Documentation
¶
Overview ¶
Package console sets the server's console variables and runs its console commands, through values modlock-entitygen generates from the game's console:
err := console.SvCheats.Set(true)
err = console.Changelevel.Run("street_test")
Each runs one line at the server console through mod.ServerCommand, which may set a development-only or cheat-protected variable. A variable of a type other than a scalar or a string, such as a vector, has no value here; set it with mod.ServerCommand.
Index ¶
Constants ¶
This section is empty.
Variables ¶
var Addip = Command{"addip"}
Addip: Add an IP address to the ban list.
var Addons = Command{"addons"}
Addons: list current addon info.
var AdjacentLevels = Command{"adjacent_levels"}
AdjacentLevels: List adjacent levels.
var AdjacentPreload = Command{"adjacent_preload"}
AdjacentPreload: Preload adjacennt level data - will override regular changelevel code -- PROTOTYPE/WIP.
var AdspAlleyMin = Variable[int32]{"adsp_alley_min"}
var AdspCourtyardMin = Variable[int32]{"adsp_courtyard_min"}
var AdspDebug = Variable[int32]{"adsp_debug"}
var AdspDoorHeight = Variable[int32]{"adsp_door_height"}
var AdspDuctMin = Variable[int32]{"adsp_duct_min"}
var AdspHallMin = Variable[int32]{"adsp_hall_min"}
var AdspLowCeiling = Variable[int32]{"adsp_low_ceiling"}
var AdspOpencourtyardMin = Variable[int32]{"adsp_opencourtyard_min"}
var AdspOpenspaceMin = Variable[int32]{"adsp_openspace_min"}
var AdspOpenstreetMin = Variable[int32]{"adsp_openstreet_min"}
var AdspOpenwallMin = Variable[int32]{"adsp_openwall_min"}
var AdspRoomMin = Variable[int32]{"adsp_room_min"}
var AdspStreetMin = Variable[int32]{"adsp_street_min"}
var AdspTunnelMin = Variable[int32]{"adsp_tunnel_min"}
var AdspWallHeight = Variable[int32]{"adsp_wall_height"}
var Ag2NetworkRecipeshapeCacheSize = Variable[int32]{"ag2_network_recipeshape_cache_size"}
Ag2NetworkRecipeshapeCacheSize: Cache size for recently-used pose recipe shapes.
var Ag2PreserveParamsOnReload = Variable[bool]{"ag2_preserve_params_on_reload"}
Ag2PreserveParamsOnReload: When an animgraph is reloaded, should the underlying system restore all params?
var Ag2UseNetworkedSerializationContextDemo = Variable[bool]{"ag2_use_networked_serialization_context_demo"}
Ag2UseNetworkedSerializationContextDemo: Use networked compatibility serialization context in demo playback.
var Ag2UseNetworkedSerializationContextGame = Variable[bool]{"ag2_use_networked_serialization_context_game"}
Ag2UseNetworkedSerializationContextGame: Use networked compatibility serialization context in games.
var AiAnimgraphLerpMovementYaw = Variable[bool]{"ai_animgraph_lerp_movement_yaw"}
AiAnimgraphLerpMovementYaw: If set, forces animgraph-using NPCs to lerp their movement yaw.
var AiAsyncQueueDebug = Variable[int32]{"ai_async_queue_debug"}
AiAsyncQueueDebug: Dump the ai async work queue jobs each tick. 0 = off, 1 = on, 2 = also dump entries.
var AiAsyncQueueMaxJobs = Variable[int32]{"ai_async_queue_max_jobs"}
AiAsyncQueueMaxJobs: Limit on number of jobs that will be run(serially) in a frame. - 1 = no limit.
var AiAsyncQueueStopOnRequest = Variable[bool]{"ai_async_queue_stop_on_request"}
AiAsyncQueueStopOnRequest: Should queue stop processing new jobs when the frame stop request happens?
var AiAutoContactSolver = Variable[bool]{"ai_auto_contact_solver"}
var AiAutoselectClass = Variable[string]{"ai_autoselect_class"}
AiAutoselectClass: Automatically sets debug flags on NPCs spawned that match this class name. Flags with be set based on the value of the ai_autoselect_class_settings convar.
var AiAutoselectClassSettings = Variable[string]{"ai_autoselect_class_settings"}
AiAutoselectClassSettings: Flag value to set on NPCs targeted by ai_autoselect_class. Valid values: 'combat', 'selected', 'tasks', 'route', 'all'.
var AiBlockDamage = Variable[bool]{"ai_block_damage"}
var AiDebugDecisionmaking = Variable[bool]{"ai_debug_decisionmaking"}
AiDebugDecisionmaking: Draw sparks on NPCs in their thinks. Sparks at their feet mean they skipped decision making, sparks high above them means they didn't.
var AiDebugDetectBadSchedules = Variable[bool]{"ai_debug_detect_bad_schedules"}
var AiDebugDetectBadSchedulesIgnoreMovement = Variable[bool]{"ai_debug_detect_bad_schedules_ignore_movement"}
var AiDebugDetectBadSchedulesPrintConditions = Variable[bool]{"ai_debug_detect_bad_schedules_print_conditions"}
var AiDebugDyninteractions = Variable[int32]{"ai_debug_dyninteractions"}
AiDebugDyninteractions: Debug the NPC dynamic interaction system.
var AiDebugEnemies = Variable[int32]{"ai_debug_enemies"}
var AiDebugEnemyPosition = Variable[bool]{"ai_debug_enemy_position"}
AiDebugEnemyPosition: Draw a debug line from a selected NPC to its enemy.
var AiDebugInitialPosition = Variable[float32]{"ai_debug_initial_position"}
AiDebugInitialPosition: Draw debug lines and boxes indicating how NPCs are initially positioned and oriented.
var AiDebugInterruptPaths = Variable[bool]{"ai_debug_interrupt_paths"}
var AiDebugLos = Variable[int32]{"ai_debug_los"}
AiDebugLos: 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.
var AiDebugPathcornerLookahead = Variable[float32]{"ai_debug_pathcorner_lookahead"}
AiDebugPathcornerLookahead: Draw path corner look-ahead paths for N seconds (0 = off). Green = kept path to corner A, yellow = discarded look-ahead tail toward the next corner.
var AiDebugRadialGoal = Variable[bool]{"ai_debug_radial_goal"}
var AiDebugRagdollMagnets = Variable[bool]{"ai_debug_ragdoll_magnets"}
var AiDebugScheduleOneSelectPerThink = Variable[bool]{"ai_debug_schedule_one_select_per_think"}
var AiDebugScheduleStoppages = Variable[bool]{"ai_debug_schedule_stoppages"}
var AiDebugScheduleUsePerScheduleGather = Variable[bool]{"ai_debug_schedule_use_per_schedule_gather"}
var AiDebugScriptedSequence = Variable[string]{"ai_debug_scripted_sequence"}
var AiDebugShootPositions = Variable[int32]{"ai_debug_shoot_positions"}
var AiDebugSpeech = Variable[int32]{"ai_debug_speech"}
var AiDebugVolumetricEvent = Variable[int32]{"ai_debug_volumetric_event"}
AiDebugVolumetricEvent: Reports events being entered into the AI events list. Set to 1 to see all events, set to 2 to only see DANGER events.
var AiDebugVolumetricEventDuration = Variable[float32]{"ai_debug_volumetric_event_duration"}
AiDebugVolumetricEventDuration: Length of time to display ai_debug_volumetric_event visual displays.
var AiDebugscriptconditions = Variable[bool]{"ai_debugscriptconditions"}
var AiDisable = Command{"ai_disable"}
AiDisable: Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate.
var AiDisabled = Variable[bool]{"ai_disabled"}
var AiDropHint = Command{"ai_drop_hint"}
AiDropHint: Drop an ai_hint at the player's current eye position.
var AiDumpHints = Command{"ai_dump_hints"}
var AiFacingservicesDebugReasonablefacing = Variable[float32]{"ai_facingservices_debug_reasonablefacing"}
AiFacingservicesDebugReasonablefacing: Debug logic for finding reasonable facing.
var AiFacingservicesDebugSpew = Variable[bool]{"ai_facingservices_debug_spew"}
AiFacingservicesDebugSpew: Adds spew to the facing target for the selected NPC.
var AiFacingservicesDrawEntityFacing = Variable[bool]{"ai_facingservices_draw_entity_facing"}
var AiFacingservicesGeneratedTargetMinDuration = Variable[float32]{"ai_facingservices_generated_target_min_duration"}
var AiFootSweepDebug = Variable[bool]{"ai_foot_sweep_debug"}
var AiFootSweepEnable = Variable[bool]{"ai_foot_sweep_enable"}
var AiFootSweepHitImpulse = Variable[float32]{"ai_foot_sweep_hit_impulse"}
var AiFootSweepHitImpulseMinMass = Variable[float32]{"ai_foot_sweep_hit_impulse_min_mass"}
var AiFootSweepMoveScale = Variable[float32]{"ai_foot_sweep_move_scale"}
var AiFootSweepPerpApply = Variable[float32]{"ai_foot_sweep_perp_apply"}
var AiFootSweepPerpBase = Variable[float32]{"ai_foot_sweep_perp_base"}
var AiFootSweepPerpScale = Variable[float32]{"ai_foot_sweep_perp_scale"}
var AiForceServersideRagdoll = Variable[bool]{"ai_force_serverside_ragdoll"}
var AiGatherConditionsAsync = Variable[bool]{"ai_gather_conditions_async"}
AiGatherConditionsAsync: Allow gathering of conditions to be done asynchronously.
var AiGroundMotorStrafeDebug = Variable[bool]{"ai_ground_motor_strafe_debug"}
var AiGroundMotorStrafeLookahead = Variable[float32]{"ai_ground_motor_strafe_lookahead"}
var AiHullTraceEpsilon = Variable[float32]{"ai_hull_trace_epsilon"}
var AiIgnoreCollisionPlayerNoclip = Variable[bool]{"ai_ignore_collision_player_noclip"}
var AiInhibitSpawners = Variable[bool]{"ai_inhibit_spawners"}
var AiKeepInterruptPathAcrossSchedules = Variable[bool]{"ai_keep_interrupt_path_across_schedules"}
var AiLodAutoEnabled = Variable[bool]{"ai_lod_auto_enabled"}
var AiLodDebugDisplay = Variable[int32]{"ai_lod_debug_display"}
var AiMotorDebug = Variable[float32]{"ai_motor_debug"}
var AiMotorDebugAdditionalMovementSettings = Variable[bool]{"ai_motor_debug_additional_movement_settings"}
var AiMotorDebugAg1Path = Variable[bool]{"ai_motor_debug_ag1_path"}
var AiMotorDebugHop = Variable[bool]{"ai_motor_debug_hop"}
var AiMotorDebugIdleTurn = Variable[bool]{"ai_motor_debug_idle_turn"}
var AiMotorDebugLean = Variable[bool]{"ai_motor_debug_lean"}
var AiMotorDebugOverridePath = Variable[bool]{"ai_motor_debug_override_path"}
var AiMotorDebugPath = Variable[bool]{"ai_motor_debug_path"}
var AiMotorDebugPathDirection = Variable[bool]{"ai_motor_debug_path_direction"}
var AiMotorDebugShowCurrentState = Variable[bool]{"ai_motor_debug_show_current_state"}
var AiMotorDebugShowSpeedInfo = Variable[bool]{"ai_motor_debug_show_speed_info"}
var AiMotorDebugStop = Variable[bool]{"ai_motor_debug_stop"}
var AiMotorDebugTransitions = Variable[bool]{"ai_motor_debug_transitions"}
var AiMotorGroundEnableDetailedDebugData = Variable[bool]{"ai_motor_ground_enable_detailed_debug_data"}
var AiMotorMaxStateTimeActive = Variable[float32]{"ai_motor_max_state_time_active"}
var AiMotorPathDirectionSmoothingFactor = Variable[float32]{"ai_motor_path_direction_smoothing_factor"}
var AiMotorPlantedTurnLookaheadDistance = Variable[float32]{"ai_motor_planted_turn_lookahead_distance"}
var AiMotorPlantedTurnLookaheadDistanceSpeed = Variable[float32]{"ai_motor_planted_turn_lookahead_distance_speed"}
var AiMotorProceduralIdleTurnSpeed = Variable[float32]{"ai_motor_procedural_idle_turn_speed"}
var AiMotorProceduralIdleTurnThreshold = Variable[float32]{"ai_motor_procedural_idle_turn_threshold"}
var AiMotorProceduralTurnWhileStoppingThreshold = Variable[float32]{"ai_motor_procedural_turn_while_stopping_threshold"}
var AiMotorTooShortPathTreshold = Variable[float32]{"ai_motor_too_short_path_treshold"}
var AiMoveprobeDebug = Variable[bool]{"ai_moveprobe_debug"}
var AiMoveprobeJumpDebug = Variable[float32]{"ai_moveprobe_jump_debug"}
AiNavigatorDrawWaitForFacing: Show when a NPC is waiting for facing tolerance to be reached while at the end of its path.
AiNavigatorRepathEnable: Enable dynamic repathing based on goal movement.
AiNavigatorRepathOnChange: When nav mesh changes along an NPC's existing path, force a repath.
AiNavigatorRepathToleranceAlpha: The distance a target entity can move before triggering a repath is ( arrival time * ai_navigator_repath_tolerance_alpha ), clamped to the min / max allowed values.
AiNavigatorRepathToleranceMax: The maximum distance that a target entity can move before triggering a repath to that target.
AiNavigatorRepathToleranceMin: The minimum distance that a target entity can move before triggering a repath to that target.
AiNavigatorRepathToleranceMinSpeed: When calculating repathing tolerance, clamp entity speed to be at least this value (i.e. consider slow entities to be this fast).
var AiPathClipAgainstGoalConstraints = Variable[bool]{"ai_path_clip_against_goal_constraints"}
AiPathClipAgainstGoalConstraints: After pathfinding clip the path such that it ends at a location that satisfies the goal constraints if they're available.
var AiPathDiscardIgnoreStops = Variable[bool]{"ai_path_discard_ignore_stops"}
var AiPathDrawActive = Variable[bool]{"ai_path_draw_active"}
AiPathDrawActive: 0 = no debug, 1 = draw waypoint path.
var AiPathDrawCachedValues = Variable[bool]{"ai_path_draw_cached_values"}
AiPathDrawCachedValues: Display draw cached values like Actual Goal Position.
var AiPathDrawFail = Variable[float32]{"ai_path_draw_fail"}
AiPathDrawFail: Draw failed pathfinding attempts.
AiPathDrawNavElemInfo: Draw info about the nav associated with this waypoint. 0 = off, 1 = show IDs, 2 = show nav elem.
AiPathDrawNavSearchId: Display the ID of the nav search that created this path.
var AiPathDrawOnCalc = Variable[float32]{"ai_path_draw_on_calc"}
AiPathDrawOnCalc: Number of seconds to draw an AI path after it is calculated.
var AiPathDrawSelected = Variable[float32]{"ai_path_draw_selected"}
AiPathDrawSelected: If true, draw AI path for selected NPC.
var AiPathDrawSrc = Variable[bool]{"ai_path_draw_src"}
AiPathDrawSrc: Display calling code that created the path goal.
var AiPathDrawWaypointMark = Variable[int32]{"ai_path_draw_waypoint_mark"}
AiPathDrawWaypointMark: 0: Draw nothing at waypoints; 1: Draw a tick mark at waypoints; 2: Draw a shape around waypoints.
var AiPathDrawWaypointTypeLabel = Variable[bool]{"ai_path_draw_waypoint_type_label"}
AiPathDrawWaypointTypeLabel: 1 = draw labels of waypoint types during ai_path_draw_active.
var AiPathDrawYaw = Variable[bool]{"ai_path_draw_yaw"}
AiPathDrawYaw: Display yaw value for path goal.
var AiPathReturnA = Variable[float32]{"ai_path_return_a"}
var AiPathReturnD = Variable[float32]{"ai_path_return_d"}
var AiPathReturnParallelSpeed = Variable[float32]{"ai_path_return_parallel_speed"}
var AiPathReturnT = Variable[float32]{"ai_path_return_t"}
var AiPathShowDiscardImmediately = Variable[bool]{"ai_path_show_discard_immediately"}
var AiPathfinderMaxPathDetour = Variable[float32]{"ai_pathfinder_max_path_detour"}
AiPathfinderMaxPathDetour: How far a path may detour from the direct route. Negative means no limit.
var AiReportTaskTimingsOnLimit = Variable[bool]{"ai_report_task_timings_on_limit"}
var AiResume = Command{"ai_resume"}
AiResume: If NPC is stepping through tasks (see ai_step ) will resume normal processing.
var AiSelectBoxAlpha = Variable[int32]{"ai_select_box_alpha"}
AiSelectBoxAlpha: The select box alpha.
var AiSelectBoxStyle = Variable[int32]{"ai_select_box_style"}
AiSelectBoxStyle: How selected NPC's are highlighted. ( 0 = no highlight, 1 = npc hull, 2 = cross at origin ).
var AiSequenceDebug = Variable[bool]{"ai_sequence_debug"}
var AiSetMoveHeightEpsilon = Command{"ai_set_move_height_epsilon"}
AiSetMoveHeightEpsilon: Set how high AI bumps up ground walkers when checking steps.
var AiSetenabled = Command{"ai_setenabled"}
AiSetenabled: Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
var AiShowGravity = Variable[int32]{"ai_show_gravity"}
AiShowGravity: 1 = show gravity when applied, 2 = always show gravity.
var AiShowHints = Command{"ai_show_hints"}
AiShowHints: Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - hint not being used by timed out Grey - hint has been disabled.
var AiShowHitlocation = Variable[bool]{"ai_show_hitlocation"}
var AiShowTaskFail = Variable[float32]{"ai_show_task_fail"}
var AiShowThinkTolerance = Variable[float32]{"ai_show_think_tolerance"}
var AiStep = Command{"ai_step"}
AiStep: NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'.
var AiStrongOptimizationsNoCheckstand = Variable[bool]{"ai_strong_optimizations_no_checkstand"}
var AiTestLosFromPlayerPov = Command{"ai_test_los_from_player_pov"}
AiTestLosFromPlayerPov: Test AI LOS from the player's POV.
var AiTestMoveprobeIgnoresmall = Variable[bool]{"ai_test_moveprobe_ignoresmall"}
var AiThinkInterval = Variable[float32]{"ai_think_interval"}
AiThinkInterval: Time interval between NPC thinks.
var AiThinkIntervalLodLow = Variable[float32]{"ai_think_interval_lod_low"}
AiThinkIntervalLodLow: Time interval between NPC thinks when set to AI LOD low.
var AiThinkIntervalLodMed = Variable[float32]{"ai_think_interval_lod_med"}
AiThinkIntervalLodMed: Time interval between NPC thinks when set to AI LOD medium.
var AiThinkIntervalLodVeryLow = Variable[float32]{"ai_think_interval_lod_very_low"}
AiThinkIntervalLodVeryLow: Time interval between NPC thinks when set to AI LOD very low.
var AiThinkLimitLabel = Variable[bool]{"ai_think_limit_label"}
var AiThreadedPathfind = Variable[bool]{"ai_threaded_pathfind"}
var AiUseAsyncRagdollFixup = Variable[bool]{"ai_use_async_ragdoll_fixup"}
var AiUseVisibilityCache = Variable[int32]{"ai_use_visibility_cache"}
AiUseVisibilityCache: Sets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC.
var AiUseVisibilityCacheReciprocation = Variable[bool]{"ai_use_visibility_cache_reciprocation"}
AiUseVisibilityCacheReciprocation: Sets whether or not the visibility check cache should be reciprocal.
var AiWaypointArrivalTolerance = Variable[float32]{"ai_waypoint_arrival_tolerance"}
var AinetGenerateReport = Command{"ainet_generate_report"}
AinetGenerateReport: Generate a report to the console.
var AinetGenerateReportOnly = Command{"ainet_generate_report_only"}
AinetGenerateReportOnly: Generate a report to the console.
var Alias = Command{"alias"}
Alias: Alias a command.
var AlwaysPerformFullSpatialPartitionUpdate = Variable[bool]{"always_perform_full_spatial_partition_update"}
var AnimDecodeForcewritealltransforms = Variable[bool]{"anim_decode_forcewritealltransforms"}
AnimDecodeForcewritealltransforms: Force BatchAnimationDecode to write transformations for all bones.
var AnimDisable = Variable[bool]{"anim_disable"}
var AnimEvalStats = Command{"anim_eval_stats"}
AnimEvalStats: Displays stats about how many EvaluatePose calls are unused.
var AnimResourceValidateOnLoad = Variable[bool]{"anim_resource_validate_on_load"}
AnimResourceValidateOnLoad: Validates the animation group channel list against the animations on load for every animation.
var AnimeventsDump = Command{"animevents_dump"}
AnimeventsDump: List all the currently registered anim events.
var Animgraph2EnableParallelUpdate = Variable[bool]{"animgraph2_enable_parallel_update"}
var Animgraph2SerializePoseRecipeInPrePackEntities = Variable[bool]{"animgraph2_serialize_pose_recipe_in_pre_pack_entities"}
var AnimgraphDebug = Variable[bool]{"animgraph_debug"}
AnimgraphDebug: Debug animation graph.
var AnimgraphDebugAnimevents = Variable[bool]{"animgraph_debug_animevents"}
AnimgraphDebugAnimevents: Print info about animevents emitted by AnimGraph.
var AnimgraphDebugEntindex = Variable[int32]{"animgraph_debug_entindex"}
AnimgraphDebugEntindex: The entity to specifically debug.
var AnimgraphDebugFilterent = Variable[int32]{"animgraph_debug_filterent"}
AnimgraphDebugFilterent: Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.
var AnimgraphDebugMaxPoseopCount = Variable[bool]{"animgraph_debug_max_poseop_count"}
var AnimgraphDebugSetFilterParams = Variable[string]{"animgraph_debug_set_filter_params"}
AnimgraphDebugSetFilterParams: Comma separated list of params to filter against when drawing debug text overlays.
var AnimgraphDebugSetFilterTags = Variable[string]{"animgraph_debug_set_filter_tags"}
AnimgraphDebugSetFilterTags: Comma separated list of tags to filter against when drawing debug text overlays.
var AnimgraphDebugShowUnreferencedParams = Variable[bool]{"animgraph_debug_show_unreferenced_params"}
var AnimgraphDebugShowUnreferencedTags = Variable[bool]{"animgraph_debug_show_unreferenced_tags"}
var AnimgraphDebugTags = Variable[bool]{"animgraph_debug_tags"}
var AnimgraphDebugVariables = Variable[bool]{"animgraph_debug_variables"}
AnimgraphDebugVariables: Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent.
var AnimgraphDebugVariablesIgnoreMissing = Variable[bool]{"animgraph_debug_variables_ignore_missing"}
AnimgraphDebugVariablesIgnoreMissing: If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.
var AnimgraphDebugVariablesIgnoreNonchanges = Variable[bool]{"animgraph_debug_variables_ignore_nonchanges"}
AnimgraphDebugVariablesIgnoreNonchanges: If set, animgraph_debug_variables won't show debug for variable sets that don't change the value.
var AnimgraphDrawTraces = Variable[bool]{"animgraph_draw_traces"}
var AnimgraphDumpUpdateList = Command{"animgraph_dump_update_list"}
AnimgraphDumpUpdateList: Displays stats about which animations are updating.
var AnimgraphEnable = Variable[bool]{"animgraph_enable"}
AnimgraphEnable: Enable animation graph.
var AnimgraphEnableDirtyNetvarOptimization = Variable[bool]{"animgraph_enable_dirty_netvar_optimization"}
var AnimgraphFootlockAutoLedgeDetection = Variable[bool]{"animgraph_footlock_auto_ledge_detection"}
AnimgraphFootlockAutoLedgeDetection: Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom.
var AnimgraphFootlockAutoStairDetection = Variable[bool]{"animgraph_footlock_auto_stair_detection"}
AnimgraphFootlockAutoStairDetection: Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step.
var AnimgraphFootlockCalculateTilt = Variable[bool]{"animgraph_footlock_calculate_tilt"}
var AnimgraphFootlockDebugFootIndex = Variable[int32]{"animgraph_footlock_debug_foot_index"}
var AnimgraphFootlockDebugType = Variable[int32]{"animgraph_footlock_debug_type"}
var AnimgraphFootlockDrawFootbase = Variable[bool]{"animgraph_footlock_draw_footbase"}
var AnimgraphFootlockEnabled = Variable[bool]{"animgraph_footlock_enabled"}
AnimgraphFootlockEnabled: A master convar that effectively disables the entire footlock node.
var AnimgraphFootlockGroundRoll = Variable[bool]{"animgraph_footlock_ground_roll"}
var AnimgraphFootlockHipOffsetEnable = Variable[bool]{"animgraph_footlock_hip_offset_enable"}
var AnimgraphFootlockIkEnable = Variable[bool]{"animgraph_footlock_ik_enable"}
AnimgraphFootlockIkEnable: Enable IK.
var AnimgraphFootlockTiltMode = Variable[int32]{"animgraph_footlock_tilt_mode"}
var AnimgraphFootlockTraceGroundEnabled = Variable[bool]{"animgraph_footlock_trace_ground_enabled"}
AnimgraphFootlockTraceGroundEnabled: Convar for toggling foot lock ground tracking.
var AnimgraphFootlockUseHipShift = Variable[bool]{"animgraph_footlock_use_hip_shift"}
var AnimgraphFootstepNodeSupressesEvents = Variable[bool]{"animgraph_footstep_node_supresses_events"}
var AnimgraphForceFullNetworkUpdates = Variable[bool]{"animgraph_force_full_network_updates"}
var AnimgraphIkDebug = Variable[bool]{"animgraph_ik_debug"}
var AnimgraphMotionmatchingPrintCompressionstats = Variable[bool]{"animgraph_motionmatching_print_compressionstats"}
var AnimgraphNetworkEnable = Variable[bool]{"animgraph_network_enable"}
AnimgraphNetworkEnable: Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.
var AnimgraphSlopeDrawRaycasts = Variable[bool]{"animgraph_slope_draw_raycasts"}
var AnimgraphSlopeEnable = Variable[bool]{"animgraph_slope_enable"}
var AnimgraphSlowdownonslopesEnabled = Variable[bool]{"animgraph_slowdownonslopes_enabled"}
var AnimgraphTraceIgnorePropPhysics = Variable[bool]{"animgraph_trace_ignore_prop_physics"}
var AnimgraphTraceStaticOnly = Variable[bool]{"animgraph_trace_static_only"}
var AnimgraphVerifyDirtyNetvarOptimization = Variable[bool]{"animgraph_verify_dirty_netvar_optimization"}
var AnnouncerVoDisableHeroTest = Variable[bool]{"announcer_vo_disable_hero_test"}
AnnouncerVoDisableHeroTest: Toggles announcer in the hideout.
var AnnouncerVoDisableHideout = Variable[bool]{"announcer_vo_disable_hideout"}
AnnouncerVoDisableHideout: Toggles announcer in the hideout.
var AstroBouncepadEarlyInactiveTime = Variable[float32]{"astro_bouncepad_early_inactive_time"}
AstroBouncepadEarlyInactiveTime: How long to deactivate the bounce pad prior to its deletion to compensate for the server.
var AttachedOutputStallMs = Variable[float32]{"attached_output_stall_ms"}
var AudioDisplaySoundstackDebugBase3d = Variable[bool]{"audio_display_soundstack_debug_base_3d"}
AudioDisplaySoundstackDebugBase3d: Displays citadel_base_3d sound stack debug.
var AudioDisplaySoundstackDebugDialog = Variable[bool]{"audio_display_soundstack_debug_dialog"}
AudioDisplaySoundstackDebugDialog: Displays citadel_dialog sound stack debug.
var AudioDrawDimensionProbeDebug = Variable[bool]{"audio_draw_dimension_probe_debug"}
AudioDrawDimensionProbeDebug: Toggle on debug spheres for enclosure/probe reverb.
var AudioDrawEnclosureDebug = Variable[bool]{"audio_draw_enclosure_debug"}
AudioDrawEnclosureDebug: Draws debug associated with amount interior vs exterior.
var AudioEnclosureCalcEnabled = Variable[bool]{"audio_enclosure_calc_enabled"}
AudioEnclosureCalcEnabled: Enables/disabled calculations that determine entity interior vs exterior.
var AudioEnclosureSpeed = Variable[float32]{"audio_enclosure_speed"}
AudioEnclosureSpeed: Adjusts rate of change for enclosure value over time.
var AudioInputTestSignal = Variable[bool]{"audio_input_test_signal"}
AudioInputTestSignal: For testing the audio input pathway with a sine tone instead of SDL3.
var AudioInputUseSdlRoles = Variable[bool]{"audio_input_use_sdl_roles"}
var AudioLimiterDebug = Variable[bool]{"audio_limiter_debug"}
AudioLimiterDebug: Renders limiter debug spheres and enables logging.
var AudioLogDamageRecencyBias = Variable[bool]{"audio_log_damage_recency_bias"}
AudioLogDamageRecencyBias: Prints player damage recency information.
var AutoBug = Command{"auto_bug"}
AutoBug: auto_bug : create non-interactive bug report.
var Autosave = Command{"autosave"}
Autosave: Autosave.
var AutosaveFullyAsync = Variable[bool]{"autosave_fully_async"}
AutosaveFullyAsync: Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes.
var Autosavedangerous = Command{"autosavedangerous"}
Autosavedangerous: AutoSaveDangerous.
var Autosavedangerousissafe = Command{"autosavedangerousissafe"}
var Axis = Command{"axis"}
Axis: Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>.
var BanIgnoreAfterPlayerAbandons = Variable[int32]{"ban_ignore_after_player_abandons"}
BanIgnoreAfterPlayerAbandons: After this many players have abandoned a match, no longer penalize additional abandons for the match. Set to 0 to not penalize abandoners.
var Banid = Command{"banid"}
Banid: Add a user ID to the ban list.
var Banip = Command{"banip"}
Banip: Add an IP address to the ban list.
var Benchframe = Command{"benchframe"}
Benchframe: Takes a snapshot of a particular frame in a time demo.
var Bind = Command{"bind"}
Bind: Bind a key.
var Binddefaults = Command{"binddefaults"}
Binddefaults: Bind all keys to their default values.
var Bindss = Command{"bindss"}
Bindss: Bind a key for a particular splitscreen player.
var Bindtoggle = Command{"bindtoggle"}
Bindtoggle: Performs a bind <key> "increment var <cvar> 0 1 1".
var Blink = Command{"blink"}
Blink: Blink specified convar value between two values at the specified duration.
var BookwormDebugUlt = Variable[bool]{"bookworm_debug_ult"}
var BossUseLosUltimate = Variable[bool]{"boss_use_los_ultimate"}
var BotCommand = Command{"bot_command"}
BotCommand: <bot name> <command string...>. Sends specified command to one or more player bots: [all], east/west, [bot name].
var BotCommandTarget = Command{"bot_command_target"}
BotCommandTarget: Sends specified command to target bot under reticle.
var BotForceZipline = Command{"bot_force_zipline"}
BotForceZipline: Make all the bots get on nearby ziplines.
var BotKickAll = Command{"bot_kick_all"}
BotKickAll: Kick all the bots.
var BotMimic = Variable[int32]{"bot_mimic"}
BotMimic: Allows bots to mimic player.
var BotMimicTarget = Command{"bot_mimic_target"}
BotMimicTarget: Selects the targeted bot for mimicking.
var BotMimicYawOffset = Variable[float32]{"bot_mimic_yaw_offset"}
BotMimicYawOffset: Offsets the bot yaw.
var BotPuppet = Variable[int32]{"bot_puppet"}
BotPuppet: Allows bots to be puppeteered by the player. The player will do nothing while the bots perform the inputs.
var BotPuppetTarget = Command{"bot_puppet_target"}
BotPuppetTarget: Selects the targeted bot for puppeteering.
var BotRecordTarget = Command{"bot_record_target"}
BotRecordTarget: Selects the targeted bot for puppeteering.
var Box = Command{"box"}
Box: Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>.
var BreakDamageInheritScale = Variable[float32]{"break_damage_inherit_scale"}
var BreakInvulnerableSpawnDuration = Variable[float32]{"break_invulnerable_spawn_duration"}
var BreakableDebugSpawnTransformTime = Variable[float32]{"breakable_debug_spawn_transform_time"}
BreakableDebugSpawnTransformTime: Debug draw the spawn transform location.
var BreakableForceBreak = Command{"breakable_force_break"}
BreakableForceBreak: Force a breakable to break.
var BreakableMultiplayer = Variable[bool]{"breakable_multiplayer"}
var Buddha = Variable[bool]{"buddha"}
Buddha: Player takes damage but won't die.
var BuddhaIgnoreBots = Variable[bool]{"buddha_ignore_bots"}
BuddhaIgnoreBots: Bots always buddha 0.
var BuddhaResetHp = Variable[int32]{"buddha_reset_hp"}
BuddhaResetHp: HP to set when damaged below zero in Buddha Mode.
var Bug = Command{"bug"}
Bug: bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.
var BugSubmitterOverride = Variable[string]{"bug_submitter_override"}
var BugvoiceClear = Command{"bugvoice_clear"}
BugvoiceClear: Clear voice attachment data.
var BugvoiceSave = Command{"bugvoice_save"}
BugvoiceSave: Write buffered voice attachment data to file.
var ButtonInfo = Command{"button_info"}
ButtonInfo: Display information about the specified key or button.
var CameraDatadrivenDisableCache = Variable[bool]{"camera_datadriven_disable_cache"}
var CastAabb = Command{"cast_aabb"}
CastAabb: Tests box collision detection.
var CastCapsule = Command{"cast_capsule"}
CastCapsule: Tests capsule collision detection.
var CastConvex = Command{"cast_convex"}
CastConvex: Tests convex hull collision detection.
var CastCylinder = Command{"cast_cylinder"}
CastCylinder: Tests cylinder collision detection.
var CastIntervals = Command{"cast_intervals"}
CastIntervals: Tests interval ray cast.
var CastObb = Command{"cast_obb"}
CastObb: Tests cylinder collision detection.
var CastPhysics = Command{"cast_physics"}
CastPhysics: Tests physics shape collision detection.
var CastRay = Command{"cast_ray"}
CastRay: Tests ray cast.
var CastSphere = Command{"cast_sphere"}
CastSphere: Tests sphere cast.
var Changelevel = Command{"changelevel"}
Changelevel: changelevel <mapname> :Multiplayer change level.
var CheckNofilefd = Command{"check_nofilefd"}
CheckNofilefd: Print the current number of FDs reported by getrlimit.
var CheckTransmitDumpEnts = Variable[bool]{"check_transmit_dump_ents"}
var Citadel1v1BonusHealth = Variable[float32]{"citadel_1v1_bonus_health"}
var Citadel1v1BonusHealthRegen = Variable[float32]{"citadel_1v1_bonus_health_regen"}
var Citadel1v1BonusTechPower = Variable[float32]{"citadel_1v1_bonus_tech_power"}
var Citadel1v1BonusWeaponPower = Variable[float32]{"citadel_1v1_bonus_weapon_power"}
var Citadel1v1BulletDamageMultiplier = Variable[float32]{"citadel_1v1_bullet_damage_multiplier"}
var Citadel1v1TechDamageMultiplier = Variable[float32]{"citadel_1v1_tech_damage_multiplier"}
var CitadelAbandonPregameIfNotConnectedInS = Variable[int32]{"citadel_abandon_pregame_if_not_connected_in_s"}
CitadelAbandonPregameIfNotConnectedInS: After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame.
var CitadelAbandonPregameIfNotConnectedInSDev = Variable[int32]{"citadel_abandon_pregame_if_not_connected_in_s_dev"}
CitadelAbandonPregameIfNotConnectedInSDev: After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev.
var CitadelAbandonPregameIfNotConnectedInSStreaming = Variable[int32]{"citadel_abandon_pregame_if_not_connected_in_s_streaming"}
CitadelAbandonPregameIfNotConnectedInSStreaming: After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame.
var CitadelAbandonPregameIfNotConnectedInSStreamingDev = Variable[int32]{"citadel_abandon_pregame_if_not_connected_in_s_streaming_dev"}
CitadelAbandonPregameIfNotConnectedInSStreamingDev: After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev.
var CitadelAbandonTimeForMatchNotScored = Variable[uint32]{"citadel_abandon_time_for_match_not_scored"}
CitadelAbandonTimeForMatchNotScored: If someone abandons before this match time (in seconds), we will call the match forfeit and not update mmr for anyone in the match.
var CitadelAbilityActiveReport = Command{"citadel_ability_active_report"}
CitadelAbilityActiveReport: Print per-ability active window transition counts and dwell times. Use citadel_ability_active_reset_stats to clear.
var CitadelAbilityActiveResetStats = Command{"citadel_ability_active_reset_stats"}
CitadelAbilityActiveResetStats: Clear the counters printed by citadel_ability_active_report.
var CitadelAbilityActivenessDebug = Variable[bool]{"citadel_ability_activeness_debug"}
CitadelAbilityActivenessDebug: Log every ability active reason edge, one line per opened or closed window.
var CitadelAbilityActivenessModifierValuesAudit = Variable[int32]{"citadel_ability_activeness_modifier_values_audit"}
CitadelAbilityActivenessModifierValuesAudit: Record ability MODIFIER_VALUE contributions that will stop counting once active-ness is enforced. 0=off, 1=silent counters, 2=also warn once per ability and value, 3=also assert.
var CitadelAbilityActivenessModifierValuesEnforce = Variable[bool]{"citadel_ability_activeness_modifier_values_enforce"}
CitadelAbilityActivenessModifierValuesEnforce: Suppress MODIFIER_VALUE contributions from abilities that are not active.
var CitadelAbilityActivenessReport = Command{"citadel_ability_activeness_report"}
CitadelAbilityActivenessReport: Print ability MODIFIER_VALUE contributions recorded while the ability was untrained or inactive. Use citadel_ability_activeness_reset_stats to clear.
var CitadelAbilityActivenessResetStats = Command{"citadel_ability_activeness_reset_stats"}
CitadelAbilityActivenessResetStats: Clear the counters printed by citadel_ability_activeness_report.
var CitadelAbilityActivenessValidate = Variable[bool]{"citadel_ability_activeness_validate"}
CitadelAbilityActivenessValidate: Recompute each ability's active reason mask from the raw predicates every think and assert on mismatch.
var CitadelAbilityBusyQueueTime = Variable[float32]{"citadel_ability_busy_queue_time"}
CitadelAbilityBusyQueueTime: How long we will queue an ability activation to happen if the player tried to use it while busy.
var CitadelAbilityCancelTime = Variable[float32]{"citadel_ability_cancel_time"}
CitadelAbilityCancelTime: Min Time for a Channel before we can cancel it.
var CitadelAbilityCastCancelMashProtectionTime = Variable[float32]{"citadel_ability_cast_cancel_mash_protection_time"}
CitadelAbilityCastCancelMashProtectionTime: Pressing a recently cast or channeled ability key will extend its mash protection by this much.
var CitadelAbilityCooldownMax = Variable[float32]{"citadel_ability_cooldown_max"}
CitadelAbilityCooldownMax: Cheat cap applied to ability cooldowns/recharges. 0=off.
var CitadelAbilityDebug = Variable[bool]{"citadel_ability_debug"}
var CitadelAbilityForceGoldCollection = Variable[bool]{"citadel_ability_force_gold_collection"}
CitadelAbilityForceGoldCollection: Adds the flag for ability targeting to find gold orbs. Sorta hacky.
var CitadelAbilitySelectMashProtectionTime = Variable[float32]{"citadel_ability_select_mash_protection_time"}
CitadelAbilitySelectMashProtectionTime: Pressing a recently selected or cast ability within this time is ignored.
var CitadelAbilityTargetDebug = Variable[float32]{"citadel_ability_target_debug"}
var CitadelAbilityTargetUseHeadBone = Variable[bool]{"citadel_ability_target_use_head_bone"}
var CitadelAbilityUpgradeSellTime = Variable[float32]{"citadel_ability_upgrade_sell_time"}
var CitadelAbramsConeDebug = Variable[bool]{"citadel_abrams_cone_debug"}
var CitadelAbramsFastchargeLagcomp = Variable[float32]{"citadel_abrams_fastcharge_lagcomp"}
var CitadelAbramsMaxChargeUnlagPlayers = Variable[float32]{"citadel_abrams_max_charge_unlag_players"}
var CitadelAccoladesEnabled = Variable[int32]{"citadel_accolades_enabled"}
CitadelAccoladesEnabled: -1 = force disabled, 0 = default, 1 = force enabled.
var CitadelAccoladesInMetadataPerPlayer = Variable[int32]{"citadel_accolades_in_metadata_per_player"}
CitadelAccoladesInMetadataPerPlayer: The number of accolades stored in the metadata. -1 means all.
var CitadelActivateCpsForTeam = Command{"citadel_activate_cps_for_team"}
CitadelActivateCpsForTeam: Makes the CPs for a team available to capture.
var CitadelActiveLane = Variable[int32]{"citadel_active_lane"}
CitadelActiveLane: Which lane should be active? 0 means all.
var CitadelAfkDetectionEnabled = Variable[bool]{"citadel_afk_detection_enabled"}
CitadelAfkDetectionEnabled: Is AFK detection turned on?
var CitadelAg2ControllerParallelUpdateEnabled = Variable[bool]{"citadel_ag2_controller_parallel_update_enabled"}
var CitadelAiPathPathingTimeMsPerTick = Variable[float32]{"citadel_ai_path_pathing_time_ms_per_tick"}
var CitadelAimCapsuleTraceDebugdraw = Variable[bool]{"citadel_aim_capsule_trace_debugdraw"}
var CitadelAimDebugDuration = Variable[float32]{"citadel_aim_debug_duration"}
CitadelAimDebugDuration: Duration to draw the various traces that formed a shot. Set to a negative number to view the current angles without shooting.
var CitadelAimDebugNameFilter = Variable[string]{"citadel_aim_debug_name_filter"}
CitadelAimDebugNameFilter: Enter space separated names of calls to DebugDrawAimTrace() to only draw them.
var CitadelAimLineTraceDebugdraw = Variable[bool]{"citadel_aim_line_trace_debugdraw"}
var CitadelAirDragMin = Variable[float32]{"citadel_air_drag_min"}
var CitadelAirJumpsEnabled = Variable[bool]{"citadel_air_jumps_enabled"}
CitadelAirJumpsEnabled: Enable to disable air jumps.
var CitadelAircontrolSpeedFast = Variable[float32]{"citadel_aircontrol_speed_fast"}
var CitadelAircontrolSpeedSlow = Variable[float32]{"citadel_aircontrol_speed_slow"}
var CitadelAllowBiasedUrnPickups = Variable[bool]{"citadel_allow_biased_urn_pickups"}
var CitadelAllowDuplicateHeroes = Variable[bool]{"citadel_allow_duplicate_heroes"}
CitadelAllowDuplicateHeroes: If enabled, heroes can be selected by multiple players.
var CitadelAllowPauseInMatch = Variable[bool]{"citadel_allow_pause_in_match"}
CitadelAllowPauseInMatch: Allow players to pause in matchmade games.
var CitadelAllowPausing = Variable[bool]{"citadel_allow_pausing"}
CitadelAllowPausing: Determines if pausing is enabled. Temporary until we get pausing stable.
var CitadelAllowPlayofthegame = Variable[bool]{"citadel_allow_playofthegame"}
CitadelAllowPlayofthegame: If enabled, play of the game will happen.
var CitadelAllowPurchasingAnywhere = Variable[bool]{"citadel_allow_purchasing_anywhere"}
CitadelAllowPurchasingAnywhere: If enabled, you can purchase upgrades anywhere.
var CitadelAllowPurchasingCorruptedItemsAnywhere = Variable[bool]{"citadel_allow_purchasing_corrupted_items_anywhere"}
var CitadelAllowTeamChangeWhenAssigned = Variable[bool]{"citadel_allow_team_change_when_assigned"}
var CitadelAlwaysTransmitAbilities = Variable[bool]{"citadel_always_transmit_abilities"}
CitadelAlwaysTransmitAbilities: Enable to always force transmit ability entities.
var CitadelAssumePawnControl = Command{"citadel_assume_pawn_control"}
CitadelAssumePawnControl: Take control of the pawn under the crosshair, or by name if specified.
var CitadelAutobuyRefundTime = Variable[float32]{"citadel_autobuy_refund_time"}
CitadelAutobuyRefundTime: Time Allowed for a full refund when buy anywhere (Auto/Quick Buy) is enabled.
var CitadelAveragedNormalDebugDraw = Variable[float32]{"citadel_averaged_normal_debug_draw"}
var CitadelBarrackBossAggroRadius = Variable[float32]{"citadel_barrack_boss_aggro_radius"}
var CitadelBarrackBossAggroTime = Variable[float32]{"citadel_barrack_boss_aggro_time"}
var CitadelBarrackBossAttackableHeightDiff = Variable[float32]{"citadel_barrack_boss_attackable_height_diff"}
var CitadelBarrackBossHeroInitialWeaponReductionPct = Variable[float32]{"citadel_barrack_boss_hero_initial_weapon_reduction_pct"}
var CitadelBarrackBossIgnoreDamage = Variable[bool]{"citadel_barrack_boss_ignore_damage"}
var CitadelBarrackBossMaxAttackRange = Variable[float32]{"citadel_barrack_boss_max_attack_range"}
var CitadelBarrackBossMeleeDamagePct = Variable[int32]{"citadel_barrack_boss_melee_damage_pct"}
var CitadelBarrackBossMeleeKnockback = Variable[float32]{"citadel_barrack_boss_melee_knockback"}
var CitadelBarrackBossPingInterval = Variable[float32]{"citadel_barrack_boss_ping_interval"}
var CitadelBasicEnergyRegenTime = Variable[float32]{"citadel_basic_energy_regen_time"}
var CitadelBebopBeamApproachSpeed = Variable[float32]{"citadel_bebop_beam_approach_speed"}
var CitadelBebopBeamApproachSpeedStepScale = Variable[float32]{"citadel_bebop_beam_approach_speed_step_scale"}
var CitadelBebopBeamKillTime = Variable[float32]{"citadel_bebop_beam_kill_time"}
var CitadelBebopBeamPointBias = Variable[float32]{"citadel_bebop_beam_point_bias"}
var CitadelBebopBeamWiggleSpeed = Variable[float32]{"citadel_bebop_beam_wiggle_speed"}
var CitadelBebopBeamWiggleSpeedX = Variable[float32]{"citadel_bebop_beam_wiggle_speed_x"}
var CitadelBebopBeamWiggleSpeedX2 = Variable[float32]{"citadel_bebop_beam_wiggle_speed_x2"}
var CitadelBossTier2BullWip = Variable[bool]{"citadel_boss_tier2_bull_wip"}
var CitadelBossTier2PingInterval = Variable[float32]{"citadel_boss_tier2_ping_interval"}
var CitadelBossTier2ScheduleForce = Variable[int32]{"citadel_boss_tier_2_schedule_force"}
var CitadelBossTier3CheckPitModifier = Variable[bool]{"citadel_boss_tier_3_check_pit_modifier"}
var CitadelBossTier3DamageReductionNoTroopers = Variable[float32]{"citadel_boss_tier_3_damage_reduction_no_troopers"}
var CitadelBossTier3LaserDisableBodyRotation = Variable[bool]{"citadel_boss_tier_3_laser_disable_body_rotation"}
var CitadelBossTier3SightRange = Variable[float32]{"citadel_boss_tier_3_sight_range"}
var CitadelBossTier3TestArmSmash = Variable[bool]{"citadel_boss_tier_3_test_arm_smash"}
var CitadelBossTier3TestBomb = Variable[bool]{"citadel_boss_tier_3_test_bomb"}
var CitadelBossTier3TestIntro = Variable[bool]{"citadel_boss_tier_3_test_intro"}
var CitadelBossTier3TestLaser = Variable[bool]{"citadel_boss_tier_3_test_laser"}
var CitadelBossTier3TestRocketbarrage = Variable[bool]{"citadel_boss_tier_3_test_rocketbarrage"}
var CitadelBossTier3TestShrineAttack = Variable[bool]{"citadel_boss_tier_3_test_shrine_attack"}
var CitadelBossTier3TestingEnterPhase2 = Variable[bool]{"citadel_boss_tier_3_testing_enter_phase2"}
var CitadelBossTier3TestingReset = Command{"citadel_boss_tier_3_testing_reset"}
CitadelBossTier3TestingReset: Respawns the boss.
var CitadelBotBrainAimAngleAttack = Variable[float32]{"citadel_bot_brain_aim_angle_attack"}
CitadelBotBrainAimAngleAttack: Min Dot Product result from target that we will try to shoot from.
var CitadelBotBrainAimInaccuracy = Variable[float32]{"citadel_bot_brain_aim_inaccuracy"}
CitadelBotBrainAimInaccuracy: Max Angle for Inaccuracy.
var CitadelBotBrainAimInaccuracySpeed = Variable[float32]{"citadel_bot_brain_aim_inaccuracy_speed"}
CitadelBotBrainAimInaccuracySpeed: How fast the inaccuracy moves - mimic mouse movement correction.
var CitadelBotBrainAimVerticalOffset = Variable[float32]{"citadel_bot_brain_aim_vertical_offset"}
CitadelBotBrainAimVerticalOffset: How many vertical units to aim from world space center on players / troopers.
var CitadelBotBrainDisableAttacks = Variable[bool]{"citadel_bot_brain_disable_attacks"}
var CitadelBotBrainDisableGunAttacks = Variable[int32]{"citadel_bot_brain_disable_gun_attacks"}
var CitadelBotBrainDisableMovement = Variable[bool]{"citadel_bot_brain_disable_movement"}
var CitadelBotBrainDrawDebug = Variable[bool]{"citadel_bot_brain_draw_debug"}
CitadelBotBrainDrawDebug: Enable brain debug drawing.
var CitadelBotBrainEnemyReactionTime = Variable[float32]{"citadel_bot_brain_enemy_reaction_time"}
CitadelBotBrainEnemyReactionTime: Amount of time for a bot to react to a player.
var CitadelBotBrainForceSchedule = Variable[int32]{"citadel_bot_brain_force_schedule"}
CitadelBotBrainForceSchedule: (Test) Set to Force a Schedule.
var CitadelBotBrainHeavyMeleeDistance = Variable[float32]{"citadel_bot_brain_heavy_melee_distance"}
var CitadelBotBrainInfrequentTickRate = Variable[int32]{"citadel_bot_brain_infrequent_tick_rate"}
var CitadelBotBrainMeleeHeavyHoldTime = Variable[float32]{"citadel_bot_brain_melee_heavy_hold_time"}
var CitadelBotBrainMeleeTickFrequency = Variable[int32]{"citadel_bot_brain_melee_tick_frequency"}
var CitadelBotBrainMoveGoalTolerance = Variable[float32]{"citadel_bot_brain_move_goal_tolerance"}
CitadelBotBrainMoveGoalTolerance: How close to goal to count as made it.
var CitadelBotBrainMoveMaxFallbackPathLength = Variable[float32]{"citadel_bot_brain_move_max_fallback_path_length"}
CitadelBotBrainMoveMaxFallbackPathLength: If a bot fails its (fast) flowmap check, how far should we allow the nav system to look when generating a fallback path? Keep this value lower for performance reasons.
var CitadelBotBrainOverrideCalcMovementTaskTarget = Variable[bool]{"citadel_bot_brain_override_calc_movement_task_target"}
CitadelBotBrainOverrideCalcMovementTaskTarget: Override CalcMovementTaskTarget to pathfind directly to the desired location as opposed to an intermediate goal.
var CitadelBotBrainParryTickFrequency = Variable[int32]{"citadel_bot_brain_parry_tick_frequency"}
var CitadelBotBrainStopShootingLosTime = Variable[float32]{"citadel_bot_brain_stop_shooting_los_time"}
CitadelBotBrainStopShootingLosTime: Amount of time for no Los to stop shooting at enemy.
var CitadelBotBroadcastUpdates = Variable[bool]{"citadel_bot_broadcast_updates"}
CitadelBotBroadcastUpdates: Bots will say updates in all talk.
var CitadelBotBuddy = Variable[string]{"citadel_bot_buddy"}
CitadelBotBuddy: List of heroes to choose from that should follow a player around.
var CitadelBotCopyrecording = Command{"citadel_bot_copyrecording"}
CitadelBotCopyrecording: Copy a bot's recorded commands to the clipboard as a share code (aim at the bot, or the first bot with a recording).
var CitadelBotCrouch = Variable[bool]{"citadel_bot_crouch"}
CitadelBotCrouch: Forces citadel bots to crouch.
var CitadelBotDirectorBaseThreatDistance = Variable[float32]{"citadel_bot_director_base_threat_distance"}
CitadelBotDirectorBaseThreatDistance: Distance from core we consider to be a threat.
var CitadelBotDirectorDebugSpew = Variable[bool]{"citadel_bot_director_debug_spew"}
CitadelBotDirectorDebugSpew: Enable for Bot Director log messages.
var CitadelBotDirectorDestroyAllTier2 = Variable[bool]{"citadel_bot_director_destroy_all_tier2"}
CitadelBotDirectorDestroyAllTier2: Should bots prioritize destroying all tier 2 bosses before pushing further.
var CitadelBotDirectorDrawCreepLine = Variable[bool]{"citadel_bot_director_draw_creep_line"}
CitadelBotDirectorDrawCreepLine: Draw the Creep Lines.
var CitadelBotDirectorIdolCareDistance = Variable[float32]{"citadel_bot_director_idol_care_distance"}
CitadelBotDirectorIdolCareDistance: Max distance a player can be that may care about the idol.
var CitadelBotDirectorLaneMinDuration = Variable[float32]{"citadel_bot_director_lane_min_duration"}
CitadelBotDirectorLaneMinDuration: Min amount of time a bot is forced to stay in lane for a required action.
var CitadelBotDirectorLateGameTimeMinutes = Variable[float32]{"citadel_bot_director_late_game_time_minutes"}
CitadelBotDirectorLateGameTimeMinutes: Number of minutes past which bots should try to end the game.
var CitadelBotDirectorRespawnWindow = Variable[float32]{"citadel_bot_director_respawn_window"}
CitadelBotDirectorRespawnWindow: Amount of Respawn time remaining for Hero to be considered in this lane.
var CitadelBotDirectorZiplineMin = Variable[float32]{"citadel_bot_director_zipline_min"}
CitadelBotDirectorZiplineMin: Minimum % of Captured Zipline nodes we care about.
var CitadelBotDirectorZiplineStable = Variable[float32]{"citadel_bot_director_zipline_stable"}
CitadelBotDirectorZiplineStable: How much to push out a lane before deprioritizing it.
var CitadelBotDisconnectTakeoverEnabled = Variable[bool]{"citadel_bot_disconnect_takeover_enabled"}
var CitadelBotForceAbandon = Command{"citadel_bot_force_abandon"}
CitadelBotForceAbandon: Force bot into the abandon state.
var CitadelBotForwardBack = Variable[bool]{"citadel_bot_forward_back"}
CitadelBotForwardBack: Forces citadel bots to move back and forth.
var CitadelBotGiveAllAbilities = Command{"citadel_bot_give_all_abilities"}
CitadelBotGiveAllAbilities: Gives all bots all abilities. Use with citadel_bot_use_ability 1-4.
var CitadelBotGiveAllAbilitiesBase = Command{"citadel_bot_give_all_abilities_base"}
CitadelBotGiveAllAbilitiesBase: Gives all bots all abilities without perks. Use with citadel_bot_use_ability 1-4.
var CitadelBotGiveAllBotsAllItems = Command{"citadel_bot_give_all_bots_all_items"}
CitadelBotGiveAllBotsAllItems: Gives all bots all items. Not limited by slot count (last I checked, this resulted in ~200 items being added to every bot).
var CitadelBotGiveTeamGold = Command{"citadel_bot_give_team_gold"}
CitadelBotGiveTeamGold: Give all bots on a particular team gold.
var CitadelBotHeroTestingPitch = Variable[float32]{"citadel_bot_hero_testing_pitch"}
CitadelBotHeroTestingPitch: Aim Pitch in Hero Testing.
var CitadelBotJump = Variable[bool]{"citadel_bot_jump"}
CitadelBotJump: Forces citadel bots to jump.
var CitadelBotKick = Command{"citadel_bot_kick"}
CitadelBotKick: Kick bot <name>.
var CitadelBotListEnts = Command{"citadel_bot_list_ents"}
CitadelBotListEnts: List ent id of all players that are bots in this game.
var CitadelBotListObjectivesEnt = Command{"citadel_bot_list_objectives_ent"}
CitadelBotListObjectivesEnt: List all entities that are associated with a Citadel Game Objective.
var CitadelBotMelee = Variable[int32]{"citadel_bot_melee"}
CitadelBotMelee: Forces citadel bots to melee continuously, 1: light, 2:Heavy.
var CitadelBotMimicPlayerPitch = Variable[bool]{"citadel_bot_mimic_player_pitch"}
CitadelBotMimicPlayerPitch: User player's pitch in hero testing.
var CitadelBotNetWorthMaxSpawnTime = Variable[float32]{"citadel_bot_net_worth_max_spawn_time"}
var CitadelBotOverrideSpawnTime = Variable[float32]{"citadel_bot_override_spawn_time"}
var CitadelBotParry = Variable[bool]{"citadel_bot_parry"}
CitadelBotParry: Forces citadel bots to Parry continuously.
var CitadelBotPassiveGoldEnabled = Variable[bool]{"citadel_bot_passive_gold_enabled"}
var CitadelBotPasterecording = Command{"citadel_bot_pasterecording"}
CitadelBotPasterecording: Load a bot recording share code from the clipboard. Aim at a bot to load it into that bot as the recorded hero, otherwise a new bot of that hero is spawned.
var CitadelBotPlayrecording = Command{"citadel_bot_playrecording"}
CitadelBotPlayrecording: Play back commands recorded via 'citadel_bot_record'.
var CitadelBotPracticeOpponent = Variable[string]{"citadel_bot_practice_opponent"}
var CitadelBotPracticeTeammate = Variable[string]{"citadel_bot_practice_teammate"}
var CitadelBotPurchaseRandomDraftOption = Command{"citadel_bot_purchase_random_draft_option"}
CitadelBotPurchaseRandomDraftOption: Makes the bots purchase a random draft option.
var CitadelBotRecord = Variable[int32]{"citadel_bot_record"}
CitadelBotRecord: Causes bots to mimic your commands as well as record them to be replayed.
var CitadelBotRecordLoop = Variable[bool]{"citadel_bot_record_loop"}
CitadelBotRecordLoop: Bot recording playback restarts from the recorded start each time it finishes.
var CitadelBotRecordstop = Command{"citadel_bot_recordstop"}
CitadelBotRecordstop: Stop bot recording and any bot recording playback.
var CitadelBotReportVerbose = Variable[bool]{"citadel_bot_report_verbose"}
CitadelBotReportVerbose: Bot Chat is Verbose (debug).
var CitadelBotRunDpsTest = Command{"citadel_bot_run_dps_test"}
CitadelBotRunDpsTest: Run a gun DPS test and record the results usage: <hero_target>.
var CitadelBotRunMantleTests = Command{"citadel_bot_run_mantle_tests"}
CitadelBotRunMantleTests: Causes bots to teleport to bot test nodes and attempt mantling usage: <all | hero_name>.
var CitadelBotRunShootingTest = Command{"citadel_bot_run_shooting_test"}
CitadelBotRunShootingTest: Causes bots to teleport to bot test nodes and shoot at an assigned target usage: <hero_shooter> <hero_target>.
var CitadelBotSafetyDistanceBehindAllyCreeps = Variable[float32]{"citadel_bot_safety_distance_behind_ally_creeps"}
CitadelBotSafetyDistanceBehindAllyCreeps: Distance citadel bots want to stay behind ally creep wave (meters).
var CitadelBotSafetyDistanceBehindEnemyCreeps = Variable[float32]{"citadel_bot_safety_distance_behind_enemy_creeps"}
CitadelBotSafetyDistanceBehindEnemyCreeps: Distance citadel bots want to stay behind enemy creep wave (meters).
var CitadelBotShoot = Variable[int32]{"citadel_bot_shoot"}
CitadelBotShoot: Forces citadel bots to fire continuously. 1:scope shooting 2:unscope shooting.
var CitadelBotShop = Variable[int32]{"citadel_bot_shop"}
CitadelBotShop: Forces citadel bots to attempt shopping. 1 = random, 2 = recommended.
var CitadelBotTakeoverAllyRange = Variable[float32]{"citadel_bot_takeover_ally_range"}
CitadelBotTakeoverAllyRange: How far from Allies that is acceptable.
var CitadelBotTakeoverTime = Variable[float32]{"citadel_bot_takeover_time"}
CitadelBotTakeoverTime: Time for a disconnected player to be taken over by a bot.
var CitadelBotTeamSensingTickInterval = Variable[int32]{"citadel_bot_team_sensing_tick_interval"}
CitadelBotTeamSensingTickInterval: How many ticks between the bot performing sensing.
var CitadelBotTeamsenseHomebaseRange = Variable[float32]{"citadel_bot_teamsense_homebase_range"}
CitadelBotTeamsenseHomebaseRange: Distance(m) from Base center to be considered in base.
var CitadelBotTeamsensePushedRange = Variable[float32]{"citadel_bot_teamsense_pushed_range"}
CitadelBotTeamsensePushedRange: Distance(m) from Objective to consider it pushed to.
var CitadelBotTestDisconnect = Variable[bool]{"citadel_bot_test_disconnect"}
var CitadelBotTestMode = Variable[bool]{"citadel_bot_test_mode"}
CitadelBotTestMode: Set citadel bots to be and in test mode (default idle).
var CitadelBotUseAbility = Variable[int32]{"citadel_bot_use_ability"}
CitadelBotUseAbility: Causes Bot to Constantly use Ability when its available.
var CitadelBotUseAbilityRate = Variable[float32]{"citadel_bot_use_ability_rate"}
CitadelBotUseAbilityRate: Interval in seconds that the bot attempts to use an ability.
var CitadelBotUseAbilityRepeated = Variable[bool]{"citadel_bot_use_ability_repeated"}
CitadelBotUseAbilityRepeated: Set if you want bot to repeat ability over and over.
var CitadelBotUseItemAbility = Variable[int32]{"citadel_bot_use_item_ability"}
CitadelBotUseItemAbility: Causes Bot to Constantly use Ability when its available.
var CitadelBotZigZag = Variable[bool]{"citadel_bot_zig_zag"}
CitadelBotZigZag: Forces citadel bots to zig-zag side to side.
var CitadelBotmatchTickRateOverride = Variable[int32]{"citadel_botmatch_tick_rate_override"}
var CitadelBotsGoMid = Variable[bool]{"citadel_bots_go_mid"}
CitadelBotsGoMid: Force bots to path to the origin.
var CitadelBountyAllowMeleeAutoclaim = Variable[bool]{"citadel_bounty_allow_melee_autoclaim"}
CitadelBountyAllowMeleeAutoclaim: Whether or not melees autoclaim orbs.
var CitadelBountyAoeDenyRadius = Variable[float32]{"citadel_bounty_aoe_deny_radius"}
CitadelBountyAoeDenyRadius: The radius in which teammates gain a portion denies.
var CitadelBountyAoeRadius = Variable[float32]{"citadel_bounty_aoe_radius"}
CitadelBountyAoeRadius: The radius in which teammates gain a portion of bounties.
