplitudeSprinting			The multiplier to apply to the players's speed to get the weapon/viewmodel bob amplitude while sprinting
bg_weaponBobAmplitudeBase				The base speed-based weapon bob amplitude
bg_viewBobLag							The lag that will be applied the view bob cycle
bg_viewBobMax							The maximum allowed bob amplitude
bg_viewBobAmplitudeRoll					The amplitude applied to the roll for view bobbing
bg_viewBobAmplitudeProne				The multiplier to apply to the player's speed to get the view bob amplitude while prone
bg_viewBobAmplitudeDuckedAds			The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS
bg_viewBobAmplitudeDucked				The multiplier to apply to the player's speed to get the view bob amplitude while ducking
bg_viewBobAmplitudeStandingAds			The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS
bg_viewBobAmplitudeStanding				The multiplier to apply to the player's speed to get the view bob amplitude while standing
bg_viewBobAmplitudeSprinting			The multiplier to apply to the player's speed to get the view bob amplitude while sprinting
bg_viewBobAmplitudeBase					The base speed-based view bob amplitude
bg_legYawTolerance						The amount the player's leg yaw can differ from his torso before moving ta match
bg_swingSpeed							The rate at which the player's legs swing around when strafing(multi-player only)
stopspeed								The player deceleration
friction								Player friction
bg_softLandingMaxDamage					The max amount of damage (as % of max health) if soft landing is in effect
bg_softLandingMaxHeight					The height that a player will start to take max damage if soft landing is in effect
bg_softLandingMinHeight					The height that a player will start to take minimum damage if soft landing is in effect
bg_fallDamageMaxHeight					The height that a player will take maximum damage when falling
bg_fallDamageMinHeight					The height that a player will start to take minimum damage if they fall
bg_foliagesnd_resetinterval				The time interval before foliage sounds are reset after the player has stopped moving
bg_foliagesnd_fastinterval				The time between each foliage sound when moving quickly
bg_foliagesnd_slowinterval				The time between each foliage sound when moving slowly
bg_foliagesnd_maxspeed					The speed that a player must be going to make maximum noise while moving through foliage
bg_foliagesnd_minspeed					The speed that a player must be going to make minimum noise while moving through foliage
bg_prone_yawcap							The maximum angle that a player can look around quickly while prone
bg_ladder_yawcap						The maximum angle that a player can look around while on a ladder
player_lean_rotate_crouch_right			Amount to rotate the player 3rd person model when crouch leaning right
player_lean_rotate_crouch_left			Amount to rotate the player 3rd person model when crouch leaning left
player_lean_rotate_right				Amount to rotate the player 3rd person model when leaning right
player_lean_rotate_left					Amount to rotate the player 3rd person model when leaning left
player_lean_shift_crouch_right			Amount to shift the player 3rd person model when crouch leaning right
player_lean_shift_crouch_left			Amount to shift the player 3rd person model when crouch leaning left
player_lean_shift_right					Amount to shift the player 3rd person model when leaning right
player_lean_shift_left					Amount to shift the player 3rd person model when leaning left
player_view_pitch_down					Maximum angle that the player can look down
player_view_pitch_up					Maximum angle that the player can look up
camera_thirdPersonCrosshairOffset		Amount to vertically offset the crosshair from the center when in third person mode
camera_thirdPersonAdsTransScale			Scale applied to ADS transition time when in third person mode
camera_thirdPersonFovScale				Scale applied to the field of view when in global third person view
camera_thirdPersonOffsetTurretAds		The ADS offset of the camera from the player when on a turret in global third person view
camera_thirdPersonOffsetAds				The ADS offset of the camera from the player in global third person view
camera_thirdPersonOffset				The offset of the camera from the player in global third person view
camera_thirdPerson						Use third person view globally
bg_debugProne							Show prone debug information
bg_forceDualWield						Force akimbo for all possible weapons
bg_viewKickRandom						The random direction scale view kick
bg_viewKickMin							The minimum view kick
bg_viewKickMax							The maximum view kick
bg_viewKickScale						The scale to apply to the damage done to calculate damage view kick
/**/
perk_extendedMeleeRange					The range of the auto melee with the extened perk
perk_footstepVolumeEnemy
perk_footstepVolumeAlly
perk_footstepVolumePlayer
perk_sprintRecoveryMultiplierVisual
perk_sprintRecoveryMultiplierActual		Percent of sprint recovery time to use.
perk_fastSnipeScale						Scales the recovery speed of the view kick when using a sniper.
perk_quickDrawSpeedScale				Scales the 'Hip to ADS' transition speed.
perk_lightWeightViewBobScale			Scale for first person view movement while lightweight.
perk_extendedMagsPistolAmmo				Number of extra bullets per clip for pistol weapons with the extended mags perk.
perk_extendedMagsSpreadAmmo				Number of extra bullets per clip for spread weapons with the extended mags perk.
perk_extendedMagsSMGAmmo				Number of extra bullets per clip for sub machine gun weapons with the extended mags perk.
perk_extendedMagsMGAmmo					Number of extra bullets per clip for machine gun weapons with the extended mags perk.
perk_extendedMagsRifleAmmo				Number of extra bullets per clip for rifle weapons with the extended mags perk.
perk_diveGravityScale					Scale for gravity while diving
perk_diveViewRollResetSpeed				Rate at which view rotates after the dive is finished
perk_diveViewRollSpeed					Rate at which view rotates
perk_diveViewRollTarget					Max angle to rotate view by when diving
perk_diveDistanceCheck					Length of required empty space to allow diving
perk_diveVelocity						Horizontal velocity when diving
perk_sprintMultiplier					Multiplier for player_sprinttime
perk_parabolicIcon						Eavesdrop icon to use when displaying eavesdropped voice chats
perk_parabolicAngle						Eavesdrop perk's effective FOV angle
perk_parabolicRadius					Eavesdrop perk's effective radius
perk_grenadeDeath						Name of the grenade weapon to drop
perk_bulletPenetrationMultiplier		Multiplier for extra bullet penetration
perk_improvedExtraBreath				Number of extra seconds a player can hold his breath on top of the base perk
perk_extraBreath						Number of extra seconds a player can hold his breath
perk_weapRateMultiplier					Percentage of weapon firing rate to use
perk_weapReloadMultiplier				Percentage of weapon reload time to use
perk_weapSpreadMultiplier				Percentage of weapon spread to use
/**/
lowAmmoWarningNoAmmoColor2				lowAmmoWarningColor2, but when no ammo.
lowAmmoWarningNoAmmoColor1				Like lowAmmoWarningColor1, but when no ammo.
lowAmmoWarningNoReloadColor2			lowAmmoWarningColor2, but when no ammo to reload with.
lowAmmoWarningNoReloadColor1			Like lowAmmoWarningColor1, but when no ammo to reload with.
lowAmmoWarningPulseMin					Max of oscilation range: 0 is color1 and 1.0 is color2.  Can be > 1.0, and the wave will clip at 1.0.
lowAmmoWarningPulseMax					Min of oscilation range: 0 is color1 and 1.0 is color2.  Can be < 0, and the wave will clip at 0.
lowAmmoWarningPulseFreq					Frequency of the pulse (oscilation between the 2 colors)
lowAmmoWarningColor2					Color 2 of 2 to oscilate between
lowAmmoWarningColor1					Color 1 of 2 to oscilate between
actionSlotsHide							Hide the actionslots.
ammoCounterHide							Hide the Ammo Counter
/**/
clientSideEffects						Enable loading _fx.gsc files on the client
cg_hudMapBorderWidth					The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
cg_hudMapPlayerHeight
cg_hudMapPlayerWidth					The size of the player's icon on the full map
cg_hudMapFriendlyHeight
cg_hudMapFriendlyWidth					The size of the friendly icon on the full map
cg_hudMapRadarLineThickness				Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
compassHellfireTargetSpot				Hellfires on the compass show the spot that they're pointed at, instead of showing their own position.
compassHideSansObjectivePointer			Hide the compass, but leave the obective pointer visible.
compassHideVehicles						When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw.
compassEnemyFootstepEnabled				Enables enemies showing on the compass because of moving rapidly nearby.
compassEnemyFootstepMinSpeed			The minimum speed an enemy must be moving to appear on the compass due to 'footsteps'
compassEnemyFootstepMaxZ				The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps'
compassEnemyFootstepMaxRange			The maximum distance at which an enemy may appear on the compass due to 'footsteps'
compassObjectiveMaxHeight				The maximum height that an objective is considered to be on this level
compassObjectiveMinHeight				The minimum height that an objective is considered to be on this level
compassObjectiveDetailDist				When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
compassObjectiveMinDistRange			The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
compassObjectiveNearbyDist				When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
compassObjectiveIconHeight
compassObjectiveIconWidth				The size of the objective on the full map
compassObjectiveDrawLines				Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
compassObjectiveTextHeight				Objective text height
compassObjectiveTextScale				Scale to apply to hud objectives
compassObjectiveRingSize				The maximum objective ring sige when a new objective appears on the compass
compassObjectiveRingTime				The amount of time between each ring when an objective appears
compassObjectiveNumRings				The number of rings when a new objective appears
compassObjectiveMinAlpha				The minimum alpha for an objective at the edge of the compass
compassObjectiveMaxRange				The maximum range at which an objective is visible on the compass
compassObjectiveArrowRotateDist			Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
compassObjectiveArrowOffset				The offset of the objective arrow inward from the edge of the compass map
compassObjectiveArrowHeight
compassObjectiveArrowWidth				The size of the objective arrow on the compass
compassObjectiveHeight
compassObjectiveWidth					The size of the objective on the compass
compassRadarLineThickness				Thickness, relative to the compass size, of the radar texture that sweeps across the map
compassFastRadarUpdateTime				Time between radar updates for the fast radar mode
compassRadarUpdateTime					Time between radar updates for the normal radar mode
compassRadarPingFadeTime				How long an enemy is visible on the compass after it is detected by radar
compassTickertapeStretch				How far the tickertape should stretch from its center.
compassRotation							Style of compass
compassECoordCutoff						Left cutoff for the scrolling east-west coords
compassCoords							x = North-South coord base value, y = East-West coord base value, z = scale (game units per coord unit)
compassPlayerHeight
compassPlayerWidth						The size of the player's icon on the compass
compassFriendlyHeight
compassFriendlyWidth					The size of the friendly icon on the compass
compassClampIcons						If true, friendlies and enemy pings clamp to the edge of the radar.  If false, they disappear off the edge.
compassSoundPingFadeTime				The time in seconds for the sound overlay on the compass to fade
compassMinRadius						The minimum radius from the center of the compass that objects will appear.
compassMinRange							The minimum range from the player in world space that objects will appear on the compass
compassMaxRange							The maximum range from the player in world space that objects will be shown on the compass
compassSize								Scale the compass
compass									Display Compass Compass ownerdraw had width or height of 0
/**/
objectiveHide							When enabled, objectives will not show.
objectiveFadeTimeWaitOff				Onscreen Objective Pointer - How long to wait before turning off, when appropriate.
objectiveFadeTimeWaitOn					Onscreen Objective Pointer - How long to wait before turning back on, when appropriate.
objectiveFadeTimeGoingOff				Onscreen Objective Pointer - How long to take to fade out.
objectiveFadeTimeGoingOn				Onscreen Objective Pointer - How long to take to fade back in.
objectiveFadeTooClose					Onscreen Objective Pointer - Will not fade back in if target ent is closer than this.
objectiveFadeTooFar						Onscreen Objective Pointer - Will not fade out if target ent is farther than this.
objectiveTextOffsetY					Onscreen Objective Pointer - Offset of the icon's text.
objectiveFontSize						Onscreen Objective Pointer - Fontsize of the icon's text.
waypointPlayerOffsetStand				For waypoints pointing to players, how high to offset off of their origin when they are standing.
CraigChrist8239							Extractor of this list, this is here to prevent copypastas, lulz
waypointPlayerOffsetCrouch				For waypoints pointing to players, how high to offset off of their origin when they are crouching.
waypointPlayerOffsetProne				For waypoints pointing to players, how high to offset off of their origin when they are prone.
hudElemPausedBrightness					Brightness of the hudelems when the game is paused.
waypointTweakY							Scale applied to waypoint icons in splitscreen views.
waypointSplitscreenScale
waypointDistScaleSmallest				Smallest scale that the distance effect uses.
waypointDistScaleRangeMax				Distance from player that icon distance scaling ends.
waypointDistScaleRangeMin				Distance from player that icon distance scaling starts.
waypointOffscreenScaleSmallest			Smallest scale that the offscreen effect uses.
waypointOffscreenScaleLength			How far the offscreen icon scale travels from full to smallest scale.
waypointOffscreenCornerRadius			Size of the rounded corners.
