"achievement_debug","0","GAMEDLL REPLICATED CHEAT","Turn on achievement debug msgs." "ai_LOS_mode","0","GAMEDLL REPLICATED","" "ai_auto_contact_solver","1","GAMEDLL","" "ai_block_damage","0","GAMEDLL","" "ai_debug_assault","0","GAMEDLL","" "ai_debug_avoidancebounds","0","GAMEDLL","" "ai_debug_directnavprobe","0","GAMEDLL","" "ai_debug_doors","0","GAMEDLL","" "ai_debug_dyninteractions","0","GAMEDLL","Debug the NPC dynamic interaction system." "ai_debug_efficiency","0","GAMEDLL","" "ai_debug_enemies","0","GAMEDLL","" "ai_debug_expressions","0","GAMEDLL","Show random expression decisions for NPCs." "ai_debug_follow","0","GAMEDLL","" "ai_debug_loners","0","GAMEDLL","" "ai_debug_looktargets","0","GAMEDLL","" "ai_debug_los","0","GAMEDLL CHEAT","NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid." "ai_debug_nav","0","GAMEDLL","" "ai_debug_ragdoll_magnets","0","GAMEDLL","" "ai_debug_shoot_positions","0","GAMEDLL REPLICATED CHEAT","" "ai_debug_speech","0","GAMEDLL","" "ai_debug_squads","0","GAMEDLL","" "ai_debug_think_ticks","0","GAMEDLL","" "ai_debugscriptconditions","0","GAMEDLL","" "ai_default_efficient","0","GAMEDLL","" "ai_drawbattlelines","0","GAMEDLL CHEAT","" "ai_efficiency_override","0","GAMEDLL","" "ai_enable_fear_behavior","1","GAMEDLL","" "ai_expression_frametime","0.05","GAMEDLL","Maximum frametime to still play background expressions." "ai_expression_optimization","0","GAMEDLL","Disable npc background expressions when you can't see them." "ai_fear_player_dist","720","GAMEDLL","" "ai_find_lateral_cover","1","GAMEDLL","" "ai_find_lateral_los","1","GAMEDLL","" "ai_follow_use_points","1","GAMEDLL","" "ai_follow_use_points_when_moving","1","GAMEDLL","" "ai_force_serverside_ragdoll","0","GAMEDLL","" "ai_frametime_limit","50","GAMEDLL","frametime limit for min efficiency AIE_NORMAL (in sec's)." "ai_inhibit_spawners","0","GAMEDLL CHEAT","" "ai_lead_time","0.0","GAMEDLL","" "ai_moveprobe_debug","0","GAMEDLL","" "ai_moveprobe_jump_debug","0","GAMEDLL","" "ai_moveprobe_usetracelist","0","GAMEDLL","" "ai_navigator_generate_spikes","0","GAMEDLL","" "ai_navigator_generate_spikes_strength","8","GAMEDLL","" "ai_no_local_paths","0","GAMEDLL","" "ai_no_node_cache","0","GAMEDLL","" "ai_no_select_box","0","GAMEDLL","" "ai_no_steer","0","GAMEDLL","" "ai_no_talk_delay","0","GAMEDLL","" "ai_norebuildgraph","0","GAMEDLL","" "ai_path_adjust_speed_on_immediate_turns","1","GAMEDLL","" "ai_path_insert_pause_at_est_end","1","GAMEDLL","" "ai_path_insert_pause_at_obstruction","1","GAMEDLL","" "ai_post_frame_navigation","0","GAMEDLL","" "ai_radial_max_link_dist","512","GAMEDLL","" "ai_reaction_delay_alert","0.1","GAMEDLL","" "ai_reaction_delay_idle","0.3","GAMEDLL","" "ai_rebalance_thinks","1","GAMEDLL","" "ai_report_task_timings_on_limit","0","GAMEDLL ARCHIVE","" "ai_sequence_debug","0","GAMEDLL","" "ai_setupbones_debug","0","GAMEDLL","Shows that bones that are setup every think" "ai_shot_bias","1.0","GAMEDLL","" "ai_shot_bias_max","1.0","GAMEDLL REPLICATED","" "ai_shot_bias_min","-1.0","GAMEDLL REPLICATED","" "ai_shot_stats","0","GAMEDLL","" "ai_shot_stats_term","1000","GAMEDLL","" "ai_show_hull_attacks","0","GAMEDLL","" "ai_show_think_tolerance","0","GAMEDLL","" "ai_simulate_task_overtime","0","GAMEDLL","" "ai_spread_cone_focus_time","0.6","GAMEDLL","" "ai_spread_defocused_cone_multiplier","3.0","GAMEDLL","" "ai_spread_pattern_focus_time","0.8","GAMEDLL","" "ai_strong_optimizations","0","GAMEDLL","" "ai_strong_optimizations_no_checkstand","0","GAMEDLL","" "ai_task_pre_script","0","GAMEDLL","" "ai_test_moveprobe_ignoresmall","0","GAMEDLL","" "ai_think_limit_label","0","GAMEDLL ARCHIVE","" "ai_use_clipped_paths","1","GAMEDLL","" "ai_use_efficiency","1","GAMEDLL","" "ai_use_frame_think_limits","1","GAMEDLL","" "ai_use_think_optimizations","1","GAMEDLL","" "ai_use_visibility_cache","1","GAMEDLL","" "ai_vehicle_avoidance","1","GAMEDLL CHEAT","" "ammo_max","5000","GAMEDLL REPLICATED","" "anim_3wayblend","1","GAMEDLL REPLICATED","Toggle the 3-way animation blending code." "anim_showstate","-1","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Show the (client) animation state for the specified entity (-1 for none)." "anim_showstatelog","0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both." "async_allow_held_files","1","","Allow AsyncBegin/EndRead()" "async_mode","0","","Set the async filesystem mode (0 = async, 1 = synchronous)" "async_serialize","0","","Force async reads to serialize for profiling" "async_simulate_delay","0","","Simulate a delay of up to a set msec per file operation" "autoaim_max_deflect","0.99","GAMEDLL","" "autoaim_max_dist","2160","GAMEDLL","" "bot_com_meleerange","80","GAMEDLL CHEAT","Distance to a target that a melee bot wants to be within to attack." "bot_com_viewrange","2000","GAMEDLL CHEAT","Distance within which bots looking for any enemies will find them." "bot_com_wpnrange","400","GAMEDLL CHEAT","Distance to a target that a ranged bot wants to be within to attack." "bot_crouch","0","GAMEDLL CHEAT","Force all bots to crouch." "bot_debug","0","GAMEDLL CHEAT","Bot debugging." "bot_dontmove","0","GAMEDLL CHEAT","" "bot_forceattack","0","GAMEDLL","When on, all bots fire their guns." "bot_forceattack2","0","GAMEDLL","When firing, use attack2." "bot_forceattack_down","1","GAMEDLL","When firing, don't tap fire, hold it down." "bot_forcefireweapon","","GAMEDLL","Force bots with the specified weapon to fire." "bot_jump","0","GAMEDLL CHEAT","Force all bots to repeatedly jump." "bot_mimic","0","GAMEDLL","Bot uses usercmd of player by index." "bot_mimic_inverse","0","GAMEDLL","Bot uses usercmd of player by index." "bot_mimic_yaw_offset","180","GAMEDLL","Offsets the bot yaw." "bot_nav_offsetpathinset","20","GAMEDLL CHEAT","Distance into an area that waypoints should be generated when pathfinding through portals." "bot_nav_recomputetime","0.5","GAMEDLL CHEAT","Delay before bots recompute their path to targets that have moved when moving to them." "bot_nav_simplifypaths","1","GAMEDLL CHEAT","If set, bots will skip waypoints if they already see the waypoint post." "bot_nav_turnspeed","5","GAMEDLL CHEAT","Rate at which bots turn to face their targets." "bot_nav_usefeelers","1","GAMEDLL CHEAT","If set, bots will extend feelers to their sides to find & avoid upcoming collisions." "bot_nav_useoffsetpaths","1","GAMEDLL CHEAT","If set, bots will generate waypoints on both sides of portals between waypoints when building paths." "bot_nav_wpdeceldistance","128","GAMEDLL CHEAT","Distance to a waypoint to which a bot starts to decelerate to reach it." "bot_nav_wpdistance","16","GAMEDLL CHEAT","Distance to a waypoint within which a bot considers as having reached it." "bot_randomnames","0","GAMEDLL CHEAT","" "bot_saveme","0","GAMEDLL CHEAT","" "bot_selectweaponslot","-1","GAMEDLL CHEAT","set to weapon slot that bot should switch to." "breakable_disable_gib_limit","0","GAMEDLL","" "breakable_multiplayer","1","GAMEDLL","" "catapult_physics_drag_boost","2.1","GAMEDLL REPLICATED","" "cfgver","","HIDDEN ARCHIVE","" "cl_backspeed","450","GAMEDLL REPLICATED CHEAT","" "cl_clanid","0","HIDDEN ARCHIVE USERINFO","Current clan ID for name decoration" "cl_clock_correction","1","CHEAT","Enable/disable clock correction on the client." "cl_clock_correction_adjustment_max_amount","200","CHEAT","Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset." "cl_clock_correction_adjustment_max_offset","90","CHEAT","As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small." "cl_clock_correction_adjustment_min_offset","10","CHEAT","If the clock offset is less than this amount (in milliseconds), then no clock correction is applied." "cl_clock_correction_force_server_tick","999","CHEAT","Force clock correction to match the server tick + this offset (-999 disables it)." "cl_clock_showdebuginfo","0","CHEAT","Show debugging info about the clock drift. " "cl_clockdrift_max_ms","150","CHEAT","Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's." "cl_clockdrift_max_ms_threadmode","0","CHEAT","Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's." "cl_connectmethod","","HIDDEN USERINFO","Method by which we connected to the current server." "cl_flag_return_height","82","GAMEDLL CHEAT","" "cl_forwardspeed","450","GAMEDLL REPLICATED CHEAT","" "cl_interpolate","1.0","DEVELOPMENTONLY USERINFO NOT_CONNECTED","Interpolate entities on the client." "cl_resend","6","","Delay in seconds before the client will resend the 'connect' attempt" "cl_show_connectionless_packet_warnings","0","","Show console messages about ignored connectionless packets on the client." "cl_sidespeed","450","GAMEDLL REPLICATED CHEAT","" "cl_upspeed","320","GAMEDLL REPLICATED CHEAT","" "clientport","27005","PLUGIN_OR_SS_ADDED","Host game client port" "closecaption","0","ARCHIVE USERINFO ARCHIVE_GAMECONSOLE","Enable close captioning." "collision_shake_amp","0.2","GAMEDLL","" "collision_shake_freq","0.5","GAMEDLL","" "collision_shake_time","0.5","GAMEDLL","" "commentary","0","GAMEDLL","Desired commentary mode state." "commentary_available","0","GAMEDLL","Automatically set by the game when a commentary file is available for the current map." "con_logfile","","","Console output gets written to this file" "con_timestamp","0","","Prefix console.log entries with timestamps" "coop","0","NOTIFY","Cooperative play." "datacachesize","64","SS","Size in MB." "dbg_demofile","0","DEVELOPMENTONLY HIDDEN","" "dbg_spew_connected_players_level","0","GAMEDLL","If enabled, server will spew connected player GC updates / " "deathmatch","0","NOTIFY SS","Running a deathmatch server." "debug_materialmodifycontrol","0","GAMEDLL","" "debug_physimpact","0","GAMEDLL","" "debug_touchlinks","0","GAMEDLL","Spew touch link activity" "decalfrequency","10","GAMEDLL NOTIFY","" "developer","0","SS","Set developer message level" "disp_dynamic","0","","" "dispcoll_drawplane","0","GAMEDLL","" "displaysoundlist","0","GAMEDLL","" "dt_ShowPartialChangeEnts","0","","(SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE)." "dt_UsePartialChangeEnts","1","","(SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization." "dtwarning","0","","Print data table warnings?" "dtwatchclass","","","Watch all fields encoded with this table." "dtwatchent","-1","","Watch this entities data table encoding." "dtwatchvar","","","Watch the named variable." "engine_no_focus_sleep","50","ARCHIVE","" "ent_debugkeys","","GAMEDLL","" "ent_messages_draw","0","GAMEDLL CHEAT","Visualizes all entity input/output activity." "filesystem_buffer_size","0","","Size of per file buffers. 0 for none" "filesystem_max_stdio_read","16","","" "filesystem_native","1","","Use native FS or STDIO" "filesystem_report_buffered_io","0","","" "filesystem_unbuffered_io","1","","" "fire_absorbrate","3","GAMEDLL","" "fire_dmgbase","1","GAMEDLL","" "fire_dmginterval","1.0","GAMEDLL","" "fire_dmgscale","0.1","GAMEDLL","" "fire_extabsorb","5","GAMEDLL","" "fire_extscale","12","GAMEDLL","" "fire_growthrate","1.0","GAMEDLL","" "fire_heatscale","1.0","GAMEDLL","" "fire_incomingheatscale","0.1","GAMEDLL","" "fire_maxabsorb","50","GAMEDLL","" "fish_dormant","0","GAMEDLL REPLICATED CHEAT","Turns off interactive fish behavior. Fish become immobile and unresponsive." "flex_expression","-","GAMEDLL","" "flex_looktime","5","GAMEDLL","" "flex_maxawaytime","1.0","GAMEDLL","" "flex_maxplayertime","7","GAMEDLL","" "flex_minawaytime","0.5","GAMEDLL","" "flex_minplayertime","5","GAMEDLL","" "flex_talk","0","GAMEDLL","" "fog_enable_water_fog","1","CHEAT","" "fps_max","300","NOT_CONNECTED","Frame rate limiter, cannot be set while connected to a server." "free_pass_peek_debug","0","GAMEDLL","" "fs_monitor_read_from_pack","0","","0:Off, 1:Any, 2:Sync only" "fs_report_sync_opens","0","","0:Off, 1:Blocking only, 2:All" "fs_warning_mode","0","","0:Off, 1:Warn main thread, 2:Warn other threads" "func_break_max_pieces","15","GAMEDLL ARCHIVE REPLICATED","" "func_break_reduction_factor",".5","GAMEDLL","" "func_breakdmg_bullet","0.5","GAMEDLL","" "func_breakdmg_club","1.5","GAMEDLL","" "func_breakdmg_explosive","1.25","GAMEDLL","" "g_Language","0","GAMEDLL REPLICATED","" "g_debug_angularsensor","0","GAMEDLL CHEAT","" "g_debug_constraint_sounds","0","GAMEDLL CHEAT","Enable debug printing about constraint sounds." "g_debug_doors","0","GAMEDLL","" "g_debug_npc_vehicle_roles","0","GAMEDLL","" "g_debug_ragdoll_removal","0","GAMEDLL REPLICATED CHEAT","" "g_debug_trackpather","0","GAMEDLL CHEAT","" "g_debug_transitions","0","GAMEDLL","Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition." "g_debug_vehiclebase","0","GAMEDLL CHEAT","" "g_debug_vehicledriver","0","GAMEDLL CHEAT","" "g_debug_vehicleexit","0","GAMEDLL CHEAT","" "g_debug_vehiclesound","0","GAMEDLL CHEAT","" "g_ragdoll_important_maxcount","2","GAMEDLL REPLICATED","" "g_ragdoll_maxcount","8","GAMEDLL REPLICATED","" "hide_server","0","GAMEDLL","Whether the server should be hidden from the master server" "hl2_episodic","0","GAMEDLL REPLICATED","" "host_ShowIPCCallCount","0","","Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame." "host_competitive_ever_enabled","0","HIDDEN","Has competitive ever been enabled this run?" "host_flush_threshold","20","","Memory threshold below which the host should flush caches between server instances" "host_framerate","0","","Set to lock per-frame time elapse." "host_limitlocal","0","","Apply cl_cmdrate and cl_updaterate to loopback connection" "host_map","","","Current map name." "host_profile","0","","" "host_showcachemiss","0","","Print a debug message when the client or server cache is missed." "host_sleep","0","CHEAT","Force the host to sleep a certain number of milliseconds each frame." "host_speeds","0","","Show general system running times." "host_thread_mode","0","","Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)" "host_timer_spin_ms","0","","Use CPU busy-loop for improved timer precision (dedicated only)" "host_timescale","1.0","REPLICATED","Prescale the clock by this amount." "hostip","","PLUGIN_OR_SS_ADDED","Host game server ip" "hostname","","","Hostname for server." "hostport","27015","PLUGIN_OR_SS_ADDED","Host game server port" "ip","localhost","PLUGIN_OR_SS_ADDED","Overrides IP for multihomed hosts" "item_enable_content_streaming","1","DEVELOPMENTONLY GAMEDLL REPLICATED","" "item_quality_chance_common","1.0","DEVELOPMENTONLY GAMEDLL REPLICATED","Percentage chance that a random item is common." "item_quality_chance_rare","0.5","DEVELOPMENTONLY GAMEDLL REPLICATED","Percentage chance that a random item is a rare." "item_quality_chance_unique","0.1","DEVELOPMENTONLY GAMEDLL REPLICATED","Percentage chance that a random item is unique." "loader_spew_info","0","","0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All " "loader_spew_info_ex","0","","(internal)" "log_verbose_enable","0","GAMEDLL","Set to 1 to enable verbose server log on the server." "log_verbose_interval","3.0","GAMEDLL","Determines the interval (in seconds) for the verbose server log." "lservercfgfile","listenserver.cfg","GAMEDLL","" "lzma_persistent_buffer","0","","If set, attempt to keep a persistent buffer for the LZMA decoder dictionary. This avoids re-allocating a ~16-64meg buffer for each operation, at the expensive of keeping extra memory around when it is not in-use." "map_noareas","0","","Disable area to area connection testing." "mapcyclefile","mapcycle.txt","GAMEDLL","Name of the .txt file used to cycle the maps on multiplayer servers " "mat_aaquality","0","ARCHIVE","" "mat_accelerate_adjust_exposure_down","3.0","CHEAT","" "mat_antialias","0","ARCHIVE","" "mat_bufferprimitives","0","","" "mat_bumpbasis","0","CHEAT","" "mat_bumpmap","1","PLUGIN_OR_SS_ADDED","" "mat_compressedtextures","1","","" "mat_debugalttab","0","CHEAT","" "mat_debugdepth","0","","" "mat_depthbias_decal","-262144","CHEAT PLUGIN_OR_SS_ADDED","" "mat_depthbias_normal","0.0f","CHEAT PLUGIN_OR_SS_ADDED","" "mat_depthbias_shadowmap","0.0005","CHEAT","" "mat_diffuse","1","CHEAT","" "mat_drawflat","0","CHEAT","" "mat_dxlevel","92","","" "mat_envmapsize","128","","" "mat_envmaptgasize","32.0","","" "mat_excludetextures","0","CHEAT","" "mat_fastnobump","0","CHEAT","" "mat_fastspecular","1","","Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf." "mat_fillrate","0","CHEAT","" "mat_filterlightmaps","1","","" "mat_filtertextures","1","","" "mat_forceaniso","1","ARCHIVE","" "mat_forcedynamic","0","CHEAT","" "mat_forcehardwaresync","1","PLUGIN_OR_SS_ADDED","" "mat_forcemanagedtextureintohardware","1","HIDDEN PLUGIN_OR_SS_ADDED","" "mat_fullbright","0","CHEAT","" "mat_hdr_level","2","ARCHIVE","Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps." "mat_hdr_manual_tonemap_rate","1.0","","" "mat_hdr_tonemapscale","1.0","CHEAT","The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open." "mat_levelflush","1","","" "mat_lightmap_pfms","0","MATERIAL_SYSTEM_THREAD","Outputs .pfm files containing lightmap data for each lightmap page when a level exits." "mat_loadtextures","1","CHEAT","" "mat_lodin_hidden_pop","1","DEVELOPMENTONLY","" "mat_lodin_time","5.0","DEVELOPMENTONLY","" "mat_luxels","0","CHEAT","" "mat_measurefillrate","0","CHEAT","" "mat_mipmaptextures","1","","" "mat_monitorgamma","2.2","ARCHIVE","monitor gamma (typically 2.2 for CRT and 1.7 for LCD)" "mat_monitorgamma_tv_enabled","0","ARCHIVE","" "mat_monitorgamma_tv_exp","2.5","","" "mat_monitorgamma_tv_range_max","255","","" "mat_monitorgamma_tv_range_min","16","","" "mat_morphstats","0","CHEAT","" "mat_motion_blur_enabled","0","ARCHIVE","" "mat_norendering","0","CHEAT","" "mat_normalmaps","0","CHEAT","" "mat_normals","0","CHEAT","" "mat_parallaxmap","1","HIDDEN PLUGIN_OR_SS_ADDED","" "mat_phong","1","","" "mat_picmip","0","ARCHIVE","" "mat_powersavingsmode","0","ARCHIVE","Power Savings Mode" "mat_proxy","0","CHEAT","" "mat_queue_mode","-1","ARCHIVE","The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded" "mat_queue_report","0","ARCHIVE","Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks." "mat_reducefillrate","0","PLUGIN_OR_SS_ADDED","" "mat_reduceparticles","0","PLUGIN_OR_SS_ADDED","" "mat_report_queue_status","0","MATERIAL_SYSTEM_THREAD","" "mat_requires_rt_alloc_first","0","HIDDEN","" "mat_reversedepth","0","CHEAT","" "mat_show_ab_hdr","0","","" "mat_showenvmapmask","0","","" "mat_showlowresimage","0","CHEAT","" "mat_showmiplevels","0","CHEAT","color-code miplevels 2: normalmaps, 1: everything else" "mat_slopescaledepthbias_decal","-0.5","CHEAT","" "mat_slopescaledepthbias_normal","0.0f","CHEAT","" "mat_slopescaledepthbias_shadowmap","16","CHEAT","" "mat_softwarelighting","0","PLUGIN_OR_SS_ADDED","" "mat_softwareskin","0","CHEAT","" "mat_specular","1","PLUGIN_OR_SS_ADDED","Enable/Disable