var CitadelBountyAoeRadiusAutoscore = Variable[float32]{"citadel_bounty_aoe_radius_autoscore"}
CitadelBountyAoeRadiusAutoscore: The radius in which a trooper death is automatically assigned to a nearby player.
var CitadelBountyAoeRadiusNeutrals = Variable[float32]{"citadel_bounty_aoe_radius_neutrals"}
CitadelBountyAoeRadiusNeutrals: The radius in which teammates gain a portion of Neutral.
var CitadelBountyAoeRadiusNonTroopersNonHero = Variable[float32]{"citadel_bounty_aoe_radius_non_troopers_non_hero"}
CitadelBountyAoeRadiusNonTroopersNonHero: The radius in which teammates gain a portion of things besides Nuetrals, Troopers and Players.
var CitadelBountyAoeRadiusTroopers = Variable[float32]{"citadel_bounty_aoe_radius_troopers"}
CitadelBountyAoeRadiusTroopers: The radius in which teammates gain a portion of things besides Neutrals and Players.
var CitadelBountyPlayerAssistWindow = Variable[float32]{"citadel_bounty_player_assist_window"}
CitadelBountyPlayerAssistWindow: The recent damage time window to be counted as an assister for player kill.
var CitadelBreakablePropBreakAirtime = Variable[float32]{"citadel_breakable_prop_break_airtime"}
var CitadelBreakablePropBreakVelocity = Variable[float32]{"citadel_breakable_prop_break_velocity"}
var CitadelBreakablePropBreakableEnabled = Variable[bool]{"citadel_breakable_prop_breakable_enabled"}
var CitadelBreakablePropInitialSpawnTimeOverride = Variable[float32]{"citadel_breakable_prop_initial_spawn_time_override"}
CitadelBreakablePropInitialSpawnTimeOverride: If positive, override initial spawn time (in seconds) for all breakable_prop camps.
var CitadelBreakablePropRejectCooldown = Variable[float32]{"citadel_breakable_prop_reject_cooldown"}
var CitadelBreakablePropRespawnSpread = Variable[float32]{"citadel_breakable_prop_respawn_spread"}
CitadelBreakablePropRespawnSpread: Spread the respawn of breakables out by this many seconds (perf).
var CitadelBreakablePropSpawnIntervalOverride = Variable[float32]{"citadel_breakable_prop_spawn_interval_override"}
CitadelBreakablePropSpawnIntervalOverride: If positive, override initial spawn interval (in seconds) for all breakable_prop camps.
var CitadelBulletLogEntitiesHit = Variable[bool]{"citadel_bullet_log_entities_hit"}
var CitadelBulletObscuredShotDistance = Variable[float32]{"citadel_bullet_obscured_shot_distance"}
var CitadelBulletSlowDuration = Variable[float32]{"citadel_bullet_slow_duration"}
var CitadelBulletTimeWarpDecayPercent = Variable[float32]{"citadel_bullet_time_warp_decay_percent"}
CitadelBulletTimeWarpDecayPercent: What percent of the original speed should bullets return to after exiting a time warp.
var CitadelBulletTimeWarpDecaySpeed = Variable[float32]{"citadel_bullet_time_warp_decay_speed"}
CitadelBulletTimeWarpDecaySpeed: How fast bullets return to their normal speed after exiting a time warp.
var CitadelBulletTracerRecyclingEnabled = Variable[int32]{"citadel_bullet_tracer_recycling_enabled"}
CitadelBulletTracerRecyclingEnabled: Recycle bullet tracer effects when >= 1. Set to 2 to spew when a tracer couldn't be recycled.
var CitadelCalcGuidedBotMatchReportCard = Variable[bool]{"citadel_calc_guided_bot_match_report_card"}
var CitadelCameraDist = Variable[float32]{"citadel_camera_dist"}
var CitadelCameraFov = Variable[float32]{"citadel_camera_fov"}
CitadelCameraFov: The field of view angle of the camera.
var CitadelCameraFreeRoam = Variable[int32]{"citadel_camera_free_roam"}
CitadelCameraFreeRoam: Set to 1 to disconnect the camera from the player. Set to 2 to allow moving the camera around with WASD.
var CitadelCameraHardTraceRadius = Variable[float32]{"citadel_camera_hard_trace_radius"}
CitadelCameraHardTraceRadius: The radius of the cylinder to trace for hard camera occlusion.
var CitadelCameraInspectMode = Variable[int32]{"citadel_camera_inspect_mode"}
CitadelCameraInspectMode: Set to 1 to allow orbiting the camera around the player. Set to 2 to lock the camera, but then be able to directly control the player.
var CitadelCameraSeeDistanceMax = Variable[float32]{"citadel_camera_see_distance_max"}
CitadelCameraSeeDistanceMax: Max Distance the camera can 'see' an entity.
var CitadelCancelHeroDraft = Command{"citadel_cancel_hero_draft"}
CitadelCancelHeroDraft: Ends hero draft mode and goes straight to playing the game.
var CitadelCapsuleMovementGroundBoxPercentage = Variable[float32]{"citadel_capsule_movement_ground_box_percentage"}
var CitadelCapturePointEnableFastCapture = Variable[bool]{"citadel_capture_point_enable_fast_capture"}
var CitadelCapturepointShowEventTimer = Variable[bool]{"citadel_capturepoint_show_event_timer"}
var CitadelCatapultOnDamageChannelTime = Variable[float32]{"citadel_catapult_on_damage_channel_time"}
var CitadelCatapultOnDamageDisableTime = Variable[float32]{"citadel_catapult_on_damage_disable_time"}
var CitadelCatapultRespawnPickupTrails = Command{"citadel_catapult_respawn_pickup_trails"}
CitadelCatapultRespawnPickupTrails: Re-lays the pickup trail on every catapult that has one, clearing the old pickups first.
var CitadelCheckWalkOnSkyclip = Variable[bool]{"citadel_check_walk_on_skyclip"}
var CitadelCinematicIntroDurationNpc = Variable[float32]{"citadel_cinematic_intro_duration_npc"}
CitadelCinematicIntroDurationNpc: How long is the cinematic intro applied to npcs (shrine/patron).
var CitadelCinematicIntroDurationPlayer = Variable[float32]{"citadel_cinematic_intro_duration_player"}
CitadelCinematicIntroDurationPlayer: How long is the cinematic intro applied to the player.
var CitadelCinematicIntroEnabled = Variable[int32]{"citadel_cinematic_intro_enabled"}
CitadelCinematicIntroEnabled: -1 = force disabled, 0 = default, 1 = force enabled.
var CitadelClearKillstreak = Command{"citadel_clear_killstreak"}
CitadelClearKillstreak: citadel_clear_killstreak [player_slot].
var CitadelCombatLogEnabledInLobbies = Variable[bool]{"citadel_combat_log_enabled_in_lobbies"}
CitadelCombatLogEnabledInLobbies: Turn on to enable combat log in matches with GC Lobbies.
var CitadelCombatlogFightIdleTime = Variable[float32]{"citadel_combatlog_fight_idle_time"}
CitadelCombatlogFightIdleTime: The amount of time needed to determine a fight is over (no one involved in a fight did anything to anyone else involved in the fight).
var CitadelCombatlogSizeServer = Command{"citadel_combatlog_size_server"}
var CitadelCombatlogUpdate = Command{"citadel_combatlog_update"}
CitadelCombatlogUpdate: Send combat log to a client.
var CitadelComebackRedirectFraction = Variable[float32]{"citadel_comeback_redirect_fraction"}
CitadelComebackRedirectFraction: Fraction of the comeback souls earned by a player above the enemy team's average net worth that is redirected to the tick gold pool for the two lowest net worth teammates.
var CitadelControlPointCaptureRateScale = Variable[float32]{"citadel_control_point_capture_rate_scale"}
var CitadelControlPointDecayDelay = Variable[float32]{"citadel_control_point_decay_delay"}
var CitadelControlPointDecayRate = Variable[float32]{"citadel_control_point_decay_rate"}
var CitadelControlPointMaxCapturePlayers = Variable[float32]{"citadel_control_point_max_capture_players"}
var CitadelControlPointMaxCaptureRate = Variable[float32]{"citadel_control_point_max_capture_rate"}
var CitadelCoopSandbox = Variable[bool]{"citadel_coop_sandbox"}
var CitadelCoreRegen = Variable[int32]{"citadel_core_regen"}
var CitadelCoreRegenPauseOnDamage = Variable[float32]{"citadel_core_regen_pause_on_damage"}
var CitadelCornerBoostStrength = Variable[float32]{"citadel_corner_boost_strength"}
CitadelCornerBoostStrength: 0.0: turn off corner boosts. 1.0: raw corner boost.
var CitadelCorruptedItemBonusVarianceBetter = Variable[float32]{"citadel_corrupted_item_bonus_variance_better"}
CitadelCorruptedItemBonusVarianceBetter: Max percent a corrupted item's stat bonuses can roll above their authored values each match.
var CitadelCorruptedItemBonusVarianceWorse = Variable[float32]{"citadel_corrupted_item_bonus_variance_worse"}
CitadelCorruptedItemBonusVarianceWorse: Max percent a corrupted item's stat bonuses can roll below their authored values each match.
var CitadelCorruptedItemShopEnabled = Variable[bool]{"citadel_corrupted_item_shop_enabled"}
var CitadelCorruptedItemShopNumItems = Variable[int32]{"citadel_corrupted_item_shop_num_items"}
var CitadelCorruptedItemShopRestockInterval = Variable[int32]{"citadel_corrupted_item_shop_restock_interval"}
CitadelCorruptedItemShopRestockInterval: Seconds between each additional corrupted item allowance after the shop opens. 0 disables restocking.
var CitadelCorruptedItemShopSpawnTimeBase = Variable[int32]{"citadel_corrupted_item_shop_spawn_time_base"}
var CitadelCorruptedItemShopSpawnTimeVariance = Variable[float32]{"citadel_corrupted_item_shop_spawn_time_variance"}
CitadelCorruptedItemShopSpawnTimeVariance: Each corrupted shop opening and restock lands a random number of seconds within +/- this of its scheduled time.
var CitadelCorruptedItemsForceVariance = Variable[bool]{"citadel_corrupted_items_force_variance"}
CitadelCorruptedItemsForceVariance: Apply the per-match corrupted item bonus and penalty variance in the sandbox and hideout too, where it is normally disabled.
var CitadelCorruptedPenaltySeed = Variable[int32]{"citadel_corrupted_penalty_seed"}
CitadelCorruptedPenaltySeed: Seed used to roll the corrupted item penalties at match start. 0 rolls a random seed.
var CitadelCorruptedPenaltyVariance = Variable[float32]{"citadel_corrupted_penalty_variance"}
CitadelCorruptedPenaltyVariance: Percent each corrupted penalty magnitude can roll above or below its authored value each match. Results round away from zero to whole numbers.
var CitadelCrateClientNotificationTime = Variable[float32]{"citadel_crate_client_notification_time"}
var CitadelCrateDeliveryBasePayoff = Variable[int32]{"citadel_crate_delivery_base_payoff"}
var CitadelCrateDeliveryOvertimeBonus = Variable[int32]{"citadel_crate_delivery_overtime_bonus"}
var CitadelCrateDropDurationOverride = Variable[float32]{"citadel_crate_drop_duration_override"}
var CitadelCrateRespawnInterval = Variable[float32]{"citadel_crate_respawn_interval"}
var CitadelCrateRewardBase = Variable[int32]{"citadel_crate_reward_base"}
var CitadelCrateRewardTimeMultiplier = Variable[int32]{"citadel_crate_reward_time_multiplier"}
var CitadelCrateSpawnEnabled = Variable[bool]{"citadel_crate_spawn_enabled"}
var CitadelCrateSpawnInitialDelay = Variable[float32]{"citadel_crate_spawn_initial_delay"}
var CitadelCreateUnit = Command{"citadel_create_unit"}
CitadelCreateUnit: [hero_name | none] [team] - Creates an unit. Pass 'my_hero' as hero_name to use your current hero.
var CitadelCrosshairOutOfRangeDist = Variable[float32]{"citadel_crosshair_out_of_range_dist"}
var CitadelDeathLingerTime = Variable[float32]{"citadel_death_linger_time"}
CitadelDeathLingerTime: How logn does the player icon linger on the minimap after they die.
var CitadelDeathReplayEnabled = Variable[bool]{"citadel_death_replay_enabled"}
var CitadelDeathReplayPostDeathTime = Variable[float32]{"citadel_death_replay_post_death_time"}
var CitadelDeathReplayPreDeathTime = Variable[float32]{"citadel_death_replay_pre_death_time"}
var CitadelDeathReplayPreDeathTimeQuick = Variable[float32]{"citadel_death_replay_pre_death_time_quick"}
var CitadelDeathReturnToSpawnDelay = Variable[float32]{"citadel_death_return_to_spawn_delay"}
CitadelDeathReturnToSpawnDelay: How long after dying we are moved back to our spawn point, which is also how long the death camera watches our ragdoll and our killer for.
var CitadelDebugAbilityBeams = Variable[bool]{"citadel_debug_ability_beams"}
var CitadelDebugBarrierDamageOrder = Variable[bool]{"citadel_debug_barrier_damage_order"}
var CitadelDebugDrawBulletTimeWarps = Variable[bool]{"citadel_debug_draw_bullet_time_warps"}
CitadelDebugDrawBulletTimeWarps: Draw debug overlays for active bullet time warp volumes.
var CitadelDebugDrawProjectileTouchVolumes = Variable[bool]{"citadel_debug_draw_projectile_touch_volumes"}
CitadelDebugDrawProjectileTouchVolumes: Draw debug overlays for projectile touch volumes.
var CitadelDebugEntLos = Variable[bool]{"citadel_debug_ent_los"}
CitadelDebugEntLos: Debug : Draw Spheres on Ent Being Los Tested.
var CitadelDebugFindAbilityUnitsDrawAll = Variable[bool]{"citadel_debug_find_ability_units_draw_all"}
CitadelDebugFindAbilityUnitsDrawAll: When true, all FindUnits calls will be drawn.
var CitadelDebugFindAbilityUnitsDuration = Variable[float32]{"citadel_debug_find_ability_units_duration"}
CitadelDebugFindAbilityUnitsDuration: Duration to display debug draw for FindAbilityUnits functions.
var CitadelDebugFindAbilityUnitsFilter = Variable[string]{"citadel_debug_find_ability_units_filter"}
CitadelDebugFindAbilityUnitsFilter: Filter ability name to debug FindAbilityUnits functions.
var CitadelDebugForcePropertyValueContext = Variable[int32]{"citadel_debug_force_property_value_context"}
CitadelDebugForcePropertyValueContext: Force ability property value context. -1: No override, 0: MainLock, 1:StreetBrawl.
var CitadelDebugMinimapHeight = Variable[bool]{"citadel_debug_minimap_height"}
var CitadelDebugNeutralSpawnTimes = Variable[bool]{"citadel_debug_neutral_spawn_times"}
CitadelDebugNeutralSpawnTimes: Outputs timings of neutral camp spawns.
var CitadelDebugPathing = Variable[bool]{"citadel_debug_pathing"}
CitadelDebugPathing: Draw NPC pathing errors.
var CitadelDebugPhysForce = Variable[bool]{"citadel_debug_phys_force"}
var CitadelDebugPlayerSpeedInMeters = Variable[bool]{"citadel_debug_player_speed_in_meters"}
CitadelDebugPlayerSpeedInMeters: Citadel/Player Speed/Speed in meters.
var CitadelDebugZiplineCameraHeightAdd = Variable[float32]{"citadel_debug_zipline_camera_height_add"}
CitadelDebugZiplineCameraHeightAdd: Add to zipline camera height offset.
var CitadelDebugZiplineCameraSideAdd = Variable[float32]{"citadel_debug_zipline_camera_side_add"}
CitadelDebugZiplineCameraSideAdd: Add to zipline camera side offset.
var CitadelDefaultBotDifficulty = Variable[int32]{"citadel_default_bot_difficulty"}
CitadelDefaultBotDifficulty: Time for a disconnected player to be taken over by a bot.
var CitadelDefaultRevealDuration = Variable[float32]{"citadel_default_reveal_duration"}
var CitadelDenyDeniedPercentage = Variable[float32]{"citadel_deny_denied_percentage"}
var CitadelDenyDenierPercentage = Variable[float32]{"citadel_deny_denier_percentage"}
var CitadelDenyOrbScale = Variable[float32]{"citadel_deny_orb_scale"}
var CitadelDeploymentMaxHeightOffsetDown = Variable[float32]{"citadel_deployment_max_height_offset_down"}
var CitadelDeploymentMaxHeightOffsetUp = Variable[float32]{"citadel_deployment_max_height_offset_up"}
var CitadelDestroyAllBosses = Command{"citadel_destroy_all_bosses"}
CitadelDestroyAllBosses: Kills all the guardians.
var CitadelDestroyAllNpcs = Command{"citadel_destroy_all_npcs"}
CitadelDestroyAllNpcs: Kills all bosses and troopers in the map.
var CitadelDestroyableBuildingDamageScale = Variable[float32]{"citadel_destroyable_building_damage_scale"}
var CitadelDevAlwaysLethalDamage = Variable[bool]{"citadel_dev_always_lethal_damage"}
var CitadelDevBossBackdoorProtectionDisabled = Variable[bool]{"citadel_dev_boss_backdoor_protection_disabled"}
CitadelDevBossBackdoorProtectionDisabled: Set to Disable Backdoor Protection for Bosses.
var CitadelDevOrbFreezeTime = Variable[float32]{"citadel_dev_orb_freeze_time"}
CitadelDevOrbFreezeTime: Time after launching for the orb to become stationary.
var CitadelDevTestEndGameFakeTime = Variable[float32]{"citadel_dev_test_end_game_fake_time"}
var CitadelDevTestEndGameGold = Variable[int32]{"citadel_dev_test_end_game_gold"}
var CitadelDevTestEndgameServerCmd = Command{"citadel_dev_test_endgame_server_cmd"}
CitadelDevTestEndgameServerCmd: Set the Map to test End game content.
var CitadelDiggerDebugburrow = Variable[bool]{"citadel_digger_debugburrow"}
var CitadelDisableDuplicateHeroes = Command{"citadel_disable_duplicate_heroes"}
CitadelDisableDuplicateHeroes: Disable usage of Duplicate Heroes.
var CitadelDisablePurchasingInCombat = Variable[bool]{"citadel_disable_purchasing_in_combat"}
CitadelDisablePurchasingInCombat: Disable purchasing if you deal or take damage from an enemy player.
var CitadelDoorwayDebugDraw = Variable[float32]{"citadel_doorway_debug_draw"}
var CitadelDoorwayGlowCloseDistance = Variable[float32]{"citadel_doorway_glow_close_distance"}
var CitadelDoorwayGlowOtherDistance = Variable[float32]{"citadel_doorway_glow_other_distance"}
var CitadelDoorwayInfiniteDuration = Variable[bool]{"citadel_doorway_infinite_duration"}
var CitadelDoorwayPortalForwardOffset = Variable[float32]{"citadel_doorway_portal_forward_offset"}
var CitadelDpsMultiplier = Variable[float32]{"citadel_dps_multiplier"}
CitadelDpsMultiplier: Increase weapon damage for testing.
var CitadelDrawBotEnemy = Variable[bool]{"citadel_draw_bot_enemy"}
CitadelDrawBotEnemy: Draw line to target enemy.
var CitadelDrawBotFollowTarget = Variable[bool]{"citadel_draw_bot_follow_target"}
CitadelDrawBotFollowTarget: Draw bot follow target.
var CitadelDrawBotFullPath = Variable[bool]{"citadel_draw_bot_full_path"}
CitadelDrawBotFullPath: Draw bot pathing.
var CitadelDrawBotSafety = Variable[bool]{"citadel_draw_bot_safety"}
CitadelDrawBotSafety: Draw bot pathing goal / chosen enemy.
var CitadelDrawDebugGuideOnly = Variable[bool]{"citadel_draw_debug_guide_only"}
CitadelDrawDebugGuideOnly: Debug drawing for bot only applies to guide bots.
var CitadelDrawDistantTrooperNodes = Variable[bool]{"citadel_draw_distant_trooper_nodes"}
var CitadelDrawTrooperLanes = Variable[bool]{"citadel_draw_trooper_lanes"}
var CitadelDrawTrooperPath = Command{"citadel_draw_trooper_path"}
CitadelDrawTrooperPath: Draws a path between two coordinates.
var CitadelDruidDebugBushNetwork = Variable[bool]{"citadel_druid_debug_bush_network"}
var CitadelDuckSpamSlowPenaltyDuration = Variable[float32]{"citadel_duck_spam_slow_penalty_duration"}
CitadelDuckSpamSlowPenaltyDuration: How long the slow penalty is for spamming duck is.
var CitadelDumpBullets = Command{"citadel_dump_bullets"}
CitadelDumpBullets: dump all bullet info to the console.
var CitadelDumpCorruptedOverrides = Command{"citadel_dump_corrupted_overrides"}
CitadelDumpCorruptedOverrides: Dumps every corrupted item's penalty exclusions, fixed bonuses and integer-rounded bonuses.
var CitadelDumpCorruptedPenalties = Command{"citadel_dump_corrupted_penalties"}
CitadelDumpCorruptedPenalties: Dumps the corrupted item penalty rolled for every corruptible item this match.
var CitadelDumpGameState = Command{"citadel_dump_game_state"}
CitadelDumpGameState: Dumps current state of the game and all players.
var CitadelEnableChatRateLimiting = Variable[bool]{"citadel_enable_chat_rate_limiting"}
var CitadelEnableDuplicateHeroes = Command{"citadel_enable_duplicate_heroes"}
CitadelEnableDuplicateHeroes: Enable usage of Duplicate Heroes.
var CitadelEnableNearbyCapturePoint = Command{"citadel_enable_nearby_capture_point"}
CitadelEnableNearbyCapturePoint: Enables the first capture point found within 20m.
var CitadelEnablePingRateLimiting = Variable[bool]{"citadel_enable_ping_rate_limiting"}
var CitadelEnableSlowsAffectAirDrag = Variable[bool]{"citadel_enable_slows_affect_air_drag"}
CitadelEnableSlowsAffectAirDrag: Whether slows affect air drag.
var CitadelEndOfMatchAdditionalDelayS = Variable[float32]{"citadel_end_of_match_additional_delay_s"}
CitadelEndOfMatchAdditionalDelayS: How long in addition to the tv_delay do we wait at the end of the match before going to the score screen in seconds.
var CitadelEnemyConsumeStaminaNotificationRangeClose = Variable[float32]{"citadel_enemy_consume_stamina_notification_range_close"}
CitadelEnemyConsumeStaminaNotificationRangeClose: If an enemy is this close, then we send a stamina consume usermessage to enemies.
var CitadelEnemyConsumeStaminaNotificationRangeFar = Variable[float32]{"citadel_enemy_consume_stamina_notification_range_far"}
CitadelEnemyConsumeStaminaNotificationRangeFar: If an enemy is this far, then we never send a stamina consume usermessage to enemies.
var CitadelEntityPingDuration = Variable[float32]{"citadel_entity_ping_duration"}
var CitadelFakeBotsAsPingingPlayer = Variable[bool]{"citadel_fake_bots_as_pinging_player"}
var CitadelFakeRankForMatch = Variable[int32]{"citadel_fake_rank_for_match"}
CitadelFakeRankForMatch: Set what rank you want to fake for the match. -1 is disabled.
var CitadelFakeSubrankForMatch = Variable[int32]{"citadel_fake_subrank_for_match"}
CitadelFakeSubrankForMatch: Set what subrank you want to fake for the match. -1 is disabled.
var CitadelFamiliarDebug = Variable[float32]{"citadel_familiar_debug"}
var CitadelFamiliarInfiniteattach = Variable[bool]{"citadel_familiar_infiniteattach"}
var CitadelFamiliarSpritesDebug = Variable[bool]{"citadel_familiar_sprites_debug"}
var CitadelFamiliarSpritesDebugSpam = Variable[bool]{"citadel_familiar_sprites_debug_spam"}
var CitadelFamiliarSpritesStuckDetectionDuration = Variable[float32]{"citadel_familiar_sprites_stuck_detection_duration"}
var CitadelFearDebug = Variable[bool]{"citadel_fear_debug"}
CitadelFearDebug: Visualize where a feared victim decides to run.
var CitadelFencerMaxChargeUnlagPlayers = Variable[float32]{"citadel_fencer_max_charge_unlag_players"}
var CitadelFibonacciSphereTrace = Command{"citadel_fibonacci_sphere_trace"}
CitadelFibonacciSphereTrace: Draws the LOS check generated by our fibonacci sphere trace algorithm.
var CitadelFibonnaciSphereTraceDebug = Variable[bool]{"citadel_fibonnaci_sphere_trace_debug"}
var CitadelFibonnaciSphereTraceFraction = Variable[float32]{"citadel_fibonnaci_sphere_trace_fraction"}
var CitadelFibonnaciSphereTraceLosMax = Variable[float32]{"citadel_fibonnaci_sphere_trace_los_max"}
CitadelFibonnaciSphereTraceLosMax: How big to cap the size of the sphere when checking for really large explosion/effects.
var CitadelFinaleDuration = Variable[float32]{"citadel_finale_duration"}
var CitadelFindUnitsInRadius = Command{"citadel_FindUnitsInRadius"}
CitadelFindUnitsInRadius: Run UTIL_FindUnitsInRadius centered around.
var CitadelFirstTowerKillDisablesMatchNotScored = Variable[bool]{"citadel_first_tower_kill_disables_match_not_scored"}
CitadelFirstTowerKillDisablesMatchNotScored: Abandons must be before first blood for a match to not be scored.
var CitadelFissureDebug = Variable[bool]{"citadel_fissure_debug"}
var CitadelFissureForwardTraceDistance = Variable[float32]{"citadel_fissure_forward_trace_distance"}
var CitadelFissureHitDebug = Variable[float32]{"citadel_fissure_hit_debug"}
var CitadelFissureMaxOffsetDown = Variable[float32]{"citadel_fissure_max_offset_down"}
var CitadelFissureMaxOffsetUp = Variable[float32]{"citadel_fissure_max_offset_up"}
var CitadelFlameGraphRequest = Command{"citadel_flame_graph_request"}
CitadelFlameGraphRequest: Request a flame graph dump.
var CitadelFlyAccelerate = Variable[float32]{"citadel_fly_accelerate"}
var CitadelForceAssignedLane = Variable[int32]{"citadel_force_assigned_lane"}
CitadelForceAssignedLane: forces the local player to be assigned to the specified lane #.
var CitadelForceKill = Command{"citadel_force_kill"}
CitadelForceKill: Kill every unit of one type: troopers, neutrals, breakables, healing_snacks, guardians, walkers, base_guardians, shrines.
var CitadelForceKothSpawn = Command{"citadel_force_koth_spawn"}
CitadelForceKothSpawn: Force Spawning Koth Capture point with Warning.
var CitadelForceOnUpgradeForAllAbilities = Command{"citadel_force_on_upgrade_for_all_abilities"}
CitadelForceOnUpgradeForAllAbilities: Force all abilities to call OnUpgrade().
var CitadelForcePlayofthegame = Command{"citadel_force_playofthegame"}
CitadelForcePlayofthegame: Force begin play of the game.
var CitadelForceSpawnIdol = Command{"citadel_force_spawn_idol"}
CitadelForceSpawnIdol: Force idol spawn.
var CitadelForceStrictAbandonRules = Variable[bool]{"citadel_force_strict_abandon_rules"}
CitadelForceStrictAbandonRules: Enforce strict matchmaking style abandon rules even in practice/bot matches (useful for testing).
var CitadelForceUnpauseCooldown = Variable[bool]{"citadel_force_unpause_cooldown"}
CitadelForceUnpauseCooldown: Force unpause cooldown if you're the pauser as if you weren't the pauser.
var CitadelForgeSentryGoldReward = Variable[int32]{"citadel_forge_sentry_gold_reward"}
var CitadelForgeSentryGoldRewardBonusPerMinute = Variable[float32]{"citadel_forge_sentry_gold_reward_bonus_per_minute"}
var CitadelFowPlayerRange = Variable[float32]{"citadel_fow_player_range"}
CitadelFowPlayerRange: Player Fow Vision Range.
var CitadelGamemodeStreetbrawlEnabled = Variable[bool]{"citadel_gamemode_streetbrawl_enabled"}
var CitadelGgCallTime = Variable[float32]{"citadel_gg_call_time"}
var CitadelGiveGold = Command{"citadel_give_gold"}
CitadelGiveGold: <gold> [unsecure=0|1] Give gold value to all players.
var CitadelGivePermanentBuffs = Command{"citadel_give_permanent_buffs"}
CitadelGivePermanentBuffs: Gives you N random breakable permanent buffs at once, the same way a Sinner's Sacrifice jackpot does. Usage: citadel_give_permanent_buffs <count>.
var CitadelGivePlayerGold = Command{"citadel_give_player_gold"}
CitadelGivePlayerGold: <player name> <gold> Gives the specified player gold.
var CitadelGoldBonusScaleForFamiliarInfest = Variable[float32]{"citadel_gold_bonus_scale_for_familiar_infest"}
var CitadelGoldenIdolBalanceThreshold = Variable[float32]{"citadel_golden_idol_balance_threshold"}
var CitadelGoldenIdolBalanceThresholdFirstSpawn = Variable[float32]{"citadel_golden_idol_balance_threshold_first_spawn"}
var CitadelGuideBotSay = Command{"citadel_guide_bot_say"}
CitadelGuideBotSay: <line> makes the guide bot say the specified line.
var CitadelGuidedBotApBoost = Variable[int32]{"citadel_guided_bot_ap_boost"}
var CitadelGuidedBotMatchCountdownTime = Variable[float32]{"citadel_guided_bot_match_countdown_time"}
var CitadelGuidedBotMatchNetWorthBoost = Variable[int32]{"citadel_guided_bot_match_net_worth_boost"}
var CitadelGuidedBotMatchNetWorthTarget = Variable[int32]{"citadel_guided_bot_match_net_worth_target"}
var CitadelGuidedBotMatchReportCardTime = Variable[float32]{"citadel_guided_bot_match_report_card_time"}
var CitadelGuidedBotT1BossIgnoreDamageThreshold = Variable[float32]{"citadel_guided_bot_t1_boss_ignore_damage_threshold"}
var CitadelGunIronSightsThreshold = Variable[float32]{"citadel_gun_iron_sights_threshold"}
CitadelGunIronSightsThreshold: When iron sights amount is greater than this value, we are considered in iron sights mode.
var CitadelGunMaxSpreadPenalty = Variable[float32]{"citadel_gun_max_spread_penalty"}
CitadelGunMaxSpreadPenalty: Max spread penalty you can incur from taking damage.
var CitadelHealTarget = Command{"citadel_heal_target"}
CitadelHealTarget: Restore the unit under your crosshair to full health.
var CitadelHeroDemoHeroSpawn = Variable[string]{"citadel_hero_demo_hero_spawn"}
CitadelHeroDemoHeroSpawn: Which hero do we spawn when we spawn and enemy or ally hero.
var CitadelHeroDemoNoTroopers = Variable[bool]{"citadel_hero_demo_no_troopers"}
CitadelHeroDemoNoTroopers: Do we start withough troopers when launching the hero demo map.
var CitadelHeroDemoSpawnItems = Variable[string]{"citadel_hero_demo_spawn_items"}
CitadelHeroDemoSpawnItems: Items to give a hero post spawn.
var CitadelHeroReleaseVoteAugust2025DebugVotesCastTotal = Variable[int32]{"citadel_hero_release_vote_august_2025_debug_votes_cast_total"}
var CitadelHeroReleaseVoteForceEnabled = Variable[bool]{"citadel_hero_release_vote_force_enabled"}
CitadelHeroReleaseVoteForceEnabled: Always show the hero release vote, even if it'd be disabled in this type of game mode.
var CitadelHeroReleaseVoteKeepVisible = Variable[bool]{"citadel_hero_release_vote_keep_visible"}
CitadelHeroReleaseVoteKeepVisible: Keep the hero release vote terminal and ui visible even after the time it would normally disappear.
var CitadelHeroTestingDummyBulletResist = Variable[float32]{"citadel_hero_testing_dummy_bullet_resist"}
CitadelHeroTestingDummyBulletResist: Bonus bullet resist % given to Target Dummies in Hero Testing.
var CitadelHeroTestingDummyDebuffResist = Variable[float32]{"citadel_hero_testing_dummy_debuff_resist"}
CitadelHeroTestingDummyDebuffResist: Bonus debuff resist % given to Target Dummies in Hero Testing.
var CitadelHeroTestingDummyHealthRegen = Variable[float32]{"citadel_hero_testing_dummy_health_regen"}
CitadelHeroTestingDummyHealthRegen: Bonus health regen per second given to Target Dummies in Hero Testing.
var CitadelHeroTestingDummySpiritResist = Variable[float32]{"citadel_hero_testing_dummy_spirit_resist"}
CitadelHeroTestingDummySpiritResist: Bonus spirit resist % given to Target Dummies in Hero Testing.
var CitadelHeroTestingDummyTarget = Variable[int32]{"citadel_hero_testing_dummy_target"}
CitadelHeroTestingDummyTarget: Dummy Target heroID if non-specified.
var CitadelHeroTestingEnabled = Variable[bool]{"citadel_hero_testing_enabled"}
var CitadelHeroTestingGiveAbilities = Variable[bool]{"citadel_hero_testing_give_abilities"}
CitadelHeroTestingGiveAbilities: Grant Abilities on Character Spawn.
var CitadelHeroTestingInfiniteMoney = Variable[bool]{"citadel_hero_testing_infinite_money"}
CitadelHeroTestingInfiniteMoney: Enable infinite money in Hero Testing.
var CitadelHeroTestingLegendaryItems = Variable[bool]{"citadel_hero_testing_legendary_items"}
CitadelHeroTestingLegendaryItems: Show Street Brawl legendary items in the shop in Hero Testing.
var CitadelHeroTestingMoney = Variable[int32]{"citadel_hero_testing_money"}
CitadelHeroTestingMoney: How much money to buffer item purchases in Hero Testing.
var CitadelHideoutBallCombat = Variable[int32]{"citadel_hideout_ball_combat"}
CitadelHideoutBallCombat: WIP Allow ball to transfer melee attacks.
var CitadelHideoutBallDebug = Variable[int32]{"citadel_hideout_ball_debug"}
CitadelHideoutBallDebug: Show custom collision, ball kick impulses etc.
var CitadelHideoutBallShowJuggleCount = Variable[int32]{"citadel_hideout_ball_show_juggle_count"}
CitadelHideoutBallShowJuggleCount: WIP Show juggle count on ball.
var CitadelHideoutBallShowJuggleFx = Variable[int32]{"citadel_hideout_ball_show_juggle_fx"}
CitadelHideoutBallShowJuggleFx: WIP Show fx when hitting apex/landing on floor.
var CitadelHideoutButtonInteractDistance = Variable[float32]{"citadel_hideout_button_interact_distance"}
var CitadelHideoutCameraLevelEnter = Variable[int32]{"citadel_hideout_camera_level_enter"}
CitadelHideoutCameraLevelEnter: The dolly step we enter when rolling the mouse wheel.
var CitadelHideoutCameraLevelMax = Variable[int32]{"citadel_hideout_camera_level_max"}
CitadelHideoutCameraLevelMax: Number of individual dolly steps the mouse wheel zoom has while in the hideout.
var CitadelHideoutMapEnabled = Variable[bool]{"citadel_hideout_map_enabled"}
CitadelHideoutMapEnabled: Cheat to make that map pretend its the hideout.
var CitadelHideoutNpcDebug = Variable[bool]{"citadel_hideout_npc_debug"}
var CitadelHideoutTeleportTriggerDelay = Variable[float32]{"citadel_hideout_teleport_trigger_delay"}
var CitadelHideoutTickRateOverride = Variable[int32]{"citadel_hideout_tick_rate_override"}
var CitadelHitboxBodyToHeadshotDebug = Variable[bool]{"citadel_hitbox_body_to_headshot_debug"}
var CitadelHitboxBodyToHeadshotThreshold = Variable[float32]{"citadel_hitbox_body_to_headshot_threshold"}
CitadelHitboxBodyToHeadshotThreshold: Distance threshold that we allow bullet to penetrate body to headshot.
var CitadelIdleTime = Variable[float32]{"citadel_idle_time"}
CitadelIdleTime: How long a player needs to be idle before he counts as disconnected.
var CitadelIdleTimeGracePeriod = Variable[float32]{"citadel_idle_time_grace_period"}
CitadelIdleTimeGracePeriod: How long a player needs to be idle we start putting that time towards their stored idle time.
var CitadelIdolCashinBuffCount = Variable[int32]{"citadel_idol_cashin_buff_count"}
var CitadelIdolDecayDuration = Variable[float32]{"citadel_idol_decay_duration"}
var CitadelIdolDurationUntilDecay = Variable[float32]{"citadel_idol_duration_until_decay"}
var CitadelIdolOrbsToSpawn = Variable[int32]{"citadel_idol_orbs_to_spawn"}
var CitadelIdolThinkBiasInterval = Variable[float32]{"citadel_idol_think_bias_interval"}
var CitadelInactiveTimeGracePeriod = Variable[float32]{"citadel_inactive_time_grace_period"}
CitadelInactiveTimeGracePeriod: How long a player needs to be inactive (i.e. not taking any meaningful actions) before we start putting that time towards their stored inactive time.
var CitadelIncrementKillstreak = Command{"citadel_increment_killstreak"}
CitadelIncrementKillstreak: citadel_increment_killstreak [player_slot] [first_blood].
var CitadelInitialWallJumpStaminaCost = Variable[float32]{"citadel_initial_wall_jump_stamina_cost"}
CitadelInitialWallJumpStaminaCost: How much stamina is required, and costs, to perform your first wall jump.
var CitadelItemDraftEnabled = Variable[int32]{"citadel_item_draft_enabled"}
CitadelItemDraftEnabled: Use item drafting? 1=only street brawl 2=always.
var CitadelItemDraftForceAllRares = Variable[bool]{"citadel_item_draft_force_all_rares"}
var CitadelItemDraftForceDraw = Variable[string]{"citadel_item_draft_force_draw"}
CitadelItemDraftForceDraw: Comma-separated list of localized item names to force draft. Ignores tier requirements. ex, spirit lifesteal, extra charge.
var CitadelItemEarlyGoldDuration = Variable[float32]{"citadel_item_early_gold_duration"}
var CitadelItemPickupFallTolerance = Variable[float32]{"citadel_item_pickup_fall_tolerance"}
var CitadelItemPickupFallrate = Variable[float32]{"citadel_item_pickup_fallrate"}
var CitadelItemPurchasesForceCorrupted = Variable[bool]{"citadel_item_purchases_force_corrupted"}
CitadelItemPurchasesForceCorrupted: While true, all items purchased will be corrupted if they have a corrupted variant.
var CitadelItemPurchasesForceEnhanced = Variable[bool]{"citadel_item_purchases_force_enhanced"}
CitadelItemPurchasesForceEnhanced: While true, all items purchased/drafted will be enhanced.
var CitadelItemSellPriceRatio = Variable[float32]{"citadel_item_sell_price_ratio"}
var CitadelJumpOverheadClearance = Variable[float32]{"citadel_jump_overhead_clearance"}
CitadelJumpOverheadClearance: Distance above player step height that needs to be clear to allow for jumping.
var CitadelKickDisconnectedPlayers = Command{"citadel_kick_disconnected_players"}
CitadelKickDisconnectedPlayers: Clear out all players who aren't connected, removing them from any teams.
var CitadelKothDevTestSpawn = Command{"citadel_koth_dev_test_spawn"}
CitadelKothDevTestSpawn: Start the Early Warning of Koth and Teleport the active player there.
var CitadelKothEarlyWarningTime = Variable[float32]{"citadel_koth_early_warning_time"}
var CitadelKothEnabled = Variable[bool]{"citadel_koth_enabled"}
var CitadelKothRespawnInterval = Variable[float32]{"citadel_koth_respawn_interval"}
var CitadelKothRewardBase = Variable[int32]{"citadel_koth_reward_base"}
var CitadelKothRewardBuffCount = Variable[int32]{"citadel_koth_reward_buff_count"}
var CitadelKothRewardTimeMultiplier = Variable[int32]{"citadel_koth_reward_time_multiplier"}
var CitadelKothSpawnInitialDelay = Variable[float32]{"citadel_koth_spawn_initial_delay"}
var CitadelKothSpawnLocationDeckCount = Variable[int32]{"citadel_koth_spawn_location_deck_count"}
var CitadelKothSpawnWindow = Variable[float32]{"citadel_koth_spawn_window"}
var CitadelKothWarningTime = Variable[float32]{"citadel_koth_warning_time"}
var CitadelLaneMatchupsMmrVariance = Variable[int32]{"citadel_lane_matchups_mmr_variance"}
CitadelLaneMatchupsMmrVariance: specifies how much of a gap between MMR's we allow to randomize lane assignment.
var CitadelLaneSwapAvailableDuration = Variable[float32]{"citadel_lane_swap_available_duration"}
CitadelLaneSwapAvailableDuration: How long lane swap is available in-game. Set to 0 to disable, -1 for infinity.
var CitadelLaneSwapAvailableDurationPrematch = Variable[float32]{"citadel_lane_swap_available_duration_prematch"}
CitadelLaneSwapAvailableDurationPrematch: How long lane swap is available in pre-game wait. Set to 0 to disable, -1 for infinity.
var CitadelLashGroundStrikeDebug = Variable[int32]{"citadel_lash_ground_strike_debug"}
var CitadelLethalDamageTrackingTime = Variable[float32]{"citadel_lethal_damage_tracking_time"}
CitadelLethalDamageTrackingTime: Time window for damage to be considered lethal.
var CitadelLifeStatsIgnoreRebirth = Variable[bool]{"citadel_life_stats_ignore_rebirth"}
CitadelLifeStatsIgnoreRebirth: When set to true, we will ignore stats being reset for a lifetime when the player comes back from rebirth.
var CitadelLifeStatsIgnoreRejuv = Variable[bool]{"citadel_life_stats_ignore_rejuv"}
CitadelLifeStatsIgnoreRejuv: When set to true, we will ignore stats being reset for a lifetime when the player comes back from rejuvinator.
var CitadelLockFlexSlots = Command{"citadel_lock_flex_slots"}
CitadelLockFlexSlots: <team number> - Lock the flex slots for a team (or both teams if you omit the team number).
var CitadelLogIdleTime = Variable[bool]{"citadel_log_idle_time"}
var CitadelLogInCombatState = Variable[bool]{"citadel_log_in_combat_state"}
CitadelLogInCombatState: Enable to log extended MODIFIER_STATE_IN_COMBAT.
var CitadelLootTableSpewModifications = Variable[bool]{"citadel_loot_table_spew_modifications"}
var CitadelMantleAutoStepCheckInset = Variable[float32]{"citadel_mantle_auto_step_check_inset"}
CitadelMantleAutoStepCheckInset: How far in front of a ledge's lip auto-mantle looks for a lower step. If the drop there is within step height the ledge can be walked up to (stairs), so auto-mantle skips it.
var CitadelMantleCancellingAllowed = Variable[bool]{"citadel_mantle_cancelling_allowed"}
CitadelMantleCancellingAllowed: Pulling away from the mantle interrupts it, putting you into falling state early.
var CitadelMantleDebug = Variable[bool]{"citadel_mantle_debug"}
var CitadelMantleHorizontalMovementDistance = Variable[float32]{"citadel_mantle_horizontal_movement_distance"}
CitadelMantleHorizontalMovementDistance: How far forward the mantle will move the player onto the ledge.
var CitadelMantleMaxHeight = Variable[float32]{"citadel_mantle_max_height"}
CitadelMantleMaxHeight: How high the maximum mantle is.
var CitadelMantleProbeDepth = Variable[float32]{"citadel_mantle_probe_depth"}
CitadelMantleProbeDepth: How far in front of player to trace when looking for mantle ledges.
var CitadelMatchAbandoned = Command{"citadel_match_abandoned"}
CitadelMatchAbandoned: Ends the current match as if players all abandoned.
var CitadelMatchDataAllowMetaPrefix = Variable[string]{"citadel_match_data_allow_meta_prefix"}
CitadelMatchDataAllowMetaPrefix: A comma separated list of prefixes that will allow for recording of track groups to the metadata file.
var CitadelMatchDataBlockMetaPrefix = Variable[string]{"citadel_match_data_block_meta_prefix"}
CitadelMatchDataBlockMetaPrefix: A comma separated list of prefixes that will block recording of track groups to the metadata file.
var CitadelMatchDataIncombatDuration = Variable[float32]{"citadel_match_data_incombat_duration"}
var CitadelMatchDataInterval = Variable[float32]{"citadel_match_data_interval"}
var CitadelMatchDataMaxPathSamples = Variable[int32]{"citadel_match_data_max_path_samples"}
var CitadelMatchDataPathSampleIntervalS = Variable[float32]{"citadel_match_data_path_sample_interval_s"}
var CitadelMatchEnd = Command{"citadel_match_end"}
CitadelMatchEnd: Ends the current match.
var CitadelMatchIntroDurationFull = Variable[float32]{"citadel_match_intro_duration_full"}
CitadelMatchIntroDurationFull: How long pre-match is until we start the match in the full version.
var CitadelMatchIntroDurationSimple = Variable[float32]{"citadel_match_intro_duration_simple"}
CitadelMatchIntroDurationSimple: How long pre-match is until we start the match in the simple version.
var CitadelMatchIntroForceEnabled = Variable[bool]{"citadel_match_intro_force_enabled"}
var CitadelMatchIntroStyle = Variable[int32]{"citadel_match_intro_style"}
CitadelMatchIntroStyle: 0 = none, 1 = pregame simple, 2 = pregame full, 3 = in map.
var CitadelMatchPreTrooperSpawnBrawlTime = Variable[float32]{"citadel_match_pre_trooper_spawn_brawl_time"}
var CitadelMatchStatus = Command{"citadel_match_status"}
CitadelMatchStatus: Prints information about the current match status.
var CitadelMaxDisconnectedTime = Variable[int32]{"citadel_max_disconnected_time"}
CitadelMaxDisconnectedTime: How long a player needs to be disconnected before they count as a leaver and get punished.
var CitadelMaxDisconnectedTimePregame = Variable[int32]{"citadel_max_disconnected_time_pregame"}
CitadelMaxDisconnectedTimePregame: How long a player needs to be disconnected during pregame before they count as a leaver and get punished.
var CitadelMedicMinionSightRange = Variable[float32]{"citadel_medic_minion_sight_range"}
var CitadelMeleeDamageScale = Variable[float32]{"citadel_melee_damage_scale"}
var CitadelMeleeDrawTraces = Variable[bool]{"citadel_melee_draw_traces"}
var CitadelMeleeHeavymeleePushForce = Variable[float32]{"citadel_melee_heavymelee_push_force"}
var CitadelMeleeHeavymeleePushForceVsTiny = Variable[float32]{"citadel_melee_heavymelee_push_force_vs_tiny"}
var CitadelMeleeHeavymeleeTossForceVsTinyMin = Variable[float32]{"citadel_melee_heavymelee_toss_force_vs_tiny_min"}
var CitadelMeleeHitDelayMaxTime = Variable[float32]{"citadel_melee_hit_delay_max_time"}
var CitadelMeleeShakeAmplitude = Variable[float32]{"citadel_melee_shake_amplitude"}
var CitadelMeleeShakeDuration = Variable[float32]{"citadel_melee_shake_duration"}
var CitadelMeleeShakeFrequency = Variable[float32]{"citadel_melee_shake_frequency"}
var CitadelMidbossInitialSpawnTimeOverride = Variable[float32]{"citadel_midboss_initial_spawn_time_override"}
CitadelMidbossInitialSpawnTimeOverride: If positive, override initial spawn time (in seconds) for midboss.
var CitadelMidbossSpawnIntervalOverride = Variable[float32]{"citadel_midboss_spawn_interval_override"}
CitadelMidbossSpawnIntervalOverride: If positive, override initial spawn interval (in seconds) for midboss.
var CitadelMinAccelSpeed = Variable[float32]{"citadel_min_accel_speed"}
CitadelMinAccelSpeed: How fast we accelerate depends on our move speed - this lower bound ensures it doesn't go below ground friction.
var CitadelMinMatchMinutesForReplay = Variable[float32]{"citadel_min_match_minutes_for_replay"}
CitadelMinMatchMinutesForReplay: The minimum number of minutes a match needs to be in order to be considered valid for replay uploading.
var CitadelMinimapArrowShowDistanceDown = Variable[float32]{"citadel_minimap_arrow_show_distance_down"}
var CitadelMinimapArrowShowDistanceUp = Variable[float32]{"citadel_minimap_arrow_show_distance_up"}
var CitadelMinimapNpcRevealDuration = Variable[float32]{"citadel_minimap_npc_reveal_duration"}
var CitadelMinimapObjectiveDamagedRevealDuration = Variable[float32]{"citadel_minimap_objective_damaged_reveal_duration"}
var CitadelMinimumFireRate = Variable[float32]{"citadel_minimum_fire_rate"}
CitadelMinimumFireRate: Minimum value possible for fire rate.
var CitadelMinionGoldReward = Variable[int32]{"citadel_minion_gold_reward"}
var CitadelMinionGoldRewardBonusPerMinute = Variable[int32]{"citadel_minion_gold_reward_bonus_per_minute"}
var CitadelMovementDebugdraw = Variable[bool]{"citadel_movement_debugdraw"}
var CitadelMovementOverrideSeparationRadius = Variable[bool]{"citadel_movement_override_separation_radius"}
var CitadelMovementPlaneOverlapMult = Variable[float32]{"citadel_movement_plane_overlap_mult"}
var CitadelMovementResolveOrigin = Variable[bool]{"citadel_movement_resolve_origin"}
var CitadelMovementSlipAccel = Variable[float32]{"citadel_movement_slip_accel"}
var CitadelMovementSolverIterations = Variable[int32]{"citadel_movement_solver_iterations"}
var CitadelMovementTempBlockerNew = Variable[bool]{"citadel_movement_temp_blocker_new"}
var CitadelMovespeedBonusMax = Variable[float32]{"citadel_movespeed_bonus_max"}
CitadelMovespeedBonusMax: Maximum Value for Movespeed bonuses (Diminishing Returns) in Hu.
var CitadelMvpCalculateNow = Command{"citadel_mvp_calculate_now"}
CitadelMvpCalculateNow: Run the MVP calculation right now.
var CitadelMvpEnabled = Variable[int32]{"citadel_mvp_enabled"}
CitadelMvpEnabled: -1 = force disabled, 0 = default, 1 = force enabled.
var CitadelMvpScoreKdaRatio = Variable[bool]{"citadel_mvp_score_kda_ratio"}
CitadelMvpScoreKdaRatio: Use a KDA ratio for the mvp score instead of the real algorithm.
var CitadelNanoDebugcatform = Variable[bool]{"citadel_nano_debugcatform"}
var CitadelNanoSetShouldercatBodygroup = Variable[bool]{"citadel_nano_set_shouldercat_bodygroup"}
var CitadelNapalmProjectileShowDebug = Variable[bool]{"citadel_napalm_projectile_show_debug"}
var CitadelNeutralAbilityDevTest = Variable[int32]{"citadel_neutral_ability_dev_test"}
CitadelNeutralAbilityDevTest: Force use this ability. -1 off, 0 for Melee, 1-2-3 for Abilities.
var CitadelNeutralAggroTime = Variable[float32]{"citadel_neutral_aggro_time"}
var CitadelNeutralAiPathfinderMaxPathDetour = Variable[float32]{"citadel_neutral_ai_pathfinder_max_path_detour"}
CitadelNeutralAiPathfinderMaxPathDetour: How far a path may detour from the direct route. Negative means no limit.
var CitadelNeutralCampSpawnPerTickLimit = Variable[int32]{"citadel_neutral_camp_spawn_per_tick_limit"}
CitadelNeutralCampSpawnPerTickLimit: Spawn this many neutral camps per tick (this is a limit, so if it's 1, we'll only spawn one per tick (perf)). Set this value to something large to effectively remove the limit. 0 or negative will prevent spawning.
var CitadelNeutralGoldRatio = Variable[float32]{"citadel_neutral_gold_ratio"}
CitadelNeutralGoldRatio: What percent of gold is transfered instantly on neutral kills.
var CitadelNeutralHealthGrowthPctPerMin = Variable[float32]{"citadel_neutral_health_growth_pct_per_min"}
var CitadelNeutralInitialSpawnTimeOverride = Variable[float32]{"citadel_neutral_initial_spawn_time_override"}
CitadelNeutralInitialSpawnTimeOverride: If positive, override initial spawn time (in seconds) for all neutral camps.
var CitadelNeutralPlayerRangeAabbPadding = Variable[float32]{"citadel_neutral_player_range_aabb_padding"}
var CitadelNeutralPlayerRangeDebug = Variable[bool]{"citadel_neutral_player_range_debug"}
var CitadelNeutralPlayerRangeNormalMeters = Variable[float32]{"citadel_neutral_player_range_normal_meters"}
var CitadelNeutralPlayerRangeStrongMeters = Variable[float32]{"citadel_neutral_player_range_strong_meters"}
var CitadelNeutralPlayerRangeWeakMeters = Variable[float32]{"citadel_neutral_player_range_weak_meters"}
var CitadelNeutralScorerTimeWindow = Variable[float32]{"citadel_neutral_scorer_time_window"}
CitadelNeutralScorerTimeWindow: How long after damaging a neutral are players in the window to be considered scorers.
var CitadelNeutralSleepTime = Variable[float32]{"citadel_neutral_sleep_time"}
var CitadelNeutralSpawnEnabled = Variable[bool]{"citadel_neutral_spawn_enabled"}
CitadelNeutralSpawnEnabled: set to false to prevent any neutrals from spawning.
var CitadelNeutralSpawnIntervalOverride = Variable[float32]{"citadel_neutral_spawn_interval_override"}
CitadelNeutralSpawnIntervalOverride: If positive, override initial spawn interval (in seconds) for all neutral camps.
var CitadelNeutralTetherDistanceWindow = Variable[float32]{"citadel_neutral_tether_distance_window"}
var CitadelNeutralVaultMinigameForceSpeed = Variable[float32]{"citadel_neutral_vault_minigame_force_speed"}
var CitadelNeutralVaultMinigameRandom = Variable[bool]{"citadel_neutral_vault_minigame_random"}
CitadelNeutralVaultMinigameRandom: Add a random time phase to the neutral vault minigame.
var CitadelNewAbandonRulesEarlyEndCountdown = Variable[int32]{"citadel_new_abandon_rules_early_end_countdown"}
CitadelNewAbandonRulesEarlyEndCountdown: [New Abandon Rules] Auto-match end countdown.
var CitadelNewAbandonRulesEarlyT1 = Variable[bool]{"citadel_new_abandon_rules_early_t1"}
CitadelNewAbandonRulesEarlyT1: [New Abandon Rules] Abandon is considered 'early' if this is before the first T1 kill, no matter the match time.
var CitadelNewAbandonRulesEarlyTime = Variable[int32]{"citadel_new_abandon_rules_early_time"}
CitadelNewAbandonRulesEarlyTime: [New Abandon Rules] Time for the 'early' trigger to take effect. Match will not be scored, etc.
var CitadelNewYearsFireworksEpochOverride = Variable[uint32]{"citadel_new_years_fireworks_epoch_override"}
var CitadelNewYearsFireworksForceStart = Variable[int32]{"citadel_new_years_fireworks_force_start"}
var CitadelNewYearsFireworksTest = Command{"citadel_new_years_fireworks_test"}
CitadelNewYearsFireworksTest: Sets fireworks start time to be N seconds in the future.
var CitadelNoOrbsOnHeroKill = Variable[bool]{"citadel_no_orbs_on_hero_kill"}
var CitadelNoOrbsOnObjectiveKill = Variable[bool]{"citadel_no_orbs_on_objective_kill"}
var CitadelNpcDebugLookTarget = Variable[bool]{"citadel_npc_debug_look_target"}
var CitadelNpcDisableCockroaches = Variable[bool]{"citadel_npc_disable_cockroaches"}
CitadelNpcDisableCockroaches: Disable Cockroaches.
var CitadelNpcDpsMultiplier = Variable[float32]{"citadel_npc_dps_multiplier"}
CitadelNpcDpsMultiplier: Increase weapon damage for testing.
var CitadelNpcEnableHitboxInterpolation = Variable[bool]{"citadel_npc_enable_hitbox_interpolation"}
var CitadelNpcJumpGravityMult = Variable[float32]{"citadel_npc_jump_gravity_mult"}
var CitadelNpcMotorDisableGroundTrace = Variable[bool]{"citadel_npc_motor_disable_ground_trace"}
CitadelNpcMotorDisableGroundTrace: Don't move npcs to exact ground positions when running. What does this break besides looks?
var CitadelNpcSpawnEnabled = Variable[bool]{"citadel_npc_spawn_enabled"}
CitadelNpcSpawnEnabled: set to false to prevent any NPC from spawning.
var CitadelNpcTicksPerAnimUpdate = Variable[int32]{"citadel_npc_ticks_per_anim_update"}
var CitadelNpcVisibilityCacheDuration = Variable[float32]{"citadel_npc_visibility_cache_duration"}
CitadelNpcVisibilityCacheDuration: How long CAI_CitadelNPC::FVisible() results stay cached.
var CitadelNumTeamPausesAllowed = Variable[int32]{"citadel_num_team_pauses_allowed"}
CitadelNumTeamPausesAllowed: Number of times a team is allowed to pause the game. 0 Means unbounded.
var CitadelOneOnOneMatch = Variable[bool]{"citadel_one_on_one_match"}
var CitadelOneOnOneMatchStartingGold = Variable[int32]{"citadel_one_on_one_match_starting_gold"}
var CitadelOnlyThinkThinkableAbilities = Variable[bool]{"citadel_only_think_thinkable_abilities"}
var CitadelOrbAllowDeny = Variable[bool]{"citadel_orb_allow_deny"}
CitadelOrbAllowDeny: Whether or not we allow denies.
var CitadelOrbDebugDrawState = Variable[float32]{"citadel_orb_debug_draw_state"}
CitadelOrbDebugDrawState: Set to non-zero to draw state of orb. Value will be duration for state to linger after orb expires.
var CitadelOrbDebugDrawVelocityLines = Variable[bool]{"citadel_orb_debug_draw_velocity_lines"}
var CitadelOrbExperimentStaticlifetime = Variable[bool]{"citadel_orb_experiment_staticlifetime"}
var CitadelOrbExpirePercentage = Variable[float32]{"citadel_orb_expire_percentage"}
CitadelOrbExpirePercentage: The percent of money you get when an orb expires.
var CitadelOrbLagcompBufferContested = Variable[float32]{"citadel_orb_lagcomp_buffer_contested"}
CitadelOrbLagcompBufferContested: Extra time for an orb to linger to allow lag compensated players to contest.
var CitadelOrbLagcompBufferUncontested = Variable[float32]{"citadel_orb_lagcomp_buffer_uncontested"}
CitadelOrbLagcompBufferUncontested: Extra time for an orb to linger to allow lag compensated players to contest.
var CitadelOrbRequiredBulletsToClaimOverride = Variable[int32]{"citadel_orb_required_bullets_to_claim_override"}
CitadelOrbRequiredBulletsToClaimOverride: When > 0, defines the number of bullets that need to hit an orb to claim it, otherwise uses the hero defined values.
var CitadelOrbVelocityDecayInLagcomp = Variable[float32]{"citadel_orb_velocity_decay_in_lagcomp"}
CitadelOrbVelocityDecayInLagcomp: Decay velocity to 0 by this amount during lag comp window.
var CitadelPassthroughFakewallCombatLockoutTime = Variable[float32]{"citadel_passthrough_fakewall_combat_lockout_time"}
var CitadelPassthroughFakewallDrawDebug = Variable[bool]{"citadel_passthrough_fakewall_draw_debug"}
var CitadelPauseAllowImmediateIfSinglePlayer = Variable[bool]{"citadel_pause_allow_immediate_if_single_player"}
CitadelPauseAllowImmediateIfSinglePlayer: When there is only a single player on the server, set whether or not we allow for instant pausing/unpausing.
var CitadelPauseAllowInCombat = Variable[bool]{"citadel_pause_allow_in_combat"}
CitadelPauseAllowInCombat: Allow pausing while in combat.
var CitadelPauseAllowInPregame = Variable[bool]{"citadel_pause_allow_in_pregame"}
CitadelPauseAllowInPregame: Allow pausing in the pregame state.
var CitadelPauseCooldownTime = Variable[float32]{"citadel_pause_cooldown_time"}
CitadelPauseCooldownTime: Number of seconds before a player is allowed to pause again.
var CitadelPauseCount = Variable[int32]{"citadel_pause_count"}
CitadelPauseCount: Number of times a player is allowed to pause the game. 0 Means unbounded.
var CitadelPauseCountdown = Variable[float32]{"citadel_pause_countdown"}
CitadelPauseCountdown: Countdown timer to pause after a user has pressed pause.
var CitadelPauseForceUnpauseTime = Variable[float32]{"citadel_pause_force_unpause_time"}
CitadelPauseForceUnpauseTime: Number of seconds after which the game will automatically unpause.
var CitadelPauseMatchtimeBeforeAllow = Variable[float32]{"citadel_pause_matchtime_before_allow"}
CitadelPauseMatchtimeBeforeAllow: How much match time before pausing is allowed by clients.
var CitadelPauseMinimumTime = Variable[float32]{"citadel_pause_minimum_time"}
CitadelPauseMinimumTime: Disables unpausing for this many seconds after a pause occurs.
var CitadelPauseResumeTime = Variable[float32]{"citadel_pause_resume_time"}
CitadelPauseResumeTime: Number of seconds resuming is restricted to the same team, after that either team can pause.
var CitadelPauseResumeTimeDisconnected = Variable[float32]{"citadel_pause_resume_time_disconnected"}
CitadelPauseResumeTimeDisconnected: Number of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause.
var CitadelPerWeaponPerSurfaceImpactEffects = Variable[bool]{"citadel_per_weapon_per_surface_impact_effects"}
var CitadelPerfIntervalReportS = Variable[float32]{"citadel_perf_interval_report_s"}
CitadelPerfIntervalReportS: The interval that we record performance stats to the log at measured in seconds.
var CitadelPerfLongFrameTimeThresholdMs = Variable[float32]{"citadel_perf_long_frame_time_threshold_ms"}
CitadelPerfLongFrameTimeThresholdMs: The time in milliseconds where if a frame is beyond this, count it as a long frame.
var CitadelPerfShortIdleTimeThresholdMs = Variable[float32]{"citadel_perf_short_idle_time_threshold_ms"}
CitadelPerfShortIdleTimeThresholdMs: The amount of time in milliseconds where if we have less than this in idle time, count it as a low idle frame.
var CitadelPickupSpawnerEnabled = Variable[bool]{"citadel_pickup_spawner_enabled"}
CitadelPickupSpawnerEnabled: Set to false to stop citadel_pickup_spawner pickups (healing snacks) from spawning and respawning.
var CitadelPickupSpawnerInitialSpawnTimeOverride = Variable[float32]{"citadel_pickup_spawner_initial_spawn_time_override"}
CitadelPickupSpawnerInitialSpawnTimeOverride: If positive, override the initial spawn time (in seconds) for all citadel_pickup_spawner pickups.
var CitadelPickupSpawnerSpawnIntervalOverride = Variable[float32]{"citadel_pickup_spawner_spawn_interval_override"}
CitadelPickupSpawnerSpawnIntervalOverride: If positive, override the respawn interval (in seconds) for all citadel_pickup_spawner pickups.