waypointOffscreenRoundedCorners			Off-screen icons take rounded corners when true.  90-degree corners when false.
waypointOffscreenPadBottom
waypointOffscreenPadTop
waypointOffscreenPadRight
waypointOffscreenPadLeft				Offset from the edge.
waypointOffscreenDistanceThresholdAlpha	Distance from the threshold over which offscreen objective icons lerp their alpha.
waypointOffscreenPointerDistance		Distance from the center of the offscreen objective icon to the center its arrow.
waypointOffscreenPointerHeight
waypointOffscreenPointerWidth
waypointIconHeight						Height of the offscreen pointer.
waypointIconWidth						Width of the offscreen pointer.
waypointDebugDraw
laserDebug								Enables the display of various debug info.
laserFlarePct							Percentage laser widens over distance from viewer.
laserEndOffset							How far from the point of collision the end of the beam is.
laserLightEndOffset						How far from the true end of the beam the light at the end is.
laserLightBeginOffset					How far from the true beginning of the beam the light at the beginning is.
laserLightRadius						The radius of the light at the far end of a laser beam
laserLightBodyTweak						Amount to add to length of beam for light when laser hits a body (for hitboxes)
laserLightWithoutNightvision			Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
laserLight								Whether to draw the light emitted from a laser (not the laser itself)
laserRadius								The size (radius) of a laser beam
laserRangePlayer						The maximum range of the player's laser beam
laserRange								The maximum range of a laser beam
laserForceOn							Force laser sights on in all possible places (for debug purposes).
/**/
cg_weaponVisInterval					Do weapon vis checks once per this many frames, per centity
useRelativeTeamColors					Whether to use relative team colors.
cg_weapHitCullEnable					When true, cull back facing weapon hit fx.
cg_weapHitCullAngle						Angle of cone within which to cull back facing weapon hit effects
overrideNVGModelWithKnife				When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
cg_viewZSmoothingTime					Amount of time to spread the smoothing over
cg_viewZSmoothingMax					Threshhold for the maximum smoothing distance we'll do
cg_viewZSmoothingMin					Threshhold for the minimum smoothing distance it must move to smooth
cg_invalidCmdHintBlinkInterval			Blink rate of an invalid command hint
cg_invalidCmdHintDuration				Duration of an invalid command hint
cg_blood								Show Blood
thermal_playerModel						Model to draw for players when in thermal vision mode
cg_flashbangNameFadeOut					Time in milliseconds to fade out friendly names when flash banged
cg_flashbangNameFadeIn					Time in milliseconds to fade in friendly names after a flashbang
cg_drawThroughWalls						Whether to draw friendly names through walls or not
cg_friendlyNameFadeOut					Time in milliseconds to fade out friendly names
cg_friendlyNameFadeIn					Time in milliseconds to fade in friendly names
cg_enemyNameFadeOut						Time in milliseconds to fade out enemy names
cg_enemyNameFadeIn						Time in milliseconds to fade in enemy names
cg_drawFriendlyNames					Whether to show friendly names in game
cg_overheadTitlesFont					Font for overhead titles ( see menudefinition.h )
cg_overheadNamesFont					Font for overhead names ( see menudefinition.h )
cg_overheadNamesGlow					Glow color for overhead names
cg_overheadTitleSize					The size to show title text
cg_overheadRankSize						The size to show rank text
cg_overheadIconSize						The maximum size to show overhead icons like 'rank'
cg_overheadNamesSize					The maximum size to show overhead names
cg_overheadNamesFarScale				The amount to scale overhead name sizes at cg_overheadNamesFarDist			
cg_overheadNamesFarDist					The far distance at which name sizes are scaled by cg_overheadNamesFarScale
cg_overheadNamesNearDist				The near distance at which names are full size
cg_overheadNamesMaxDist					The maximum distance for showing friendly player names
cg_headIconMinScreenRadius				The minumum radius of a head icon on the screen
cg_constantSizeHeadIcons				Head icons are the same size regardless of distance from the player
cg_voiceIconSize						Size of the 'voice' icon
cg_connectionIconSize					Size of the connection icon
cg_scriptIconSize						Size of Icons defined by script
cg_killCamTurretLerpTime				Time used to lerp to a killcam entity of the TURRET type.
cg_killCamDefaultLerpTime				Default time used to lerp between killcam entities.
cg_youInKillCamSize						Size of the 'you' Icon in the kill cam
cg_descriptiveText						Draw descriptive spectator messages
cg_everyoneHearsEveryone				If true, all players can all chat together, regardless of team or death
cg_deadChatWithDead						If true, dead players can all chat together, regardless of team
cg_deadHearAllLiving					If true, dead players can hear all living players talk
cg_deadHearTeamLiving					If true, dead players can hear living players on their team talk
cg_deadChatWithTeam						If true, dead players can talk to living players on their team
cg_chatWithOtherTeams					If true, players can talk to other players regardless of their teams
cg_gameBoldMessageWidth					The maximum character width of the bold game messages
cg_gameMessageWidth						The maximum character width of the game messages
cg_subtitleWidthWidescreen				The width of the subtitle on a wide-screen
cg_subtitleWidthStandard				The width of the subtitles on a non wide-screen
cg_subtitleMinTime						The minimum time that the subtitles are displayed on screen in seconds
con_minicon								Display the mini console on screen
developer								Enable development options
cg_dobjdump								Output dobj info for the given entity id
cg_dumpAnims							Output animation info for the given entity id
cg_debug_overlay_viewport				Remove the sniper overlay so you can check that the scissor window is correct.
g_synchronousClients					Client is synchronized to the server - allows smooth demos
cg_drawpaused							Draw paused screen
cl_paused								Pause the game
cg_teamChatsOnly						Allow chatting only on the same team
cg_predictItemsDuration					The amount of time to wait after an item pickup prediction to show the item again if it failed.
cg_predictItems							Turn on client side prediction for item pickup
cg_chatHeight							The font height of a chat message
cg_chatTime								The amount of time that a chat message is visible
cg_thirdPersonSpectator					Use third person view in spectator mode
cg_thirdPersonMode						How the camera behaves in third person
cg_thirdPerson							Use third person view
cg_thirdPersonAngle						The angle of the camera from the player in third person view
cg_thirdPersonRange						The range of the camera from the player in third person view
tracer_stoppingPowerWidth				The width of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor6				The 6th color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor5				The 5th color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor4				The 4th color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor3				The 3rd color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor2				The 2nd color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor1				The 1st color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerOverride			When turned on, will apply an override to the tracer settings when the stopping power perk is active.
tracer_debugDraw						Draw debug lines where the tracers should be visible.
tracer_explosiveWidth					The width of a bullet tracer when using explosive bullets
tracer_explosiveColor6					The 6th color of a bullet tracer when using explosive bullets
tracer_explosiveColor5					The 5th color of a bullet tracer when using explosive bullets
tracer_explosiveColor4					The 4th color of a bullet tracer when using explosive bullets
tracer_explosiveColor3					The 3rd color of a bullet tracer when using explosive bullets
tracer_explosiveColor2					The 2nd color of a bullet tracer when using explosive bullets
tracer_explosiveColor1					The 1st color of a bullet tracer when using explosive bullets
tracer_explosiveOverride				When turned on, will apply an override to the tracer settings when shooting explosive bullets.
tracer_firstPersonMaxWidth				The maximum width our OWN tracers can be when looking through our ADS
tracer_thermalWidthMult					The multiplier applied to the base width when viewed in thermal vision
cg_marks_ents_player_only				Marks on entities from players' bullets only.
cg_footsteps							Play footstep sounds
cg_showmiss								Show prediction errors
cg_nopredict							Don't do client side prediction
cg_errordecay							Decay for predicted error
cg_debugevents							Output event debug information.  EV_NONE turns it off.  EV_MAX_EVENTS shows all events.  Otherwise, show only specified value.
cg_debugposition						Output position debugging information
cg_centertime							The time for a center printed message to fade
cg_brass								Weapons eject brass
cg_crosshairEnemyColor					The crosshair color when over an enemy
cg_crosshairDynamic						Crosshair is Dynamic
cg_crosshairAlphaMin					The minimum alpha value of the crosshair when it fades in
cg_crosshairAlpha						The alpha value of the crosshair
cg_weaponCycleDelay						The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
cg_splitscreenSpectatorScaleIncrease	Scale value to apply to the spectator message in splitscreen
cg_hudSplitscreenBannerScoreboardScale	Scale value to apply to the splitscreen banner scoreboard
cg_hudSplitscreenScoreboardScale		Scale value to apply to the scoreboard in splitscreen
cg_hudSplitscreenStanceScale			Scale value to apply to the stance HUD element in splitscreen
cg_hudSplitscreenCompassElementScale	Scale value to apply to compass elements in splitscreen
cg_hudSplitscreenCompassScale			Scale value to apply to the compass in splitscreen
cg_mapLocationSelectionCursorSpeed		Speed of the cursor when selecting a location on the map
cg_hudProneY							Virtual screen y coordinate of the prone blocked message
drawKillcamDataSize						How big to draw the killcam data graph
drawKillcamDataPos						Where to draw the server killcam graph
drawKillcamData							Enable drawing server killcam data
drawServerBandwidthPos					Where to draw the server bandwidth graph
drawServerBandwidth						Enable drawing server bandwidth
drawEntityCountSize						How big to draw the entity count graph
drawEntityCountPos						Where to draw the entity count graph
drawEntityCount							Enable entity count drawing
drawLagometer							Enable the 'lagometer'
cg_hudVotePosition						Position of the HUD vote box
cg_hudSayPosition						Position of the HUD say box
cg_hudChatIntermissionPosition			Position of the HUD chat box during intermission
cg_hudChatPosition						Position of the HUD chat box
cg_hudGrenadePointerPulseMin			The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer
cg_hudGrenadePointerPulseMax			The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer
cg_hudGrenadePointerPulseFreq			The number of times per second that the grenade indicator flashes in Hertz
cg_hudGrenadePointerPivot				The pivot point of th grenade indicator pointer
cg_hudGrenadePointerWidth				The width of the grenade indicator pointer
cg_hudGrenadePointerHeight				The height of the grenade indicator pointer
cg_hudGrenadeIconEnabledFlash			Show the grenade indicator for flash grenades
cg_hudGrenadeIconWidth					The width of the grenade indicator icon
cg_hudGrenadeIconHeight					The height of the grenade indicator icon
cg_hudGrenadeIconOffset					The offset from the center of the screen for a grenade icon
cg_hudGrenadeIconInScope				Show the grenade indicator when aiming down the sight of a scoped weapon
cg_hudGrenadeIconMaxHeight				The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFlash			The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
cg_hudGrenadeIconMaxRangeFrag			The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
cg_hudDamageIconInScope					Draw damage icons when aiming down the sight of a scoped weapon
cg_hudDamageIconTime					The amount of time for the damage icon to stay on screen after damage is taken
cg_hudDamageIconOffset					The offset from the center of the damage icon
cg_hudDamageIconHeight					The height of the damage icon
cg_hudDamageIconWidth					The width of the damage icon
cg_hudStanceHintPrints					Draw helpful text to say how to change stances
cg_hudStanceFlash						The background color of the flash when the stance changes
painReverbWetLevel						Pain reverb wet level.
painReverbDryLevel						Pain reverb dry level.
painReverbRoomType						Pain reverb room type.
painVisionLerpOutRate					Rate at which pain vision effect lerps out
painVisionTriggerHealth					Health (0 to 1) that will trigger the pain vision effect
cg_splatterTrackOntoScreen				Show tracking on screen when on-screen guy shoots you.
cg_splatterTrackFadeOutTime				Ratio of time spent fading tracking indicator out
cg_splatterTrackFullInTime				Ratio of time spent with tracking indicator at full alpha
cg_splatterTrackFadeInTime				Ratio of time spent fading tracking indicator in
cg_splatterTrackOuterRadius				Distance from center (0 to 1) at which splatter tracking indicator is at full alpha
cg_splatterTrackInnerRadius				Distance from center (0 to 1) at which splatter tracking indicator is at zero alpha
cg_splatterTrackOuterAngle				Angle from hit direction at which splatter tracking indicator is at zero alpha
cg_splatterTrackInnerAngle				Angle from hit direction at which splatter tracking indicator is at full alpha
cg_splatterTrackAlpha					Alpha to add for each splatter tracking indicator
cg_splatterTrackIndependent				Background portion of hit effect tracks independently of splatter portion.
cg_splatterHitOntoScreen				Show blood on screen when on-screen guy shoots you.
cg_splatterHitFadeOutTime				Ratio of time spent fading hit indicator out
cg_splatterHitFullInTime				Ratio of time spent with hit indicator at full alpha
cg_splatterHitFadeInTime				Ratio of time spent fading hit indicator in