specularity for perf testing. Will cause a material reload upon change." "mat_spew_on_texture_size","0","","Print warnings about vtf content that isn't of the expected size" "mat_spewalloc","0","DEVELOPMENTONLY ARCHIVE","" "mat_supportflashlight","-1","HIDDEN","0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported" "mat_texture_reload_frame_swap_workaround","0","SS","Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps" "mat_texture_tracking","0","","" "mat_tonemap_algorithm","1","CHEAT","0 = Original Algorithm 1 = New Algorithm" "mat_tonemapping_occlusion_use_stencil","0","","" "mat_trilinear","0","PLUGIN_OR_SS_ADDED","" "mat_vrmode_adapter","-1","","" "mat_vsync","0","PLUGIN_OR_SS_ADDED","Force sync to vertical retrace" "mat_wireframe","0","CHEAT","" "matchmakingport","27025","PLUGIN_OR_SS_ADDED","Host Matchmaking port" "mem_dumpstats","0","","Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) / " "mem_force_flush","0","CHEAT","Force cache flush of unlocked resources on every alloc" "mem_max_heapsize","256","SS","Maximum amount of memory to dedicate to engine hunk and datacache (in mb)" "mem_max_heapsize_dedicated","64","SS","Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)" "mem_min_heapsize","48","SS","Minimum amount of memory to dedicate to engine hunk and datacache (in mb)" "mem_periodicdumps","0","","Write periodic memstats dumps every n seconds." "mem_test_each_frame","0","","Run heap check at end of every frame / " "mem_test_every_n_seconds","0","","Run heap check at a specified interval / " "mod_dynamicloadpause","0","HIDDEN CHEAT DONTRECORD","" "mod_dynamicloadspew","0","HIDDEN DONTRECORD","" "mod_dynamicloadthrottle","0","HIDDEN CHEAT DONTRECORD","" "mod_dynamicunloadtex","1","HIDDEN DONTRECORD","" "mod_dynamicunloadtime","150","HIDDEN DONTRECORD","" "mod_forcedata","1","","Forces all model file data into cache on model load." "mod_forcetouchdata","1","","Forces all model file data into cache on model load." "mod_load_anims_async","0","","" "mod_load_fakestall","0","","Forces all ANI file loading to stall for specified ms / " "mod_load_mesh_async","0","","" "mod_load_showstall","0","","1 - show hitches , 2 - show stalls" "mod_load_vcollide_async","0","","" "mod_lock_mdls_on_load","0","","" "mod_offline_hdr_switch","1","SS","Re-order the HDR/LDR mode switch to do most of the material system reloading with the device offline. This reduces unnecessary device resource uploads and may drastically reduce load time and memory pressure on certain drivers, but may trigger bugs in some very old source engine pathways." "mod_test_mesh_not_available","0","CHEAT","" "mod_test_not_available","0","CHEAT","" "mod_test_verts_not_available","0","CHEAT","" "mod_touchalldata","1","","Touch model data during level startup" "mod_trace_load","0","","" "motdfile","motd.txt","GAMEDLL","The MOTD file to load." "motdfile_text","motd_text.txt","GAMEDLL","The text-only MOTD file to use for clients that have disabled HTML MOTDs." "mp_allowNPCs","1","GAMEDLL NOTIFY","" "mp_allowspectators","1.0","GAMEDLL REPLICATED","toggles whether the server allows spectator mode or not" "mp_autocrosshair","1","GAMEDLL NOTIFY","" "mp_autoteambalance","1","GAMEDLL NOTIFY","Automatically balance the teams based on mp_teams_unbalance_limit. 0 = off, 1 = forcibly switch, 2 = ask volunteers" "mp_blockstyle","1","DEVELOPMENTONLY GAMEDLL REPLICATED","Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures." "mp_bonusroundtime","15","GAMEDLL REPLICATED","Time after round win until round restarts" "mp_capdeteriorate_time","90.0","DEVELOPMENTONLY GAMEDLL REPLICATED","Time it takes for a full capture point to deteriorate." "mp_capstyle","1","DEVELOPMENTONLY GAMEDLL REPLICATED","Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times." "mp_chattime","10","GAMEDLL REPLICATED","amount of time players can chat after the game is over" "mp_clan_ready_signal","ready","GAMEDLL","Text that team leader from each team must speak for the match to begin" "mp_clan_readyrestart","0","GAMEDLL","If non-zero, game will restart once someone from each team gives the ready signal" "mp_decals","200","ARCHIVE","" "mp_defaultteam","0","GAMEDLL","" "mp_disable_respawn_times","0","GAMEDLL NOTIFY REPLICATED","" "mp_enableroundwaittime","1","GAMEDLL REPLICATED","Enable timers to wait between rounds." "mp_facefronttime","3","DEVELOPMENTONLY GAMEDLL REPLICATED","After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body." "mp_fadetoblack","0","GAMEDLL NOTIFY REPLICATED","fade a player's screen to black when he dies" "mp_falldamage","0","GAMEDLL NOTIFY","" "mp_feetyawrate","720","DEVELOPMENTONLY GAMEDLL REPLICATED","How many degrees per second that we can turn our feet or upper body." "mp_flashlight","0","GAMEDLL NOTIFY","" "mp_footsteps","1","GAMEDLL NOTIFY","" "mp_forceactivityset","-1","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "mp_forceautoteam","0","GAMEDLL NOTIFY REPLICATED","Automatically assign players to teams when joining." "mp_forcecamera","1","GAMEDLL REPLICATED","Restricts spectator modes for dead players" "mp_forcerespawn","1","GAMEDLL NOTIFY","" "mp_fraglimit","0","GAMEDLL NOTIFY REPLICATED","The number of kills at which the map ends" "mp_friendlyfire","0","GAMEDLL NOTIFY REPLICATED","Allows team members to injure other members of their team" "mp_highlander","0","GAMEDLL NOTIFY REPLICATED","Allow only 1 of each player class type." "mp_holiday_nogifts","0","GAMEDLL NOTIFY","Set to 1 to prevent holiday gifts from spawning when players are killed." "mp_humans_must_join_team","any","GAMEDLL REPLICATED","Restricts human players to a single team {any, blue, red, spectator}" "mp_idledealmethod","1","GAMEDLL","Deals with Idle Players. 1 = Sends them into Spectator mode then kicks them if they're still idle, 2 = Kicks them out of the game;" "mp_idlemaxtime","3","GAMEDLL","Maximum time a player is allowed to be idle (in minutes)" "mp_ik","1","DEVELOPMENTONLY GAMEDLL REPLICATED","Use IK on in-place turns." "mp_mapcycle_empty_timeout_seconds","0","GAMEDLL REPLICATED","If nonzero, server will cycle to the next map if it has been empty on the current map for N seconds" "mp_match_end_at_timelimit","0","GAMEDLL NOTIFY","Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round." "mp_maxrounds","0","GAMEDLL NOTIFY REPLICATED","max number of rounds to play before server changes maps" "mp_respawnwavetime","10.0","GAMEDLL NOTIFY REPLICATED","Time between respawn waves." "mp_restartgame","0","GAMEDLL","If non-zero, game will restart in the specified number of seconds" "mp_restartgame_immediate","0","GAMEDLL","If non-zero, game will restart immediately" "mp_restartround","0","GAMEDLL","If non-zero, the current round will restart in the specified number of seconds" "mp_scrambleteams_auto","1","GAMEDLL NOTIFY","Server will automatically scramble the teams if criteria met. Only works on dedicated servers." "mp_scrambleteams_auto_windifference","2","GAMEDLL NOTIFY","Number of round wins a team must lead by in order to trigger an auto scramble." "mp_show_voice_icons","1","GAMEDLL REPLICATED","Show overhead player voice icons when players are speaking. / " "mp_showcleanedupents","0","DEVELOPMENTONLY GAMEDLL CHEAT","Show entities that are removed on round respawn." "mp_showgestureslots","-1","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Show multiplayer client/server gesture slot information for the specified player index (-1 for no one)." "mp_showroundtransitions","0","DEVELOPMENTONLY GAMEDLL CHEAT","Show gamestate round transitions." "mp_simulatemultiplecappers","1","GAMEDLL CHEAT","" "mp_slammoveyaw","0","DEVELOPMENTONLY GAMEDLL REPLICATED","Force movement yaw along an animation path." "mp_spectators_restricted","0","GAMEDLL","Prevent players on game teams from joining team spectator if it would unbalance the teams." "mp_stalemate_enable","0","GAMEDLL NOTIFY","Enable/Disable stalemate mode." "mp_stalemate_meleeonly","0","GAMEDLL NOTIFY REPLICATED","Restrict everyone to melee weapons only while in Sudden Death." "mp_stalemate_timelimit","240","GAMEDLL REPLICATED","Timelimit (in seconds) of the stalemate round." "mp_teamlist","hgrunt;scientist","GAMEDLL NOTIFY","" "mp_teamoverride","1","GAMEDLL","" "mp_teamplay","0","GAMEDLL NOTIFY","" "mp_teams_unbalance_limit","1","GAMEDLL REPLICATED","Teams are unbalanced when one team has this many more players than the other team. (0 disables check)" "mp_time_between_capscoring","30","GAMEDLL","Delay between scoring of owned capture points." "mp_timelimit","0","GAMEDLL NOTIFY REPLICATED","game time per map in minutes" "mp_tournament","0","GAMEDLL NOTIFY REPLICATED","" "mp_tournament_allow_non_admin_restart","1","GAMEDLL","Allow mp_tournament_restart command to be issued by players other than admin." "mp_tournament_blueteamname","BLU","GAMEDLL HIDDEN REPLICATED","" "mp_tournament_post_match_period","90","GAMEDLL REPLICATED","The amount of time (in seconds) before the server resets post-match." "mp_tournament_prevent_team_switch_on_readyup","1","GAMEDLL","Prevent switching teams on ready-up for subsequent rounds in tournament mode." "mp_tournament_readymode","0","GAMEDLL NOTIFY REPLICATED","Enable per-player ready status for tournament mode." "mp_tournament_readymode_countdown","10","GAMEDLL NOTIFY REPLICATED","The number of seconds before a match begins when both teams are ready." "mp_tournament_readymode_min","2","GAMEDLL NOTIFY REPLICATED","Minimum number of players required on the server before players can toggle ready status." "mp_tournament_readymode_team_size","0","GAMEDLL NOTIFY REPLICATED","Minimum number of players required to be ready per-team before the game can begin." "mp_tournament_redteamname","RED","GAMEDLL HIDDEN REPLICATED","" "mp_tournament_stopwatch","1","GAMEDLL NOTIFY REPLICATED","Use Stopwatch mode while using Tournament mode (mp_tournament)" "mp_tournament_whitelist","item_whitelist.txt","GAMEDLL","Specifies the item whitelist file to use." "mp_waitingforplayers_cancel","0","GAMEDLL","Set to 1 to end the WaitingForPlayers period." "mp_waitingforplayers_restart","0","GAMEDLL","Set to 1 to start or restart the WaitingForPlayers period." "mp_waitingforplayers_time","30","DEVELOPMENTONLY GAMEDLL","WaitingForPlayers time length in seconds" "mp_weaponstay","0","GAMEDLL NOTIFY","" "mp_windifference","0","GAMEDLL NOTIFY REPLICATED","Score difference between teams before server changes maps" "mp_windifference_min","0","GAMEDLL NOTIFY REPLICATED","Minimum score needed for mp_windifference to be applied" "mp_winlimit","0","GAMEDLL NOTIFY REPLICATED","Max score one team can reach before server changes maps" "name","unnamed","ARCHIVE USERINFO PRINTABLEONLY CLIENTCMD_CAN_EXECUTE","Current user name" "nav_area_bgcolor","0 0 0 30","GAMEDLL CHEAT","RGBA color to draw as the background color for nav areas while editing." "nav_area_max_size","50","GAMEDLL CHEAT","Max area size created in nav generation" "nav_coplanar_slope_limit","0.99","GAMEDLL CHEAT","" "nav_coplanar_slope_limit_displacement","0.7","GAMEDLL CHEAT","" "nav_corner_adjust_adjacent","18","GAMEDLL CHEAT","radius used to raise/lower corners in nearby areas when raising/lowering corners." "nav_create_area_at_feet","0","GAMEDLL CHEAT","Anchor nav_begin_area Z to editing player's feet" "nav_create_place_on_ground","0","GAMEDLL CHEAT","If true, nav areas will be placed flush with the ground when created by hand." "nav_debug_blocked","0","GAMEDLL CHEAT","" "nav_displacement_test","10000","GAMEDLL CHEAT","Checks for nodes embedded in displacements (useful for in-development maps)" "nav_drag_selection_volume_zmax_offset","32","GAMEDLL REPLICATED","The offset of the nav drag volume top from center" "nav_drag_selection_volume_zmin_offset","32","GAMEDLL REPLICATED","The offset of the nav drag volume bottom from center" "nav_draw_limit","500","GAMEDLL CHEAT","The maximum number of areas to draw in edit mode" "nav_edit","0","GAMEDLL CHEAT","Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode." "nav_generate_fencetops","1","GAMEDLL CHEAT","Autogenerate nav areas on fence and obstacle tops" "nav_generate_fixup_jump_areas","1","GAMEDLL CHEAT","Convert obsolete jump areas into 2-way connections" "nav_generate_incremental_range","2000","GAMEDLL CHEAT","" "nav_generate_incremental_tolerance","0","GAMEDLL CHEAT","Z tolerance for adding new nav areas." "nav_generate_jump_connections","1","GAMEDLL CHEAT","If disabled, don't generate jump connections from jump areas" "nav_max_view_distance","6000","GAMEDLL CHEAT","Maximum range for precomputed nav mesh visibility (0 = default 1500 units)" "nav_max_vis_delta_list_length","64","GAMEDLL CHEAT","" "nav_potentially_visible_dot_tolerance","0.98","GAMEDLL CHEAT","" "nav_quicksave","1","GAMEDLL CHEAT","Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing." "nav_selected_set_border_color","100 100 0 255","GAMEDLL CHEAT","Color used to draw the selected set borders while editing." "nav_selected_set_color","255 255 200 96","GAMEDLL CHEAT","Color used to draw the selected set background while editing." "nav_show_approach_points","0","GAMEDLL CHEAT","Show Approach Points in the Navigation Mesh." "nav_show_area_info","0.5","GAMEDLL CHEAT","Duration in seconds to show nav area ID and attributes while editing" "nav_show_compass","0","GAMEDLL CHEAT","" "nav_show_continguous","0","GAMEDLL CHEAT","Highlight non-contiguous connections" "nav_show_danger","0","GAMEDLL CHEAT","Show current 'danger' levels." "nav_show_func_nav_avoid","0","GAMEDLL CHEAT","Show areas of designer-placed bot avoidance due to func_nav_avoid entities" "nav_show_func_nav_prefer","0","GAMEDLL CHEAT","Show areas of designer-placed bot preference due to func_nav_prefer entities" "nav_show_func_nav_prerequisite","0","GAMEDLL CHEAT","Show areas of designer-placed bot preference due to func_nav_prerequisite entities" "nav_show_light_intensity","0","GAMEDLL CHEAT","" "nav_show_node_grid","0","GAMEDLL CHEAT","" "nav_show_node_id","0","GAMEDLL CHEAT","" "nav_show_nodes","0","GAMEDLL CHEAT","" "nav_show_player_counts","0","GAMEDLL CHEAT","Show current player counts in each area." "nav_show_potentially_visible","0","GAMEDLL CHEAT","Show areas that are potentially visible from the current nav area" "nav_slope_limit","0.7","GAMEDLL CHEAT","The ground unit normal's Z component must be greater than this for nav areas to be generated." "nav_slope_tolerance","0.1","GAMEDLL CHEAT","The ground unit normal's Z component must be this close to the nav area's Z component to be generated." "nav_snap_to_grid","0","GAMEDLL CHEAT","Snap to the nav generation grid when creating new nav areas" "nav_solid_props","0","GAMEDLL CHEAT","Make props solid to nav generation/editing" "nav_split_place_on_ground","0","GAMEDLL CHEAT","If true, nav areas will be placed flush with the ground when split." "nav_test_node","0","GAMEDLL CHEAT","" "nav_test_node_crouch","0","GAMEDLL CHEAT","" "nav_test_node_crouch_dir","4","GAMEDLL CHEAT","" "nav_update_visibility_on_edit","0","GAMEDLL CHEAT","If nonzero editing the mesh will incrementally recompue visibility" "nb_allow_avoiding","1","GAMEDLL CHEAT","" "nb_allow_climbing","1","GAMEDLL CHEAT","" "nb_allow_gap_jumping","1","GAMEDLL CHEAT","" "nb_blind","0","GAMEDLL CHEAT","Disable vision" "nb_debug_climbing","0","GAMEDLL CHEAT","" "nb_debug_history","1","GAMEDLL CHEAT","If true, each bot keeps a history of debug output in memory" "nb_debug_known_entities","0","GAMEDLL CHEAT","Show the 'known entities' for the bot that is the current spectator target" "nb_goal_look_ahead_range","50","GAMEDLL CHEAT","" "nb_head_aim_resettle_angle","100","GAMEDLL CHEAT","After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad" "nb_head_aim_resettle_time","0.3","GAMEDLL CHEAT","How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad" "nb_head_aim_settle_duration","0.3","GAMEDLL CHEAT","" "nb_head_aim_steady_max_rate","100","GAMEDLL CHEAT","" "nb_ladder_align_range","50","GAMEDLL CHEAT","" "nb_last_area_update_tolerance","4.0","GAMEDLL CHEAT","Distance a character needs to travel in order to invalidate cached area" "nb_path_draw_inc","100","GAMEDLL CHEAT","" "nb_path_draw_segment_count","100","GAMEDLL CHEAT","" "nb_path_segment_influence_radius","100","GAMEDLL CHEAT","" "nb_player_crouch","0","GAMEDLL CHEAT","Force bots to crouch" "nb_player_move","1","GAMEDLL CHEAT","Prevents bots from moving" "nb_player_move_direct","0","GAMEDLL","" "nb_player_stop","0","GAMEDLL CHEAT","Stop all NextBotPlayers from updating" "nb_player_walk","0","GAMEDLL CHEAT","Force bots to walk" "nb_saccade_speed","1000","GAMEDLL CHEAT","" "nb_saccade_time","0.1","GAMEDLL CHEAT","" "nb_speed_look_ahead_range","150","GAMEDLL CHEAT","" "nb_stop","0","GAMEDLL REPLICATED CHEAT","Stop all NextBots" "nb_update_debug","0","GAMEDLL CHEAT","" "nb_update_framelimit","15","GAMEDLL CHEAT","" "nb_update_frequency",".1","GAMEDLL CHEAT","" "nb_update_maxslide","2","GAMEDLL CHEAT","" "net_blockmsg","0","CHEAT","Discards incoming message: <0|1|name>" "net_chan_limit_msec","0","","Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget" "net_chan_stats_dump","0","","Netchannel statistics will dump in the logs upon request" "net_chan_stats_dump_top_msgs","5","","Netchannel statistics will dump so many top messages in each category" "net_chan_stats_lru","3","","Netchannel statistics LRU accumulation buffer size" "net_chokeloop","0","","Apply bandwidth choke to loopback packets" "net_compresspackets","1","","Use compression on game packets." "net_compresspackets_minsize","1024","","Don't bother compressing packets below this size." "net_compressvoice","0","","Attempt to compress out of band voice payloads (360 only)." "net_disconnect_reason","0","","Whether the server should relay the disconnect reason to clients." "net_drawslider","0","","Draw completion slider during signon" "net_droponsendoverflow","0","","If enabled, channel will drop client when sending too much data causes buffer overrun" "net_droppackets","0","CHEAT","Drops next n packets on client" "net_fakejitter","0","CHEAT","Jitter fakelag packet time" "net_fakelag","0","CHEAT","Lag all incoming network data (including loopback) by this many milliseconds." "net_fakeloss","0","CHEAT","Simulate packet loss as a percentage (negative means drop 1/n packets)" "net_maxcleartime","4.0","","Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit)." "net_maxfilesize","16","","Maximum allowed file size for uploading in MB" "net_maxfragments","1260","","Max fragment bytes per packet" "net_maxpacketdrop","5000","","Ignore any packets with the sequence number more than this ahead (0 == no limit)" "net_maxroutable","1260","ARCHIVE USERINFO","Requested max packet size before