var CitadelPingAboveUsZ = Variable[float32]{"citadel_ping_above_us_z"}
CitadelPingAboveUsZ: If the pinged hero is above us by this many units, use the "above_us" voice variant.
var CitadelPingAlmostRespawnedSeconds = Variable[float32]{"citadel_ping_almost_respawned_seconds"}
CitadelPingAlmostRespawnedSeconds: Pinging a dead hero whose respawn is at most this many seconds away says they are almost back rather than dead.
var CitadelPingBelowUsZ = Variable[float32]{"citadel_ping_below_us_z"}
CitadelPingBelowUsZ: If the pinged hero is below us by this many units, use the "below_us" voice variant.
var CitadelPingCanHealRange = Variable[float32]{"citadel_ping_can_heal_range"}
CitadelPingCanHealRange: Pinging a low teammate offers a heal only if they are within this many units and in line of sight. Matches citadel_fow_player_range.
var CitadelPingSpamHidesMarker = Variable[bool]{"citadel_ping_spam_hides_marker"}
CitadelPingSpamHidesMarker: Restores the old behaviour where repeat pings hid the marker as well as the sound. The marker is positional information the team needs; the noise is the spam.
var CitadelPingTeammateAloneRadius = Variable[float32]{"citadel_ping_teammate_alone_radius"}
CitadelPingTeammateAloneRadius: A pinged teammate with no other living ally (the pinger included) within this many units is told to be careful.
var CitadelPlayStatsLaningEndTime = Variable[uint16]{"citadel_play_stats_laning_end_time"}
var CitadelPlayerAttackEnemyNpcFowRevealDuration = Variable[float32]{"citadel_player_attack_enemy_npc_fow_reveal_duration"}
CitadelPlayerAttackEnemyNpcFowRevealDuration: How long a player is visible to enemy FOW after attacking an enemy trooper or boss.
var CitadelPlayerAttackEnemyPlayerFowRevealDuration = Variable[float32]{"citadel_player_attack_enemy_player_fow_reveal_duration"}
CitadelPlayerAttackEnemyPlayerFowRevealDuration: How long a player is visible to enemy FOW after attacking an enemy player.
var CitadelPlayerCritMultiplier = Variable[float32]{"citadel_player_crit_multiplier"}
CitadelPlayerCritMultiplier: How much to scale damage when landing crits against Players.
var CitadelPlayerDamageFromTrooperScale = Variable[float32]{"citadel_player_damage_from_trooper_scale"}
var CitadelPlayerDashBreakableDebug = Variable[bool]{"citadel_player_dash_breakable_debug"}
var CitadelPlayerDashBreakableLookahead = Variable[float32]{"citadel_player_dash_breakable_lookahead"}
var CitadelPlayerDashBreakableRadius = Variable[float32]{"citadel_player_dash_breakable_radius"}
var CitadelPlayerDashDownStaminaCost = Variable[float32]{"citadel_player_dash_down_stamina_cost"}
var CitadelPlayerDashStaminaCost = Variable[float32]{"citadel_player_dash_stamina_cost"}
var CitadelPlayerDataVelocityBucketFast = Variable[float32]{"citadel_player_data_velocity_bucket_fast"}
var CitadelPlayerDataVelocityBucketNormal = Variable[float32]{"citadel_player_data_velocity_bucket_normal"}
var CitadelPlayerDataVelocityBucketSlow = Variable[float32]{"citadel_player_data_velocity_bucket_slow"}
var CitadelPlayerDeathNoHeroesRespawnPenalty = Variable[float32]{"citadel_player_death_no_heroes_respawn_penalty"}
var CitadelPlayerDebugAnimgraphMovement = Variable[bool]{"citadel_player_debug_animgraph_movement"}
CitadelPlayerDebugAnimgraphMovement: Visually show the movement data for the player from the AnimGraph.
var CitadelPlayerFovDefault = Variable[float32]{"citadel_player_fov_default"}
CitadelPlayerFovDefault: Default player FOV.
var CitadelPlayerGoldComebackAssisterRatio = Variable[float32]{"citadel_player_gold_comeback_assister_ratio"}
var CitadelPlayerGoldComebackKillerFraction = Variable[float32]{"citadel_player_gold_comeback_killer_fraction"}
var CitadelPlayerGoldComebackMultiplier = Variable[float32]{"citadel_player_gold_comeback_multiplier"}
var CitadelPlayerGoldComebackNpcMaxMutliplierDelta = Variable[float32]{"citadel_player_gold_comeback_npc_max_mutliplier_delta"}
var CitadelPlayerGoldComebackNpcMaxMutliplierValue = Variable[float32]{"citadel_player_gold_comeback_npc_max_mutliplier_value"}
var CitadelPlayerGoldDifficultyMultiplier = Variable[float32]{"citadel_player_gold_difficulty_multiplier"}
var CitadelPlayerGoldKillerToAssistRatio = Variable[float32]{"citadel_player_gold_killer_to_assist_ratio"}
var CitadelPlayerGoldPerLevelPostmax = Variable[int32]{"citadel_player_gold_per_level_postmax"}
CitadelPlayerGoldPerLevelPostmax: Gold per 'level' after maxing out rewards.
var CitadelPlayerGoldRewardFirstKillBonus = Variable[int32]{"citadel_player_gold_reward_first_kill_bonus"}
var CitadelPlayerGoldRewardMax = Variable[int32]{"citadel_player_gold_reward_max"}
var CitadelPlayerGoldRewardMin = Variable[int32]{"citadel_player_gold_reward_min"}
var CitadelPlayerGoldRewardTime = Variable[int32]{"citadel_player_gold_reward_time"}
var CitadelPlayerGroundDashMaxPercent = Variable[float32]{"citadel_player_ground_dash_max_percent"}
CitadelPlayerGroundDashMaxPercent: Max ground dash scale.
var CitadelPlayerGroundDashMinPercent = Variable[float32]{"citadel_player_ground_dash_min_percent"}
CitadelPlayerGroundDashMinPercent: Min ground dash scale.
var CitadelPlayerMoveSpeedMin = Variable[float32]{"citadel_player_move_speed_min"}
CitadelPlayerMoveSpeedMin: Min walk speed.
var CitadelPlayerMoveSpeedScale = Variable[float32]{"citadel_player_move_speed_scale"}
CitadelPlayerMoveSpeedScale: Scales how fast players can move.
var CitadelPlayerNeutralGoldDropMin = Variable[int32]{"citadel_player_neutral_gold_drop_min"}
var CitadelPlayerNeutralGoldDropMinIncreasePerMinute = Variable[int32]{"citadel_player_neutral_gold_drop_min_increase_per_minute"}
var CitadelPlayerNeutralGoldDuration = Variable[float32]{"citadel_player_neutral_gold_duration"}
var CitadelPlayerNeutralGoldFallrate = Variable[float32]{"citadel_player_neutral_gold_fallrate"}
var CitadelPlayerOverrideSpawnTime = Variable[float32]{"citadel_player_override_spawn_time"}
var CitadelPlayerPingDuration = Variable[float32]{"citadel_player_ping_duration"}
var CitadelPlayerRegenZoneBonusBase = Variable[float32]{"citadel_player_regen_zone_bonus_base"}
CitadelPlayerRegenZoneBonusBase: When standing in a regen zone, how much extra do we regen per second?
var CitadelPlayerRegenZoneBonusPct = Variable[float32]{"citadel_player_regen_zone_bonus_pct"}
CitadelPlayerRegenZoneBonusPct: When standing in a regen zone, how much extra do we regen per second based on max health percentage?
var CitadelPlayerRegenZoneStaminaRegen = Variable[float32]{"citadel_player_regen_zone_stamina_regen"}
CitadelPlayerRegenZoneStaminaRegen: When standing in a regen zone, how much extra do we stamina percentage.
var CitadelPlayerRevealNotif = Variable[bool]{"citadel_player_reveal_notif"}
var CitadelPlayerSlideBreakableDebug = Variable[bool]{"citadel_player_slide_breakable_debug"}
var CitadelPlayerSlideBreakableLookahead = Variable[float32]{"citadel_player_slide_breakable_lookahead"}
var CitadelPlayerSlideBreakableRadius = Variable[float32]{"citadel_player_slide_breakable_radius"}
var CitadelPlayerSlideMinPercent = Variable[float32]{"citadel_player_slide_min_percent"}
var CitadelPlayerSpawnDistanceFromOther = Variable[float32]{"citadel_player_spawn_distance_from_other"}
var CitadelPlayerSpawnTimeInBasePenalty = Variable[float32]{"citadel_player_spawn_time_in_base_penalty"}
var CitadelPlayerSpawnTimeMaxRamp1 = Variable[float32]{"citadel_player_spawn_time_max_ramp_1"}
var CitadelPlayerSpawnTimeMaxRamp1Time = Variable[float32]{"citadel_player_spawn_time_max_ramp_1_time"}
var CitadelPlayerSpawnTimeMaxRamp2 = Variable[float32]{"citadel_player_spawn_time_max_ramp_2"}
var CitadelPlayerSpawnTimeMaxRamp2Time = Variable[float32]{"citadel_player_spawn_time_max_ramp_2_time"}
var CitadelPlayerSpawnTimeMaxRamp3 = Variable[float32]{"citadel_player_spawn_time_max_ramp_3"}
var CitadelPlayerSpawnTimeMaxRamp3Time = Variable[float32]{"citadel_player_spawn_time_max_ramp_3_time"}
var CitadelPlayerSpawnTimeMaxRespawnTime = Variable[float32]{"citadel_player_spawn_time_max_respawn_time"}
var CitadelPlayerSpawnTimeMinRamp1 = Variable[float32]{"citadel_player_spawn_time_min_ramp_1"}
var CitadelPlayerSpawnTimeMinRamp1Time = Variable[float32]{"citadel_player_spawn_time_min_ramp_1_time"}
var CitadelPlayerSpawnTimeMinRamp2 = Variable[float32]{"citadel_player_spawn_time_min_ramp_2"}
var CitadelPlayerSpawnTimeMinRamp2Time = Variable[float32]{"citadel_player_spawn_time_min_ramp_2_time"}
var CitadelPlayerSpawnTimeMinRamp3 = Variable[float32]{"citadel_player_spawn_time_min_ramp_3"}
var CitadelPlayerSpawnTimeMinRamp3Time = Variable[float32]{"citadel_player_spawn_time_min_ramp_3_time"}
var CitadelPlayerSpawnTimeRichNwPenaltyMaxRampBehindNwPct = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_max_ramp_behind_nw_pct"}
var CitadelPlayerSpawnTimeRichNwPenaltyMaxRampExtratime = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_max_ramp_extratime"}
var CitadelPlayerSpawnTimeRichNwPenaltyMaxRampGametime = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_max_ramp_gametime"}
var CitadelPlayerSpawnTimeRichNwPenaltyMaxRampPct = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_max_ramp_pct"}
var CitadelPlayerSpawnTimeRichNwPenaltyMinRampBehindNwPct = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_min_ramp_behind_nw_pct"}
var CitadelPlayerSpawnTimeRichNwPenaltyMinRampExtratime = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_min_ramp_extratime"}
var CitadelPlayerSpawnTimeRichNwPenaltyMinRampGametime = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_min_ramp_gametime"}
var CitadelPlayerSpawnTimeRichNwPenaltyMinRampPct = Variable[float32]{"citadel_player_spawn_time_rich_nw_penalty_min_ramp_pct"}
var CitadelPlayerStartingDeathPenaltyGold = Variable[int32]{"citadel_player_starting_death_penalty_gold"}
CitadelPlayerStartingDeathPenaltyGold: Initial deaht penalty gold for players.
var CitadelPlayerStartingGold = Variable[int32]{"citadel_player_starting_gold"}
CitadelPlayerStartingGold: Initial gold for players.
var CitadelPlayerStartingHero = Variable[string]{"citadel_player_starting_hero"}
CitadelPlayerStartingHero: Which hero to auto-select the first time in the game.
var CitadelPlayerStartingTeam = Variable[int32]{"citadel_player_starting_team"}
CitadelPlayerStartingTeam: Which team to auto-select the first time in the game.
var CitadelPlayerTinyCharacterMaxHeight = Variable[float32]{"citadel_player_tiny_character_max_height"}
CitadelPlayerTinyCharacterMaxHeight: Max height of a character with IS_TINY_CHARACTER or IsShrunkCharacter enabled.
var CitadelPlayofthegameAllowShowingLastTimeframe = Variable[bool]{"citadel_playofthegame_allow_showing_last_timeframe"}
var CitadelPlayofthegameDebugAlwaysShowLastTimeframe = Variable[bool]{"citadel_playofthegame_debug_always_show_last_timeframe"}
var CitadelPlayofthegameDebugNeverExpireEvents = Variable[bool]{"citadel_playofthegame_debug_never_expire_events"}
var CitadelPlayofthegameDisableEval = Variable[bool]{"citadel_playofthegame_disable_eval"}
CitadelPlayofthegameDisableEval: Allow evaluation of new plays.
var CitadelPlayofthegameDrawEval = Variable[bool]{"citadel_playofthegame_draw_eval"}
var CitadelPlayofthegameFake = Variable[bool]{"citadel_playofthegame_fake"}
var CitadelPlayofthegameIntervalBias = Variable[float32]{"citadel_playofthegame_interval_bias"}
var CitadelPlayofthegameIntroDuration = Variable[float32]{"citadel_playofthegame_intro_duration"}
var CitadelPlayofthegameLength = Variable[float32]{"citadel_playofthegame_length"}
var CitadelPlayofthegameLiveEvalinterval = Variable[float32]{"citadel_playofthegame_live_evalinterval"}
var CitadelPlayofthegameLog = Variable[bool]{"citadel_playofthegame_log"}
var CitadelPlayofthegameMinLeadup = Variable[float32]{"citadel_playofthegame_min_leadup"}
var CitadelPlayofthegameMinWinddown = Variable[float32]{"citadel_playofthegame_min_winddown"}
var CitadelPlayofthegameOutroDuration = Variable[float32]{"citadel_playofthegame_outro_duration"}
var CitadelPlayofthegamePreFirstCalloutDuration = Variable[float32]{"citadel_playofthegame_pre_first_callout_duration"}
var CitadelPlayofthegamePrewarmDuration = Variable[float32]{"citadel_playofthegame_prewarm_duration"}
var CitadelPlayofthegameTestEval = Command{"citadel_playofthegame_test_eval"}
CitadelPlayofthegameTestEval: Run evaluation and display results, but don't stop game.
var CitadelPopularItemsEarlygameEndtime = Variable[uint32]{"citadel_popular_items_earlygame_endtime"}
var CitadelPopularItemsMidgameEndtime = Variable[uint32]{"citadel_popular_items_midgame_endtime"}
var CitadelPopularItemsMinPickPctEarlyGame = Variable[float32]{"citadel_popular_items_min_pick_pct_early_game"}
var CitadelPopularItemsMinPickPctLateGame = Variable[float32]{"citadel_popular_items_min_pick_pct_late_game"}
var CitadelPopularItemsMinPickPctMidGame = Variable[float32]{"citadel_popular_items_min_pick_pct_mid_game"}
var CitadelPopularItemsMinPickPctVdata = Variable[float32]{"citadel_popular_items_min_pick_pct_vdata"}
var CitadelPopularItemsMinWinratePct = Variable[float32]{"citadel_popular_items_min_winrate_pct"}
var CitadelPostgameDuration = Variable[float32]{"citadel_postgame_duration"}
CitadelPostgameDuration: How long postgame lasts until play of the game.
var CitadelPowerupInitialSpawnTimeOverride = Variable[float32]{"citadel_powerup_initial_spawn_time_override"}
CitadelPowerupInitialSpawnTimeOverride: If positive, override initial spawn time (in seconds) for all powerup camps.
var CitadelPowerupSpawnEnabled = Variable[bool]{"citadel_powerup_spawn_enabled"}
var CitadelPowerupSpawnIntervalOverride = Variable[float32]{"citadel_powerup_spawn_interval_override"}
CitadelPowerupSpawnIntervalOverride: If positive, override initial spawn interval (in seconds) for all powerup camps.
var CitadelPregameHeroDraftForceEnabled = Variable[bool]{"citadel_pregame_hero_draft_force_enabled"}
CitadelPregameHeroDraftForceEnabled: Turn on pre-game hero draft for testing.
var CitadelPregameHeroDraftNumChanges = Variable[int32]{"citadel_pregame_hero_draft_num_changes"}
CitadelPregameHeroDraftNumChanges: Number of per-player hero changes allowed during pregame hero draft.
var CitadelPregameHeroDraftRanked = Variable[bool]{"citadel_pregame_hero_draft_ranked"}
CitadelPregameHeroDraftRanked: Turn on pre-game hero draft in ranked mode.
var CitadelPregameHeroDraftUnranked = Variable[bool]{"citadel_pregame_hero_draft_unranked"}
CitadelPregameHeroDraftUnranked: Turn on pre-game hero draft in unranked mode.
var CitadelPregameRankedSummaryTime = Variable[float32]{"citadel_pregame_ranked_summary_time"}
var CitadelPregameUseIntroSpawn = Variable[bool]{"citadel_pregame_use_intro_spawn"}
CitadelPregameUseIntroSpawn: Whether to use the special intro team spawn locations during pregame.
var CitadelPregameWaitDuration = Variable[float32]{"citadel_pregame_wait_duration"}
CitadelPregameWaitDuration: How long pre-match is until we start the match.
var CitadelProjectileLosScale = Variable[float32]{"citadel_projectile_los_scale"}
CitadelProjectileLosScale: How much exposure of the Capsule is needed for LoS. 1 means a pixel, 0 means requires center.
var CitadelProjectileRadiusDebug = Variable[bool]{"citadel_projectile_radius_debug"}
var CitadelPunkgoatDebugdraw = Variable[float32]{"citadel_punkgoat_debugdraw"}
var CitadelPunkgoatMaxChargeUnlagPlayers = Variable[float32]{"citadel_punkgoat_max_charge_unlag_players"}
var CitadelPunkgoatShowTetherSnapRange = Variable[bool]{"citadel_punkgoat_show_tether_snap_range"}
var CitadelPunkgoatSlamOutputTime = Variable[bool]{"citadel_punkgoat_slam_output_time"}
var CitadelPurchasingDamageTimeS = Variable[float32]{"citadel_purchasing_damage_time_s"}
CitadelPurchasingDamageTimeS: How long after taking damage can you purchase mods.
var CitadelQuickCastSelectEffectsDelay = Variable[float32]{"citadel_quick_cast_select_effects_delay"}
var CitadelRagdollPhysDeathMultiplier = Variable[float32]{"citadel_ragdoll_phys_death_multiplier"}
var CitadelRapidStaminaRegen = Variable[bool]{"citadel_rapid_stamina_regen"}
var CitadelRecentBossDamageForAssistTime = Variable[float32]{"citadel_recent_boss_damage_for_assist_time"}
var CitadelRecentCommsRecordingWindow = Variable[float32]{"citadel_recent_comms_recording_window"}
var CitadelRecentCommsSessionAttemptThrottledCount = Variable[int32]{"citadel_recent_comms_session_attempt_throttled_count"}
var CitadelRecentCommsThrottlingLimit = Variable[int32]{"citadel_recent_comms_throttling_limit"}
var CitadelRecentCommsThrottlingPenalty = Variable[float32]{"citadel_recent_comms_throttling_penalty"}
var CitadelReportCardDismissalTimeout = Variable[float32]{"citadel_report_card_dismissal_timeout"}
CitadelReportCardDismissalTimeout: How long do we wait for them to dismiss the popup dialog in lane training?
var CitadelReportCardTasksComplete = Variable[bool]{"citadel_report_card_tasks_complete"}
var CitadelRequireServerBulletImpactsOnImportantHits = Variable[bool]{"citadel_require_server_bullet_impacts_on_important_hits"}
var CitadelRerollCorruptedItems = Command{"citadel_reroll_corrupted_items"}
CitadelRerollCorruptedItems: [seed] Rerolls the random penalty and stat variance of every corrupted item. Omit the seed or pass 0 for a random one.
var CitadelResetGold = Command{"citadel_reset_gold"}
CitadelResetGold: Reset gold for all players.
var CitadelRespawnAllBreakables = Command{"citadel_respawn_all_breakables"}
CitadelRespawnAllBreakables: Force Spawns every breakable on the map.
var CitadelRespawnBossBarracks = Command{"citadel_respawn_boss_barracks"}
var CitadelRespawnBossShrines = Command{"citadel_respawn_boss_shrines"}
var CitadelRespawnBossT1 = Command{"citadel_respawn_boss_t1"}
var CitadelRespawnBossT2 = Command{"citadel_respawn_boss_t2"}
var CitadelRespawnNearbyBreakables = Command{"citadel_respawn_nearby_breakables"}
CitadelRespawnNearbyBreakables: Force Spawns any nearby breakables.
var CitadelRestoreComponentsOnlyDuringSellback = Variable[bool]{"citadel_restore_components_only_during_sellback"}
var CitadelRootme = Command{"citadel_rootme"}
CitadelRootme: Root the local player.
var CitadelRrKillstreakForDeathLine = Variable[int32]{"citadel_rr_killstreak_for_death_line"}
CitadelRrKillstreakForDeathLine: If >0, kill streak RR will play for the victim's team from the player with killstreak instead of victim's death line.
var CitadelSatVolumeDesatAmount = Variable[float32]{"citadel_sat_volume_desat_amount"}
var CitadelSecureGoldFixed = Variable[float32]{"citadel_secure_gold_fixed"}
var CitadelSecureGoldFixedGrowth = Variable[float32]{"citadel_secure_gold_fixed_growth"}
var CitadelSecureGoldPercent = Variable[float32]{"citadel_secure_gold_percent"}
var CitadelSecureGoldRate = Variable[float32]{"citadel_secure_gold_rate"}
var CitadelSecureSoulsOnlyAtSoulDealer = Variable[bool]{"citadel_secure_souls_only_at_soul_dealer"}
CitadelSecureSoulsOnlyAtSoulDealer: When set, unsecured souls only convert inside a citadel_trigger_secure_souls volume. When clear, they secure over time anywhere and the trigger does nothing.
var CitadelSendGcMatchInfoS = Variable[int32]{"citadel_send_gc_match_info_s"}
CitadelSendGcMatchInfoS: Determines the rate that we should submit match info up to the GC, 0 disables this functionality.
var CitadelServerAllPlayersDisconnectedGracePeriodDevS = Variable[float32]{"citadel_server_all_players_disconnected_grace_period_dev_s"}
CitadelServerAllPlayersDisconnectedGracePeriodDevS: Dev version of citadel_server_all_players_disconnected_grace_period_s (this is separate so it won't get stomped by .cfg files).
var CitadelServerAllPlayersDisconnectedGracePeriodS = Variable[float32]{"citadel_server_all_players_disconnected_grace_period_s"}
CitadelServerAllPlayersDisconnectedGracePeriodS: How long a server should run after all players have disconnected before notifying that all players have left.
var CitadelServerLongFrameThresholdMs = Variable[float32]{"citadel_server_long_frame_threshold_ms"}
CitadelServerLongFrameThresholdMs: How long a frame must stall before we make a log message.
var CitadelServerMaxSpectatorSlots = Variable[int32]{"citadel_server_max_spectator_slots"}
CitadelServerMaxSpectatorSlots: The maximum number of spectator slots we allow. This is so that the GC can restrict this remotely if we need to. -1 disables this limit.
var CitadelServerMmIgnoreEngineVersion = Variable[bool]{"citadel_server_mm_ignore_engine_version"}
CitadelServerMmIgnoreEngineVersion: Ignore engine build version. Useful for testing release locally.
var CitadelShieldGeneratorShieldScale = Variable[int32]{"citadel_shield_generator_shield_scale"}
var CitadelShootForwardOffset = Variable[float32]{"citadel_shoot_forward_offset"}
CitadelShootForwardOffset: How far forward from the plane of hero and camera forward to move the shoot position.
var CitadelShootLeanExtraOffset = Variable[float32]{"citadel_shoot_lean_extra_offset"}
CitadelShootLeanExtraOffset: When leaning, how far over to offset the obstructed shot test start point.
var CitadelShootLeanTestDistance = Variable[float32]{"citadel_shoot_lean_test_distance"}
CitadelShootLeanTestDistance: How far in front of the shoot position to check if the eyes can see for turning on the shoot lean.
var CitadelShootingTestTargetAttachment = Variable[string]{"citadel_shooting_test_target_attachment"}
var CitadelShootingTestTrackerWindow = Variable[float32]{"citadel_shooting_test_tracker_window"}
var CitadelShowBulletLagCompensation = Variable[float32]{"citadel_show_bullet_lag_compensation"}
CitadelShowBulletLagCompensation: if > 0.0, show lag compensated hitboxes (value is seconds) whenever a bullet is lag compensated and hits something.
var CitadelShuffleDraftOrder = Command{"citadel_shuffle_draft_order"}
CitadelShuffleDraftOrder: Shuffles the order in which players are drafting heroes.
var CitadelSilenceme = Command{"citadel_silenceme"}
CitadelSilenceme: Silence the local player.
var CitadelSleepme = Command{"citadel_sleepme"}
CitadelSleepme: Sleep the local player.
var CitadelSlideDebug = Variable[int32]{"citadel_slide_debug"}
var CitadelSlideDelay = Variable[float32]{"citadel_slide_delay"}
var CitadelSlideOneButtonFallingMaxLookaheadDistance = Variable[float32]{"citadel_slide_one_button_falling_max_lookahead_distance"}
var CitadelSlowAirDragPenaltyScale = Variable[float32]{"citadel_slow_air_drag_penalty_scale"}
CitadelSlowAirDragPenaltyScale: Fraction of an active movement slow that is also applied as additional air drag.
var CitadelSnowballLevelOverride = Variable[int32]{"citadel_snowball_level_override"}
CitadelSnowballLevelOverride: Change the snowball level.
var CitadelSoloBotMatch = Variable[bool]{"citadel_solo_bot_match"}
var CitadelSoulRuneLaneExperiment = Variable[bool]{"citadel_soul_rune_lane_experiment"}
CitadelSoulRuneLaneExperiment: Forces all players down the mid lane.
var CitadelSpawnAllHeroesInALine = Command{"citadel_spawn_all_heroes_in_a_line"}
CitadelSpawnAllHeroesInALine: Spawn all of the heroes as bots in a line in front of you.
var CitadelSpawnAllNeutrals = Command{"citadel_spawn_all_neutrals"}
CitadelSpawnAllNeutrals: Spawns every neutral camp on the map.
var CitadelSpawnAllPickupSpawners = Command{"citadel_spawn_all_pickup_spawners"}
CitadelSpawnAllPickupSpawners: Spawns the pickup of every citadel_pickup_spawner (healing snacks) now.
var CitadelSpawnCombineOnly = Variable[bool]{"citadel_spawn_combine_only"}
CitadelSpawnCombineOnly: Only spawn creeps on one team.
var CitadelSpawnEscort = Command{"citadel_spawn_escort"}
CitadelSpawnEscort: Spawns the escort with an optional delay.
var CitadelSpawnMidbossBreakables = Command{"citadel_spawn_midboss_breakables"}
CitadelSpawnMidbossBreakables: Force spawns the breakables above the mid boss that normally first appear at 10 minutes.
var CitadelSpawnNearbyNeutrals = Command{"citadel_spawn_nearby_neutrals"}
CitadelSpawnNearbyNeutrals: Spawns any neutral camps within 800 units (~20m).
var CitadelSpawnPickup = Command{"citadel_spawn_pickup"}
CitadelSpawnPickup: Spawns a pickup using a pickup subclass.
var CitadelSpawnPickupItem = Command{"citadel_spawn_pickup_item"}
CitadelSpawnPickupItem: Spawns an item pickup for a specific item. You can specify the item, or else you'll get a random one.
var CitadelSpawnPracticeBots = Variable[bool]{"citadel_spawn_practice_bots"}
var CitadelSpawnPracticeBotsCount = Variable[int32]{"citadel_spawn_practice_bots_count"}
var CitadelSpawnRebelsOnly = Variable[bool]{"citadel_spawn_rebels_only"}
CitadelSpawnRebelsOnly: Only spawn creeps on one team.
var CitadelSpawnTrooper = Command{"citadel_spawn_trooper"}
CitadelSpawnTrooper: Creates a new trooper NPC and spawn them in front of the player.
var CitadelSpawnTrooperGrid = Command{"citadel_spawn_trooper_grid"}
CitadelSpawnTrooperGrid: Creates a NxN trooper grid in front of the player. Supports same trooper types as citadel_spawn_trooper.
var CitadelSpawnTrooperWave = Command{"citadel_spawn_trooper_wave"}
CitadelSpawnTrooperWave: Spawns one trooper wave in every lane, even while trooper spawning is off.
var CitadelSpawnTrooperZipline = Command{"citadel_spawn_trooper_zipline"}
CitadelSpawnTrooperZipline: Spawn a trooper on a zipline.
var CitadelSpawnUrn = Command{"citadel_spawn_urn"}
CitadelSpawnUrn: Spawn an urn for testing.
var CitadelSpectateDirectedModeEnabled = Variable[bool]{"citadel_spectate_directed_mode_enabled"}
var CitadelSpewCastResults = Variable[bool]{"citadel_spew_cast_results"}
var CitadelSpewPingRecipients = Variable[bool]{"citadel_spew_ping_recipients"}
var CitadelSpewRateLimitedSuppressedSounds = Variable[bool]{"citadel_spew_rate_limited_suppressed_sounds"}
var CitadelSprayMaxRange = Variable[float32]{"citadel_spray_max_range"}
CitadelSprayMaxRange: Maximum range (in inches) in which a spray is valid.
var CitadelStaminaPingInterval = Variable[float32]{"citadel_stamina_ping_interval"}
var CitadelStaminaPingThreshold = Variable[float32]{"citadel_stamina_ping_threshold"}
var CitadelStartLocalBotMatch = Command{"citadel_start_local_bot_match"}
CitadelStartLocalBotMatch: <hex setup> Hosts a client provided bot match on this listen server.
var CitadelStartPlayersOnZipline = Variable[bool]{"citadel_start_players_on_zipline"}
var CitadelStatCacheDiagnostics = Variable[int32]{"citadel_stat_cache_diagnostics"}
CitadelStatCacheDiagnostics: Stat-dep registration diagnostics. 0=silent, 1=warn when a ScaleFunction registration consumes no EModifierValues (likely missing markup) or when cross-entity ability values suppress caching, 2=also log benign early outs.
var CitadelStatCacheDumpDeps = Command{"citadel_stat_cache_dump_deps"}
CitadelStatCacheDumpDeps: Dump the full stat dependency graph for an entity. Usage: citadel_stat_cache_dump_deps entindex/name.
var CitadelStatCacheForceAllIgnoreParams = Variable[bool]{"citadel_stat_cache_force_all_ignore_params"}
CitadelStatCacheForceAllIgnoreParams: Force all non-opted-in stats to CacheEnabled_IgnoreParams (persist, skip hash check). Mutually exclusive with the other stat_cache_force_all_* convars. Resets stats on change.
var CitadelStatCacheForceAllInvalidateOnTick = Variable[bool]{"citadel_stat_cache_force_all_invalidate_on_tick"}
CitadelStatCacheForceAllInvalidateOnTick: Force all non-opted-in stats to CacheEnabled_InvalidateOnTick. Mutually exclusive with the other stat_cache_force_all_* convars. Resets stats on change.
var CitadelStatCacheForceAllInvalidateOnTickIgnoreParams = Variable[bool]{"citadel_stat_cache_force_all_invalidate_on_tick_ignore_params"}
CitadelStatCacheForceAllInvalidateOnTickIgnoreParams: Force all non-opted-in stats to CacheEnabled_InvalidateOnTick_IgnoreParams. Mutually exclusive with the other stat_cache_force_all_* convars. Resets stats on change.
var CitadelStatCacheForceAllPersist = Variable[bool]{"citadel_stat_cache_force_all_persist"}
CitadelStatCacheForceAllPersist: Force all non-opted-in stats to CacheEnabled (persist across ticks). Mutually exclusive with the other stat_cache_force_all_* convars. Resets stats on change.
var CitadelStatCacheLogDepsOnInit = Variable[bool]{"citadel_stat_cache_log_deps_on_init"}
CitadelStatCacheLogDepsOnInit: If set, CModifierProperty::DumpStatDepGraph is printed after each ability's runtime dependency registration completes. Each entity prints once per owned ability.
var CitadelStatCacheReport = Command{"citadel_stat_cache_report"}
CitadelStatCacheReport: Print per-EStatsType cache statistics sorted by query volume. Use stat_cache_reset_stats to clear.
var CitadelStatGenerationGating = Variable[bool]{"citadel_stat_generation_gating"}
CitadelStatGenerationGating: Gate per-tick stat polls (effective cooldown rescale, resource regen) on the stat cache generation counters. Disable to restore per-tick recomputation.
var CitadelStatGenerationWatchMaxAge = Variable[float32]{"citadel_stat_generation_watch_max_age"}
CitadelStatGenerationWatchMaxAge: Generation watches report 'changed' once their stamp is older than this many seconds of game time, bounding the staleness of any missed invalidation edge. This is here temporarily and for safety, and not intended to be standard behavior. 0=no limit.
var CitadelStatPreviewItemCaching = Variable[bool]{"citadel_stat_preview_item_caching"}
var CitadelStatPreviewTierBonuses = Variable[bool]{"citadel_stat_preview_tier_bonuses"}
var CitadelSteamlearnDisable = Variable[bool]{"citadel_steamlearn_disable"}
var CitadelSteamlearnMechanicalBehaviorAllowedGameModesBitfield = Variable[uint32]{"citadel_steamlearn_mechanical_behavior_allowed_game_modes_bitfield"}
CitadelSteamlearnMechanicalBehaviorAllowedGameModesBitfield: This is a bitfield of elements in ECitadelGameMode that we want to record behavior for. eg: (1 << k_ECitadelGameMode_Normal) | (1 << k_ECitadelGameMode_1v1Test).
var CitadelSteamlearnMechanicalBehaviorAllowedMatchModesBitfield = Variable[uint32]{"citadel_steamlearn_mechanical_behavior_allowed_match_modes_bitfield"}
CitadelSteamlearnMechanicalBehaviorAllowedMatchModesBitfield: This is a bitfield of elements in ECitadelMatchMode that we want to record behavior for. eg: (1 << k_ECitadelMatchMode_Unranked) | (1 << k_ECitadelMatchMode_Ranked).
var CitadelSteamlearnNewPlayerThreshold = Variable[float32]{"citadel_steamlearn_new_player_threshold"}
var CitadelSteamlearnNewPlayerThresholds = Variable[string]{"citadel_steamlearn_new_player_thresholds"}
CitadelSteamlearnNewPlayerThresholds: Thresholds for mapping a player's played matches with a minimum allowed 'new player' score. If a new player with n games has a new player score less than to the value in this curve, log as a smurf.Map from games played (x) to min allowed new player score (y).
var CitadelStreetBrawlAbilityRangeMultiplier = Variable[float32]{"citadel_street_brawl_ability_range_multiplier"}
var CitadelStreetBrawlAdvanceState = Command{"citadel_street_brawl_advance_state"}
CitadelStreetBrawlAdvanceState: Advance the state of a street brawl game.
var CitadelStreetBrawlMatchLengthLimitsEnabled = Variable[bool]{"citadel_street_brawl_match_length_limits_enabled"}
var CitadelStreetBrawlMatchLengthOverride = Variable[float32]{"citadel_street_brawl_match_length_override"}
var CitadelStreetBrawlMedicHealMulti = Variable[float32]{"citadel_street_brawl_medic_heal_multi"}
var CitadelStreetBrawlReset = Command{"citadel_street_brawl_reset"}
CitadelStreetBrawlReset: Resets a street brawl match.
var CitadelStreetBrawlRoundLengthLimitsEnabled = Variable[bool]{"citadel_street_brawl_round_length_limits_enabled"}
var CitadelStreetBrawlRoundTimeOverride = Variable[float32]{"citadel_street_brawl_round_time_override"}
var CitadelStreetBrawlTestDrafts = Command{"citadel_street_brawl_test_drafts"}
CitadelStreetBrawlTestDrafts: Simulates and spews the results of all draft rounds in street brawl.
var CitadelStuckCameraTraceExtraLength = Variable[float32]{"citadel_stuck_camera_trace_extra_length"}
var CitadelStuckNormalFindTraceFallbackElevation = Variable[float32]{"citadel_stuck_normal_find_trace_fallback_elevation"}
var CitadelStunme = Command{"citadel_stunme"}
CitadelStunme: Stun the local player.
var CitadelSubtickAimData = Variable[bool]{"citadel_subtick_aim_data"}
CitadelSubtickAimData: Server wants sub-tick aim data.
var CitadelSuggestClaimReqs = Command{"citadel_suggest_claim_reqs"}
CitadelSuggestClaimReqs: Print a crude recommended required bullets to claim an orb for every hero.
var CitadelSuperNeutralGoldReward = Variable[int32]{"citadel_super_neutral_gold_reward"}
var CitadelSuperNeutralGoldRewardBonusPerMinute = Variable[int32]{"citadel_super_neutral_gold_reward_bonus_per_minute"}
var CitadelSuperTrooperGoldMult = Variable[float32]{"citadel_super_trooper_gold_mult"}
CitadelSuperTrooperGoldMult: Mult Gold Bounty from Super Troopers by this amount.
var CitadelT1BossAggroRadius = Variable[float32]{"citadel_t1_boss_aggro_radius"}
var CitadelT1BossAggroTime = Variable[float32]{"citadel_t1_boss_aggro_time"}
var CitadelT1BossAttackableHeightDiff = Variable[float32]{"citadel_t1_boss_attackable_height_diff"}
var CitadelT1BossHeroInitialWeaponReductionPct = Variable[float32]{"citadel_t1_boss_hero_initial_weapon_reduction_pct"}
var CitadelT1BossIgnoreDamage = Variable[bool]{"citadel_t1_boss_ignore_damage"}
var CitadelT1BossMaxAttackRange = Variable[float32]{"citadel_t1_boss_max_attack_range"}
var CitadelT1BossMeleeDamage = Variable[int32]{"citadel_t1_boss_melee_damage"}
var CitadelTeamSize = Variable[int32]{"citadel_team_size"}
var CitadelTeleporterEnabledTime = Variable[float32]{"citadel_teleporter_enabled_time"}
var CitadelTestAbandon = Command{"citadel_test_abandon"}
CitadelTestAbandon: Test new abandon feature.
var CitadelTestCinematicIntro = Command{"citadel_test_cinematic_intro"}
CitadelTestCinematicIntro: Restart the cinematic intro sequence.
var CitadelTestPortalTrace = Command{"citadel_test_portal_trace"}
CitadelTestPortalTrace: Trace a sphere through portals and draw the results.
var CitadelTetherPullSpeed = Variable[float32]{"citadel_tether_pull_speed"}
var CitadelTetherPullSpeedScalePerMeter = Variable[float32]{"citadel_tether_pull_speed_scale_per_meter"}
var CitadelTextChatEnabled = Variable[bool]{"citadel_text_chat_enabled"}
var CitadelThrowsandProjectileShowDebug = Variable[bool]{"citadel_throwsand_projectile_show_debug"}
var CitadelTickGoldComebackRedirectPayout = Variable[float32]{"citadel_tick_gold_comeback_redirect_payout"}
CitadelTickGoldComebackRedirectPayout: Fraction of the redirected comeback souls pool paid out to the two lowest net worth players each period.
var CitadelTickGoldPayoutForLowest = Variable[float32]{"citadel_tick_gold_payout_for_lowest"}
var CitadelTickGoldPayoutForSecondLowest = Variable[float32]{"citadel_tick_gold_payout_for_second_lowest"}
var CitadelTickGoldPeriodDurationS = Variable[int32]{"citadel_tick_gold_period_duration_s"}
CitadelTickGoldPeriodDurationS: Duration of a period of accumulated tick gold. Larger values will result in longer between a team getting gold and a player getting the benefit.
var CitadelTickGoldPeriods = Variable[int32]{"citadel_tick_gold_periods"}
CitadelTickGoldPeriods: Number of periods of accumulated tick gold. Combine with citadel_tick_gold_period_duration_s to configure resolution and total duration.
var CitadelTickGoldPulsePerPeriod = Variable[int32]{"citadel_tick_gold_pulse_per_period"}
CitadelTickGoldPulsePerPeriod: Frequency of distributing available tick gold.
var CitadelTickGoldStartTime = Variable[float32]{"citadel_tick_gold_start_time"}
var CitadelTier3Phase1KillRespawnReduction = Variable[float32]{"citadel_tier3_phase1_kill_respawn_reduction"}
var CitadelTier3Phase1KillRespawnReductionLimit = Variable[float32]{"citadel_tier3_phase1_kill_respawn_reduction_limit"}
var CitadelTimeForRecentHealEvent = Variable[float32]{"citadel_time_for_recent_heal_event"}
var CitadelTimeForRecentKillEvent = Variable[float32]{"citadel_time_for_recent_kill_event"}
var CitadelTimeScale = Variable[float32]{"citadel_time_scale"}
CitadelTimeScale: Set to something >= 0 to test setting every unit's timescale to that value.
var CitadelToggleServerPause = Command{"citadel_toggle_server_pause"}
CitadelToggleServerPause: Toggle a server side pause.
var CitadelTrackPlayerVsPlayerAccuracy = Variable[bool]{"citadel_track_player_vs_player_accuracy"}
var CitadelTrackedStatsDump = Command{"citadel_tracked_stats_dump"}
CitadelTrackedStatsDump: [all|player|team|match] Dump currently tracked stats.
var CitadelTrailingteamBiasThresholdMax = Variable[float32]{"citadel_trailingteam_bias_threshold_max"}
CitadelTrailingteamBiasThresholdMax: Max Difference between teams to get full trailing bonuses for Koth/Urn.
var CitadelTrailingteamBiasThresholdMin = Variable[float32]{"citadel_trailingteam_bias_threshold_min"}
CitadelTrailingteamBiasThresholdMin: Min Difference between teams to start getting trailing bonuses for Koth/Urn.
var CitadelTriggerRopeSize = Variable[float32]{"citadel_trigger_rope_size"}
var CitadelTriggerSecureSoulsIndicatorThreshold = Variable[int32]{"citadel_trigger_secure_souls_indicator_threshold"}
var CitadelTrooperBossMeleeKnockback = Variable[float32]{"citadel_trooper_boss_melee_knockback"}
var CitadelTrooperBossPingInterval = Variable[float32]{"citadel_trooper_boss_ping_interval"}
var CitadelTrooperBossShieldDisableDuration = Variable[float32]{"citadel_trooper_boss_shield_disable_duration"}
var CitadelTrooperCritMultiplier = Variable[float32]{"citadel_trooper_crit_multiplier"}
CitadelTrooperCritMultiplier: How much to scale damage when landing crits against Troopers.
var CitadelTrooperForceIdle = Variable[bool]{"citadel_trooper_force_idle"}
var CitadelTrooperGoldReward = Variable[int32]{"citadel_trooper_gold_reward"}
var CitadelTrooperGoldRewardBonusPerMinute = Variable[float32]{"citadel_trooper_gold_reward_bonus_per_minute"}
var CitadelTrooperHealthModelScale = Variable[float32]{"citadel_trooper_health_model_scale"}
var CitadelTrooperHealthMult = Variable[float32]{"citadel_trooper_health_mult"}
var CitadelTrooperHealthMultGametime = Variable[float32]{"citadel_trooper_health_mult_gametime"}
var CitadelTrooperHopDownJumps = Variable[bool]{"citadel_trooper_hop_down_jumps"}
var CitadelTrooperInstantGoldAsDroppedOrbs = Variable[int32]{"citadel_trooper_instant_gold_as_dropped_orbs"}
CitadelTrooperInstantGoldAsDroppedOrbs: 0=instant gold 1=orbs in experimental only 2=orbs always.
var CitadelTrooperInstantGoldRatioLaning = Variable[float32]{"citadel_trooper_instant_gold_ratio_laning"}
var CitadelTrooperInstantGoldRatioPostlaning = Variable[float32]{"citadel_trooper_instant_gold_ratio_postlaning"}
var CitadelTrooperLaneNodeMaxSpacing = Variable[float32]{"citadel_trooper_lane_node_max_spacing"}
CitadelTrooperLaneNodeMaxSpacing: Set to -1 to disable.
var CitadelTrooperLaningGoldRulesEndTime = Variable[float32]{"citadel_trooper_laning_gold_rules_end_time"}
var CitadelTrooperMaxPerLane = Variable[int32]{"citadel_trooper_max_per_lane"}
CitadelTrooperMaxPerLane: How many troopers can be active in a single lane (including canisters). Set to 0 to disable.
var CitadelTrooperMedicDropsHealthPack = Variable[bool]{"citadel_trooper_medic_drops_health_pack"}
var CitadelTrooperMedicsUseHealAbility = Variable[bool]{"citadel_trooper_medics_use_heal_ability"}
var CitadelTrooperMinionSightRange = Variable[float32]{"citadel_trooper_minion_sight_range"}
var CitadelTrooperRunTestPath = Variable[int32]{"citadel_trooper_run_test_path"}
var CitadelTrooperShootingEnabled = Variable[bool]{"citadel_trooper_shooting_enabled"}
var CitadelTrooperSiegeInstantGoldRatio = Variable[float32]{"citadel_trooper_siege_instant_gold_ratio"}
var CitadelTrooperSpawnEnabled = Variable[bool]{"citadel_trooper_spawn_enabled"}
CitadelTrooperSpawnEnabled: set to false to prevent any troopers from spawning.
var CitadelTrooperSpawnInitial = Variable[float32]{"citadel_trooper_spawn_initial"}
CitadelTrooperSpawnInitial: Initial trooper wave spawn time.
var CitadelTrooperSpawnIntervalEarly = Variable[float32]{"citadel_trooper_spawn_interval_early"}
CitadelTrooperSpawnIntervalEarly: # of seconds between trooper spawn waves.
var CitadelTrooperSpawnIntervalLate = Variable[float32]{"citadel_trooper_spawn_interval_late"}
CitadelTrooperSpawnIntervalLate: # of seconds between trooper spawn waves.
var CitadelTrooperSpawnIntervalLateTime = Variable[float32]{"citadel_trooper_spawn_interval_late_time"}
CitadelTrooperSpawnIntervalLateTime: # of minutes before we start using the late trooper spawn interval.
var CitadelTrooperSpawnIntervalVeryLate = Variable[float32]{"citadel_trooper_spawn_interval_very_late"}
CitadelTrooperSpawnIntervalVeryLate: # of seconds between trooper spawn waves.
var CitadelTrooperSpawnIntervalVeryLateTime = Variable[float32]{"citadel_trooper_spawn_interval_very_late_time"}
CitadelTrooperSpawnIntervalVeryLateTime: # of minutes before we start using the late trooper spawn interval.
var CitadelTrooperSpawnWaveSpread = Variable[float32]{"citadel_trooper_spawn_wave_spread"}
CitadelTrooperSpawnWaveSpread: # of seconds between troopers on a zipline in a single wave.
var CitadelTrooperSquadSize = Variable[int32]{"citadel_trooper_squad_size"}
CitadelTrooperSquadSize: How many troopers spawn together in a squad.
var CitadelTrooperSuicideInstantGoldRatio = Variable[float32]{"citadel_trooper_suicide_instant_gold_ratio"}
CitadelTrooperSuicideInstantGoldRatio: What percent of gold is transfered instantly if a trooper suicides.
var CitadelTrooperSuicideOrbGoldRatio = Variable[float32]{"citadel_trooper_suicide_orb_gold_ratio"}
CitadelTrooperSuicideOrbGoldRatio: What percent of gold is transfered into an orb if a trooper suicides.
var CitadelTrooperTestSpawnerType = Variable[string]{"citadel_trooper_test_spawner_type"}
CitadelTrooperTestSpawnerType: normal | medic | melee.
var CitadelTrooperUseDirectPathMovement = Variable[bool]{"citadel_trooper_use_direct_path_movement"}
var CitadelTrooperUsePerTickThinkOverride = Variable[bool]{"citadel_trooper_use_per_tick_think_override"}
var CitadelTrooperZiplineLeapSpeed = Variable[float32]{"citadel_trooper_zipline_leap_speed"}
var CitadelTutorialAbility1State = Variable[int32]{"citadel_tutorial_ability1_state"}
var CitadelTutorialAbility2State = Variable[int32]{"citadel_tutorial_ability2_state"}
var CitadelTutorialAbility3State = Variable[int32]{"citadel_tutorial_ability3_state"}
var CitadelTutorialAbility4State = Variable[int32]{"citadel_tutorial_ability4_state"}
var CitadelTutorialAbilityLearnFinished = Variable[bool]{"citadel_tutorial_ability_learn_finished"}
var CitadelTutorialAbilityPurchasedFinished = Variable[bool]{"citadel_tutorial_ability_purchased_finished"}
var CitadelTutorialAbilityUpgradeFinished = Variable[bool]{"citadel_tutorial_ability_upgrade_finished"}
var CitadelTutorialAbilityUseFinished = Variable[bool]{"citadel_tutorial_ability_use_finished"}
var CitadelTutorialAirDashFinished = Variable[bool]{"citadel_tutorial_air_dash_finished"}
var CitadelTutorialAutoTeleportDist = Variable[float32]{"citadel_tutorial_auto_teleport_dist"}
var CitadelTutorialCloseShop = Variable[bool]{"citadel_tutorial_close_shop"}
var CitadelTutorialDashFinished = Variable[bool]{"citadel_tutorial_dash_finished"}
var CitadelTutorialEnabled = Variable[bool]{"citadel_tutorial_enabled"}
var CitadelTutorialGuardianDestroyed = Variable[bool]{"citadel_tutorial_guardian_destroyed"}
var CitadelTutorialHeavyMeleeFinished = Variable[bool]{"citadel_tutorial_heavy_melee_finished"}
var CitadelTutorialHideMods = Variable[bool]{"citadel_tutorial_hide_mods"}
var CitadelTutorialJumpFinished = Variable[bool]{"citadel_tutorial_jump_finished"}
var CitadelTutorialKillTroopersFinished = Variable[bool]{"citadel_tutorial_kill_troopers_finished"}
var CitadelTutorialLightMeleeFinished = Variable[bool]{"citadel_tutorial_light_melee_finished"}
var CitadelTutorialMantleFinished = Variable[bool]{"citadel_tutorial_mantle_finished"}
var CitadelTutorialModsPurchasedFinished = Variable[bool]{"citadel_tutorial_mods_purchased_finished"}
var CitadelTutorialMovementFinished = Variable[bool]{"citadel_tutorial_movement_finished"}
var CitadelTutorialNearGuardianFinished = Variable[bool]{"citadel_tutorial_near_guardian_finished"}
var CitadelTutorialParryFinished = Variable[bool]{"citadel_tutorial_parry_finished"}
var CitadelTutorialReloadFinished = Variable[bool]{"citadel_tutorial_reload_finished"}
var CitadelTutorialShootFinished = Variable[bool]{"citadel_tutorial_shoot_finished"}
var CitadelTutorialShowIntroModal = Variable[bool]{"citadel_tutorial_show_intro_modal"}
var CitadelTutorialShowOutroModal = Variable[bool]{"citadel_tutorial_show_outro_modal"}
var CitadelTutorialSlideFinished = Variable[bool]{"citadel_tutorial_slide_finished"}
var CitadelTutorialTest = Command{"citadel_tutorial_test"}
CitadelTutorialTest: Sets you to a specific spot in the tutorial.
var CitadelTutorialTroopersRemaining = Variable[int32]{"citadel_tutorial_troopers_remaining"}
var CitadelTutorialUltimateUsed = Variable[bool]{"citadel_tutorial_ultimate_used"}
var CitadelTutorialWasdFinished = Variable[bool]{"citadel_tutorial_wasd_finished"}
var CitadelTutorialZiplineAttachFinished = Variable[bool]{"citadel_tutorial_zipline_attach_finished"}
var CitadelTutorialZoomFinished = Variable[bool]{"citadel_tutorial_zoom_finished"}
var CitadelUnitQueryBenchmark = Command{"citadel_unit_query_benchmark"}
CitadelUnitQueryBenchmark: Runs UnitQueries and physics queries and prints time spent: citadel_unit_query_benchmark [queries] [repetitions].
var CitadelUnitQueryDebugDrawErrorShapeDuration = Variable[float32]{"citadel_unit_query_debug_draw_error_shape_duration"}
CitadelUnitQueryDebugDrawErrorShapeDuration: Duration to display debug draw for UnitQuery errors.
var CitadelUnitQueryDrawAll = Variable[bool]{"citadel_unit_query_draw_all"}
var CitadelUnitQueryDrawAllShapes = Variable[string]{"citadel_unit_query_draw_all_shapes"}
CitadelUnitQueryDrawAllShapes: Limit citadel_unit_query_draw_all to these shapes, space or comma separated: sphere aabb obb capsule cone truncatedcone. Empty draws all.
var CitadelUnitQueryDrawMismatches = Variable[bool]{"citadel_unit_query_draw_mismatches"}
var CitadelUnitQueryDrawRegistry = Variable[bool]{"citadel_unit_query_draw_registry"}
var CitadelUnitQueryLogRegistry = Variable[string]{"citadel_unit_query_log_registry"}
CitadelUnitQueryLogRegistry: Log registry adds/removes for entities whose classname contains this substring, * for all.
var CitadelUnitQueryRegistryReport = Command{"citadel_unit_query_registry_report"}
CitadelUnitQueryRegistryReport: Print a per-bucket classname list of the unit query registry.
var CitadelUnitQueryStats = Variable[bool]{"citadel_unit_query_stats"}
var CitadelUnitQueryTestRandomized = Command{"citadel_unit_query_test_randomized"}
CitadelUnitQueryTestRandomized: Fire randomized unit queries through the cached and physics paths and compare results.
var CitadelUnitQueryValidate = Variable[bool]{"citadel_unit_query_validate"}
var CitadelUnlockFlexSlots = Command{"citadel_unlock_flex_slots"}
CitadelUnlockFlexSlots: <team number> - Unlock the flex slots for a team (or both teams if you omit the team number).
var CitadelUnpauseCountdown = Variable[float32]{"citadel_unpause_countdown"}
CitadelUnpauseCountdown: Countdown duration to the unpause after a user unpauses.
var CitadelUnpredictableMovementWindow = Variable[float32]{"citadel_unpredictable_movement_window"}
var CitadelUpdateGcConnectionCheckCount = Variable[int32]{"citadel_update_gc_connection_check_count"}
CitadelUpdateGcConnectionCheckCount: How many tries we check if the GC is still connected before terminating due to no response.
var CitadelUpdateGcConnectionCheckTime = Variable[float32]{"citadel_update_gc_connection_check_time"}
CitadelUpdateGcConnectionCheckTime: How often the server should check the GC is still connected (in seconds).
var CitadelUpdateGcConnectionCheckTimeVariance = Variable[int32]{"citadel_update_gc_connection_check_time_variance"}
CitadelUpdateGcConnectionCheckTimeVariance: How much variance to allow the GC check time to avoid swamping the GC (in seconds).
var CitadelUploadMetadataEnabled = Variable[bool]{"citadel_upload_metadata_enabled"}
CitadelUploadMetadataEnabled: Controls if match metadata uploading is enabled. Mainly used as a kill switch if something goes wrong.
var CitadelUploadReplayEnabled = Variable[bool]{"citadel_upload_replay_enabled"}
CitadelUploadReplayEnabled: Controls if replay uploading is enabled. Mainly used as a kill switch if something goes wrong.
var CitadelUploadServertestReplays = Variable[bool]{"citadel_upload_servertest_replays"}
CitadelUploadServertestReplays: When set, this will upload replays for server test matches, otherwise they will be discarded.
var CitadelUseCharacterProxy = Variable[bool]{"citadel_use_character_proxy"}
var CitadelUseFakeLobbySignoutDetails = Variable[bool]{"citadel_use_fake_lobby_signout_details"}
CitadelUseFakeLobbySignoutDetails: If enabled, fake the details to enable match signout to flow.
var CitadelUseHoldSprint = Variable[bool]{"citadel_use_hold_sprint"}
CitadelUseHoldSprint: Use hold sprint ability?
var CitadelUseNewAbandonRulesForceEnabled = Variable[bool]{"citadel_use_new_abandon_rules_force_enabled"}
var CitadelUseNewAbandonRulesRanked = Variable[bool]{"citadel_use_new_abandon_rules_ranked"}
var CitadelUseNewAbandonRulesUnranked = Variable[bool]{"citadel_use_new_abandon_rules_unranked"}
var CitadelUsePvsForPlayers = Variable[bool]{"citadel_use_pvs_for_players"}
var CitadelUseStatefulReadyOnClient = Variable[bool]{"citadel_use_stateful_ready_on_client"}
CitadelUseStatefulReadyOnClient: Use a stateful 'IsReadyOnClient' flag, used by stat caching.
var CitadelUseUnitQuerySystem = Variable[bool]{"citadel_use_unit_query_system"}
CitadelUseUnitQuerySystem: Route the UTIL_FindUnits* family through the cached unit query system instead of the physics broadphase.
var CitadelUseWipModels = Variable[bool]{"citadel_use_wip_models"}
CitadelUseWipModels: When true, uses the WIP models defined in the hero vdata.
var CitadelVanguardEnabled = Variable[bool]{"citadel_vanguard_enabled"}
var CitadelVanguardInstantCapture = Variable[bool]{"citadel_vanguard_instant_capture"}
var CitadelViewpunchDamping = Variable[float32]{"citadel_viewpunch_damping"}
CitadelViewpunchDamping: Bigger number makes the response more damped, smaller is less damped.
var CitadelViewpunchSpringConstant = Variable[float32]{"citadel_viewpunch_spring_constant"}
CitadelViewpunchSpringConstant: Bigger number increases the speed at which the view corrects.
var CitadelViscousBowlingRadiusDebug = Variable[bool]{"citadel_viscous_bowling_radius_debug"}
var CitadelViscousTelepunchTraceDebug = Variable[bool]{"citadel_viscous_telepunch_trace_debug"}
var CitadelVisualizeTethers = Variable[bool]{"citadel_visualize_tethers"}
var CitadelVoiceAllTalk = Variable[bool]{"citadel_voice_all_talk"}
CitadelVoiceAllTalk: If 1, all players can hear all other players.
var CitadelWaitingForMapLoadMinDuration = Variable[float32]{"citadel_waiting_for_map_load_min_duration"}
CitadelWaitingForMapLoadMinDuration: Force a certain duration in the waiting for map to load state.
var CitadelWallDetectionDebug = Variable[int32]{"citadel_wall_detection_debug"}
CitadelWallDetectionDebug: 1: Show all wall normal planes detected.
var CitadelWallDetectionSkin = Variable[float32]{"citadel_wall_detection_skin"}
CitadelWallDetectionSkin: Maximum distance to a wall in order to wall jump.
var CitadelWallJumpFatigueRecovery = Variable[float32]{"citadel_wall_jump_fatigue_recovery"}
CitadelWallJumpFatigueRecovery: Modifies how much we allow the wall jump fatigue to recover during other moves (i.e. heavy melee, air dash). 0.0 = Pause recovery totally. 1.0 = ignore and recover at the normal rate.
var CitadelWallJumpNumFreeWallJumps = Variable[int32]{"citadel_wall_jump_num_free_wall_jumps"}
CitadelWallJumpNumFreeWallJumps: How many consecutive wall jumps before we start to require stamina.
var CitadelWallJumpStaminaCost = Variable[float32]{"citadel_wall_jump_stamina_cost"}
CitadelWallJumpStaminaCost: How much stamina is required, and costs, to perform a wall jump.
var CitadelWallRideEnabled = Variable[bool]{"citadel_wall_ride_enabled"}
CitadelWallRideEnabled: Obsolete (temporarily)?
var CitadelWallSlideTerminalVelocity = Variable[float32]{"citadel_wall_slide_terminal_velocity"}
CitadelWallSlideTerminalVelocity: While wall gripping, gravity will be cancelled out at this speed down the wall.
var CitadelWeakPointDamageScale = Variable[float32]{"citadel_weak_point_damage_scale"}
var CitadelWeaponDamageMultiplier = Variable[float32]{"citadel_weapon_damage_multiplier"}
CitadelWeaponDamageMultiplier: Multiply the damage on guns.
var CitadelWeaponDamageMultiplierTeamFilter = Variable[int32]{"citadel_weapon_damage_multiplier_team_filter"}
CitadelWeaponDamageMultiplierTeamFilter: Filter which team gets a multiplier on their gun damage. -1 = no filter (all teams get multiplier), 2 = amber, 3 = sapphire, etc.
var CitadelWeaponDamageReductionForMelee = Variable[float32]{"citadel_weapon_damage_reduction_for_melee"}
CitadelWeaponDamageReductionForMelee: What percent do we want weapon damage reduced for melee damage?
var CitadelWeaponNormalizeRecoilWithFirerate = Variable[bool]{"citadel_weapon_normalize_recoil_with_firerate"}
CitadelWeaponNormalizeRecoilWithFirerate: Keep recoil constant even with fire rate changes.
var CitadelWorldBulletImpactsForNpcs = Variable[bool]{"citadel_world_bullet_impacts_for_npcs"}
CitadelWorldBulletImpactsForNpcs: Turns on bullet impacts and decals on world from troopers and neutrals shooting.
var CitadelZipDebug = Command{"citadel_zip_debug"}
CitadelZipDebug: Prints debug info about the closest zip line node.
var CitadelZiplineAllowDirectionChoice = Variable[bool]{"citadel_zipline_allow_direction_choice"}
CitadelZiplineAllowDirectionChoice: 0: Chose direction based solely on camera angle. 1: Chose direction at the moment of attachment, using the player's movement direction.
var CitadelZiplineAnimgraphCuvatureMax = Variable[float32]{"citadel_zipline_animgraph_cuvature_max"}
var CitadelZiplineAttachmentDebug = Variable[bool]{"citadel_zipline_attachment_debug"}
var CitadelZiplineCapture = Command{"citadel_zipline_capture"}
CitadelZiplineCapture: Captures the closest zipline node.
var CitadelZiplineCaptureAll = Command{"citadel_zipline_capture_all"}
CitadelZiplineCaptureAll: sets all ziplines nodes to the specified team.
var CitadelZiplineCaptureTriggerMaxThickness = Variable[float32]{"citadel_zipline_capture_trigger_max_thickness"}
var CitadelZiplineCaptureTriggerMinThickness = Variable[float32]{"citadel_zipline_capture_trigger_min_thickness"}
var CitadelZiplineCaptureTriggerWidth = Variable[float32]{"citadel_zipline_capture_trigger_width"}
var CitadelZiplineCurveSamplingSize = Variable[float32]{"citadel_zipline_curve_sampling_size"}
var CitadelZiplineDebugDrawCapture = Variable[bool]{"citadel_zipline_debug_draw_capture"}
var CitadelZiplineMovementDebug = Variable[bool]{"citadel_zipline_movement_debug"}
var CitadelZiplineNodeDistanceMax = Variable[float32]{"citadel_zipline_node_distance_max"}
var CitadelZiplineNonbaselaneSpeedMult = Variable[float32]{"citadel_zipline_nonbaselane_speed_mult"}
var CitadelZiplinePendulumDamping = Variable[float32]{"citadel_zipline_pendulum_damping"}
var CitadelZiplinePendulumDebug = Variable[bool]{"citadel_zipline_pendulum_debug"}
var CitadelZiplinePendulumForce = Variable[float32]{"citadel_zipline_pendulum_force"}
var CitadelZiplinePendulumGravity = Variable[float32]{"citadel_zipline_pendulum_gravity"}
var CitadelZiplinePendulumLength = Variable[float32]{"citadel_zipline_pendulum_length"}
var CitadelZiplinePendulumTimescale = Variable[float32]{"citadel_zipline_pendulum_timescale"}
var CitadelZiplinePingAlongRopeAngle = Variable[float32]{"citadel_zipline_ping_along_rope_angle"}
CitadelZiplinePingAlongRopeAngle: Determine whether a player is aiming at the zipline toward base or away.