cg_splatterHitOuterRadius				Distance from center (0 to 1) at which splatter hit indicator is at full alpha
cg_splatterHitInnerRadius				Distance from center (0 to 1) at which splatter hit indicator is at zero alpha
cg_splatterHitOuterAngle				Angle from hit direction at which splatter hit indicator is at zero alpha
cg_splatterHitInnerAngle				Angle from hit direction at which splatter hit indicator is at full alpha
cg_splatterHitAlpha						Alpha to add for each splatter hit indicator
cg_drawSplatterTest						Test out on-camera splatter effects.
cg_drawSplatter							Draw on-camera splatter effects.
cg_drawDamageDirection					Draw hit direction arrow.
cg_drawDamageFlash						Draw flash when hit.
cg_drawShellshock						Draw shellshock & flashbang screen effects.
cg_drawCrosshairNamesPosY
cg_drawCrosshairNamesPosX				Virtual screen space position of the crosshair name
cg_drawCrosshairNames					Draw the name of an enemy under the crosshair
cg_drawTurretCrosshair					Draw a cross hair when using a turret
cg_drawCrosshair						Turn on weapon crosshair
cg_drawSnapshot							Draw debugging information for snapshots
cg_drawMaterial							Draw debugging information for materials
cg_drawScriptUsage						Draw debugging information for scripts
snd_drawInfo							Draw debugging information for sounds
cg_debugInfoCornerOffset				Offset from top-right corner, for cg_drawFPS, etc
cg_drawFPSLabels						Draw FPS Info Labels
cg_drawViewpos							Draw viewpos
cg_drawFPS								Draw frames per second
cg_drawStatsSource						Draw stats source
cg_drawMantleHint						Draw a 'press key to mantle' hint
cg_drawBreathHint						Draw a 'hold breath to steady' hint
cg_drawHealth							Draw health bar
cg_draw2D								Draw 2D screen elements
cg_viewVehicleInfluence					The influence on the view angles from being in a vehicle
cg_fovMin								The minimum possible field of view
cg_fovScale								Scale applied to the field of view
cg_fov									The field of view angle in degrees
cg_hintFadeTime							Time in milliseconds for the cursor hint to fade
cg_weaponHintsCoD1Style					Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
cg_cursorHints							Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static 
imagecg_drawGun							Draw the view model
/**/
motionTrackerPingPitchAddPerEnemy		The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this))
motionTrackerPingPitchNearby			The pitch of the motion tracker sound for a nearby enemy
motionTrackerPingPitchBase				The pitch of the motion tracker sound for a distant enemy
motionTrackerCenterY
motionTrackerCenterX					The fractional position of the player on the motion tracker
motionTrackerPingSize					The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale
motionTrackerBlurDuration				The motion blur duration for motion tracker dots
motionTrackerSweepAngle					The maximum angle from straight forward that the motion tracker detects enemies
motionTrackerSweepSpeed					The speed, in world units per second, of the motion tracker sweep
motionTrackerSweepInterval				The time between motion tracker sweeps
motionTrackerRange						The range, in world units, that the motion tracker displays
motionTrackerPingFadeTime				How long an enemy is visible on the motion tracker after being detected
/**/
cg_drawTalk								Controls which icons CG_TALKER ownerdraw draws
cg_sprintMeterDisabledColor				The color of the sprint meter when the sprint meter is disabled
cg_sprintMeterEmptyColor				The color of the sprint meter when the sprint meter is empty
cg_sprintMeterFullColor					The color of the sprint meter when the sprint meter is full
hud_bloodOverlayLerpRate				Rate at which blood overlay fades out
hud_deathQuoteFadeTime					The time for the death quote to fade
hud_health_pulserate_critical			The pulse rate of the 'critical' pulse effect
hud_health_pulserate_injured			The pulse rate of the 'injured' pulse effect
hud_health_startpulse_critical			The health level at which to start the 'critical' pulse effect
hud_health_startpulse_injured			The health level at which to start the 'injured' pulse effect
hud_fade_sprint							The time for the sprint meter to fade in seconds
hud_fade_offhand						The time for the offhand weapons to fade in seconds
hud_fade_stance							The time for the stance to fade in seconds
hud_fade_compass						The time for the compass to fade in seconds
hud_fade_healthbar						The time for the health bar to fade in seconds
hud_fade_ammodisplay					The time for the ammo display to fade in seconds
hud_fadeout_speed						The speed that the HUD will fade at
cg_scoreboard_externalmute_notice_duration	Total duration of the score board mute notice, including fade time
cg_scoreboard_externalmute_notice_fadeout	Fade out time for the score board external mute notice
cg_scoreboard_externalmute_notice_fadein	Fade in time for the score board external mute notice
cg_scoreboardPingGraph					Whether to show graphical ping
cg_scoreboardPingText					Whether to show numeric ping value
cg_scoreboardHeaderFontScale			Scoreboard header font scale
cg_scoreboardFont						Scoreboard font enum ( see menudefinition.h )
cg_scoreboardRankFontScale				Scale of rank font
cg_scoreboardTextOffset					Scoreboard text offset
cg_scoreboardMyColor					The local player's font color when shown in scoreboard
cg_scoreboardHeight						Height of the scoreboard
cg_scoreboardWidth						Width of the scoreboard
cg_scoreboardPingHeight					Height of the ping graph as a % of the scoreboard row height
cg_scoreboardPingWidth					Width of the ping graph as a % of the scoreboard
cg_scoreboardItemHeight					Item height of each item
cg_scoreboardBannerHeight				Banner height of the scoreboard
cg_scoreboardScrollStep					Scroll step amount for the scoreboard
cg_ScoresPing_BgColor					Background color of ping
cg_ScoresPing_LowColor					Color for low ping
cg_ScoresPing_MedColor					Color for medium ping
cg_ScoresPing_HighColor					Color for high ping
cg_ScoresPing_Interval					Number of milliseconds each bar represents
cg_ScoresPing_MaxBars					Number of bars to show in ping 
/**/
sv_privateClientsForClients
sv_maxclients
g_gametype
g_hardcore
sv_hostname
/**/
g_scriptMainMenu
hud_drawHud
cg_objectiveText
/**/
missileRemoteFOV						Remote missile-cam, FOV to use.
cameraShakeRemoteHelo_SpeedRange		Remote helicopter gunner cam, range of missile speed to scale the shaking.
cameraShakeRemoteHelo_Freqs				Remote helicopter gunner cam, how fast to shake.
cameraShakeRemoteHelo_Angles			Remote helicopter gunner cam, range to shake the view.
cameraShakeRemoteMissile_SpeedRange		Remote missile-cam, range of missile speed to scale the shaking.
cameraShakeRemoteMissile_Freqs			Remote missile-cam, how fast to shake.
cameraShakeRemoteMissile_Angles			Remote missile-cam, range to shake the view.
/**/
cg_waterSheeting_fadeDuration			Sets fade duration in seconds
cg_waterSheeting_lightTint				Tweak dev var; film color light tint color
cg_waterSheeting_darkTint				Tweak dev var; film color dark tint color
cg_waterSheeting_desaturation			Tweak dev var; Desaturation applied after all 3D drawing
cg_waterSheeting_brightness				Tweak dev var; film color brightness
cg_waterSheeting_contrast				Tweak dev var; film color contrast
cg_waterSheeting_radius					Tweak dev var; Glow radius in pixels at 640x480
cg_waterSheeting_magnitude				Distortion magnitude
cg_waterSheeting_distortionScaleFactor	Distortion uv scales (Default to 1)
cg_waterSheeting_enable					Enable the water sheeting effect
cg_watersheeting						Enables/disables the watersheeting fullscreen effect
turret_adsFov							FOV when using a turret in ADS
turret_fov								FOV when using a turret
thermalBlurFactorNoScope				Amount of blur to use when drawing blur that is NOT through a weapon's thermal scope.
thermalBlurFactorScope					Amount of blur to use when drawing blur through a weapon's thermal scope.
radarjamSinCurve
radarjamDistMax
radarjamDistMin
RemoteCameraSounds_WetLevel
RemoteCameraSounds_DryLevel
RemoteCameraSounds_RoomType
cg_levelReverbWetLevel					Level reverb wet level.
cg_levelReverbDryLevel					Level reverb dry level.
cg_levelReverbRoomType					Level reverb room type.
cg_levelReverbEnabled					Enables level reverb.
cg_crosshairVerticalOffset				Amount to vertically offset the crosshair from the center.
cg_javelinKillCamLookLerpDist			Javelin kill camera: distance over which to lerp to look at player during descent.  A value of zero means don't lerp at all.
cg_javelinKillCamDownDist				Javelin kill camera: distance to follow during descent.
cg_javelinKillCamUpDist					Javelin kill camera: distance to follow during ascent.
cg_javelinKillCamPassDist				Javelin kill camera: distance away when passing.
cg_javelinKillCamFov					Javelin kill camera: fov
cg_javelinKillCamPassTime				Javelin kill camera: time in seconds to pass javelin on the way up
cg_javelinKillCamCloseZDist				Javelin kill camera: closest distance above the target.
cg_turretKillCamFov						Turret kill camera field of view.
cg_turretKillCamBackDist				Turret kill camera: distance of camera backwards from Turret.
cg_turretKillCamUpDist					Turret kill camera: distance of camera vertically from Turret.
cg_explosiveKillCamStopDecelDist		Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
cg_explosiveKillCamStopDist				Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
cg_remoteMissileKillCamBackDist			Remote missile kill camera: distance of camera backwards from rocket.
cg_remoteMissileKillCamUpDist			Remote missile kill camera: distance of camera vertically from rocket.
cg_rocketKillCamBackDist				Rocket kill camera: distance of camera backwards from rocket.
cg_rocketKillCamUpDist					Rocket kill camera: distance of camera vertically from rocket.
cg_explosiveKillCamGroundBackDist		Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
cg_explosiveKillCamGroundUpDist			Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
cg_explosiveKillCamWallSideDist			Explosive kill camera when stuck to wall: distance of camera along wall from explosive.
cg_explosiveKillCamWallOutDist			Explosive kill camera when stuck to wall: distance of camera out from wall.
cg_explosiveKillCamBackDist				Explosive kill camera: distance of camera backwards from explosive.
cg_explosiveKillCamUpDist				Explosive kill camera: distance of camera vertically from explosive.
cg_airstrikeKillCamNearBlurEnd			
cg_airstrikeKillCamNearBlurStart
cg_airstrikeKillCamFarBlurDist
cg_airstrikeKillCamFarBlurStart			Airstrike kill camera distance above the airplane.
cg_airstrikeKillCamFarBlur
cg_airstrikeKillCamNearBlur
cg_airstrikeKillCamCloseZDist			Airstrike kill camera closest distance above the target.
cg_airstrikeKillCamCloseXYDist			Airstrike kill camera closest distance in front of the bomb.
cg_airstrikeKillCamFov					Airstrike kill camera field of view.
cg_heliKillCamNearBlurEnd
cg_heliKillCamNearBlurStart
cg_heliKillCamFarBlurDist
cg_heliKillCamFarBlurStart				Helicopter kill camera distance above the helicopter.
cg_heliKillCamFarBlur
cg_heliKillCamNearBlur					Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
cg_heliKillCamFov						Helicopter kill camera field of view.
mp_paused								If true ignore server time advancing.  Handy for taking hi-res screen shots.
/**/
r_primaryLightTweakSpecularStrength
r_primaryLightTweakDiffuseStrength
r_primaryLightUseTweaks
r_filmDarkTint
r_filmMediumTint
r_filmLightTint
r_filmInvert
r_filmDesaturationDark
r_filmDesaturation
r_filmContrast
r_filmBrightness
r_filmEnable
r_glowSkyBleedIntensity1
r_glowSkyBleedIntensity0
r_glowRadius1
r_glowRadius0
r_glowBloomIntensity1
r_glowBloomIntensity0
r_glowBloomDesaturation
r_glowBloomCutoff
r_glow
nightVisionDisableEffects
nightVisionPowerOnTime					How long the black-to-nightvision fade lasts when turning on the goggles.
nightVisionFadeInOutTime				How long the fade to/from black lasts when putting on or removing night vision goggles.
r_glowTweakBloomDesaturation
r_glowTweakBloomCutoff
r_glowTweakBloomIntensity1
r_glowTweakBloomIntensity0
r_glowTweakSkyBleedIntensity1
r_glowTweakSkyBleedIntensity0
r_glowTweakRadius1
r_glowTweakRadius0
r_glowTweakEnable
/**/
r_filmTweakDarkTint
r_filmTweakMediumTint
r_filmTweakLightTint
r_filmTweakInvert
r_filmTweakDesaturationDark
r_filmTweakDesaturation
r_filmTweakBrightness
r_filmTweakContrast
r_filmTweakEnable
/**/
FoFIconSpawnTimeFade					Length of the Friend-or-Foe icons' fade-ins.
FoFIconSpawnTimeDelay					How long to wait, after spawning, before showing the Friend-or-Foe icon on a player.
FoFIconMaxSize							Maximum size a Friend-or-Foe icon should ever grow to.
FoFIconMinSize							Minimum size a Friend-or-Foe icon should ever shrink to.
FoFIconScale							Base scale of Friend-or-Foe icons.
cg_cullBulletAngle						Cull bullet trajectories that don't fall within this fov
cg_minCullBulletDist					Don't cull bullet trajectories that are within this distance to you.
cg_cullBullets							Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
viewModelDebugNotetracks				Enable display of viewmodel notetrack debug info.
viewModelHacks							Enabled depth hack and remove viewmodel from shadows.
cg_gun_z								Up position of the viewmodel
cg_gun_y								Right position of the viewmodel
cg_gun_x								Forward position of the viewmodel
shieldImpactExplosionThreshold			Pre-shield splash damage that is above this will be 'strong'.
shieldImpactExplosionHighShakeDuration	Viewmodel shake duration for strong splash damage.
shieldImpactExplosionHighShakeScale		Viewmodel shake scale for strong splash damage.
shieldImpactExplosionLowShakeDuration	Viewmodel shake duration for weak splash damage.
shieldImpactExplosionLowShakeScale		Viewmodel shake scale for weak splash damage.
shieldImpactMissileShakeDuration		Viewmodel shake duration for direct missile impacts.
shieldImpactMissileShakeScale			Viewmodel shake scale for direct missile impacts.
shieldImpactBulletShakeDuration			Viewmodel shake duration for bullet impacts.
shieldImpactBulletShakeScale			Viewmodel shake scale for bullet impacts.
/**?
hud_flash_period_offhand				Offhand weapons flash period on changing weapon