packets are 'split'." "net_queue_trace","0","","" "net_queued_packet_thread","1","","Use a high priority thread to send queued packets out instead of sending them each frame." "net_showdrop","0","","Show dropped packets in console" "net_showevents","0","CHEAT","Dump game events to console (1=client only, 2=all)." "net_showfragments","0","","Show netchannel fragments" "net_showmsg","0","","Show incoming message: <0|1|name>" "net_showpeaks","0","","Show messages for large packets only: " "net_showsplits","0","","Show info about packet splits" "net_showtcp","0","","Dump TCP stream summary to console" "net_showudp","0","","Dump UDP packets summary to console" "net_showudp_wire","0","","Show incoming packet information" "net_splitpacket_maxrate","80000","","Max bytes per second when queueing splitpacket chunks" "net_splitrate","1","","Number of fragments for a splitpacket that can be sent per frame" "net_udp_rcvbuf","131072","PLUGIN_OR_SS_ADDED","Default UDP receive buffer size" "net_usesocketsforloopback","0","","Use network sockets layer even for listen server local player's packets (multiplayer only)." "net_warningthrottle","5","","Network warning throttling to specified Hz rate" "next","0","CHEAT","Set to 1 to advance to next frame ( when singlestep == 1 )" "nextlevel","","GAMEDLL NOTIFY","If set to a valid map name, will trigger a changelevel to the specified map at the end of the round" "npc_ally_deathmessage","1","GAMEDLL CHEAT","" "npc_height_adjust","1","GAMEDLL ARCHIVE","Enable test mode for ik height adjustment" "npc_sentences","0","GAMEDLL","" "npc_vphysics","0","GAMEDLL","" "obj_capture_damage","0","GAMEDLL","Captures all damage taken by objects for dumping later." "obj_child_damage_factor","0.25","DEVELOPMENTONLY GAMEDLL CHEAT","Factor applied to damage done to objects that are built on a buildpoint" "obj_damage_factor","0","DEVELOPMENTONLY GAMEDLL CHEAT","Factor applied to all damage done to objects" "obj_sapper_amount","25","GAMEDLL","Amount of health inflicted by a Sapper object per second" "obj_show_damage","0","GAMEDLL","Show all damage taken by objects." "object_deterioration_time","30","GAMEDLL","Time it takes for a fully-healed object to deteriorate." "object_verbose","0","DEVELOPMENTONLY GAMEDLL CHEAT","Debug object system." "old_radiusdamage","0.0","GAMEDLL REPLICATED","" "opt_EnumerateLeavesFastAlgorithm","1","","Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox." "option_duck_method","1","GAMEDLL ARCHIVE REPLICATED","" "particle_test_attach_attachment","0","GAMEDLL CHEAT","Attachment index for attachment mode" "particle_test_attach_mode","follow_attachment","GAMEDLL CHEAT","Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'" "particle_test_file","","GAMEDLL CHEAT","Name of the particle system to dynamically spawn" "password","","ARCHIVE DONTRECORD","Current server access password" "phys_impactforcescale","1.0","GAMEDLL","" "phys_penetration_error_time","10","GAMEDLL","Controls the duration of vphysics penetration error boxes." "phys_pushscale","1","GAMEDLL REPLICATED","" "phys_speeds","0","GAMEDLL","" "phys_stressbodyweights","5.0","GAMEDLL","" "phys_timescale","1","GAMEDLL","Scale time for physics" "phys_upimpactforcescale","0.375","GAMEDLL","" "physicsshadowupdate_render","0","GAMEDLL","" "pipeline_static_props","1","","" "player_debug_print_damage","0","GAMEDLL CHEAT","When true, print amount and type of all damage received by player to console." "player_old_armor","0","GAMEDLL","" "prop_active_gib_limit","999999","GAMEDLL","" "prop_active_gib_max_fade_time","999999","GAMEDLL","" "props_break_max_pieces","-1","GAMEDLL","Maximum prop breakable piece count (-1 = model default)" "props_break_max_pieces_perframe","-1","GAMEDLL REPLICATED","Maximum prop breakable piece count per frame (-1 = model default)" "r_AirboatViewDampenDamp","1.0","GAMEDLL NOTIFY REPLICATED CHEAT","" "r_AirboatViewDampenFreq","7.0","GAMEDLL NOTIFY REPLICATED CHEAT","" "r_AirboatViewZHeight","0.0","GAMEDLL NOTIFY REPLICATED CHEAT","" "r_DispBuildable","0","CHEAT","" "r_DispDrawAxes","0","","" "r_DispWalkable","0","CHEAT","" "r_DrawDisp","1","CHEAT","Toggles rendering of displacment maps" "r_DrawModelLightOrigin","0","CHEAT","" "r_DrawSpecificStaticProp","-1","","" "r_JeepFOV","90","GAMEDLL REPLICATED CHEAT","" "r_JeepViewDampenDamp","1.0","GAMEDLL NOTIFY REPLICATED CHEAT","" "r_JeepViewDampenFreq","7.0","GAMEDLL NOTIFY REPLICATED CHEAT","" "r_JeepViewZHeight","10.0","GAMEDLL NOTIFY REPLICATED CHEAT","" "r_VehicleViewDampen","1","GAMEDLL NOTIFY REPLICATED CHEAT","" "r_ambientboost","1","ARCHIVE","Set to boost ambient term if it is totally swamped by local lights" "r_ambientfactor","5","ARCHIVE","Boost ambient cube by no more than this factor" "r_ambientfraction","0.1","CHEAT","Fraction of direct lighting that ambient cube must be below to trigger boosting" "r_ambientmin","0.3","ARCHIVE","Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright" "r_colorstaticprops","0","CHEAT","" "r_debugrandomstaticlighting","0","CHEAT","Set to 1 to randomize static lighting for debugging. Must restart for change to take affect." "r_decal_cover_count","4","","" "r_decal_overlap_area","0.4","","" "r_decal_overlap_count","3","","" "r_decals","2048","","" "r_decalstaticprops","1","","Decal static props test" "r_drawbatchdecals","1","","Render decals batched." "r_drawbrushmodels","1","CHEAT","Render brush models. 0=Off, 1=Normal, 2=Wireframe" "r_drawdecals","1","CHEAT","Render decals." "r_drawentities","1","CHEAT","" "r_drawfuncdetail","1","CHEAT","Render func_detail" "r_drawleaf","-1","CHEAT","Draw the specified leaf." "r_drawlightcache","0","CHEAT","0: off / 1: draw light cache entries / 2: draw rays / " "r_drawmodeldecals","1","","" "r_drawmodelstatsoverlay","0","CHEAT","" "r_drawmodelstatsoverlaydistance","500","CHEAT","" "r_drawmodelstatsoverlaymax","1.5","ARCHIVE","time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2" "r_drawmodelstatsoverlaymin","0.1","ARCHIVE","time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2" "r_drawstaticprops","1","CHEAT","0=Off, 1=Normal, 2=Wireframe" "r_drawtranslucentworld","1","CHEAT","" "r_drawworld","1","CHEAT","Render the world." "r_dscale_basefov","90","CHEAT","" "r_dscale_fardist","2000","CHEAT","" "r_dscale_farscale","4","CHEAT","" "r_dscale_neardist","100","CHEAT","" "r_dscale_nearscale","1","CHEAT","" "r_dynamic","1","","" "r_entity","-1","DEVELOPMENTONLY CHEAT","" "r_eyeglintlodpixels","20.0","CHEAT","The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value." "r_eyemove","1","ARCHIVE","" "r_eyes","1","","" "r_eyeshift_x","0","ARCHIVE","" "r_eyeshift_y","0","ARCHIVE","" "r_eyeshift_z","0","ARCHIVE","" "r_eyesize","0","ARCHIVE","" "r_fastzreject","0","PLUGIN_OR_SS_ADDED","Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings" "r_fastzrejectdisp","0","","Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on." "r_flashlightdepthtexture","1","","" "r_flashlightscissor","1","","" "r_flex","1","","" "r_glint_alwaysdraw","0","","" "r_glint_procedural","0","","" "r_hunkalloclightmaps","1","","" "r_hwmorph","1","CHEAT","" "r_itemblinkmax",".3","CHEAT","" "r_itemblinkrate","4.5","CHEAT","" "r_lightaverage","1","","Activates/deactivate light averaging" "r_lightcachemodel","-1","CHEAT","" "r_lightinterp","5","CHEAT","Controls the speed of light interpolation, 0 turns off interpolation" "r_lightmap","-1","CHEAT MATERIAL_SYSTEM_THREAD","" "r_lightstyle","-1","CHEAT MATERIAL_SYSTEM_THREAD","" "r_lockpvs","0","CHEAT","Lock the PVS so you can fly around and inspect what is being drawn." "r_lod","-1","","" "r_maxmodeldecal","50","","" "r_modelwireframedecal","0","CHEAT","" "r_nohw","0","CHEAT","" "r_norefresh","0","","" "r_nosw","0","CHEAT","" "r_novis","0","CHEAT","Turn off the PVS." "r_occludeemaxarea","0","","Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use." "r_occluderminarea","0","","Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use." "r_occludermincount","0","","At least this many occluders will be used, no matter how big they are." "r_occlusion","1","","Activate/deactivate the occlusion system." "r_occlusionspew","0","CHEAT","Activate/deactivates spew about what the occlusion system is doing." "r_overlayfadeenable","0","","" "r_overlayfademax","2000.0f","","" "r_overlayfademin","1750.0f","","" "r_overlaywireframe","0","","" "r_partition_level","-1","CHEAT","Displays a particular level of the spatial partition system. Use -1 to disable it." "r_proplightingfromdisk","1","CHEAT","0=Off, 1=On, 2=Show Errors" "r_proplightingpooling","-1.0","CHEAT","0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset)" "r_queued_decals","0","","Offloads a bit of decal rendering setup work to the material system queue when enabled." "r_randomflex","0","CHEAT","" "r_renderoverlayfragment","1","","" "r_rootlod","0","ARCHIVE MATERIAL_SYSTEM_THREAD","Root LOD" "r_shadowrendertotexture","0","ARCHIVE","" "r_showenvcubemap","0","CHEAT","" "r_skin","0","CHEAT","" "r_spray_lifetime","2","","Number of rounds player sprays are visible" "r_staticprop_lod","-1","","" "r_staticpropinfo","0","","" "r_studio_stats","0","CHEAT","" "r_teeth","1","","" "r_unloadlightmaps","0","CHEAT","" "r_vehicleBrakeRate","1.5","GAMEDLL CHEAT","" "r_visocclusion","0","CHEAT","Activate/deactivate wireframe rendering of what the occlusion system is doing." "r_visualizetraces","0","GAMEDLL CHEAT","" "r_waterforceexpensive","0","ARCHIVE","" "r_waterforcereflectentities","0","PLUGIN_OR_SS_ADDED","" "rcon_password","","DONTRECORD","remote console password." "replay_block_dump_interval","10","CLIENTDLL DONTRECORD","The server will write partial replay files at this interval when recording." "replay_buffersize","32","CLIENTDLL DONTRECORD","Maximum size for the replay memory buffer." "replay_data_lifespan","1","CLIENTDLL REPLICATED DONTRECORD","The number of days before replay data will be removed from the server. Server operators can expect that any data written more than replay_data_lifespan days will be considered stale, and any subsequent execution of replay_docleanup (or automatic cleanup, which can be enabled with replay_fileserver_autocleanup) will remove that data." "replay_debug","0","DONTRECORD","Show Replay debug info." "replay_dofileserver_cleanup_on_start","1","GAMEDLL CLIENTDLL","Cleanup any stale replay data (both locally and on fileserver) at startup." "replay_enable","0","CLIENTDLL REPLICATED DONTRECORD","Enable Replay recording on server" "replay_fileserver_autocleanup","0","GAMEDLL CLIENTDLL","Automatically do fileserver cleanup in between rounds? This is the same as explicitly calling replay_docleanup." "replay_fileserver_host","","CLIENTDLL REPLICATED DONTRECORD","The hostname of the Web server hosting replays. This can be an IP or a hostname, e.g. '1.2.3.4' or 'www.myserver.com'" "replay_fileserver_offload_aborttime","60","GAMEDLL CLIENTDLL","The time after which publishing will be aborted for a session block or session info file." "replay_fileserver_path","","CLIENTDLL REPLICATED DONTRECORD","If your replays are stored at 'http://123.123.123.123:4567/tf/replays', replay_fileserver_path should be set to '/tf/replays'" "replay_fileserver_port","80","CLIENTDLL REPLICATED DONTRECORD","The port for the Web server hosting replays. For example, if your replays are stored at 'http://123.123.123.123:4567/tf/replays', replay_fileserver_port should be 4567." "replay_fileserver_protocol","http","CLIENTDLL REPLICATED DONTRECORD","Can be 'http' or 'https'" "replay_flushinterval","15","CLIENTDLL ARCHIVE DONTRECORD","Replay system will flush to disk a maximum of every replay_flushinterval seconds." "replay_local_fileserver_path","","CLIENTDLL DONTRECORD","The file server local path. For example, 'c:\MyWebServer\htdocs\replays' or '/MyWebServer/htdocs/replays'." "replay_max_publish_threads","4","GAMEDLL CLIENTDLL","The max number of threads allowed for publishing replay data, e.g. FTP threads." "replay_name","Replay","GAMEDLL CLIENTDLL","Replay bot name" "replay_publish_simulate_delay_local_http","0","CLIENTDLL DONTRECORD","Simulate a delay (in seconds) when publishing replay data via local HTTP." "replay_publish_simulate_rename_fail","0","CLIENTDLL DONTRECORD","Simulate a rename failure during local HTTP publishing, which will force a manual copy & delete." "replay_record_voice","1","GAMEDLL CLIENTDLL","If enabled, voice data is recorded into the replay files." "replay_recording","0","CLIENTDLL HIDDEN REPLICATED DONTRECORD","" "rpt_vprof_time","0.25","HIDDEN DONTRECORD","" "rr_debug_qa","0","GAMEDLL","Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs." "rr_debugresponses","0","GAMEDLL","Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for npc_selected NPCs." "rr_debugrule","","GAMEDLL","If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system." "rr_dumpresponses","0","GAMEDLL","Dump all response_rules.txt and rules (requires restart)" "scene_async_prefetch_spew","0","GAMEDLL","Display async .ani file loading info." "scene_clamplookat","1","GAMEDLL","Clamp head turns to a max of 20 degrees per think." "scene_clientflex","1","GAMEDLL REPLICATED","Do client side flex animation." "scene_flatturn","1","GAMEDLL","" "scene_forcecombined","0","GAMEDLL","When playing back, force use of combined .wav files even in english." "scene_maxcaptionradius","1200","GAMEDLL","Only show closed captions if recipient is within this many units of speaking actor (0==disabled)." "scene_print","0","GAMEDLL REPLICATED","When playing back a scene, print timing and event info to console." "scene_showfaceto","0","GAMEDLL ARCHIVE","When playing back, show the directions of faceto events." "scene_showlook","0","GAMEDLL ARCHIVE","When playing back, show the directions of look events." "scene_showmoveto","0","GAMEDLL ARCHIVE","When moving, show the end location." "scene_showunlock","0","GAMEDLL ARCHIVE","Show when a vcd is playing but normal AI is running." "script_attach_debugger_at_startup","0","GAMEDLL","" "script_break_in_native_debugger_on_error","0","GAMEDLL","" "script_connect_debugger_on_mapspawn","0","GAMEDLL","" "sdr_spew_level","4","","Verbosity level for SteamNetworkingSockets spew. 4=warning, 5=msg, 6=verbose, 7=debug" "servercfgfile","server.cfg","GAMEDLL","" "showhitlocation","0","GAMEDLL","" "showtriggers","0","GAMEDLL CHEAT","Shows trigger brushes" "singlestep","0","CHEAT","Run engine in single step mode ( set next to 1 to advance a frame )" "sk_ally_regen_time","0.3003","GAMEDLL","Time taken for an ally to regenerate a point of health." "sk_autoaim_mode","1","GAMEDLL ARCHIVE REPLICATED","" "sk_npc_arm","1","GAMEDLL","" "sk_npc_chest","1","GAMEDLL","" "sk_npc_head","2","GAMEDLL","" "sk_npc_leg","1","GAMEDLL","" "sk_npc_stomach","1","GAMEDLL","" "sk_player_arm","1","GAMEDLL","" "sk_player_chest","1","GAMEDLL","" "sk_player_head","2","GAMEDLL","" "sk_player_leg","1","GAMEDLL","" "sk_player_stomach","1","GAMEDLL","" "sk_plr_dmg_grenade","0","GAMEDLL","" "skill","1","ARCHIVE ARCHIVE_GAMECONSOLE","Game skill level (1-3)." "smoothstairs","1","GAMEDLL REPLICATED","Smooth player eye z coordinate when traversing stairs." "snd_foliage_db_loss","4","CHEAT","" "snd_gain","1","CHEAT","" "snd_gain_max","1","CHEAT","" "snd_gain_min","0.01","CHEAT","" "snd_refdb","60","CHEAT","" "snd_refdist","36","CHEAT","" "snd_vox_captiontrace","0","","Shows sentence name for sentences which are set not to show captions." "snd_vox_globaltimeout","300","","" "snd_vox_sectimetout","300","","" "snd_vox_seqtimetout","300","","" "soundpatch_captionlength","2.0","GAMEDLL REPLICATED","How long looping soundpatch captions should display for." "soundscape_debug","0","GAMEDLL CHEAT","When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape." "spec_freeze_time","4.0","GAMEDLL REPLICATED CHEAT","Time spend frozen in observer freeze cam." "spec_freeze_traveltime","0.4","GAMEDLL REPLICATED CHEAT","Time taken to zoom in to frame a target in observer freeze cam." "spew_consolelog_to_debugstring","0","","Send console log to PLAT_DebugString()" "steamworks_sessionid_server","0","GAMEDLL HIDDEN REPLICATED","The server session ID for the new steamworks gamestats." "step_spline","0","GAMEDLL","" "studio_queue_mode","1","","" "suitvolume","0.25","GAMEDLL ARCHIVE","" "sv_accelerate","10","GAMEDLL NOTIFY REPLICATED","" "sv_airaccelerate","10","GAMEDLL NOTIFY REPLICATED","" "sv_allow_color_correction","1","REPLICATED","Allow or disallow clients to use color correction on this server." "sv_allow_point_servercommand","official","GAMEDLL","Allow use of point_servercommand entities in map. Potentially dangerous for untrusted maps. / disallow : Always disallow / official : Allowed for valve maps only / always : Allow for all maps" "sv_allow_voice_from_file","1","REPLICATED","Allow or disallow clients from using voice_inputfromfile on this server." "sv_allow_votes","1","GAMEDLL","Allow voting?" "sv_allow_wait_command","1","REPLICATED","Allow or disallow the wait command on clients connected to this server." "sv_allowdownload","1","","Allow clients to download files" "sv_allowupload","1","","Allow clients to upload customizations files" "sv_alltalk","0","GAMEDLL NOTIFY REPLICATED","Players can hear all other players, no team restrictions" "sv_alternateticks","0","SPONLY","If set, server only simulates entities on even numbered ticks. / " "sv_autosave","1","GAMEDLL","Set to 1 to autosave game on level transition. Does not affect autosave triggers." "sv_backspeed","0.6","GAMEDLL ARCHIVE REPLICATED","How much to slow down backwards motion" "sv_benchmark_autovprofrecord","0","GAMEDLL","If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof." "sv_benchmark_freeroam","0","GAMEDLL","Allow the local player to move freely in the benchmark. Only used for debugging. Don't use for real benchmarks because it will make the timing inconsistent." "sv_benchmark_numticks","3300","GAMEDLL","If > 0, then it only runs the benchmark for this # of ticks." "sv_bonus_challenge","0","GAMEDLL REPLICATED","Set to values other than 0 to select a bonus map challenge type." "sv_bounce","0","GAMEDLL NOTIFY REPLICATED","Bounce multiplier for when physically simulated objects collide with other objects." "sv_cacheencodedents","1","","If set to 1, does an optimization to prevent extra SendTable_Encode calls." "sv_chat_bucket_size_tier1","4","GAMEDLL","The maxmimum size of the short term chat msg bucket." "sv_chat_bucket_size_tier2","30","GAMEDLL","The maxmimum size of the long term chat msg bucket." "sv_chat_seconds_per_msg_tier1","3","GAMEDLL","The number of seconds to accrue an additional short term chat msg." "sv_chat_seconds_per_msg_tier2","10","GAMEDLL","The number of seconds to accrue an additional long