var CitadelZiplinePingTargetingAngle = Variable[float32]{"citadel_zipline_ping_targeting_angle"}
CitadelZiplinePingTargetingAngle: Max angle deflection from the cached zipline node that will result in a ping.
var CitadelZiplineRebuildpaths = Command{"citadel_zipline_rebuildpaths"}
CitadelZiplineRebuildpaths: Rebuilds all zipline splines.
var CitadelZiplineShowEnemyBoosting = Variable[int32]{"citadel_zipline_show_enemy_boosting"}
CitadelZiplineShowEnemyBoosting: 0 = no, 1 = yes, 2 = preview effect.
var CitadelZiplineTargetingDot = Variable[float32]{"citadel_zipline_targeting_dot"}
var CitadelZiplineVelocityDebug = Variable[bool]{"citadel_zipline_velocity_debug"}
var ClAggregateParticles = Variable[bool]{"cl_aggregate_particles"}
var ClAsyncUsercmdSend = Variable[bool]{"cl_async_usercmd_send"}
var ClAsyncUsercmdSendRecvmarginMin = Variable[float32]{"cl_async_usercmd_send_recvmargin_min"}
ClAsyncUsercmdSendRecvmarginMin: Min size of the recv margin queue when async usercmd send is disabled.
var ClBreakOnMissingResource = Command{"cl_break_on_missing_resource"}
ClBreakOnMissingResource: Break in debugger when missing resource match is found. Format: cl_break_on_missing_resource <substring> /(empty to break on all) / 0 to turn off.
var ClBufferIncomingNetMessages = Variable[bool]{"cl_buffer_incoming_net_messages"}
var ClCacheSendtable = Variable[bool]{"cl_cache_sendtable"}
ClCacheSendtable: Cache sendtables.
var ClCheckdeclareclasses = Command{"cl_checkdeclareclasses"}
ClCheckdeclareclasses: Check game code serializers.
var ClCitadelPlayerVotingPosterCurrentHeroId = Variable[uint32]{"cl_citadel_player_voting_poster_current_hero_id"}
ClCitadelPlayerVotingPosterCurrentHeroId: Hero ID to spray.
var ClClockBufferTicks = Variable[float32]{"cl_clock_buffer_ticks"}
ClClockBufferTicks: Clock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired.
var ClClockBufferTicksSpectator = Variable[float32]{"cl_clock_buffer_ticks_spectator"}
ClClockBufferTicksSpectator: Additional margin (in ticks) to apply when spectating.
var ClClockCorrection = Variable[bool]{"cl_clock_correction"}
ClClockCorrection: Enable/disable clock correction on the client.
var ClClockRecvmarginAdjustLimitSlowdown = Variable[float32]{"cl_clock_recvmargin_adjust_limit_slowdown"}
ClClockRecvmarginAdjustLimitSlowdown: Clock sync will not slow down time slower than N%.
var ClClockRecvmarginAdjustLimitSpeedup = Variable[float32]{"cl_clock_recvmargin_adjust_limit_speedup"}
ClClockRecvmarginAdjustLimitSpeedup: Clock sync will not speed up time faster than N%.
var ClClockRecvmarginDesired = Variable[float32]{"cl_clock_recvmargin_desired"}
ClClockRecvmarginDesired: Clock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks.
var ClClockRecvmarginSpewInterval = Variable[int32]{"cl_clock_recvmargin_spew_interval"}
var ClClockRecvmarginTimeconstantSlowdown = Variable[float32]{"cl_clock_recvmargin_timeconstant_slowdown"}
ClClockRecvmarginTimeconstantSlowdown: Clock sync will remove 63.2% of the error in N seconds.
var ClClockRecvmarginTimeconstantSpeedup = Variable[float32]{"cl_clock_recvmargin_timeconstant_speedup"}
ClClockRecvmarginTimeconstantSpeedup: Clock sync will remove 63.2% of the error in N seconds.
var ClClockRecvmarginWindow = Variable[float32]{"cl_clock_recvmargin_window"}
ClClockRecvmarginWindow: Clock sync will use past N seconds.
var ClClockdbg = Variable[bool]{"cl_clockdbg"}
var ClClockdriftMaxTicks = Variable[int32]{"cl_clockdrift_max_ticks"}
ClClockdriftMaxTicks: Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.
var ClConnectionretrytimeP2p = Variable[float32]{"cl_connectionretrytime_p2p"}
ClConnectionretrytimeP2p: Number of seconds over which to spread retry attempts for P2P.
var ClCqMinQueue = Variable[int32]{"cl_cq_min_queue"}
ClCqMinQueue: Used by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength.
var ClDebugBuildRecvmarginMin = Variable[float32]{"cl_debug_build_recvmargin_min"}
ClDebugBuildRecvmarginMin: Min size of the recv margin queue when in tools/debug mode.
var ClDebugOverlaysBroadcast = Variable[bool]{"cl_debug_overlays_broadcast"}
ClDebugOverlaysBroadcast: Render debug overlays from server.
var ClDecryptdataKey = Variable[string]{"cl_decryptdata_key"}
ClDecryptdataKey: Key to decrypt encrypted GOTV messages.
var ClDecryptdataKeyPub = Variable[string]{"cl_decryptdata_key_pub"}
ClDecryptdataKeyPub: Key to decrypt public encrypted GOTV messages.
var ClDisconnectSoundevent = Variable[string]{"cl_disconnect_soundevent"}
ClDisconnectSoundevent: This soundevent is called to stop the desired soundevents when the game is disconnected.
var ClDisconnectVoiceFade = Variable[float32]{"cl_disconnect_voice_fade"}
ClDisconnectVoiceFade: This is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect.
var ClFlushentitypacket = Variable[int32]{"cl_flushentitypacket"}
ClFlushentitypacket: For debugging. Force the engine to flush an entity packet.
var ClForceNextSignonToReset = Variable[bool]{"cl_force_next_signon_to_reset"}
var ClFramePerfSampleBufferMax = Variable[int32]{"cl_frame_perf_sample_buffer_max"}
ClFramePerfSampleBufferMax: If >0, enable random sampling of frames, and limit random sample buffer size to N. Set to 0 to disable frame perf sampling entirely.
var ClFullupdate = Command{"cl_fullupdate"}
ClFullupdate: Force uncompressed update.
var ClGeneratePostdataupdatepreserved = Variable[bool]{"cl_generate_postdataupdatepreserved"}
ClGeneratePostdataupdatepreserved: Do we invoke PostDataUpdatePreserved callbacks for entities that had no changes but are still in the PVS?
var ClIgnorepackets = Variable[bool]{"cl_ignorepackets"}
ClIgnorepackets: Force client to ignore packets (for debugging).
var ClInterpolate = Variable[bool]{"cl_interpolate"}
ClInterpolate: Interpolate entities on the client.
var ClJitterBadThresholdUp = Variable[float32]{"cl_jitter_bad_threshold_up"}
ClJitterBadThresholdUp: When upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have 'irregular delivery'. This is a derived value and should not be modified manually.
var ClLanguage = Variable[string]{"cl_language"}
ClLanguage: Language.
var ClLogTick = Variable[bool]{"cl_log_tick"}
ClLogTick: Log when a tick is received.
var ClLogTickSkips = Variable[int32]{"cl_log_tick_skips"}
ClLogTickSkips: Log when the tick delta >= this.
var ClMaxParticlePvsAabbEdgeLength = Variable[float32]{"cl_max_particle_pvs_aabb_edge_length"}
var ClNetPrintsummary = Command{"cl_net_printsummary"}
ClNetPrintsummary: Print a summary report of Source2 engine networking statistics. (Ticks, netchan messages, etc.).
var ClParallelReadpacketentities = Variable[bool]{"cl_parallel_readpacketentities"}
ClParallelReadpacketentities: Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).
var ClParallelReadpacketentitiesThreshold = Variable[int32]{"cl_parallel_readpacketentities_threshold"}
ClParallelReadpacketentitiesThreshold: Use parallel processing of snapshot reading if above this many entries.
var ClParticleBatchMode = Variable[int32]{"cl_particle_batch_mode"}
var ClParticleCreateDuplicateWorkForProfiling = Variable[int32]{"cl_particle_create_duplicate_work_for_profiling"}
ClParticleCreateDuplicateWorkForProfiling: Create and destroy N particle systems for every one created normally.
var ClParticleFallbackBase = Variable[int32]{"cl_particle_fallback_base"}
ClParticleFallbackBase: Base for falling back to cheaper effects under load.
var ClParticleFallbackMultiplier = Variable[float32]{"cl_particle_fallback_multiplier"}
ClParticleFallbackMultiplier: Multiplier for falling back to cheaper effects under load.
var ClParticleLogCreates = Variable[bool]{"cl_particle_log_creates"}
ClParticleLogCreates: Print debug message every time a particle collection is created.
var ClParticleMaxCount = Variable[int32]{"cl_particle_max_count"}
var ClParticleNewinit = Variable[bool]{"cl_particle_newinit"}
ClParticleNewinit: turn on optimized particle init.
var ClParticleRetireCost = Variable[float32]{"cl_particle_retire_cost"}
var ClParticleSimFallbackBaseMultiplier = Variable[float32]{"cl_particle_sim_fallback_base_multiplier"}
ClParticleSimFallbackBaseMultiplier: How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive.
var ClParticleSimFallbackThresholdMs = Variable[float32]{"cl_particle_sim_fallback_threshold_ms"}
ClParticleSimFallbackThresholdMs: Amount of simulation time that can elapse before new systems start falling back to cheaper versions.
var ClParticleSimulate = Variable[bool]{"cl_particle_simulate"}
ClParticleSimulate: Enables/Disables Particle Simulation.
var ClParticlesDumplist = Command{"cl_particles_dumplist"}
ClParticlesDumplist: Dump all new particles, optional name substring.
var ClParticlesDumpsimlist = Command{"cl_particles_dumpsimlist"}
ClParticlesDumpsimlist: Dump all simulating particles, optional name substring.
var ClPlaybackScreenshots = Variable[bool]{"cl_playback_screenshots"}
ClPlaybackScreenshots: Allows the client to playback screenshot and jpeg commands in demos.
var ClPollNetworkEarly = Variable[bool]{"cl_poll_network_early"}
ClPollNetworkEarly: Enable polling for network messages every frame, instead of every tick.
var ClPrecacheinfo = Command{"cl_precacheinfo"}
ClPrecacheinfo: Show precache info (client).
var ClResend = Variable[float32]{"cl_resend"}
ClResend: Delay in seconds before the client will resend the 'connect' attempt.
var ClSendtableCacheFilename = Variable[string]{"cl_sendtable_cache_filename"}
ClSendtableCacheFilename: Send tables cache file.
var ClShowdemooverlay = Variable[float32]{"cl_showdemooverlay"}
ClShowdemooverlay: How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always).
var ClSkipHierarchyUpdateForUnchangedEntities = Variable[bool]{"cl_skip_hierarchy_update_for_unchanged_entities"}
ClSkipHierarchyUpdateForUnchangedEntities: Skip updating hierarchy information in PostDataUpdate for entities that have not changed.
var ClSndCastClear = Variable[bool]{"cl_snd_cast_clear"}
var ClSndCastRetrigger = Variable[bool]{"cl_snd_cast_retrigger"}
var ClSpawngroupLog = Variable[bool]{"cl_spawngroup_log"}
ClSpawngroupLog: Dump the contents of the next spawngroup manifest to file.
var ClSpawngroupSpewresources = Variable[bool]{"cl_spawngroup_spewresources"}
ClSpawngroupSpewresources: Spew all manifest add/updates.
var ClSpewserializers = Command{"cl_spewserializers"}
ClSpewserializers: Spew serializers.
var ClSpewworldgroups = Command{"cl_spewworldgroups"}
ClSpewworldgroups: Spew world groups (client).
var ClTickpacketDesiredQueuelength = Variable[float32]{"cl_tickpacket_desired_queuelength"}
ClTickpacketDesiredQueuelength: This value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin.
var ClTickpacketRecvmarginAdjustLimit = Variable[float32]{"cl_tickpacket_recvmargin_adjust_limit"}
ClTickpacketRecvmarginAdjustLimit: Recvmargin-based usercommand pacing will not speed up or slow down command pacing by more than N% compared to realtime.
var ClTickpacketRecvmarginDesired = Variable[float32]{"cl_tickpacket_recvmargin_desired"}
ClTickpacketRecvmarginDesired: Recvmargin-based usercommand pacing will try to maintain N ms margin between user command arriving at the server and the server needing that user command. See also cl_tickpacket_desired_queuelength.
var ClTickpacketRecvmarginMinsamples = Variable[int32]{"cl_tickpacket_recvmargin_minsamples"}
ClTickpacketRecvmarginMinsamples: Recvmargin-based usercommand pacing will not take action unless we have N samples.
var ClTickpacketRecvmarginSpewInterval = Variable[int32]{"cl_tickpacket_recvmargin_spew_interval"}
var ClTickpacketRecvmarginTimeconstant = Variable[float32]{"cl_tickpacket_recvmargin_timeconstant"}
ClTickpacketRecvmarginTimeconstant: Recvmargin-based usercommand pacing will remove 63.2% of the error in N seconds.
var ClTickpacketRecvmarginWindow = Variable[float32]{"cl_tickpacket_recvmargin_window"}
ClTickpacketRecvmarginWindow: Recvmargin-based usercommand pacing will use past N seconds.
var ClTicksNetPrintThreshold = Variable[float32]{"cl_ticks_net_print_threshold"}
ClTicksNetPrintThreshold: Print a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage (0...100) exceeds this value. A value of 0 will cause the message to always print each time it is calculated.
var ClTicksWarningLevel = Variable[int32]{"cl_ticks_warning_level"}
ClTicksWarningLevel: Print a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation.
var ClTicktiming = Command{"cl_ticktiming"}
ClTicktiming: {print|<interval>} [summary|detail] Print timing stats now, or set report interval.
var ClTimeout = Variable[float32]{"cl_timeout"}
ClTimeout: After this many seconds without receiving a packet from the server, the client will disconnect itself.
var ClUsercmdDbg = Variable[int32]{"cl_usercmd_dbg"}
ClUsercmdDbg: show usercmd payload sizing info for packets with more than this many usercmds.
var ClUsercmdMaxPerMovemsg = Variable[int32]{"cl_usercmd_max_per_movemsg"}
ClUsercmdMaxPerMovemsg: max number of CUserCmds to send in one client move message.
var ClUsercmdShowsize = Variable[bool]{"cl_usercmd_showsize"}
var ClUsesocketsforloopback = Variable[bool]{"cl_usesocketsforloopback"}
ClUsesocketsforloopback: When connecting to local listen server (for example, using the 'map' command), default to loopback=false, which connects to '127.0.0.1' instead of 'loopback'. This uses the network stack so that fake lag/loss can be simulated.
var Clear = Command{"clear"}
Clear: Clear console output.
var ClearDebugFlagsOnDeath = Variable[bool]{"clear_debug_flags_on_death"}
var Clearall = Command{"clearall"}
Clearall: Clear console output from all views.
var Cleardraw = Command{"cleardraw"}
Cleardraw: Clears all lines drawn by drawline and drawcross.
var Clientport = Variable[int32]{"clientport"}
Clientport: If non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.
var ClothFilterTransformStateless = Variable[bool]{"cloth_filter_transform_stateless"}
ClothFilterTransformStateless: Enable the new, stateless version of FilterTransform.
var ClothGroundPlaneThickness = Variable[float32]{"cloth_ground_plane_thickness"}
ClothGroundPlaneThickness: Raise ground by this much for all cloth that traces the ground; should be 0 ideally.
var Cmd = Command{"cmd"}
Cmd: Forward command to server.
var CojobLockHoldWarningThresholdMs = Variable[int32]{"cojob_lock_hold_warning_threshold_ms"}
CojobLockHoldWarningThresholdMs: How long in milliseconds before we warn about lock hold duration.
var CojobMaxNoYieldTimeUs = Variable[uint32]{"cojob_max_no_yield_time_us"}
CojobMaxNoYieldTimeUs: Will spew if a job takes longer than the specified number of microseconds.
var CollectAssertsForGc = Variable[bool]{"collect_asserts_for_gc"}
CollectAssertsForGc: Whether or not asserts should be collected for sending to the GC.
var CollectEntityModelName = Command{"collect_entity_model_name"}
CollectEntityModelName: Collect model names of the entities you're pointing at.
var Commentary = Variable[bool]{"commentary"}
Commentary: Desired commentary mode state.
var CommentaryAvailable = Variable[bool]{"commentary_available"}
CommentaryAvailable: Automatically set by the game when a commentary file is available for the current map.
var CommentaryCvarsnotchanging = Command{"commentary_cvarsnotchanging"}
var CommentaryFinishnode = Command{"commentary_finishnode"}
var ConEnable = Variable[bool]{"con_enable"}
ConEnable: Allows the console to be activated.
var ConLogfileSuffix = Variable[string]{"con_logfile_suffix"}
ConLogfileSuffix: Suffix to append to the console log, may be changed to reopen the log.
var Condump = Command{"condump"}
Condump: dump the text currently in the console to condumpXX.log.
var Connect = Command{"connect"}
Connect: Connect to a remote server.
var ConnectHltv = Command{"connect_hltv"}
ConnectHltv: Connect to a remote HLTV server.
var ConsoleTest = Command{"console_test"}
ConsoleTest: Output text to test console.
var Consoletool = Command{"consoletool"}
Consoletool: Open a VConsole subtool.
var ConvarsEchoToggleChanges = Variable[bool]{"convars_echo_toggle_changes"}
ConvarsEchoToggleChanges: Echo to the console changes caused by toggling.
var Cpuinfo = Command{"cpuinfo"}
Cpuinfo: Print CPU configuration information.
var CqBufferBloatMsecsMax = Variable[float32]{"cq_buffer_bloat_msecs_max"}
CqBufferBloatMsecsMax: Server will not allow the client to buffer up more than N ms of commands.
var CqDebug = Variable[int32]{"cq_debug"}
CqDebug: Verbose command queue logging.
var CqDilationPercentage = Variable[float32]{"cq_dilation_percentage"}
CqDilationPercentage: When speeding up slowing down, this is how much.
var CqEnable = Variable[bool]{"cq_enable"}
CqEnable: Run one usercmd per server tick and maintain a buffer. Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering.
var CqFakeStarve = Variable[int32]{"cq_fake_starve"}
CqFakeStarve: if set, starve this many commands by discarding during process usercmds.
var CqLogging = Variable[bool]{"cq_logging"}
CqLogging: command queue logging of events.
var CqLoggingInterval = Variable[float32]{"cq_logging_interval"}
CqLoggingInterval: command queue logging per player stats every N seconds, 0 to disable.
var CqMaxStarvedSubstituteCommands = Variable[int32]{"cq_max_starved_substitute_commands"}
CqMaxStarvedSubstituteCommands: Server will stop generating substitute commands if client hasn't sent one, after N in a row.
var CqPrintEveryCommand = Variable[bool]{"cq_print_every_command"}
CqPrintEveryCommand: print every command as we execute it.
var CqRuntests = Variable[bool]{"cq_runtests"}
var CqRuntestsBroadcastInfo = Variable[bool]{"cq_runtests_broadcast_info"}
CqRuntestsBroadcastInfo: send message to remote client console when tests change.
var CqRuntestsInterval = Variable[float32]{"cq_runtests_interval"}
var Crash = Command{"crash"}
Crash: Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: force an Assert 3: infinite loop 4: stack buffer overrun 5: multiple asserts across multiple threads. Optional number of threads (default 5) 6: looping memory leak until we're out of memory. Optional allocation size in bytes (default 1048576/1MB).
var CrashError = Command{"crash_error"}
CrashError: Cause the engine to crash by Plat_FatalError on main thread (Debug!!).
var CrashErrorJob = Command{"crash_error_job"}
CrashErrorJob: Cause the engine to crash by Plat_FatalError on job thread (Debug!!).
var CrashErrorThread = Command{"crash_error_thread"}
CrashErrorThread: Cause the engine to crash by Plat_FatalError on non-main thread (Debug!!).
var CrashJob = Command{"crash_job"}
CrashJob: Cause the engine to crash in a job thread (Debug!!).
var CrashThread = Command{"crash_thread"}
CrashThread: Cause the engine to crash in a brand new non-main thread (Debug!!).
var CreateExplosionDamage = Command{"create_explosion_damage"}
CreateExplosionDamage: Explosion where you're looking, or at x y z, with a real explosion's physics force (unlike create_radius_damage).
var CreateOrb = Command{"create_orb"}
CreateOrb: Create an orb on the local player's team.
var CreateRadiusDamage = Command{"create_radius_damage"}
CreateRadiusDamage: Causes radius damage where you're looking, at the passed in radius.
var CreateTestPortal = Command{"create_test_portal"}
CreateTestPortal: creates a portal.
var Creditsdone = Command{"creditsdone"}
var CsmBiasOverride0 = Variable[float32]{"csm_bias_override_0"}
var CsmBiasOverride1 = Variable[float32]{"csm_bias_override_1"}
var CsmBiasOverride2 = Variable[float32]{"csm_bias_override_2"}
var CsmBiasOverride3 = Variable[float32]{"csm_bias_override_3"}
var CsmCascade0OverrideDist = Variable[float32]{"csm_cascade0_override_dist"}
var CsmCascade1OverrideDist = Variable[float32]{"csm_cascade1_override_dist"}
var CsmCascade2OverrideDist = Variable[float32]{"csm_cascade2_override_dist"}
var CsmCascade3OverrideDist = Variable[float32]{"csm_cascade3_override_dist"}
var CsmCascadeViewdirShadowBiasScale = Variable[float32]{"csm_cascade_viewdir_shadow_bias_scale"}
var CsmMaxDistBetweenCasterAndReceiver = Variable[float32]{"csm_max_dist_between_caster_and_receiver"}
CsmMaxDistBetweenCasterAndReceiver: default pushback.
var CsmMaxNumCascadesOverride = Variable[int32]{"csm_max_num_cascades_override"}
CsmMaxNumCascadesOverride: Number of cascades in sunlight shadow.
var CsmMaxShadowDistOverride = Variable[float32]{"csm_max_shadow_dist_override"}
var CsmMaxVisibleDist = Variable[float32]{"csm_max_visible_dist"}
var CsmResOverride0 = Variable[uint32]{"csm_res_override_0"}
var CsmResOverride1 = Variable[uint32]{"csm_res_override_1"}
var CsmResOverride2 = Variable[uint32]{"csm_res_override_2"}
var CsmResOverride3 = Variable[uint32]{"csm_res_override_3"}
var CsmShadowWorldviewAlignXToU = Variable[bool]{"csm_shadow_worldview_align_x_to_u"}
var CsmShadowWorldviewShearAlignZToV = Variable[bool]{"csm_shadow_worldview_shear_align_z_to_v"}
var CsmSstMaxVisibleDist = Variable[float32]{"csm_sst_max_visible_dist"}
var CsmSstPushbackDistance = Variable[float32]{"csm_sst_pushback_distance"}
CsmSstPushbackDistance: default pushback.
var CsmSstShadowFocusRegionMaxz = Variable[float32]{"csm_sst_shadow_focus_region_maxz"}
var CsmSstShadowFocusRegionMinz = Variable[float32]{"csm_sst_shadow_focus_region_minz"}
var CsmSstVerticalDepthShearEnable = Variable[bool]{"csm_sst_vertical_depth_shear_enable"}
var CsmViewdirShadowBias = Variable[float32]{"csm_viewdir_shadow_bias"}
var CsmViewmodelMaxShadowDist = Variable[float32]{"csm_viewmodel_max_shadow_dist"}
var CsmViewmodelMaxVisibleDist = Variable[float32]{"csm_viewmodel_max_visible_dist"}
var CsmViewmodelNearz = Variable[float32]{"csm_viewmodel_nearz"}
var CsmViewmodelShadows = Variable[bool]{"csm_viewmodel_shadows"}
var CvCollectAssertStackForGc = Variable[bool]{"cv_collect_assert_stack_for_gc"}
CvCollectAssertStackForGc: When enabled and collecting asserts for the GC, this will generate stacks for the asserts.
var Cvarlist = Command{"cvarlist"}
Cvarlist: Show the list of convars/concommands.
var Cyclevar = Command{"cyclevar"}
Cyclevar: Cycle through specified convar values.
var DbghistAddline = Command{"dbghist_addline"}
DbghistAddline: Add a line to the debug history. Format: <category id> <line>.
var DbghistDump = Command{"dbghist_dump"}
DbghistDump: Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player 5: Player Teleport 6: Blind Zombie Sounds 7: Player Continuous.
var DebugDestructibleParts = Variable[bool]{"debug_destructible_parts"}
DebugDestructibleParts: Draw debug information for destructible parts.
var DebugDestructiblePartsEnabled = Variable[bool]{"debug_destructible_parts_enabled"}
DebugDestructiblePartsEnabled: Toggle enabling/disabling the destructible parts system for debug.
var DebugDestructiblePartsRadiusDamage = Variable[bool]{"debug_destructible_parts_radius_damage"}
var DebugDestructiblePartsTtl = Variable[float32]{"debug_destructible_parts_ttl"}
DebugDestructiblePartsTtl: How long the debug draws stick around for, unless they're per-tick.
var DebugDrawEnable = Variable[bool]{"debug_draw_enable"}
var DebugErrorModel = Variable[bool]{"debug_error_model"}
var DebugFontName = Variable[string]{"debug_font_name"}
DebugFontName: Debug font name.
var DebugFontSize = Variable[int32]{"debug_font_size"}
DebugFontSize: Font size for the debug font.
var DebugOverlayFullposition = Variable[bool]{"debug_overlay_fullposition"}
var DebugPhysimpact = Variable[bool]{"debug_physimpact"}
var DebugRadialDamage = Variable[bool]{"debug_radial_damage"}
var DebugTakedamageSummaries = Variable[bool]{"debug_takedamage_summaries"}
var DebugVisibilityMonitor = Variable[int32]{"debug_visibility_monitor"}
var DebugoverlayCircleVerts = Variable[int32]{"debugoverlay_circle_verts"}
var DebugoverlayCycleDomain = Command{"debugoverlay_cycle_domain"}
DebugoverlayCycleDomain: Toggles visibility of the debug overlay system.
var DebugoverlayCycleState = Command{"debugoverlay_cycle_state"}
DebugoverlayCycleState: Toggles visibility of the debug overlay system.
var DebugoverlayDashboard = Command{"debugoverlay_dashboard"}
DebugoverlayDashboard: Makes the debug overlay dashboard visible.
var DebugoverlayEnableDottedDashed = Variable[bool]{"debugoverlay_enable_dotted_dashed"}
DebugoverlayEnableDottedDashed: Toggle the use of dotted/dashed debugoverlay lines to indicate source.
var DebugoverlayForceRespectTtl = Variable[bool]{"debugoverlay_force_respect_ttl"}
DebugoverlayForceRespectTtl: Force respect TTL even when clearing scopes.
var DebugoverlayHideImgui = Command{"debugoverlay_hide_imgui"}
DebugoverlayHideImgui: Hides the overlay.
var DebugoverlayShowTextOutline = Variable[bool]{"debugoverlay_show_text_outline"}
DebugoverlayShowTextOutline: Toggle display of box around text.
var DebugoverlayTextScale = Variable[float32]{"debugoverlay_text_scale"}
DebugoverlayTextScale: Scale of the text used for 3d display, but see also debug_font_{size,name}.
var DebugoverlayToggle = Command{"debugoverlay_toggle"}
DebugoverlayToggle: Toggles visibility of the debug overlay system.
var Decalfrequency = Variable[float32]{"decalfrequency"}
var DemoAllowGameMismatch = Variable[bool]{"demo_allow_game_mismatch"}
DemoAllowGameMismatch: Allow playback of demo even if game directories are not matched [may crash or fail to load].
var DemoDebug = Variable[int32]{"demo_debug"}
DemoDebug: Turn on demo debug spew.
var DemoFlush = Variable[bool]{"demo_flush"}
DemoFlush: Flush writing the demo file every network update.
var DemoGoto = Command{"demo_goto"}
DemoGoto: Skips to location in demo.
var DemoGotomark = Command{"demo_gotomark"}
DemoGotomark: Skips the current demo playback to the marked tick.
var DemoGototick = Command{"demo_gototick"}
DemoGototick: Skips to a tick in demo.
var DemoInfo = Command{"demo_info"}
DemoInfo: Print information about currently playing demo.
var DemoMarktick = Command{"demo_marktick"}
DemoMarktick: Marks the current demo playback tick for later use.
var DemoMaxConsecutiveSkipPackets = Variable[int32]{"demo_max_consecutive_skip_packets"}
DemoMaxConsecutiveSkipPackets: Don't skip more than N messages in a row when skipping in a demo file.
var DemoPause = Command{"demo_pause"}
DemoPause: Pauses demo playback.
var DemoPauseatservertick = Command{"demo_pauseatservertick"}
DemoPauseatservertick: Pauses when the 'render time' reaches the specified tick.
var DemoQuitafterplayback = Variable[bool]{"demo_quitafterplayback"}
DemoQuitafterplayback: Quits game after demo playback.
var DemoRecordcommands = Variable[bool]{"demo_recordcommands"}
DemoRecordcommands: Record commands typed at console into .dem files.
var DemoResume = Command{"demo_resume"}
DemoResume: Resumes demo playback.
var DemoStepTick = Command{"demo_step_tick"}
DemoStepTick: Play for N ticks (default=1) and then pause.
var DemoTimescale = Command{"demo_timescale"}
DemoTimescale: Sets demo replay speed.
var DemoTogglepause = Command{"demo_togglepause"}
DemoTogglepause: Toggles demo playback.
var DemoUsefastgoto = Variable[bool]{"demo_usefastgoto"}
DemoUsefastgoto: Use fast frame skipping when available for demo_goto commands.
var DemoWritefullupdateRate = Variable[int32]{"demo_writefullupdate_rate"}
DemoWritefullupdateRate: Interval time in seconds to write full updates to demo.
var DemoWritemetafile = Command{"demo_writemetafile"}
DemoWritemetafile: save current meta file demo_<version>.meta file for use in demo upconversion.
var Demolist = Command{"demolist"}
Demolist: Print demo sequence list.
var DestructiblePartsDestroyPartsWhenGibbing = Variable[bool]{"destructible_parts_destroy_parts_when_gibbing"}
var DevSendGcMessageServer = Command{"dev_send_gc_message_server"}
DevSendGcMessageServer: <msgid> Send a blank body message with a given ID to gc for routing tests.
var Developer = Variable[int32]{"developer"}
Developer: Set developer message level.
var Diffcheck = Variable[bool]{"diffcheck"}
Diffcheck: Activate diffcheck system.
var DiffcheckPlayerslot = Variable[int32]{"diffcheck_playerslot"}
var DiffcheckSpew = Variable[bool]{"diffcheck_spew"}
DiffcheckSpew: Actually show diffcheck results.
var DiffcheckSpewDiffFilter = Variable[string]{"diffcheck_spew_diff_filter"}
DiffcheckSpewDiffFilter: Show diff with matching filter substring only.
var DiffcheckSpewDiffOnly = Variable[bool]{"diffcheck_spew_diff_only"}
DiffcheckSpewDiffOnly: Show diff only.
var Differences = Command{"differences"}
Differences: Show all convars which are not at their default values (optional restricted to specific flags).
var DisableDynamicPropLoading = Variable[bool]{"disable_dynamic_prop_loading"}
DisableDynamicPropLoading: If non-zero when a map loads, dynamic props won't be loaded.
var DisablePriorityBoost = Command{"disable_priority_boost"}
DisablePriorityBoost: Disable focus based priority boost.
var DisableSourceSoundscapeTrace = Variable[bool]{"disable_source_soundscape_trace"}
DisableSourceSoundscapeTrace: Bypasses lookup of soundscapes for indvidual audio sources when enabled.
var Disconnect = Command{"disconnect"}
Disconnect: Disconnect from server.
var DisplayConvarsOnscreenInBigText = Variable[string]{"display_convars_onscreen_in_big_text"}
DisplayConvarsOnscreenInBigText: Display the convars on the screen in big text. Use semicolons to separate multiple convars.
var DisplayGameEvents = Variable[bool]{"display_game_events"}
var DotaEnableSpatialAudio = Variable[bool]{"dota_enable_spatial_audio"}
DotaEnableSpatialAudio: Flag to enable spatial audio in Dota 2.
var DotaSpatialAudioMix = Variable[float32]{"dota_spatial_audio_mix"}
DotaSpatialAudioMix: Mix value to blend spatial and non-spatial audio in Dota 2.
var DrawFootstepOcclusion = Variable[bool]{"draw_footstep_occlusion"}
DrawFootstepOcclusion: draws footstep/foley events that are heard or not heard.
var Drawcross = Command{"drawcross"}
Drawcross: Draws a cross at the given location Arguments: x y z.
var Drawline = Command{"drawline"}
Drawline: Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2.
var DspAutomatic = Variable[int32]{"dsp_automatic"}
var DspDbMin = Variable[int32]{"dsp_db_min"}
var DspDbMixdrop = Variable[float32]{"dsp_db_mixdrop"}
var DspDistMax = Variable[float32]{"dsp_dist_max"}
var DspDistMin = Variable[float32]{"dsp_dist_min"}
var DspMixMax = Variable[float32]{"dsp_mix_max"}
var DspMixMin = Variable[float32]{"dsp_mix_min"}
var DspOff = Variable[bool]{"dsp_off"}
var DspVol2ch = Variable[float32]{"dsp_vol_2ch"}
var DspVol4ch = Variable[float32]{"dsp_vol_4ch"}
var DspVol5ch = Variable[float32]{"dsp_vol_5ch"}
var DspVolume = Variable[float32]{"dsp_volume"}
var DumpAudioInput = Variable[bool]{"dump_audio_input"}
var DumpGlobals = Command{"dump_globals"}
DumpGlobals: Dump all global entities/states.
var DumpLocToken = Command{"dump_loc_token"}
DumpLocToken: List information on the given token.
var DumpLocalizationFiles = Command{"dump_localization_files"}
DumpLocalizationFiles: List all loaded localization files.
var DumpModifierMessageCount = Command{"dump_modifier_message_count"}
DumpModifierMessageCount: dump_modifier_message_count.
var DumpPlayStats = Command{"dump_play_stats"}
var DumpResponseSymbols = Command{"dump_response_symbols"}
DumpResponseSymbols: print all response symbols to the console.
var Dumpparticlelist = Command{"dumpparticlelist"}
Dumpparticlelist: Print out information on existing particle systems.
var Dumpstringtable = Command{"dumpstringtable"}
Dumpstringtable: Usage: dumpstringtable <tablename |all> <sv | cl> <verbose | simple> <element> Print string tables to console, verbose to dump data, simple to show name and count only, can specifiy a single numeric element index to restrict spew.
var Echo = Command{"echo"}
Echo: Echo text to console.
var Echoln = Command{"echoln"}
Echoln: Echo the command arguments on the console.
var EnablePriorityBoost = Command{"enable_priority_boost"}
EnablePriorityBoost: Disable focus based priority boost.
var Endmovie = Command{"endmovie"}
Endmovie: Stop recording movie frames.
var EngineAccurateInputProcessingDeltaTime = Variable[bool]{"engine_accurate_input_processing_delta_time"}
EngineAccurateInputProcessingDeltaTime: When true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame).
var EngineAllowMultipleSimulatesPerFrame = Variable[bool]{"engine_allow_multiple_simulates_per_frame"}
EngineAllowMultipleSimulatesPerFrame: When the client is catching up in low frame rate situations, should we run client simulate more than once a frame?
var EngineAllowMultipleTicksPerFrame = Variable[bool]{"engine_allow_multiple_ticks_per_frame"}
EngineAllowMultipleTicksPerFrame: When the client is catching up in low frame rate situations, should we run tick more than once a frame?
var EngineClientTickPadEnable = Variable[bool]{"engine_client_tick_pad_enable"}
var EngineCpuInfoExtended = Variable[string]{"engine_cpu_info_extended"}
EngineCpuInfoExtended: CPU the engine is running on.
var EngineFrametimeAmnestyDebug = Variable[bool]{"engine_frametime_amnesty_debug"}
EngineFrametimeAmnestyDebug: Enable logging about events that disable frame time warnings.
var EngineFrametimePrintReport = Command{"engine_frametime_print_report"}
EngineFrametimePrintReport: Print a performance report from the current data in the vprof 'lite' profiler.
var EngineFrametimeWarningsEnable = Variable[bool]{"engine_frametime_warnings_enable"}
EngineFrametimeWarningsEnable: Enable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expected.
var EngineLowLatencySleepAfterClientTick = Variable[bool]{"engine_low_latency_sleep_after_client_tick"}
EngineLowLatencySleepAfterClientTick: When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.
var EngineMaxResourceSystemUpdateTime = Variable[int32]{"engine_max_resource_system_update_time"}
var EngineMaxTicksToSimulate = Variable[int32]{"engine_max_ticks_to_simulate"}
EngineMaxTicksToSimulate: Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.
var EngineNoFocusSleep = Variable[int32]{"engine_no_focus_sleep"}
var EngineNoFocusSleepVconsoleSuppress = Variable[bool]{"engine_no_focus_sleep_vconsole_suppress"}
EngineNoFocusSleepVconsoleSuppress: When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior.
var EngineOstype = Variable[string]{"engine_ostype"}
EngineOstype: OS type the engine is running on.
var EnginePhysDebugLimitTicks = Variable[bool]{"engine_phys_debug_limit_ticks"}
var EnginePlatformNameExtended = Variable[string]{"engine_platform_name_extended"}
EnginePlatformNameExtended: Platform the engine is running on.
var EngineRelaunchAppBeforeExiting = Variable[bool]{"engine_relaunch_app_before_exiting"}
EngineRelaunchAppBeforeExiting: Use this to tell Steam to relaunch the app right after existing.
var EngineRenderOnly = Variable[bool]{"engine_render_only"}
var EngineRendersystemInit = Variable[string]{"engine_rendersystem_init"}
EngineRendersystemInit: Rendersystem option requested (changing this does not change the rendersystem).
var EngineRendersystemShaderModel = Variable[int32]{"engine_rendersystem_shader_model"}
EngineRendersystemShaderModel: Rendersystem shader model in use (changing this does not change the shader model).
var EngineRendersystemUsed = Variable[string]{"engine_rendersystem_used"}
EngineRendersystemUsed: Rendersystem option in use (changing this does not change the rendersystem).
var EngineShowFrameDispatch = Variable[bool]{"engine_show_frame_dispatch"}
EngineShowFrameDispatch: show frame dispatch names.
var EngineShowFramePacing = Variable[bool]{"engine_show_frame_pacing"}
var EngineShowFrameTicks = Variable[bool]{"engine_show_frame_ticks"}
var EngineSse42 = Variable[bool]{"engine_sse42"}
EngineSse42: turn on sse4.2 optimizations in the engine.
var EngineUpdateResourceSystemDuringLowLatencySleep = Variable[bool]{"engine_update_resource_system_during_low_latency_sleep"}
var EntAbsbox = Command{"ent_absbox"}
EntAbsbox: Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntActornames = Command{"ent_actornames"}
EntActornames: Displays the entity name for all entities that have ShouldDisplayInActorNames true in code.
var EntActornamesFont = Variable[string]{"ent_actornames_font"}
EntActornamesFont: ent_actornames font name.
var EntActornamesFontsize = Variable[int32]{"ent_actornames_fontsize"}
EntActornamesFontsize: ent_actornames font size.
var EntAnimgraph2OpenGraph = Command{"ent_animgraph2_open_graph"}
EntAnimgraph2OpenGraph: Opens the graph and starts live debugging the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntAnimgraph2Record = Command{"ent_animgraph2_record"}
EntAnimgraph2Record: Starts live debugging & recording the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntAnimgraphDebug = Command{"ent_animgraph_debug"}
EntAnimgraphDebug: Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntAttachmentFilterSubstrings = Variable[string]{"ent_attachment_filter_substrings"}
EntAttachmentFilterSubstrings: If an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
var EntAttachments = Command{"ent_attachments"}
EntAttachments: Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntAutoaim = Command{"ent_autoaim"}
EntAutoaim: Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntBbox = Command{"ent_bbox"}
EntBbox: Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntBitvecEnable = Variable[bool]{"ent_bitvec_enable"}
var EntBonemergeplayer = Command{"ent_bonemergeplayer"}
EntBonemergeplayer: Bonemerge the player onto the entity under the crosshairs.
var EntCall = Command{"ent_call"}
EntCall: ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope.
var EntCancelpendingentfires = Command{"ent_cancelpendingentfires"}
EntCancelpendingentfires: Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
var EntCharacterize = Command{"ent_characterize"}
EntCharacterize: Spew PVS debug info for entity.
var EntClearDebugOverlays = Command{"ent_clear_debug_overlays"}
EntClearDebugOverlays: Clears all debug overlays.
var EntCreate = Command{"ent_create"}
EntCreate: Creates an entity of the given designer or subclass name where the player is looking.
var EntDebugDrawThinkers = Variable[bool]{"ent_debug_draw_thinkers"}
var EntDebugOriginChanges = Command{"ent_debug_origin_changes"}
EntDebugOriginChanges: turn on, off, or toggle origin changes on server for entity by index.
var EntFind = Command{"ent_find"}
EntFind: Find and list all entities with classnames or targetnames that contain the specified substrings. Format: find_ent <substring>.
var EntFindIndex = Command{"ent_find_index"}
EntFindIndex: Display data for entity matching specified index. Format: find_ent_index <index>.
var EntFire = Command{"ent_fire"}
EntFire: Usage: ent_fire <target> [action] [value0] [value1] ... [valueN].
var EntFireDelay = Command{"ent_fire_delay"}
EntFireDelay: Usage: ent_fire_delay <target> [action] [value0] [value1] ... [valueN] [delay].
var EntFireOutput = Command{"ent_fire_output"}
EntFireOutput: Usage: ent_fire_output <target> [output name] [value0] [value1] ... [valueN].
var EntFireOutputDelay = Command{"ent_fire_output_delay"}
EntFireOutputDelay: Usage: ent_fire_output_delay <target> [output name] [value0] [value1] ... [valueN] [delay].
var EntGib = Command{"ent_gib"}
EntGib: Gibs the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntGrab = Command{"ent_grab"}
EntGrab: grabs the object in front of the player. Options: -loose -multiple -toggle.
var EntHierarchy = Command{"ent_hierarchy"}
EntHierarchy: Prints the entity hierarchy tree rooted at the specified ent(s).
var EntHitbox = Command{"ent_hitbox"}
EntHitbox: Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntInfo = Command{"ent_info"}
EntInfo: Usage: ent_info <class name>.
var EntJointAxisSize = Variable[float32]{"ent_joint_axis_size"}
var EntJointFilterName = Variable[string]{"ent_joint_filter_name"}
EntJointFilterName: If a joint's entire name matches (case insensitive), it will be displayed.
var EntJointFilterSubstrings = Variable[string]{"ent_joint_filter_substrings"}
EntJointFilterSubstrings: If a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
var EntJointLines = Variable[bool]{"ent_joint_lines"}
EntJointLines: Draw a line between a rendered joint and its parent.
var EntJointNames = Variable[bool]{"ent_joint_names"}
EntJointNames: Draw the name of a rendered joint.
var EntJointOnlyIkJoints = Variable[bool]{"ent_joint_only_ik_joints"}
var EntJointUseBindPose = Variable[bool]{"ent_joint_use_bind_pose"}
var EntJoints = Command{"ent_joints"}
EntJoints: Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntKill = Command{"ent_kill"}
EntKill: Kills the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntMessages = Command{"ent_messages"}
EntMessages: Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntMessagesDraw = Variable[bool]{"ent_messages_draw"}
EntMessagesDraw: Visualizes all entity input/output activity.
var EntName = Command{"ent_name"}
EntName: Displays the entity name.
var EntOrient = Command{"ent_orient"}
EntOrient: Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>.
var EntPicker = Command{"ent_picker"}
EntPicker: Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information.
var EntPivot = Command{"ent_pivot"}
EntPivot: Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntPivotSize = Variable[float32]{"ent_pivot_size"}
var EntRemove = Command{"ent_remove"}
EntRemove: Removes the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntRemoveAll = Command{"ent_remove_all"}
EntRemoveAll: Removes all entities of the specified type Arguments: {entity_name} / {class_name}.
var EntRevealInHammer = Command{"ent_reveal_in_hammer"}
EntRevealInHammer: Given a mapname and hammer uniqueid, reveal it in Hammer.
var EntRotate = Command{"ent_rotate"}
EntRotate: Rotates an entity by a specified # of degrees.
var EntScale = Command{"ent_scale"}
EntScale: Scales entities. Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>.
var EntScenehierarchy = Command{"ent_scenehierarchy"}
EntScenehierarchy: Prints the entity scenenode hierarchy tree rooted at the specified ent(s).
var EntScriptDump = Command{"ent_script_dump"}
EntScriptDump: Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntSelect = Command{"ent_select"}
EntSelect: Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntSetang = Command{"ent_setang"}
EntSetang: Set entity angles.
var EntSetname = Command{"ent_setname"}
EntSetname: Sets the targetname of the given entity(s) Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>.
var EntSetpos = Command{"ent_setpos"}
EntSetpos: Move entity to position.
var EntShowContexts = Variable[bool]{"ent_show_contexts"}
EntShowContexts: Show entity contexts in ent_text display.
var EntShowDamage = Command{"ent_show_damage"}
EntShowDamage: Sets damage display mode. When on, you will see the amount of damage dealt over the target's head.
var EntShowResponseCriteria = Command{"ent_show_response_criteria"}
EntShowResponseCriteria: Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntShowonlyattachment = Variable[string]{"ent_showonlyattachment"}
var EntSkeleton = Command{"ent_skeleton"}
EntSkeleton: Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntSkeletonDuration = Variable[float32]{"ent_skeleton_duration"}
EntSkeletonDuration: Duration of ent_skeleton display.
var EntSkeletonOnlyIkJoints = Variable[bool]{"ent_skeleton_only_ik_joints"}
var EntSpewDerivedClasses = Command{"ent_spew_derived_classes"}
EntSpewDerivedClasses: Prints out all entity classes which inherit from a specified base class.
var EntSteadystateBatchsize = Variable[int32]{"ent_steadystate_batchsize"}
EntSteadystateBatchsize: Max number of entities to transmit to player.
var EntSteadystateDelay = Variable[float32]{"ent_steadystate_delay"}
EntSteadystateDelay: Time in seconds without network state changes until an entity is considered for trickle updates.
var EntSteadystateEnable = Variable[bool]{"ent_steadystate_enable"}
var EntSteadystateInterval = Variable[float32]{"ent_steadystate_interval"}
EntSteadystateInterval: Rate at which entities can be trickled to players.
var EntTeleport = Command{"ent_teleport"}
EntTeleport: Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>.
var EntText = Command{"ent_text"}
EntText: Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntText256 = Command{"ent_text256"}
EntText256: Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntTextClear = Command{"ent_text_clear"}
EntTextClear: Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntTextFilter = Command{"ent_text_filter"}
EntTextFilter: Set which ent_text filters you want:.
var EntTextFlagsActive = Variable[int32]{"ent_text_flags_active"}
var EntTextNoNameReallyIMeanIt = Variable[bool]{"ent_text_no_name_really_i_mean_it"}
var EntTextRadius = Command{"ent_text_radius"}
EntTextRadius: Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>.
var EntTextStickyAdd = Command{"ent_text_sticky_add"}
EntTextStickyAdd: Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntTextStickyClear = Command{"ent_text_sticky_clear"}
EntTextStickyClear: Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntTextStickyDump = Command{"ent_text_sticky_dump"}
EntTextStickyDump: Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntTextStickyRemove = Command{"ent_text_sticky_remove"}
EntTextStickyRemove: Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntUngrab = Command{"ent_ungrab"}
EntUngrab: un-grabs all objects.
var EntVcollideWireframe = Command{"ent_vcollide_wireframe"}
EntVcollideWireframe: Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntViewentity = Command{"ent_viewentity"}
EntViewentity: Selects the picked entity as the view entity.
var EntViewoffset = Command{"ent_viewoffset"}
EntViewoffset: Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntViewpunch = Command{"ent_viewpunch"}
EntViewpunch: Used to debug ViewPunch.
var EntVisibilityTraces = Command{"ent_visibility_traces"}
EntVisibilityTraces: Displays visibility traces for the given entity Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var EntityDebugSnapshotEnabled = Variable[bool]{"entity_debug_snapshot_enabled"}
var EntityLogLoadUnserialize = Variable[int32]{"entity_log_load_unserialize"}
EntityLogLoadUnserialize: Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client.
var EntityLumpList = Command{"entity_lump_list"}
EntityLumpList: List all known entity lumps.
var EntityLumpSpew = Command{"entity_lump_spew"}
EntityLumpSpew: Dump the contents of an entity lump.
var Ents = Command{"ents"}
Ents: List server entities, sorted by spawn group.
var EnvShakeDebug = Variable[bool]{"env_shake_debug"}
EnvShakeDebug: Draw debug info for active env_shakes: query radius, affected physics bodies/particles, and the forces/velocity deltas applied to them.
var Escape = Command{"escape"}
Escape: Escape key pressed.
var EventReloadSchema = Command{"event_reload_schema"}
var Exec = Command{"exec"}
Exec: Execute a cfg file.
var ExecAsync = Command{"exec_async"}
ExecAsync: Execute a cfg file over time.
var Execifexists = Command{"execifexists"}
Execifexists: Execute a cfg file if file exists.
var ExecuteCommandEveryFrame = Variable[string]{"execute_command_every_frame"}
var ExperimentalCitadelTickRateOverride = Variable[int32]{"experimental_citadel_tick_rate_override"}
var Explode = Command{"explode"}
Explode: Kills the player with explosive damage.
var Explodevector = Command{"explodevector"}
Explodevector: Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>.
var Fadein = Command{"fadein"}
Fadein: fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
var Fadeout = Command{"fadeout"}
Fadeout: fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
var FathomForceSpotted = Variable[int32]{"fathom_force_spotted"}
var FilesystemBufferSize = Variable[int32]{"filesystem_buffer_size"}
FilesystemBufferSize: Size of per file buffers. 0 for none.
var FilesystemFakeLatency = Variable[int32]{"filesystem_fake_latency"}
var FilesystemMaxStdioRead = Variable[int32]{"filesystem_max_stdio_read"}
var FilesystemNative = Variable[bool]{"filesystem_native"}
FilesystemNative: Use native FS or STDIO.
var FilesystemReportBufferedIo = Variable[bool]{"filesystem_report_buffered_io"}
var FilesystemUnbufferedIo = Variable[bool]{"filesystem_unbuffered_io"}
var FilterPlayerSimulationTime = Variable[bool]{"filter_player_simulation_time"}
var Find = Command{"find"}
Find: Find concommands with the specified string in their name/help text.
var Findflags = Command{"findflags"}
Findflags: Find concommands by flags.
var FireUseModifier = Variable[bool]{"fire_use_modifier"}
var Firetarget = Command{"firetarget"}
var FishDormant = Variable[bool]{"fish_dormant"}
FishDormant: Turns off interactive fish behavior. Fish become immobile and unresponsive.
var FogEnable = Variable[bool]{"fog_enable"}
FogEnable: Enable fog.
var FogHdrcolorscale = Variable[float32]{"fog_hdrcolorscale"}
var FogOverride = Variable[int32]{"fog_override"}
FogOverride: Overrides the map's fog settings (-1 populates fog_ vars with map's values).
var FogOverrideColor = Command{"fog_override_color"}
FogOverrideColor: Sets the fog color override.
var FogOverrideEnable = Variable[bool]{"fog_override_enable"}
FogOverrideEnable: Use fog_override convars instead of world fog data.
var FogOverrideEnd = Variable[float32]{"fog_override_end"}
var FogOverrideExponent = Variable[float32]{"fog_override_exponent"}
var FogOverrideMaxDensity = Variable[float32]{"fog_override_max_density"}
var FogOverrideStart = Variable[float32]{"fog_override_start"}
var FogVolumeDebug = Variable[bool]{"fog_volume_debug"}
FogVolumeDebug: If enabled, prints diagnostic information about the current fog volume.
var FontShowGlyphMiss = Variable[bool]{"font_show_glyph_miss"}
var FootstepDebug = Variable[bool]{"footstep_debug"}
var FootstepForceVolume = Variable[float32]{"footstep_force_volume"}
var ForceAssert = Command{"force_assert"}
ForceAssert: Fire an assertion failure.
var ForceFatalError = Command{"force_fatal_error"}
ForceFatalError: Fire a fatal error.
var ForceFloatingPointExceptions = Command{"force_floating_point_exceptions"}
ForceFloatingPointExceptions: Enable floating point exceptions to find bugs.
var FpTrace = Command{"fp_trace"}
FpTrace: Toggle field path tracing to file.
var FpsMax = Variable[float32]{"fps_max"}
FpsMax: Frame rate limiter. 0=no limit. Does not apply to dedicated server.
var FpsMaxTools = Variable[float32]{"fps_max_tools"}
FpsMaxTools: Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit.
var FpsMaxUi = Variable[float32]{"fps_max_ui"}
FpsMaxUi: Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.
var FsAsyncThreads = Variable[int32]{"fs_async_threads"}
FsAsyncThreads: Number of IO threads in async filesystem (-1 == auto).
var FsClearOpenDuplicateTimes = Command{"fs_clear_open_duplicate_times"}
FsClearOpenDuplicateTimes: Clear the list of files that have been opened.
var FsDumpOpenDuplicateTimes = Command{"fs_dump_open_duplicate_times"}
FsDumpOpenDuplicateTimes: Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.
var FsFakeReadDelayMs = Variable[int32]{"fs_fake_read_delay_ms"}
FsFakeReadDelayMs: Add N ms of delay to every low-level read operation, to simulate a slow disk.
var FsReportAsyncIo = Variable[bool]{"fs_report_async_io"}
var FsReportLongReads = Variable[int32]{"fs_report_long_reads"}
FsReportLongReads: 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold.
var FsReportSyncOpens = Variable[int32]{"fs_report_sync_opens"}
FsReportSyncOpens: 0:Off, 1:Always, 2:Not during load.
var FsSpewReadfieldlist = Command{"fs_spew_readfieldlist"}
FsSpewReadfieldlist: index <threshold bytes>: spew changes to ent index, optionally only spewing if update is > than threshold bytes.
var FsWarningMode = Variable[int32]{"fs_warning_mode"}
FsWarningMode: 0:Off, 1:Warn main thread, 2:Warn other threads.
var FuncBreakMaxPieces = Variable[int32]{"func_break_max_pieces"}
var FuncBreakReductionFactor = Variable[float32]{"func_break_reduction_factor"}
var FuncBreakdmgBullet = Variable[float32]{"func_breakdmg_bullet"}
var FuncBreakdmgClub = Variable[float32]{"func_breakdmg_club"}
var FuncBreakdmgExplosive = Variable[float32]{"func_breakdmg_explosive"}
var FuncMoverCount = Command{"func_mover_count"}
var FuncMoverDebug = Variable[bool]{"func_mover_debug"}
var FuncMoverDebugAll = Variable[bool]{"func_mover_debug_all"}
var FuncMoverDebugFollower = Variable[bool]{"func_mover_debug_follower"}
var FuncMoverDebugParallel = Variable[bool]{"func_mover_debug_parallel"}
var FuncMoverDebugShowtext = Variable[bool]{"func_mover_debug_showtext"}
var FuncMoverDebugVerbose = Variable[bool]{"func_mover_debug_verbose"}
var FuncMoverDisableMovement = Variable[bool]{"func_mover_disable_movement"}
var FuncMoverEnableDebugAll = Command{"func_mover_enable_debug_all"}
var FuncMoverForceTransitionStartDirection = Variable[bool]{"func_mover_force_transition_start_direction"}
var FuncMoverGetSpeedOverride = Variable[float32]{"func_mover_get_speed_override"}
var FuncMoverImguiLogCount = Variable[int32]{"func_mover_imgui_log_count"}
var FuncMoverRunParallel = Variable[bool]{"func_mover_run_parallel"}
var FuncMoverStepMovement = Command{"func_mover_step_movement"}
var FuncRotatorDebug = Variable[bool]{"func_rotator_debug"}
var FuncRotatorRunParallel = Variable[bool]{"func_rotator_run_parallel"}
var GDebugAngularsensor = Variable[bool]{"g_debug_angularsensor"}
var GDebugConstraintSounds = Variable[bool]{"g_debug_constraint_sounds"}
GDebugConstraintSounds: Enable debug printing about constraint sounds.
var GDebugDoors = Variable[bool]{"g_debug_doors"}
var GDebugTransitions = Variable[int32]{"g_debug_transitions"}
GDebugTransitions: 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.
var GRagdollImportantMaxcount = Variable[int32]{"g_ragdoll_important_maxcount"}
var GRagdollMaxcount = Variable[int32]{"g_ragdoll_maxcount"}
var GameeventsAnalyze = Command{"gameevents_analyze"}
GameeventsAnalyze: compare game events across all mods.
var GameeventsDumptofile = Command{"gameevents_dumptofile"}
GameeventsDumptofile: write gameevents keyvalues (sorted by name) to gameevents_<modname>.txt.
var GameeventsShoweventlisteners = Variable[bool]{"gameevents_showeventlisteners"}
GameeventsShoweventlisteners: Show listening addition/removals.
var GameeventsShowevents = Variable[int32]{"gameevents_showevents"}
GameeventsShowevents: Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).
var GameuiActivate = Command{"gameui_activate"}
GameuiActivate: Shows the game UI.
var GameuiAllowescape = Command{"gameui_allowescape"}
GameuiAllowescape: Escape key allowed to hide game UI.
var GameuiAllowescapetoshow = Command{"gameui_allowescapetoshow"}
GameuiAllowescapetoshow: Escape key allowed to show game UI.
var GameuiHide = Command{"gameui_hide"}
GameuiHide: Hides the game UI.
var GameuiPreventescape = Command{"gameui_preventescape"}
GameuiPreventescape: Escape key doesn't hide game UI.
var GameuiPreventescapetoshow = Command{"gameui_preventescapetoshow"}
GameuiPreventescapetoshow: Escape key doesn't show game UI.
var GenerateMinidumpComment = Command{"generate_minidump_comment"}
GenerateMinidumpComment: Generate a minidump comment and spew the results to the console.
var GenerateNullContainer = Command{"generate_null_container"}
GenerateNullContainer: Generated a nulled out container.
var GenerateTrashSynth = Command{"generate_trash_synth"}
GenerateTrashSynth: Args: [Asset directory Path].
var Give = Command{"give"}
Give: Give item to player. Arguments: <item_name>.
var GiveOriented = Command{"give_oriented"}
GiveOriented: Give item oriented to player angles. Arguments: <item_name>.
var Givecurrentammo = Command{"givecurrentammo"}
Givecurrentammo: Give a supply of ammo for current weapon.
var GlobalSet = Command{"global_set"}
GlobalSet: global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
var God = Command{"god"}
God: Toggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.
var GraphcontrollerDumpparams = Command{"graphcontroller_dumpparams"}
GraphcontrollerDumpparams: Print all anim graph parameters for the specified entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var Grep = Command{"grep"}
Grep: grep line for pattern, print out matching lines only.
var Groundlist = Command{"groundlist"}
Groundlist: Display ground entity list <index>.
var Groups = Command{"groups"}
Groups: Show status of all spawn groups.
var HairsimForceFixedTimestep = Variable[bool]{"hairsim_force_fixed_timestep"}
var HairsimReset = Variable[bool]{"hairsim_reset"}
var Healme = Command{"healme"}
Healme: Heals the player. Arguments: <health to gain>.
var Help = Command{"help"}
Help: Find help about a convar/concommand.
var Hideconsole = Command{"hideconsole"}
Hideconsole: Hide the console.
var HideoutToggleCamera = Command{"hideout_toggle_camera"}
var HostForceFrametimeToEqualTickInterval = Variable[bool]{"host_force_frametime_to_equal_tick_interval"}
var HostForceMaxFrametimeToTickInterval = Variable[bool]{"host_force_max_frametime_to_tick_interval"}
var HostFramerate = Variable[float32]{"host_framerate"}
HostFramerate: Set to lock per-frame time elapse.
var HostReadconfigIgnoreUserconfig = Variable[bool]{"host_readconfig_ignore_userconfig"}
HostReadconfigIgnoreUserconfig: Whether we should ignore the user config file for reading/writing.
var HostTimescale = Variable[float32]{"host_timescale"}
HostTimescale: Prescale the clock by this amount.
var HostTimescaleDec = Command{"host_timescale_dec"}
HostTimescaleDec: Decrement the timescale by one step.
var HostTimescaleInc = Command{"host_timescale_inc"}
HostTimescaleInc: Increment the timescale by one step.
var HostWriteconfig = Command{"host_writeconfig"}
HostWriteconfig: Saves out the user config values.
var Hostfile = Variable[string]{"hostfile"}
Hostfile: The HOST file to load.
var Hostip = Variable[int32]{"hostip"}
Hostip: Host game server ip.
var Hostname = Variable[string]{"hostname"}
Hostname: Hostname for server.
var HostnameInClientStatus = Variable[bool]{"hostname_in_client_status"}
HostnameInClientStatus: Show server hostname in client status.
var Hostport = Variable[int32]{"hostport"}
Hostport: Host game server port.
var HullivrEdgeMergeTan = Variable[float32]{"hullivr_edge_merge_tan"}
HullivrEdgeMergeTan: Should we try to straighten two faces connected to this edge? (tangent).
var HullivrFaceislandMergeDisp = Variable[float32]{"hullivr_faceisland_merge_disp"}
HullivrFaceislandMergeDisp: Should we straighten face island if the displacement is this much? (inches).
var HullivrFaceislandMergeTan = Variable[float32]{"hullivr_faceisland_merge_tan"}
HullivrFaceislandMergeTan: Should we try to straighten an island of faces deviating from their average normal (tangent)?
var HullivrVersion = Variable[int32]{"hullivr_version"}
var Hurtme = Command{"hurtme"}
Hurtme: Hurts the player. Arguments: <health to lose>.
var Hurtthem = Command{"hurtthem"}
Hurtthem: Hurts the enemy in front of you. Arguments: <health to lose>.
var IkConstraintsEnabled = Variable[bool]{"ik_constraints_enabled"}
var IkDebugAllChainsUniqueColorPerChain = Variable[bool]{"ik_debug_all_chains_unique_color_per_chain"}
var IkDebugCcd = Variable[int32]{"ik_debug_ccd"}
var IkDebugChainToFilterBy = Variable[string]{"ik_debug_chain_to_filter_by"}
var IkDebugConstraints = Variable[int32]{"ik_debug_constraints"}
var IkDebugDogleg3bone = Variable[int32]{"ik_debug_dogleg3bone"}
var IkDebugDogleg3boneEnabled = Variable[bool]{"ik_debug_dogleg3bone_enabled"}
var IkDebugFabrikBackwardsEnabled = Variable[bool]{"ik_debug_fabrik_backwards_enabled"}
var IkDebugFabrikBackwardsIterationToggle = Command{"ik_debug_fabrik_backwards_iteration_toggle"}
var IkDebugFabrikBackwardsIterations = Variable[int32]{"ik_debug_fabrik_backwards_iterations"}
var IkDebugFabrikForwardsEnabled = Variable[bool]{"ik_debug_fabrik_forwards_enabled"}
var IkDebugFabrikForwardsIterationToggle = Command{"ik_debug_fabrik_forwards_iteration_toggle"}
var IkDebugFabrikForwardsIterations = Variable[int32]{"ik_debug_fabrik_forwards_iterations"}
var IkDebugGroundtraces = Variable[bool]{"ik_debug_groundtraces"}
IkDebugGroundtraces: Show IK trace related details.
var IkDebugPerlinSolver = Variable[bool]{"ik_debug_perlin_solver"}
var IkDebugPlanetilt = Variable[int32]{"ik_debug_planetilt"}
var IkDebugPlanetiltAxisLength = Variable[float32]{"ik_debug_planetilt_axis_length"}
var IkDebugTargets = Variable[bool]{"ik_debug_targets"}
var IkEnable = Variable[bool]{"ik_enable"}
IkEnable: Enable IK.
var IkFabrikAlignChain = Variable[bool]{"ik_fabrik_align_chain"}
var IkFabrikBackwardsEnabled = Variable[bool]{"ik_fabrik_backwards_enabled"}
var IkFabrikForwardsEnabled = Variable[bool]{"ik_fabrik_forwards_enabled"}
var IkFabrikOverrideNumIterations = Variable[int32]{"ik_fabrik_override_num_iterations"}
var IkFinalFixupEnable = Variable[bool]{"ik_final_fixup_enable"}
var IkHingeDebugBoneIndex = Variable[int32]{"ik_hinge_debug_bone_index"}
var IkPlanetiltEnable = Variable[bool]{"ik_planetilt_enable"}
var ImguiCycleUndockedWindowFocus = Command{"imgui_cycle_undocked_window_focus"}
ImguiCycleUndockedWindowFocus: Cycles focus between the game window and undocked imgui windows.
var ImguiDebugDrawDashboardTogglePause = Variable[bool]{"imgui_debug_draw_dashboard_toggle_pause"}
ImguiDebugDrawDashboardTogglePause: Dashboard/Pause Game When Activated.
var ImguiDebugDrawDashboardWindow = Variable[bool]{"imgui_debug_draw_dashboard_window"}
ImguiDebugDrawDashboardWindow: Dashboard/Show Dashboard.
var ImguiDebugDrawDashboardWindowToggleFocus = Variable[bool]{"imgui_debug_draw_dashboard_window_toggle_focus"}
ImguiDebugDrawDashboardWindowToggleFocus: Dashboard toggle focus.
var ImguiDebugEntity = Command{"imgui_debug_entity"}
ImguiDebugEntity: Shows the entity browser, focused on the entity you specify. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var ImguiDefaultFontSize = Variable[float32]{"imgui_default_font_size"}
ImguiDefaultFontSize: Default imgui font size.
var ImguiDomain = Variable[int32]{"imgui_domain"}
ImguiDomain: 1 == client, 2 == server.
var ImguiEnable = Variable[bool]{"imgui_enable"}
ImguiEnable: if imgui should display.
var ImguiEnableInput = Variable[bool]{"imgui_enable_input"}
ImguiEnableInput: if imgui should consume input.
var ImguiEntTextEnable = Variable[bool]{"imgui_ent_text_enable"}
ImguiEntTextEnable: Show Entity Text in Window.
var ImguiSetSelection = Command{"imgui_set_selection"}
ImguiSetSelection: Sets ImGui selection.
var ImguiSetStatusText = Command{"imgui_set_status_text"}
ImguiSetStatusText: Sets ImGui header status text.
var ImguiShowCitadelMovement = Variable[bool]{"imgui_show_citadel_movement"}
ImguiShowCitadelMovement: Citadel/Player/Movement.
var ImguiTempEnable = Variable[bool]{"imgui_temp_enable"}
ImguiTempEnable: if imgui should display temporarily.
var InButtonDoublePressWindow = Variable[float32]{"in_button_double_press_window"}
InButtonDoublePressWindow: How short the time between presses needs to be for us to consider it a double-press.