hud_flash_time_offhand					Offhand weapons flash duration on changing weapon
/**?
ui_gametype
ui_mapname
com_errorMessage
/**/
con_gameMsgWindow%dMsgTime				On screen time for game messages in seconds in game message window 
con_gameMsgWindow%dLineCount			Maximum number of lines of text visible at once in game message window 
con_gameMsgWindow%dScrollTime			Time to scroll messages when the oldest message is removed in game message window 
con_gameMsgWindow%dFadeInTime			Time to fade in new messages in game message window 
con_gameMsgWindow%dFadeOutTime			Time to fade out old messages in game message window 
con_gameMsgWindow%dSplitscreenScale		Scaling of game message window %d in splitscreen
/**?
cl_deathMessageWidth					Pixel width of the obituary area
con_matchPrefixOnly						Only match the prefix when listing matching Dvars
monkeytoy								Restrict console access
con_typewriterColorGlowCheckpoint
con_typewriterColorGlowFailed
con_typewriterColorGlowCompleted
con_typewriterColorGlowUpdated			Color of typewritten objective text.
con_typewriterColorBase					Base color of typewritten objective text.
con_typewriterDecayDuration				Time (in milliseconds) to spend disolving the line away.
con_typewriterDecayStartTime			Time (in milliseconds) to spend between the build and disolve phases.
con_typewriterPrintSpeed				Time (in milliseconds) to print each letter in the line.
con_MiniConSplitscreenScale				Splitscreen scale value for the mini console
con_miniconlines						Number of lines in the minicon message window
con_minicontime							Onscreen time for minicon messages in seconds
con_errormessagetime					Onscreen time for error messages in seconds
con_outputWindowColor					Color of the console output
con_outputSliderColor					Color of the console slider
con_outputBarColor						Color of the console output slider bar
con_inputHintBoxColor					Color of the console input hint box
con_inputBoxColor						Color of the console input box
/**/
cl_nodelta								The server does not send snapshot deltas
cl_stanceHoldTime						The time to hold the stance button before the player goes prone
cl_analog_attack_threshold				The threshold before firing
/**/
iwnet_sessions							Whether to give IWNet info about our session
iwnet_searching							Whether to use IW matchmaking
motd
nextdemo								The next demo to play
password
snaps									Snapshot rate
rate									Player's preferred network rate
name									
cl_maxPing								Maximum ping for the client
cl_ingame								True if the game is active
cl_motdString							Message of the day
m_filter								Allow mouse movement smoothing
m_side									Sideways motion in units per second
m_forward								Forward speed in units per second
m_yaw									Default yaw
m_pitch									Default pitch
cl_bypassMouseInput						Bypass UI mouse input and send directly to the game
cl_serverStatusResendTime				Time in milliseconds to resend a server status message
r_inGameVideo							Allow in game cinematics
cl_showmouserate						Print mouse rate debugging information to the console
cl_freelook								Enable looking with mouse
cl_mouseAccel							Mouse acceleration
sensitivity								Mouse sensitivity
cl_packetdup							Enable packet duplication
cl_maxpackets							Maximum number of packets sent per frame
cl_dirSelConvergenceTime				Time to converge to the new direction when selecting a direction on the map.
cl_anglespeedkey						Multiplier for max angle speed for game pad and keyboard
cl_pitchspeed							Max pitch speed in degrees for game pad
cl_yawspeed								Max yaw speed in degrees for game pad and keyboard
cl_freezeDemo							cl_freezeDemo is used to lock a demo in place for single frame advances
cl_showTimeDelta						Enable debugging information for time delta
cl_showSend								Enable debugging information for sent commands
cl_showServerCommands					Enable debugging information for server commands
cl_shownuments							Show the number of entities
cl_shownet								Display network debugging information
cl_connectionAttempts					Maximum number of connection attempts before aborting
cl_connectTimeout						Timeout time in seconds while connecting to a server
cl_timeout								Seconds with no received packets until a timeout occurs
cl_hudDrawsBehindUI						Should the HUD draw when the UI is up?
useonlinestats							Whether to use online stats when in offline modes
splitscreen								Current game is a splitscreen game
systemlink								Current game is a system link game
onlineunrankedgameandhost				true only if this is an xbox live RANKED game AND we're the host, otherwise false
onlinegameandhost						true only if this is an xbox live game AND we're the host, otherwise false
onlinegame								Current game is an online game with stats, custom classes, unlocks
playlist								The playlist number
cl_noprint								Print nothing to the console
/**/
party_currentSearchTier					Current search tier we want when joining a game
party_defaultSearchTier					Default search tier we want when joining a game
party_maxSearchTier						Max possible search tier we want when joining a game
party_msPerTier							ms per search tier
party_statusString						Party Status (localized )
party_searchRandomDelay					Time period over which the search timers will get randomly delayed.
party_searchPauseTime					Minimum amount of time to pause between searches
party_searchResultsMin					Minimum amount of time that has to pass before we'll search again for matches
party_searchResultsLifetime				Time at which we consider the search results stale
lobby_partySearchWaitTime				How long to wait for party members to join the lobby before we start searching for games
party_hostmigration						Whether to use host migration in lobbies
party_reservedAnonymousSlotTime			Time in milliseconds that anonymous slots will be reserved.
party_membersMissingMapPack				Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_maxPrivatePartyPlayers			Max number of players allowed in a private party.
party_firstSubpartyIndex				Determines sort order and coloring of parties in lobbies.  Randomly set by code.  Dvar provided for debugging.
party_selectedIndexChangedTime			Time stamp in milliseconds when the selected index last changed.
party_selectedIndex						Current selected player index in the feeder.
party_IAmSelected						True if selected player is you.  Only valid when used with party feeders.
party_playervisible						Whether selected player in party is showing true info or not.  Only valid when used with party feeders.
party_connectTimeout					Connect timeout
party_minLobbyTime						Minimum time (in seconds) for a lobby to be open before auto starting a match
party_maxTeamDiff						Maximum difference allowed between teams before starting a match
party_autoteams							Enables/Disables auto team functionality
party_matchedPlayerCount				Number of matched players before revealing their true names
party_teambased							True if the current playlist is team based
party_hostname							The name of the host player
party_partyPlayerCount					Number of players currently in the party/lobby in party format (x players in y's party)
party_lobbyPlayerCount					Number of players currently in the party/lobby in lobby format (x/y players)
party_kickplayerquestion				String to store the question about kicking the selected player
party_mapname							Current map name
party_gamesize							Current maximum game size
party_gametype							Current gametype
party_editingsettings					True if the host is editing game settings
party_host								True if we are the host of the party
party_debug								Debug party functionality
party_connectToOthers					If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_vetoDelayTime						Delay time in seconds for a successful map vote to execute
party_vetoPercentRequired				The fraction of the waiting players who need to veto for a map to be skipped
party_vetoPassed						Did the veto pass?
party_vetoStatus						Veto progress (localized )
party_vetoButtonVisible					The party veto button is visible in the UI
party_timer								Time until game begins in seconds, for UI display
party_teamsVisible						teams are visible in UI
party_pregameStartTimerLength			Time in seconds before showing and starting the game start timer
party_gameStartTimerLength				Time in seconds before a game start once enough party members are ready
party_maxplayers						Maximum number of players in a party
party_minplayers						Minimum number of players in a party
/**/
cg_hudSplitscreenOffsetsUseScale		Use splitscreen scaling for element offsets
cg_hudLegacySplitscreenScale			Screen scale for hud elements in splitscreen
safeArea_adjusted_vertical				User-adjustable vertical safe area as a fraction of the screen height
safeArea_adjusted_horizontal			User-adjustable horizontal safe area as a fraction of the screen width
safeArea_vertical						Vertical safe area as a fraction of the screen height
safeArea_horizontal						Horizontal safe area as a fraction of the screen width
/**/
dynEnt_damageScale						Scales damage applied to destructible dynents
dynEnt_explodingBulletMaxEnts			The maximum number of dynents that can be awakened by one explosive bullet
dynEnt_explodingBulletMinForce			Force below which dynents won't even bother waking up when hit by explosive bullets
dynEnt_explodingBulletSpinScale			Scale of the random offset from the center of mass for bullet explosion forces.
dynEnt_explodingBulletUpbias			Upward bias applied to force directions from bullet explosion hits
dynEnt_explodingBulletForce				Force applied from bullet explosion hit
dynEnt_explodeMaxEnts					The maximum number of dynents that can be awakened by one explosion
dynEnt_explodeMinForce					Force below which dynents won't even bother waking up
dynEnt_explodeSpinScale					Scale of the random offset from the center of mass for explosion forces.
dynEnt_explodeUpbias					Upward bias applied to force directions from explosion hits
dynEnt_explodeForce						Force applied from explosion hit
dynEnt_bulletForce						Force applied from bullet hit
/**/
glass_debug								Shows debug info for glass
glass_shattered_scale					The scale of the shattered glass material
glass_physics_maxdist					The maximum distance of a glass piece from the player to do physics
glass_physics_chance					The chance for a given shard of glass to use physics
glass_trace_interval					The length of time, in milliseconds, between glass piece traces
glass_fringe_maxcoverage				The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
glass_fringe_maxsize					The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_shard_maxsize						The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
glass_max_shatter_fx_per_frame			Maximum number of shatter effects to play in one frame This is a guideline and not a hard limit.
glass_max_pieces_per_frame				Maximum number of pieces to create in one frame. This is a guideline and not a hard limit.
glass_hinge_friction					Friction used by moving glass pieces when joined like a hinge to a frame
glass_fx_chance							Chance to play an effect on a small piece of glass when it hits the ground
glass_fall_gravity						Gravity for falling pieces of glass
glass_fall_delay						Sets how long a heavy piece supported by a single edge waits before falling, based on glass_fall_ratio		
glass_fall_ratio						Ratio of piece area to supporting edge length squared.  Below the min, the piece never falls.
glass_edge_angle						Sets the range of angle deflections used by new glass pieces on a supported edge
glass_angular_vel						Sets the range of angular velocities used by new glass pieces
glass_linear_vel						Sets the range of linear velocities used by new glass pieces
glass_break								Toggle whether or not glass breaks when shot
fx_drawClouds							Toggles the drawing of particle clouds
fx_mark_profile							Turn on FX profiling for marks (specify which local client, with '1' being the first.)
fx_profile								Turn on FX profiling (specify which local client, with '1' being the first.)
fx_profileFilter						Only show effects with this as a substring in FX profile
fx_profileSkip							Skip the first n lines in FX profile (to see ones off bottom of screen)
fx_profileSort							Choose sort criteria for FX profiling
fx_visMinTraceDist						Minimum visibility trace size
fx_count								Debug effects count
fx_debugBolt							Debug effects bolt
fx_freeze								Freeze effects
fx_marks_ents							Toggles whether bullet hits leave marks on entities
fx_marks_smodels						Toggles whether bullet hits leave marks on static models
fx_marks								Toggles whether bullet hits leave marks
fx_cull_elem_draw						Culls effect elems for drawing
fx_cull_elem_spawn						Culls effect elems for spawning
fx_draw									Toggles drawing of effects after processing
fx_enable								Toggles all effects processing
/**/
glass_radiusDamageMultiplier			The amount to scale damage to glass from grenades and other explosions
glass_meleeDamage						The amount of damage melee attacks do to glass
glass_damageToDestroy					The amount of damage a piece of glass must take to be completely destroyed
glass_damageToWeaken					The amount of damage a piece of glass must take to look damaged
/**/
g_kickHostIfIdle						Kick the host if he's idle
g_giveAll								Give all weapons
player_stunWhiteFlash					If enabled, player's screens will flash white when they are stunned.
shieldBlastDamageProtection_180			How much protection a shield has against an explosion.  0.0 is none, 1.0 is full.  For explosions within a 180-degree arc of the shield.
shieldBlastDamageProtection_120			How much protection a shield has against an explosion.  0.0 is none, 1.0 is full.  For explosions within a 120-degree arc of the shield.
shieldBlastDamageProtection_60			How much protection a shield has against an explosion.  0.0 is none, 1.0 is full.  For explosions within a 60-degree arc of the shield.
shieldBlastDamageProtection_30			How much protection a shield has against an explosion.  0.0 is none, 1.0 is full.  For explosions within a 30-degree arc of the shield.