term chat msg." "sv_cheats","0","NOTIFY REPLICATED","Allow cheats on server" "sv_client_cmdrate_difference","20","REPLICATED","cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate." "sv_client_max_interp_ratio","5","REPLICATED","This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect." "sv_client_min_interp_ratio","1","REPLICATED","This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). / -1 = let clients set cl_interp_ratio to anything / any other value = set minimum value for cl_interp_ratio" "sv_client_predict","-1","REPLICATED","This can be used to force the value of cl_predict for connected clients (only while they are connected). / -1 = let clients set cl_predict to anything / 0 = force cl_predict to 0 / 1 = force cl_predict to 1" "sv_clockcorrection_msecs","60","GAMEDLL","The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount" "sv_compressstringtablebaselines_threshold","2048","","Minimum size (in bytes) for stringtablebaseline buffer to be compressed." "sv_consistency","1","REPLICATED","Legacy variable with no effect! This was deleted and then added as a temporary kludge to prevent players from being banned by servers running old versions of SMAC" "sv_contact","","NOTIFY","Contact email for server sysop" "sv_creationtickcheck","1","DEVELOPMENTONLY CHEAT","Do extended check for encoding of timestamps against tickcount" "sv_debug_player_use","0","GAMEDLL REPLICATED","Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success" "sv_debugmanualmode","0","","Make sure entities correctly report whether or not their network data has changed." "sv_debugtempentities","0","","Show temp entity bandwidth usage." "sv_deltaprint","0","","Print accumulated CalcDelta profiling data (only if sv_deltatime is on)" "sv_deltatime","0","","Enable profiling of CalcDelta calls" "sv_disable_querycache","0","GAMEDLL CHEAT","debug - disable trace query cache" "sv_downloadlist_include_navfile","0","","Include map nav files in the download list for clients." "sv_downloadurl","","REPLICATED","Location from which clients can download missing files" "sv_dumpstringtables","0","CHEAT","" "sv_enableoldqueries","0","","Enable support for old style (HL1) server queries" "sv_filterban","1","","Set packet filtering by IP mode" "sv_footsteps","1","GAMEDLL NOTIFY REPLICATED","Play footstep sound for players" "sv_force_transmit_ents","0","DEVELOPMENTONLY GAMEDLL CHEAT","Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however)." "sv_forcepreload","0","ARCHIVE","Force server side preloading." "sv_friction","4","GAMEDLL NOTIFY REPLICATED","World friction." "sv_gravity","800","GAMEDLL NOTIFY REPLICATED","World gravity." "sv_hudhint_sound","1","GAMEDLL REPLICATED","" "sv_ignore_hitboxes","0","DEVELOPMENTONLY GAMEDLL REPLICATED","Disable hitboxes" "sv_instancebaselines","1","DEVELOPMENTONLY","Enable instanced baselines. Saves network overhead." "sv_lagcompensation_teleport_dist","64","DEVELOPMENTONLY GAMEDLL CHEAT","How far a player got moved by game code before we can't lag compensate their position back" "sv_lagflushbonecache","1","DEVELOPMENTONLY GAMEDLL","Flushes entity bone cache on lag compensation" "sv_lan","0","","Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )" "sv_log_onefile","0","ARCHIVE","Log server information to only one file." "sv_logbans","0","ARCHIVE","Log server bans in the server logs." "sv_logblocks","0","","If true when log when a query is blocked (can cause very large log files)" "sv_logdownloadlist","1","","" "sv_logecho","1","ARCHIVE","Echo log information to the console." "sv_logfile","1","ARCHIVE","Log server information in the log file." "sv_logfilecompress","0","ARCHIVE","Gzip compress logfile and rename to logfilename.log.gz on close." "sv_logfilename_format","","ARCHIVE","Log filename format. See strftime for formatting codes." "sv_logflush","0","ARCHIVE","Flush the log file to disk on each write (slow)." "sv_logsdir","logs","ARCHIVE","Folder in the game directory where server logs will be stored." "sv_logsecret","0","","If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)" "sv_lowedict_action","0","","0 - no action, 1 - warn to log file, 2 - attempt to restart the game, if applicable, 3 - restart the map, 4 - go to the next map in the map cycle, 5 - spew all edicts." "sv_lowedict_threshold","8","","When only this many edicts are free, take the action specified by sv_lowedict_action." "sv_massreport","0","GAMEDLL","" "sv_master_share_game_socket","1","","Use the game's socket to communicate to the master server. This is recommended.If this is 0, then it will create a socket on -steamport to handle server browser traffic" "sv_max_connects_sec","2.0","","Maximum connections per second to respond to from a single IP address." "sv_max_connects_sec_global","0","","Maximum connections per second to respond to from anywhere." "sv_max_connects_window","4","","Window over which to average connections per second averages." "sv_max_dropped_packets_to_process","10","","Max dropped packets to process. Lower settings prevent lagged players from simulating too far in the past. Setting of 0 disables cap." "sv_max_queries_sec","3.0","","Maximum queries per second to respond to from a single IP address." "sv_max_queries_sec_global","3000","","Maximum queries per second to respond to from anywhere." "sv_max_queries_window","30","","Window over which to average queries per second averages." "sv_max_usercmd_move_magnitude","1000","GAMEDLL","Maximum move magnitude that can be requested by client." "sv_maxcmdrate","66","REPLICATED","(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate." "sv_maxrate","0","REPLICATED","Max bandwidth rate allowed on server, 0 == unlimited" "sv_maxreplay","0","","Maximum replay time in seconds" "sv_maxroutable","1260","","Server upper bound on net_maxroutable that a client can use." "sv_maxspeed","320","GAMEDLL NOTIFY REPLICATED","" "sv_maxunlag","1.0","DEVELOPMENTONLY GAMEDLL","Maximum lag compensation in seconds" "sv_maxupdaterate","66","REPLICATED","Maximum updates per second that the server will allow" "sv_maxuptimelimit","0","","If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit." "sv_maxusrcmdprocessticks","24","GAMEDLL NOTIFY","Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions" "sv_maxusrcmdprocessticks_holdaim","1","GAMEDLL CHEAT","Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server tick; 2+: hold multiple ticks)" "sv_maxusrcmdprocessticks_warning","-1","GAMEDLL","Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled" "sv_maxvelocity","3500","GAMEDLL REPLICATED","Maximum speed any ballistically moving object is allowed to attain per axis." "sv_memlimit","0","","If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit." "sv_mincmdrate","10","REPLICATED","This sets the minimum value for cl_cmdrate. 0 == unlimited." "sv_minrate","3500","REPLICATED","Min bandwidth rate allowed on server, 0 == unlimited" "sv_minupdaterate","10","REPLICATED","Minimum updates per second that the server will allow" "sv_minuptimelimit","0","","If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardless of sv_memlimit." "sv_motd_unload_on_dismissal","0","GAMEDLL","If enabled, the MOTD contents will be unloaded when the player closes the MOTD." "sv_namechange_cooldown_seconds","30.0","","When a client name change is received, wait N seconds before allowing another name change" "sv_netspike_on_reliable_snapshot_overflow","0","","If nonzero, the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow" "sv_netspike_output","1","","Where the netspike data be written? Sum of the following values: 1=netspike.txt, 2=ordinary server log" "sv_netspike_sendtime_ms","0","","If nonzero, the server will dump a netspike trace if it takes more than N ms to prepare a snapshot to a single client. This feature does take some CPU cycles, so it should be left off when not in use." "sv_netvisdist","10000","DEVELOPMENTONLY GAMEDLL CHEAT","Test networking visibility distance" "sv_no_name_changes","0","","" "sv_noclipaccelerate","5","GAMEDLL ARCHIVE NOTIFY REPLICATED","" "sv_noclipduringpause","0","GAMEDLL REPLICATED CHEAT","If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)." "sv_noclipspeed","5","GAMEDLL ARCHIVE NOTIFY REPLICATED","" "sv_npc_talker_maxdist","1024","GAMEDLL","NPCs over this distance from the player won't attempt to speak." "sv_optimizedmovement","1","DEVELOPMENTONLY GAMEDLL REPLICATED","" "sv_parallel_packentities","1","","" "sv_parallel_sendsnapshot","0","","" "sv_password","","PROTECTED NOTIFY DONTRECORD","Server password for entry into multiplayer games" "sv_pausable","0","NOTIFY","Is the server pausable." "sv_player_display_usercommand_errors","0","GAMEDLL CHEAT","1 = Display warning when command values are out-of-range. 2 = Spew invalid ranges." "sv_player_usercommand_timeout","3","GAMEDLL CHEAT","After this many seconds without a usercommand from a player, the server will RunNullCommand as if client sends an empty command." "sv_playerperfhistorycount","60","GAMEDLL","Number of samples to maintain in player perf history" "sv_proj_stunball_damage","15","DEVELOPMENTONLY GAMEDLL","" "sv_pure_consensus","5","","Minimum number of file hashes to agree to form a consensus." "sv_pure_kick_clients","1","","If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client." "sv_pure_retiretime","900","","Seconds of server idle time to flush the sv_pure file hash cache." "sv_pure_trace","0","","If set to 1, the server will print a message whenever a client is verifying a CRC for a file." "sv_pushaway_clientside","0","DEVELOPMENTONLY GAMEDLL REPLICATED","Clientside physics push away (0=off, 1=only localplayer, 1=all players)" "sv_pushaway_clientside_size","15","DEVELOPMENTONLY GAMEDLL REPLICATED","Minimum size of pushback objects" "sv_pushaway_force","30000","DEVELOPMENTONLY GAMEDLL REPLICATED","How hard physics objects are pushed away from the players on the server." "sv_pushaway_max_force","1000","DEVELOPMENTONLY GAMEDLL REPLICATED","Maximum amount of force applied to physics objects by players." "sv_pushaway_max_player_force","10000","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Maximum of how hard the player is pushed away from physics objects." "sv_pushaway_min_player_speed","75","DEVELOPMENTONLY GAMEDLL REPLICATED","If a player is moving slower than this, don't push away physics objects (enables ducking behind things)." "sv_pushaway_player_force","200000","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","How hard the player is pushed away from physics objects (falls off with inverse square of distance)." "sv_pvsskipanimation","1","GAMEDLL ARCHIVE","Skips SetupBones when npc's are outside the PVS" "sv_quota_stringcmdspersecond","40","","How many string commands per second clients are allowed to submit, 0 to disallow all string commands" "sv_rcon_banpenalty","0","","Number of minutes to ban users who fail rcon authentication" "sv_rcon_log","1","","Enable/disable rcon logging." "sv_rcon_maxfailures","10","","Max number of times a user can fail rcon authentication before being banned" "sv_rcon_maxpacketbans","1","","Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize" "sv_rcon_maxpacketsize","1024","","The maximum number of bytes to allow in a command packet" "sv_rcon_minfailures","5","","Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned" "sv_rcon_minfailuretime","30","","Number of seconds to track failed rcon authentications" "sv_rcon_whitelist_address","","","When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'" "sv_region","-1","","The region of the world to report this server in." "sv_registration_message","No account specified","GAMEDLL HIDDEN NOTIFY DONTRECORD","Error message of other status text" "sv_registration_successful","0","GAMEDLL HIDDEN NOTIFY DONTRECORD","Nonzero if we were able to login OK" "sv_restrict_aspect_ratio_fov","1","REPLICATED","This can be used to limit the effective FOV of users using wide-screen / resolutions with aspect ratios wider than 1.85:1 (slightly wider than 16:9). / 0 = do not cap effective FOV / 1 = limit the effective FOV on windowed mode users using resolutions / greater than 1.85:1 / 2 = limit the effective FOV on both windowed mode and full-screen users / " "sv_rollangle","0","GAMEDLL NOTIFY REPLICATED","Max view roll angle" "sv_rollspeed","200","GAMEDLL NOTIFY REPLICATED","" "sv_runcmds","1","GAMEDLL","" "sv_script_think_interval","0.1","GAMEDLL","" "sv_sendtables","0","DEVELOPMENTONLY","Force full sendtable sending path." "sv_showanimstate","-1","DEVELOPMENTONLY GAMEDLL CHEAT","Show the (server) animation state for the specified entity (-1 for none)." "sv_showanimstate_log","0","DEVELOPMENTONLY GAMEDLL CHEAT","1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both." "sv_showladders","0","GAMEDLL","Show bbox and dismount points for all ladders (must be set before level load.) / " "sv_showlagcompensation","0","GAMEDLL CHEAT","Show lag compensated hitboxes whenever a player is lag compensated." "sv_shutdown_timeout_minutes","360","REPLICATED","If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown." "sv_signon_dos_disconnect","20","","Number of extra signon state confirmations required to disconnect a misbehaving client." "sv_skyname","sky_urb01","GAMEDLL ARCHIVE REPLICATED","Current name of the skybox texture" "sv_soundemitter_trace","0","GAMEDLL REPLICATED","Show all EmitSound calls including their symbolic name and the actual wave file they resolved to / " "sv_specaccelerate","5","GAMEDLL ARCHIVE NOTIFY REPLICATED","" "sv_specnoclip","1","GAMEDLL ARCHIVE NOTIFY REPLICATED","" "sv_specspeed","3","GAMEDLL ARCHIVE NOTIFY REPLICATED","" "sv_stats","1","","Collect CPU usage stats" "sv_steamblockingcheck","0","","Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,3 >= drop if any player has blocked, 4 >= drop if player has blocked anyone on server" "sv_steamgroup","","NOTIFY","The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community." "sv_stepsize","18","GAMEDLL NOTIFY REPLICATED","" "sv_stopspeed","100","GAMEDLL NOTIFY REPLICATED","Minimum stopping speed when on ground." "sv_stressbots","0","DEVELOPMENTONLY","If set to 1, the server calculates data and fills packets to bots. Used for perf testing." "sv_strict_notarget","0","GAMEDLL","If set, notarget will cause entities to never think they are in the pvs" "sv_suppress_viewpunch","0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "sv_tags","","NOTIFY","Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma." "sv_test_scripted_sequences","0","GAMEDLL","Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world." "sv_teststepsimulation","1","GAMEDLL","" "sv_thinktimecheck","0","GAMEDLL","Check for thinktimes all on same timestamp." "sv_timeout","65","","After this many seconds without a message from a client, the client is dropped" "sv_turbophysics","0","GAMEDLL REPLICATED","Turns on turbo physics" "sv_unlag","1","DEVELOPMENTONLY GAMEDLL","Enables player lag compensation" "sv_unlag_debug","0","DEVELOPMENTONLY GAMEDLL","" "sv_unlag_fixstuck","0","DEVELOPMENTONLY GAMEDLL","Disallow backtracking a player for lag compensation if it will cause them to become stuck" "sv_unlockedchapters","1","GAMEDLL ARCHIVE ARCHIVE_GAMECONSOLE","" "sv_use_steam_voice","0","HIDDEN REPLICATED","Deprecated - placeholder convar for handling old network streams that had an incomplete SVC_VoiceInit packet. Use 'sv_voicecodec steam'" "sv_useexplicitdelete","1","DEVELOPMENTONLY","Explicitly delete dormant client entities caused by AllowImmediateReuse()." "sv_usercmd_custom_random_seed","1","GAMEDLL CHEAT","When enabled server will populate an additional random seed independent of the client" "sv_vehicle_autoaim_scale","8","GAMEDLL","" "sv_visiblemaxplayers","-1","","Overrides the max players reported to prospective clients" "sv_voicecodec","steam","","Specifies which voice codec to use. Valid options are: / vaudio_speex - Legacy Speex codec (lowest quality) / vaudio_celt - Newer CELT codec (22kHz, 22kbps) / vaudio_celt_high - Newer CELT codec, higher bitrate (44kHz, 44kbps) / steam - Use Steam voice API" "sv_voiceenable","1","ARCHIVE NOTIFY","" "sv_vote_allow_spectators","0","GAMEDLL","Allow spectators to vote?" "sv_vote_bots_allowed","0","GAMEDLL","Allow bots to vote or not." "sv_vote_command_delay","2","DEVELOPMENTONLY GAMEDLL","How long after a vote passes until the action happens" "sv_vote_creation_timer","150","GAMEDLL","How long before a player can attempt to call another vote (in seconds)." "sv_vote_failure_timer","300","GAMEDLL","A vote that fails cannot be re-submitted for this long" "sv_vote_failure_timer_mvm","120","GAMEDLL","A vote that fails in MvM cannot be re-submitted for this long" "sv_vote_holder_may_vote_no","0","GAMEDLL REPLICATED","1 = Vote caller is not forced to vote yes on yes/no votes." "sv_vote_issue_autobalance_allowed","0","GAMEDLL","Can players call votes to enable or disable auto team balance?" "sv_vote_issue_autobalance_cooldown","300","GAMEDLL","Minimum time before another auto team balance vote can occur (in seconds)." "sv_vote_issue_changelevel_allowed","0","GAMEDLL","Can players call votes to change levels?" "sv_vote_issue_changelevel_allowed_mvm","0","GAMEDLL","Can players call votes to change levels in MvM?" "sv_vote_issue_classlimits_allowed","0","GAMEDLL","Can players call votes to enable or disable per-class limits?" "sv_vote_issue_classlimits_allowed_mvm","0","GAMEDLL","Can players call votes in Mann-Vs-Machine to enable or disable per-class limits?" "sv_vote_issue_classlimits_cooldown","300","GAMEDLL","Minimum time before another classlimits vote can occur (in seconds)." "sv_vote_issue_classlimits_max","4","GAMEDLL","Maximum number of players (per-team) that can be any one class." "sv_vote_issue_classlimits_max_mvm","2","GAMEDLL","Maximum number of players (per-team) that can be any one class." "sv_vote_issue_extendlevel_allowed","1","GAMEDLL","Can players call votes to set the next level?" "sv_vote_issue_extendlevel_quorum","0.6","GAMEDLL","What is the ratio of voters needed to reach quorum?" "sv_vote_issue_kick_allowed","0","GAMEDLL","Can players call votes to kick players from the server?" "sv_vote_issue_kick_allowed_mvm","1","GAMEDLL","Can players call votes to kick players from the server in MvM?" "sv_vote_issue_kick_limit_mvm","0","GAMEDLL HIDDEN","The maximum number of kick votes a player can call during an MvM mission started by matchmaking. (0 = disabled)" "sv_vote_issue_kick_min_connect_time_mvm","300","GAMEDLL","How long a player must be connected before they can be kicked (in seconds)." "sv_vote_issue_kick_namelock_duration","120","GAMEDLL","How long to prevent kick targets from changing their name (in