InForcebuttonstate: Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS.
InSpewbuttondelta: Spew button deltas, 0 = off, 1 = server, 2 = client, 3 = both.
InSpewbuttonhold: Spew button hold times, 0 = off, 1 = server, 2 = client, 3 = both.
var InSpewent = Variable[int32]{"in_spewent"}
InSpewent: Which entity should we spew input for? (Useful for debugging bot input).
var InSpewinput = Variable[int32]{"in_spewinput"}
InSpewinput: Spew input, 0 = off, 1 = server, 2 = client, 3 = both.
var Incrementvar = Command{"incrementvar"}
Incrementvar: Increment specified convar value.
var InputButtonCodeIsScanCodeScd = Variable[bool]{"input_button_code_is_scan_code_scd"}
InputButtonCodeIsScanCodeScd: Bind keys based on keyboard position instead of key name.
var InputDownimpulsevalue = Variable[float32]{"input_downimpulsevalue"}
var InputFilterRelativeAnalogInputs = Variable[bool]{"input_filter_relative_analog_inputs"}
var InputForceuser = Variable[int32]{"input_forceuser"}
InputForceuser: Force user input to this split screen player.
var InputState = Command{"input_state"}
InputState: input_state.
var InputUpimpulsevalue = Variable[float32]{"input_upimpulsevalue"}
var InstantReplay = Variable[bool]{"instant_replay"}
InstantReplay: Enable instant replay recording.
var InstantReplayGotoTick = Command{"instant_replay_goto_tick"}
InstantReplayGotoTick: Goto a direct timestamp of the replay.
var InstantReplayGotoTickRelative = Command{"instant_replay_goto_tick_relative"}
InstantReplayGotoTickRelative: Goto a direct timestamp of the replay.
var InstantReplayHistoryLimit = Variable[int32]{"instant_replay_history_limit"}
InstantReplayHistoryLimit: Maximum amount of minutes to save history (0 is unlimited).
var InstantReplayLive = Command{"instant_replay_live"}
InstantReplayLive: If in replay, jumps back to live.
var InstantReplayPause = Command{"instant_replay_pause"}
InstantReplayPause: Pauses instant replay.
var InstantReplayResume = Command{"instant_replay_resume"}
InstantReplayResume: Resumes instant replay.
var InstantReplaySkip = Command{"instant_replay_skip"}
InstantReplaySkip: Number of seconds to skip back to instant replay from current position.
var InstantReplaySkipLive = Command{"instant_replay_skip_live"}
InstantReplaySkipLive: Number of seconds to skip back to instant replay from live.
var InstantReplayTimescale = Command{"instant_replay_timescale"}
InstantReplayTimescale: Sets instant replay speed.
var InstantReplayTogglepause = Command{"instant_replay_togglepause"}
InstantReplayTogglepause: Toggles instant replay.
var InterestingEventsDrawDebug = Variable[bool]{"interesting_events_draw_debug"}
InterestingEventsDrawDebug: When enabled, draws a sphere representing active events.
var Ip = Variable[string]{"ip"}
Ip: Overrides IP for multihomed hosts.
var ItemDebug = Variable[bool]{"item_debug"}
var IvDebugbone = Variable[string]{"iv_debugbone"}
IvDebugbone: Debug bone name for interpolation spew of CAnimationState.
var JoyAxisrDeadzone = Variable[float32]{"joy_axisr_deadzone"}
var JoyAxisrRelative = Variable[bool]{"joy_axisr_relative"}
var JoyAxisuDeadzone = Variable[float32]{"joy_axisu_deadzone"}
var JoyAxisuRelative = Variable[bool]{"joy_axisu_relative"}
var JoyAxisvDeadzone = Variable[float32]{"joy_axisv_deadzone"}
var JoyAxisvRelative = Variable[bool]{"joy_axisv_relative"}
var JoyAxisxDeadzone = Variable[float32]{"joy_axisx_deadzone"}
var JoyAxisxRelative = Variable[bool]{"joy_axisx_relative"}
var JoyAxisyDeadzone = Variable[float32]{"joy_axisy_deadzone"}
var JoyAxisyRelative = Variable[bool]{"joy_axisy_relative"}
var JoyAxiszDeadzone = Variable[float32]{"joy_axisz_deadzone"}
var JoyAxiszRelative = Variable[bool]{"joy_axisz_relative"}
var JpegQuality = Variable[int32]{"jpeg_quality"}
JpegQuality: Set jpeg screenshot quality. [1..100].
var JpegScreenshot = Command{"jpeg_screenshot"}
JpegScreenshot: Take a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].
var KelvinIcePathBaseShards = Variable[int32]{"kelvin_ice_path_base_shards"}
var KelvinIcePathBaseSize = Variable[float32]{"kelvin_ice_path_base_size"}
var KelvinIcePathConnectorDistance = Variable[float32]{"kelvin_ice_path_connector_distance"}
var KelvinIcePathConnectorLength = Variable[float32]{"kelvin_ice_path_connector_length"}
var KelvinIcePathDebugRenderPhysics = Variable[int32]{"kelvin_ice_path_debug_render_physics"}
var KelvinIcePathHealth = Variable[int32]{"kelvin_ice_path_health"}
KelvinIcePathHealth: Normalized against base firerate, 100 is 1 second.
var KelvinIcePathLagcompMoveLingerTime = Variable[float32]{"kelvin_ice_path_lagcomp_move_linger_time"}
KelvinIcePathLagcompMoveLingerTime: Extra time for ice path movement controller to linger to prevent mispredictions.
var KelvinIcePathMaxPitchConnector = Variable[float32]{"kelvin_ice_path_max_pitch_connector"}
var KelvinIcePathShardOffsetMax = Variable[float32]{"kelvin_ice_path_shard_offset_max"}
var KelvinIcePathShardOffsetMin = Variable[float32]{"kelvin_ice_path_shard_offset_min"}
var KelvinIcePathShardScaleDuration = Variable[float32]{"kelvin_ice_path_shard_scale_duration"}
var KelvinIcePathShardVertPerQuarter = Variable[int32]{"kelvin_ice_path_shard_vert_per_quarter"}
var KelvinIcePathSurfSize = Variable[float32]{"kelvin_ice_path_surf_size"}
var KelvinIcePathThickness = Variable[float32]{"kelvin_ice_path_thickness"}
var KelvinIcePathUvScale = Variable[float32]{"kelvin_ice_path_uv_scale"}
var KelvinIceShardLagcompStartdelayTime = Variable[float32]{"kelvin_ice_shard_lagcomp_startdelay_time"}
KelvinIceShardLagcompStartdelayTime: Delay before ice shard's physics kick in to account for client latency.
var KeyFindbinding = Command{"key_findbinding"}
KeyFindbinding: Find key bound to specified command string.
var KeyListboundkeys = Command{"key_listboundkeys"}
KeyListboundkeys: List bound keys with bindings.
var Kick = Command{"kick"}
Kick: Kick a player by name.
var Kickid = Command{"kickid"}
Kickid: Kick a player by userid or uniqueid, with a message.
var KickidHltv = Command{"kickid_hltv"}
KickidHltv: Kick a player by userid or uniqueid, with a message.
var Kill = Command{"kill"}
Kill: Kills the player with generic damage.
var KillAllShrines = Command{"kill_all_shrines"}
KillAllShrines: Kills all shrines.
var Killvector = Command{"killvector"}
Killvector: Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>.
var LabelledDebugHelperArcSegments = Variable[int32]{"labelled_debug_helper_arc_segments"}
var LabelledDebugHelperEnabled = Variable[bool]{"labelled_debug_helper_enabled"}
var LabelledDebugHelperScale = Variable[float32]{"labelled_debug_helper_scale"}
var LabelledDebugHelperShowPosition = Variable[bool]{"labelled_debug_helper_show_position"}
var LabelledDebugHelperShowText = Variable[bool]{"labelled_debug_helper_show_text"}
var LabelledDebugHelperSkeletonShowBoneNames = Variable[bool]{"labelled_debug_helper_skeleton_show_bone_names"}
var LbAllowShadowRotation = Variable[bool]{"lb_allow_shadow_rotation"}
LbAllowShadowRotation: SceneSystem/LightBinner/Shadow Rotation.
var LbBarnlightShadowUsePrecomputedVis = Variable[bool]{"lb_barnlight_shadow_use_precomputed_vis"}
var LbBarnlightShadowmapScale = Variable[float32]{"lb_barnlight_shadowmap_scale"}
LbBarnlightShadowmapScale: Scale for computed barnlight shadowmap size.
var LbBinSlices = Variable[int32]{"lb_bin_slices"}
var LbConvertToBarnLightsFalloffMatchPoint = Variable[float32]{"lb_convert_to_barn_lights_falloff_match_point"}
var LbCsmCascadeSizeOverride = Variable[int32]{"lb_csm_cascade_size_override"}
LbCsmCascadeSizeOverride: Override width/height of individual cascades in the CSM.
var LbCsmCrossFadeOverride = Variable[float32]{"lb_csm_cross_fade_override"}
LbCsmCrossFadeOverride: Override CSM cross fade amount.
var LbCsmDistanceFadeOverride = Variable[float32]{"lb_csm_distance_fade_override"}
LbCsmDistanceFadeOverride: Override CSM distance fade.
var LbCsmDrawAlphaTested = Variable[bool]{"lb_csm_draw_alpha_tested"}
var LbCsmDrawTranslucent = Variable[bool]{"lb_csm_draw_translucent"}
var LbCsmFovOverride = Variable[float32]{"lb_csm_fov_override"}
var LbCsmOverrideBulbRadius = Variable[float32]{"lb_csm_override_bulb_radius"}
LbCsmOverrideBulbRadius: Override bulb radius for CSM.
var LbCsmOverrideStaticgeoCascades = Variable[bool]{"lb_csm_override_staticgeo_cascades"}
LbCsmOverrideStaticgeoCascades: Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value.
var LbCsmOverrideStaticgeoCascadesAnimatedVerts = Variable[bool]{"lb_csm_override_staticgeo_cascades_animated_verts"}
LbCsmOverrideStaticgeoCascadesAnimatedVerts: If lb_csm_override_staticgeo_cascades, ensure only objects without animated verts, i.e. SCENEOBJECTFLAG_CAN_RENDER_INTO_SST flag will be excluded (as opposed to all static objects).
var LbCsmOverrideStaticgeoCascadesValue = Variable[int32]{"lb_csm_override_staticgeo_cascades_value"}
LbCsmOverrideStaticgeoCascadesValue: If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects.
var LbCsmReceiverPlaneDepthBias = Variable[float32]{"lb_csm_receiver_plane_depth_bias"}
LbCsmReceiverPlaneDepthBias: Shader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0).
var LbCsmReceiverPlaneDepthBiasTransmissiveBackface = Variable[float32]{"lb_csm_receiver_plane_depth_bias_transmissive_backface"}
LbCsmReceiverPlaneDepthBiasTransmissiveBackface: Depth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0).
var LbCubemapNormalizationMax = Variable[float32]{"lb_cubemap_normalization_max"}
var LbCubemapNormalizationRoughnessBegin = Variable[float32]{"lb_cubemap_normalization_roughness_begin"}
var LbCullOffscreenBounceLightShadows = Variable[bool]{"lb_cull_offscreen_bounce_light_shadows"}
LbCullOffscreenBounceLightShadows: Skip shadowmaps for offscreen dynamic bounce lights that indirect diffuse isn't going to sample.
var LbCullOnscreenBounceLightShadows = Variable[bool]{"lb_cull_onscreen_bounce_light_shadows"}
LbCullOnscreenBounceLightShadows: Skip shadowmaps for *onscreen* dynamic bounce lights which will probably not be visible.
var LbDebugLightBounds = Variable[bool]{"lb_debug_light_bounds"}
LbDebugLightBounds: SceneSystem/LightBinner/Debug Light Bounds.
var LbDebugShadowAtlas = Variable[bool]{"lb_debug_shadow_atlas"}
LbDebugShadowAtlas: SceneSystem/LightBinner/Debug Shadow Atlas.
var LbDebugShadowtileAtlas = Variable[bool]{"lb_debug_shadowtile_atlas"}
LbDebugShadowtileAtlas: SceneSystem/LightBinner/Debug ShadowTile Atlas.
var LbDebugSilhouette = Variable[string]{"lb_debug_silhouette"}
LbDebugSilhouette: SceneSystem/LightBinner/Debug Silhouettes.
var LbDebugSilhouetteSum = Variable[uint32]{"lb_debug_silhouette_sum"}
LbDebugSilhouetteSum: If we should draw normal silhouette or minkowski sum silhouette.
var LbDebugTiles = Variable[string]{"lb_debug_tiles"}
LbDebugTiles: SceneSystem/LightBinner/Debug Tiles.
var LbDebugVisualizeFogShadowedLights = Variable[int32]{"lb_debug_visualize_fog_shadowed_lights"}
LbDebugVisualizeFogShadowedLights: SceneSystem/LightBinner/Debug Visualize Fog Shadowed Lights.
var LbDebugVisualizeLights = Variable[int32]{"lb_debug_visualize_lights"}
LbDebugVisualizeLights: SceneSystem/LightBinner/Debug Visualize Lights.
var LbDebugVisualizeShadowedLightDetails = Variable[bool]{"lb_debug_visualize_shadowed_light_details"}
var LbDebugVisualizeShadowedLights = Variable[int32]{"lb_debug_visualize_shadowed_lights"}
LbDebugVisualizeShadowedLights: SceneSystem/LightBinner/Debug Visualize Shadowed Lights.
var LbDynamicShadowPenumbra = Variable[bool]{"lb_dynamic_shadow_penumbra"}
LbDynamicShadowPenumbra: Adjust shadow penumbra based on light size.
var LbDynamicShadowResolution = Variable[bool]{"lb_dynamic_shadow_resolution"}
LbDynamicShadowResolution: Dynamically adjust shadow resolution.
var LbDynamicShadowResolutionBase = Variable[float32]{"lb_dynamic_shadow_resolution_base"}
LbDynamicShadowResolutionBase: Base resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light.
var LbDynamicShadowResolutionBaseCmpShadowmapsize = Variable[bool]{"lb_dynamic_shadow_resolution_base_cmp_shadowmapsize"}
LbDynamicShadowResolutionBaseCmpShadowmapsize: take min of lb_dynamic_shadow_resolution and barnlight shadowmapsize as base shadowmapsize.
var LbDynamicShadowResolutionDelay = Variable[float32]{"lb_dynamic_shadow_resolution_delay"}
LbDynamicShadowResolutionDelay: Update delay for shadow size.
var LbDynamicShadowResolutionHysteresis = Variable[float32]{"lb_dynamic_shadow_resolution_hysteresis"}
LbDynamicShadowResolutionHysteresis: Update hysteresis for shadow size.
var LbDynamicShadowResolutionQuantization = Variable[uint32]{"lb_dynamic_shadow_resolution_quantization"}
LbDynamicShadowResolutionQuantization: Quantization of dynamically computed shadow size.
var LbEnableBakedShadows = Variable[bool]{"lb_enable_baked_shadows"}
LbEnableBakedShadows: SceneSystem/LightBinner/Enable Baked Shadows.
var LbEnableBinning = Variable[bool]{"lb_enable_binning"}
LbEnableBinning: SceneSystem/LightBinner/Enable Binning.
var LbEnableDynamicLights = Variable[bool]{"lb_enable_dynamic_lights"}
LbEnableDynamicLights: Allows rendering dynamic lights.
var LbEnableEnvmaps = Variable[bool]{"lb_enable_envmaps"}
LbEnableEnvmaps: SceneSystem/LightBinner/Enable EnvMaps.
var LbEnableFogMixedShadows = Variable[bool]{"lb_enable_fog_mixed_shadows"}
LbEnableFogMixedShadows: SceneSystem/LightBinner/Enable Fog Mixed Shadows.
var LbEnableLights = Variable[bool]{"lb_enable_lights"}
LbEnableLights: SceneSystem/LightBinner/Enable Lights.
var LbEnableShadowCasting = Variable[bool]{"lb_enable_shadow_casting"}
LbEnableShadowCasting: Allow stationary/dynamic lights to cast shadows.
var LbEnableStationaryLights = Variable[bool]{"lb_enable_stationary_lights"}
LbEnableStationaryLights: Allows rendering stationary/mixed lights.
var LbEnableSunlight = Variable[bool]{"lb_enable_sunlight"}
LbEnableSunlight: SceneSystem/LightBinner/Enable Sunlight.
var LbLowQualityShaderFadeRegionRescale = Variable[float32]{"lb_low_quality_shader_fade_region_rescale"}
LbLowQualityShaderFadeRegionRescale: For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.
var LbMaxVisibleBarnLightsOverride = Variable[int32]{"lb_max_visible_barn_lights_override"}
LbMaxVisibleBarnLightsOverride: Override maximum visible barn lights.
var LbMaxVisibleEnvmapsOverride = Variable[int32]{"lb_max_visible_envmaps_override"}
LbMaxVisibleEnvmapsOverride: Override maximum visible envmaps.
var LbMixedShadows = Variable[bool]{"lb_mixed_shadows"}
LbMixedShadows: SceneSystem/LightBinner/Enable Mixed Shadows.
var LbOverrideBarnLightFadeSizesEnable = Variable[bool]{"lb_override_barn_light_fade_sizes_enable"}
var LbPrecomputedShadowmapDepthBias = Variable[float32]{"lb_precomputed_shadowmap_depth_bias"}
var LbPrecomputedShadowmapDepthBiasPerspective = Variable[float32]{"lb_precomputed_shadowmap_depth_bias_perspective"}
LbPrecomputedShadowmapDepthBiasPerspective: Depth bias for perspective precomputed shadowmaps, as a fraction of the distance to the light.
var LbPrecomputedShadowmapEnable = Variable[bool]{"lb_precomputed_shadowmap_enable"}
var LbShadowMapCullEmptyMixed = Variable[bool]{"lb_shadow_map_cull_empty_mixed"}
LbShadowMapCullEmptyMixed: Don't render shadows for mixed shadowmaps with no dynamics objects in view.
var LbShadowMapCulling = Variable[bool]{"lb_shadow_map_culling"}
var LbShadowTextureHeightOverride = Variable[int32]{"lb_shadow_texture_height_override"}
LbShadowTextureHeightOverride: Override height of shadow atlas texture.
var LbShadowTextureWidthOverride = Variable[int32]{"lb_shadow_texture_width_override"}
LbShadowTextureWidthOverride: Override width of shadow atlas texture.
var LbSsssImportanceSample = Variable[bool]{"lb_ssss_importance_sample"}
var LbSsssSamples = Variable[int32]{"lb_ssss_samples"}
LbSsssSamples: Subsurface sample count.
var LbSunCsmSizeCullThresholdTexels = Variable[float32]{"lb_sun_csm_size_cull_threshold_texels"}
LbSunCsmSizeCullThresholdTexels: Size, in texels, where we will cull an object in the shadowmap.
var LbTilePixels = Variable[int32]{"lb_tile_pixels"}
var LbTimeSlicedShadowMapReallocationAge = Variable[float32]{"lb_time_sliced_shadow_map_reallocation_age"}
LbTimeSlicedShadowMapReallocationAge: Age of cached allocation to be considered for re-allocation.
var LbTimeSlicedShadowMapReallocationPct = Variable[float32]{"lb_time_sliced_shadow_map_reallocation_pct"}
LbTimeSlicedShadowMapReallocationPct: Likelyhood we'll re-allocate a timesliced shadowmap (to try to improve packing).
var LbTimeSlicedShadowMapRenderingEnable = Variable[bool]{"lb_time_sliced_shadow_map_rendering_enable"}
LbTimeSlicedShadowMapRenderingEnable: Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi.
var LbTimeslicedShadowsDynamicSize = Variable[bool]{"lb_timesliced_shadows_dynamic_size"}
var LbUseEllipsoidBounds = Variable[bool]{"lb_use_ellipsoid_bounds"}
var LbUseIlluminationSilhouette = Variable[bool]{"lb_use_illumination_silhouette"}
LbUseIlluminationSilhouette: SceneSystem/LightBinner/Use Illumination Bounds.
var LbUseIlluminationVolume = Variable[bool]{"lb_use_illumination_volume"}
LbUseIlluminationVolume: Disables use of illumination volume (may cause precomputed lighting errors).
var LegacyModelsSupported = Variable[bool]{"legacy_models_supported"}
LegacyModelsSupported: Whether to support legacy (pre-modeldoc) models.
var LifestealAbilityNonHeroMultiplier = Variable[float32]{"lifesteal_ability_non_hero_multiplier"}
var LifestealBulletNonHeroMultiplier = Variable[float32]{"lifesteal_bullet_non_hero_multiplier"}
var LightbinnerPrecompute = Command{"lightbinner_precompute"}
var LightbinnerTestComputespheresilhouette = Command{"lightbinner_test_computespheresilhouette"}
var LightbinnerTestComputesumsilhouette = Command{"lightbinner_test_computesumsilhouette"}
var ListRecentNPCSpeech = Command{"listRecentNPCSpeech"}
ListRecentNPCSpeech: Displays a list of the last 5 lines of speech from NPCs.
var Listdemo = Command{"listdemo"}
Listdemo: List demo file contents.
var Listid = Command{"listid"}
Listid: Lists banned users.
var Listip = Command{"listip"}
Listip: List IP addresses on the ban list.
var Load = Command{"load"}
Load: Usage: load [save file name].
var LoadMasterItemSchema = Command{"load_master_item_schema"}
LoadMasterItemSchema: Reloads the item master schema.
var Log = Command{"log"}
Log: Enables logging to file, console, and udp < on | off >.
var LogColor = Command{"log_color"}
LogColor: Set the color of a logging channel.
var LogDumpchannels = Command{"log_dumpchannels"}
LogDumpchannels: Dumps information about all logging channels.
var LogFlags = Command{"log_flags"}
LogFlags: Set the flags on a logging channel.
var LogLevel = Command{"log_level"}
LogLevel: Set the spew level of a logging channel.
var LogVerbosity = Command{"log_verbosity"}
LogVerbosity: Set the verbosity of a logging channel.
var LogicEntityAnalyzerDebug = Variable[bool]{"logic_entity_analyzer_debug"}
var LogicNpcCounterDebug = Variable[bool]{"logic_npc_counter_debug"}
var LoopDump = Command{"loop_dump"}
LoopDump: Print the listeners of the current loop mode.
var LrucacheFlush = Command{"lrucache_flush"}
LrucacheFlush: Flushes the specified cache.
var LrucacheResetStats = Command{"lrucache_reset_stats"}
LrucacheResetStats: Resets stats for the specified CUtlLRUCaches (or all if none specified).
var LrucacheSetSize = Command{"lrucache_set_size"}
LrucacheSetSize: Sets the specified cache to the specified size.
var LrucacheStats = Command{"lrucache_stats"}
LrucacheStats: Spews information about all CUtlLRUCaches.
var Lservercfgfile = Variable[string]{"lservercfgfile"}
var LuaAssertOnError = Variable[bool]{"lua_assert_on_error"}
var LuaIsCurrentlyExecuting = Variable[bool]{"lua_is_currently_executing"}
var LuaReportMemory = Command{"lua_report_memory"}
var LuaShippingAssertOnError = Variable[bool]{"lua_shipping_assert_on_error"}
var Map = Command{"map"}
Map: map <mapname> :Load a new map.
var MapShowspawnpoints = Command{"map_showspawnpoints"}
MapShowspawnpoints: Shows player spawn points (red=invalid).
var Maps = Command{"maps"}
Maps: Displays list of maps.
var MarkupGroupEntBbox = Command{"markup_group_ent_bbox"}
MarkupGroupEntBbox: markup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup group.
var MarkupGroupEntText = Command{"markup_group_ent_text"}
MarkupGroupEntText: markup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup group.
var MarkupGroupSpew = Command{"markup_group_spew"}
MarkupGroupSpew: Spew all current markup groups and their members.
var MarkupVolumeRefConeAngle = Variable[float32]{"markup_volume_ref_cone_angle"}
var MatAssertOnErrorShaderUse = Variable[bool]{"mat_assert_on_error_shader_use"}
var MatAssertOnShaderUse = Command{"mat_assert_on_shader_use"}
MatAssertOnShaderUse: Assert on shader used based on substring of shader name.
var MatCacheAndSkipCommandbuffers = Variable[bool]{"mat_cache_and_skip_commandbuffers"}
var MatCacheRenderablepasses = Variable[bool]{"mat_cache_renderablepasses"}
var MatClearshadercache = Command{"mat_clearshadercache"}
MatClearshadercache: Clears the shader cache used for dynamic shader compile.
var MatColorcorrection = Variable[bool]{"mat_colorcorrection"}
var MatDisableDynamicShaderCompile = Command{"mat_disable_dynamic_shader_compile"}
MatDisableDynamicShaderCompile: Reloads all shaders from vcs files until the next time mat_reloadshaders is called.
var MatExecuteSkipbuffers = Variable[bool]{"mat_execute_skipbuffers"}
var MatForcereloadshaders = Command{"mat_forcereloadshaders"}
MatForcereloadshaders: Force reloads all shaders (skips MD5 check). Takes optional substrings of shader names to recompile as arguments.
var MatFullbright = Variable[int32]{"mat_fullbright"}
MatFullbright: Debug rendering modes.
var MatHideErrorShader = Variable[bool]{"mat_hide_error_shader"}
var MatLpvLuxels = Variable[bool]{"mat_lpv_luxels"}
var MatLuxels = Variable[bool]{"mat_luxels"}
var MatMaxLightingComplexity = Variable[float32]{"mat_max_lighting_complexity"}
var MatOverdraw = Variable[int32]{"mat_overdraw"}
MatOverdraw: Visualize overdraw.
var MatPrintDeadMaterials = Command{"mat_print_dead_materials"}
MatPrintDeadMaterials: Print loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.
var MatPrintErrorMaterials = Command{"mat_print_error_materials"}
MatPrintErrorMaterials: Print loaded materials that are using the error shader or material.
var MatPrintExpensiveMaterials = Command{"mat_print_expensive_materials"}
MatPrintExpensiveMaterials: Print materials sorted by cost heuristic.
var MatPrintMaterialInfo = Command{"mat_print_material_info"}
MatPrintMaterialInfo: Print info about a specific material.
var MatPrintMaterials = Command{"mat_print_materials"}
MatPrintMaterials: Print loaded materials. Takes an optional substring as an argument.
var MatPrintMaterialsLastFrame = Command{"mat_print_materials_last_frame"}
MatPrintMaterialsLastFrame: Print materials used last frame.
var MatPrintMaterialsUnused = Command{"mat_print_materials_unused"}
MatPrintMaterialsUnused: Print materials that have never been used.
var MatPrintModes = Command{"mat_print_modes"}
MatPrintModes: Print supported rendering modes.
var MatPrintNonVirtualTextures = Command{"mat_print_non_virtual_textures"}
MatPrintNonVirtualTextures: Print textures that are neither procedural nor virtual, i.e. the ones the mip streaming system manages, in alphabetical order. Takes an optional substring as an argument.
var MatPrintProceduralTextures = Command{"mat_print_procedural_textures"}
MatPrintProceduralTextures: Print procedural textures ( render targets, UAVs, atlases and other textures created by code ) in ascending in memory size order. Takes an optional substring as an argument.
var MatPrintShaderInfo = Command{"mat_print_shader_info"}
MatPrintShaderInfo: Print detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.
var MatPrintShaderQuality = Command{"mat_print_shader_quality"}
MatPrintShaderQuality: Print current shader quality setting.
var MatPrintShaders = Command{"mat_print_shaders"}
MatPrintShaders: Print loaded shaders. Takes a substring as an argument.
var MatPrintTextures = Command{"mat_print_textures"}
MatPrintTextures: Print loaded textures in alphabetical order. Takes an optional substring as an argument.
var MatPrintTexturesSize = Command{"mat_print_textures_size"}
MatPrintTexturesSize: Print loaded textures in ascending size order. Takes an optional substring as an argument.
var MatPrintTexturesSizeInMemory = Command{"mat_print_textures_size_in_memory"}
MatPrintTexturesSizeInMemory: Print loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.
var MatReinitmaterials = Command{"mat_reinitmaterials"}
MatReinitmaterials: Reinitializes all loaded materials, reloading their shaders.
var MatReloadshaders = Command{"mat_reloadshaders"}
MatReloadshaders: Reloads all shaders. Takes optional substrings of shader names to recompile as arguments.
var MatResetMaterialCosts = Command{"mat_reset_material_costs"}
MatResetMaterialCosts: Reset material cost heuristic.
var MatSetShaderQuality = Command{"mat_set_shader_quality"}
MatSetShaderQuality: Force shader quality setting (valid values are 0 or 1).
var MatShaderAsserts = Variable[bool]{"mat_shader_asserts"}
MatShaderAsserts: Enables DebugDraw_AssertMsg() in Vulkan shaders (S_DEBUG_ASSERTS_ENABLED).
var MatShaderCache = Variable[bool]{"mat_shader_cache"}
var MatShadingComplexity = Variable[bool]{"mat_shading_complexity"}
MatShadingComplexity: Visualize shading complexity.
var MatShadingComplexityMaxInstructionCount = Variable[float32]{"mat_shading_complexity_max_instruction_count"}
var MatShadingComplexityMaxRegisterCount = Variable[float32]{"mat_shading_complexity_max_register_count"}
var MatShadowmapLuxels = Variable[bool]{"mat_shadowmap_luxels"}
var MatShowDistanceField = Variable[int32]{"mat_show_distance_field"}
MatShowDistanceField: 0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera.
var MatSkipStaticConstEval = Variable[bool]{"mat_skip_static_const_eval"}
var MatTonemapBloomScale = Variable[float32]{"mat_tonemap_bloom_scale"}
var MatTonemapBloomStartValue = Variable[float32]{"mat_tonemap_bloom_start_value"}
var MatTonemapDebug = Variable[int32]{"mat_tonemap_debug"}
var MatTonemapForceAccelerateExposureDown = Variable[float32]{"mat_tonemap_force_accelerate_exposure_down"}
var MatTonemapForceAverageLumMin = Variable[float32]{"mat_tonemap_force_average_lum_min"}
MatTonemapForceAverageLumMin: Override. Old default was 3.0.
var MatTonemapForceLogLumMax = Variable[float32]{"mat_tonemap_force_log_lum_max"}
var MatTonemapForceLogLumMin = Variable[float32]{"mat_tonemap_force_log_lum_min"}
var MatTonemapForceMax = Variable[float32]{"mat_tonemap_force_max"}
var MatTonemapForceMin = Variable[float32]{"mat_tonemap_force_min"}
var MatTonemapForcePercentBrightPixels = Variable[float32]{"mat_tonemap_force_percent_bright_pixels"}
MatTonemapForcePercentBrightPixels: Override. Old value was 1.0.
var MatTonemapForcePercentTarget = Variable[float32]{"mat_tonemap_force_percent_target"}
MatTonemapForcePercentTarget: Override. Old default was 45.
var MatTonemapForceRate = Variable[float32]{"mat_tonemap_force_rate"}
var MatTonemapForceScale = Variable[float32]{"mat_tonemap_force_scale"}
var MatTonemapForceUseAlpha = Variable[int32]{"mat_tonemap_force_use_alpha"}
var MatTonemapUncapExposure = Variable[int32]{"mat_tonemap_uncap_exposure"}
var MatWarnBadModes = Variable[bool]{"mat_warn_bad_modes"}
var MatWireframe = Variable[int32]{"mat_wireframe"}
MatWireframe: 0=Off, 1=Surface Wireframe, 2=Transparent Wireframe.
var MatchSignoutBookLossXp = Variable[uint32]{"match_signout_book_loss_xp"}
MatchSignoutBookLossXp: How much book XP to award for a loss.
var MatchSignoutBookWinXp = Variable[uint32]{"match_signout_book_win_xp"}
MatchSignoutBookWinXp: How much book XP to award for a win.
var MemCompact = Command{"mem_compact"}
MemCompact: Compacts the heap.
var MemDump = Command{"mem_dump"}
MemDump: Dump memory stats to text file or <stdout>.
var MemTest = Command{"mem_test"}
var MemTestEachFrame = Variable[bool]{"mem_test_each_frame"}
MemTestEachFrame: Run heap check at end of every frame.
var MemTestEveryNSeconds = Variable[int32]{"mem_test_every_n_seconds"}
MemTestEveryNSeconds: Run heap check at a specified interval.
var MemTestQuiet = Variable[bool]{"mem_test_quiet"}
MemTestQuiet: Don't print stats when memtesting.
var Memory = Command{"memory"}
Memory: Print memory stats.
var MemoryCheckLimit = Command{"memory_check_limit"}
MemoryCheckLimit: Assert if peak memory use is over the limit.
var MeshCalculateCurvatureSmoothInvert = Variable[bool]{"mesh_calculate_curvature_smooth_invert"}
var MeshCalculateCurvatureSmoothPassCount = Variable[int32]{"mesh_calculate_curvature_smooth_pass_count"}
var MeshCalculateCurvatureSmoothWeight = Variable[float32]{"mesh_calculate_curvature_smooth_weight"}
var MeshTraceDataMemoryReport = Command{"mesh_trace_data_memory_report"}
MeshTraceDataMemoryReport: Logs information about memory consumption by TraceDataForDraw_t/ToolsTraceData.
var MinimapTrooperUpdateRateHz = Variable[float32]{"minimap_trooper_update_rate_hz"}
var MinimapUpdateRateHz = Variable[float32]{"minimap_update_rate_hz"}
var ModelDefaultPreviewSequenceName = Variable[string]{"model_default_preview_sequence_name"}
var ModelDumpConvertInfo = Command{"model_dump_convert_info"}
ModelDumpConvertInfo: Print model load-time conversion info.
var ModifierAuraDebug = Variable[bool]{"modifier_aura_debug"}
ModifierAuraDebug: Set to 1 to draw the radii of all active auras.
var ModifierBroadcastEvent = Command{"modifier_broadcast_event"}
ModifierBroadcastEvent: Debug broadcasts an event will all empty fields.
var ModifierCacheForceAllInvalidateOnTick = Variable[bool]{"modifier_cache_force_all_invalidate_on_tick"}
ModifierCacheForceAllInvalidateOnTick: Force all modifier values to CacheEnabled_InvalidateOnTick for diagnostics. See modifier_cache_report.
var ModifierCacheForceAllPersist = Variable[bool]{"modifier_cache_force_all_persist"}
ModifierCacheForceAllPersist: Force all modifier values to CacheEnabled (persist) for diagnostics. See modifier_cache_report.
var ModifierCacheReport = Command{"modifier_cache_report"}
ModifierCacheReport: Print per-EModifierValue cache statistics sorted by query volume. Use modifier_cache_reset_stats to clear.
var ModifierCacheResetStats = Command{"modifier_cache_reset_stats"}
ModifierCacheResetStats: Reset modifier value cache statistics.
var ModifierCreate = Command{"modifier_create"}
ModifierCreate: Creates a test modifier on unit: modifier_create <entityindex> <modifiername> <duration>.
var ModifierDebug = Variable[bool]{"modifier_debug"}
var ModifierDump = Command{"modifier_dump"}
ModifierDump: Display all modifiers for the unit: <entityindex/name>.
var ModifierDumpList = Command{"modifier_dump_list"}
ModifierDumpList: Dumps all modifiers that exist in the game.
var ModifierDumpVisible = Command{"modifier_dump_visible"}
ModifierDumpVisible: Print out non-hidden modifiers.
var ModifierRemove = Command{"modifier_remove"}
ModifierRemove: Removes the first modifier that matches the name from a unit: modifier_remove <entityindex> <modifiername>.
var ModifierSpewStates = Command{"modifier_spew_states"}
ModifierSpewStates: Call to have the client spew their unit states affecting them,.
var ModifierStringtableDump = Command{"modifier_stringtable_dump"}
ModifierStringtableDump: Displays the contents of the modifier string table.
var ModifierTestScriptedEvent = Command{"modifier_test_scripted_event"}
ModifierTestScriptedEvent: Tests firing a scripted event.
var ModifierTestScriptedEventEnd = Command{"modifier_test_scripted_event_end"}
ModifierTestScriptedEventEnd: Tests firing ending a scripted event.
var Motdfile = Variable[string]{"motdfile"}
Motdfile: The MOTD file to load.
var MouseDisableinput = Variable[bool]{"mouse_disableinput"}
MouseDisableinput: Set to disable mouse input.
var MovementStatsDebugDraw = Variable[bool]{"movement_stats_debug_draw"}
var MovementStatsForceCalculate = Variable[bool]{"movement_stats_force_calculate"}
var MovieFixwave = Command{"movie_fixwave"}
MovieFixwave: Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
var MpAllowspectators = Variable[bool]{"mp_allowspectators"}
MpAllowspectators: toggles whether the server allows spectator mode or not.
var MpDisableAutokick = Command{"mp_disable_autokick"}
MpDisableAutokick: Prevents a userid from being auto-kicked.
var MpFadetoblack = Variable[bool]{"mp_fadetoblack"}
MpFadetoblack: fade a player's screen to black when he dies.
var MpForcecamera = Variable[int32]{"mp_forcecamera"}
MpForcecamera: Restricts spectator modes for dead players.
var MpForcerespawn = Variable[bool]{"mp_forcerespawn"}
var MpFriendlyfire = Variable[bool]{"mp_friendlyfire"}
MpFriendlyfire: Allows team members to injure other members of their team.
var MpRestartgame = Variable[int32]{"mp_restartgame"}
MpRestartgame: If non-zero, game will restart in the specified number of seconds.
var MpTeamplay = Variable[bool]{"mp_teamplay"}
var Multvar = Command{"multvar"}
Multvar: Multiply specified convar value.
var Name = Variable[string]{"name"}
var NanoUseLosUltimate = Variable[bool]{"nano_use_los_ultimate"}
NavAddToSelectedSet: Add current area to the selected set.
NavAddToSelectedSetById: Add specified area id to the selected set.
NavBeginDeselecting: Start continuously removing from the selected set.
NavBeginDragDeselecting: Start dragging a selection area.
NavBeginDragSelecting: Start dragging a selection area.
NavBeginSelecting: Start continuously adding to the selected set.
NavClearAttribute: Remove given nav attribute from all areas in the selected set.
NavClearAttributes: Clear all nav attributes of selected area.
NavClearSelectedSet: Clear the selected set.
NavCornerAdjustAdjacent: radius used to raise/lower corners in nearby areas when raising/lowering corners.
NavCreateIndirectConnection: Create a connection between the selected area and the area pointed at by the crosshair.
NavCreateIndirectConnectionFromTo: Create a connection between the current 'from' and 'to' locations.
NavCreateIndirectConnectionSetFromUsingEditpos: Set the 'from' location of an indirect connection to be the current edit pos of nav_edit.
NavCreateIndirectConnectionSetToUsingEditpos: Set the 'to' location of an indirect connection to be the current edit pos of nav_edit.
NavDelete: Deletes the currently highlighted Area.
NavDragSelectionVolumeZmaxOffset: The offset of the nav drag volume top from center.
NavDragSelectionVolumeZminOffset: The offset of the nav drag volume bottom from center.
NavDrawAttributeDynamic: Draw all nav areas with this dynamic attribute.
NavDrawAttributeGame: Draw all nav areas with this game attribute.
NavDrawAttributeSpace: Draw only nav blocks with this attribute.
NavDrawDormantMovableMeshes: Draw dormant movable meshes.
NavDrawLimit: The maximum number of areas to draw in edit mode.
NavDrawMeshGrid: Draw the mesh's spatial grid structure around the edit cursor position.
NavDrawMeshOffset: Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground.
NavDrawSpaceBoundary: Draw the boundaries of the 3d nav space. 1 = draw flying space, 2 = draw swimming space.
NavEdit: Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
NavEditDrawNavlinkRanges: Add base metrics horizontal/vertical target range text to the navlink debug label when the movement defines one.
NavEditValidate: Validate navmesh structures.
NavEndDeselecting: Stop continuously removing from the selected set.
NavEndDragDeselecting: Stop dragging a selection area.
NavEndDragSelecting: Stop dragging a selection area.
NavEndSelecting: Stop continuously adding to the selected set.
NavGenAgentRadiusBuffer: Buffer to add to agent radius before passing to nav gen.
NavGenFalse: Always false.
NavGenJumpConnectionMinOverlapRatio: Minimum edge overlap required for jump connection consideration as a percentage of agent radius.
NavGenOrientedAngleTol: Max abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees).
NavGenOrientedMaxRegionRange: Max orientation range allowed within a region before it gets further split.
NavGenTrue: Always true.
NavIgnoreVpkNavdata: For testing using legacy nav data.
NavListMovableMeshes: List the movable meshes registered with the movable meshes manager.
NavLowerDragVolumeMax: Lower the top of the drag select volume.
NavLowerDragVolumeMin: Lower the bottom of the drag select volume.
NavMark: Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
NavMarkAttribute: Set nav attribute for all areas in the selected set.
NavNavlinkEnableSplits: Split wide nav links into narrower ones to increase lanes and alleviate 'crossing' effect.
NavNavlinkRangeHysteresis: Distance a nav link end target must move past its base metrics range boundary before the split disconnects or reconnects.
NavNavlinkSaveMovableConnections: TEMP: Save nav link connections to movable meshes?
NavNavlinkSplitMaxWidth: The maximum desired width of a nav link split.
NavNavlinkSplitScaleWithLength: Nav link splits' widths are proportional to the nav link's length.
NavRaiseDragVolumeMax: Raise the top of the drag select volume.
NavRaiseDragVolumeMin: Raise the bottom of the drag select volume.
NavRecallSelectedSet: Re-selects the stored selected set.
NavRemoveFromSelectedSet: Remove current area from the selected set.
NavSelectAllowBlocked: When selecting an area under nav_edit, allow area marked as blocked.
NavSelectAreaId: Select nav area with matching ID.
NavSelectBlockId: Select nav space block with matching ID.
NavSelectHull: Restrict area selection to areas that can support a hull of the given category.
NavSelectRadius: Adds all areas in a radius to the selection set.
NavSelectWithAttribute: Selects areas with the given attribute.
NavSetMovableMeshDormantFlag: Set the movable mesh dormant flag (0=active, 1=dormant).
NavShowAreaConnections: Show connections to selected area when true.
NavShowAreaVerts: Show area vertex positions.
NavShowPotentiallyVisible: Show areas that are potentially visible from the current nav area.
NavSplit: To split an Area into two, align the split line using your cursor and invoke the split command.
NavSplitShowLine: Show the free split line.
NavStoreSelectedSet: Stores the current selected set for later retrieval.
NavSwitch: Switches to navmesh for the specified spawngroup.
NavTestBfsLatticeHex: Demonstrates searching hexagonal lattice over nav mesh.
NavTestFindNearest: Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
NavTestFindNearestClear: Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
NavTestFindRandomConnected: Demonstrates finding random points that are connected in the nav mesh to the start point.
NavTestLevelHull: Find entities that intrude into the nav mesh. List those entities in console output, and display bounding boxes around them for a while.
NavTestPath: Calculate and draw a path from player/camera position to the test position.
NavTestPathLockGoal: Lock the pathfinding goal to the current intersection point.
NavTestPathLockStart: Lock the pathfinding start to the current intersection point.
NavTestPathNpc: Calculate and draw a path for the selected NPC to the test position.
NavTestPathNpcSuccessRadiusWhenBlocked: Calculate and draw a path for the selected NPC to the test position.
NavTestPathOpt: Enable path optimization for nav_edit_path paths.
NavTestPathReturn: Calculate a return path from cursor position to the path calculated by nav_test_path.
NavTestPathSpace: Should nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground.
NavTestPathSpaceFly: Test flight paths.
NavTestPathSpaceSwim: Test swim paths.
NavTestSearchOnPath: Test the 'on path' search mode for tactical searches. Requires a selected NPC with a current path.
NavTestSearchOnPathBoundaryEdgesOnly: Activate the 'boundary edges only' constraint when testing the 'on path' search mode for tactical searches.
NavTestSearchOnPathSetgoal: Test the 'on path' search mode for tactical searches using SetGoal w/ possible path clipping (flips between 2 searches). Requires a selected NPC.
NavToggleDeselecting: Start or stop continuously removing from the selected set.
NavToggleInSelectedSet: Remove current area from the selected set.
NavToggleSelectedSet: Toggles all areas into/out of the selected set.
NavToggleSelecting: Start or stop continuously adding to the selected set.
NavUnmark: Clears the marked Area or Ladder.
NavValidate: Level of validation for nav system. Higher will be slower.
NavVolumeDebug: Draw or print debug information about nav volume queries.
NavlocalDebugNavlinkIsect: Draw the obstacle island path intersection used to build an obstacle navlink.
NavspaceDrawChangesBlocks: Draw blocks when they change.
NavspaceDrawChangesWaters: Draw water volumes when they change.
var NetAsyncClientconnect = Variable[bool]{"net_async_clientconnect"}
NetAsyncClientconnect: Enable async client connect optimization.
var NetAsyncJobRandomSleep = Variable[float32]{"net_async_job_random_sleep"}
NetAsyncJobRandomSleep: Sleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job.
var NetCaptureculldata = Command{"net_captureculldata"}
NetCaptureculldata: Captures low-level data to replay path culling algorithm behavior in controlled unit test environment.
var NetChannels = Command{"net_channels"}
NetChannels: Shows net channel info.
var NetCompresspacketsMinsize = Variable[int32]{"net_compresspackets_minsize"}
NetCompresspacketsMinsize: Don't bother compressing packets below this size.
var NetConnectionsStats = Command{"net_connections_stats"}
NetConnectionsStats: Print detailed network statistics for each network connection.
var NetCulloptimization = Variable[bool]{"net_culloptimization"}
NetCulloptimization: Enable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon.
var NetDebugToFile = Variable[bool]{"net_debug_to_file"}
var NetDetailedCanpacketLog = Variable[bool]{"net_detailed_canpacket_log"}
var NetFakeclear = Command{"net_fakeclear"}
NetFakeclear: Clear all simulated network conditions.
var NetFakejitter = Command{"net_fakejitter"}
NetFakejitter: Shortcut to set jitter net options. Run with no arguments for usage.
var NetFakelag = Command{"net_fakelag"}
NetFakelag: Shortcut to set both FakePacketLag_Recv and FakePacketLag_Send net options.
var NetFakeloss = Command{"net_fakeloss"}
NetFakeloss: Shortcut to set both FakePacketLoss_Recv and FakePacketLoss_Send net options.
var NetFakestatus = Command{"net_fakestatus"}
NetFakestatus: Print current simulated network condifions.
var NetFilelogging = Variable[bool]{"net_filelogging"}
NetFilelogging: Log packets to files.
var NetFsShowindirections = Variable[bool]{"net_fs_showindirections"}
var NetGatherChildFieldsOnly = Variable[bool]{"net_gather_child_fields_only"}
NetGatherChildFieldsOnly: GatherSendProxyResults only walks struct and array fields, skipping scalar fields.
var NetLimitSvListenMaxMessageSizeKb = Variable[int32]{"net_limit_sv_listen_max_message_size_kb"}
NetLimitSvListenMaxMessageSizeKb: Server: max SteamNetworkingSockets message size in kb accepted from a connection that does not yet have a netchan.
var NetLimitSvListenRecvbufferKb = Variable[int32]{"net_limit_sv_listen_recvbuffer_kb"}
NetLimitSvListenRecvbufferKb: Server: SteamNetworkingSockets will not buffer more than N kb from a connection that does not yet have a netchan.
var NetLimitSvListenRecvbufferMsg = Variable[int32]{"net_limit_sv_listen_recvbuffer_msg"}
NetLimitSvListenRecvbufferMsg: Server: SteamNetworkingSockets will not buffer more than N messages from a connection that does not yet have a netchan.
var NetLimitSvMessageProcessTimeMsDropBurst = Variable[float32]{"net_limit_sv_message_process_time_ms_drop_burst"}
NetLimitSvMessageProcessTimeMsDropBurst: Drop a client if processing their messages consumes more than N ms of CPU time in a burst (token bucket capacity).
var NetLimitSvMessageProcessTimeMsDropRate = Variable[float32]{"net_limit_sv_message_process_time_ms_drop_rate"}
NetLimitSvMessageProcessTimeMsDropRate: Drop a client if processing their messages consumes more than N ms of CPU time per second, sustained (token bucket fill rate).
var NetLimitSvMessageProcessTimeMsWarnBurst = Variable[float32]{"net_limit_sv_message_process_time_ms_warn_burst"}
NetLimitSvMessageProcessTimeMsWarnBurst: Warn if processing messages from a client consumes more than N ms of CPU time in a burst (token bucket capacity).
var NetLimitSvMessageProcessTimeMsWarnRate = Variable[float32]{"net_limit_sv_message_process_time_ms_warn_rate"}
NetLimitSvMessageProcessTimeMsWarnRate: Warn if processing messages from a client consumes more than N ms of CPU time per second, sustained (token bucket fill rate).
var NetLimitSvRecvChanBufferMessages = Variable[int32]{"net_limit_sv_recv_chan_buffer_messages"}
NetLimitSvRecvChanBufferMessages: Max number of source engine messages that can be queued in a netchan receive buffer for an ordinary connection from a client.
var NetLimitSvRecvChanMsgsPerFrame = Variable[int32]{"net_limit_sv_recv_chan_msgs_per_frame"}
NetLimitSvRecvChanMsgsPerFrame: Max number of source engine messages an ordinary client connection may put in a single network frame. Exceeding this disconnects the client.
var NetLimitSvRecvMaxFrameSizeKb = Variable[int32]{"net_limit_sv_recv_max_frame_size_kb"}
NetLimitSvRecvMaxFrameSizeKb: Server will reject uncompressed Source engine frame larger than N kb. Also sets limit on SteamNetworkingSockets message size.
var NetLimitSvRecvSegmentsPerPacket = Variable[int32]{"net_limit_sv_recv_segments_per_packet"}
NetLimitSvRecvSegmentsPerPacket: Server: SteamNetworkingSockets will reject packets with more than N message segments.
var NetLimitSvRecvbufferKb = Variable[int32]{"net_limit_sv_recvbuffer_kb"}
NetLimitSvRecvbufferKb: Server: SteamNetworkingSockets will not buffer more than N kb from connected clients.
var NetLimitSvRecvbufferMsg = Variable[int32]{"net_limit_sv_recvbuffer_msg"}
NetLimitSvRecvbufferMsg: Server: SteamNetworkingSockets will not buffer more than N messages from connected clients.
var NetListallmessages = Command{"net_listallmessages"}
NetListallmessages: List all registered net messages.
var NetLogProcessing = Variable[bool]{"net_log_processing"}
NetLogProcessing: Log network processing.
var NetMaxMessageProcessCount = Variable[int32]{"net_max_message_process_count"}
NetMaxMessageProcessCount: Maximum number of messages to process from a client in a single frame (0 == no limit).
var NetMaxMessageQueueSize = Variable[int32]{"net_max_message_queue_size"}
NetMaxMessageQueueSize: Maximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit.
var NetMaxPolymorphicSpew = Variable[int32]{"net_max_polymorphic_spew"}
NetMaxPolymorphicSpew: Max polymorphic variants to spew when spewing a flattened serializer.
var NetMessageSizeEnforce = Variable[int32]{"net_message_size_enforce"}
NetMessageSizeEnforce: Check declared engine message size limit, and either warn or reject. Note that this is ignored in -tools mode. 0=ignore, 1=warn/log, 2=warn/assert, 3=reject.
var NetMessageinfo = Command{"net_messageinfo"}
NetMessageinfo: Display info about a message (by classname or id).
var NetOption = Command{"net_option"}
NetOption: Get or set SteamNetworkingSockets options such as fake packet lag and loss.
var NetP2pListenDedicated = Variable[bool]{"net_p2p_listen_dedicated"}
NetP2pListenDedicated: Should dedicated server listen for new-style P2P?
var NetPermutationInfo = Command{"net_permutation_info"}
NetPermutationInfo: show permutation information for serializer.
var NetPrintSdrPingTimes = Command{"net_print_sdr_ping_times"}
NetPrintSdrPingTimes: Print current ping times to SDR points of presence, and selected route.
var NetPublicAdr = Variable[string]{"net_public_adr"}
NetPublicAdr: For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" ).
var NetQosintervalSpew = Variable[bool]{"net_qosinterval_spew"}
NetQosintervalSpew: Spew QoS interval data as we gather it.
var NetQospacketlossPercentageThreshold = Variable[float32]{"net_qospacketloss_percentage_threshold"}
NetQospacketlossPercentageThreshold: Spew a warning if packet loss percentage is above this threshold.
var NetReloadgameevents = Command{"net_reloadgameevents"}
NetReloadgameevents: Reload the game events.
var NetRestrictShowmsgSocket = Variable[string]{"net_restrict_showmsg_socket"}
NetRestrictShowmsgSocket: If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.
var NetSerializedentitymemory = Command{"net_serializedentitymemory"}
NetSerializedentitymemory: Spew CSerializedEntity memory.
var NetSerializedentitymetadatainfo = Command{"net_serializedentitymetadatainfo"}
NetSerializedentitymetadatainfo: Spew CSerializedEntity metadata information.
var NetShowdrop = Variable[bool]{"net_showdrop"}
NetShowdrop: Show dropped packets in console.
var NetShoweventlisteners = Variable[bool]{"net_showeventlisteners"}
NetShoweventlisteners: Show listening addition/removals.
var NetShowevents = Variable[int32]{"net_showevents"}
NetShowevents: Dump game events to console (1=client only, 2=all).
var NetShowmsg = Variable[string]{"net_showmsg"}
NetShowmsg: Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP.
var NetShowoob = Variable[bool]{"net_showoob"}
NetShowoob: Show connectionless UDP traffic.
var NetShowpeaks = Variable[int32]{"net_showpeaks"}
NetShowpeaks: Show messages for large packets only: <size>.
var NetShowreliable = Variable[string]{"net_showreliable"}
NetShowreliable: Like net_showmsg, but only spew reliable messages.
var NetShowudp = Variable[bool]{"net_showudp"}
NetShowudp: Dump UDP packets summary to console.
var NetShowudpRemoteonly = Variable[bool]{"net_showudp_remoteonly"}
NetShowudpRemoteonly: Dump non-loopback udp only.
var NetSkipRedundantChangeCallbacks = Variable[bool]{"net_skip_redundant_change_callbacks"}
var NetSpewcounts = Command{"net_spewcounts"}
NetSpewcounts: Spew serializer counts, client only by default, specify server to spew server counts.
var NetSpewserializer = Command{"net_spewserializer"}
NetSpewserializer: Spew serializer info.
var NetStatsJson = Command{"net_stats_json"}
NetStatsJson: Output server networking statistics in json format.
var NetStatus = Command{"net_status"}
NetStatus: Shows current network status.
var NetUsePacketCompression = Variable[bool]{"net_use_packet_compression"}
NetUsePacketCompression: Compress network traffic.
var NetValidatemessages = Command{"net_validatemessages"}
NetValidatemessages: Activates/deactivates net message validation.
var NetWhyFieldExcluded = Command{"net_why_field_excluded"}
NetWhyFieldExcluded: <classname> <fieldname>: spew why field was excluded from networking for classname.
var Nextdemo = Command{"nextdemo"}
Nextdemo: Play next demo in sequence.
var Noclip = Command{"noclip"}
Noclip: Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable.
var NoclipFixup = Variable[bool]{"noclip_fixup"}
var Notarget = Command{"notarget"}
Notarget: Toggle. Player becomes hidden to NPCs.
var NpcAbilityRangeDebug = Command{"npc_ability_range_debug"}
NpcAbilityRangeDebug: Draws range indicators for abilities for the given NPC(s). Uses the NPCs enemy for range drawing. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcBodylocations = Command{"npc_bodylocations"}
NpcBodylocations: Displays labelled body locations of NPCs. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcBuddha = Command{"npc_buddha"}
NpcBuddha: Tag an NPC so they don't die or become incapacitated Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcCancelHandshake = Command{"npc_cancel_handshake"}
var NpcCombat = Command{"npc_combat"}
NpcCombat: Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcConditions = Command{"npc_conditions"}
NpcConditions: Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcConditionsText = Command{"npc_conditions_text"}
NpcConditionsText: Outputs text debugging information to the console about the all condition gathering for the selected NPC current schedule Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcCreate = Command{"npc_create"}
NpcCreate: Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ].
var NpcCreateAimed = Command{"npc_create_aimed"}
NpcCreateAimed: Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}.