scr_forcerankedmatch					script force game online and ranked
scr_game_allowkillcam					script allow killcam
scr_team_fftype							script team friendly fire type
g_mantleBlockTimeBuffer					Time that the client think is delayed after mantling
g_earthquakeEnable						Enable camera shake
g_radiusDamageMax						The maximum radius damage radius for non-client and non-actor entities
g_redCrosshairs							Whether red crosshairs are enabled
g_useholdspawndelay						Time in milliseconds that the player is unable to 'use' after spawning
g_useholdtime							Time to hold the 'use' button to activate use
g_minGrenadeDamageSpeed					Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage)
player_MGUseRadius						The radius within which a player can mount a machine gun
player_useRadius						The radius within which a player can use things
player_throwbackOuterRadius				The radius player is allow to throwback a grenade once the player has been in the inner radius
player_throwbackInnerRadius				The radius to a live grenade player must be within initially to do a throwback
g_friendlyNameDist						Maximum range for seeing a friendly's name
g_friendlyfireDist						Maximum range for disabling fire at a friendly
g_debugLocHitTime						Time duration of g_debugLocHit lines
g_debugLocHit							Display locational damage info for an entity when the entity is hit
g_debugLocDamage						Display locational damage debug information for an entity
g_no_script_spam						Turn off script debugging info
g_voteAbstainWeight						How much an abstained vote counts as a 'no' vote
g_oldVoting								Use old voting method
g_smoothClients							Enable extrapolation between client states
g_TeamTitleColor_Spectator				Spectator team color for titles
g_TeamTitleColor_EnemyTeam				Enemy team color for titles
g_TeamTitleColor_MyTeam					Player team color for titles
g_TeamColor_Free						Free Team color
g_TeamColor_Spectator					Spectator team color
g_TeamColor_MyParty						Player team color when in the same party
g_TeamColor_Axis						Axis team color
g_TeamColor_Allies						Allies team color
GAME_AXIS								Axis team name
GAME_ALLIES								Allied team name
g_ScoresColor_Axis						Axis team color on scoreboard
g_ScoresColor_Allies					Allies team color on scoreboard
g_ScoresColor_Free						Free Team color on scoreboard
g_ScoresColor_Spectator					Spectator team color on scoreboard
g_ScoresColor_EnemyTeam					Enemy team color on scoreboard
g_ScoresColor_MyParty					Player team color on scoreboard when in the same party
g_ScoresColor_MyTeam					Player team color on scoreboard
faction_128_arab_red					Icon name for the axis scores banner when you're on allies.
faction_128_usmc_red					Icon name for the allied scores banner when you're on axis.
faction_128_arab_blue					Icon name for the axis scores banner when you're on axis.
faction_128_usmc_blue					Icon name for the allied scores banner when you're on allies.
faction_128_arab						Icon name for the axis scores banner
faction_128_usmc						Icon name for the allied scores banner
g_voiceChatTalkingDuration				Time after the last talk packet was received that the player is considered by the
server to still be talking in milliseconds
g_deadChat								Allow dead players to chat with living players
g_listEntity							List the entities
g_allowVote								Enable voting on this server
g_clonePlayerMaxVelocity				Maximum velocity in each axis of a cloned player (for death animations)
g_dropHorzSpeedRand						Random component of the initial horizontal speed of a dropped item
g_dropUpSpeedRand						Random component of the initial vertical speed of a dropped item
g_dropUpSpeedBase						Base component of the initial vertical speed of a dropped item
g_dropForwardSpeed						Forward speed of a dropped item
g_playerCollisionEjectSpeed				Speed at which to push intersecting players away from each other
g_motd									The message of the day
ufoHitsTriggers							ufo/noclip will hit triggers when enabled
g_inactivity							Time delay before player is kicked for inactivity
g_maxDroppedWeapons						Maximum number of dropped weapons
g_knockback								Maximum knockback
g_speed									Player speed
dedicated								Dedicated server
g_banIPs								IP addresses to ban from playing
g_password								Password
g_sunFogScaleReadOnly					Distance scale in the sun fog direction that was set in the most recent call to "setexpfog"
g_sunFogEndFadeAngleReadOnly			Angle from the sun direction to end fade away from the sun fog color that was set in the most recent call to "setexpfog"
g_sunFogBeginFadeAngleReadOnly			Angle from the sun direction to start fade away from the sun fog color that was set in the most recent call to "setexpfog"
g_sunFogDirReadOnly						Sun fog direction that was set in the most recent call to "setexpfog"
g_sunFogColorReadOnly					Sun fog color that was set in the most recent call to "setexpfog"
g_sunFogEnabledReadOnly					Sun fog was enabled in the most recent call to "setexpfog"
g_fogMaxOpacityReadOnly					Fog max opacity that was set in the most recent call to "setexpfog"
g_fogHalfDistReadOnly
g_fogStartDistReadOnly					Fog start distance that was set in the most recent call to "setexpfog"
g_fogColorReadOnly						Fog color that was set in the most recent call to "setexpfog"
g_dobjdump								DObj debugging info for the given character number
g_dumpAnims								Animation debugging info for the given character number
pickupPrints							Print a message to the game window when picking up ammo, etc.
g_spawnDebug							Turn on debug lines for spawning traces
radius_damage_debug						Turn on debug lines for radius damage traces
melee_debug								Turn on debug lines for melee traces
g_entinfo_maxdist						Maximum distance of an entity from the camera at which to show entity information
g_entinfo								Display entity information
g_vehicleDebug							Turn on debug information for vehicles
g_vehicleDrawPath						Turn on debug information for vehicle paths
shieldDebug								Show debug info for riot shields
g_debugBullets							Show debug information for bullets
g_debugDamage							Show debug information for damage
g_logSync								Enable synchronous logging
g_log									Log file name
scr_%s_roundlimit						script round limit
scr_%s_scorelimit						script score limit
/**/
grenadeBounceRestitutionMax				Cap to keep code from increasing bounce restitution too high.
grenadeCurveMax							Largest rolling curvature (will be random between +/- this value)
grenadeWobbleSideDamp					The rate at which the amount of side-to-side wobbling decreases as overall grenade speed increases
grenadeWobbleSideMag					The distance to wobble left and right
grenadeWobbleFwdMag						The forward rolling speed will oscillate +/- this amount
grenadeWobbleFreq						Wobble cycles per inch of rolling distance (approx)
grenadeBumpMax							Maximum upward speed of a bump (inches/sec)
grenadeBumpMag							Size of bumps (as a fraction of the grenade's current speed)
grenadeBumpFreq							How likely (per server frame) a bump will occur
grenadeFrictionMaxThresh				The speed threshold that determines whether to use grenadeFrictionLow/High
grenadeFrictionHigh						The amount of friction (0 to 1) for fast-moving grenades
grenadeFrictionLow						The amount of friction (0 to 1) for slower/rolling grenades
grenadeRollingEnabled					Enables the new "rolling" grenade behavior
grenadeRestThreshold					The speed threshold below which grenades will come to rest
missileMacross							Swarmy goodness.
missileExplosionLiftDistance			Distance to lift the explosion off the surface for "big explosion" weapons
missileRemoteSpeedDown					Remote-controlled missile slowdown-factor.
missileRemoteSpeedUp					Remote-controlled missile speedup-factor.
missileRemoteSpeedTargetRange			Remote-controlled missile speeds.
missileWaterMaxDepth					If a missile explodes deeper under water than this, they explosion effect/sound will not play.
missileJavDuds							If true, javelins that impact before their booster ignites will not explode, they will play their dud effects instead.
missileJavClimbToOwner
missileJavTurnDecel
missileJavSpeedLimitDescend				Rocket's speed limit when descending towards target.
missileJavSpeedLimitClimb				Rocket's speed limit when climbing.
missileJavAccelDescend					Rocket acceleration when descending towards target.
missileJavAccelClimb					Rocket acceleration when climbing.
missileJavTurnRateTop					In top-fire mode, how sharp the rocket can turn, in angles/sec.
missileJavTurnRateDirect				In direct-fire mode, how sharp the rocket can turn, in angles/sec.
missileJavClimbCeilingTop				In top-fire mode, how high the missile needs to reach before it descends.
missileJavClimbCeilingDirect			In direct-fire mode, how high the missile needs to reach before it descends.
missileJavClimbAngleTop					In top-fire mode, the minimum angle between the rocket and target until the rocket stops climbing.  Smaller angles make for higher climbs.
missileJavClimbAngleDirect				In direct-fire mode, the minimum angle between the rocket and target until the rocket stops climbing.  Smaller angles make for higher climbs.
missileJavClimbHeightTop				In top-fire mode, how far above the target the rocket will aim for when climbing.
missileJavClimbHeightDirect				In direct-fire mode, how far above the target the rocket will aim for when climbing.
missileHellfireUpAccel					The rate at which the hellfire missile curves upward
missileHellfireMaxSlope					This limits how steeply the hellfire missile can turn upward when climbing
missileGlassShatterVel					Velocity needed by a grenade or missile to shatter glass instead of bouncing off.
missileDebugAttractors					Draw the attractors and repulsors.  Attractors are green, and repulsors are yellow.
missileDebugText						Print debug missile info to console.
missileDebugDraw						Draw guided missile trajectories.
/**/
band_18players							18 player bandwidth req'd
band_12players							12 player bandwidth req'd
band_8players							8 player bandwidth req'd
band_4players							4 player bandwidth req'd
band_2players							2 player bandwidth req'd
ezpatch									Enable ez patch
playlistFilename						Playlist filename
popupText								Menu popup text
widePopupText							Menu popup uses wide text
com_cinematicEndInWhite					Set by script. True if cinematic ends with a white screen.
wideScreen								True if the game video is running in 16x9 aspect, false if 4x3.
hiDef									True if the game video is running in high-def.
com_animCheck							Check anim tree
intro									Intro movie should play
com_filter_output						Use console filters for filtering output.
sv_running								Server is running
useSvMapPreloading						Whether to start loading the map before starting the server
useMapPreloading						Whether to start loading the map before connecting to server
sv_paused								Pause the client/server
com_maxFrameTime						Time slows down if a frame takes longer than this many milliseconds
fixedtime								Use a fixed time rate for each frame
timescale
com_timescale							Scale time of each frame
com_statmon								Draw stats monitor
logfile									Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
developer_script						Enable developer script comments
xenonGame								True if running on XBox 360
consoleGame								True if running on a console
com_maxfps								Cap frames per second
/**/
migration_dvarErrors					Whether to check for illegal script dvar changes.
shortversion							Short game version
version									Game version
/**/
com_attractmodeduration					Time when controller is unused before attract mode is enabled
com_attractmode							Run attract mode
/**/
net_dumpprofile
msg_hudelemspew							Debug hudelem fields changing
msg_dumpEnts							Print snapshot entity info
msg_printEntityNums						Print entity numbers
net_lanauthorize						Authorise CD keys when using a LAN
net_showprofile							Show network profiling display
net_profile								Profile network performance
packetDebug								Enable packet debugging information
showdrop								Show dropped packets
showpackets								Show packets
/**/
g_serverHunkUser						Maximum amount of clients on the server
sv_hugeSnapshotDelay					How long to wait before building a new snapshot after a 'huge' snapshot is sent
sv_hugeSnapshotSize						Size of a snapshot to be considered 'huge'
sv_clientArchive						Have the clients archive data to save bandwidth on the server
sv_network_fps							Number of times per second the server checks for net messages
sv_debugReliableCmds					Enable debugging information for 'reliable' commands
sv_debugRate							Enable snapshot rate debugging info
sv_mapRotationCurrent					Current map in the map rotation
sv_mapRotation							List of maps for the server to play
sv_kickBanTime							Time in seconds for a player to be banned from the server after being kicked
sv_showAverageBPS						Show average bytes per second for net debugging
sv_packet_info							Enable packet info debugging information
sv_allowedClan2
sv_allowedClan1							Allow this clan to join the server
sv_padPackets							add nop bytes to messages
sv_reconnectlimit						minimum seconds between connect messages
sv_zombietime							seconds to sync messages after disconnect
sv_connectTimeout						seconds without any message when a client is loading
sv_timeout								seconds without any message
sv_floodProtect							Prevent malicious lagging by flooding the server with commands
sv_maxPing								Maximum ping allowed on the server
sv_minPing								Minimum ping allowed on the server
sv_maxRate								Maximum bit rate
sv_clientSideBullets					If true, clients will synthesize tracers and bullet impacts
CoD4Host								Host name of the server
badhost_debug							Bad host debugging
badhost_minPercentClientsUnhappyToSuck	What percentage of clients need to have a ping higher than sv_maxHappyPingTime before it aborts
badhost_minTotalClientsForHappyTest		Minimum number of clients before it does the 'suck as host' test
badhost_maxDoISuckFrames				Max lagged frames need to end match