seconds)." "sv_vote_issue_kick_spectators_mvm","1","GAMEDLL","Allow players to kick spectators in MvM." "sv_vote_issue_mvm_challenge_allowed","1","GAMEDLL","Can players call votes to set the challenge level?" "sv_vote_issue_nextlevel_allowed","1","GAMEDLL","Can players call votes to set the next level?" "sv_vote_issue_nextlevel_allowextend","1","GAMEDLL","Allow players to extend the current map?" "sv_vote_issue_nextlevel_choicesmode","0","GAMEDLL","Present players with a list of lowest playtime maps to choose from?" "sv_vote_issue_nextlevel_prevent_change","1","GAMEDLL","Not allowed to vote for a nextlevel if one has already been set." "sv_vote_issue_pause_game_allowed","0","GAMEDLL HIDDEN","Can players call votes to pause the game?" "sv_vote_issue_pause_game_cooldown","1200","GAMEDLL HIDDEN","Minimum time before another pause vote can occur (in seconds)." "sv_vote_issue_pause_game_timer","120","GAMEDLL HIDDEN","How long to pause the game for when this vote passes (in seconds)." "sv_vote_issue_restart_game_allowed","0","GAMEDLL","Can players call votes to restart the game?" "sv_vote_issue_restart_game_allowed_mvm","1","GAMEDLL","Can players call votes to restart the game in Mann-Vs-Machine?" "sv_vote_issue_restart_game_cooldown","300","GAMEDLL","Minimum time before another restart vote can occur (in seconds)." "sv_vote_issue_scramble_teams_allowed","1","GAMEDLL","Can players call votes to scramble the teams?" "sv_vote_issue_scramble_teams_cooldown","1200","GAMEDLL","Minimum time before another scramble vote can occur (in seconds)." "sv_vote_kick_ban_duration","20","GAMEDLL","The number of minutes a vote ban should last. (0 = Disabled)" "sv_vote_late_join_cooldown","300","GAMEDLL","Length of the vote-creation cooldown when joining the server after the grace period has expired" "sv_vote_late_join_time","90","GAMEDLL","Grace period after the match starts before players who join the match receive a vote-creation cooldown" "sv_vote_quorum_ratio","0.6","GAMEDLL NOTIFY","The minimum ratio of eligible players needed to pass a vote. Min 0.1, Max 1.0." "sv_vote_timer_allow_early_finish","1","GAMEDLL","If all votes are in, whether to end the vote (for debugging)" "sv_vote_timer_duration","15","GAMEDLL","How long to allow voting on an issue" "sv_vote_ui_hide_disabled_issues","1","GAMEDLL","Suppress listing of disabled issues in the vote setup screen." "sv_wateraccelerate","10","GAMEDLL NOTIFY REPLICATED","" "sv_waterdist","12","GAMEDLL REPLICATED","Vertical view fixup when eyes are near water plane." "sv_waterfriction","1","GAMEDLL NOTIFY REPLICATED","" "sys_minidumpexpandedspew","1","","" "sys_minidumpspewlines","500","","Lines of crash dump console spew to keep." "systemlinkport","27030","PLUGIN_OR_SS_ADDED","System Link port" "telemetry_demoend","0","","When playing demo, stop telemetry on tick #" "telemetry_demostart","0","","When playing demo, start telemetry on tick #" "telemetry_framecount","0","","Set Telemetry count of frames to capture" "telemetry_level","0","","Set Telemetry profile level: 0 being off." "telemetry_pause","0","","Pause Telemetry" "telemetry_resume","0","","Resume Telemetry" "telemetry_server","localhost","","Set Telemetry server" "template_debug","0","GAMEDLL","" "testscript_debug","0","","Debug test scripts." "tf_airblast_cray","1","GAMEDLL CHEAT","Use alternate cray airblast logic globally." "tf_airblast_cray_debug","0","GAMEDLL CHEAT","Enable debugging overlays & output for cray airblast. Value is length of time to show debug overlays in seconds." "tf_airblast_cray_ground_minz","100","GAMEDLL CHEAT","If set, cray airblast ensures the target has this minimum Z velocity after reflections and impulse have been applied. Set to 268.3281572999747 for exact old airblast Z behavior." "tf_airblast_cray_ground_reflect","1","GAMEDLL CHEAT","If set, cray airblast reflects any airblast power directed into the ground off of it, to prevent ground-stuck and provide a bit more control over up-vs-forward vectoring" "tf_airblast_cray_lose_footing_duration","0.5","GAMEDLL CHEAT","How long the player should be unable to regain their footing after being airblast, separate from air-control stun." "tf_airblast_cray_pitch_control","0","GAMEDLL CHEAT","If set, allow controlling the pitch of the airblast, in addition to the yaw." "tf_airblast_cray_power","600","GAMEDLL CHEAT","Amount of force cray airblast should apply unconditionally. Set to 0 to only perform player momentum reflection." "tf_airblast_cray_power_relative","0","GAMEDLL CHEAT","If set, the blast power power also inherits from the blast's forward momentum." "tf_airblast_cray_reflect_coeff","2","GAMEDLL CHEAT","The coefficient of reflective power cray airblast employs. / 0 - No reflective powers / 0-1 - Cancel out some/all incoming velocity / 1-2 - Reflect some/all incoming velocity outwards / 2+ - Reflect incoming velocity outwards and then some / " "tf_airblast_cray_reflect_cost_coeff","0.5","GAMEDLL CHEAT","What portion of power used for reflection is removed from the push effect. Note that reflecting incoming momentum requires 2x the momentum - to first neutralize and then reverse it. Setting this to 1 means that a target running towards the blast at more than 50% blast-speed would have a net pushback half that of a stationary target, since half the power was used to negate their incoming momentum. A value of 0.5 would mean that running towards the blast would not be beneficial vs being still, while values " "tf_airblast_cray_reflect_relative","0","GAMEDLL CHEAT","If set, the relative, rather than absolute, target velocity is considered for reflection." "tf_airblast_cray_stun_amount","0","GAMEDLL CHEAT","Amount of control loss to apply if stun_duration is set." "tf_airblast_cray_stun_duration","0","GAMEDLL CHEAT","If set, apply this duration of stun when initially hit by an airblast. Does not apply to repeated airblasts." "tf_allow_all_team_partner_taunt","1","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_allow_player_name_change","1","GAMEDLL NOTIFY","Allow player name changes." "tf_allow_player_use","0","GAMEDLL NOTIFY","Allow players to execute +use while playing." "tf_allow_server_hibernation","1","GAMEDLL","Allow the server to hibernate when empty." "tf_allow_sliding_taunt","0","GAMEDLL","1 - Allow player to slide for a bit after taunting" "tf_allow_taunt_switch","0","GAMEDLL REPLICATED","0 - players are not allowed to switch weapons while taunting, 1 - players can switch weapons at the start of a taunt (old bug behavior), 2 - players can switch weapons at any time during a taunt." "tf_always_loser","0","GAMEDLL REPLICATED CHEAT","Force loserstate to true." "tf_archer_proxy_fire_rate","1","GAMEDLL CHEAT","" "tf_arena_change_limit","1","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED CHEAT","Number of times players can change their class when mp_force_random_class is being used." "tf_arena_first_blood","1","GAMEDLL NOTIFY REPLICATED","Rewards the first player to get a kill each round." "tf_arena_force_class","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED CHEAT","Forces players to play a random class each time they spawn." "tf_arena_max_streak","3","GAMEDLL NOTIFY REPLICATED","Teams will be scrambled if one team reaches this streak" "tf_arena_override_cap_enable_time","-1","GAMEDLL NOTIFY REPLICATED","Overrides the time (in seconds) it takes for the capture point to become enable, -1 uses the level designer specified time." "tf_arena_override_team_size","0","GAMEDLL REPLICATED","Overrides the maximum team size in arena mode. Set to zero to keep the default behavior of 1/3 maxplayers." "tf_arena_preround_time","10","GAMEDLL NOTIFY REPLICATED","Length of the Pre-Round time" "tf_arena_round_time","0","GAMEDLL NOTIFY REPLICATED","" "tf_arena_use_queue","1","GAMEDLL NOTIFY REPLICATED","Enables the spectator queue system for Arena." "tf_attack_defend_map","0","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_autobalance_ask_candidates_maxtime","10","GAMEDLL REPLICATED","" "tf_autobalance_dead_candidates_maxtime","15","GAMEDLL REPLICATED","" "tf_autobalance_force_candidates_maxtime","5","GAMEDLL REPLICATED","" "tf_autobalance_xp_bonus","500","GAMEDLL REPLICATED","" "tf_avoidteammates","1","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Controls how teammates interact when colliding. / 0: Teammates block each other / 1: Teammates pass through each other, but push each other away (default)" "tf_avoidteammates_pushaway","1","GAMEDLL REPLICATED","Whether or not teammates push each other away when occupying the same space" "tf_base_boss_max_turn_rate","25","GAMEDLL CHEAT","" "tf_base_boss_speed","75","GAMEDLL CHEAT","" "tf_beta_content","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_birthday","0","GAMEDLL NOTIFY REPLICATED","" "tf_birthday_ball_chance","100","GAMEDLL REPLICATED","Percent chance of a birthday beach ball spawning at each round start" "tf_bison_tick_time","0.025","GAMEDLL CHEAT","" "tf_bonuspack_score","1","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_boost_drain_time","15.0","DEVELOPMENTONLY GAMEDLL","Time is takes for a full health boost to drain away from a player." "tf_bot_always_full_reload","0","GAMEDLL CHEAT","" "tf_bot_ammo_search_range","5000","GAMEDLL CHEAT","How far bots will search to find ammo around them" "tf_bot_arrow_elevation_rate","0.0001","GAMEDLL CHEAT","When firing arrows at far away targets, this is the degree/range slope to raise our aim" "tf_bot_auto_vacate","1","GAMEDLL","If nonzero, bots will automatically leave to make room for human players." "tf_bot_ballistic_elevation_rate","0.01","GAMEDLL CHEAT","When lobbing grenades at far away targets, this is the degree/range slope to raise our aim" "tf_bot_capture_seek_and_destroy_max_duration","30","GAMEDLL CHEAT","If a capturing bot decides to go hunting, this is the max duration he will hunt for before reconsidering" "tf_bot_capture_seek_and_destroy_min_duration","15","GAMEDLL CHEAT","If a capturing bot decides to go hunting, this is the min duration he will hunt for before reconsidering" "tf_bot_cart_push_radius","60","GAMEDLL CHEAT","" "tf_bot_choose_target_interval","0.3f","GAMEDLL CHEAT","How often, in seconds, a TFBot can reselect his target" "tf_bot_count","0","DEVELOPMENTONLY GAMEDLL NOTIFY","" "tf_bot_debug_ammo_scavenging","0","GAMEDLL CHEAT","" "tf_bot_debug_destroy_enemy_sentry","0","GAMEDLL CHEAT","" "tf_bot_debug_payload_guard_vantage_points","","GAMEDLL CHEAT","" "tf_bot_debug_retreat_to_cover","0","GAMEDLL CHEAT","" "tf_bot_debug_seek_and_destroy","0","GAMEDLL CHEAT","" "tf_bot_debug_sentry_placement","0","GAMEDLL CHEAT","" "tf_bot_debug_sniper","0","GAMEDLL CHEAT","" "tf_bot_debug_spy","0","GAMEDLL CHEAT","" "tf_bot_debug_tags","0","GAMEDLL CHEAT","ent_text will only show tags on bots" "tf_bot_defend_owned_point_percent","0.5","GAMEDLL CHEAT","Stay on the contested point we own until enemy cap percent falls below this" "tf_bot_defense_debug","0","GAMEDLL CHEAT","" "tf_bot_defense_must_defend_time","300","GAMEDLL CHEAT","If timer is less than this, bots will stay near point and guard" "tf_bot_difficulty","1","GAMEDLL","Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert." "tf_bot_engineer_building_health_multiplier","2","GAMEDLL CHEAT","" "tf_bot_engineer_exit_near_sentry_range","2500","GAMEDLL CHEAT","Maximum travel distance between a bot's Sentry gun and its Teleporter Exit" "tf_bot_engineer_max_sentry_travel_distance_to_point","2500","GAMEDLL CHEAT","Maximum travel distance between a bot's Sentry gun and the currently contested point" "tf_bot_engineer_mvm_hint_min_distance_from_bomb","1300","GAMEDLL CHEAT","" "tf_bot_engineer_mvm_sentry_hint_bomb_backward_range","3000","GAMEDLL CHEAT","" "tf_bot_engineer_mvm_sentry_hint_bomb_forward_range","0","GAMEDLL CHEAT","" "tf_bot_engineer_retaliate_range","750","GAMEDLL CHEAT","If attacker who destroyed sentry is closer than this, attack. Otherwise, retreat" "tf_bot_escort_range","300","GAMEDLL CHEAT","" "tf_bot_fetch_lost_flag_time","10","GAMEDLL CHEAT","How long busy TFBots will ignore the dropped flag before they give up what they are doing and go after it" "tf_bot_fire_weapon_allowed","1","GAMEDLL CHEAT","If zero, TFBots will not pull the trigger of their weapons (but will act like they did)" "tf_bot_fire_weapon_min_time","1","GAMEDLL CHEAT","" "tf_bot_flag_escort_give_up_range","1000","GAMEDLL CHEAT","" "tf_bot_flag_escort_max_count","4","GAMEDLL CHEAT","" "tf_bot_flag_escort_range","500","GAMEDLL CHEAT","" "tf_bot_flag_kill_on_touch","0","GAMEDLL CHEAT","If nonzero, any bot that picks up the flag dies. For testing." "tf_bot_force_class","","GAMEDLL","If set to a class name, all TFBots will respawn as that class" "tf_bot_force_jump","0","GAMEDLL CHEAT","Force bots to continuously jump" "tf_bot_formation_debug","0","GAMEDLL CHEAT","" "tf_bot_health_critical_ratio","0.3","GAMEDLL CHEAT","" "tf_bot_health_ok_ratio","0.8","GAMEDLL CHEAT","" "tf_bot_health_search_far_range","2000","GAMEDLL CHEAT","" "tf_bot_health_search_near_range","1000","GAMEDLL CHEAT","" "tf_bot_hitscan_range_limit","1800","GAMEDLL CHEAT","" "tf_bot_join_after_player","1","GAMEDLL","If nonzero, bots wait until a player joins before entering the game." "tf_bot_keep_class_after_death","0","GAMEDLL","" "tf_bot_max_grenade_launch_at_sentry_range","1500","GAMEDLL CHEAT","" "tf_bot_max_point_defend_range","1250","GAMEDLL CHEAT","How far (in travel distance) from the point defending bots will take up positions" "tf_bot_max_setup_gate_defend_range","2000","GAMEDLL CHEAT","How far from the setup gate(s) defending bots can take up positions" "tf_bot_max_sticky_launch_at_sentry_range","1500","GAMEDLL CHEAT","" "tf_bot_max_teleport_entrance_travel","1500","GAMEDLL CHEAT","Don't plant teleport entrances farther than this travel distance from our spawn room" "tf_bot_max_teleport_exit_travel_to_point","2500","GAMEDLL CHEAT","In an offensive engineer bot's tele exit is farther from the point than this, destroy it" "tf_bot_medic_cover_test_resolution","8","GAMEDLL CHEAT","" "tf_bot_medic_debug","0","GAMEDLL CHEAT","" "tf_bot_medic_max_call_response_range","1000","GAMEDLL CHEAT","" "tf_bot_medic_max_heal_range","600","GAMEDLL CHEAT","" "tf_bot_medic_start_follow_range","250","GAMEDLL CHEAT","" "tf_bot_medic_stop_follow_range","75","GAMEDLL CHEAT","" "tf_bot_melee_attack_abandon_range","500","GAMEDLL CHEAT","If threat is farther away than this, bot will switch back to its primary weapon and attack" "tf_bot_melee_only","0","GAMEDLL","If nonzero, TFBots will only use melee weapons" "tf_bot_min_setup_gate_defend_range","750","GAMEDLL CHEAT","How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush." "tf_bot_min_setup_gate_sniper_defend_range","1500","GAMEDLL CHEAT","How far from the setup gate(s) a defending sniper will take up position" "tf_bot_min_teleport_travel","3000","GAMEDLL CHEAT","Minimum travel distance between teleporter entrance and exit before engineer bot will build one" "tf_bot_near_point_travel_distance","750","GAMEDLL CHEAT","If within this travel distance to the current point, bot is 'near' it" "tf_bot_notice_backstab_chance","25","GAMEDLL CHEAT","" "tf_bot_notice_backstab_max_range","750","GAMEDLL CHEAT","" "tf_bot_notice_backstab_min_range","100","GAMEDLL CHEAT","" "tf_bot_notice_gunfire_range","3000","GAMEDLL","" "tf_bot_notice_quiet_gunfire_range","500","GAMEDLL","" "tf_bot_npc_archer_arrow_damage","75","GAMEDLL CHEAT","" "tf_bot_npc_archer_health","100","GAMEDLL CHEAT","" "tf_bot_npc_archer_shoot_interval","2","GAMEDLL CHEAT","" "tf_bot_npc_archer_speed","100","GAMEDLL CHEAT","" "tf_bot_offense_must_push_time","120","GAMEDLL CHEAT","If timer is less than this, bots will push hard to cap" "tf_bot_offline_practice","0","GAMEDLL","Tells the server that it is in offline practice mode." "tf_bot_path_lookahead_range","300","GAMEDLL","" "tf_bot_payload_guard_range","1000","GAMEDLL CHEAT","" "tf_bot_prefix_name_with_difficulty","0","GAMEDLL","Append the skill level of the bot to the bot's name" "tf_bot_pyro_always_reflect","0","GAMEDLL CHEAT","Pyro bots will always reflect projectiles fired at them. For tesing/debugging purposes." "tf_bot_pyro_deflect_tolerance","0.5","GAMEDLL CHEAT","" "tf_bot_pyro_shove_away_range","250","GAMEDLL CHEAT","If a Pyro bot's target is closer than this, compression blast them away" "tf_bot_quota","0","GAMEDLL","Determines the total number of tf bots in the game." "tf_bot_quota_mode","normal","GAMEDLL","Determines the type of quota. / Allowed values: 'normal', 'fill', and 'match'. / If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. / If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota." "tf_bot_reevaluate_class_in_spawnroom","1","GAMEDLL CHEAT","If set, bots will opportunisticly switch class while in spawnrooms if their current class is no longer their first choice." "tf_bot_retreat_to_cover_range","1000","GAMEDLL CHEAT","" "tf_bot_sniper_aim_error","0.01","GAMEDLL CHEAT","" "tf_bot_sniper_aim_steady_rate","10","GAMEDLL CHEAT","" "tf_bot_sniper_allow_opportunistic","1","GAMEDLL","If set, Snipers will stop on their way to their preferred lurking spot to snipe at opportunistic targets" "tf_bot_sniper_choose_target_interval","3.0f","GAMEDLL CHEAT","How often, in seconds, a zoomed-in Sniper can reselect his target" "tf_bot_sniper_flee_range","400","GAMEDLL CHEAT","If threat is closer than this, retreat" "tf_bot_sniper_goal_entity_move_tolerance","500","GAMEDLL CHEAT","" "tf_bot_sniper_linger_time","5","GAMEDLL CHEAT","How long Sniper will wait around after losing his target before giving up" "tf_bot_sniper_melee_range","200","GAMEDLL CHEAT","If threat is closer than this, attack with melee weapon" "tf_bot_sniper_patience_duration","10","GAMEDLL CHEAT","How long a Sniper bot will wait without seeing an enemy before picking a new spot" "tf_bot_sniper_personal_space_range","1000","GAMEDLL CHEAT","Enemies beyond this range don't worry the Sniper" "tf_bot_sniper_spot_epsilon","100","GAMEDLL CHEAT","" "tf_bot_sniper_spot_max_count","10","GAMEDLL CHEAT","Stop searching for sniper spots when each side has found this many" "tf_bot_sniper_spot_min_range","1000","GAMEDLL CHEAT","" "tf_bot_sniper_spot_point_tolerance","750","GAMEDLL CHEAT","" "tf_bot_sniper_spot_search_count","10","GAMEDLL CHEAT","Search this many times per behavior update frame" "tf_bot_sniper_target_linger_duration","2","GAMEDLL CHEAT","How long a Sniper bot will keep toward at a target it just lost sight of" "tf_bot_spawn_use_preset_roster","1","GAMEDLL CHEAT","Bot will choose class from a preset class table." "tf_bot_spy_change_target_range_threshold","300","GAMEDLL CHEAT","" "tf_bot_spy_knife_range","300","GAMEDLL