NpcCreateOrTeleportWarnOnNonav: Warn if the created or teleported npc is off nav.
var NpcDamage = Command{"npc_damage"}
NpcDamage: Deals the target damage by the given amount.
var NpcDestroy = Command{"npc_destroy"}
NpcDestroy: Removes the given NPC(s) from the universe Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcDestroyUnselected = Command{"npc_destroy_unselected"}
NpcDestroyUnselected: Removes all NPCs from the universe that aren't currently selected.
var NpcEnemies = Command{"npc_enemies"}
NpcEnemies: Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcGo = Command{"npc_go"}
NpcGo: Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: <start x y z> <goal x y z>.
var NpcGoAllowInterruptByAiConditions = Variable[bool]{"npc_go_allow_interrupt_by_ai_conditions"}
NpcGoAllowInterruptByAiConditions: Set whether the path should be interruptible by significant AI conditions.
var NpcGoDoRun = Variable[bool]{"npc_go_do_run"}
NpcGoDoRun: Set whether should run on NPC go.
var NpcGoLast = Command{"npc_go_last"}
NpcGoLast: Go to the last position you told an NPC to go.
var NpcGoLoop = Command{"npc_go_loop"}
NpcGoLoop: Toggles whether the selected NPC(s) will loop between the last set of waypoints you used 'npc go' on.
var NpcGoLoopClearWaypoints = Command{"npc_go_loop_clear_waypoints"}
NpcGoLoopClearWaypoints: Clear waypoints for npc_go_loop.
var NpcGoLoopMaxWaypoints = Variable[int32]{"npc_go_loop_max_waypoints"}
var NpcGoMaxDistance = Variable[float32]{"npc_go_max_distance"}
NpcGoMaxDistance: How far is the trace we shoot when using NPC Go.
var NpcGoNoArrow = Variable[bool]{"npc_go_no_arrow"}
NpcGoNoArrow: Don't draw the go arrow of selected NPCs.
var NpcGoRandom = Command{"npc_go_random"}
NpcGoRandom: Sends all selected NPC(s) to a random node. Arguments: -none-.
var NpcGoTestmode = Variable[string]{"npc_go_testmode"}
NpcGoTestmode: Set mode of nav to test with for npc_go. Left empty, it'll just SetGoal(). Other options: 'random', 'radial', 'radialalt', 'directional', 'wander', and 'vector'.
var NpcGoUpdatePath = Command{"npc_go_update_path"}
NpcGoUpdatePath: Selected NPC(s) will go to the location that the player is looking (shown with a purple box), WITHOUT CHANGING SCHEDULE! Arguments: [dest_fly].
var NpcGod = Command{"npc_god"}
NpcGod: Tag an NPC so they don't take damage Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcHandshakesText = Command{"npc_handshakes_text"}
NpcHandshakesText: Outputs text debugging information to the console about the Animation handshaking in the NPC's AI Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcHeal = Command{"npc_heal"}
NpcHeal: Heals the target back to full health.
var NpcHistDraw = Variable[bool]{"npc_hist_draw"}
var NpcHistDump = Command{"npc_hist_dump"}
NpcHistDump: Dump the NPC history to the console.
var NpcHistFilterNpcIndex = Variable[int32]{"npc_hist_filter_npc_index"}
var NpcHistFilterNpcName = Variable[string]{"npc_hist_filter_npc_name"}
var NpcHistFilterScheduleName = Variable[string]{"npc_hist_filter_schedule_name"}
var NpcHistFilterTaskName = Variable[string]{"npc_hist_filter_task_name"}
var NpcHistFilterType = Variable[int32]{"npc_hist_filter_type"}
var NpcHistoryRecordSnapshot = Variable[bool]{"npc_history_record_snapshot"}
var NpcKill = Command{"npc_kill"}
NpcKill: Kills the given NPC(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcKillUnselected = Command{"npc_kill_unselected"}
NpcKillUnselected: Properly kills all NPCs from the universe that aren't currently selected.
var NpcPathqueryText = Command{"npc_pathquery_text"}
NpcPathqueryText: Outputs text debugging information to the console about the NPC's path query processing Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcRecordSkeletonSnapshot = Variable[bool]{"npc_record_skeleton_snapshot"}
var NpcRecordSnapshotData = Variable[bool]{"npc_record_snapshot_data"}
var NpcRelationships = Command{"npc_relationships"}
NpcRelationships: Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcReportstate = Command{"npc_reportstate"}
NpcReportstate: Outputs the current state of the NPC.
var NpcReset = Command{"npc_reset"}
NpcReset: Reloads schedules for all NPC's from their script files Arguments: -none-.
var NpcRoute = Command{"npc_route"}
NpcRoute: Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcScriptedCommands = Command{"npc_scripted_commands"}
NpcScriptedCommands: Displays the state of scripted commands on the NPC Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcSelect = Command{"npc_select"}
NpcSelect: Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcSethealth = Command{"npc_sethealth"}
NpcSethealth: Sets the target's health, even above max. Optionally matches based on npc name to set multiple npc's health. Args: [npc] <amount>.
var NpcSquads = Command{"npc_squads"}
NpcSquads: Obsolete. Replaced by npc_combat.
var NpcStartHandshakeFullBody = Command{"npc_start_handshake_full_body"}
var NpcStartHandshakeUpperBody = Command{"npc_start_handshake_upper_body"}
var NpcSteering = Command{"npc_steering"}
NpcSteering: Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcSteeringAll = Command{"npc_steering_all"}
NpcSteeringAll: Displays the steering obstructions of all NPCs (used to perform local avoidance).
var NpcSteeringScalar = Variable[float32]{"npc_steering_scalar"}
var NpcStopMoving = Command{"npc_stop_moving"}
NpcStopMoving: Selected NPC(s) will stop moving. Arguments: [asap].
var NpcTaskText = Command{"npc_task_text"}
NpcTaskText: Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcTaskTextVerbosity = Variable[int32]{"npc_task_text_verbosity"}
NpcTaskTextVerbosity: Verbosity level for output coming from npc_task_text.
var NpcTasks = Command{"npc_tasks"}
NpcTasks: Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcTeleport = Command{"npc_teleport"}
NpcTeleport: Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-.
var NpcTeleportPhysClear = Variable[bool]{"npc_teleport_phys_clear"}
NpcTeleportPhysClear: When true, npc_teleport will look for clear space and fail if none is found.
var NpcThinknow = Command{"npc_thinknow"}
NpcThinknow: Trigger NPC to think.
var NpcViewcone = Command{"npc_viewcone"}
NpcViewcone: Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var NpcsolveAttractDraw = Variable[bool]{"npcsolve_attract_draw"}
var NpcsolveConstraintNpc = Variable[bool]{"npcsolve_constraint_npc"}
var NpcsolveDragLinear = Variable[float32]{"npcsolve_drag_linear"}
var NpcsolveForward = Variable[bool]{"npcsolve_forward"}
var NpcsolveForwardConst = Variable[float32]{"npcsolve_forward_const"}
var NpcsolveForwardDist = Variable[float32]{"npcsolve_forward_dist"}
var NpcsolveForwardMargin = Variable[float32]{"npcsolve_forward_margin"}
var NpcsolvePathCloseConst = Variable[float32]{"npcsolve_path_close_const"}
var NpcsolvePathCloseMaxTension = Variable[float32]{"npcsolve_path_close_max_tension"}
var NpcsolvePathLookaheadConst = Variable[float32]{"npcsolve_path_lookahead_const"}
var NpcsolvePathLookaheadDist = Variable[float32]{"npcsolve_path_lookahead_dist"}
var NpcsolvePathVelConst = Variable[float32]{"npcsolve_path_vel_const"}
var NpcsolveSeparation = Variable[bool]{"npcsolve_separation"}
var NpcsolveSeparationConst = Variable[float32]{"npcsolve_separation_const"}
var NpcsolveSeparationDist = Variable[float32]{"npcsolve_separation_dist"}
var NpcsolveSeparationDraw = Variable[bool]{"npcsolve_separation_draw"}
var NpcsolveSeparationJitter = Variable[float32]{"npcsolve_separation_jitter"}
var NpcsolveSeparationR2 = Variable[bool]{"npcsolve_separation_r2"}
var NpctesterPathLookaheadTime = Variable[float32]{"npctester_path_lookahead_time"}
var OpenAsset = Command{"open_asset"}
OpenAsset: Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.
var OpenCurrentMapInHammer = Command{"open_current_map_in_hammer"}
OpenCurrentMapInHammer: opens the current map in hammer.
var OpenCurrentMapPulseInTool = Command{"open_current_map_pulse_in_tool"}
OpenCurrentMapPulseInTool: Opens the specified pulse used in this map in the editor. Arguments: <pulse_file>.
var OpusDecodeTestSignal = Variable[bool]{"opus_decode_test_signal"}
var OpusEncodeTestSignal = Variable[bool]{"opus_encode_test_signal"}
var OpusUnittestTestSignal = Variable[bool]{"opus_unittest_test_signal"}
var OrbDisplayClaimOffset = Variable[float32]{"orb_display_claim_offset"}
var OrbTimingDebug = Variable[bool]{"orb_timing_debug"}
OrbTimingDebug: Spew a bunch of timing info about when orbs are hit and claimed into the log.
var P2pListpeers = Command{"p2p_listpeers"}
P2pListpeers: List currently known peers.
var PanoramaToggledebuggerMode = Variable[int32]{"panorama_toggledebugger_mode"}
var ParallelPerformInvalidatePhysics = Variable[bool]{"parallel_perform_invalidate_physics"}
var ParallelUpdateSurroundingBoundsInSpatialPartitionUpdate = Variable[bool]{"parallel_update_surrounding_bounds_in_spatial_partition_update"}
var ParticleClusterBoundsDebug = Variable[int32]{"particle_cluster_bounds_debug"}
var ParticleClusterDebug = Variable[int32]{"particle_cluster_debug"}
var ParticleClusterManagerSearchDist = Variable[float32]{"particle_cluster_manager_search_dist"}
var ParticleClusterNodraw = Variable[bool]{"particle_cluster_nodraw"}
var ParticleClusterUseCollisionHulls = Variable[bool]{"particle_cluster_use_collision_hulls"}
var ParticleDebugCreationFilter = Variable[string]{"particle_debug_creation_filter"}
var ParticleLayerIdWhitelist = Variable[string]{"particle_layer_id_whitelist"}
var ParticlePowsimdRandomRangeExp = Variable[bool]{"particle_powsimd_random_range_exp"}
var ParticleProfile = Command{"particle_profile"}
ParticleProfile: Profile particle.
var ParticleProfileFilter = Variable[string]{"particle_profile_filter"}
ParticleProfileFilter: Profile particle filter.
var ParticleProfileSpike = Command{"particle_profile_spike"}
ParticleProfileSpike: Profile particle spike.
var ParticleResetAssertions = Command{"particle_reset_assertions"}
ParticleResetAssertions: Causes all single-fire particle assertions to trigger once more.
var ParticleSnapshotAllowCombinedModels = Variable[bool]{"particle_snapshot_allow_combined_models"}
var ParticleStopAll = Command{"particle_stop_all"}
ParticleStopAll: Stops all particle systems currently playing.
var ParticleStopSpecified = Command{"particle_stop_specified"}
ParticleStopSpecified: Stops all particle systems that match specified name.
var ParticleStopUnspecified = Command{"particle_stop_unspecified"}
ParticleStopUnspecified: Stops all particle systems that don't match specified name.
var ParticleTestAttachAttachment = Variable[int32]{"particle_test_attach_attachment"}
ParticleTestAttachAttachment: Attachment index for attachment mode.
var ParticleTestAttachMode = Variable[string]{"particle_test_attach_mode"}
ParticleTestAttachMode: Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'.
var ParticleTestCreate = Command{"particle_test_create"}
ParticleTestCreate: Creates the named particle system where the player is looking. Can be used on an entity if pointed at the entity. Optionally takes a particle config name. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var ParticleTestDestroy = Command{"particle_test_destroy"}
ParticleTestDestroy: Destroys all particle systems matching the specified name. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var ParticleTestFile = Variable[string]{"particle_test_file"}
ParticleTestFile: Name of the particle system to dynamically spawn.
var ParticleTestStart = Command{"particle_test_start"}
ParticleTestStart: Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var ParticleTestStop = Command{"particle_test_stop"}
ParticleTestStop: Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var Password = Variable[string]{"password"}
Password: Current server access password.
var Path = Command{"path"}
Path: Show the filesystem path.
var PathClosestPointDebug = Variable[bool]{"path_closest_point_debug"}
var PathMoverEnableHighResolutionDebugRendering = Variable[bool]{"path_mover_enable_high_resolution_debug_rendering"}
var PathMoverEntitySpawnerDebug = Variable[bool]{"path_mover_entity_spawner_debug"}
var PathNodeEvaluationDebug = Variable[float32]{"path_node_evaluation_debug"}
var Pause = Command{"pause"}
Pause: Toggle the server pause state.
var PawnMimicAll = Variable[bool]{"pawn_mimic_all"}
var PhysAggWorldCompounds = Variable[bool]{"phys_agg_world_compounds"}
var PhysContinuousKinematicUpdate = Variable[float32]{"phys_continuous_kinematic_update"}
var PhysCreateTestCharacterProxy = Command{"phys_create_test_character_proxy"}
PhysCreateTestCharacterProxy: Create test character proxy.
var PhysCullInternalMeshContacts = Variable[bool]{"phys_cull_internal_mesh_contacts"}
var PhysDebugDraw = Command{"phys_debug_draw"}
PhysDebugDraw: Set up debug-draw of physics internal state.
var PhysDumpIntersectionController = Command{"phys_dump_intersection_controller"}
PhysDumpIntersectionController: Dump intersection controller status.
var PhysDumpMainWorld = Command{"phys_dump_main_world"}
PhysDumpMainWorld: Dump physics main world to file.
var PhysDumpMemory = Command{"phys_dump_memory"}
PhysDumpMemory: Dump memory usage.
var PhysDynamicScaling = Variable[bool]{"phys_dynamic_scaling"}
var PhysForceControllerDebug = Variable[bool]{"phys_force_controller_debug"}
var PhysHighlightExpensiveObjects = Variable[bool]{"phys_highlight_expensive_objects"}
PhysHighlightExpensiveObjects: Highlight expensive physics objects.
var PhysHighlightExpensiveObjectsStrength = Variable[float32]{"phys_highlight_expensive_objects_strength"}
PhysHighlightExpensiveObjectsStrength: Highlight expensive physics objects strength.
var PhysImpactforcescale = Variable[float32]{"phys_impactforcescale"}
var PhysJointTeleport = Variable[bool]{"phys_joint_teleport"}
PhysJointTeleport: Teleport joint anchors if connected to world.
var PhysLengthDampingRatio = Variable[float32]{"phys_length_damping_ratio"}
PhysLengthDampingRatio: Spring damping ratio for length constraint.
var PhysLengthFrequency = Variable[float32]{"phys_length_frequency"}
PhysLengthFrequency: Spring stiffness for length constraint.
var PhysList = Command{"phys_list"}
PhysList: List all physics component contents of every entity in the game; -stream [1|0] initiate|terminate streaming to physics debugger -allents include non-physical entities -classes print class names -sdk Rubikon-wide memory short status -sdk -struct Rubikon-wide memory use per struct -sdk -rebuildsvms Rubikon-wide SVM force rebuild and status -world current state of the world -world -touch list body pairs (bodies in contact) -world -save <name> save world to a file -world -mem memory dump (separately per game dll) -world -snapshots Start/Stop dumping snapshots of the world into the current directory -world -agg current aggregate data registry (loaded resources).
var PhysLogUpdaters = Variable[bool]{"phys_log_updaters"}
var PhysLogUpdatersExclude = Variable[string]{"phys_log_updaters_exclude"}
var PhysLogUpdatersInclude = Variable[string]{"phys_log_updaters_include"}
var PhysMinMotionControllerCountToRunInJob = Variable[int32]{"phys_min_motion_controller_count_to_run_in_job"}
var PhysMultithreadingEnabled = Variable[bool]{"phys_multithreading_enabled"}
PhysMultithreadingEnabled: Enable/Disable Multithreading in VPhysics.
var PhysPoweredRagdollDebug = Variable[bool]{"phys_powered_ragdoll_debug"}
var PhysPushscale = Variable[float32]{"phys_pushscale"}
var PhysShoot = Command{"phys_shoot"}
PhysShoot: Shoots a phys object.
var PhysShootAngularSpeed = Variable[float32]{"phys_shoot_angular_speed"}
var PhysShootSpeed = Variable[float32]{"phys_shoot_speed"}
var PhysShowStats = Variable[bool]{"phys_show_stats"}
var PhysSleep = Command{"phys_sleep"}
PhysSleep: Put all physics in all the worlds to sleep.
var PhysStepThreaded = Variable[bool]{"phys_step_threaded"}
var PhysStressbodyweights = Variable[float32]{"phys_stressbodyweights"}
var PhysThreadedClothBoneUpdate = Variable[bool]{"phys_threaded_cloth_bone_update"}
var PhysThreadedKinematicBoneUpdate = Variable[bool]{"phys_threaded_kinematic_bone_update"}
var PhysThreadedTransformUpdate = Variable[bool]{"phys_threaded_transform_update"}
var PhysTimescale = Variable[float32]{"phys_timescale"}
PhysTimescale: Scale time for physics.
var PhysUpimpactforcescale = Variable[float32]{"phys_upimpactforcescale"}
var PhysUseBlockSolver = Variable[bool]{"phys_use_block_solver"}
PhysUseBlockSolver: Use block solving for constraint entities.
var PhysVehicleimpactforcescale = Variable[float32]{"phys_vehicleimpactforcescale"}
var PhysVisualizeAwakeDynamicOnly = Variable[bool]{"phys_visualize_awake_dynamic_only"}
var PhysVisualizeAwakeUnattachedOnly = Variable[bool]{"phys_visualize_awake_unattached_only"}
var PhysWakeup = Command{"phys_wakeup"}
PhysWakeup: Wake all physics objects in the Main physics up.
var PhysicsAddTest = Command{"physics_add_test"}
PhysicsAddTest: add test object.
var PhysicsDebugEntity = Command{"physics_debug_entity"}
PhysicsDebugEntity: Dumps debug info for an entity.
var PhysicsHighlightActive = Command{"physics_highlight_active"}
PhysicsHighlightActive: Turns on the absbox for all active physics objects. 0 : un-highlight.
var PhysicsRemoveTest = Command{"physics_remove_test"}
PhysicsRemoveTest: remove test object.
var PhysicsReportActive = Command{"physics_report_active"}
PhysicsReportActive: Lists all active physics objects -more : extra info.
var PickupCheckPeriod = Variable[float32]{"pickup_check_period"}
var PixelvisDebug = Command{"pixelvis_debug"}
PixelvisDebug: Dump debug info.
var Play = Command{"play"}
Play: Play a sound.
var Playcast = Command{"playcast"}
Playcast: Play a broadcast.
var Playdemo = Command{"playdemo"}
Playdemo: Play a recorded demo file (.dem ).
var Player0UsingJoystick = Variable[bool]{"player0_using_joystick"}
var PlayerDebugPrintDamage = Variable[bool]{"player_debug_print_damage"}
PlayerDebugPrintDamage: When true, print amount and type of all damage received by player to console.
var PlayerTestPredictionSmoothing = Command{"player_test_prediction_smoothing"}
PlayerTestPredictionSmoothing: Teleport the player on the server, use with cl_smooth_root_infiniteteleporttolerance.
var Playsound = Command{"playsound"}
Playsound: playsound <soundname>.
var Playvol = Command{"playvol"}
Playvol: Play a sound at a specified volume.
var PngScreenshot = Command{"png_screenshot"}
PngScreenshot: Take a .png screenshot: png_screenshot [filename].
var PopVarValues = Command{"pop_var_values"}
PopVarValues: Restore previously pushed convars and config values.
var PopulationDistributionDebug = Variable[float32]{"population_distribution_debug"}
var PrintChangedConvars = Command{"print_changed_convars"}
PrintChangedConvars: Prints all convars that have changed from their default value.
var PrintModelBindPose = Command{"print_model_bind_pose"}
PrintModelBindPose: Prints the bind pose of the specified model. Optionally limits to a particular bone and its parent chain, otherwise prints the entire skeleton.
var ProgressEnable = Command{"progress_enable"}
var PropDebug = Command{"prop_debug"}
PropDebug: Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
var PropDebugCollision = Variable[bool]{"prop_debug_collision"}
PropDebugCollision: Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey).
var PropDynamicCreate = Command{"prop_dynamic_create"}
PropDynamicCreate: Creates a dynamic prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}.
var PropPhysicsCreate = Command{"prop_physics_create"}
PropPhysicsCreate: Creates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}.
var PropsBreakApplyRadialForces = Variable[bool]{"props_break_apply_radial_forces"}
var PropsBreakMaxPiecesPerframe = Variable[int32]{"props_break_max_pieces_perframe"}
PropsBreakMaxPiecesPerframe: Maximum prop breakable piece count per frame (-1 = model default).
var PropsBreakRadialForceRatio = Variable[float32]{"props_break_radial_force_ratio"}
var PulseCursorInfiniteLoopDetectionThreshold = Variable[int32]{"pulse_cursor_infinite_loop_detection_threshold"}
var PulseDebugEntity = Command{"pulse_debug_entity"}
PulseDebugEntity: Opens a graph referencing the selected entity. If it is referenced by more than 1 graph, list all the active pulse graph instances referring to that entity so you can pick which one you want.
var PulseDebugPrint = Command{"pulse_debug_print"}
PulseDebugPrint: Usage: pulse_debug_print <vpulse_resource>.
var PulseListGameBlackboards = Command{"pulse_list_game_blackboards"}
PulseListGameBlackboards: List all the active pulse graph instances.
var PulseListGraphs = Command{"pulse_list_graphs"}
PulseListGraphs: List all the active pulse graph instances.
var PulseOpenGraphId = Command{"pulse_open_graph_id"}
PulseOpenGraphId: Open a specific graph instance by id.
var PulsePrintGraphExecutionHistory = Command{"pulse_print_graph_execution_history"}
PulsePrintGraphExecutionHistory: Prints the execution history of a graph by filename or instanceid.
var PulseSaveExecutionHistory = Variable[bool]{"pulse_save_execution_history"}
PulseSaveExecutionHistory: Keep a history of all instructions run on a per graph basis.
var PulseSaveExecutionHistoryLimit = Variable[int32]{"pulse_save_execution_history_limit"}
PulseSaveExecutionHistoryLimit: Keep a history of all instructions run on a per graph basis.
var PushVarValues = Command{"push_var_values"}
PushVarValues: Save convars and config values.
var PvsDebugentity = Variable[int32]{"pvs_debugentity"}
PvsDebugentity: Verbose spew for this entity when doing IsInPVS computation.
var PvsFlowtype = Variable[int32]{"pvs_flowtype"}
PvsFlowtype: Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.
var Quit = Command{"quit"}
Quit: Quit the game.
var RAirboatViewDampenDamp = Variable[float32]{"r_AirboatViewDampenDamp"}
var RAirboatViewDampenFreq = Variable[float32]{"r_AirboatViewDampenFreq"}
var RAirboatViewZHeight = Variable[float32]{"r_AirboatViewZHeight"}
var RAllowOnesweepGpusort = Variable[bool]{"r_allow_onesweep_gpusort"}
var RAlwaysRenderAllWindows = Variable[bool]{"r_always_render_all_windows"}
RAlwaysRenderAllWindows: Always force all engine & tools to render.
var RAnimatableMeshShaders = Variable[bool]{"r_animatable_mesh_shaders"}
var RAnimatableMeshShadersVisualizeBounds = Variable[bool]{"r_animatable_mesh_shaders_visualize_bounds"}
var RAoproxyCullDist = Variable[float32]{"r_aoproxy_cull_dist"}
RAoproxyCullDist: Distance to cull the AO proxy as a factor of size.
var RAoproxyDefaultAmbientStrength = Variable[float32]{"r_aoproxy_default_ambient_strength"}
var RAoproxyMinDist = Variable[float32]{"r_aoproxy_min_dist"}
var RAoproxyMinDistBox = Variable[float32]{"r_aoproxy_min_dist_box"}
var RAspectratio = Variable[float32]{"r_aspectratio"}
var RAsyncShaderCompileNotifyFrequency = Variable[int32]{"r_async_shader_compile_notify_frequency"}
var RCamerapos = Command{"r_camerapos"}
RCamerapos: Prints out the current camera position + orientation to the console.
var RCharacterDecalMonitorDrawFrustum = Variable[bool]{"r_character_decal_monitor_draw_frustum"}
var RCharacterDecalMonitorEmissive = Variable[bool]{"r_character_decal_monitor_emissive"}
var RCharacterDecalMonitorRenderRes = Variable[int32]{"r_character_decal_monitor_render_res"}
var RCharacterDecalRenderdocCapture = Variable[bool]{"r_character_decal_renderdoc_capture"}
var RCharacterDecalResolution = Variable[int32]{"r_character_decal_resolution"}
RCharacterDecalResolution: Resolution of character decal texture.
var RCubemapDebugColors = Variable[int32]{"r_cubemap_debug_colors"}
var RDecals = Variable[int32]{"r_decals"}
var RDecalsAdditionalOffset = Variable[float32]{"r_decals_additional_offset"}
var RDecalsDefaultFadeDuration = Variable[float32]{"r_decals_default_fade_duration"}
var RDecalsDefaultStartFade = Variable[float32]{"r_decals_default_start_fade"}
var RDecalsMaxTriangleAnchored = Variable[int32]{"r_decals_max_triangle_anchored"}
var RDecalsOverlapThreshold = Variable[int32]{"r_decals_overlap_threshold"}
var RDecalsTriangleMaxStretch = Variable[float32]{"r_decals_triangle_max_stretch"}
RDecalsTriangleMaxStretch: Max stretch (and 1/x compression) ratio a triangle-anchored decal may show relative to its shape at placement. 1 = rigid follow, <= 0 = unlimited.
var RDirectionalLightmaps = Variable[bool]{"r_directional_lightmaps"}
var RDirectlighting = Variable[bool]{"r_directlighting"}
RDirectlighting: Set to use direct lighting.
var RDofOverride = Variable[bool]{"r_dof_override"}
var RDofOverrideFarBlurry = Variable[float32]{"r_dof_override_far_blurry"}
var RDofOverrideFarCrisp = Variable[float32]{"r_dof_override_far_crisp"}
var RDofOverrideNearBlurry = Variable[float32]{"r_dof_override_near_blurry"}
var RDofOverrideNearCrisp = Variable[float32]{"r_dof_override_near_crisp"}
var RDofOverrideTiltToGround = Variable[float32]{"r_dof_override_tilt_to_ground"}
var RDopixelvisibility = Variable[bool]{"r_dopixelvisibility"}
var RDrawParticleChildrenWithParents = Variable[int32]{"r_draw_particle_children_with_parents"}
RDrawParticleChildrenWithParents: Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes).
var RDrawblankworld = Variable[bool]{"r_drawblankworld"}
RDrawblankworld: Render blank instead of the game world.
var RDrawdecals = Variable[bool]{"r_drawdecals"}
RDrawdecals: Set to render decals.
var RDrawpanorama = Variable[bool]{"r_drawpanorama"}
RDrawpanorama: Enable the rendering of panorama UI.
var RDrawparticles = Variable[bool]{"r_drawparticles"}
RDrawparticles: SceneSystem/Particles/Draw Particles.
var RDrawpixelvisibility = Variable[bool]{"r_drawpixelvisibility"}
RDrawpixelvisibility: Show the occlusion proxies.
var RDrawskybox = Variable[bool]{"r_drawskybox"}
RDrawskybox: Render the 2d skybox.
var RDrawviewmodel = Variable[bool]{"r_drawviewmodel"}
RDrawviewmodel: Render view model.
var RDrawworld = Variable[bool]{"r_drawworld"}
RDrawworld: Render the world.
var REntpos = Command{"r_entpos"}
REntpos: Moves the camera position + orientation to the named entity.
var RExperimentalLagLimiter = Variable[bool]{"r_experimental_lag_limiter"}
var RExtraRenderFrames = Variable[int32]{"r_extra_render_frames"}
var RFallbackTextureLodScale = Variable[float32]{"r_fallback_texture_lod_scale"}
RFallbackTextureLodScale: Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure.
var RForceEngineRenderFrame = Command{"r_force_engine_render_frame"}
RForceEngineRenderFrame: Force a single render of the engine viewport.
var RForceRenderFrameCount = Variable[int32]{"r_force_render_frame_count"}
RForceRenderFrameCount: The number of frames to render when a.
var RForceThickHair = Variable[bool]{"r_force_thick_hair"}
var RFreezeparticles = Variable[bool]{"r_freezeparticles"}
RFreezeparticles: Pause particle simulation.
var RFullscreenGamma = Variable[float32]{"r_fullscreen_gamma"}
RFullscreenGamma: Screen Gamma (only in fullscreen modes).
var RFullscreenQuadSingleTriangle = Variable[bool]{"r_fullscreen_quad_single_triangle"}
var RGpuMemStats = Command{"r_gpu_mem_stats"}
RGpuMemStats: Display GPU memory usage.
var RGrassAllowFlattening = Variable[bool]{"r_grass_allow_flattening"}
var RGrassAlphaTest = Variable[int32]{"r_grass_alpha_test"}
var RGrassDensityMode = Variable[int32]{"r_grass_density_mode"}
RGrassDensityMode: 0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1.
var RGrassEndFade = Variable[float32]{"r_grass_end_fade"}
var RGrassMaxBrightnessChange = Variable[float32]{"r_grass_max_brightness_change"}
var RGrassQuality = Variable[int32]{"r_grass_quality"}
RGrassQuality: 0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra.
var RGrassStartFade = Variable[float32]{"r_grass_start_fade"}
var RGrassVertexLighting = Variable[int32]{"r_grass_vertex_lighting"}
var RHairAo = Variable[bool]{"r_hair_ao"}
var RHairDebugGuides = Variable[int32]{"r_hair_debug_guides"}
RHairDebugGuides: 1: Highlight guide hairs, 2: draw only guide hairs.
var RHairIndirectTransmittance = Variable[bool]{"r_hair_indirect_transmittance"}
var RHairMeshshader = Variable[int32]{"r_hair_meshshader"}
var RHairShadowtile = Variable[bool]{"r_hair_shadowtile"}
var RHairVoxels = Variable[int32]{"r_hair_voxels"}
var RHairWindGlobalScale = Variable[float32]{"r_hair_wind_global_scale"}
var RHairWindMinNoiseSpeed = Variable[float32]{"r_hair_wind_min_noise_speed"}
var RHairWindMotionScale = Variable[float32]{"r_hair_wind_motion_scale"}
var RHairWindNoise = Variable[float32]{"r_hair_wind_noise"}
var RHairWindNoiseOcclusion = Variable[float32]{"r_hair_wind_noise_occlusion"}
var RHairWindNoiseSize = Variable[float32]{"r_hair_wind_noise_size"}
var RHairWindOcclusion = Variable[float32]{"r_hair_wind_occlusion"}
var RHaircullPercent = Variable[float32]{"r_haircull_percent"}
var RHairsort = Variable[bool]{"r_hairsort"}
var RIndirectlighting = Variable[bool]{"r_indirectlighting"}
RIndirectlighting: Set to use indirect lighting.
var RJeepViewDampenDamp = Variable[float32]{"r_JeepViewDampenDamp"}
var RJeepViewDampenFreq = Variable[float32]{"r_JeepViewDampenFreq"}
var RJeepViewZHeight = Variable[float32]{"r_JeepViewZHeight"}
var RLightFlickeringEnabled = Variable[bool]{"r_light_flickering_enabled"}
var RLightProbeVolumeDebugColors = Variable[bool]{"r_light_probe_volume_debug_colors"}
var RLightProbeVolumeDebugGrid = Variable[int32]{"r_light_probe_volume_debug_grid"}
RLightProbeVolumeDebugGrid: Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all.
var RLightProbeVolumeDebugGridBbox = Variable[bool]{"r_light_probe_volume_debug_grid_bbox"}
RLightProbeVolumeDebugGridBbox: Show LPV bounding box when debug grid is on, 0: off, 1: on.
var RLightProbeVolumeDebugGridMetalness = Variable[float32]{"r_light_probe_volume_debug_grid_metalness"}
RLightProbeVolumeDebugGridMetalness: metalness for LPV debug grid.
var RLightProbeVolumeDebugGridPrim = Variable[int32]{"r_light_probe_volume_debug_grid_prim"}
RLightProbeVolumeDebugGridPrim: 0: spheres, 1: cubes.
var RLightProbeVolumeDebugGridRoughness = Variable[float32]{"r_light_probe_volume_debug_grid_roughness"}
RLightProbeVolumeDebugGridRoughness: roughness for LPV debug grid.
var RLightProbeVolumeDebugGridSamplesize = Variable[float32]{"r_light_probe_volume_debug_grid_samplesize"}
RLightProbeVolumeDebugGridSamplesize: sphere radius (world) for LPV debug grid.
var RLightmapSet = Variable[string]{"r_lightmap_set"}
RLightmapSet: Lightmap set to use, only works on map load.
var RLightmapSize = Variable[int32]{"r_lightmap_size"}
RLightmapSize: Maximum lightmap resolution.
var RLightmapSizeDirectionalIrradiance = Variable[int32]{"r_lightmap_size_directional_irradiance"}
RLightmapSizeDirectionalIrradiance: Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size.
var RLimitParticleJobDuration = Variable[bool]{"r_limit_particle_job_duration"}
var RMaxTexturePoolSize = Variable[int32]{"r_max_texture_pool_size"}
RMaxTexturePoolSize: Upper limit on texture pool size.
var RMixedShadowsFadeInTime = Variable[float32]{"r_mixed_shadows_fade_in_time"}
var RMixedShadowsFadeOutTime = Variable[float32]{"r_mixed_shadows_fade_out_time"}
var RMorphingEnabled = Variable[bool]{"r_morphing_enabled"}
var RParticleAllowprerender = Variable[bool]{"r_particle_allowprerender"}
var RParticleBatchCollections = Variable[bool]{"r_particle_batch_collections"}
var RParticleBatchInFullsort = Variable[bool]{"r_particle_batch_in_fullsort"}
var RParticleCablesCastShadows = Variable[bool]{"r_particle_cables_cast_shadows"}
var RParticleCablesCulling = Variable[int32]{"r_particle_cables_culling"}
var RParticleCablesCullingBoundsScale = Variable[float32]{"r_particle_cables_culling_bounds_scale"}
var RParticleCablesDynamicRoundness = Variable[bool]{"r_particle_cables_dynamic_roundness"}
var RParticleCablesDynamicRoundnessThreshold = Variable[int32]{"r_particle_cables_dynamic_roundness_threshold"}
var RParticleCablesRender = Variable[bool]{"r_particle_cables_render"}
var RParticleCablesRenderMeshlets = Variable[bool]{"r_particle_cables_render_meshlets"}
var RParticleCablesVisualizeRoundness = Variable[bool]{"r_particle_cables_visualize_roundness"}
var RParticleDebugFilter = Variable[string]{"r_particle_debug_filter"}
RParticleDebugFilter: Limit debug visualizations to substring match of effect name.
var RParticleDebugForceSimulation = Variable[int32]{"r_particle_debug_force_simulation"}
RParticleDebugForceSimulation: -1 for all asleep, 1 for all awake.
var RParticleDebugRandomseeds = Variable[bool]{"r_particle_debug_randomseeds"}
RParticleDebugRandomseeds: Use random seeds in debug.
var RParticleDebugShowAttribute = Variable[int32]{"r_particle_debug_show_attribute"}
RParticleDebugShowAttribute: Show specific attribute when debugging particle systems.
var RParticleDebugShowControlPoints = Variable[bool]{"r_particle_debug_show_control_points"}
RParticleDebugShowControlPoints: Show all used controlpoints.
var RParticleDebugShowRopeSegments = Variable[int32]{"r_particle_debug_show_rope_segments"}
RParticleDebugShowRopeSegments: Show rope segments when debugging particle systems - specify a number to isolate to that segment id.
var RParticleDebugShowSortPosition = Variable[bool]{"r_particle_debug_show_sort_position"}
RParticleDebugShowSortPosition: Show the sorting position when debugging particle systems.
var RParticleDebugVectorAttributeScale = Variable[float32]{"r_particle_debug_vector_attribute_scale"}
RParticleDebugVectorAttributeScale: Scale attribute vectors by this much for 3d rendering.
var RParticleEnableFastpath = Variable[bool]{"r_particle_enable_fastpath"}
var RParticleFixedrandomseeds = Variable[bool]{"r_particle_fixedrandomseeds"}
RParticleFixedrandomseeds: Use fixed seeds for easier debugging.
var RParticleGpuImplicit = Variable[bool]{"r_particle_gpu_implicit"}
var RParticleGpuImplicitCullColumns = Variable[bool]{"r_particle_gpu_implicit_cull_columns"}
var RParticleGpuImplicitDebugBricks = Variable[bool]{"r_particle_gpu_implicit_debug_bricks"}
var RParticleGpuImplicitDebugStats = Variable[bool]{"r_particle_gpu_implicit_debug_stats"}
var RParticleGpuImplicitDebugWireframe = Variable[bool]{"r_particle_gpu_implicit_debug_wireframe"}
var RParticleGpuImplicitLdsCache = Variable[bool]{"r_particle_gpu_implicit_lds_cache"}
var RParticleMaxDetailLevel = Variable[int32]{"r_particle_max_detail_level"}
RParticleMaxDetailLevel: The maximum detail level of particle to create.
var RParticleMaxDrawDistance = Variable[float32]{"r_particle_max_draw_distance"}
RParticleMaxDrawDistance: The maximum distance that particles will render.
var RParticleMaxSizeCull = Variable[float32]{"r_particle_max_size_cull"}
RParticleMaxSizeCull: Particle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.
var RParticleMaxTextureLayers = Variable[int32]{"r_particle_max_texture_layers"}
var RParticleMinTimestep = Variable[float32]{"r_particle_min_timestep"}
RParticleMinTimestep: A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.
var RParticleMixedResolutionViewstart = Variable[float32]{"r_particle_mixed_resolution_viewstart"}
var RParticleModelNew = Variable[bool]{"r_particle_model_new"}
var RParticleModelNew8 = Variable[bool]{"r_particle_model_new8"}
var RParticleModelPerThreadCount = Variable[int32]{"r_particle_model_per_thread_count"}
var RParticleMultiplier = Variable[int32]{"r_particle_multiplier"}
RParticleMultiplier: Render each particle system N times for perf testing.
var RParticleNewinput = Variable[bool]{"r_particle_newinput"}
RParticleNewinput: Enable input path in particle ops.
var RParticleRenderRefreshesSleepTimer = Variable[bool]{"r_particle_render_refreshes_sleep_timer"}
RParticleRenderRefreshesSleepTimer: Disable to get a better look at what's happening offscreen.
var RParticleRenderSpritesIssueVizquery = Variable[bool]{"r_particle_render_sprites_issue_vizquery"}
var RParticleRenderTest = Variable[bool]{"r_particle_render_test"}
RParticleRenderTest: render particles 100 times and show perf.
var RParticleSkipPostsim = Variable[bool]{"r_particle_skip_postsim"}
var RParticleTestbuffers = Variable[bool]{"r_particle_testbuffers"}
var RParticleTimescale = Variable[float32]{"r_particle_timescale"}
var RParticleWarnThresholdMs = Variable[float32]{"r_particle_warn_threshold_ms"}
RParticleWarnThresholdMs: Threshold to warn about when rendering particles.
var RParticlesMemsetAtInit = Variable[int32]{"r_particles_memset_at_init"}
RParticlesMemsetAtInit: 0=don't clear particle attrs at init 1=clear to zero 2=clear to 0xdb -1=clear to zero at first sim.
var RPhysicsParticleOpSpawnScale = Variable[float32]{"r_physics_particle_op_spawn_scale"}
var RPixelvisibilityPartial = Variable[bool]{"r_pixelvisibility_partial"}
var RPixelvisibilitySpew = Variable[bool]{"r_pixelvisibility_spew"}
var RPrintBuffers = Command{"r_print_buffers"}
RPrintBuffers: Print Vertex/Index/GPU buffers.
var RRenderCoordinationState = Command{"r_render_coordination_state"}
RRenderCoordinationState: Prints out the current render coordination state.
var RRenderHair = Variable[bool]{"r_render_hair"}
var RRenderToCubemapDebug = Variable[bool]{"r_render_to_cubemap_debug"}
var RRenderdocAutoShaderPdbs = Variable[bool]{"r_renderdoc_auto_shader_pdbs"}
RRenderdocAutoShaderPdbs: Automatically generate shader debug info on capture.
var RRenderdocCaptureFrame = Command{"r_renderdoc_capture_frame"}
RRenderdocCaptureFrame: Triggers a RenderDoc capture.
var RRenderdocCaptureWindowVulkan = Command{"r_renderdoc_capture_window_vulkan"}
RRenderdocCaptureWindowVulkan: Triggers a RenderDoc capture of a specific Window.
var RRenderdocOpenCaptures = Variable[bool]{"r_renderdoc_open_captures"}
var RRenderdocShowOverlay = Variable[bool]{"r_renderdoc_show_overlay"}
RRenderdocShowOverlay: Show RenderDoc overlay.
var RRenderdocValidationErrorCaptureLimit = Variable[int32]{"r_renderdoc_validation_error_capture_limit"}
var RRendersun = Variable[bool]{"r_rendersun"}
RRendersun: Render sun lighting.
var RResetCharacterDecals = Variable[bool]{"r_reset_character_decals"}
var RSetpos = Command{"r_setpos"}
RSetpos: Moves the camera position + orientation to the specified position.
var RShadows = Variable[bool]{"r_shadows"}
var RShadowtileWaveops = Variable[bool]{"r_shadowtile_waveops"}
var RShowdebugoverlays = Variable[bool]{"r_showdebugoverlays"}
RShowdebugoverlays: Set to render debug overlays.
var RShowsceneobjectbounds = Variable[bool]{"r_showsceneobjectbounds"}
RShowsceneobjectbounds: Show scenesystem object bounding boxes.
var RSizeCullThreshold = Variable[float32]{"r_size_cull_threshold"}
RSizeCullThreshold: Threshold of screen size percentage below which objects get culled.
var RSizeCullThresholdFade = Variable[float32]{"r_size_cull_threshold_fade"}
RSizeCullThresholdFade: % above the screen size percentage where we will start fading out (==0 will disable fading).
var RSizeCullThresholdShadow = Variable[float32]{"r_size_cull_threshold_shadow"}
RSizeCullThresholdShadow: Threshold of shadow map size percentage below which objects get culled.
var RSkinningEnabled = Variable[bool]{"r_skinning_enabled"}
var RSkipPrecacheValidationCheck = Variable[bool]{"r_skip_precache_validation_check"}
var RSmoothMorphNormals = Variable[bool]{"r_smooth_morph_normals"}
var RSsao = Variable[bool]{"r_ssao"}
RSsao: Set to use screen-space ambient occlusion.
var RSsaoBias = Variable[float32]{"r_ssao_bias"}
var RSsaoBlur = Variable[bool]{"r_ssao_blur"}
var RSsaoRadius = Variable[float32]{"r_ssao_radius"}
var RSsaoStrength = Variable[float32]{"r_ssao_strength"}
var RTextureHookupUsesThreadpool = Variable[bool]{"r_texture_hookup_uses_threadpool"}
RTextureHookupUsesThreadpool: Async Texture hookup uses its own threadpool instead of the global pool.
var RTextureLodScale = Variable[float32]{"r_texture_lod_scale"}
RTextureLodScale: Scale factor for requested texture size (texture streaming).
var RTextureNonstreamingLoad = Variable[bool]{"r_texture_nonstreaming_load"}
RTextureNonstreamingLoad: Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.
var RTexturePoolSize = Variable[int32]{"r_texture_pool_size"}
RTexturePoolSize: Total size of the texture pool in MB.
var RTextureStreamMaxResolution = Variable[int32]{"r_texture_stream_max_resolution"}
RTextureStreamMaxResolution: Maximum resolution for top mip level in streaming textures.
var RTextureStreamMipBias = Variable[int32]{"r_texture_stream_mip_bias"}
RTextureStreamMipBias: Biases the mip level the texture streaming system choses to stream for each texture.
var RTexturefilteringquality = Variable[int32]{"r_texturefilteringquality"}
RTexturefilteringquality: 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x.
var RTexturesEvictAll = Command{"r_textures_evict_all"}
RTexturesEvictAll: Evict all resident texture.
var RThreadedParticleCreation = Variable[bool]{"r_threaded_particle_creation"}
var RThreadedParticles = Variable[bool]{"r_threaded_particles"}
var RToggleviewportsize = Command{"r_toggleviewportsize"}
RToggleviewportsize: Toggles viewport size between small + full window.
var RTranslucent = Variable[bool]{"r_translucent"}
RTranslucent: Enable rendering of translucent geometry.
var RUiUpdateParallelWithServer = Variable[bool]{"r_ui_update_parallel_with_server"}
var RValidateTextureStreaming = Variable[bool]{"r_validate_texture_streaming"}
RValidateTextureStreaming: Dumps state of texture streaming at the next frame boundary.
var RVconsoleForegroundforcerender = Variable[bool]{"r_vconsole_foregroundforcerender"}
RVconsoleForegroundforcerender: When VConsole is in the foreground, force all engine & tools to render.
var RViewport = Command{"r_viewport"}
RViewport: Slams viewport size to a specified value.
var RWaitOnPresent = Variable[bool]{"r_wait_on_present"}
var RWorldFrameLoadThresholdMs = Variable[float32]{"r_world_frame_load_threshold_ms"}
var RWorldWindFrequencyGrass = Variable[float32]{"r_world_wind_frequency_grass"}
var RWorldWindFrequencyTrees = Variable[float32]{"r_world_wind_frequency_trees"}
var RWorldWindSmoothTime = Variable[float32]{"r_world_wind_smooth_time"}
var RWorldWindStrength = Variable[float32]{"r_world_wind_strength"}
var RagdollBipedSettleDuration = Variable[float32]{"ragdoll_biped_settle_duration"}
var RagdollBipedSettleForce = Variable[float32]{"ragdoll_biped_settle_force"}
var RagdollBipedSettleLiftForce = Variable[float32]{"ragdoll_biped_settle_lift_force"}
var RagdollBipedSettleStartTime = Variable[float32]{"ragdoll_biped_settle_start_time"}
var RagdollBipedSettleVerticalLimit = Variable[float32]{"ragdoll_biped_settle_vertical_limit"}
var RagdollCleanupAll = Command{"ragdoll_cleanup_all"}
RagdollCleanupAll: Cleans up all ragdolls.
var RagdollDebugItemDetachment = Variable[bool]{"ragdoll_debug_item_detachment"}
var RagdollFixupJointLimits = Variable[bool]{"ragdoll_fixup_joint_limits"}
RagdollFixupJointLimits: Adjusts bone transforms so that physics joints don't appear violated (limits).
var RagdollFixupJointLimitsMaxHeight = Variable[int32]{"ragdoll_fixup_joint_limits_max_height"}
RagdollFixupJointLimitsMaxHeight: Disable ragdoll_fixup_joint_limits on joints too high in the hierarchy because long chains tend to depend on violating limits.
var RagdollFixupJointOrientation = Variable[bool]{"ragdoll_fixup_joint_orientation"}
RagdollFixupJointOrientation: Adjusts bone transforms so that physics joints don't appear violated (orientation).
var RagdollFixupJointOrientationMaxHeight = Variable[int32]{"ragdoll_fixup_joint_orientation_max_height"}
RagdollFixupJointOrientationMaxHeight: Disable ragdoll_fixup_joint_orientation on joints too high in the hierarchy because small differences can massively accumulate (e.g. long chains).
var RagdollFixupJointTranslation = Variable[bool]{"ragdoll_fixup_joint_translation"}
RagdollFixupJointTranslation: Adjusts bone transforms so that physics joints don't appear violated (translation).
var RagdollLruDebugRemoval = Variable[bool]{"ragdoll_lru_debug_removal"}
var RagdollLruMinAge = Variable[float32]{"ragdoll_lru_min_age"}
var RagdollMoveEntity = Variable[bool]{"ragdoll_move_entity"}
var RagdollOverrideRootOrientation = Variable[bool]{"ragdoll_override_root_orientation"}
var RagdollParallelPoseControl = Variable[bool]{"ragdoll_parallel_pose_control"}
var RagdollPropSettle = Variable[bool]{"ragdoll_prop_settle"}
RagdollPropSettle: Enable more aggressive ragdoll settling.
var RagdollPropSleepaftertime = Variable[float32]{"ragdoll_prop_sleepaftertime"}
RagdollPropSleepaftertime: After this many seconds of being basically stationary, the ragdoll will go to sleep.
var RagdollPropSleepdisabletime = Variable[float32]{"ragdoll_prop_sleepdisabletime"}
RagdollPropSleepdisabletime: Ragdoll is not allowed to physically sleep until this timer has elapsed.
var RagdollResolveInitialConflict = Variable[bool]{"ragdoll_resolve_initial_conflict"}
var RagdollResolveSeparation = Variable[bool]{"ragdoll_resolve_separation"}
var RagdollScaleSleepTolerance = Variable[bool]{"ragdoll_scale_sleep_tolerance"}
var RagdollUpdateFromWeights = Variable[bool]{"ragdoll_update_from_weights"}
var RagdollVisualizeCreationSkeleton = Variable[bool]{"ragdoll_visualize_creation_skeleton"}
var RagdollVphysicsScale = Variable[float32]{"ragdoll_vphysics_scale"}
RagdollVphysicsScale: How much we scale physics impacts against the ragdoll.
var Rangefinder = Command{"rangefinder"}
Rangefinder: Measures distance along a ray.
var Rangefinder2d = Command{"rangefinder2d"}
Rangefinder2d: Measures distance along a ray, only measuring along XY plane.
var Rate = Variable[int32]{"rate"}
Rate: Min bytes/sec the host can receive data.
var RayBench = Command{"ray_bench"}
RayBench: Load the rays and run the benchmark.
var Rcon = Command{"rcon"}
Rcon: Issue an rcon command.
var RconAddress = Variable[string]{"rcon_address"}
RconAddress: Address of remote server if sending unconnected rcon commands (format x.x.x.x:p).
var RconConnectedClientsAllow = Variable[bool]{"rcon_connected_clients_allow"}
RconConnectedClientsAllow: Allow clients to use rcon commands on server.
var RconPassword = Variable[string]{"rcon_password"}
RconPassword: remote console password.
var RecastMarkOverhang = Variable[bool]{"recast_mark_overhang"}
RecastMarkOverhang: Enable/disable overhang detection.
var RecastPartitioning = Variable[int32]{"recast_partitioning"}
RecastPartitioning: 0 = watershed, 1 = monotone, 2 = layers.
var Record = Command{"_record"}
Record: Record a demo incrementally.
var Redirectend = Command{"redirectend"}
Redirectend: Redirect server console output.
var Redirectstart = Command{"redirectstart"}
Redirectstart: Redirect server console output.
var ReloadModel = Command{"reload_model"}
ReloadModel: Force a reload of a vmdl resource.
var Reloadgame = Command{"reloadgame"}
Reloadgame: Reload the most recent saved game.
var RemoveWeapon = Command{"remove_weapon"}
RemoveWeapon: Remove a weapon held by the player. Arguments: <weapon subclass name>.
var Removeid = Command{"removeid"}
Removeid: Remove a user ID from the ban list.
var Removeip = Command{"removeip"}
Removeip: Remove an IP address from the ban list.
var RepeatLastConsoleCommand = Command{"repeat_last_console_command"}
RepeatLastConsoleCommand: Repeat last console command.
var ReplayDeath = Command{"replay_death"}
ReplayDeath: start hltv replay of last death.
var ReplayDebug = Variable[int32]{"replay_debug"}
var ReplayStart = Command{"replay_start"}
ReplayStart: Start Source2 TV replay: replay_start <delay>|stash [<player name or index>].
var ReplayStop = Command{"replay_stop"}
ReplayStop: stop hltv replay.
var ReportConnectionFailurePercentage = Variable[float32]{"report_connection_failure_percentage"}
var ReportEntities = Command{"report_entities"}
ReportEntities: Lists all entities.
var ReportSimthinklist = Command{"report_simthinklist"}
ReportSimthinklist: Lists all simulating/thinking entities.
var ReportSoundpatch = Command{"report_soundpatch"}
ReportSoundpatch: reports sound patch count.
var ResetGameconvars = Command{"reset_gameconvars"}
ResetGameconvars: Reset game convars to default values.
var ResetVoiceOnInputStallout = Variable[bool]{"reset_voice_on_input_stallout"}
ResetVoiceOnInputStallout: If true, resets the input device when there was a long enough hitch between callbacks.
var ResourceLeaks = Command{"resource_leaks"}
ResourceLeaks: resource_leaks <resource_name>: Show resource leaks for the named resource.
var ResourceList = Command{"resource_list"}
ResourceList: List loaded resources matching a substring.
var ResourceLogAllocateTiming = Command{"resource_log_allocate_timing"}
ResourceLogAllocateTiming: Log time spent in Allocate for all resource types.
var ResourceManifestValidateModules = Command{"resource_manifest_validate_modules"}
ResourceManifestValidateModules: Scan all of the loaded modules and validate any resource manifests found.
var ResourceRepeatedReload = Command{"resource_repeated_reload"}
ResourceRepeatedReload: resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s).
var ResourceResetAllocateTiming = Command{"resource_reset_allocate_timing"}
ResourceResetAllocateTiming: Reset tracked time spent in Allocate (see resource_log_allocate_timing).
var RespawnPlayer = Command{"respawn_player"}
RespawnPlayer: Respawns the player from death!
var Restart = Command{"restart"}
Restart: Poor man's restart: reload the current map from disk.
var RrDebugclassname = Variable[string]{"rr_debugclassname"}
RrDebugclassname: If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.
var RrDebugresponseconcept = Variable[string]{"rr_debugresponseconcept"}
RrDebugresponseconcept: If set, rr_debugresponseconcept will print only responses testing for the specified concept.
var RrDebugresponses = Variable[int32]{"rr_debugresponses"}
RrDebugresponses: Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
var RrDebugrule = Variable[string]{"rr_debugrule"}
RrDebugrule: 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.
var RrDumpRules = Command{"rr_dump_rules"}
RrDumpRules: Print all response rules.
var RrDumpresponses = Variable[bool]{"rr_dumpresponses"}
var RrFollowupMaxdist = Variable[float32]{"rr_followup_maxdist"}
RrFollowupMaxdist: 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
var RrForceconcept = Command{"rr_forceconcept"}
RrForceconcept: fire a response concept directly at a given character. USAGE: rr_forceconcept <target name or index> <concept> "criteria1:value1,criteria2:value2,..." criteria values are optional.
var RrThenanyScoreSlop = Variable[float32]{"rr_thenany_score_slop"}
RrThenanyScoreSlop: When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
var RsDumpStats = Command{"rs_dump_stats"}
RsDumpStats: rs_dump_stats - Dump resourcesystem stats.
var RtxDynamicBlas = Variable[bool]{"rtx_dynamic_blas"}
RtxDynamicBlas: Allow dynamic BLAS creation for geometry going through the compute shader skinning path.
var RtxDynamicBlasCaching = Variable[bool]{"rtx_dynamic_blas_caching"}
RtxDynamicBlasCaching: Cache dynamic BLAS if geometry has not changed.
var RtxForceDefaultHitgroup = Variable[bool]{"rtx_force_default_hitgroup"}
RtxForceDefaultHitgroup: Forces all ray traced geometry to use default hit shaders instead of specialized ones.
var RtxPreviewDynamicBounce = Variable[bool]{"rtx_preview_dynamic_bounce"}
RtxPreviewDynamicBounce: Show dynamic bounce lights and real-time emissive as baked bounce in the Hammer GPU lighting preview.
var RtxTextureResolution = Variable[uint32]{"rtx_texture_resolution"}
RtxTextureResolution: Sets the texture resolution the raytracer will mark to stream in.
var RunPerftest = Command{"run_perftest"}
RunPerftest: Execute perftest.cfg.
var RunVoicecontainerAsync = Variable[bool]{"run_voicecontainer_async"}
var Save = Command{"save"}
Save: Save Game.
var SaveAsync = Variable[bool]{"save_async"}
var SaveClearSubdirectory = Command{"save_clear_subdirectory"}
var SaveDebugSnapshots = Variable[bool]{"save_debug_snapshots"}
SaveDebugSnapshots: Save/Load debug snapshot data.
var SaveFakeHitch = Variable[int32]{"save_fake_hitch"}
SaveFakeHitch: Force a busy wait for the specified number of milliseconds during save to simulate a hitch.
var SaveFinishAsync = Command{"save_finish_async"}
var SaveHistoryCount = Variable[int32]{"save_history_count"}
SaveHistoryCount: Keep this many old copies in history of autosaves and quicksaves.
var SaveMaxarraySpew = Variable[int32]{"save_maxarray_spew"}
SaveMaxarraySpew: Max number of array entries to spew when using SaveRestoreIO spewing.
var SaveParallel = Variable[bool]{"save_parallel"}
var SaveScreenshot = Variable[int32]{"save_screenshot"}
SaveScreenshot: 0 = none, 1 = non-autosave, 2 = always, 3 = bug_only.
var SaveSetSubdirectory = Command{"save_set_subdirectory"}
var SaveShowelapsedtime = Command{"save_showelapsedtime"}
SaveShowelapsedtime: display up-to-date elapsed play time.
var SaveSpew = Variable[bool]{"save_spew"}
var SaveWatchclass = Command{"save_watchclass"}
SaveWatchclass: Restrict spew to entities with matching classname.
var SaveWatchentity = Command{"save_watchentity"}
SaveWatchentity: Restrict spew to entity index.
var SaveWriteKv3 = Variable[bool]{"save_write_kv3"}
SaveWriteKv3: Write the KV3 entity data as a text file in the save directory.
var SavingEnabled = Variable[bool]{"saving_enabled"}
var Say = Command{"say"}
Say: Display player message.
var SayTeam = Command{"say_team"}
SayTeam: Display player message to team.
var ScAggregateBvh = Variable[bool]{"sc_aggregate_bvh"}
var ScAggregateBvhThreshold = Variable[uint32]{"sc_aggregate_bvh_threshold"}
var ScAggregateDebugDrawMeshlets = Variable[uint32]{"sc_aggregate_debug_draw_meshlets"}
ScAggregateDebugDrawMeshlets: SceneSystem/Aggregates/Visualize Meshlets.
var ScAggregateDebugDrawMeshletsBounds = Variable[bool]{"sc_aggregate_debug_draw_meshlets_bounds"}
ScAggregateDebugDrawMeshletsBounds: Visualize meshlet bounds and cone axis. Mesh shader only.
var ScAggregateDebugVisualizer = Variable[bool]{"sc_aggregate_debug_visualizer"}
ScAggregateDebugVisualizer: SceneSystem/Aggregates/Debug Visualizer.
var ScAggregateFragmentCullingBoxes = Variable[bool]{"sc_aggregate_fragment_culling_boxes"}
ScAggregateFragmentCullingBoxes: Test aggregate fragments against culling boxes individually instead of per aggregate.
var ScAggregateFragmentMerging = Variable[bool]{"sc_aggregate_fragment_merging"}
var ScAggregateGpuCulling = Variable[bool]{"sc_aggregate_gpu_culling"}
ScAggregateGpuCulling: Toggles GPU culling of aggregate meshes.
var ScAggregateGpuCullingConservativeBounds = Variable[bool]{"sc_aggregate_gpu_culling_conservative_bounds"}
var ScAggregateGpuCullingShowCulled = Variable[bool]{"sc_aggregate_gpu_culling_show_culled"}
ScAggregateGpuCullingShowCulled: SceneSystem/Aggregates/Show GPU Culled Meshes.
var ScAggregateGpuOcclusionCulling = Variable[bool]{"sc_aggregate_gpu_occlusion_culling"}
var ScAggregateIndirectDrawCompaction = Variable[bool]{"sc_aggregate_indirect_draw_compaction"}
ScAggregateIndirectDrawCompaction: Use multidrawindirect...count if the driver/hardware supports it.
var ScAggregateIndirectDrawCompactionThreshold = Variable[uint32]{"sc_aggregate_indirect_draw_compaction_threshold"}
ScAggregateIndirectDrawCompactionThreshold: Threshold of indirect draws when we will do compaction.
var ScAggregateInstanceStreams = Variable[bool]{"sc_aggregate_instance_streams"}
ScAggregateInstanceStreams: Enable instance streams.
var ScAggregateMaterialSolo = Variable[string]{"sc_aggregate_material_solo"}
var ScAggregateRenderMeshShader = Variable[bool]{"sc_aggregate_render_mesh_shader"}
ScAggregateRenderMeshShader: Using mesh shaders if available instead of drawcalls.
var ScAggregateRtproxyDebugVisualizer = Variable[bool]{"sc_aggregate_rtproxy_debug_visualizer"}
ScAggregateRtproxyDebugVisualizer: SceneSystem/Aggregates/RT Proxy Debug Visualizer.
var ScAggregateRtproxyInstancedGeo = Variable[bool]{"sc_aggregate_rtproxy_instanced_geo"}
var ScAggregateRtproxyUniqueGeo = Variable[bool]{"sc_aggregate_rtproxy_unique_geo"}
var ScAggregateRtproxyVisualize = Variable[bool]{"sc_aggregate_rtproxy_visualize"}
var ScAggregateShowOutsideVis = Variable[bool]{"sc_aggregate_show_outside_vis"}
var ScAllowDitheredLod = Variable[bool]{"sc_allow_dithered_lod"}
ScAllowDitheredLod: Allow use of dithered lod transitions.
var ScAllowDynamicConstantBatching = Variable[bool]{"sc_allow_dynamic_constant_batching"}
var ScAllowPrecomputedVismembers = Variable[bool]{"sc_allow_precomputed_vismembers"}
var ScAllowWriteDepthBeforeBlend = Variable[bool]{"sc_allow_write_depth_before_blend"}
var ScBarnlightEnablePrecomputedVis = Variable[bool]{"sc_barnlight_enable_precomputed_vis"}
ScBarnlightEnablePrecomputedVis: Enable use of precomputed vis membership for lights (requires map restart).
var ScBatchLayerCbUpdates = Variable[bool]{"sc_batch_layer_cb_updates"}
var ScCacheEnvmapLpvLookup = Variable[bool]{"sc_cache_envmap_lpv_lookup"}
var ScClutterDensityFullSize = Variable[float32]{"sc_clutter_density_full_size"}
ScClutterDensityFullSize: Screen-size where clutter will be full density.
var ScClutterDensityNoneSize = Variable[float32]{"sc_clutter_density_none_size"}
ScClutterDensityNoneSize: Screen-size where clutter will be gone.
var ScClutterDesityOverride = Variable[bool]{"sc_clutter_desity_override"}
var ScClutterEnable = Variable[bool]{"sc_clutter_enable"}
ScClutterEnable: SceneSystem/Clutter/Draw Clutter.
var ScCycleclassdebuglevel = Command{"sc_cycleclassdebuglevel"}
ScCycleclassdebuglevel: Increment the debug level associated with an object class. sc_CycleClassDebugLevel <classname> <optional: max level>.
var ScDisableBakedLighting = Variable[bool]{"sc_disable_baked_lighting"}
var ScDisableCullingBoxes = Variable[bool]{"sc_disable_culling_boxes"}
var ScDisableProceduralLayerRendering = Variable[bool]{"sc_disable_procedural_layer_rendering"}
var ScDisableShadowFastpath = Variable[bool]{"sc_disable_shadow_fastpath"}
var ScDisableSpotlightShadows = Variable[bool]{"sc_disable_spotlight_shadows"}
var ScDisableThreading = Variable[bool]{"sc_disableThreading"}
var ScDisableWorldMaterials = Variable[bool]{"sc_disable_world_materials"}
var ScDistancefieldVisualizeAtlas = Variable[bool]{"sc_distancefield_visualize_atlas"}
var ScDitheredLodTransitionAmt = Variable[float32]{"sc_dithered_lod_transition_amt"}
ScDitheredLodTransitionAmt: Percentage of the transition between two lods we will apply a dither.
var ScDrawAggregateMeshes = Variable[bool]{"sc_draw_aggregate_meshes"}
ScDrawAggregateMeshes: SceneSystem/Aggregates/Draw Aggregates.
var ScDumpLists = Variable[string]{"sc_dump_lists"}
var ScDumpworld = Command{"sc_dumpworld"}
ScDumpworld: Dump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>).
var ScDumpworld3d = Command{"sc_dumpworld3d"}
ScDumpworld3d: Dump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>).
var ScEnableDiscard = Variable[bool]{"sc_enable_discard"}
var ScExtendedStats = Variable[bool]{"sc_extended_stats"}
var ScFadeDistanceScaleOverride = Variable[float32]{"sc_fade_distance_scale_override"}
var ScFogCull = Variable[bool]{"sc_fog_cull"}
var ScForceLodLevel = Variable[int32]{"sc_force_lod_level"}
var ScForceMaterialsBatchable = Variable[bool]{"sc_force_materials_batchable"}
var ScForceSingleDisplayListPerLayer = Variable[bool]{"sc_force_single_display_list_per_layer"}
var ScForceTranslationInProjection = Variable[bool]{"sc_force_translation_in_projection"}
ScForceTranslationInProjection: If enabled, the camera's translation will be included in the projection matrix.
var ScHdrEnabledOverride = Variable[int32]{"sc_hdr_enabled_override"}
ScHdrEnabledOverride: Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110.
var ScImguiShowDebugLog = Variable[bool]{"sc_imgui_show_debug_log"}
ScImguiShowDebugLog: SceneSystem/Imgui/Show Debug Log.
var ScImguiShowIdStack = Variable[bool]{"sc_imgui_show_id_stack"}
ScImguiShowIdStack: SceneSystem/Imgui/Show ID Stack Tool.
var ScImguiShowMetrics = Variable[bool]{"sc_imgui_show_metrics"}
ScImguiShowMetrics: SceneSystem/Imgui/Show Metrics.
var ScInstancedDebugVisualizer = Variable[bool]{"sc_instanced_debug_visualizer"}
ScInstancedDebugVisualizer: SceneSystem/Instanced/Debug Visualizer.
var ScInstancedGpuCullingShowCulled = Variable[bool]{"sc_instanced_gpu_culling_show_culled"}
ScInstancedGpuCullingShowCulled: SceneSystem/Instanced/Show GPU Culled Meshlets.