badhost_endGameIfISuck					End the match if most of the players are lagged out
badhost_maxHappyPingTime				Max ping that a player can have that we consider acceptable when calculating if the server is swamped
sv_privateClients						Maximum number of private clients allowed on the server
/**/
testClients_watchKillcam				Testclients will not press buttons during killcam.
testClients_doCrouch					Testclients will use the crouch button.
testClients_doReload					Testclients will use the reload button.
testClients_doMove						Testclients will use the movement.
testClients_doAttack					Testclients will use the attack button.
/**/
migration_verboseBroadcastTime			time in milliseconds between verbose migration state broadcasts
migration_timeBetween					milliseconds between migration_limit dvar's value of migrations.
migration_limit							maximum number of migrations within migration_timeBetween dvar's value in milliseconds.
migration_msgtimeout					timeout time in ms of migration messages
migration_blocksperframe				Number of blocks to send out each server frame.  A value of 0 means base it off our tested bandwidth.
/**/
loc_warningsAsErrors					Throw an error for any unlocalized string
loc_warningsUI							Enable localization warnings for UI
loc_warnings							Enable localization warnings
loc_translate							Enable translations
loc_forceEnglish						Force english localized strings
loc_language							Language
/**/
ui_sliderSteps							The number of steps for a slider itemdef
ui_textScrollFadeTime					Text scrolling takes this long (seconds) to fade out at the end before restarting
ui_textScrollPauseEnd					Text scrolling waits this long (seconds) at the end before restarting
ui_textScrollPauseStart					Text scrolling waits this long (seconds) before starting
ui_textScrollSpeed						Speed at which text scrolls vertically
ui_allow_teamchange						Whether the UI should allow changing team
ui_allow_classchange					Whether the UI should allow changing class
ui_hud_hardcore							Whether the HUD should be suppressed for hardcore mode
ui_debugMode							Draw ui debug info on the screen.
ui_drawCrosshair						Whether to draw crosshairs.
ui_connectScreenTextGlowColor			Glow color applied to the mode and map name strings on the connect screen.
ui_cinematicsTimestamp					Shows cinematics timestamp on subtitle UI elements.
ui_borderLowLightScale					Scales the border color for the lowlight color on certain UI borders
lobby_animationTilesHigh				How many animation tiles high is the searching_for_player texture
lobby_animationTilesWide				How many animation tiles wide is the searching_for_player texture
lobby_animationSpeed					How long each frame of the animation should draw, in milliseconds
lobby_numAnimationFrames				How many animation tiles are in the searching_for_player texture
ui_partyFull							True if the current party is full.
lobby_searchingPartyColor				The color to show that we're searching for that slot when shown in lobbies
ui_playerPartyColor						The local player's font color when shown in lobbies and parties
ui_showMenuOnly							If set, only menus using this name will draw.
ui_showList								Show onscreen list of currently visible menus
ui_buildSize							Font size to use for the build number
ui_buildLocation						Where to draw the build number
ui_serverStatusTimeOut					Time in milliseconds before a server status request times out
ui_currentFeederMapIndex				Currently selected map
ui_currentMap							Current map index
ui_extraBigFont							Extra big font scale
ui_bigFont								Big font scale
ui_smallFont							Small font scale
ui_netSource							The network source where: 0:Local 1:Internet 2:Favourites
ui_customClassName						Custom Class name
ui_customModeEditName					Name to give the currently edited custom game mode when editing is complete
ui_customModeName						Custom game mode name
/**/
xblive_playEvenIfDown					Allow people to play online even if Live is down
xblive_ec_lastupdatems					MS since last update required to early out qos
xblive_ec_firstupdatems					MS to wait before deciding to early out qos
xblive_ec_minpercent					Minimum percentage of probe results required before early outing qos
xblive_ec_minprobes						Minimum probe results required before early outing qos
party_simulateLongQoS					simulate a real QoS which takes around 30 seconds
xblive_mappacks							0 = original maps only, 1 = new maps only, 2 = both original and new
xblive_privatepartyclient				true only if we're in a party and not the host
xblive_hostingprivateparty				true only if we're hosting a party
xblive_privatematch						Current game is a private match
partyChatDisconnectTimer				Time to wait after user responds to Party Chat dialog before kicking (msec)
partyChatDisallowed						Whether to disallow Xbox Live Party Chat
session_nonblocking						Non-blocking Session code
disconnectOnSignOut						If true, the player will be kicked back to the main menu if they sign out of their profile
xenon_maxVoicePacketsPerSecForServer	Max voice packets per second the server will send
xenon_maxVoicePacketsPerSec				Max voice packets per second a client will send
xenon_voiceDegrade						Degrade voice quality
xenon_voiceDebug						Debug voice communication
xblive_loggedin							User is logged into xbox live
/**/
net_port								Network port
net_ip									Network IP address
/**/
physVeh_jump							Set to 1 to make a vehicle jump.
physVeh_collideWithClipOnly				Physics vehicles will only collide with vehicle clip when true
physVeh_pathConstraintErp				
physVeh_pathConstraintCfm				The constraint cfm for path-constrained vehicles
physVeh_explodeSpinScale				The max (random) offset from the center of mass at which splash damage applies its force
physVeh_explodeForce					The force applied to physics vehicles due to explosions
physVeh_slideReductionForHighSpeed		A larger value makes it harder to slip when moving faster than the max speed
physVeh_minImpactMomentum				The minimum collision momentum needed to register an impact
physVeh_StepsPerFrame					The number of physics timesteps that the server frame will be divided into.
phys_jointPullThreshold					If joints are farther apart than sqrt(this distance), they will be pulled together.
phys_narrowObjMaxLength					If a geom has a dimension less than this, then extra work will be done to prevent it from falling into cracks (like between the wall and the floor)
phys_gravityChangeWakeupRadius			The radius around the player within which objects get awakened when gravity changes
phys_jitterMaxMass						Maximum mass to jitter - jitter will fall off up to this mass
phys_minImpactMomentum					The minimum momentum required to trigger impact sounds
phys_dragAngular						The amount of angular drag, applied globally
phys_dragLinear							The amount of linear drag, applied globally
phys_frictionScale						Scales the amount of physics friction globally.
phys_joint_stop_erp						Physics error reduction magic parameter for joints at their limits.
phys_joint_stop_cfm						Physics constraint force mixing magic parameter for joints at their limits.
phys_joint_cfm							Physics constraint force mixing magic parameter for joints.
phys_contact_erp_vehicleSoft
phys_contact_cfm_vehicleSoft
phys_contact_erp_vehicle
phys_contact_cfm_vehicle
phys_contact_erp_ragdoll
phys_contact_cfm_ragdoll
phys_contact_erp						Physics error reduction magic parameter for contacts.
phys_contact_cfm						Physics constraint force mixing magic parameter for contacts.
phys_autoDisableFastTime
phys_autoDisableFastAngular				Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first).  (deg/sec)
phys_autoDisableFastLinear				Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first).
phys_autoDisableTime					The amount of time a body must be idle for it to go to sleep.
phys_autoDisableAngular					A body must have angular velocity less than this to be considered idle. (deg/sec)
phys_autoDisableLinear					A body must have linear velocity less than this to be considered idle.
phys_collUseEntities					Disable to turn off testing for collision against entities
phys_noIslands							Make all contacts joints between an object and the world: no object-object contacts
phys_reorderConst						ODE solver reorder constraints
phys_drawDebugInfo						Print info about the physics objects
phys_drawAwake							Debug draw a box indicating which bodies are disabled
phys_drawCollisionObj					Debug draw collision geometry for each physics object
phys_drawCollisionWorld					Debug draw collision brushes and terrain triangles
phys_drawcontacts						Debug draw contact points
phys_qsi								Number of iterations that QuickStep performs per step.
phys_dumpcontacts						Set to true to dump all constraints in next physics frame.
phys_bulletSpinScale					Scale of the effective offset from the center of mass for the bullet impacts.
phys_bulletUpBias						Up Bias for the direction of the bullet impact.
phys_gravity_ragdoll					Physics gravity used by ragdolls in units/sec^2.
phys_gravity							Physics gravity in units/sec^2.
phys_csl								Physics contact surface level magic parameter.
phys_mcv_vehicle						Physics maximum correcting velocity magic parameter (for vehicles).
phys_mcv_ragdoll						Physics maximum correcting velocity magic parameter (for ragdoll).
phys_mcv								Physics maximum correcting velocity magic parameter.
phys_erp								Physics error reduction magic parameter.
phys_cfm								Physics constraint force mixing magic parameter.
/**/
ragdoll_idle_min_velsq					Minimum squared speed a ragdoll body needs to be moving before it will shut down due to time
ragdoll_stretch_iters					Iterations to run the alternate limb solver
ragdoll_max_stretch_pct					Force ragdoll limbs to not stretch more than this percentage in one frame
ragdoll_dump_anims						Dump animation data when ragdoll fails
ragdoll_self_collision_scale			Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating
ragdoll_jitter_scale					Scale up or down the effect of physics jitter on ragdolls
ragdoll_rotvel_scale					Ragdoll rotational velocity estimate scale
ragdoll_jointlerp_time					Default time taken to lerp down ragdoll joint friction
ragdoll_baselerp_time					Default time ragdoll baselerp bones take to reach the base pose
ragdoll_bullet_upbias					Upward bias applied to ragdoll bullet effects
ragdoll_bullet_force					Bullet force applied to ragdolls
ragdoll_exploding_bullet_upbias			Upwards bias applied to ragdoll from explosive bullets
ragdoll_exploding_bullet_force			Force applied to ragdolls from explosive bullets
ragdoll_explode_upbias					Upwards bias applied to ragdoll explosion effects
ragdoll_explode_force					Explosive force applied to ragdolls
ragdoll_max_simulating					Max number of simultaneous active ragdolls
ragdoll_max_life						Max lifetime of a ragdoll system in msec
ragdoll_fps								Ragdoll update frames per second
ragdoll_debug							Draw ragdoll debug info (bitflags)
ragdoll_enable							Turn on ragdoll death animations
/**/
vehHelicopterTiltMomentum				The amount of rotational momentum the helicopter has with regards to tilting.
vehHelicopterHeadSwayDontSwayTheTurret	If set, the turret will not fire through the crosshairs, but straight ahead of the vehicle, when the player is not freelooking.
vehHelicopterJitterJerkyness			Specifies how jerky the tilt jitter should be
vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt	The forward speed (as a fraction of top speed) at which the tilt due to yaw reaches is maximum value.
vehHelicopterTiltFromFwdAndYaw			The amount of roll caused by yawing while moving forward.
vehHelicopterTiltFromControllerAxes		The amount of tilt caused by the desired velocity (i.e., the amount of controller stick deflection)
vehHelicopterTiltFromVelocity			The amount of tilt caused by the current velocity
vehHelicopterTiltFromDeceleration		The amount of tilt caused by deceleration
vehHelicopterTiltFromAcceleration		The amount of tilt caused by acceleration
vehHelicopterTiltSpeed					The rate at which the player helicopter's tilt responds
vehHelicopterYawOnLeftStick				The yaw speed created by the left stick when pushing the stick diagonally (e.g., moving forward and strafing slightly).
vehHelicopterInvertUpDown				Invert the altitude control on the player helicopter.
vehHelicopterDecelerationSide			Set the side-to-side deceleration of the player helicopter (as a fraction of acceleration).  So 1.0 makes it equal to the acceleration.
vehHelicopterDecelerationFwd			Set the deceleration of the player helicopter (as a fraction of acceleration) in the direction the chopper is facing.  So 1.0 makes it equal to the acceleration.
vehHelicopterSoftCollisions				Player helicopters have soft collisions (slow down before they collide).
vehHelicopterScaleMovement				Scales down the smaller of the left stick axes.
vehHelicopterStrafeDeadzone				Dead-zone so that you can fly straight forward easily without accidentally strafing (and thus rolling).
vehHelicopterRightStickDeadzone			Dead-zone for the axes of the right thumbstick.  This helps to better control the two axes separately.
vehHelicopterHoverSpeedThreshold		The speed below which the player helicopter begins to jitter the tilt, for hovering
vehHelicopterLookaheadTime				How far ahead (in seconds) the player helicopter looks ahead, to avoid hard collisions.  (Like driving down the highway, you should keep 2 seconds distance between you and the vehicle in front of you)
vehHelicopterMaxRoll					Maximum roll of the player helicopter
vehHelicopterMaxPitch					Maximum pitch of the player helicopter
vehHelicopterMaxYawAccel				Maximum yaw acceleration of the player helicopter
vehHelicopterMaxYawRate					Maximum yaw speed of the player helicopter
vehHelicopterMaxAccelVertical			Maximum vertical acceleration of the player helicopter (in MPH per second)
vehHelicopterMaxAccel					Maximum horizontal acceleration of the player helicopter (in MPH per second)
vehHelicopterMaxSpeedVertical			Maximum vertical speed of the player helicopter (in MPH)
vehHelicopterMaxSpeed					Maximum horizontal speed of the player helicopter (in MPH)