CHEAT","If threat is closer than this, prefer our knife" "tf_bot_squad_escort_range","500","GAMEDLL CHEAT","" "tf_bot_sticky_base_range","800","GAMEDLL CHEAT","" "tf_bot_sticky_charge_rate","0.01","GAMEDLL CHEAT","Seconds of charge per unit range beyond base" "tf_bot_stickybomb_density","0.0001","GAMEDLL CHEAT","Number of stickies to place per square inch" "tf_bot_suicide_bomb_friendly_fire","1","GAMEDLL CHEAT","" "tf_bot_suicide_bomb_range","300","GAMEDLL CHEAT","" "tf_bot_suspect_spy_forget_cooldown","5","GAMEDLL CHEAT","How long to consider a suspicious spy as suspicious" "tf_bot_suspect_spy_touch_interval","5","GAMEDLL CHEAT","How many seconds back to look for touches against suspicious spies" "tf_bot_taunt_victim_chance","20","GAMEDLL","" "tf_bot_teleport_build_surface_normal_limit","0.99","GAMEDLL CHEAT","If the ground normal Z component is less that this value, Engineer bots won't place their entrance teleporter" "tf_bot_wait_in_cover_max_time","2","GAMEDLL CHEAT","" "tf_bot_wait_in_cover_min_time","1","GAMEDLL CHEAT","" "tf_caplinear","1","DEVELOPMENTONLY GAMEDLL REPLICATED","If set to 1, teams must capture control points linearly." "tf_cart_duck_drop_rate","10","DEVELOPMENTONLY GAMEDLL","" "tf_cart_soul_drop_rate","10","DEVELOPMENTONLY GAMEDLL","" "tf_cart_spell_drop_rate","4","GAMEDLL","" "tf_cheapobjects","0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Set to 1 and all objects will cost 0" "tf_clamp_airducks","1","GAMEDLL REPLICATED","" "tf_clamp_back_speed","0.9","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_clamp_back_speed_min","100","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_classlimit","0","GAMEDLL NOTIFY REPLICATED","Limit on how many players can be any class (i.e. tf_class_limit 2 would limit 2 players per class). / " "tf_competitive_abandon_method","0","GAMEDLL HIDDEN","" "tf_competitive_preround_countdown_duration","10.5","GAMEDLL HIDDEN","How long we stay in countdown when in competitive games." "tf_competitive_preround_duration","3","GAMEDLL REPLICATED","How long we stay in pre-round when in competitive games." "tf_competitive_required_late_join_confirm_timeout","30","DEVELOPMENTONLY GAMEDLL","How long to wait for the GC to confirm we're in the late join pool before canceling the match" "tf_competitive_required_late_join_timeout","120","DEVELOPMENTONLY GAMEDLL","How long to wait for late joiners in matches requiring full player counts before canceling the match" "tf_construction_build_rate_multiplier","1.5f","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_ctf_bonus_time","10","GAMEDLL NOTIFY","Length of team crit time for CTF capture." "tf_damage_disablespread","1","GAMEDLL NOTIFY REPLICATED","Toggles the random damage spread applied to all player damage." "tf_damage_events_track_for","30","DEVELOPMENTONLY GAMEDLL","" "tf_damage_multiplier_blue","1.0","GAMEDLL CHEAT","All incoming damage to a blue player is multiplied by this value" "tf_damage_multiplier_red","1.0","GAMEDLL CHEAT","All incoming damage to a red player is multiplied by this value" "tf_damage_range","0.5","DEVELOPMENTONLY GAMEDLL","" "tf_damageforcescale_other","6.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_damageforcescale_pyro_jump","8.5","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_damageforcescale_self_soldier_badrj","5.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_damageforcescale_self_soldier_rj","10.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_damagescale_self_soldier","0.60","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_debug_damage","0","GAMEDLL CHEAT","" "tf_debug_flamethrower","0","GAMEDLL REPLICATED CHEAT","Visualize the flamethrower damage." "tf_debug_placement_failure","0","GAMEDLL CHEAT","" "tf_decoy_lifetime","5","GAMEDLL CHEAT","The lifetime of a decoy, in seconds" "tf_demoman_charge_drain_time","1.5","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_demoman_charge_frametime_scaling","1","GAMEDLL REPLICATED CHEAT","When enabled, scale yaw limiting based on client performance (frametime)." "tf_demoman_charge_regen_rate","8.3","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_deploying_bomb_delay_time","0.0","DEVELOPMENTONLY GAMEDLL CHEAT","Time to delay before deploying bomb." "tf_deploying_bomb_time","1.90","DEVELOPMENTONLY GAMEDLL CHEAT","Time to deploy bomb before the point of no return." "tf_dev_health_on_damage_recover_percentage","0.35","DEVELOPMENTONLY GAMEDLL","" "tf_dev_marked_for_death_lifetime","15.0","DEVELOPMENTONLY GAMEDLL","" "tf_double_donk_window","0.5","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","How long after an impact from a cannonball that an explosion will count as a double-donk." "tf_dropped_weapon_lifetime","30","GAMEDLL CHEAT","" "tf_duck_allow_team_pickup","1","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_duck_debug_spew","0","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_duck_edict_limit","1900","GAMEDLL REPLICATED","Maximum number of edicts allowed before spawning a duck" "tf_duck_edict_warning","1800","GAMEDLL REPLICATED","Maximum number of edicts allowed before slowing duck spawn rate" "tf_escort_recede_time","30","GAMEDLL","" "tf_escort_recede_time_overtime","5","GAMEDLL","" "tf_escort_score_rate","1","GAMEDLL CHEAT","Score for escorting the train, in points per second" "tf_eyeball_boss_acceleration","500","GAMEDLL CHEAT","" "tf_eyeball_boss_attack_range","750","GAMEDLL CHEAT","" "tf_eyeball_boss_debug","0","GAMEDLL CHEAT","" "tf_eyeball_boss_debug_orientation","0","GAMEDLL CHEAT","" "tf_eyeball_boss_health_at_level_2","17000","GAMEDLL CHEAT","" "tf_eyeball_boss_health_base","8000","GAMEDLL CHEAT","" "tf_eyeball_boss_health_per_level","3000","GAMEDLL CHEAT","" "tf_eyeball_boss_health_per_player","400","GAMEDLL CHEAT","" "tf_eyeball_boss_horiz_damping","2","GAMEDLL CHEAT","" "tf_eyeball_boss_hover_height","200","GAMEDLL CHEAT","" "tf_eyeball_boss_lifetime","120","GAMEDLL CHEAT","" "tf_eyeball_boss_lifetime_spell","8","GAMEDLL CHEAT","" "tf_eyeball_boss_speed","250","GAMEDLL CHEAT","" "tf_eyeball_boss_vert_damping","1","GAMEDLL CHEAT","" "tf_fall_damage_disablespread","0","GAMEDLL","" "tf_fastbuild","0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_feign_death_activate_damage_scale","0.25","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_feign_death_damage_scale","0.35","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_feign_death_duration","3.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Time that feign death buffs last." "tf_feign_death_speed_duration","3.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Time that feign death speed boost last." "tf_fireball_airblast_recharge_penalty","0.5","GAMEDLL REPLICATED CHEAT","" "tf_fireball_burn_duration","2","GAMEDLL REPLICATED CHEAT","" "tf_fireball_burning_bonus","3","GAMEDLL REPLICATED CHEAT","" "tf_fireball_damage","25","GAMEDLL REPLICATED CHEAT","" "tf_fireball_distance","500","GAMEDLL REPLICATED CHEAT","" "tf_fireball_draw_debug_radius","0","GAMEDLL REPLICATED CHEAT","" "tf_fireball_hit_recharge_boost","1.5","GAMEDLL REPLICATED CHEAT","" "tf_fireball_max_lifetime","0.5","GAMEDLL REPLICATED CHEAT","" "tf_fireball_radius","22.5","GAMEDLL REPLICATED CHEAT","" "tf_fireball_speed","3000","GAMEDLL REPLICATED CHEAT","" "tf_flag_caps_per_round","3","GAMEDLL REPLICATED","Number of captures per round on CTF and PASS Time maps. Set to 0 to disable." "tf_flag_return_on_touch","0","GAMEDLL REPLICATED","If this is set, your flag must be at base in order to capture the enemy flag. Remote friendly flags return to your base instantly when you touch them" "tf_flag_return_time_credit_factor","1.0","GAMEDLL REPLICATED","Number of seconds the flag's return time will be credited for each second the flag is being carried." "tf_flame_dmg_mode_dist","0","DEVELOPMENTONLY GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_flamethrower_boxsize","12.0","GAMEDLL REPLICATED CHEAT","Size of flame damage entities." "tf_flamethrower_burst_zvelocity","350","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_flamethrower_burstammo","20","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","How much ammo does the air burst use per shot." "tf_flamethrower_drag","0.87","DEVELOPMENTONLY GAMEDLL CHEAT","Air drag of flame damage entities." "tf_flamethrower_flametime","0.5","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Time to live of flame damage entities." "tf_flamethrower_float","50.0","DEVELOPMENTONLY GAMEDLL CHEAT","Upward float velocity of flame damage entities." "tf_flamethrower_maxdamagedist","350.0","DEVELOPMENTONLY GAMEDLL CHEAT","Maximum damage distance for flamethrower." "tf_flamethrower_new_flame_offset","40 5 0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Starting position relative to the flamethrower." "tf_flamethrower_shortrangedamagemultiplier","1.2","DEVELOPMENTONLY GAMEDLL CHEAT","Damage multiplier for close-in flamethrower damage." "tf_flamethrower_vecrand","0.05","DEVELOPMENTONLY GAMEDLL CHEAT","Random vector added to initial velocity of flame damage entities." "tf_flamethrower_velocity","2300.0","DEVELOPMENTONLY GAMEDLL CHEAT","Initial velocity of flame damage entities." "tf_flamethrower_velocityfadeend",".5","DEVELOPMENTONLY GAMEDLL CHEAT","Time at which attacker's velocity contribution finishes fading." "tf_flamethrower_velocityfadestart",".3","DEVELOPMENTONLY GAMEDLL CHEAT","Time at which attacker's velocity contribution starts to fade." "tf_force_holidays_off","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_forced_holiday","0","GAMEDLL REPLICATED","Forced holiday, / Birthday = 1 / Halloween = 2 / " "tf_fortune_teller_fortune_duration","30","GAMEDLL CHEAT","Duration of the fortune time." "tf_fortune_teller_interval_time","120","GAMEDLL CHEAT","Time until the next fortune teller event (in second)." "tf_fortune_teller_warning_time","2","GAMEDLL CHEAT","Warning time (in second) before fortune teller tells a fortune." "tf_gamemode_arena","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_community","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_cp","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_ctf","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_misc","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_mvm","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_passtime","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_payload","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_pd","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_rd","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_sd","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_gamemode_tc","0","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED","" "tf_ghost_up_speed","300.f","GAMEDLL REPLICATED CHEAT","Speed that ghost go upward while holding jump key" "tf_ghost_xy_speed","300.f","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_acceleration","3500","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_dampening","500","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_enable","0","GAMEDLL REPLICATED","" "tf_grapplinghook_fire_delay","0.5","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_follow_distance","64","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_jump_up_speed","375","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_los_force_detach_time","1","GAMEDLL CHEAT","" "tf_grapplinghook_max_distance","2000","GAMEDLL REPLICATED CHEAT","Valid distance for grappling hook to travel" "tf_grapplinghook_medic_latch_speed_scale","0.65","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_move_speed","750","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_prevent_fall_damage","0","GAMEDLL REPLICATED CHEAT","" "tf_grapplinghook_projectile_speed","1500","GAMEDLL REPLICATED CHEAT","How fast does the grappliing hook projectile travel" "tf_grapplinghook_use_acceleration","0","GAMEDLL REPLICATED","Use full acceleration calculation for grappling hook movement" "tf_gravetalk","1","GAMEDLL NOTIFY","Allows living players to hear dead players using text/voice chat." "tf_grenade_force_sleeptime","1.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_grenade_forcefrom_blast","0.15","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_grenade_forcefrom_buckshot","0.75","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_grenade_forcefrom_bullet","2.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_grenadelauncher_chargescale","1.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_grenadelauncher_livetime","0.8","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_grenadelauncher_min_contact_speed","100","DEVELOPMENTONLY GAMEDLL","" "tf_halloween_allow_ghost_hit_by_kart_delay","0.5","GAMEDLL CHEAT","" "tf_halloween_allow_truce_during_boss_event","0","GAMEDLL NOTIFY","Determines if RED and BLU can damage each other while fighting Monoculus or Merasmus on non-Valve maps." "tf_halloween_boss_spawn_interval","480","GAMEDLL CHEAT","Average interval between boss spawns, in seconds" "tf_halloween_boss_spawn_interval_variation","60","GAMEDLL CHEAT","Variation of spawn interval +/-" "tf_halloween_bot_attack_range","200","GAMEDLL CHEAT","" "tf_halloween_bot_chase_duration","30","GAMEDLL CHEAT","" "tf_halloween_bot_chase_range","1500","GAMEDLL CHEAT","" "tf_halloween_bot_health_base","3000","GAMEDLL CHEAT","" "tf_halloween_bot_health_per_player","200","GAMEDLL CHEAT","" "tf_halloween_bot_min_player_count","10","GAMEDLL CHEAT","" "tf_halloween_bot_quit_range","2000","GAMEDLL CHEAT","" "tf_halloween_bot_speed","400","GAMEDLL CHEAT","" "tf_halloween_bot_speed_recovery_rate","100","GAMEDLL CHEAT","Movement units/second" "tf_halloween_bot_terrify_radius","500","GAMEDLL CHEAT","" "tf_halloween_eyeball_boss_spawn_interval","180","GAMEDLL CHEAT","Average interval between boss spawns, in seconds" "tf_halloween_eyeball_boss_spawn_interval_variation","30","GAMEDLL CHEAT","Variation of spawn interval +/-" "tf_halloween_giant_health_scale","10","GAMEDLL CHEAT","" "tf_halloween_gift_lifetime","240","GAMEDLL REPLICATED CHEAT","" "tf_halloween_hhh_attack_kart_radius","300","GAMEDLL CHEAT","" "tf_halloween_kart_air_turn_scale","1.2f","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_aircontrol","1.2f","GAMEDLL REPLICATED CHEAT","Multiplier for how much air control players have when in Kart Mode" "tf_halloween_kart_bomb_head_damage_scale","2","GAMEDLL CHEAT","" "tf_halloween_kart_bomb_head_impulse_scale","2","GAMEDLL CHEAT","" "tf_halloween_kart_bombhead_scale","1.5f","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_boost_duration","1.5f","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_boost_impact_force","0.75f","GAMEDLL CHEAT","Impact force scaler on boosts" "tf_halloween_kart_boost_recharge","5.0f","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_brake_accel","500","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_brake_speed","0","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_coast_accel","300","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_damage_to_force","300.0f","GAMEDLL CHEAT","" "tf_halloween_kart_dash_accel","750","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_dash_speed","1000","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_fast_turn_accel_speed","400","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_fast_turn_speed","60","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_idle_speed","0","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_impact_air_scale","0.75f","GAMEDLL CHEAT","" "tf_halloween_kart_impact_bounds_scale","1.0f","GAMEDLL CHEAT","" "tf_halloween_kart_impact_damage","1.0f","GAMEDLL CHEAT","Impact damage scaler" "tf_halloween_kart_impact_feedback","0.25f","GAMEDLL CHEAT","" "tf_halloween_kart_impact_force","0.75f","GAMEDLL CHEAT","Impact force scaler" "tf_halloween_kart_impact_lookahead","12.0f","GAMEDLL CHEAT","" "tf_halloween_kart_impact_rate","0.5f","GAMEDLL CHEAT","rate of allowing impact damage" "tf_halloween_kart_normal_accel","300","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_normal_speed","650","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_punting_ghost_force_scale","4","GAMEDLL CHEAT","" "tf_halloween_kart_return_turn_accell","200","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_reverse_speed","-50","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_reverse_turn_speed","50","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_rocketspell_force","900.0f","GAMEDLL CHEAT","" "tf_halloween_kart_rocketspell_lifetime","0.5f","GAMEDLL CHEAT","" "tf_halloween_kart_rocketspell_speed","1500","GAMEDLL CHEAT","" "tf_halloween_kart_slow_turn_accel_speed","200","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_slow_turn_speed","100","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_slowmoving_accel","500","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_slowmoving_threshold","300","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_stationary_turn_speed","50","GAMEDLL REPLICATED CHEAT","" "tf_halloween_kart_stun_amount","1.0f","GAMEDLL CHEAT","" "tf_halloween_kart_stun_duration_scale","0.70f","GAMEDLL CHEAT","" "tf_halloween_kart_stun_enabled","1","GAMEDLL CHEAT","" "tf_halloween_kart_turning_curve_peak_position","0.5","GAMEDLL REPLICATED CHEAT","" "tf_halloween_unlimited_spells","0","GAMEDLL CHEAT","" "tf_halloween_zombie_damage","10","GAMEDLL CHEAT","How much damage a zombie melee hit does." "tf_halloween_zombie_mob_enabled","0","GAMEDLL CHEAT","If set to 1, spawn zombie mobs on non-Halloween Valve maps" "tf_halloween_zombie_mob_spawn_count","20","GAMEDLL CHEAT","How many zombies to spawn" "tf_halloween_zombie_mob_spawn_interval","180","GAMEDLL CHEAT","Average interval between zombie mob spawns, in seconds" "tf_helpme_range","150","DEVELOPMENTONLY GAMEDLL","" "tf_highfive_debug","0","GAMEDLL","Turns on some console spew for debugging high five issues." "tf_highfive_height_tolerance","12","DEVELOPMENTONLY GAMEDLL CHEAT","The maximum height difference allowed for two high-fivers." "tf_highfive_max_range","150","DEVELOPMENTONLY GAMEDLL CHEAT","The farthest away a high five partner can be" "tf_highfive_separation_forward","0","DEVELOPMENTONLY GAMEDLL CHEAT","Forward distance between high five partners" "tf_highfive_separation_right","0","DEVELOPMENTONLY GAMEDLL CHEAT","Right distance between high five partners" "tf_invuln_time","1.0","DEVELOPMENTONLY GAMEDLL REPLICATED","Time it takes for invulnerability to wear off." "tf_item_based_forced_holiday","0","GAMEDLL REPLICATED","" "tf_max_active_zombie","30","GAMEDLL CHEAT","" "tf_max_charge_speed","750","DEVELOPMENTONLY GAMEDLL NOTIFY REPLICATED CHEAT","" "tf_max_health_boost","1.5","DEVELOPMENTONLY GAMEDLL REPLICATED","Max health factor that players can be boosted to by healers." "tf_max_voice_speak_delay","1.5","DEVELOPMENTONLY GAMEDLL","Max time after a voice command until player can do another one" "tf_maxhealth_drain_deploy_cost","20","DEVELOPMENTONLY GAMEDLL","" "tf_maxhealth_drain_hp_min","100","DEVELOPMENTONLY GAMEDLL","" "tf_medieval","0","GAMEDLL NOTIFY REPLICATED","Enable Medieval Mode. / " "tf_medieval_autorp","1","GAMEDLL NOTIFY REPLICATED","Enable Medieval Mode auto-roleplaying. / " "tf_medigun_lagcomp","1","DEVELOPMENTONLY GAMEDLL","" "tf_meleeattackforcescale","80.