var ScInstancedMaterialSolo = Variable[string]{"sc_instanced_material_solo"}
var ScInstancedMeshEnable = Variable[bool]{"sc_instanced_mesh_enable"}
ScInstancedMeshEnable: SceneSystem/Instanced/Draw Instanced.
var ScInstancedMeshGpuCulling = Variable[bool]{"sc_instanced_mesh_gpu_culling"}
ScInstancedMeshGpuCulling: Toggles GPU culling of instanced meshes.
var ScInstancedMeshGpuCullingBoxes = Variable[bool]{"sc_instanced_mesh_gpu_culling_boxes"}
ScInstancedMeshGpuCullingBoxes: Test instanced mesh instances against info_visibility_box culling boxes.
var ScInstancedMeshGpuDensityCulling = Variable[bool]{"sc_instanced_mesh_gpu_density_culling"}
ScInstancedMeshGpuDensityCulling: Toggles density culling (if enabled).
var ScInstancedMeshGpuOcclusionCulling = Variable[bool]{"sc_instanced_mesh_gpu_occlusion_culling"}
ScInstancedMeshGpuOcclusionCulling: Toggles GPU occlusion of instanced meshes.
var ScInstancedMeshGpuVisCulling = Variable[bool]{"sc_instanced_mesh_gpu_vis_culling"}
ScInstancedMeshGpuVisCulling: Toggles GPU vis of instanced meshes.
var ScInstancedMeshLodBias = Variable[float32]{"sc_instanced_mesh_lod_bias"}
ScInstancedMeshLodBias: Bias for LOD selection of instanced meshes.
var ScInstancedMeshLodBiasShadow = Variable[float32]{"sc_instanced_mesh_lod_bias_shadow"}
ScInstancedMeshLodBiasShadow: Bias for LOD selection of instanced meshes in shadowmaps.
var ScInstancedMeshMotionVectors = Variable[bool]{"sc_instanced_mesh_motion_vectors"}
ScInstancedMeshMotionVectors: Toggles motion vector support for instanced meshes.
var ScInstancedMeshOpaqueFade = Variable[bool]{"sc_instanced_mesh_opaque_fade"}
ScInstancedMeshOpaqueFade: Toggles fade support for instanced meshes.
var ScInstancedMeshShadowsBatchAcrossMaterials = Variable[bool]{"sc_instanced_mesh_shadows_batch_across_materials"}
ScInstancedMeshShadowsBatchAcrossMaterials: Toggles whether mesh shader instanced can batch on reflectivity.
var ScInstancedMeshSizeCullBias = Variable[float32]{"sc_instanced_mesh_size_cull_bias"}
ScInstancedMeshSizeCullBias: Bias for size culling of instanced meshes.
var ScInstancedMeshSizeCullBiasShadow = Variable[float32]{"sc_instanced_mesh_size_cull_bias_shadow"}
ScInstancedMeshSizeCullBiasShadow: Bias for size culling instanced meshes in shadowmaps.
var ScInstancedMeshSolo = Variable[string]{"sc_instanced_mesh_solo"}
var ScKeepAllLayers = Variable[bool]{"sc_keep_all_layers"}
var ScLayerBatchThreshold = Variable[int32]{"sc_layer_batch_threshold"}
var ScLayerBatchThresholdFullsort = Variable[int32]{"sc_layer_batch_threshold_fullsort"}
var ScListExtradataAllocations = Command{"sc_list_extradata_allocations"}
ScListExtradataAllocations: Prints out the overall extra data allocation counts.
var ScListworlds = Command{"sc_listworlds"}
ScListworlds: List all the active sceneworlds.
var ScMaxFramebufferCopiesPerLayer = Variable[int32]{"sc_max_framebuffer_copies_per_layer"}
var ScMeshAllowBatchAcrossPrimitives = Variable[bool]{"sc_mesh_allow_batch_across_primitives"}
var ScMeshBackfaceCulling = Variable[bool]{"sc_mesh_backface_culling"}
var ScMeshGpuOcclusionCulling = Variable[bool]{"sc_mesh_gpu_occlusion_culling"}
var ScMeshGpuVolumeCulling = Variable[bool]{"sc_mesh_gpu_volume_culling"}
var ScMeshMeshShaders = Variable[bool]{"sc_mesh_mesh_shaders"}
var ScMeshShadowsBatchAcrossMaterials = Variable[bool]{"sc_mesh_shadows_batch_across_materials"}
var ScNoCull = Variable[bool]{"sc_no_cull"}
var ScNoVis = Variable[bool]{"sc_no_vis"}
var ScOnlyRenderOpaque = Variable[bool]{"sc_only_render_opaque"}
var ScOnlyRenderShadowcasters = Variable[bool]{"sc_only_render_shadowcasters"}
var ScParticleDebugVisualizer = Variable[bool]{"sc_particle_debug_visualizer"}
ScParticleDebugVisualizer: SceneSystem/Particles/Debug Visualizer.
var ScRejectAllObjects = Variable[bool]{"sc_reject_all_objects"}
var ScRendergraphDebugVisualizer = Variable[bool]{"sc_rendergraph_debug_visualizer"}
ScRendergraphDebugVisualizer: SceneSystem/RenderGraph Visualizer.
var ScScreenSizeLodScaleOverride = Variable[float32]{"sc_screen_size_lod_scale_override"}
var ScSetclassflags = Command{"sc_setclassflags"}
ScSetclassflags: Low level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>.
var ScShadowDepthBias = Variable[int32]{"sc_shadow_depth_bias"}
var ScShadowDepthBiasClamp = Variable[float32]{"sc_shadow_depth_bias_clamp"}
var ScShadowDepthBiasStateOverride = Variable[bool]{"sc_shadow_depth_bias_state_override"}
var ScShadowSlopescaleDepthBias = Variable[float32]{"sc_shadow_slopescale_depth_bias"}
var ScShowCsSkinningStats = Variable[bool]{"sc_show_cs_skinning_stats"}
ScShowCsSkinningStats: SceneSystem/Compute Skinning Stats.
var ScShowGpuProfiler = Variable[bool]{"sc_show_gpu_profiler"}
ScShowGpuProfiler: SceneSystem/GPU Profiler.
var ScShowHairDebugUi = Variable[bool]{"sc_show_hair_debug_ui"}
ScShowHairDebugUi: SceneSystem/Hair Debug UI.
var ScShowObjectBrowser = Variable[bool]{"sc_show_object_browser"}
ScShowObjectBrowser: SceneSystem/SceneObject Browser.
var ScShowTextureVisualizer = Variable[bool]{"sc_show_texture_visualizer"}
ScShowTextureVisualizer: SceneSystem/Texture Visualizer.
var ScShowViewProfiler = Variable[bool]{"sc_show_view_profiler"}
ScShowViewProfiler: SceneSystem/View Profiler.
var ScShowVtStats = Variable[bool]{"sc_show_vt_stats"}
ScShowVtStats: SceneSystem/Virtual Texturing.
var ScShowclasses = Command{"sc_showclasses"}
ScShowclasses: List the object class names known by scenesystem.
var ScSkipTraversal = Variable[bool]{"sc_skip_traversal"}
var ScSpewCmtUsage = Variable[bool]{"sc_spew_cmt_usage"}
var ScStatsSections = Variable[string]{"sc_stats_sections"}
ScStatsSections: Which stats groups to show.
var ScThrowAwayAllLayers = Variable[bool]{"sc_throw_away_all_layers"}
var ScUseClearSubrect = Variable[bool]{"sc_use_clear_subrect"}
var ScViewProfilerFrameAveraging = Variable[int32]{"sc_view_profiler_frame_averaging"}
var ScVisualizeBatches = Variable[int32]{"sc_visualize_batches"}
ScVisualizeBatches: color per batch.
var ScVisualizeSceneobjects = Variable[string]{"sc_visualize_sceneobjects"}
ScVisualizeSceneobjects: SceneSystem/Visualize SceneObject Mode.
var ScVisualizeSceneobjectsMeshlets = Variable[string]{"sc_visualize_sceneobjects_meshlets"}
ScVisualizeSceneobjectsMeshlets: SceneSystem/Visualize Base SceneObject Meshlets.
var ScaleFunctionDump = Command{"scale_function_dump"}
ScaleFunctionDump: Print out all scale functions.
var SceneClientflex = Variable[bool]{"scene_clientflex"}
SceneClientflex: Do client side flex animation.
var ScenePlayvcd = Command{"scene_playvcd"}
ScenePlayvcd: Play the given VCD as an instanced scripted scene.
var ScenePrint = Variable[int32]{"scene_print"}
ScenePrint: When playing back a scene, print timing and event info to console.
var SceneShowfaceto = Variable[bool]{"scene_showfaceto"}
SceneShowfaceto: When playing back, show the directions of faceto events.
var SchemaAllListBindings = Command{"schema_all_list_bindings"}
SchemaAllListBindings: schema_all_list_bindings <substring> - List all scopes registered schema bindings (classes & enums). If no substring, list them all.
var SchemaDetailedClassLayout = Command{"schema_detailed_class_layout"}
SchemaDetailedClassLayout: schema_detailed_class_layout <class_name> - Print a detailed memory layout of the class (including inline structs).
var SchemaDumpBinding = Command{"schema_dump_binding"}
SchemaDumpBinding: schema_dump_binding <class_or_enum_name> - Print information about the named class or enum.
var SchemaListBindings = Command{"schema_list_bindings"}
SchemaListBindings: schema_list_bindings <substring> - List registered global-scope schema bindings (classes & enums). If no substring, list them all.
var SchemaMetaStats = Command{"schema_meta_stats"}
SchemaMetaStats: schema_meta_stats [<options>]- Print a summary of schemasystem metadata statistics.
var SchemaStats = Command{"schema_stats"}
SchemaStats: schema_stats - Print a summary of various schemasystem statistics.
var Screenshot = Command{"screenshot"}
Screenshot: Take a screenshot: screenshot [filename].
var ScreenshotHeight = Variable[int32]{"screenshot_height"}
ScreenshotHeight: Screenshot height. -1 for screen height.
var ScreenshotPrefix = Variable[string]{"screenshot_prefix"}
ScreenshotPrefix: Set the screenshot auto naming prefix.
var ScreenshotSubdir = Variable[string]{"screenshot_subdir"}
ScreenshotSubdir: Set the screenshot directory.
var ScreenshotWidth = Variable[int32]{"screenshot_width"}
ScreenshotWidth: Screenshot width. -1 for screen width.
var ScriptAddDebugFilter = Command{"script_add_debug_filter"}
ScriptAddDebugFilter: Add a filter to the game debug overlay.
var ScriptAddWatch = Command{"script_add_watch"}
ScriptAddWatch: Add a watch to the game debug overlay.
var ScriptAddWatchPattern = Command{"script_add_watch_pattern"}
ScriptAddWatchPattern: Add a watch to the game debug overlay.
var ScriptAttachDebugger = Command{"script_attach_debugger"}
ScriptAttachDebugger: Connect the vscript VM to the script debugger.
var ScriptAttachDebuggerAtStartup = Variable[bool]{"script_attach_debugger_at_startup"}
var ScriptBreakInNativeDebuggerOnError = Variable[bool]{"script_break_in_native_debugger_on_error"}
var ScriptClearWatches = Command{"script_clear_watches"}
ScriptClearWatches: Clear all watches from the game debug overlay.
var ScriptDebug = Command{"script_debug"}
ScriptDebug: Toggle the in-game script debug features.
var ScriptDumpAll = Command{"script_dump_all"}
ScriptDumpAll: Dump the state of the VM to the console.
var ScriptFind = Command{"script_find"}
ScriptFind: Find a key in the VM.
var ScriptHelp = Command{"script_help"}
ScriptHelp: Output help for script functions.
var ScriptHelp2 = Command{"script_help2"}
ScriptHelp2: Output help for script functions suitable for auto-completion.
var ScriptReload = Command{"script_reload"}
ScriptReload: Reload scripts.
var ScriptReloadCode = Command{"script_reload_code"}
ScriptReloadCode: Execute a vscript file, replacing existing functions with the functions in the run script.
var ScriptReloadEntityCode = Command{"script_reload_entity_code"}
ScriptReloadEntityCode: Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts.
var ScriptRemoveDebugFilter = Command{"script_remove_debug_filter"}
ScriptRemoveDebugFilter: Remove a filter from the game debug overlay.
var ScriptRemoveWatch = Command{"script_remove_watch"}
ScriptRemoveWatch: Remove a watch from the game debug overlay.
var ScriptRemoveWatchPattern = Command{"script_remove_watch_pattern"}
ScriptRemoveWatchPattern: Remove a watch from the game debug overlay.
var ScriptResurrectUnreachable = Command{"script_resurrect_unreachable"}
ScriptResurrectUnreachable: Use the garbage collector to track down reference cycles.
var ScriptTraceDisable = Command{"script_trace_disable"}
ScriptTraceDisable: Turn off a particular trace output by file or function name.
var ScriptTraceDisableAll = Command{"script_trace_disable_all"}
ScriptTraceDisableAll: Turn off all trace output.
var ScriptTraceDisableKey = Command{"script_trace_disable_key"}
ScriptTraceDisableKey: Turn off a particular trace output by table/instance.
var ScriptTraceEnable = Command{"script_trace_enable"}
ScriptTraceEnable: Turn on a particular trace output by file or function name.
var ScriptTraceEnableAll = Command{"script_trace_enable_all"}
ScriptTraceEnableAll: Turn on all trace output.
var ScriptTraceEnableKey = Command{"script_trace_enable_key"}
ScriptTraceEnableKey: Turn on a particular trace output by table/instance.
var Scrubber = Command{"scrubber"}
Scrubber: Scrub system off - not a dev build.
var Sdr = Command{"sdr"}
Sdr: An old command that has been renamed to 'net_option'.
var ServerDumpLobby = Command{"server_dump_lobby"}
ServerDumpLobby: Prints server lobby object.
var ServerDumpSignout = Command{"server_dump_signout"}
ServerDumpSignout: Dumps informaiton about the current signout system.
var ServerDumpState = Command{"server_dump_state"}
ServerDumpState: Prints current server state.
var ServerGameTime = Command{"server_game_time"}
ServerGameTime: Gives the game time in seconds (server's curtime).
var ServerGcStatus = Command{"server_gc_status"}
ServerGcStatus: Check status of connection to the GC.
var ServerMaxSignoutDurationNoSteamConnectionS = Variable[int32]{"server_max_signout_duration_no_steam_connection_s"}
var ServerMaxSignoutDurationS = Variable[int32]{"server_max_signout_duration_s"}
var ServerMemRecordAfterTimeMin = Variable[float32]{"server_mem_record_after_time_min"}
ServerMemRecordAfterTimeMin: The number of minutes required to have elapsed before recording a memory sample.
var ServerMemRecordIntervalMin = Variable[float32]{"server_mem_record_interval_min"}
ServerMemRecordIntervalMin: The number of minutes required between memory samples. Set to 0 to disable memory sampling.
var ServerMemRecordThresholdMb = Variable[int32]{"server_mem_record_threshold_mb"}
ServerMemRecordThresholdMb: The amount of outstanding memory required to trigger a memory report. 0 disables.
var ServerSignoutBackoffMax = Variable[int32]{"server_signout_backoff_max"}
var ServerSignoutBackoffMin = Variable[int32]{"server_signout_backoff_min"}
var ServerSignoutBackoffScaleS = Variable[int32]{"server_signout_backoff_scale_s"}
var ServerSignoutRecordCustomUserStats = Variable[bool]{"server_signout_record_custom_user_stats"}
var ServerTestCrash = Command{"server_test_crash"}
ServerTestCrash: Crashes the server to test crash detection and minidumps.
var Servercfgfile = Variable[string]{"servercfgfile"}
var Setang = Command{"setang"}
Setang: Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
var SetangExact = Command{"setang_exact"}
SetangExact: Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
var Setinfo = Command{"setinfo"}
Setinfo: Adds a new user info value.
var Setmodel = Command{"setmodel"}
Setmodel: Changes's player's model.
var Setpause = Command{"setpause"}
Setpause: Set the pause state of the server.
var Setpos = Command{"setpos"}
Setpos: Move player to specified origin (must have sv_cheats).
var SetposExact = Command{"setpos_exact"}
SetposExact: Move player to an exact specified origin (must have sv_cheats).
var SetposPlayer = Command{"setpos_player"}
SetposPlayer: Move specified player to specified origin (must have sv_cheats).
var Shake = Command{"shake"}
Shake: Shake the screen.
var ShatterglassBreak = Command{"shatterglass_break"}
var ShatterglassCleanup = Variable[bool]{"shatterglass_cleanup"}
var ShatterglassCleanupMax = Variable[int32]{"shatterglass_cleanup_max"}
var ShatterglassDebug = Variable[bool]{"shatterglass_debug"}
var ShatterglassHitTolerance = Variable[float32]{"shatterglass_hit_tolerance"}
var ShatterglassRestore = Command{"shatterglass_restore"}
var ShatterglassShardLifetime = Variable[float32]{"shatterglass_shard_lifetime"}
var Showconsole = Command{"showconsole"}
Showconsole: Show the console.
var Showents = Command{"showents"}
Showents: Dump entity list to console.
var Showtriggers = Command{"showtriggers"}
Showtriggers: Enable or Disable showing trigger entities.
var ShowtriggersToggle = Command{"showtriggers_toggle"}
ShowtriggersToggle: Displays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var SilenceDsp = Variable[bool]{"silence_dsp"}
SilenceDsp: When on, silences all DSP mixes.
var SkAutoaimMode = Variable[int32]{"sk_autoaim_mode"}
var SkPlayerArm = Variable[float32]{"sk_player_arm"}
var SkPlayerChest = Variable[float32]{"sk_player_chest"}
var SkPlayerHead = Variable[float32]{"sk_player_head"}
var SkPlayerLeg = Variable[float32]{"sk_player_leg"}
var SkPlayerStomach = Variable[float32]{"sk_player_stomach"}
var SkelConstraintsEnable = Variable[bool]{"skel_constraints_enable"}
var SkelDebug = Variable[string]{"skel_debug"}
var SkeletonInstanceDebugBodygroups = Variable[bool]{"skeleton_instance_debug_bodygroups"}
SkeletonInstanceDebugBodygroups: Debug bodygroups.
var SkeletonInstanceLodOptimization = Variable[bool]{"skeleton_instance_lod_optimization"}
SkeletonInstanceLodOptimization: Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute.
var SkeletonInstanceScalesetEnable = Variable[bool]{"skeleton_instance_scaleset_enable"}
var SkeletonInstanceSmearBoneflags = Variable[bool]{"skeleton_instance_smear_boneflags"}
SkeletonInstanceSmearBoneflags: Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
var SkeletonPhysicsJointFixup = Variable[bool]{"skeleton_physics_joint_fixup"}
var Skill = Variable[int32]{"skill"}
Skill: Game skill level.
var Smoothstairs = Variable[bool]{"smoothstairs"}
Smoothstairs: Smooth player eye z coordinate when traversing stairs.
var SndAsyncFlush = Command{"snd_async_flush"}
SndAsyncFlush: Flush all unlocked async audio data.
var SndAsyncShowmem = Command{"snd_async_showmem"}
SndAsyncShowmem: Show async memory stats.
var SndAsyncShowmemMusic = Command{"snd_async_showmem_music"}
SndAsyncShowmemMusic: Show async memory stats for just non-streamed music.
var SndAsyncShowmemSummary = Command{"snd_async_showmem_summary"}
SndAsyncShowmemSummary: Show brief async memory stats.
var SndAsyncSpewBlocking = Variable[int32]{"snd_async_spew_blocking"}
SndAsyncSpewBlocking: Spew message to console any time async sound loading blocks on file i/o.
var SndAutodetectLatency = Variable[bool]{"snd_autodetect_latency"}
var SndBeatpatternFlush = Command{"snd_beatpattern_flush"}
SndBeatpatternFlush: Purge and reload all beat pattern data and files.
var SndBeatpatternPrintActivetracks = Command{"snd_beatpattern_print_activetracks"}
SndBeatpatternPrintActivetracks: List all active tracks.
var SndBeatpatternPrintPatterns = Command{"snd_beatpattern_print_patterns"}
SndBeatpatternPrintPatterns: List all available beat patterns.
var SndBeatpatternSetTrackBpm = Command{"snd_beatpattern_set_track_bpm"}
SndBeatpatternSetTrackBpm: Sets the tempo of the specified track.
var SndBeatpatternSetTrackTranspose = Command{"snd_beatpattern_set_track_transpose"}
SndBeatpatternSetTrackTranspose: Sets the transposition of the specified track.
var SndBeatpatternShowBpm = Variable[bool]{"snd_beatpattern_show_bpm"}
var SndBeatpatternShowEvents = Variable[bool]{"snd_beatpattern_show_events"}
var SndBeatpatternShowQuantizeQueue = Variable[bool]{"snd_beatpattern_show_quantize_queue"}
var SndBeatpatternStopAllTracks = Command{"snd_beatpattern_stop_all_tracks"}
SndBeatpatternStopAllTracks: Stops all currently playing patterns.
var SndBeatpatternStopTrack = Command{"snd__beatpattern_stop_track"}
SndBeatpatternStopTrack: Stops the specified track.
var SndBeatpatternUseLookahead = Variable[bool]{"snd_beatpattern_use_lookahead"}
var SndBoxverbSimd = Variable[bool]{"snd_boxverb_simd"}
SndBoxverbSimd: Enable SIMD code path for shoebox reverb processor.
var SndBoxverbSimdSvf = Variable[int32]{"snd_boxverb_simd_svf"}
SndBoxverbSimdSvf: 0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf.
var SndBreakOnStartSoundevent = Variable[string]{"snd_break_on_start_soundevent"}
SndBreakOnStartSoundevent: Use to debug break on any soundevent that is started matching this name.
var SndCast = Command{"snd_cast"}
SndCast: Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically if cl_snd_cast_retrigger is set. The sound event will clear previous snd_cast events if cl_snd_cast_clear is set. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.
var SndCompareKVConvert = Variable[bool]{"snd_compare_KV_convert"}
var SndCompareSoundevents = Command{"snd_compare_soundevents"}
SndCompareSoundevents: Compare the compiled and loaded contents of 2 soundevents.
var SndDelaySoundMsMax = Variable[float32]{"snd_delay_sound_ms_max"}
SndDelaySoundMsMax: Sound device synchronization max delay (ms).
var SndDelaySoundMsShift = Variable[float32]{"snd_delay_sound_ms_shift"}
SndDelaySoundMsShift: Sound device synchronization shift (ms).
var SndDiffusorSimd = Variable[bool]{"snd_diffusor_simd"}
SndDiffusorSimd: Enable SIMD code path for diffusor processor.
var SndDisableMixerDuck = Variable[bool]{"snd_disable_mixer_duck"}
var SndDisableMixerSolo = Variable[bool]{"snd_disable_mixer_solo"}
var SndDspDistanceMax = Variable[float32]{"snd_dsp_distance_max"}
var SndDspDistanceMin = Variable[float32]{"snd_dsp_distance_min"}
var SndDuckerattacktime = Variable[float32]{"snd_duckerattacktime"}
var SndDuckerreleasetime = Variable[float32]{"snd_duckerreleasetime"}
var SndDuckerthreshold = Variable[float32]{"snd_duckerthreshold"}
var SndDucktovolume = Variable[float32]{"snd_ducktovolume"}
var SndEnableImgui = Variable[bool]{"snd_enable_imgui"}
SndEnableImgui: Game/Sound System Debugger.
var SndEnableSubgraphCorenullPassthrough = Variable[bool]{"snd_enable_subgraph_corenull_passthrough"}
var SndEnableSubgraphLog = Variable[bool]{"snd_enable_subgraph_log"}
var SndEnvelopeRate = Variable[float32]{"snd_envelope_rate"}
var SndEventConeDebug = Variable[bool]{"snd_event_cone_debug"}
var SndEventOrientedBoxDebug = Variable[bool]{"snd_event_oriented_box_debug"}
var SndEventOrientedLerpMaxDistance = Variable[float32]{"snd_event_oriented_lerp_max_distance"}
var SndEventOrientedLerpMinDistance = Variable[float32]{"snd_event_oriented_lerp_min_distance"}
var SndFilter = Variable[string]{"snd_filter"}
var SndFoliageDbLoss = Variable[float32]{"snd_foliage_db_loss"}
SndFoliageDbLoss: foliage dB loss per 1200 units.
var SndFrontHeadphonePosition = Command{"snd_front_headphone_position"}
SndFrontHeadphonePosition: Specifies the position (in degrees) of the virtual front left/right headphones.
var SndFrontStereoSpeakerPosition = Command{"snd_front_stereo_speaker_position"}
SndFrontStereoSpeakerPosition: Specifies the position (in degrees) of the virtual front left/right speakers.
var SndFrontSurroundSpeakerPosition = Command{"snd_front_surround_speaker_position"}
SndFrontSurroundSpeakerPosition: Specifies the position (in degrees) of the virtual front left/right speakers.
var SndGain = Variable[float32]{"snd_gain"}
var SndGainMax = Variable[float32]{"snd_gain_max"}
var SndGainMin = Variable[float32]{"snd_gain_min"}
var SndGamevoicevolume = Variable[float32]{"snd_gamevoicevolume"}
SndGamevoicevolume: Game v.o. volume.
var SndGamevolume = Variable[float32]{"snd_gamevolume"}
SndGamevolume: Game volume.
var SndGetPhysicsSurfaceProperties = Command{"snd_get_physics_surface_properties"}
SndGetPhysicsSurfaceProperties: Get physics surface properties for all the materials.
var SndGranulatorImgui = Variable[bool]{"snd_granulator_imgui"}
SndGranulatorImgui: Game/Granulator Debugger.
var SndGroupClusterDebug = Variable[bool]{"snd_group_cluster_debug"}
var SndGroupOcclusionDebug = Variable[bool]{"snd_group_occlusion_debug"}
var SndGroupPriorityDebug = Variable[bool]{"snd_group_priority_debug"}
var SndGroupPriorityMaxTolerance = Variable[float32]{"snd_group_priority_max_tolerance"}
var SndGroupSteamaudioDimensionProbesDebug = Variable[bool]{"snd_group_steamaudio_dimension_probes_debug"}
var SndHeadphonePanExponent = Command{"snd_headphone_pan_exponent"}
SndHeadphonePanExponent: Specifies the exponent for the pan xfade from phone to phone if the "exp" pan law is being used.
var SndHeadphonePanRadialWeight = Command{"snd_headphone_pan_radial_weight"}
SndHeadphonePanRadialWeight: Apply cos(angle) * weight before pan law.
var SndHrtfDistanceBehind = Variable[float32]{"snd_hrtf_distance_behind"}
SndHrtfDistanceBehind: HRTF calculations will calculate the player as being this far behind the camera.
var SndList = Variable[string]{"snd_list"}
var SndListDeferredSoundevents = Command{"snd_list_deferred_soundevents"}
SndListDeferredSoundevents: List all current deferred load soundevents.
var SndListSoundevents = Command{"snd_list_soundevents"}
SndListSoundevents: List all available soundevents.
var SndListSoundeventsByStack = Command{"snd_list_soundevents_by_stack"}
SndListSoundeventsByStack: List all available soundevents using specified stack name.
var SndMergemethod = Variable[int32]{"snd_mergemethod"}
SndMergemethod: Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
var SndMinLatency = Variable[bool]{"snd_min_latency"}
var SndMixAsync = Variable[bool]{"snd_mix_async"}
var SndMixahead = Variable[float32]{"snd_mixahead"}
var SndMixerMasterDsp = Variable[float32]{"snd_mixer_master_dsp"}
var SndMixerMasterLevel = Variable[float32]{"snd_mixer_master_level"}
var SndMusicvolume = Variable[float32]{"snd_musicvolume"}
SndMusicvolume: Music volume.
var SndMuteLosefocus = Variable[bool]{"snd_mute_losefocus"}
var SndNewVisualize = Variable[bool]{"snd_new_visualize"}
SndNewVisualize: Displays soundevent name played at it's 3d position.
var SndOcclusionBounces = Variable[int32]{"snd_occlusion_bounces"}
var SndOcclusionDebug = Variable[bool]{"snd_occlusion_debug"}
var SndOcclusionDebugListenerPos = Variable[string]{"snd_occlusion_debug_listener_pos"}
var SndOcclusionIndirectMax = Variable[float32]{"snd_occlusion_indirect_max"}
var SndOcclusionIndirectMin = Variable[float32]{"snd_occlusion_indirect_min"}
var SndOcclusionIndirectRadius = Variable[float32]{"snd_occlusion_indirect_radius"}
var SndOcclusionMinWallThickness = Variable[float32]{"snd_occlusion_min_wall_thickness"}
var SndOcclusionOverride = Variable[float32]{"snd_occlusion_override"}
var SndOcclusionRays = Variable[int32]{"snd_occlusion_rays"}
var SndOcclusionReport = Variable[bool]{"snd_occlusion_report"}
var SndOcclusionVisualize = Variable[bool]{"snd_occlusion_visualize"}
var SndOpTestConvar = Variable[float32]{"snd_op_test_convar"}
var SndOpvarSetDomeCatchupDistance = Variable[float32]{"snd_opvar_set_dome_catchup_distance"}
var SndOpvarSetDomeCatchupRate = Variable[float32]{"snd_opvar_set_dome_catchup_rate"}
var SndOpvarSetDomeChurnFraction = Variable[float32]{"snd_opvar_set_dome_churn_fraction"}
var SndOpvarSetDomeClusterStepsPerThink = Variable[int32]{"snd_opvar_set_dome_cluster_steps_per_think"}
var SndOpvarSetPointDebug = Variable[bool]{"snd_opvar_set_point_debug"}
var SndOpvarSetPointUpdateInterval = Variable[float32]{"snd_opvar_set_point_update_interval"}
var SndOpvarSetPointUpdateIntervalFast = Variable[float32]{"snd_opvar_set_point_update_interval_fast"}
var SndOpvarSetPrecipitationDebug = Variable[bool]{"snd_opvar_set_precipitation_debug"}
var SndPrintCurrentMixerMixgroup = Command{"snd_print_current_mixer_mixgroup"}
SndPrintCurrentMixerMixgroup: Get data related to mix group matching string.
var SndPrintSamplers = Command{"snd_print_samplers"}
SndPrintSamplers: List all available samplers.
var SndPrintSoundevent = Command{"snd_print_soundevent"}
SndPrintSoundevent: Print the data associated with the specified soundevent.
var SndPrintSoundeventDefaultPublicProperties = Command{"snd_print_soundevent_default_public_properties"}
SndPrintSoundeventDefaultPublicProperties: Print the default public properties of a specified soundevent. Values do not reflect values set on the soundevent. For that see "snd_print_soundevent".
var SndPurgeVsndTable = Command{"snd_purge_vsnd_table"}
SndPurgeVsndTable: Purges the VSnd table.
var SndRearHeadphonePosition = Command{"snd_rear_headphone_position"}
SndRearHeadphonePosition: Specifies the position (in degrees) of the virtual rear left/right headphones.
var SndRearStereoScale = Variable[float32]{"snd_rear_stereo_scale"}
var SndRearStereoSpeakerPosition = Command{"snd_rear_stereo_speaker_position"}
SndRearStereoSpeakerPosition: Specifies the position (in degrees) of the virtual rear left/right speakers.
var SndRearSurroundSpeakerPosition = Command{"snd_rear_surround_speaker_position"}
SndRearSurroundSpeakerPosition: Specifies the position (in degrees) of the virtual rear left/right speakers.
var SndRefdb = Variable[float32]{"snd_refdb"}
SndRefdb: Reference dB at snd_refdist.
var SndRefdist = Variable[float32]{"snd_refdist"}
SndRefdist: Reference distance for snd_refdb.
var SndRemoveAllSoundevents = Command{"snd_remove_all_soundevents"}
SndRemoveAllSoundevents: Remove all soundevents.
var SndRemoveSoundevent = Command{"snd_remove_soundevent"}
SndRemoveSoundevent: Remove the specified soundevent.
var SndReportAudioNan = Variable[bool]{"snd_report_audio_nan"}
var SndReportVerboseError = Variable[bool]{"snd_report_verbose_error"}
SndReportVerboseError: If set to 1, report more error found when playing sounds.
var SndSamplersPlayNote = Command{"snd_samplers_play_note"}
SndSamplersPlayNote: Play a note from a specified sampler.
var SndSamplersStopNote = Command{"snd_samplers_stop_note"}
SndSamplersStopNote: Stop a note from a specified sampler.
var SndSetPhysicsSurfaceProperties = Command{"snd_set_physics_surface_properties"}
SndSetPhysicsSurfaceProperties: Set physics surface properties for materials. Usage: <heuristic #> <commit>.
var SndSetmixer = Command{"snd_setmixer"}
SndSetmixer: Set named Mixgroup of current mixer to mix vol, mute, solo.
var SndSetmixlayer = Command{"snd_setmixlayer"}
SndSetmixlayer: Set named Mixgroup of named mix layer to mix vol, mute, solo.
var SndShowclassname = Variable[int32]{"snd_showclassname"}
var SndShowstart = Variable[int32]{"snd_showstart"}
var SndSideSurroundSpeakerPosition = Command{"snd_side_surround_speaker_position"}
SndSideSurroundSpeakerPosition: Specifies the position (in degrees) of the virtual rear left/right speakers.
var SndSosBeatpatternShowOperatorUpdates = Variable[bool]{"snd_sos_beatpattern_show_operator_updates"}
var SndSosBlockGlobalStack = Variable[bool]{"snd_sos_block_global_stack"}
var SndSosBlockStopGlobalStack = Variable[bool]{"snd_sos_block_stop_global_stack"}
var SndSosCalcAngleDebug = Variable[bool]{"snd_sos_calc_angle_debug"}
var SndSosCaptureSoundeventOverwrites = Variable[bool]{"snd_sos_capture_soundevent_overwrites"}
SndSosCaptureSoundeventOverwrites: When enabled, soundevent definitions overwritten while a game is active (e.g. by an addon) are captured and restored when the game deactivates.
var SndSosCompareOperatorStacks = Command{"snd_sos_compare_operator_stacks"}
SndSosCompareOperatorStacks: Compares 2 operator stacks and spews any errors.
var SndSosDebugTriggerOpvar = Variable[bool]{"snd_sos_debug_trigger_opvar"}
var SndSosEnableNanCheck = Variable[bool]{"snd_sos_enable_nan_check"}
var SndSosFlushOperators = Command{"snd_sos_flush_operators"}
SndSosFlushOperators: Flush and re-parse the sound operator system.
var SndSosGetOperatorFieldInfo = Command{"snd_sos_get_operator_field_info"}
SndSosGetOperatorFieldInfo: Currently gets info for a single operator field.
var SndSosHideSimpleParameterOverwriteWarnings = Variable[bool]{"snd_sos_hide_simple_parameter_overwrite_warnings"}
var SndSosIngameDebug = Variable[bool]{"snd_sos_ingame_debug"}
var SndSosLimitSelf = Variable[bool]{"snd_sos_limit_self"}
var SndSosListOperatorUpdates = Variable[bool]{"snd_sos_list_operator_updates"}
var SndSosMaxEventBaseDepth = Variable[int32]{"snd_sos_max_event_base_depth"}
var SndSosOpvarDebug = Variable[bool]{"snd_sos_opvar_debug"}
var SndSosPauseSoundevent = Command{"snd_sos_pause_soundevent"}
SndSosPauseSoundevent: Pause the specified soundevent in the list.
var SndSosPauseSystem = Variable[bool]{"snd_sos_pause_system"}
var SndSosPrintAddfieldDupes = Variable[bool]{"snd_sos_print_addfield_dupes"}
var SndSosPrintClassSizes = Command{"snd_sos_print_class_sizes"}
SndSosPrintClassSizes: Prints the sizes of relevant sos classes.
var SndSosPrintFieldNameStrings = Command{"snd_sos_print_field_name_strings"}
SndSosPrintFieldNameStrings: Prints a list of currently cached field name strings.
var SndSosPrintFieldReferences = Variable[bool]{"snd_sos_print_field_references"}
var SndSosPrintFps = Variable[bool]{"snd_sos_print_fps"}
var SndSosPrintFrametime = Variable[bool]{"snd_sos_print_frametime"}
var SndSosPrintFullFieldInfo = Variable[bool]{"snd_sos_print_full_field_info"}
var SndSosPrintGroups = Command{"snd_sos_print_groups"}
SndSosPrintGroups: Prints the current state of the groups system.
var SndSosPrintOperatorStack = Command{"snd_sos_print_operator_stack"}
SndSosPrintOperatorStack: Prints a master list of currently exposed variables.
var SndSosPrintOperatorStackOperator = Command{"snd_sos_print_operator_stack_operator"}
SndSosPrintOperatorStackOperator: Prints an operator from a stack.
var SndSosPrintOperatorStacks = Command{"snd_sos_print_operator_stacks"}
SndSosPrintOperatorStacks: Prints a list of currently available stacks.
var SndSosPrintOperators = Command{"snd_sos_print_operators"}
SndSosPrintOperators: Prints a list of currently available operators.
var SndSosPrintStackExecList = Command{"snd_sos_print_stack_exec_list"}
SndSosPrintStackExecList: Prints the current stack execution list.
var SndSosPrintStrings = Command{"snd_sos_print_strings"}
SndSosPrintStrings: Prints a list of currently cached strings.
var SndSosPrintTableArrays = Variable[bool]{"snd_sos_print_table_arrays"}
var SndSosPrintToolProperties = Command{"snd_sos_print_tool_properties"}
SndSosPrintToolProperties: Prints the current state of tool properties.
var SndSosReportEntityDeleted = Variable[bool]{"snd_sos_report_entity_deleted"}
var SndSosResolveExecuteOperator = Command{"snd_sos_resolve_execute_operator"}
SndSosResolveExecuteOperator: Resolve the inputs and execute one specified operator from a specified stack.
var SndSosSetOperatorField = Command{"snd_sos_set_operator_field"}
SndSosSetOperatorField: Currently sets a single float operator field.
var SndSosSetOperatorFieldByGuid = Command{"snd_sos_set_operator_field_by_guid"}
SndSosSetOperatorFieldByGuid: Currently sets a single float operator field.
var SndSosShowBlockDebug = Variable[bool]{"snd_sos_show_block_debug"}
SndSosShowBlockDebug: Spew data about the list of block entries.
var SndSosShowEntryMatchFree = Variable[bool]{"snd_sos_show_entry_match_free"}
var SndSosShowMixgroupPathErrors = Variable[bool]{"snd_sos_show_mixgroup_path_errors"}
var SndSosShowOperatorEventAndStack = Variable[bool]{"snd_sos_show_operator_event_and_stack"}
var SndSosShowOperatorEventFilter = Variable[string]{"snd_sos_show_operator_event_filter"}
var SndSosShowOperatorFieldFilter = Variable[string]{"snd_sos_show_operator_field_filter"}
var SndSosShowOperatorInit = Variable[bool]{"snd_sos_show_operator_init"}
var SndSosShowOperatorNotExecuting = Variable[bool]{"snd_sos_show_operator_not_executing"}
var SndSosShowOperatorOperatorFilter = Variable[string]{"snd_sos_show_operator_operator_filter"}
var SndSosShowOperatorPauseEntry = Variable[bool]{"snd_sos_show_operator_pause_entry"}
var SndSosShowOperatorShutdown = Variable[bool]{"snd_sos_show_operator_shutdown"}
var SndSosShowOperatorStopEntry = Variable[bool]{"snd_sos_show_operator_stop_entry"}
var SndSosShowOperatorUpdates = Variable[bool]{"snd_sos_show_operator_updates"}
var SndSosShowOpfieldCacheUpdates = Variable[bool]{"snd_sos_show_opfield_cache_updates"}
var SndSosShowOpvarUpdates = Variable[bool]{"snd_sos_show_opvar_updates"}
var SndSosShowOpvarUpdatesFilter = Variable[string]{"snd_sos_show_opvar_updates_filter"}
var SndSosShowParameterOverwriteValueComparisons = Variable[bool]{"snd_sos_show_parameter_overwrite_value_comparisons"}
var SndSosShowParameterOverwriteWarnings = Variable[bool]{"snd_sos_show_parameter_overwrite_warnings"}
var SndSosShowQueuetotrack = Variable[bool]{"snd_sos_show_queuetotrack"}
var SndSosShowSoundeventOverwrites = Variable[bool]{"snd_sos_show_soundevent_overwrites"}
var SndSosShowSoundeventParamOverwrite = Variable[bool]{"snd_sos_show_soundevent_param_overwrite"}
var SndSosShowSoundeventStart = Variable[bool]{"snd_sos_show_soundevent_start"}
var SndSosShowTrackList = Variable[bool]{"snd_sos_show_track_list"}
var SndSosShowVoiceElapsedTime = Variable[bool]{"snd_sos_show_voice_elapsed_time"}
var SndSosSoundeventConstellationDebug = Variable[bool]{"snd_sos_soundevent_constellation_debug"}
var SndSosSoundeventConstellationReplenishMaxFraction = Variable[float32]{"snd_sos_soundevent_constellation_replenish_max_fraction"}
var SndSosSoundeventDeferredIntervalTime = Variable[float32]{"snd_sos_soundevent_deferred_interval_time"}
var SndSosSoundeventFilter = Variable[string]{"snd_sos_soundevent_filter"}
var SndSosSoundeventMaxDeferredTime = Variable[float32]{"snd_sos_soundevent_max_deferred_time"}
var SndSosSoundeventProfile = Command{"snd_sos_soundevent_profile"}
SndSosSoundeventProfile: Dump a record of current soundevents and profile data.
var SndSosSoundeventShowDeferralWarning = Variable[bool]{"snd_sos_soundevent_show_deferral_warning"}
var SndSosStartSoundevent = Command{"snd_sos_start_soundevent"}
SndSosStartSoundevent: Starts a specified soundevent.
var SndSosStartSoundeventAtPos = Command{"snd_sos_start_soundevent_at_pos"}
SndSosStartSoundeventAtPos: Starts a specified soundevent at the given position.
var SndSosStartStack = Command{"snd_sos_start_stack"}
SndSosStartStack: Starts a specified stack via an empty soundevent.
var SndSosStopAllSoundevents = Command{"snd_sos_stop_all_soundevents"}
SndSosStopAllSoundevents: Stops all soundevents currently on the execution list.
var SndSosStopSoundeventGuid = Command{"snd_sos_stop_soundevent_guid"}
SndSosStopSoundeventGuid: Stops a specified soundevent.
var SndSosStopSoundeventIndex = Command{"snd_sos_stop_soundevent_index"}
SndSosStopSoundeventIndex: Stops a specified soundevent.
var SndSosStopTrack = Command{"snd_sos_stop_track"}
SndSosStopTrack: Stop the specified track and it's queue.
var SndSosSvSoundeventPauseLast = Command{"snd_sos_sv_soundevent_pause_last"}
SndSosSvSoundeventPauseLast: Test.
var SndSosSvSoundeventStart = Command{"snd_sos_sv_soundevent_start"}
SndSosSvSoundeventStart: Test.
var SndSosSvSoundeventStopLast = Command{"snd_sos_sv_soundevent_stop_last"}
SndSosSvSoundeventStopLast: Test.
var SndSosSvSoundeventUnpauseLast = Command{"snd_sos_sv_soundevent_unpause_last"}
SndSosSvSoundeventUnpauseLast: Test.
var SndSosSvTestGender = Command{"snd_sos_sv_test_gender"}
SndSosSvTestGender: Test.
var SndSosTestSoundmessage = Command{"snd_sos_test_soundmessage"}
SndSosTestSoundmessage: test.
var SndSosToolsDetailedDebugging = Variable[bool]{"snd_sos_tools_detailed_debugging"}
var SndSosUnpauseSoundevent = Command{"snd_sos_unpause_soundevent"}
SndSosUnpauseSoundevent: UnPause the first soundevent in the list.
var SndSoundeventClearDeferred = Command{"snd_soundevent_clear_deferred"}
SndSoundeventClearDeferred: Clear the list of deferred soundevents for loading.
var SndSoundmixer = Variable[string]{"snd_soundmixer"}
var SndSoundmixerFlush = Command{"snd_soundmixer_flush"}
SndSoundmixerFlush: Reload soundmixers.txt file.
var SndSoundmixerListMixGroups = Command{"snd_soundmixer_list_mix_groups"}
SndSoundmixerListMixGroups: List all mix groups to dev console.
var SndSoundmixerListMixLayers = Command{"snd_soundmixer_list_mix_layers"}
SndSoundmixerListMixLayers: List all mix layers to dev console.
var SndSoundmixerListMixers = Command{"snd_soundmixer_list_mixers"}
SndSoundmixerListMixers: List all mixers to dev console.
var SndSoundmixerSetTriggerFactor = Command{"snd_soundmixer_set_trigger_factor"}
SndSoundmixerSetTriggerFactor: Set named mix layer / mix group, trigger amount.
var SndSoundmixerSetmixlayerAmount = Command{"snd_soundmixer_setmixlayer_amount"}
SndSoundmixerSetmixlayerAmount: Set named mix layer mix amount.
var SndSoundmixerUpdateMaximumFrameRate = Variable[int32]{"snd_soundmixer_update_maximum_frame_rate"}
var SndSoundmixerVersion = Variable[int32]{"snd_soundmixer_version"}
var SndSpatializeLerp = Variable[float32]{"snd_spatialize_lerp"}
var SndSteamaudioDisplayDimensionDataInside = Variable[bool]{"snd_steamaudio_display_dimension_data_inside"}
SndSteamaudioDisplayDimensionDataInside: When visualizing dimensions data at runtime, draw the inside direction.
var SndSteamaudioDisplayDimensionDataOutside = Variable[bool]{"snd_steamaudio_display_dimension_data_outside"}
SndSteamaudioDisplayDimensionDataOutside: When visualizing dimensions data at runtime, draw the outisde direction.
var SndSteamaudioDisplayDimensionDataSize = Variable[bool]{"snd_steamaudio_display_dimension_data_size"}
SndSteamaudioDisplayDimensionDataSize: When visualizing dimensions data at runtime, draw the size of the space.
var SndSteamaudioDisplayProbes = Command{"snd_steamaudio_display_probes"}
SndSteamaudioDisplayProbes: Load all the probes from a file and display probes based on the passed on arguments.
var SndSteamaudioDynamicpathingMaxSamples = Variable[int32]{"snd_steamaudio_dynamicpathing_max_samples"}
var SndSteamaudioEnableReverb = Variable[float32]{"snd_steamaudio_enable_reverb"}
SndSteamaudioEnableReverb: Enable Steam Audio Reverb processor.
var SndSteamaudioPathingCachingThreshold = Variable[float32]{"snd_steamaudio_pathing_caching_threshold"}
var SndSteamaudioPathingEnableCaching = Variable[bool]{"snd_steamaudio_pathing_enable_caching"}
var SndSteamaudioPerspectiveCorrectionFrontOnly = Variable[bool]{"snd_steamaudio_perspective_correction_front_only"}
SndSteamaudioPerspectiveCorrectionFrontOnly: Use perspective correction for 3D audio only in the frontal directions.
var SndSteamaudioReverbLevelDb = Variable[float32]{"snd_steamaudio_reverb_level_db"}
SndSteamaudioReverbLevelDb: Adjust overall volume (dB) of the output from Steam Audio Reverb processor.
var SndSteamaudioSourcePathingDebug = Variable[bool]{"snd_steamaudio_source_pathing_debug"}
SndSteamaudioSourcePathingDebug: Enable path visualization for steam_audio_source operator.
var SndSteamaudioSourcePathingDebugDuration = Variable[float32]{"snd_steamaudio_source_pathing_debug_duration"}
SndSteamaudioSourcePathingDebugDuration: Duration for which path remains visible. Should be close to update rate of the sound operator stack.
var SndSteamaudioSourcePathingEnableValidation = Variable[bool]{"snd_steamaudio_source_pathing_enable_validation"}
SndSteamaudioSourcePathingEnableValidation: Enable real-time pathing validation against dynamic geometry.
var SndStereoSpeakerPanExponent = Command{"snd_stereo_speaker_pan_exponent"}
SndStereoSpeakerPanExponent: Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.
var SndStereoSpeakerPanRadialWeight = Command{"snd_stereo_speaker_pan_radial_weight"}
SndStereoSpeakerPanRadialWeight: Apply cos(angle) * weight before pan law.
var SndSurroundSpeakerPanExponent = Command{"snd_surround_speaker_pan_exponent"}
SndSurroundSpeakerPanExponent: Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.
var SndSurroundSpeakerPanRadialWeight = Command{"snd_surround_speaker_pan_radial_weight"}
SndSurroundSpeakerPanRadialWeight: Apply cos(angle) * weight before pan law.
var SndToolvolume = Variable[float32]{"snd_toolvolume"}
SndToolvolume: Volume of sounds in tools (e.g. Hammer, SFM).
var SndUseBakedOcclusion = Variable[float32]{"snd_use_baked_occlusion"}
var SndVmixOverrideMixDecayTime = Variable[float32]{"snd_vmix_override_mix_decay_time"}
SndVmixOverrideMixDecayTime: If set > 0, overrides how long the decay time is on all mix graphs (in seconds).
var SndVoipvolume = Variable[float32]{"snd_voipvolume"}
SndVoipvolume: Voice volume.
var Sndplaydelay = Command{"sndplaydelay"}
var SosDebugEmit = Variable[bool]{"sos_debug_emit"}
var SosUseGuidFilter = Variable[bool]{"sos_use_guid_filter"}
var SoundDeviceOverride = Variable[string]{"sound_device_override"}
SoundDeviceOverride: ID of the sound device to use.
var SoundeventCheckNetworkedEntity = Variable[bool]{"soundevent_check_networked_entity"}
var Soundinfo = Command{"soundinfo"}
Soundinfo: Describe the current sound device with an active voice list.
var Soundlist = Command{"soundlist"}
Soundlist: List all known sounds.
var SoundpatchCaptionlength = Variable[float32]{"soundpatch_captionlength"}
SoundpatchCaptionlength: How long looping soundpatch captions should display for.
var SoundscapeDebug = Variable[bool]{"soundscape_debug"}
SoundscapeDebug: 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.
var SoundscapeFlush = Command{"soundscape_flush"}
SoundscapeFlush: Flushes the server & client side soundscapes.
var SoundscapeUpdateIncludeBots = Variable[bool]{"soundscape_update_include_bots"}
SoundscapeUpdateIncludeBots: Enable to calculate soundscape audio params for bots.
var SoundsystemDeviceUsed = Variable[string]{"soundsystem_device_used"}
SoundsystemDeviceUsed: Sound device in use (changing this does not change the soundsystem).
var SoundsystemUpdateAsync = Variable[bool]{"soundsystem_update_async"}
var Soundsysteminfo = Command{"soundsysteminfo"}
Soundsysteminfo: Describe the current sound device without an active voice list.
var SparseshadowtreeCascadeMask = Variable[int32]{"sparseshadowtree_cascade_mask"}
SparseshadowtreeCascadeMask: Bitfield describing which cascades to generate/use SST for. (OR'd 1UL<<cascadeIndex, default is 1UL<<2 only, i.e. just cascade 2).
var SparseshadowtreeCopyToShadowAtlasPs = Variable[bool]{"sparseshadowtree_copy_to_shadow_atlas_ps"}
SparseshadowtreeCopyToShadowAtlasPs: Copy layer from CS output to shadow atlas uses PS copy (vs CopyTexture).
var SparseshadowtreeCsDebugColors = Variable[bool]{"sparseshadowtree_cs_debug_colors"}
SparseshadowtreeCsDebugColors: Output debug colors for SST CS.
var SparseshadowtreeCsExcludeNextCascadeRegion = Variable[bool]{"sparseshadowtree_cs_exclude_next_cascade_region"}
SparseshadowtreeCsExcludeNextCascadeRegion: Exclude the inner region of a cascade during CS unpack if there is a higher resolution cascade that will cover that area.
var SparseshadowtreeCsUnpackMode = Variable[int32]{"sparseshadowtree_cs_unpack_mode"}
SparseshadowtreeCsUnpackMode: Unpack mode in cs, 0 - one leaf per thread (16 output pixels), 1 (default) - one leaf row per thread (4 output pixels), 2 - one pixel out per thread.
var SparseshadowtreeDebugTileRangeXmax = Variable[int32]{"sparseshadowtree_debug_tile_range_xmax"}
SparseshadowtreeDebugTileRangeXmax: SST Tile range for renderdoc/debug capturing.
var SparseshadowtreeDebugTileRangeXmin = Variable[int32]{"sparseshadowtree_debug_tile_range_xmin"}
SparseshadowtreeDebugTileRangeXmin: SST Tile range for renderdoc/debug capturing.
var SparseshadowtreeDebugTileRangeYmax = Variable[int32]{"sparseshadowtree_debug_tile_range_ymax"}
SparseshadowtreeDebugTileRangeYmax: SST Tile range for renderdoc/debug capturing.
var SparseshadowtreeDebugTileRangeYmin = Variable[int32]{"sparseshadowtree_debug_tile_range_ymin"}
SparseshadowtreeDebugTileRangeYmin: SST Tile range for renderdoc/debug capturing.
var SparseshadowtreeDisableAddLayers = Variable[bool]{"sparseshadowtree_disable_add_layers"}
SparseshadowtreeDisableAddLayers: Disable SST runtime layers, for debugging (will exclude geo that CAN render into SST if SST otherwise enabled).
var SparseshadowtreeDisableForViewmodel = Variable[bool]{"sparseshadowtree_disable_for_viewmodel"}
SparseshadowtreeDisableForViewmodel: Disable SST generation and runtime for viewmodel (use original CSM rendering).
var SparseshadowtreeEnableRendering = Variable[bool]{"sparseshadowtree_enable_rendering"}
SparseshadowtreeEnableRendering: Enable use of SST at runtime (static geo rendered into cascades via SST).
var SparseshadowtreeLeafCompressScaleoffset = Variable[bool]{"sparseshadowtree_leaf_compress_scaleoffset"}
SparseshadowtreeLeafCompressScaleoffset: Compress leaf node depths using scale & offset.
var SparseshadowtreeLeafPrecision = Variable[float32]{"sparseshadowtree_leaf_precision"}
SparseshadowtreeLeafPrecision: precision for depth compression at SST leaf nodes.
var SparseshadowtreeLeafPrecisionViewmodel = Variable[float32]{"sparseshadowtree_leaf_precision_viewmodel"}
SparseshadowtreeLeafPrecisionViewmodel: (viewmodel) precision for depth compression at SST leaf nodes.
var SparseshadowtreeParallelGeneration = Variable[int32]{"sparseshadowtree_parallel_generation"}
SparseshadowtreeParallelGeneration: Split SST tile generation into threadjobs (0 - disabled, 1 - wait on readpixels for job batch, 2 - async readpixels).
var SparseshadowtreePlaneIncrPerStep = Variable[float32]{"sparseshadowtree_plane_incr_per_step"}
SparseshadowtreePlaneIncrPerStep: depth to increment candidate plane values per iteration to satisfy selection.
var SparseshadowtreePlaneIncrPerStepViewmodel = Variable[float32]{"sparseshadowtree_plane_incr_per_step_viewmodel"}
SparseshadowtreePlaneIncrPerStepViewmodel: (viewmodel) depth to increment candidate plane values per iteration to satisfy selection.
var SparseshadowtreePlaneMaxError = Variable[float32]{"sparseshadowtree_plane_max_error"}
SparseshadowtreePlaneMaxError: max error (distance away in depth) candidate plane is allowed before rejecting.
var SparseshadowtreePlaneMaxErrorViewmodel = Variable[float32]{"sparseshadowtree_plane_max_error_viewmodel"}
SparseshadowtreePlaneMaxErrorViewmodel: (viewmodel) max error (distance away in depth) candidate plane is allowed before rejecting.
var SparseshadowtreePlaneNumIter = Variable[int32]{"sparseshadowtree_plane_num_iter"}
SparseshadowtreePlaneNumIter: number of steps to push candidate plane behind depths.
var SparseshadowtreeRenderCables = Variable[bool]{"sparseshadowtree_render_cables"}
SparseshadowtreeRenderCables: Render cables into SST.
var SparseshadowtreeRenderdocCaptureGeneration = Variable[bool]{"sparseshadowtree_renderdoc_capture_generation"}
SparseshadowtreeRenderdocCaptureGeneration: Capture dual shadow maps during sparseshadowtree generation.
var SparseshadowtreeUnpackDirectToShadowAtlas = Variable[bool]{"sparseshadowtree_unpack_direct_to_shadow_atlas"}
SparseshadowtreeUnpackDirectToShadowAtlas: unpack SST directly into shadow atlas cascade vs via staging texture PS copy (NOTE - rendersystem fix reqd for AMD + driver fix required for NV + VK only.
var SparseshadowtreeUvFracOffsetX = Variable[float32]{"sparseshadowtree_uv_frac_offset_x"}
SparseshadowtreeUvFracOffsetX: uv x offset during copy to cascade.
var SparseshadowtreeUvFracOffsetY = Variable[float32]{"sparseshadowtree_uv_frac_offset_y"}
SparseshadowtreeUvFracOffsetY: uv y offset during copy to cascade.
var SpawnCitadelTutorialController = Command{"spawn_citadel_tutorial_controller"}
SpawnCitadelTutorialController: Spawns an entity that activates tutorial mode controls.
var SpawnHeroTestingController = Command{"spawn_hero_testing_controller"}
SpawnHeroTestingController: Spawns an entity that activates sandbox mode controls.
var SpawngroupIgnoreTimeouts = Variable[bool]{"spawngroup_ignore_timeouts"}
var SpeakerConfig = Variable[int32]{"speaker_config"}
var SpecReplayBot = Variable[bool]{"spec_replay_bot"}
SpecReplayBot: Enable Spectator Hltv Replay when killed by bot.
var SpecReplayEnable = Variable[int32]{"spec_replay_enable"}
SpecReplayEnable: Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force).
var SpecReplayFullframe = Variable[bool]{"spec_replay_fullframe"}
SpecReplayFullframe: Send full frame on every hltv replay transition.
var SpecReplayLeadupTime = Variable[float32]{"spec_replay_leadup_time"}
SpecReplayLeadupTime: Replay time in seconds before the highlighted event.
var SpecReplayMessageTime = Variable[float32]{"spec_replay_message_time"}
SpecReplayMessageTime: How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time.
var SpecReplayOnDeath = Variable[bool]{"spec_replay_on_death"}
SpecReplayOnDeath: When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players.
var SpecReplayRateBase = Variable[float32]{"spec_replay_rate_base"}
SpecReplayRateBase: Base time scale of Killer Replay.Experimental.
var SpecReplayRateLimit = Variable[float32]{"spec_replay_rate_limit"}
SpecReplayRateLimit: Minimum allowable pause between replay requests in seconds.
var SpecReplayWinddownTime = Variable[float32]{"spec_replay_winddown_time"}
SpecReplayWinddownTime: The trailing time, in seconds, of replay past the event, including fade-out.
var SpewFonts = Command{"spew_fonts"}
SpewFonts: Spew information about font manager fonts.
var SpewGoldSources = Command{"spew_gold_sources"}
var SplitscreenMode = Variable[int32]{"splitscreen_mode"}
var SplitscreenTestreadconfigconflict = Command{"splitscreen_testreadconfigconflict"}
var SsAdd = Command{"ss_add"}
SsAdd: Adds a splitscreen user.
var SsRemove = Command{"ss_remove"}
SsRemove: Removes a splitscreen user.
var SsVoiceHearpartner = Variable[bool]{"ss_voice_hearpartner"}
SsVoiceHearpartner: Route voice between splitscreen players on same system.
var StackStatsDump = Command{"StackStats_Dump"}
StackStatsDump: Dump a named stackstats structure to disk. Usage: stackstats_dump "structname" ["filename"].
var StartRecMic = Command{"start_rec_mic"}
StartRecMic: Start recording to a desired wav.
var Startdemos = Command{"startdemos"}
Startdemos: Play demos in demo sequence.
var Startmovie = Command{"startmovie"}
Startmovie: Start recording movie frames.
var StatCacheResetStats = Command{"stat_cache_reset_stats"}
StatCacheResetStats: Reset stat value cache statistics.
var Stats = Command{"stats"}
Stats: Prints server performance variables.
var StatsCollectGpu = Variable[bool]{"stats_collect_gpu"}
StatsCollectGpu: While doing stats_display, collect GPU perf counters. Used for stats_print_gpu.
var StatsDisplay = Variable[int32]{"stats_display"}
StatsDisplay: Displays perf statistics information.
var StatsPrint = Command{"stats_print"}
StatsPrint: Prints out perf statistics to the console, clears perf history.
var StatsPrintGpu = Command{"stats_print_gpu"}
StatsPrintGpu: Prints out GPU perf statistics to the console. Requires stats_display > 0, and stats_collect_gpu = true. Optional argument of CSV filename.
var Status = Command{"status"}
Status: Print connection status.
var StatusJson = Command{"status_json"}
StatusJson: Print status in JSON format.
var SteamlearnDataSubmitEnable = Variable[bool]{"steamlearn_data_submit_enable"}
SteamlearnDataSubmitEnable: Whether we should be submitting data to SteamLearn.
var SteamlearnInferenceHttp = Variable[bool]{"steamlearn_inference_http"}
SteamlearnInferenceHttp: If we should use HTTP for inference queries.
var SteamlearnMaxInFlight = Variable[int32]{"steamlearn_max_in_flight"}
SteamlearnMaxInFlight: Maximum number of steamlearn requests that we can have in flight at once.
var SteamlearnOverrideInferenceAccessTokens = Variable[string]{"steamlearn_override_inference_access_tokens"}
SteamlearnOverrideInferenceAccessTokens: Keys for overriding inference keys.
var SteamlearnOverrideInferenceVersions = Variable[string]{"steamlearn_override_inference_versions"}
SteamlearnOverrideInferenceVersions: Versions for overriding inference keys.
var SteamlearnOverrideRegisterAccessToken = Variable[string]{"steamlearn_override_register_access_token"}
SteamlearnOverrideRegisterAccessToken: Key for overriding datasource registration key.
var SteamlearnRequestTimeoutS = Variable[float32]{"steamlearn_request_timeout_s"}
SteamlearnRequestTimeoutS: Timeout in seconds for backend requests.
var SteamlearnSpewUmTimes = Variable[bool]{"steamlearn_spew_um_times"}
SteamlearnSpewUmTimes: If we should spew how long inferences take to complete.
var SteamvreventQuit = Command{"steamvrevent_quit"}
SteamvreventQuit: steamvrevent_quit.
var Stop = Command{"stop"}
Stop: Finish recording demo.
var StopRecMic = Command{"stop_rec_mic"}
StopRecMic: Stop recording to a desired wav.
var StopRecMicAll = Command{"stop_rec_mic_all"}
StopRecMicAll: Stop recording all mic streams.
var Stopdemos = Command{"stopdemos"}
Stopdemos: Stop looping demos (current demo will complete).
var Stopsound = Command{"stopsound"}
var StreetBrawlHealingMultiplier = Variable[float32]{"street_brawl_healing_multiplier"}
var SubclassChange = Command{"subclass_change"}
SubclassChange: Changes the subclass of the given entity. Arguments: <new_subclass> {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}.
var SubclassCreate = Command{"subclass_create"}
SubclassCreate: Creates an entity of the given subclass where the player is looking.
var Surfaceprop = Command{"surfaceprop"}
Surfaceprop: Reports the surface properties at the cursor.
var SvAccelerate = Variable[float32]{"sv_accelerate"}
var SvAg2RecordEntityGraph = Variable[string]{"sv_ag2_record_entity_graph"}
SvAg2RecordEntityGraph: Automatically start AG2 recording when an entity with this name (wildcard) or id is created.