veh_aiOverSteerScale					Scaler used to cause ai vehicles to over steer
veh_thirdPersonCam						Enable 3rd person switching
/**/
vehAudio_spawnVolumeTime				Seconds it takes for spawned vehicles to reach full volume.
vehAudio_inAirPitchDownLerp				Rate at which the pitch lerps down
vehAudio_inAirPitchUpLerp				Rate at which the pitch lerps up
vehCam_zOffsetMode						Camera offset mode for Z axis
vehCam_yawClamp							Yaw clamp for user adjustment
vehCam_yawTurnRate						Yaw turn rate for user adjustment
vehCam_pitchClamp						Pitch clamp for user adjustment
vehCam_pitchTurnRate					Pitch turn rate for user adjustment
vehCam_speedInfluence					Controls how much the vehicle's speed effects the camera.
vehCam_radius							Camera radius from vehicle
vehCam_offset							Focus offset from vehicle origin
vehCam_angles							Camera angles from vehicle
vehCam_editMode							Enables camera edit mode via dvars
vehCam_freeLook							Enables free look mode
veh_boneControllerLodDist				Distance at which bone controllers are not updated.
/**/
lb_maxrows								Maximum number of rows to fetch
lb_filter								Filter applied to the leaderboard display: ('none','friends')
lb_minrefresh							Minimum time (in seconds) between leaderboard fetches
/**/
session_advertiseFailedSearchCount		Failed search count at which we list ourselves with matchmaking
ping_default_min						Minimum ping for the initial set of searches
ping_increment							Number of milliseconds to increase min ping after each set of searches
ping_searches_per						Number of searches at each min ping value
/**/
session_immediateDeleteTinySessions		Whether to immediately delete sessions with 1 user
iwnet_sessionHeartbeat					How often to send a heartbeat msg
matchmaking_debug						Enable matchmaking debugging information
/**/
sentry_placement_trace_min_normal		Minimum normal to accept a sentry position
sentry_placement_trace_pitch			Pitch used for the trace axis
sentry_placement_trace_dist				Distance along the trace axis where the sentry will attempt to position itself
sentry_placement_trace_radius_canon_safety	Extra radius used in the forward direction to compensate for the canon length
sentry_placement_trace_radius			Radius of the bound used for the placement trace
sentry_placement_feet_trace_dist_z		Max distance for a foot to be considered touching the ground
sentry_placement_feet_offset			Position of the feet from the center axis.
sentry_placement_debug					Enables sentry placement debug lines
/**/
iwnet_debug								turn on iwnet debugging
iwnet_maxResendTime						maximum resend time for iwnet commands
iwnet_minResendTime						minimum resend time for iwnet commands
iwnet_allclientsauthed					True if all local clients are authed and playable
/**/
lsp_debug								Whether to print lsp debug info
/**/
snd_cinematicVolumeScale				Scales the volume of Bink videos.
snd_levelFadeTime						The amout of time in milliseconds for all audio to fade in at the start of a level
snd_draw3D								Draw the position and info of world sounds
snd_enableEq							Enable equalization filter
snd_enableReverb						Enable sound reverberation
snd_enableStream						Enable streamed sounds
snd_enable3D							Enable 3D sounds
snd_enable2D							Enable 2D sounds
snd_slaveFadeTime						The amount of time in milliseconds for a 'slave' sound
to fade its volumes when a master sound starts or stops
snd_volume								Game sound master volume
snd_errorOnMissing						Cause a Com_Error if a sound file is missing.
/**/
r_atlasAnimFPS							Speed to animate atlased 2d materials
r_sun_from_dvars						Set sun flare values from dvars rather than the level
r_outdoorFeather						Outdoor z-feathering value
r_pixelShaderGPRReallocation			Number of general purpose registers to the pixel shader
r_dof_bias								Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_farEnd							Depth of field far end distance, in inches
r_dof_farStart							Depth of field far start distance, in inches
r_dof_nearEnd							Depth of field near end distance, in inches
r_dof_nearStart							Depth of field near start distance, in inches
r_dof_viewModelEnd						Depth of field viewmodel end distance, in inches
r_dof_viewModelStart					Depth of field viewmodel start distance, in inches
r_dof_farBlur
r_dof_nearBlur
r_dof_tweak								Use dvars to set the depth of field effect; overrides r_dof_enable
r_dof_enable							Enable the depth of field effect
r_desaturation							Desaturation adjustment
r_brightness							Brightness adjustment
r_contrast								Contrast adjustment
r_filmAltShader							Use alternate shader (with middle tint and dark desat) for film color.
r_filmUseTweaks							Overide film effects with tweak dvar values.
r_glow_allowed_script_forced			Force 'allow glow' to be treated as true, by script.
r_glow_allowed							Allow glow.
r_distortion							Enable distortion
r_blur									Dev tweak to blur the screen
r_halfParticles							0 force off, 1 force on, 2 use script controlled.
r_screenFilterQuads						If non-zero, uses this many quads instead of two triangles for full screen effects
sm_qualitySpotShadow					Fast spot shadow
sm_fastSunShadow						Fast sun shadow
sm_spotDistCull							Distance cull spot shadows
sm_strictCull							Strict shadow map cull
sm_sunShadowScale						Sun shadow scale optimization
sm_sunShadowCenter						Sun shadow center, 0 0 0 means don't override
sm_sunSampleSizeNear					Shadow sample size
sm_polygonOffsetBias					Shadow map offset bias
sm_polygonOffsetScale					Shadow map offset scale
sm_lightScore_spotProjectFrac			When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction.
sm_lightScore_eyeProjectDist			When picking shadows for primary lights, measure distance from a point this far in front of the camera.
sm_spotShadowFadeTime					How many seconds it takes for a primary light shadow map to fade in or out
sm_minSpotLightScore					Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps.
sm_maxLights							Limits how many primary lights can have shadow maps
sm_spotLimit							Limit number of spot shadows from script
sm_spotEnable							Enable spot shadow mapping from script
sm_sunEnable							Enable sun shadow mapping from script
sm_enable								Enable shadow mapping
r_forceLod								Force all level of detail to this level
r_lowestLodDist							Distance for lowest level of detail
r_lowLodDist							Distance for low level of detail
r_mediumLodDist							Distance for medium level of detail
r_highLodDist							Distance for high level of detail
r_showFloatZDebug						Show float z buffer used to eliminate hard edges on particles near geometry
r_showFbColorDebug						Show front buffer color debugging information
r_portalMinRecurseDepth					Ignore r_portalMinClipArea for portals with fewer than this many parent portals.
r_portalMinClipArea						Don't clip child portals by a parent portal smaller than this fraction of the screen area.
r_portalWalkLimit						Stop portal recursion after this many iterations.  Useful for debugging portal errors.
r_singleCell							Only draw things in the same cell as the camera.  Most useful for seeing how big the current cell is.
r_portalBevelsOnly						Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen
r_portalBevels							Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle
r_skipPvs								Skipt the determination of what is in the potentially visible set (disables most drawing)
r_lockPvs								Lock the viewpoint used for determining what is visible to the current position and direction
r_drawWater								Enable water animation
r_spotLightExponent						Exponent for spot light to control falloff away from the center
r_spotLightMaxLength					Maximum length of the spot light used to light geo.  The will limit the length set in the effect.
r_spotLightBrightness					Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
r_spotLightEntityShadows				Enable entity shadows for spot lights.
r_spotLightSModelShadows				Enable static model shadows for spot lights.
r_spotLightShadows						Enable shadows for spot lights.
r_spotLightEndRadius					Radius of the circle at the end of the spot light in inches.
r_spotLightStartRadius					Radius of the circle at the start of the spot light in inches.
r_spotLightFovInnerFraction				Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
r_dlightLimit							Maximum number of dynamic lights drawn simultaneously
r_dpvsFilterDebug						Filter all entities to all cells (debug)
r_clearColor2							Color to clear every second frame to (for use during development)
r_clearColor							Color to clear the screen to when clearing the frame buffer
r_clear									Controls how the color buffer is cleared
r_vsync									Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
r_cmdbuf_worker							Process command buffer in a separate thread
r_smp_worker_thread2
r_smp_worker_thread1
r_smp_worker_thread0
r_smp_worker							Process renderer front end in a separate thread
r_smp_backend							Process renderer back end in a separate thread
r_scaleViewport							Scale 3D viewports by this fraction.  Use this to see if framerate is pixel shader bound.
r_envMapSunIntensity					Max sun specular intensity intensity with env map materials.
r_envMapExponent						Reflection exponent.
r_envMapMaxIntensity					Max reflection intensity based on glancing angle.
r_envMapMinIntensity					Min reflection intensity based on glancing angle.
r_lightCacheLessFrequentMaxDistance		Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit
r_lightCacheLessFrequentPeriod			Adjust how frequently fx models (and models tagged as less-frequently-lit by script) get relit on average (1 is every frame, 8 is every 8th frame)
r_heroLighting							Enable hero-only lighting
r_lightGridContrast						Adjust the contrast of light color from the light grid
r_lightGridIntensity					Adjust the intensity of light color from the light grid
r_lightGridUseTweakedValues				Use tweaked values instead of default
r_lightGridEnableTweaks					Enable tweaks of the light color from the light grid
r_cacheModelLighting					Speed up model lighting by caching previous results
r_cacheSModelLighting					Speed up static model lighting by caching previous results
r_showMissingLightGrid					Use rainbow colors for entities that are outside the light grid
r_showLightGrid							Show light grid debugging information (2: detailed, 3: detailed for this box only)
r_vc_showlog							Show this many rows of light grid points for the vis cache
r_vc_makelog							Enable logging of light grid points for the vis cache.  1 starts from scratch, 2 appends.
r_debugLineWidth						Width of server side debug lines
r_resampleScene							Upscale the frame buffer with sharpen filter and color correction.
r_diffuseColorScale						Globally scale the diffuse color of all point lights
r_specularColorScale					Set greater than 1 to brighten specular highlights
r_specularMap							Replace all specular maps with pure black (off) or pure white (super shiny)
r_normalMap								Replace all normal maps with a flat normal map
r_detailMap								Replace all detail maps with an image that effectively disables them
r_colorMap								Replace all color maps with pure black or pure white
r_lightMap								Replace all lightmaps with pure black or pure white
r_polygonOffsetBias						Offset bias for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetScale					Offset scale for decal polygons; bigger values z-fight less but poke through walls more
r_fog									Set to 0 to disable fog
r_zfar									Change the distance at which culling fog reaches 100% opacity; 0 is off
r_znear_depthhack						Viewmodel near clip plane
r_znear									Things closer than this aren't drawn.  Reducing this increases z-fighting in the distance.
r_subwindow								subwindow to draw: left, right, top, bottom
r_debugShader							Enable shader debugging information
r_fullbright							Toggles rendering without lighting
r_texFilterMipBias						Change the mipmap bias
r_texFilterMipMode						Forces all mipmaps to use a particular blend between levels (or disables mipping.)
r_texFilterAnisoMin						Minimum anisotropy to use for texture filtering (overridden by max)
r_texFilterDisable						Disables all texture filtering (uses nearest only.)
r_texFilterAnisoMax						Maximum anisotropy to use for texture filtering
r_blacklevel							Black level (negative brightens output)
r_ignorehwgamma							Ignore hardware gamma
r_gamma									Gamma value
r_fullscreen							Display game full screen
r_ignore								used for debugging anything
/**/
r_sun_fx_position						Position in degrees of the sun effect
r_sunglare_fadeout						time in seconds to fade glare from 100% to 0%
r_sunglare_fadein						time in seconds to fade glare from 0% to 100%
r_sunglare_max_lighten					0-1 fraction for how white the world is at max glare
r_sunglare_max_angle					angle from sun in degrees inside which glare is minimum
r_sunglare_min_angle					angle from sun in degrees inside which glare is maximum
r_sunblind_fadeout						time in seconds to fade blind from 100% to 0%
r_sunblind_fadein						time in seconds to fade blind from 0% to 100%
r_sunblind_max_darken					0-1 fraction for how black the world is at max blind
r_sunblind_max_angle					angle from sun in degrees inside which blinding is max
r_sunblind_min_angle					angle from sun in degrees outside which blinding is 0
r_sunflare_fadeout						time in seconds to fade alpha from 100% to 0%
r_sunflare_fadein						time in seconds to fade alpha from 0% to 100%
r_sunflare_max_alpha					0-1 vertex color and alpha of sun at max effect
r_sunflare_max_angle					angle from sun in degrees inside which effect is max
r_sunflare_max_size						largest size of flare effect in pixels at 640x480
r_sunflare_min_angle					angle from sun in degrees outside which effect is 0
r_sunflare_min_size						smallest size of flare effect in pixels at 640x480
r_sunflare_shader						name for flare effect; can be any material
r_sunsprite_size						diameter in pixels at 640x480 and 80 fov
r_sunsprite_shader						name for static sprite; can be any material
 