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_merasmus_attack_range","200","GAMEDLL CHEAT","" "tf_merasmus_bomb_head_duration","15.f","GAMEDLL CHEAT","" "tf_merasmus_bomb_head_per_team","1","GAMEDLL CHEAT","" "tf_merasmus_chase_duration","7","GAMEDLL CHEAT","" "tf_merasmus_chase_range","2000","GAMEDLL CHEAT","" "tf_merasmus_disguise_debug","0","GAMEDLL CHEAT","" "tf_merasmus_health_base","33750","GAMEDLL CHEAT","" "tf_merasmus_health_per_player","2500","GAMEDLL CHEAT","" "tf_merasmus_health_regen_rate","0.001f","GAMEDLL CHEAT","Percentage of Max HP per sec that Merasmus will regenerate while in disguise" "tf_merasmus_lifetime","120","GAMEDLL CHEAT","" "tf_merasmus_min_player_count","10","GAMEDLL CHEAT","" "tf_merasmus_min_props_to_reveal","0.7f","GAMEDLL CHEAT","Percentage of total fake props players have to destroy before Merasmus reveals himself" "tf_merasmus_prop_health","150","GAMEDLL CHEAT","" "tf_merasmus_should_disguise_threshold","0.45f","GAMEDLL CHEAT","" "tf_merasmus_spawn_interval","180","GAMEDLL CHEAT","Average interval between boss spawns, in seconds" "tf_merasmus_spawn_interval_variation","30","GAMEDLL CHEAT","Variation of spawn interval +/-" "tf_merasmus_speed","600","GAMEDLL CHEAT","" "tf_merasmus_speed_recovery_rate","100","GAMEDLL CHEAT","Movement units/second" "tf_merasmus_stun_duration","2.f","GAMEDLL CHEAT","" "tf_minigame_suddendeath_time","-1","GAMEDLL CHEAT","Override Sudden Death Time." "tf_mm_abandoned_players_per_team_max","1","DEVELOPMENTONLY GAMEDLL","" "tf_mm_match_size_ladder_12v12","24","GAMEDLL REPLICATED","Number of players required to play a 12v12 ladder game." "tf_mm_match_size_ladder_12v12_minimum","12","GAMEDLL REPLICATED","Specifies the minimum number of players needed to launch a 12v12 match. Set to -1 to disable." "tf_mm_match_size_ladder_6v6","12","GAMEDLL REPLICATED","Number of players required to play a 6v6 ladder game." "tf_mm_match_size_ladder_9v9","18","GAMEDLL REPLICATED","Number of players required to play a 9v9 ladder game." "tf_mm_match_size_mvm","6","GAMEDLL REPLICATED","How many players in an MvM matchmade group?" "tf_mm_next_map_result_hold_time","7","GAMEDLL","" "tf_mm_next_map_vote_time","30","GAMEDLL REPLICATED","" "tf_mm_player_disconnect_time_before_abandon","180","DEVELOPMENTONLY GAMEDLL","" "tf_mm_player_disconnect_time_forgive_ratio","10","DEVELOPMENTONLY GAMEDLL","" "tf_mm_player_disconnect_time_minimum_penalty","90","DEVELOPMENTONLY GAMEDLL","" "tf_mm_servermode","0","GAMEDLL NOTIFY","Activates / deactivates Lobby-based hosting mode. / 0 = not active / 1 = Put in matchmaking pool (Lobby will control current map) / " "tf_mm_strict","0","GAMEDLL NOTIFY"," 0 = Show in server browser, and allow ad-hoc joins / 1 = Hide from server browser and only allow joins coordinated through GC matchmaking / 2 = Hide from server browser, but allow ad-hoc joins / " "tf_mm_trusted","0","GAMEDLL HIDDEN NOTIFY","Set to 1 on Valve servers to requested trusted status. (Yes, it is authenticated on the backend, and attempts by non-valve servers are logged.) / " "tf_movement_aircurrent_aircontrol_mult","0.25","GAMEDLL REPLICATED CHEAT","Multiplier on air control when player is in an air current (such as airblast)" "tf_movement_aircurrent_friction_mult","0.75","GAMEDLL REPLICATED CHEAT","Friction multiplier when sliding against surfaces while trapped in an air current" "tf_movement_lost_footing_friction","0.1","GAMEDLL REPLICATED CHEAT","Ground friction for players who have lost their footing" "tf_movement_lost_footing_restick","50.0","GAMEDLL REPLICATED CHEAT","Early escape the lost footing condition if the player is moving slower than this across the ground" "tf_mvm_allow_abandon_after_seconds","600","DEVELOPMENTONLY GAMEDLL","" "tf_mvm_allow_abandon_below_players","5","DEVELOPMENTONLY GAMEDLL","" "tf_mvm_bot_allow_flag_carrier_to_fight","1","GAMEDLL CHEAT","" "tf_mvm_bot_flag_carrier_health_regen","45.0f","GAMEDLL CHEAT","" "tf_mvm_bot_flag_carrier_interval_to_1st_upgrade","5","GAMEDLL CHEAT","" "tf_mvm_bot_flag_carrier_interval_to_2nd_upgrade","15","GAMEDLL CHEAT","" "tf_mvm_bot_flag_carrier_interval_to_3rd_upgrade","15","GAMEDLL CHEAT","" "tf_mvm_bot_flag_carrier_movement_penalty","0.5","GAMEDLL REPLICATED CHEAT","" "tf_mvm_bot_sniper_target_by_dps","1","GAMEDLL CHEAT","If set, Snipers in MvM mode target the victim that has the highest DPS" "tf_mvm_buybacks_method","0","GAMEDLL HIDDEN REPLICATED","When set to 0, use the traditional, currency-based system. When set to 1, use finite, charge-based system." "tf_mvm_buybacks_per_wave","3","GAMEDLL HIDDEN REPLICATED","The fixed number of buybacks players can use per-wave." "tf_mvm_currency_bonus_ratio_max","1.f","GAMEDLL HIDDEN","The highest percentage of wave money players must collect in order to qualify for max bonus - 0.1 to 1.0. Half the bonus amount will be awarded when reaching min ratio, and half when reaching max." "tf_mvm_currency_bonus_ratio_min","0.95f","GAMEDLL HIDDEN","The minimum percentage of wave money players must collect in order to qualify for min bonus - 0.1 to 1.0. Half the bonus amount will be awarded when reaching min ratio, and half when reaching max." "tf_mvm_death_penalty","0","DEVELOPMENTONLY GAMEDLL NOTIFY CHEAT","How much currency players lose when dying" "tf_mvm_default_sentry_buster_damage_dealt_threshold","3000","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_mvm_default_sentry_buster_kill_threshold","15","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_mvm_defenders_team_size","6","GAMEDLL NOTIFY REPLICATED","Maximum number of defenders in MvM" "tf_mvm_disconnect_on_victory","0","GAMEDLL REPLICATED","Enable to Disconnect Players after completing MvM" "tf_mvm_endless_bomb_reset","5","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT DONTRECORD","Number of Waves to Complete before bomb reset" "tf_mvm_endless_bot_cash","120","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT DONTRECORD","In Endless, number of credits bots get per wave" "tf_mvm_endless_force_on","0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT DONTRECORD","Force MvM Endless mode on" "tf_mvm_endless_tank_boost","0.2","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT DONTRECORD","In Endless, amount of extra health for the tank per wave" "tf_mvm_endless_wait_time","5.0f","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT DONTRECORD","" "tf_mvm_engineer_teleporter_uber_duration","5.f","GAMEDLL CHEAT","" "tf_mvm_max_connected_players","10","GAMEDLL","Maximum number of connected real players in MvM" "tf_mvm_min_players_to_start","3","GAMEDLL NOTIFY REPLICATED","Minimum number of players connected to start a countdown timer" "tf_mvm_miniboss_scale","1.75","GAMEDLL REPLICATED CHEAT","Full body scale for minibosses." "tf_mvm_missioncyclefile","tf_mvm_missioncycle.res","GAMEDLL","Name of the .res file used to cycle mvm misisons" "tf_mvm_notice_sapped_squadmates_delay","1","DEVELOPMENTONLY GAMEDLL CHEAT","How long it takes for a squad leader to notice his squadmate was sapped" "tf_mvm_respec_credit_goal","2000","GAMEDLL REPLICATED CHEAT","When tf_mvm_respec_limit is non-zero, the total amount of money the team must collect to earn a respec credit." "tf_mvm_respec_enabled","1","GAMEDLL REPLICATED CHEAT","Allow players to refund credits spent on player and item upgrades." "tf_mvm_respec_limit","0","GAMEDLL REPLICATED CHEAT","The total number of respecs a player can earn. Default: 0 (no limit)." "tf_mvm_skill","3","GAMEDLL REPLICATED CHEAT DONTRECORD","Sets the challenge level of the invading bot army. 1 = easiest, 3 = normal, 5 = hardest" "tf_mvm_victory_disconnect_time","180.0","GAMEDLL REPLICATED","Seconds to wait after MvM victory before kicking players. (Only used if tf_mvm_disconnect_on_victory is true.)" "tf_mvm_victory_reset_time","60.0","GAMEDLL REPLICATED","Seconds to wait after MvM victory before cycling to the next mission. (Only used if tf_mvm_disconnect_on_victory is false.)" "tf_nav_combat_build_rate","0.05","GAMEDLL CHEAT","Gunfire/second increase (combat caps at 1.0)" "tf_nav_combat_decay_rate","0.022","GAMEDLL CHEAT","Decay/second toward zero" "tf_nav_in_combat_duration","30","GAMEDLL CHEAT","How long after gunfire occurs is this area still considered to be 'in combat'" "tf_nav_in_combat_range","1000","GAMEDLL CHEAT","" "tf_nav_show_bomb_target_distance","0","GAMEDLL CHEAT","Display travel distances to bomb target (MvM mode)" "tf_nav_show_incursion_distance","0","GAMEDLL CHEAT","Display travel distances from current spawn room (1=red, 2=blue)" "tf_nav_show_turf_ownership","0","GAMEDLL CHEAT","Color nav area by smallest incursion distance" "tf_obj_build_rotation_speed","250","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Degrees per second to rotate building when player alt-fires during placement." "tf_obj_damage_tank_achievement_amount","2000","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_obj_gib_maxspeed","800","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_obj_gib_velocity_max","450","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_obj_gib_velocity_min","100","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_obj_ground_clearance","32","DEVELOPMENTONLY GAMEDLL CHEAT","Object corners can be this high above the ground" "tf_obj_max_attach_dist","160","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_obj_upgrade_per_hit","25","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_overtime_nag","0","GAMEDLL NOTIFY","Announcer overtime nag." "tf_parachute_aircontrol","2.5f","DEVELOPMENTONLY GAMEDLL REPLICATED","Multiplier for how much air control players have when Parachute is deployed" "tf_parachute_deploy_toggle_allowed","0","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_parachute_gravity","0.2f","DEVELOPMENTONLY GAMEDLL REPLICATED","Gravity while parachute is deployed" "tf_parachute_maxspeed_onfire_z","10.0f","DEVELOPMENTONLY GAMEDLL REPLICATED","Max Z Speed when on Fire and Parachute is deployed" "tf_parachute_maxspeed_xy","300.0f","DEVELOPMENTONLY GAMEDLL REPLICATED","Max XY Speed while Parachute is deployed" "tf_parachute_maxspeed_z","-100.0f","DEVELOPMENTONLY GAMEDLL REPLICATED","Max Z Speed while Parachute is deployed" "tf_passtime_ball_damping_scale","0.01f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_ball_drag_coefficient","0.01f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_ball_inertia_scale","1.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_ball_mass","1.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_ball_model","models/passtime/ball/passtime_ball.mdl","GAMEDLL NOTIFY REPLICATED","Needs a model with collision info. Map change required." "tf_passtime_ball_reset_time","15","GAMEDLL NOTIFY REPLICATED","How long the ball can be neutral before being automatically reset" "tf_passtime_ball_rotdamping_scale","1.0f","GAMEDLL NOTIFY REPLICATED","Higher values will prevent the ball from rolling on the ground." "tf_passtime_ball_seek_range","128","GAMEDLL NOTIFY REPLICATED","How close players have to be for the ball to be drawn to them." "tf_passtime_ball_seek_speed_factor","3f","GAMEDLL NOTIFY REPLICATED","How fast the ball will move toward nearby players as a ratio of that player's max speed." "tf_passtime_ball_sphere_collision","1","GAMEDLL NOTIFY REPLICATED","Boolean value. If nonzero, override mdl collision with a perfect sphere collider." "tf_passtime_ball_sphere_radius","7.2f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_ball_takedamage","1","GAMEDLL NOTIFY REPLICATED","Enables shooting the ball" "tf_passtime_ball_takedamage_force","800.0f","GAMEDLL NOTIFY REPLICATED","Controls how much the ball responds to being shot" "tf_passtime_experiment_autopass","0","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_experiment_instapass","0","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_experiment_instapass_charge","0","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_experiment_telepass","0","GAMEDLL NOTIFY REPLICATED","None, TeleportToCatcher, SwapWithCatcher, TeleportToCatcherMaintainPossession," "tf_passtime_flinch_boost","0","GAMEDLL NOTIFY REPLICATED","Intensity of flinch on taking damage while carrying the ball. 0 to use TF defaults." "tf_passtime_mode_homing_lock_sec","1.5f","GAMEDLL NOTIFY REPLICATED","Number of seconds the ball carrier will stay locked on to a teammate after line of sight is broken." "tf_passtime_mode_homing_speed","1000.0f","GAMEDLL NOTIFY REPLICATED","How fast the ball moves during a pass." "tf_passtime_overtime_idle_sec","5","GAMEDLL NOTIFY REPLICATED","How many seconds the ball can be idle in overtime before the round ends." "tf_passtime_pack_hp_per_sec","2.0f","GAMEDLL NOTIFY REPLICATED","How many HP per second pack members are healed." "tf_passtime_pack_range","512","GAMEDLL NOTIFY REPLICATED","How close players must be to the ball carrier to be included in the pack." "tf_passtime_pack_speed","1","GAMEDLL NOTIFY REPLICATED","When set to 1, all players near the ball carrier will move the same speed." "tf_passtime_player_reticles_enemies","1","GAMEDLL NOTIFY REPLICATED","Controls HUD reticles for enemies. 0 = never, 1 = when carrying ball, 2 = always." "tf_passtime_player_reticles_friends","2","GAMEDLL NOTIFY REPLICATED","Controls HUD reticles for teammates. 0 = never, 1 = when carrying ball, 2 = always." "tf_passtime_powerball_airtimebonus","40","GAMEDLL NOTIFY REPLICATED","Ball meter points added per second of time a pass is in the air." "tf_passtime_powerball_decay_delay","10","GAMEDLL NOTIFY REPLICATED","Number of seconds between ball reaching full charge and decay beginning." "tf_passtime_powerball_decayamount","1","GAMEDLL NOTIFY REPLICATED","How many points are removed are removed per decay. (must be integer)" "tf_passtime_powerball_decaysec","4.5f","GAMEDLL NOTIFY REPLICATED","How many seconds per decay when the ball is held." "tf_passtime_powerball_decaysec_neutral","1.5f","GAMEDLL NOTIFY REPLICATED","How many seconds per decay when the ball is neutral." "tf_passtime_powerball_maxairtimebonus","100","GAMEDLL NOTIFY REPLICATED","Cap on extra points added by tf_passtime_powerball_airtimebonus." "tf_passtime_powerball_passpoints","25","GAMEDLL NOTIFY REPLICATED","How many ball meter points are awarded for a complete pass." "tf_passtime_powerball_threshold","80","GAMEDLL NOTIFY REPLICATED","How many ball meter points it takes to unlock bonus goals." "tf_passtime_save_stats","0","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_score_crit_sec","5.0f","GAMEDLL NOTIFY REPLICATED","How long a scoring team's crits last." "tf_passtime_scores_per_round","5","GAMEDLL NOTIFY REPLICATED","Number of scores it takes to win a round. Similar to tf_flag_caps_per_round." "tf_passtime_speedboost_on_get_ball_time","2.0f","GAMEDLL NOTIFY REPLICATED","How many seconds of speed boost players get when they get the ball." "tf_passtime_steal_on_melee","1","GAMEDLL NOTIFY REPLICATED","Enables melee stealing." "tf_passtime_teammate_steal_time","45","GAMEDLL NOTIFY REPLICATED","How many seconds a player can hold the ball before teammates can steal it." "tf_passtime_throwarc_demoman","0.15f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_engineer","0.2f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_heavy","0.175f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_medic","0.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_pyro","0.1f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_scout","0.1f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_sniper","0.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_soldier","0.1f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwarc_spy","0.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_demoman","850.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_engineer","850.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_heavy","850.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_medic","900.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_pyro","750.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_scout","700.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_sniper","900.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_soldier","800.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_spy","900.0f","GAMEDLL NOTIFY REPLICATED","" "tf_passtime_throwspeed_velocity_scale","0.33f","GAMEDLL NOTIFY REPLICATED","How much player velocity to add when tossing (0=none 1=100%)" "tf_pipebomb_deflect_reset_time","10.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_pipebomb_force_to_move","1500.0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_player_drop_bonus_ducks","-1","GAMEDLL REPLICATED","-1 Default (Holiday-based) / 0 - Force off / 1 - Force on" "tf_player_movement_restart_freeze","1","GAMEDLL REPLICATED","When set, prevent player movement during round restart" "tf_player_spell_drop_on_death_rate","0","GAMEDLL REPLICATED","" "tf_playergib","1","GAMEDLL NOTIFY","Allow player gibbing. 