I

iHc Haxalot

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Holy ****, that's a big list of Dvars :blink:
I will have to add some of the decent Dvars to my ever-growing list :tongue:
Much thanks!
 
CraigChrist8239

CraigChrist8239

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Lol, want a good trip? Bind the following strings to buttons in the code_post_gfx_mp...

Code:
"toggle r_specularMap"
"toggle r_normalMap"
"toggle r_detailMap"
"toggle r_colorMap"
"toggle r_lightMap"
 
strudelbeeps

keifer izGOD

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Lol, want a good trip? Bind the following strings to buttons in the code_post_gfx_mp...

Code:
"toggle r_specularMap"
"toggle r_normalMap"
"toggle r_detailMap"
"toggle r_colorMap"
"toggle r_lightMap"
haha did this before :biggrin:
 
michael1026

michael1026

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Lol, want a good trip? Bind the following strings to buttons in the code_post_gfx_mp...

Code:
"toggle r_specularMap"
"toggle r_normalMap"
"toggle r_detailMap"
"toggle r_colorMap"
"toggle r_lightMap"
What exactly does that do???
 
DemiZe

DemiZe

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Nice since they deleted your old one I think they should pin this.
 
T

thesonandheir

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Which are the 2 dvars you thought we should know about?


BTW, great work, I looked throught the .xex myself and I think you have them all nailed now.
 
Jamie

Jamie

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thats a great list but i still cant seem to find ones to make stun and flash grenades kill instantly :frown:
 
F

fragsnipa

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hey this dvar doesnt work right ui_allow_classchange. i dont think so it would be awesome if this does work dont have to use OMA anymore :smile: .
 
M

MAJE5TiK

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I wonder which dvar/if any controls the shuffling/equipment sound (the noise you make when moving - not footsteps!) .. ??

gonna test some later :smile:
 
A

Awesome10Foil

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Rofl at:

Code:
CraigChrist8239							Extractor of this list, this is here to prevent copypastas, lulz

and what are the two we should know?
 
CraigChrist8239

CraigChrist8239

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Rofl at:

Code:
CraigChrist8239							Extractor of this list, this is here to prevent copypastas, lulz

and what are the two we should know?
lol, well thats one of em. Ive actually seen that "dvar" on other sites...

The other one actually works. Its purpose is to force the game to be ranked ;]
 
kristianzhe

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Nice! I have always ment that CraigChrist8239 are the best modder/coder out there!!!!!
 
Nooga

Nooga

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Is it one of these?
Code:
setDvar("scr_forcerankedmatch", "1"); // script force game online and ranked
setDvar("onlineunrankedgameandhost", "1"); //true only if this is an xbox live RANKED game AND we're the host, otherwise false

Nice work btw
 
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