0: never, 1: normal, 2: always" "tf_playerstatetransitions","-2","DEVELOPMENTONLY GAMEDLL CHEAT","tf_playerstatetransitions . Show player state transitions." "tf_populator_active_buffer_range","3000","GAMEDLL CHEAT","Populate the world this far ahead of lead raider, and this far behind last raider" "tf_populator_damage_multiplier","1.0","GAMEDLL REPLICATED CHEAT DONTRECORD","" "tf_populator_debug","0","GAMEDLL CHEAT","" "tf_populator_health_multiplier","1.0","GAMEDLL REPLICATED CHEAT DONTRECORD","" "tf_powerup_max_charge_time","30","GAMEDLL CHEAT","" "tf_powerup_mode","0","GAMEDLL NOTIFY","Enable/disable powerup mode. Not compatible with Mann Vs Machine mode" "tf_powerup_mode_dominant_multiplier","3","GAMEDLL CHEAT","The multiple by which a player must exceed the median kills by in order to be considered dominant" "tf_powerup_mode_imbalance_consecutive_min_players","10","GAMEDLL CHEAT","Minimum number of players on the server before consecutive imbalance measures trigger team balancing" "tf_powerup_mode_imbalance_consecutive_time","1200","GAMEDLL CHEAT","Teams are balanced if consecutive imbalance measures for the same team are triggered in less time (seconds)" "tf_powerup_mode_imbalance_delta","24","GAMEDLL CHEAT","Powerup kill score lead one team must have before imbalance measures are initiated" "tf_powerup_mode_killcount_timer_length","300","GAMEDLL CHEAT","How long to wait between kill count tests that determine if a player is dominating" "tf_preround_push_from_damage_enable","0","GAMEDLL","If enabled, this will allow players using certain type of damage to move during pre-round freeze time." "tf_raid_engineer_infinte_metal","1","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_rd_max_points_override","0","GAMEDLL","When changed, overrides the current max points" "tf_rd_min_points_to_steal","25","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_rd_points_approach_interval","0.1f","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_rd_points_per_approach","5","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_rd_points_per_steal","5","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_rd_return_max_time","90","GAMEDLL","" "tf_rd_return_min_time","30","GAMEDLL","" "tf_rd_robot_attack_notification_cooldown","10","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_rd_robot_repair_rate","60","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_rd_steal_rate","0.5","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_resolve_stuck_players","1","GAMEDLL REPLICATED","" "tf_rocketpack_airborne_launch_absvelocity_preserved","0","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_cost","50","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_delay_launch","0","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_impact_push_max","300","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_impact_push_min","100","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_launch_absvelocity_preserved","0","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_launch_delay","0.65","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_launch_push","250","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_refire_delay","1.2","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_rocketpack_toggle_duration","1.0","GAMEDLL HIDDEN REPLICATED CHEAT","" "tf_scout_air_dash_count","1","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_scout_bat_launch_delay","0.1","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_scout_energydrink_activation","0.0","DEVELOPMENTONLY GAMEDLL REPLICATED","how long it takes for the energy buff to become active" "tf_scout_energydrink_consume_rate","12.5","DEVELOPMENTONLY GAMEDLL REPLICATED","energy drink to use per second while boosted, from 100 max" "tf_scout_energydrink_regen_rate","3.3","DEVELOPMENTONLY GAMEDLL REPLICATED","energy drink regen per second, up to 100 max" "tf_scout_hype_mod","55","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_scout_hype_pep_max","99.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_scout_hype_pep_min_damage","5.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_scout_hype_pep_mod","1.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_scout_stunball_base_duration","6.0","DEVELOPMENTONLY GAMEDLL","" "tf_scout_stunball_base_speed","3000","DEVELOPMENTONLY GAMEDLL","" "tf_select_ambush_areas_close_range","300","GAMEDLL CHEAT","" "tf_select_ambush_areas_max_enemy_exposure_area","500000","GAMEDLL CHEAT","" "tf_select_ambush_areas_radius","750","GAMEDLL CHEAT","" "tf_sentrygun_ammocheat","0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_damage","16","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_kill_after_redeploy_time_achievement","10","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_max_absorbed_damage_while_controlled_for_achievement","500","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_metal_per_rocket","2","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_metal_per_shell","1","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_mini_damage","8","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_newtarget_dist","200","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sentrygun_notarget","0","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_server_identity_account_id","0","GAMEDLL ARCHIVE","Server identity account id, used to authenticate with the TF2 Game Coordinator." "tf_server_identity_disable_quickplay","0","GAMEDLL ARCHIVE NOTIFY","Disable this server from being chosen by the quickplay matchmaking." "tf_server_identity_token","","GAMEDLL PROTECTED ARCHIVE","Server identity token, used to authenticate with the TF2 Game Coordinator." "tf_show_actor_potential_visibility","0","GAMEDLL CHEAT","" "tf_show_blocked_areas","0","GAMEDLL CHEAT","Highlight areas that are considered blocked for TF-specific reasons" "tf_show_bomb_drop_areas","0","GAMEDLL CHEAT","" "tf_show_control_points","0","GAMEDLL CHEAT","" "tf_show_enemy_invasion_areas","0","GAMEDLL CHEAT","Highlight areas where the enemy team enters the visible environment of the local player" "tf_show_gate_defense_areas","0","GAMEDLL CHEAT","" "tf_show_in_combat_areas","0","GAMEDLL CHEAT","" "tf_show_incursion_flow","0","GAMEDLL CHEAT","" "tf_show_incursion_flow_gradient","0","GAMEDLL CHEAT","1 = red, 2 = blue" "tf_show_incursion_flow_range","150","GAMEDLL CHEAT","1 = red, 2 = blue" "tf_show_incursion_range","0","GAMEDLL CHEAT","1 = red, 2 = blue" "tf_show_incursion_range_max","0","GAMEDLL CHEAT","Highlight areas with incursion distances between min and max cvar values" "tf_show_incursion_range_min","0","GAMEDLL CHEAT","Highlight areas with incursion distances between min and max cvar values" "tf_show_mesh_decoration","0","GAMEDLL CHEAT","Highlight special areas" "tf_show_mesh_decoration_manual","0","GAMEDLL CHEAT","Highlight special areas marked by hand" "tf_show_point_defense_areas","0","GAMEDLL CHEAT","" "tf_show_sentry_danger","0","GAMEDLL CHEAT","Show sentry danger areas. 1:Use m_sentryAreas. 2:Check all nav areas." "tf_show_sniper_areas","0","GAMEDLL CHEAT","" "tf_show_sniper_areas_safety_range","1000","GAMEDLL CHEAT","" "tf_show_train_path","0","GAMEDLL CHEAT","" "tf_showspeed","0","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_skillrating_update_interval","180","GAMEDLL ARCHIVE","How often to update the GC and OGS." "tf_soccer_ball_min_speed","30","GAMEDLL CHEAT","" "tf_soccer_ball_multiplier","4","GAMEDLL CHEAT","" "tf_soccer_ball_up_max","350","GAMEDLL CHEAT","" "tf_soccer_front_hit_range",".95","GAMEDLL CHEAT","" "tf_solidobjects","1","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","" "tf_spawn_glows_duration","10","GAMEDLL NOTIFY REPLICATED","How long should teammates glow after respawning / " "tf_spec_xray","1","GAMEDLL NOTIFY REPLICATED","Allows spectators to see player glows. 1 = same team, 2 = both teams" "tf_spells_enabled","0","GAMEDLL NOTIFY REPLICATED","Enable to Allow Halloween Spells to be dropped and used by players" "tf_spy_cloak_consume_rate","10.0","DEVELOPMENTONLY GAMEDLL REPLICATED","cloak to use per second while cloaked, from 100 max )" "tf_spy_cloak_no_attack_time","2.0","DEVELOPMENTONLY GAMEDLL REPLICATED","time after uncloaking that the spy is prohibited from attacking" "tf_spy_cloak_regen_rate","3.3","DEVELOPMENTONLY GAMEDLL REPLICATED","cloak to regen per second, up to 100 max" "tf_spy_invis_time","1.0","DEVELOPMENTONLY GAMEDLL REPLICATED","Transition time in and out of spy invisibility" "tf_spy_invis_unstealth_time","2.0","DEVELOPMENTONLY GAMEDLL REPLICATED","Transition time in and out of spy invisibility" "tf_spy_max_cloaked_speed","999","DEVELOPMENTONLY GAMEDLL REPLICATED","" "tf_stalematechangeclasstime","20","DEVELOPMENTONLY GAMEDLL REPLICATED","Amount of time that players are allowed to change class in stalemates." "tf_stats_nogameplaycheck","0","GAMEDLL","Disable normal check for valid gameplay, send stats regardless." "tf_stealth_damage_reduction","0.8","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_sticky_airdet_radius","0.85","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Radius Scale if detonated in the air" "tf_sticky_radius_ramp_time","2.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Amount of time to get full radius after arming" "tf_target_dummy_bullet_mult","0.1f","DEVELOPMENTONLY GAMEDLL","" "tf_target_dummy_health","200","DEVELOPMENTONLY GAMEDLL","" "tf_target_dummy_lifetime","30.0f","DEVELOPMENTONLY GAMEDLL","" "tf_target_dummy_melee_mult","3.0f","DEVELOPMENTONLY GAMEDLL","" "tf_target_dummy_other_mult","0.2f","DEVELOPMENTONLY GAMEDLL","" "tf_tauntcam_fov_override","0","GAMEDLL CHEAT","" "tf_teleporter_fov_start","120","DEVELOPMENTONLY GAMEDLL CHEAT","Starting FOV for teleporter zoom." "tf_teleporter_fov_time","0.5","DEVELOPMENTONLY GAMEDLL CHEAT","How quickly to restore FOV after teleport." "tf_test_special_ducks","1","DEVELOPMENTONLY GAMEDLL","" "tf_test_spellindex","-1","GAMEDLL REPLICATED CHEAT","Set to index to always get a specific spell" "tf_test_teleport_home_fx","0","GAMEDLL CHEAT","" "tf_tournament_classchange_allowed","1","GAMEDLL REPLICATED","Allow players to change class while the game is active?. / " "tf_tournament_classchange_ready_allowed","1","GAMEDLL REPLICATED","Allow players to change class after they are READY?. / " "tf_tournament_classlimit_demoman","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Demomenz. / " "tf_tournament_classlimit_engineer","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Engineers. / " "tf_tournament_classlimit_heavy","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Heavies. / " "tf_tournament_classlimit_medic","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Medics. / " "tf_tournament_classlimit_pyro","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Pyros. / " "tf_tournament_classlimit_scout","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Scouts. / " "tf_tournament_classlimit_sniper","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Snipers. / " "tf_tournament_classlimit_soldier","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Soldiers. / " "tf_tournament_classlimit_spy","-1","GAMEDLL REPLICATED","Tournament mode per-team class limit for Spies. / " "tf_tournament_hide_domination_icons","0","GAMEDLL REPLICATED","Tournament mode server convar that forces clients to not display the domination icons above players dominating them." "tf_training_client_message","0","GAMEDLL REPLICATED CHEAT","A simple way for the training client to communicate with the server." "tf_use_fixed_weaponspreads","0","GAMEDLL NOTIFY REPLICATED","If set to 1, weapons that fire multiple pellets per shot will use a non-random pellet distribution." "tf_useparticletracers","1","DEVELOPMENTONLY GAMEDLL REPLICATED","Use particle tracers instead of old style ones." "tf_vaccinator_uber_charge_rate_modifier","1.0","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Vaccinator uber charge rate." "tf_weapon_criticals","1","GAMEDLL NOTIFY REPLICATED","Whether or not random crits are enabled" "tf_weapon_criticals_bucket_bottom","-250.0","GAMEDLL REPLICATED CHEAT","" "tf_weapon_criticals_bucket_cap","1000.0","GAMEDLL REPLICATED CHEAT","" "tf_weapon_criticals_bucket_default","300.0","GAMEDLL REPLICATED CHEAT","" "tf_weapon_criticals_distance_falloff","0","GAMEDLL CHEAT","Critical weapon damage will take distance into account." "tf_weapon_criticals_melee","1","GAMEDLL NOTIFY REPLICATED","Controls random crits for melee weapons. 0 - Melee weapons do not randomly crit. 1 - Melee weapons can randomly crit only if tf_weapon_criticals is also enabled. 2 - Melee weapons can always randomly crit regardless of the tf_weapon_criticals setting." "tf_weapon_criticals_nopred","1.0","GAMEDLL REPLICATED CHEAT","" "tf_weapon_minicrits_distance_falloff","0","GAMEDLL CHEAT","Mini-crit weapon damage will take distance into account." "tf_weapon_ragdoll_maxspeed","300","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_weapon_ragdoll_velocity_max","150","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_weapon_ragdoll_velocity_min","100","DEVELOPMENTONLY GAMEDLL CHEAT","" "tf_whip_speed_increase","105","DEVELOPMENTONLY GAMEDLL REPLICATED","" "think_limit","10","GAMEDLL REPLICATED","Maximum think time in milliseconds, warning is printed if this is exceeded." "threadpool_affinity","1","","Enable setting affinity" "trace_report","0","GAMEDLL","" "training_can_build_dispenser","1","GAMEDLL REPLICATED","Player can build dispenser as engineer." "training_can_build_sentry","1","GAMEDLL REPLICATED","Player can build sentry as engineer." "training_can_build_tele_entrance","1","GAMEDLL REPLICATED","Player can build teleporter entrance as engineer." "training_can_build_tele_exit","1","GAMEDLL REPLICATED","Player can build teleporter exit as engineer." "training_can_destroy_buildings","1","GAMEDLL REPLICATED","Player can destroy buildings as engineer." "training_can_pickup_dispenser","1","GAMEDLL REPLICATED","Player can pickup dispenser as engineer." "training_can_pickup_sentry","1","GAMEDLL REPLICATED","Player can pickup sentry gun as engineer." "training_can_pickup_tele_entrance","1","GAMEDLL REPLICATED","Player can pickup teleporter entrance as engineer." "training_can_pickup_tele_exit","1","GAMEDLL REPLICATED","Player can pickup teleporter entrance as engineer." "training_can_select_weapon_building","1","GAMEDLL REPLICATED","In training player select building tool." "training_can_select_weapon_item1","1","GAMEDLL REPLICATED","In training player select item 1." "training_can_select_weapon_item2","1","GAMEDLL REPLICATED","In training player select item 2." "training_can_select_weapon_melee","1","GAMEDLL REPLICATED","In training player select melee weapon." "training_can_select_weapon_pda","1","GAMEDLL REPLICATED","In training player select pda." "training_can_select_weapon_primary","1","GAMEDLL REPLICATED","In training player select primary weapon." "training_can_select_weapon_secondary","1","GAMEDLL REPLICATED","In training player select secondary weapon." "training_class","3","GAMEDLL REPLICATED","Class to use in training." "tv_allow_camera_man","1","GAMEDLL","Auto director allows spectators to become camera man" "tv_allow_static_shots","1","GAMEDLL","Auto director uses fixed level cameras for shots" "tv_autorecord","0","","Automatically records all games as SourceTV demos." "tv_autoretry","1","","Relay proxies retry connection after network timeout" "tv_chatgroupsize","0","","Set the default chat group size" "tv_chattimelimit","8","","Limits spectators to chat only every n seconds" "tv_debug","0","","SourceTV debug info." "tv_delay","30","GAMEDLL","SourceTV broadcast delay in seconds" "tv_delaymapchange","0","GAMEDLL","Delays map change until broadcast is complete" "tv_delaymapchange_protect","1","GAMEDLL","Protect against doing a manual map change if HLTV is broadcasting and has not caught up with a major game event such as round_end" "tv_deltacache","2","","Enable delta entity bit stream cache" "tv_dispatchmode","1","","Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always" "tv_enable","0","NOTIFY","Activates SourceTV on server." "tv_maxclients","128","","Maximum client number on SourceTV server." "tv_maxrate","8000","","Max SourceTV spectator bandwidth rate allowed, 0 == unlimited" "tv_name","SourceTV","","SourceTV host name" "tv_overridemaster","0","","Overrides the SourceTV master root address." "tv_password","","PROTECTED NOTIFY DONTRECORD","SourceTV password for all clients" "tv_port","27020","PLUGIN_OR_SS_ADDED","Host SourceTV port" "tv_relaypassword","","PROTECTED NOTIFY DONTRECORD","SourceTV password for relay proxies" "tv_relayvoice","1","","Relay voice data: 0=off, 1=on" "tv_snapshotrate","16","","Snapshots broadcasted per second" "tv_timeout","30","","SourceTV connection timeout in seconds." "tv_title","SourceTV","","Set title for SourceTV spectator UI" "tv_transmitall","0","REPLICATED","Transmit all entities (not only director view)" "vcr_verbose","0","","Write extra information into .vcr file." "violence_ablood","1","","Draw alien blood" "violence_agibs","1","","Show alien gib entities" "violence_hblood","1","","Draw human blood" "violence_hgibs","1","","Show human gib entities" "voice_debugfeedbackfrom","0","","" "voice_inputfromfile","0","","Get voice input from 'voice_input.wav' rather than from the microphone." "voice_player_speaking_delay_threshold","0.5f","GAMEDLL CHEAT","" "voice_recordtofile","0","","Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'" "voice_serverdebug","0","GAMEDLL","" "vortex_book_offset","5.0","GAMEDLL HIDDEN REPLICATED CHEAT","" "vortex_fade_fraction_denom","10.0","GAMEDLL HIDDEN REPLICATED CHEAT","" "vortex_float_amp","5.0","GAMEDLL HIDDEN REPLICATED CHEAT","" "vortex_float_osc_speed","2.0","GAMEDLL HIDDEN REPLICATED CHEAT","" "vprof_counters","0","","" "vprof_dump_oninterval","0","","Interval (in seconds) at which vprof will batch up data and dump it to the console." "vprof_dump_spikes","0","","Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump" "vprof_dump_spikes_budget_group","","","Budget gtNode to start report from when doing a dump spikes" "vprof_dump_spikes_node","","","Node to start report from when doing a dump spikes" "vprof_report_oninterval","0","","Interval (in seconds) at which vprof will batch up a full report to the console -- more detailed than vprof_dump_oninterval." "vprof_scope_entity_gamephys","0","GAMEDLL","" "vprof_scope_entity_thinks","0","GAMEDLL","" "vscript_perf_warning_spew_ms","1.5","","" "vscript_script_hooks","1","GAMEDLL","" "weapon_medigun_charge_rate","40","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Amount of time healing it takes to fully charge the medigun." "weapon_medigun_chargerelease_rate","8","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Amount of time it takes the a full charge of the medigun to be released." "weapon_medigun_construction_rate","10","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Constructing object health healed per second by the medigun." "weapon_medigun_damage_modifier","1.5","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Scales the damage a player does while being healed with the medigun." "weapon_medigun_resist_num_chunks","4","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","How many uber bar chunks the vaccinator has." "weapon_showproficiency","0","GAMEDLL","" "weapon_vaccinator_resist_duration","3","DEVELOPMENTONLY GAMEDLL REPLICATED CHEAT","Amount of time it takes the a full charge of the vaccinator to be released." "xbox_autothrottle","1","GAMEDLL ARCHIVE","" "xbox_steering_deadzone","0.0","GAMEDLL","" "xbox_throttlebias","100","GAMEDLL ARCHIVE","" "xbox_throttlespoof","200","GAMEDLL ARCHIVE","" "xc_crouch_debounce","0","GAMEDLL",""