var SvAiraccelerate = Variable[float32]{"sv_airaccelerate"}
var SvAllchat = Variable[bool]{"sv_allchat"}
SvAllchat: Players can receive all other players' text chat, no death restrictions.
var SvAlltalk = Variable[bool]{"sv_alltalk"}
SvAlltalk: Players can hear all other players' voice communication, no team restrictions.
var SvAudioDebugBulletMaterial = Variable[bool]{"sv_audio_debug_bullet_material"}
SvAudioDebugBulletMaterial: Visualize bullet material info.
var SvAudioDebugPawnSurfaceData = Variable[bool]{"sv_audio_debug_pawn_surface_data"}
SvAudioDebugPawnSurfaceData: Visualize pawn surface data.
var SvAudioLogCitadelAudioFilter = Variable[bool]{"sv_audio_log_citadel_audio_filter"}
SvAudioLogCitadelAudioFilter: Logs sound event information for CCitadelAudioFilter.
var SvAudioLogParticipantStartMessages = Variable[bool]{"sv_audio_log_participant_start_messages"}
SvAudioLogParticipantStartMessages: Prints when a participant sound message was sent.
var SvAutosave = Variable[bool]{"sv_autosave"}
SvAutosave: Set to 1 to autosave game on level transition. Does not affect autosave triggers.
var SvBackspeed = Variable[float32]{"sv_backspeed"}
SvBackspeed: How much to slow down backwards motion.
var SvBanidEnabled = Variable[bool]{"sv_banid_enabled"}
SvBanidEnabled: Whether server supports banid command.
var SvBounce = Variable[float32]{"sv_bounce"}
SvBounce: Bounce multiplier for when physically simulated objects collide with other objects.
var SvBulletTravelDebugPath = Variable[float32]{"sv_bullet_travel_debug_path"}
SvBulletTravelDebugPath: Debug: visualization time for lazily calculated bullet paths (0 = disable).
var SvBulletTravelDebugTrace = Variable[float32]{"sv_bullet_travel_debug_trace"}
SvBulletTravelDebugTrace: Debug: visualization time for active bullet traces (0 = disable).
var SvCheats = Variable[bool]{"sv_cheats"}
SvCheats: Allow cheats on server.
var SvCitadelAbilityTestFailAll = Variable[bool]{"sv_citadel_ability_test_fail_all"}
var SvCitadelBebopBeamDrawPoints = Variable[bool]{"sv_citadel_bebop_beam_draw_points"}
var SvCitadelCameraOpsDebug = Variable[string]{"sv_citadel_camera_ops_debug"}
SvCitadelCameraOpsDebug: Valid Values: [ dist | fov | pos | vert | offset ]. Note, use "cl_citadel_camera_ops_debug" or "sv_cl_citadel_camera_ops_debug" depending on debugging client or server.
var SvCitadelCameraSequencesDebug = Variable[bool]{"sv_citadel_camera_sequences_debug"}
var SvCitadelDebugPlayerLookTarget = Variable[bool]{"sv_citadel_debug_player_look_target"}
SvCitadelDebugPlayerLookTarget: Draw player look target data. White is server, cyan is client.
var SvCitadelEnemyPlayerTargetUpdateTime = Variable[float32]{"sv_citadel_enemy_player_target_update_time"}
SvCitadelEnemyPlayerTargetUpdateTime: How often to update the enemy player target (per pawn).
var SvCitadelEnemyPlayerTargetWidth = Variable[float32]{"sv_citadel_enemy_player_target_width"}
SvCitadelEnemyPlayerTargetWidth: Setting for the targeting check cylindrical width.
var SvCitadelHornetBlastDebugPhysics = Variable[bool]{"sv_citadel_hornet_blast_debug_physics"}
var SvCitadelLogAbilityUse = Variable[bool]{"sv_citadel_log_ability_use"}
var SvCitadelLogServerFowEntities = Variable[bool]{"sv_citadel_log_server_fow_entities"}
var SvCitadelRandomStrength = Variable[float32]{"sv_citadel_random_strength"}
var SvCitadelStatValueCacheEnabled = Variable[bool]{"sv_citadel_stat_value_cache_enabled"}
SvCitadelStatValueCacheEnabled: Enable/disable stat value result caching.
var SvCitadelStatValueCacheValidateInterval = Variable[int32]{"sv_citadel_stat_value_cache_validate_interval"}
SvCitadelStatValueCacheValidateInterval: Validate cached stat values against freshly computed results every N hits. 0=off.
var SvCitadelWreckerUltimateDebugPhysics = Variable[bool]{"sv_citadel_wrecker_ultimate_debug_physics"}
var SvClanserverGms = Variable[bool]{"sv_clanserver_gms"}
var SvClientMaxInterpRatio = Variable[float32]{"sv_client_max_interp_ratio"}
SvClientMaxInterpRatio: This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
var SvClientMinInterpRatio = Variable[float32]{"sv_client_min_interp_ratio"}
SvClientMinInterpRatio: This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
var SvClientPredict = Variable[int32]{"sv_client_predict"}
SvClientPredict: 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.
var SvClientrates = Command{"sv_clientrates"}
SvClientrates: Show client rates.
var SvClockcorrectionMsecs = Variable[float32]{"sv_clockcorrection_msecs"}
SvClockcorrectionMsecs: The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount.
var SvClockdbg = Variable[bool]{"sv_clockdbg"}
SvClockdbg: Print spew related to server clock and ticking.
var SvClothInterpRot = Variable[bool]{"sv_cloth_interp_rot"}
var SvCluster = Variable[int32]{"sv_cluster"}
SvCluster: Data center cluster this server lives in.
var SvCondenseLateButtons = Variable[bool]{"sv_condense_late_buttons"}
SvCondenseLateButtons: When condensing late commands. Should we compress multiple moves of button presses into the target move?
var SvCqDeltaEncodeSvcUsercmds = Variable[bool]{"sv_cq_delta_encode_svc_usercmds"}
SvCqDeltaEncodeSvcUsercmds: Delta encode svc_UserCmds message.
var SvCqMinQueue = Variable[int32]{"sv_cq_min_queue"}
SvCqMinQueue: Server min buffer size.
var SvCqTrimBloatRemainder = Variable[int32]{"sv_cq_trim_bloat_remainder"}
SvCqTrimBloatRemainder: When trimming a bloated CQ, leave at least N more commands than the minimum.
var SvCqTrimBloatSpace = Variable[int32]{"sv_cq_trim_bloat_space"}
SvCqTrimBloatSpace: When trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue.
var SvCqTrimCatchupRemainder = Variable[int32]{"sv_cq_trim_catchup_remainder"}
SvCqTrimCatchupRemainder: When trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum.
var SvCqValidateEncodedSvcUsercmds = Variable[bool]{"sv_cq_validate_encoded_svc_usercmds"}
SvCqValidateEncodedSvcUsercmds: VERY EXPENSIVE: serialize non-delta-encoded commands along with delta-encoded for validation.
var SvCrashSentinelFilename = Variable[string]{"sv_crash_sentinel_filename"}
SvCrashSentinelFilename: Filename of crash detection sentinel.
var SvDebugClientNotInPvs = Variable[bool]{"sv_debug_client_not_in_pvs"}
SvDebugClientNotInPvs: If set, draw failed client PVS checks with red box.
var SvDebugKaliStraffingAim = Variable[bool]{"sv_debug_kali_straffing_aim"}
var SvDebugOverlaysBandwidth = Variable[int32]{"sv_debug_overlays_bandwidth"}
SvDebugOverlaysBandwidth: Broadcast server debug overlays traffic.
var SvDebugOverlaysBroadcast = Variable[bool]{"sv_debug_overlays_broadcast"}
SvDebugOverlaysBroadcast: Broadcast server debug overlays.
var SvDebugSlorkGun = Variable[float32]{"sv_debug_slork_gun"}
var SvDeltaticksEnforce = Variable[int32]{"sv_deltaticks_enforce"}
SvDeltaticksEnforce: By default, player must ack delta ticks in order. How to enforce it: 2 = kick all clients, 1 = kick only TV clients, 0 = do not kick.
var SvDeltaticksLog = Variable[int32]{"sv_deltaticks_log"}
SvDeltaticksLog: Whether diagnostic logging is enabled when clients ack delta ticks out of order. Policy: 2 = log all out of order acks, 1 = log only when disconnect is triggered, 0 = do not log.
var SvDevEntitydeltapaddingExtraMax = Variable[int32]{"sv_dev_entitydeltapadding_extra_max"}
SvDevEntitydeltapaddingExtraMax: When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
var SvDevEntitydeltapaddingExtraMin = Variable[int32]{"sv_dev_entitydeltapadding_extra_min"}
SvDevEntitydeltapaddingExtraMin: When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
var SvDevEntitydeltapaddingMinSize = Variable[int32]{"sv_dev_entitydeltapadding_min_size"}
SvDevEntitydeltapaddingMinSize: When encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max.
var SvDevSimulateGcdown = Command{"sv_dev_simulate_gcdown"}
SvDevSimulateGcdown: <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down).
var SvDisableQuerycache = Variable[bool]{"sv_disable_querycache"}
SvDisableQuerycache: debug - disable trace query cache.
var SvDisableReliableDeltaRetransmit = Variable[bool]{"sv_disable_reliable_delta_retransmit"}
SvDisableReliableDeltaRetransmit: Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.
var SvEarlyNetworkMessageProcessing = Variable[bool]{"sv_early_network_message_processing"}
SvEarlyNetworkMessageProcessing: Processes network messages on the server before entities think, instead of at the end of the tick.
var SvEnableAlternateBaselines = Variable[int32]{"sv_enable_alternate_baselines"}
SvEnableAlternateBaselines: Allow alternate baseline system, set to 2 for debugging spew.
var SvEnableDonttransmit = Variable[bool]{"sv_enable_donttransmit"}
SvEnableDonttransmit: When encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client.
var SvEnableHideout = Variable[bool]{"sv_enable_hideout"}
SvEnableHideout: When registering for MM, we can be assigned hideouts.
var SvEnableLostLobby = Variable[bool]{"sv_enable_lost_lobby"}
SvEnableLostLobby: Kill switch for the lost lobby functionality.
var SvEnableMatch = Variable[bool]{"sv_enable_match"}
SvEnableMatch: When registering for MM, we can be assigned normal matches.
var SvEnableRemovearrayelementsoutsidemetadatabounds = Variable[bool]{"sv_enable_removearrayelementsoutsidemetadatabounds"}
var SvEntShowonlyhitbox = Variable[int32]{"sv_ent_showonlyhitbox"}
var SvExtraClientConnectTime = Variable[float32]{"sv_extra_client_connect_time"}
SvExtraClientConnectTime: Seconds after client connect during which extra frames are buffered to prevent non-delta'd update.
var SvFilterban = Variable[int32]{"sv_filterban"}
SvFilterban: Set packet filtering by IP mode.
var SvFootsteps = Variable[float32]{"sv_footsteps"}
SvFootsteps: Play footstep sound for players.
var SvForceTransmitEnts = Variable[bool]{"sv_force_transmit_ents"}
SvForceTransmitEnts: Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
var SvFpsMax = Variable[float32]{"sv_fps_max"}
SvFpsMax: Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.
var SvFramePerfSampleBufferMax = Variable[int32]{"sv_frame_perf_sample_buffer_max"}
SvFramePerfSampleBufferMax: Same as cl_frame_perf_sample_buffer_max, but for dedicated servers only.
var SvFrameSnapshotAsyncDelete = Variable[bool]{"sv_frame_snapshot_async_delete"}
var SvFrameSnapshotSortEntities = Variable[bool]{"sv_frame_snapshot_sort_entities"}
var SvFriction = Variable[float32]{"sv_friction"}
SvFriction: World friction.
var SvFullupdate = Command{"sv_fullupdate"}
SvFullupdate: Force a full update for all clients.
var SvGravity = Variable[float32]{"sv_gravity"}
SvGravity: World gravity.
var SvHibernatePostgameDelay = Variable[float32]{"sv_hibernate_postgame_delay"}
SvHibernatePostgameDelay: # of seconds to wait after final client leaves before hibernating.
var SvHibernateWhenEmpty = Variable[bool]{"sv_hibernate_when_empty"}
SvHibernateWhenEmpty: Puts the server into extremely low CPU usage mode when no clients connected.
var SvHideEntInPvs = Variable[int32]{"sv_hide_ent_in_pvs"}
var SvHistogram = Command{"sv_histogram"}
SvHistogram: var change info histogram.
var SvHitboxDebug = Variable[bool]{"sv_hitbox_debug"}
var SvHostingLobby = Variable[bool]{"sv_hosting_lobby"}
var SvHoststateQuitSyscall = Variable[bool]{"sv_hoststate_quit_syscall"}
SvHoststateQuitSyscall: When enabled, game server will quit immediately via syscall instead of running host states shutdown sequence.
var SvInfiniteAmmo = Variable[int32]{"sv_infinite_ammo"}
SvInfiniteAmmo: Player's active weapon will never run out of ammo.
var SvInstancebaselines = Variable[bool]{"sv_instancebaselines"}
SvInstancebaselines: Enable instanced baselines. Saves network overhead.
var SvLadderSlackZMult = Variable[float32]{"sv_ladder_slack_z_mult"}
SvLadderSlackZMult: Difference in Z increases toward the middle of the slack ladder.
var SvLagcompFilterbyviewangle = Variable[bool]{"sv_lagcomp_filterbyviewangle"}
SvLagcompFilterbyviewangle: If true, player pawn will filter lag compensation targets by their view angle.
var SvLagcompensationforcerestore = Variable[bool]{"sv_lagcompensationforcerestore"}
SvLagcompensationforcerestore: Don't test validity of a lag comp restore, just do it.
var SvLan = Variable[bool]{"sv_lan"}
SvLan: Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ).
var SvLateCommandsAllowed = Variable[int32]{"sv_late_commands_allowed"}
SvLateCommandsAllowed: Allow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value.
var SvLightqueryDebug = Variable[bool]{"sv_lightquery_debug"}
var SvListenDirectudp = Variable[bool]{"sv_listen_directudp"}
SvListenDirectudp: Server will listen for direct UDP connections on the configured port. This can be turned off to only listen for P2P/SDR connections.
var SvLogOnefile = Variable[bool]{"sv_log_onefile"}
SvLogOnefile: Log server information to only one file.
var SvLogbans = Variable[bool]{"sv_logbans"}
SvLogbans: Log server bans in the server logs.
var SvLogblocks = Variable[bool]{"sv_logblocks"}
SvLogblocks: If true when log when a query is blocked (can cause very large log files).
var SvLogecho = Variable[bool]{"sv_logecho"}
SvLogecho: Echo log information to the console.
var SvLogfile = Variable[bool]{"sv_logfile"}
SvLogfile: Log server information in the log file.
var SvLogflush = Variable[bool]{"sv_logflush"}
SvLogflush: Flush the log file to disk on each write (slow).
var SvLogsdir = Variable[string]{"sv_logsdir"}
SvLogsdir: Folder in the game directory where server logs will be stored.
var SvLongFrameMs = Variable[float32]{"sv_long_frame_ms"}
SvLongFrameMs: If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.
var SvMassreport = Variable[bool]{"sv_massreport"}
var SvMatchmakingEnabled = Variable[bool]{"sv_matchmaking_enabled"}
SvMatchmakingEnabled: Register with the GC for matchmaking.
var SvMatchperfstatsSendToSteam = Variable[bool]{"sv_matchperfstats_send_to_steam"}
SvMatchperfstatsSendToSteam: Set to false to disable sending match perf stats to steam.
var SvMaxQueriesSec = Variable[float32]{"sv_max_queries_sec"}
SvMaxQueriesSec: Maximum queries per second to respond to from a single IP address.
var SvMaxQueriesSecGlobal = Variable[float32]{"sv_max_queries_sec_global"}
SvMaxQueriesSecGlobal: Maximum queries per second to respond to from anywhere.
var SvMaxQueriesWindow = Variable[float32]{"sv_max_queries_window"}
SvMaxQueriesWindow: Window over which to average queries per second averages.
var SvMaxUnreliableDeltaSize = Variable[int32]{"sv_max_unreliable_delta_size"}
SvMaxUnreliableDeltaSize: Maximum allowable entity delta size over unreliable delivery.
var SvMaxclientframes = Variable[int32]{"sv_maxclientframes"}
var SvMaxrate = Variable[int32]{"sv_maxrate"}
SvMaxrate: Max bandwidth rate allowed on server, 0 == unlimited.
var SvMaxreplay = Variable[float32]{"sv_maxreplay"}
SvMaxreplay: Maximum replay time in seconds.
var SvMaxspeed = Variable[float32]{"sv_maxspeed"}
var SvMaxunlag = Variable[float32]{"sv_maxunlag"}
SvMaxunlag: Maximum lag compensation in seconds.
var SvMaxunlagPlayer = Variable[float32]{"sv_maxunlag_player"}
SvMaxunlagPlayer: If >0, maximumum lag compensation used for other human pawns. Applied after sv_maxunlag!
var SvMaxupdaterate = Variable[float32]{"sv_maxupdaterate"}
SvMaxupdaterate: Maximum updates per second that the server will allow.
var SvMaxvelocity = Variable[float32]{"sv_maxvelocity"}
SvMaxvelocity: Maximum speed any ballistically moving object is allowed to attain per axis.
var SvMemlimit = Variable[int32]{"sv_memlimit"}
SvMemlimit: If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
var SvMergeChangesAfterTickWithCalcdelta = Variable[int32]{"sv_merge_changes_after_tick_with_calcdelta"}
SvMergeChangesAfterTickWithCalcdelta: This fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix.
var SvMetaduplication = Command{"sv_metaduplication"}
SvMetaduplication: Check serializer meta for duplication, add verbose to command for full spew.
var SvMinrate = Variable[int32]{"sv_minrate"}
SvMinrate: Min bandwidth rate allowed on server, 0 == unlimited.
var SvMinupdaterate = Variable[float32]{"sv_minupdaterate"}
SvMinupdaterate: Minimum updates per second that the server will allow.
var SvMmqueueReservation = Variable[string]{"sv_mmqueue_reservation"}
SvMmqueueReservation: Server queue reservation.
var SvMmqueueReservationExtendedTimeout = Variable[int32]{"sv_mmqueue_reservation_extended_timeout"}
SvMmqueueReservationExtendedTimeout: Extended time in seconds before mmqueue reservation expires.
var SvMmqueueReservationTimeout = Variable[int32]{"sv_mmqueue_reservation_timeout"}
SvMmqueueReservationTimeout: Time in seconds before mmqueue reservation expires.
var SvModifierValueCacheEnabled = Variable[bool]{"sv_modifier_value_cache_enabled"}
SvModifierValueCacheEnabled: Enable/disable modifier value result caching.
var SvModifierValueCacheValidateInterval = Variable[int32]{"sv_modifier_value_cache_validate_interval"}
SvModifierValueCacheValidateInterval: Validate cached modifier values against freshly computed results every N hits. 0=off.
var SvMoverMaxslope = Variable[float32]{"sv_mover_maxslope"}
SvMoverMaxslope: The maximum slope the player can overcome [-].
var SvMoverPogodampingratio = Variable[float32]{"sv_mover_pogodampingratio"}
SvMoverPogodampingratio: The capsule pogo stick damping ratio [-].
var SvMoverPogofrequency = Variable[float32]{"sv_mover_pogofrequency"}
SvMoverPogofrequency: The capsule pogo stick frequency [hz].
var SvNetworkvarLogFullchanges = Variable[bool]{"sv_networkvar_log_fullchanges"}
SvNetworkvarLogFullchanges: Log FUL_FULL_EDICT_CHANGED calls.
var SvNetworkvarPerfieldtracking = Variable[bool]{"sv_networkvar_perfieldtracking"}
SvNetworkvarPerfieldtracking: Track individual field offset changes, rather than a single dirty flag for the whole entity.
SvNoNavmesh: Block loading of the navmesh. Unplayable, only used for memory sampling.
var SvNoclipaccelerate = Variable[float32]{"sv_noclipaccelerate"}
var SvNoclipduringpause = Variable[bool]{"sv_noclipduringpause"}
SvNoclipduringpause: If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
var SvNoclipfriction = Variable[float32]{"sv_noclipfriction"}
SvNoclipfriction: Friction during noclip move.
var SvNoclipspeed = Variable[float32]{"sv_noclipspeed"}
var SvNoclipspeedscaleonshift = Variable[float32]{"sv_noclipspeedscaleonshift"}
var SvOutofpvsentityupdates = Variable[bool]{"sv_outofpvsentityupdates"}
var SvPackstats = Command{"sv_packstats"}
SvPackstats: Show entity packing stats, pass 'clear' as argument to reset counts.
var SvParallelChecktransmit = Variable[int32]{"sv_parallel_checktransmit"}
SvParallelChecktransmit: Set to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers.
var SvParallelPackentities = Variable[int32]{"sv_parallel_packentities"}
SvParallelPackentities: Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.
var SvParallelPrepareClientUpdates = Variable[bool]{"sv_parallel_prepare_client_updates"}
var SvParallelSendsnapshot = Variable[int32]{"sv_parallel_sendsnapshot"}
SvParallelSendsnapshot: 0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients' send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration.
var SvPassword = Variable[string]{"sv_password"}
SvPassword: Server password for entry into multiplayer games.
var SvPausable = Variable[int32]{"sv_pausable"}
SvPausable: Is the server pausable.
var SvPausableDev = Variable[bool]{"sv_pausable_dev"}
SvPausableDev: Whether listen server is pausable when running -dev and playing solo against bots.
var SvPausableDevDs = Variable[bool]{"sv_pausable_dev_ds"}
SvPausableDevDs: Whether dedicated server is pausable when running -dev and playing solo against bots.
var SvPauseOnConsoleOpen = Variable[bool]{"sv_pause_on_console_open"}
SvPauseOnConsoleOpen: 1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.
var SvPauseOnTick = Variable[int32]{"sv_pause_on_tick"}
SvPauseOnTick: Tick count to pause on.
var SvPerPlayerSprayLimitCount = Variable[int32]{"sv_per_player_spray_limit_count"}
SvPerPlayerSprayLimitCount: How many total sprays each player can have in the map at the same time.
var SvPerPlayerSprayLimitCountRestricted = Variable[int32]{"sv_per_player_spray_limit_count_restricted"}
SvPerPlayerSprayLimitCountRestricted: How many total sprays each player can have in the map at the same time (but in restricted modes).
var SvPhysAnimatedHierarchy = Variable[bool]{"sv_phys_animated_hierarchy"}
var SvPhysAsyncBuoyancyUpdate = Variable[bool]{"sv_phys_async_buoyancy_update"}
SvPhysAsyncBuoyancyUpdate: If true, server buoyancy motion controllers are updated in an async job after the tick has completed.
var SvPhysDebugCallbackEntities = Variable[bool]{"sv_phys_debug_callback_entities"}
SvPhysDebugCallbackEntities: Print all entities that get touch callbacks. Each entity is printed only once.
var SvPhysEnabled = Variable[bool]{"sv_phys_enabled"}
SvPhysEnabled: Enable all physics simulation.
var SvPhysSleepEnable = Variable[bool]{"sv_phys_sleep_enable"}
SvPhysSleepEnable: Enable sleeping for dynamic physics bodies.
var SvPhysSoundDisableImpactSoundsUnderHardThreshold = Variable[bool]{"sv_phys_sound_disable_impact_sounds_under_hard_threshold"}
SvPhysSoundDisableImpactSoundsUnderHardThreshold: if true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.
var SvPhysStopAtCollision = Variable[string]{"sv_phys_stop_at_collision"}
var SvPhysVisualizeAwake = Variable[bool]{"sv_phys_visualize_awake"}
var SvPlayStatsAbilityActivenessValueEnabled = Variable[bool]{"sv_play_stats_AbilityActivenessValue_enabled"}
SvPlayStatsAbilityActivenessValueEnabled: Enable / Disable Play Stat AbilityActivenessValue.
var SvPlayStatsCitadelHitMismatchEnabled = Variable[bool]{"sv_play_stats_CitadelHitMismatch_enabled"}
SvPlayStatsCitadelHitMismatchEnabled: Enable / Disable Play Stat CitadelHitMismatch.
var SvPlayStatsCitadelLaneMatchupEnabled = Variable[bool]{"sv_play_stats_CitadelLaneMatchup_enabled"}
SvPlayStatsCitadelLaneMatchupEnabled: Enable / Disable Play Stat CitadelLaneMatchup.
var SvPlayStatsCitadelLaneSwapEnabled = Variable[bool]{"sv_play_stats_CitadelLaneSwap_enabled"}
SvPlayStatsCitadelLaneSwapEnabled: Enable / Disable Play Stat CitadelLaneSwap.
var SvPlayStatsCitadelLaneTrooperOrbsEnabled = Variable[bool]{"sv_play_stats_CitadelLaneTrooperOrbs_enabled"}
SvPlayStatsCitadelLaneTrooperOrbsEnabled: Enable / Disable Play Stat CitadelLaneTrooperOrbs.
var SvPlayStatsCitadelMatchEnabled = Variable[bool]{"sv_play_stats_CitadelMatch_enabled"}
SvPlayStatsCitadelMatchEnabled: Enable / Disable Play Stat CitadelMatch.
var SvPlayStatsCitadelObjectiveEnabled = Variable[bool]{"sv_play_stats_CitadelObjective_enabled"}
SvPlayStatsCitadelObjectiveEnabled: Enable / Disable Play Stat CitadelObjective.
var SvPlayStatsCitadelPlayerEnabled = Variable[bool]{"sv_play_stats_CitadelPlayer_enabled"}
SvPlayStatsCitadelPlayerEnabled: Enable / Disable Play Stat CitadelPlayer.
var SvPlayStatsCitadelServerLobbyEnabled = Variable[bool]{"sv_play_stats_CitadelServerLobby_enabled"}
SvPlayStatsCitadelServerLobbyEnabled: Enable / Disable Play Stat CitadelServerLobby.
var SvPlayStatsModifierCacheSummaryEnabled = Variable[bool]{"sv_play_stats_ModifierCacheSummary_enabled"}
SvPlayStatsModifierCacheSummaryEnabled: Enable / Disable Play Stat ModifierCacheSummary.
var SvPlayStatsModifierCacheValueEnabled = Variable[bool]{"sv_play_stats_ModifierCacheValue_enabled"}
SvPlayStatsModifierCacheValueEnabled: Enable / Disable Play Stat ModifierCacheValue.
var SvPlayStatsS2MatchPerfEnabled = Variable[bool]{"sv_play_stats_S2MatchPerf_enabled"}
SvPlayStatsS2MatchPerfEnabled: Enable / Disable Play Stat S2MatchPerf.
var SvPlayStatsStatCacheSummaryEnabled = Variable[bool]{"sv_play_stats_StatCacheSummary_enabled"}
SvPlayStatsStatCacheSummaryEnabled: Enable / Disable Play Stat StatCacheSummary.
var SvPlayStatsStatCacheValueEnabled = Variable[bool]{"sv_play_stats_StatCacheValue_enabled"}
SvPlayStatsStatCacheValueEnabled: Enable / Disable Play Stat StatCacheValue.
var SvPlayerSearchRange = Variable[float32]{"sv_player_search_range"}
var SvPlayerSprayCollisionRadius = Variable[float32]{"sv_player_spray_collision_radius"}
SvPlayerSprayCollisionRadius: How big of a collision sprays should have.
var SvPushawayClientsideSize = Variable[float32]{"sv_pushaway_clientside_size"}
SvPushawayClientsideSize: Minimum size of pushback objects.
var SvPvsCacheQueryInflateAmount = Variable[int32]{"sv_pvs_cache_query_inflate_amount"}
var SvPvsEntity = Variable[int32]{"sv_pvs_entity"}
SvPvsEntity: If set, only allows this ent index to network (other than players and things that force sending).
var SvPvsMaxDistance = Variable[float32]{"sv_pvs_max_distance"}
SvPvsMaxDistance: if set, adds a maximum range to PVS/PAS checks.
var SvPvsRandom = Variable[bool]{"sv_pvs_random"}
SvPvsRandom: If set, objects blink in/out of pvs randomly.
var SvPvsShadowsIncludeEnv = Variable[bool]{"sv_pvs_shadows_include_env"}
var SvQuerycacheStats = Command{"sv_querycache_stats"}
SvQuerycacheStats: Display status of the query cache (client only).
var SvRagdollLruDebug = Variable[bool]{"sv_ragdoll_lru_debug"}
var SvRconBanpenalty = Variable[int32]{"sv_rcon_banpenalty"}
SvRconBanpenalty: Number of minutes to ban users who fail rcon authentication.
var SvRconLog = Variable[bool]{"sv_rcon_log"}
SvRconLog: Enable/disable rcon logging.
var SvRconMaxfailures = Variable[int32]{"sv_rcon_maxfailures"}
SvRconMaxfailures: Max number of times a user can fail rcon authentication before being banned.
var SvRconMinfailures = Variable[int32]{"sv_rcon_minfailures"}
SvRconMinfailures: Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned.
var SvRconMinfailuretime = Variable[float32]{"sv_rcon_minfailuretime"}
SvRconMinfailuretime: Number of seconds to track failed rcon authentications.
var SvRegenerationForceOn = Variable[bool]{"sv_regeneration_force_on"}
SvRegenerationForceOn: Cheat to test regenerative health systems.
var SvRegenerationWaitTime = Variable[float32]{"sv_regeneration_wait_time"}
var SvRegion = Variable[int32]{"sv_region"}
SvRegion: The region of the world to report this server in.
var SvRemapperLoopsoundfix = Variable[bool]{"sv_remapper_loopsoundfix"}
var SvRemapperRangeMultiplier = Variable[float32]{"sv_remapper_range_multiplier"}
var SvRemoveEntFromPvs = Variable[int32]{"sv_remove_ent_from_pvs"}
var SvReplayGroupId = Variable[int32]{"sv_replay_group_id"}
SvReplayGroupId: The replay group that this server will be uploading files to.
var SvReplaysdir = Variable[string]{"sv_replaysdir"}
SvReplaysdir: Directory to store replays in.
var SvReserveSlotsForReconnectingPlayersKickPrior = Variable[bool]{"sv_reserve_slots_for_reconnecting_players_kick_prior"}
SvReserveSlotsForReconnectingPlayersKickPrior: Kick a previously connected player with the same steamID if a replacement comes along.
var SvRollangle = Variable[float32]{"sv_rollangle"}
SvRollangle: Max view roll angle.
var SvRollspeed = Variable[float32]{"sv_rollspeed"}
var SvScriptThinkInterval = Variable[float32]{"sv_script_think_interval"}
var SvSearchKey = Variable[string]{"sv_search_key"}
var SvSendtables = Variable[int32]{"sv_sendtables"}
SvSendtables: Force full sendtable sending path.
var SvSequenceDebug = Variable[int32]{"sv_sequence_debug"}
var SvSequenceDebug2 = Variable[int32]{"sv_sequence_debug2"}
var SvSequenceModelSubstring = Variable[string]{"sv_sequence_model_substring"}
var SvSetsteamaccount = Command{"sv_setsteamaccount"}
SvSetsteamaccount: token Set game server account token to use for logging in to a persistent game server account.
SvSharedTeamPvs: PVS is shared between teams.
var SvShowdamage = Variable[int32]{"sv_showdamage"}
SvShowdamage: Shows base damage below what sv_showimpacts would show, and if a player was hit he'll show the damage he took above it (as healthdamage (armorabsorbed)). 1 = show hits. 2 = show hits and misses.
var SvShowimpacts = Variable[int32]{"sv_showimpacts"}
SvShowimpacts: Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only).
var SvShowladders = Variable[bool]{"sv_showladders"}
SvShowladders: Show bbox and dismount points for all ladders (must be set before level load.).
var SvShowlagcompensation = Variable[float32]{"sv_showlagcompensation"}
SvShowlagcompensation: If > 0, show lag compensated hitboxes whenever a player is lag compensated. Value is for how long.
var SvShowlagcompensationRec = Variable[float32]{"sv_showlagcompensation_rec"}
SvShowlagcompensationRec: If > 0, show lag compensation hitboxes as they're recorded. Value is for how long.
var SvShowplayerhitboxes = Variable[int32]{"sv_showplayerhitboxes"}
SvShowplayerhitboxes: Show lag compensated hitboxes for the specified player index whenever a player fires.
SvShowtags: Describe current gametags.
var SvShutdown = Command{"sv_shutdown"}
SvShutdown: Sets the server to shutdown when all games have completed.
var SvShutdownImmediatelyOnRequest = Variable[bool]{"sv_shutdown_immediately_on_request"}
SvShutdownImmediatelyOnRequest: The server will always shutdown on receiving the shutdown request, even if not hibernating.
var SvSkelConstraintsEnable = Variable[bool]{"sv_skel_constraints_enable"}
var SvSkipUpdateAnimations = Variable[bool]{"sv_skip_update_animations"}
SvSkipUpdateAnimations: Enable to skip game animations.
var SvSkyname = Variable[string]{"sv_skyname"}
SvSkyname: Current name of the skybox texture.
var SvSnapshotUnlimited = Variable[bool]{"sv_snapshot_unlimited"}
SvSnapshotUnlimited: For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course.
var SvSoundscapePrintdebuginfo = Command{"sv_soundscape_printdebuginfo"}
SvSoundscapePrintdebuginfo: print soundscapes.
var SvSpecaccelerate = Variable[float32]{"sv_specaccelerate"}
var SvSpecnoclip = Variable[bool]{"sv_specnoclip"}
var SvSpecspeed = Variable[float32]{"sv_specspeed"}
var SvSpewmeta = Command{"sv_spewmeta"}
SvSpewmeta: Spew serializer meta.
var SvSpewworldgroups = Command{"sv_spewworldgroups"}
SvSpewworldgroups: Spew world groups (server).
var SvStats = Variable[bool]{"sv_stats"}
SvStats: Collect CPU usage stats.
var SvSteamauthCorrect = Variable[bool]{"sv_steamauth_correct"}
SvSteamauthCorrect: Correct behavior.
var SvSteamauthEnforce = Variable[int32]{"sv_steamauth_enforce"}
SvSteamauthEnforce: By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.
var SvSteamauthIgnoreLocalhost = Variable[bool]{"sv_steamauth_ignore_localhost"}
SvSteamauthIgnoreLocalhost: Ignore VAC and auth errors for client connected via localhost address or in-engine loopback.
var SvSteamgroup = Variable[string]{"sv_steamgroup"}
SvSteamgroup: 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.
var SvSteamgroupExclusive = Variable[bool]{"sv_steamgroup_exclusive"}
SvSteamgroupExclusive: If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
var SvStepsize = Variable[float32]{"sv_stepsize"}
var SvStopspeed = Variable[float32]{"sv_stopspeed"}
SvStopspeed: Minimum stopping speed when on ground.
var SvStressbots = Variable[bool]{"sv_stressbots"}
SvStressbots: If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
var SvStrictNotarget = Variable[bool]{"sv_strict_notarget"}
SvStrictNotarget: If set, notarget will cause entities to never think they are in the pvs.
var SvSuppressFriendlyfireDecals = Variable[bool]{"sv_suppress_friendlyfire_decals"}
var SvSuppressViewpunch = Variable[bool]{"sv_suppress_viewpunch"}
var SvTags = Variable[string]{"sv_tags"}
SvTags: Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
var SvTempBaselineStringTableBufferSize = Variable[int32]{"sv_temp_baseline_string_table_buffer_size"}
SvTempBaselineStringTableBufferSize: Buffer size for writing string table baselines.
var SvTickParallelWithClient = Variable[bool]{"sv_tick_parallel_with_client"}
SvTickParallelWithClient: Runs the final server tick of the frame in parallel with client work.
var SvTimeout = Variable[float32]{"sv_timeout"}
SvTimeout: After this many seconds without a message from fully connected client, the client is dropped.
var SvTimeoutHideoutLobby = Variable[int32]{"sv_timeout_hideout_lobby"}
SvTimeoutHideoutLobby: The amount of time to keep a server active for a hideout in minutes.
var SvTimeoutMatchactive = Variable[int32]{"sv_timeout_matchactive"}
SvTimeoutMatchactive: To prevent zombie matches, if a match has been active longer than this many minutes, it should be timed out and the server restarted.
var SvTimeoutMatchforming = Variable[int32]{"sv_timeout_matchforming"}
SvTimeoutMatchforming: The GC has told this server that it is providing it a match but the server hasn't received the lobby in this many minutes so it should restart.
var SvTimeoutNogcconnection = Variable[int32]{"sv_timeout_nogcconnection"}
SvTimeoutNogcconnection: How many minutes if the server fails to make an initial connection to the GC before the server tries to restart.
var SvTimeoutNommupdate = Variable[int32]{"sv_timeout_nommupdate"}
SvTimeoutNommupdate: If the GC hasn't sent an idle keep alive from the match maker in this many minutes, the server will restart.
var SvTimeoutRandomRange = Variable[int32]{"sv_timeout_random_range"}
SvTimeoutRandomRange: The number of seconds to randomize the timeouts to help avoid the risk of all servers restarting at the same time.
var SvUnlag = Variable[bool]{"sv_unlag"}
SvUnlag: Enables player lag compensation.
var SvUnlagDebug = Variable[bool]{"sv_unlag_debug"}
var SvUnlagFixstuck = Variable[bool]{"sv_unlag_fixstuck"}
SvUnlagFixstuck: Disallow backtracking a player for lag compensation if it will cause them to become stuck.
var SvUnlockedchapters = Variable[int32]{"sv_unlockedchapters"}
SvUnlockedchapters: Highest unlocked game chapter.
var SvUnpauseOnConsoleClose = Variable[bool]{"sv_unpause_on_console_close"}
SvUnpauseOnConsoleClose: 1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused.
var SvUsenetworkvars = Variable[bool]{"sv_usenetworkvars"}
SvUsenetworkvars: Use networkvar system.
var SvUsercmdCustomRandomSeed = Variable[bool]{"sv_usercmd_custom_random_seed"}
SvUsercmdCustomRandomSeed: When enabled server will populate an additional random seed independent of the client.
var SvUsercmdExecuteWarningMs = Variable[float32]{"sv_usercmd_execute_warning_ms"}
SvUsercmdExecuteWarningMs: Emit a warning if we spend more than N ms executing user commands for a single player.
var SvVacWebapiAuthKey = Variable[string]{"sv_vac_webapi_auth_key"}
SvVacWebapiAuthKey: Key for when posting to vac related webapis.
var SvVisiblemaxplayers = Variable[int32]{"sv_visiblemaxplayers"}
SvVisiblemaxplayers: Overrides the max players reported to prospective clients.
var SvVoicecodec = Variable[string]{"sv_voicecodec"}
SvVoicecodec: Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
var SvVoiceenable = Variable[bool]{"sv_voiceenable"}
var SvWateraccelerate = Variable[float32]{"sv_wateraccelerate"}
var SvWaterdist = Variable[float32]{"sv_waterdist"}
SvWaterdist: Vertical view fixup when eyes are near water plane.
var SvWaterfriction = Variable[float32]{"sv_waterfriction"}
var SysInfo = Command{"sys_info"}
SysInfo: Print system information to the console.
var SysMinidumpexpandedspew = Variable[bool]{"sys_minidumpexpandedspew"}
var SysMinidumpspewlines = Variable[int32]{"sys_minidumpspewlines"}
SysMinidumpspewlines: Lines of crash dump console spew to keep.
var TargetScanUseQueryCache = Variable[bool]{"target_scan_use_query_cache"}
var TelemetryMessage = Command{"telemetry_message"}
TelemetryMessage: Place a message in the telemetry timeline.
var TelemetryToggleTimespan = Command{"telemetry_toggle_timespan"}
TelemetryToggleTimespan: Starts/stops a timespan with an ever increasing name.
var TeleportTriggerDebug = Variable[bool]{"teleport_trigger_debug"}
var TestCheckpoint = Command{"Test_Checkpoint"}
TestCheckpoint: Indicate to a test script that a checkpoint has been reached.
var TestCreateEntity = Command{"Test_CreateEntity"}
var TestDispatcheffect = Command{"test_dispatcheffect"}
TestDispatcheffect: Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>.
var TestEHandle = Command{"Test_EHandle"}
var TestEntityBlocker = Command{"test_entity_blocker"}
TestEntityBlocker: Test command that drops an entity blocker out in front of the player.
var TestExitProcess = Command{"Test_ExitProcess"}
TestExitProcess: Test_ExitProcess <exit code> - immediately kill the process.
var TestListEntities = Command{"test_list_entities"}
TestListEntities: test-list entities.
var TestLoop = Command{"Test_Loop"}
TestLoop: Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
var TestLoopCount = Command{"Test_LoopCount"}
TestLoopCount: Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
var TestLoopForNumSeconds = Command{"Test_LoopForNumSeconds"}
TestLoopForNumSeconds: Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
var TestPlayStatsSend = Command{"test_play_stats_send"}
var TestRandomChance = Command{"Test_RandomChance"}
TestRandomChance: Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.
var TestRandomPlayerPosition = Command{"Test_RandomPlayerPosition"}
var TestShippingAssert = Command{"test_shipping_assert"}
TestShippingAssert: Generate an assert to test shipping assertion code.
var TestStartLoop = Command{"Test_StartLoop"}
TestStartLoop: Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
var TestStartScript = Command{"Test_StartScript"}
TestStartScript: Start a test script running.
var TestVoiceContainerNesting = Command{"test_voice_container_nesting"}
TestVoiceContainerNesting: Test nesting voice containers.
var TestVoiceContainers = Command{"test_voice_containers"}
TestVoiceContainers: Quick example for how we'd derive traits from voice containers.
var TestheroForceSpotted = Variable[int32]{"testhero_force_spotted"}
var TestscriptDebug = Variable[bool]{"testscript_debug"}
TestscriptDebug: Debug test scripts.
var ThinkLimit = Variable[float32]{"think_limit"}
ThinkLimit: Maximum think time in milliseconds, warning is printed if this is exceeded.
var ThreadPoolOption = Variable[int32]{"thread_pool_option"}
ThreadPoolOption: Thread pool option.
var ThumperUsePlaneReflection = Variable[bool]{"thumper_use_plane_reflection"}
var Timedemo = Command{"timedemo"}
Timedemo: Play a demo and report performance info.
var TimedemoEnd = Variable[string]{"timedemo_end"}
TimedemoEnd: Ends timedemo on given tick.
var TimedemoStart = Variable[string]{"timedemo_start"}
TimedemoStart: Starts timedemo on given tick.
var Timedemoquit = Command{"timedemoquit"}
Timedemoquit: Play a demo, report performance info, and then exit.
var TimewarpProjectileTimescaleOverride = Variable[float32]{"timewarp_projectile_timescale_override"}
TimewarpProjectileTimescaleOverride: Override timescale for objects that touch a times warp not handled by the wall itself.
var Toggle = Command{"toggle"}
Toggle: Toggles specified convar value on and off.
var Toggleconsole = Command{"toggleconsole"}
Toggleconsole: Show/hide the console.
var ToolsStallMonitorBreakOnUnknownCause = Variable[bool]{"tools_stall_monitor_break_on_unknown_cause"}
ToolsStallMonitorBreakOnUnknownCause: Break on unknown stall cause.
var TriggerFanDebug = Variable[bool]{"trigger_fan_debug"}
var TriggerFanPlayerWindblockDebug = Variable[bool]{"trigger_fan_player_windblock_debug"}
var TriggerPhysicsDebug = Variable[bool]{"trigger_physics_debug"}
TriggerPhysicsDebug: Toggle trigger_physics debug visualization.
var TrooperKillAll = Command{"trooper_kill_all"}
TrooperKillAll: Kills all living troopers.
var TrooperKillNonBosses = Command{"trooper_kill_non_bosses"}
TrooperKillNonBosses: Kills all non-boss living troopers.
var TrooperZiplineDistanceToDropFromEnemy = Variable[float32]{"trooper_zipline_distance_to_drop_from_enemy"}
TrooperZiplineDistanceToDropFromEnemy: How many units away from an enemy captured zipline that troopers will exit.
var TvAdvertiseWatchable = Variable[bool]{"tv_advertise_watchable"}
TvAdvertiseWatchable: GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password.
var TvAllowAutorecordingIndex = Variable[int32]{"tv_allow_autorecording_index"}
TvAllowAutorecordingIndex: When >=0 restricts autorecording only to the specified TV index.
var TvAllowCameraMan = Variable[bool]{"tv_allow_camera_man"}
TvAllowCameraMan: Auto director allows spectators to become camera man.
var TvAllowStaticShots = Variable[bool]{"tv_allow_static_shots"}
TvAllowStaticShots: Auto director uses fixed level cameras for shots.
var TvAutorecord = Variable[bool]{"tv_autorecord"}
TvAutorecord: Automatically records all games as SourceTV demos.
var TvAutoretry = Variable[bool]{"tv_autoretry"}
TvAutoretry: Relay proxies retry connection after network timeout.
var TvBroadcast = Variable[bool]{"tv_broadcast"}
TvBroadcast: Automatically broadcasts all games as GOTV demos through Steam.
var TvBroadcast1 = Variable[bool]{"tv_broadcast1"}
TvBroadcast1: Automatically broadcasts all games as GOTV[1] demos through Steam.
var TvBroadcastDropFragments = Variable[int32]{"tv_broadcast_drop_fragments"}
TvBroadcastDropFragments: Drop every Nth fragment.
var TvBroadcastKeyframeInterval = Variable[float32]{"tv_broadcast_keyframe_interval"}
TvBroadcastKeyframeInterval: The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server.
var TvBroadcastKeyframeInterval1 = Variable[float32]{"tv_broadcast_keyframe_interval1"}
TvBroadcastKeyframeInterval1: The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server.
var TvBroadcastMaxRequests = Variable[int32]{"tv_broadcast_max_requests"}
TvBroadcastMaxRequests: Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.
var TvBroadcastMaxRequests1 = Variable[int32]{"tv_broadcast_max_requests1"}
TvBroadcastMaxRequests1: Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.
var TvBroadcastOriginAuth = Variable[string]{"tv_broadcast_origin_auth"}
TvBroadcastOriginAuth: X-Origin-Auth header of the broadcast POSTs.
var TvBroadcastOriginAuth1 = Variable[string]{"tv_broadcast_origin_auth1"}
TvBroadcastOriginAuth1: X-Origin-Auth header of the broadcast1 POSTs.
var TvBroadcastOriginDelay = Variable[float32]{"tv_broadcast_origin_delay"}
TvBroadcastOriginDelay: Injection delay request for CDN rebroadcast frameworks, seconds.
var TvBroadcastResend = Command{"tv_broadcast_resend"}
TvBroadcastResend: resend broadcast data to broadcast relay.
var TvBroadcastSpewThreshold = Variable[float32]{"tv_broadcast_spew_threshold"}
TvBroadcastSpewThreshold: The threshold, in seconds, that we'll spew about the snapshot tick.
var TvBroadcastStartupResendInterval = Variable[float32]{"tv_broadcast_startup_resend_interval"}
TvBroadcastStartupResendInterval: The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails).
var TvBroadcastStatus = Command{"tv_broadcast_status"}
TvBroadcastStatus: Print out broadcast status.
var TvBroadcastTerminate = Variable[bool]{"tv_broadcast_terminate"}
TvBroadcastTerminate: Terminate every broadcast with a stop command.
var TvBroadcastUrl = Variable[string]{"tv_broadcast_url"}
TvBroadcastUrl: URL of the broadcast relay.
var TvBroadcastUrl1 = Variable[string]{"tv_broadcast_url1"}
TvBroadcastUrl1: URL of the broadcast relay1.
var TvChatgroupsize = Variable[int32]{"tv_chatgroupsize"}
TvChatgroupsize: Set the default chat group size.
var TvChattimelimit = Variable[float32]{"tv_chattimelimit"}
TvChattimelimit: Limits spectators to chat only every n seconds.
var TvCitadelAutoRecord = Variable[bool]{"tv_citadel_auto_record"}
TvCitadelAutoRecord: If enabled, a demo will automatically be recorded for every game.
var TvCitadelMaxTransitionDistance = Variable[float32]{"tv_citadel_max_transition_distance"}
TvCitadelMaxTransitionDistance: How far we will really try to transition from player to player.
var TvClients = Command{"tv_clients"}
TvClients: Shows list of connected SourceTV clients.
var TvDebug = Variable[int32]{"tv_debug"}
TvDebug: SourceTV debug info.
var TvDelay = Variable[int32]{"tv_delay"}
TvDelay: SourceTV broadcast delay in seconds.
var TvDelay1 = Variable[int32]{"tv_delay1"}
TvDelay1: SourceTV[instance 1] broadcast delay in seconds.
var TvDeltacache = Variable[int32]{"tv_deltacache"}
TvDeltacache: Enable delta entity bit stream cache.
var TvDispatchmode = Variable[int32]{"tv_dispatchmode"}
TvDispatchmode: Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always.
var TvEnable = Variable[bool]{"tv_enable"}
TvEnable: Activates SourceTV on server.
var TvEnable1 = Variable[bool]{"tv_enable1"}
TvEnable1: Activates SourceTV[1] on server.
var TvEnableDeltaFrames = Variable[bool]{"tv_enable_delta_frames"}
TvEnableDeltaFrames: Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.
var TvEnableDynamic = Variable[bool]{"tv_enable_dynamic"}
TvEnableDynamic: When enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv server.
var TvEncryptdataKey = Variable[string]{"tv_encryptdata_key"}
TvEncryptdataKey: When set to a valid key communication messages will be encrypted for GOTV.
var TvEncryptdataKeyPub = Variable[string]{"tv_encryptdata_key_pub"}
TvEncryptdataKeyPub: When set to a valid key public communication messages will be encrypted for GOTV.
var TvExtendedLogging = Variable[bool]{"tv_extended_logging"}
var TvGrouprelaydatareliable = Variable[bool]{"tv_grouprelaydatareliable"}
TvGrouprelaydatareliable: When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays.
var TvGrouprelaydataunreliable = Variable[bool]{"tv_grouprelaydataunreliable"}
TvGrouprelaydataunreliable: When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays.
var TvGrouprelaydatavoice = Variable[bool]{"tv_grouprelaydatavoice"}
TvGrouprelaydatavoice: Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays.
var TvIncludeUsercommands = Variable[bool]{"tv_include_usercommands"}
TvIncludeUsercommands: HLTV streams will include player usercommands each tick.
var TvInstantReplayFullFrame = Variable[bool]{"tv_instant_replay_full_frame"}
TvInstantReplayFullFrame: Send embedded full frames.
var TvInstantReplayFullFrameBuildThreaded = Variable[bool]{"tv_instant_replay_full_frame_build_threaded"}
TvInstantReplayFullFrameBuildThreaded: Build the full frames on a seperate job thread.
var TvInstantReplayFullFrameTime = Variable[int32]{"tv_instant_replay_full_frame_time"}
TvInstantReplayFullFrameTime: Seconds between full frame embeddeds.
var TvLogDirectorEvents = Variable[bool]{"tv_log_director_events"}
TvLogDirectorEvents: Log game events being considered by the director.
var TvMaxclients = Variable[int32]{"tv_maxclients"}
TvMaxclients: Maximum client number on SourceTV server.
var TvMaxclientsRelayreserved = Variable[int32]{"tv_maxclients_relayreserved"}
TvMaxclientsRelayreserved: This number of relay client connections are reserved for SourceTV relays.
var TvMaxrate = Variable[int32]{"tv_maxrate"}
TvMaxrate: Max SourceTV spectator bandwidth rate allowed, 0 == unlimited.
var TvMem = Command{"tv_mem"}
TvMem: hltv memory statistics. Use with "ent 10" (dump entity 10 memory usage) or "top 8" (dump top 8 memory users) or "class" CWorld (dump CWorld class).
var TvMsg = Command{"tv_msg"}
TvMsg: Send a screen message to all clients.
var TvName = Variable[string]{"tv_name"}
TvName: SourceTV host name.
var TvNochat = Variable[bool]{"tv_nochat"}
TvNochat: Don't receive chat messages from other SourceTV spectators.
var TvOverridemaster = Variable[bool]{"tv_overridemaster"}
TvOverridemaster: Overrides the SourceTV master root address.
var TvPassword = Variable[string]{"tv_password"}
TvPassword: SourceTV password for all clients of CSTV[0].
var TvPassword1 = Variable[string]{"tv_password1"}
TvPassword1: SourceTV password for all clients of CSTV[1]. If empty, tv_password is used.
var TvPlaycastDelayPrediction = Variable[bool]{"tv_playcast_delay_prediction"}
var TvPlaycastDelayResync = Variable[float32]{"tv_playcast_delay_resync"}
TvPlaycastDelayResync: To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure.
var TvPlaycastFragmentCacheHistoryLength = Variable[float32]{"tv_playcast_fragment_cache_history_length"}
TvPlaycastFragmentCacheHistoryLength: How far back before our current playback head in seconds to hold onto fragments.
var TvPlaycastHttpDeltaFragmentTimeoutS = Variable[int32]{"tv_playcast_http_delta_fragment_timeout_s"}
var TvPlaycastMaxRcvage = Variable[float32]{"tv_playcast_max_rcvage"}
var TvPlaycastMaxRtdelay = Variable[float32]{"tv_playcast_max_rtdelay"}
var TvPlaycastOriginAuth = Variable[string]{"tv_playcast_origin_auth"}
TvPlaycastOriginAuth: Get request X-Origin-Auth string.
var TvPlaycastRetryTimeout = Variable[float32]{"tv_playcast_retry_timeout"}
TvPlaycastRetryTimeout: In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync.
var TvPlaycastShowerrors = Variable[string]{"tv_playcast_showerrors"}
TvPlaycastShowerrors: Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" ).
var TvPlaycastSlowPlaybackFragmentCount = Variable[int32]{"tv_playcast_slow_playback_fragment_count"}
TvPlaycastSlowPlaybackFragmentCount: Number of fragments we need to have in the buffer before slowing down playback. For use with tv_playcast_slow_playback_when_fragment_requests_fail.
var TvPlaycastSlowPlaybackWhenFragmentRequestsFail = Variable[bool]{"tv_playcast_slow_playback_when_fragment_requests_fail"}
TvPlaycastSlowPlaybackWhenFragmentRequestsFail: Whether or not we slow playback rate if we start running out of buffered stream fragments.
var TvPort = Variable[int32]{"tv_port"}
TvPort: Host SourceTV[0] port.
var TvPort1 = Variable[int32]{"tv_port1"}
TvPort1: Host SourceTV[1] port.
var TvRateMultiplier = Variable[float32]{"tv_rate_multiplier"}
TvRateMultiplier: Multiply requested rate by this value to adjust Dota TV send rate.
var TvRecord = Command{"tv_record"}
TvRecord: Starts SourceTV demo recording.
var TvRecordImmediate = Variable[int32]{"tv_record_immediate"}
TvRecordImmediate: tv_record starting the moment tv_record was executed, not tv_delay earlier.
var TvRelay = Command{"tv_relay"}
TvRelay: Connect to SourceTV server and relay broadcast.
var TvRelayHardShutdown = Variable[bool]{"tv_relay_hard_shutdown"}
var TvRelayQuitAfterGame = Variable[bool]{"tv_relay_quit_after_game"}
TvRelayQuitAfterGame: Quit after a game has been relayed, do not hibernate.
var TvRelayRate = Variable[int32]{"tv_relay_rate"}
TvRelayRate: default rate for relays.
var TvRelaySecretCode = Variable[bool]{"tv_relay_secret_code"}
TvRelaySecretCode: When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly.
var TvRelaypassword = Variable[string]{"tv_relaypassword"}
TvRelaypassword: SourceTV password for relay proxies.
var TvRelaytextchat = Variable[int32]{"tv_relaytextchat"}
TvRelaytextchat: Relay text chat data to GOTV: 0=off, 1=say, 2=say+say_team.
var TvRelayvoice = Variable[bool]{"tv_relayvoice"}
TvRelayvoice: Relay voice data: 0=off, 1=on.
var TvRetry = Command{"tv_retry"}
TvRetry: Reconnects the SourceTV relay proxy.
var TvSecretCode = Variable[bool]{"tv_secret_code"}
TvSecretCode: When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly.
var TvSecureBypass = Variable[bool]{"tv_secure_bypass"}
TvSecureBypass: Bypass secure challenge on TV port.
var TvSnapshotrate = Variable[float32]{"tv_snapshotrate"}
TvSnapshotrate: Snapshots broadcast per second.
var TvSnapshotrate1 = Variable[float32]{"tv_snapshotrate1"}
TvSnapshotrate1: Snapshots broadcast per second, GOTV[1].
var TvStatus = Command{"tv_status"}
TvStatus: Show SourceTV server status.
var TvStop = Command{"tv_stop"}
TvStop: Stops the SourceTV broadcast.
var TvStoprecord = Command{"tv_stoprecord"}
TvStoprecord: Stops SourceTV demo recording.
var TvThreadedMergeEntityDeltas = Variable[bool]{"tv_threaded_merge_entity_deltas"}
TvThreadedMergeEntityDeltas: Enable SourceTV threading of delta merging.
var TvTimeout = Variable[float32]{"tv_timeout"}
TvTimeout: SourceTV connection timeout in seconds.
var TvTitle = Variable[string]{"tv_title"}
TvTitle: Set title for SourceTV spectator UI.
var TvTransmitall = Variable[bool]{"tv_transmitall"}
TvTransmitall: Transmit all entities (not only director view).
var TvUpdateHibernationEnabled = Variable[bool]{"tv_update_hibernation_enabled"}
TvUpdateHibernationEnabled: Allow SourceTV to control server hibernation state.
var TvWindowSize = Variable[float32]{"tv_window_size"}
TvWindowSize: Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system.
var Unbind = Command{"unbind"}
Unbind: Unbind a key.
var Unbindall = Command{"unbindall"}
Unbindall: Unbind all keys.
var Unpause = Command{"unpause"}
Unpause: Clear the pause state of the server.
var UpdateAllKeyframedInSpatialPartitionUpdate = Variable[bool]{"update_all_keyframed_in_spatial_partition_update"}
var UpdateVoicesLowPriority = Variable[bool]{"update_voices_low_priority"}
var Users = Command{"users"}
Users: Show user info for players on server.
var VconsoleRconServerDetails = Variable[string]{"vconsole_rcon_server_details"}
VconsoleRconServerDetails: when non-empty allows for easy vconsole connection to the dedicated server.
var VehicleDebugImpactDamage = Variable[bool]{"vehicle_debug_impact_damage"}
var ViolenceAblood = Variable[bool]{"violence_ablood"}
ViolenceAblood: Draw alien blood.
var ViolenceAgibs = Variable[bool]{"violence_agibs"}
ViolenceAgibs: Show alien gib entities.
var ViolenceHblood = Variable[bool]{"violence_hblood"}
ViolenceHblood: Draw human blood.
var ViolenceHgibs = Variable[bool]{"violence_hgibs"}
ViolenceHgibs: Show human gib entities.
var VisDebugCurrentcluster = Command{"vis_debug_currentcluster"}
VisDebugCurrentcluster: Show the current cluster number.
var VisDebugDrawcluster = Command{"vis_debug_drawcluster"}
VisDebugDrawcluster: Add cluster # to visualization, (-1) to clear.
var VisDebugDumpvisibleclusters = Command{"vis_debug_dumpvisibleclusters"}
VisDebugDumpvisibleclusters: Show the list of visible clusters.
var VisDebugFindLos = Command{"vis_debug_find_los"}
VisDebugFindLos: Find or clear the vis LOS to here.
var VisDebugLock = Command{"vis_debug_lock"}
VisDebugLock: Lock vis LOS origin to current.
var VisDebugRecordStart = Command{"vis_debug_record_start"}
VisDebugRecordStart: Record a path to debug vis.
var VisDebugRecordStop = Command{"vis_debug_record_stop"}
VisDebugRecordStop: Record a path to debug vis.
var VisDebugShow = Command{"vis_debug_show"}
VisDebugShow: Show/hide the vis debug visualization.
var VisDebugSunclusters = Command{"vis_debug_sunclusters"}
VisDebugSunclusters: Showing clusters for sun/csm rendering. Red (full sun csm & lighting), Orange (no viewmodel sun or csm), Green (no sun at all).
var VisDebugTracelos = Command{"vis_debug_tracelos"}
VisDebugTracelos: Trace rays and check vis from the current camera.
var VisEnable = Variable[bool]{"vis_enable"}
VisEnable: Enable precomputed visibility when true.
var VisForce = Variable[bool]{"vis_force"}
var VisSunlightEnable = Variable[bool]{"vis_sunlight_enable"}
VisSunlightEnable: Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS).
var VismonPollFrequency = Variable[float32]{"vismon_poll_frequency"}
var VismonTraceLimit = Variable[int32]{"vismon_trace_limit"}
var VmemDump = Command{"vmem_dump"}
VmemDump: Dump memory stats to log.
var VmixDebugList = Command{"vmix_debug_list"}
VmixDebugList: Debug dump the list of available vmix graphs.
var VmixInput = Command{"vmix_input"}
VmixInput: Set an input mix value.
var VmixOutput = Command{"vmix_output"}
VmixOutput: Dump main graph control output values.
var VoiceAlwaysSampleMic = Variable[bool]{"voice_always_sample_mic"}
VoiceAlwaysSampleMic: When enabled, open the voip audio input stream when the application launches.
var VoiceBypassNoiseGate = Variable[bool]{"voice_bypass_noise_gate"}
var VoiceContainersGetInstanceArgs = Command{"voice_containers_get_instance_args"}
VoiceContainersGetInstanceArgs: Args: [Voice Container Path].
var VoiceContainersGetInstanceParams = Command{"voice_containers_get_instance_params"}
VoiceContainersGetInstanceParams: Args: [Voice Container Path].
var VoiceDebugfeedbackfrom = Variable[bool]{"voice_debugfeedbackfrom"}
var VoiceDeviceOverride = Variable[string]{"voice_device_override"}
VoiceDeviceOverride: Default device used for voice capture.
var VoiceFadeouttime = Variable[float32]{"voice_fadeouttime"}
var VoiceInProcess = Variable[bool]{"voice_in_process"}
var VoiceInitialBufferMs = Variable[int32]{"voice_initial_buffer_ms"}
var VoiceInputStallout = Variable[float32]{"voice_input_stallout"}
VoiceInputStallout: Time before we consider a mic stalled out and need to reset it.
var VoiceLoopback = Variable[bool]{"voice_loopback"}
var VoiceLoopbackNoNetworking = Variable[bool]{"voice_loopback_no_networking"}
var VoiceMinBufferMs = Variable[int32]{"voice_min_buffer_ms"}
var VoiceNoiseSupression = Variable[bool]{"voice_noise_supression"}
var VoicePlayerSpeakingDelayThreshold = Variable[float32]{"voice_player_speaking_delay_threshold"}
var VoiceSequenceMaximumWaitTime = Variable[float32]{"voice_sequence_maximum_wait_time"}
VoiceSequenceMaximumWaitTime: When receiving packets out of sequence, wait this many seconds for missing sequences to arrive.
var VoiceServerdebug = Variable[bool]{"voice_serverdebug"}
var VoiceStallMs = Variable[float32]{"voice_stall_ms"}
var VoiceThreshold = Variable[float32]{"voice_threshold"}
VoiceThreshold: decibel threshold for how loud the talker's input signal is before we think they are talking.
var VoiceThresholdAttack = Variable[float32]{"voice_threshold_attack"}
VoiceThresholdAttack: Amount of time we buffer outgoing audio to detect an onset.
var VoiceThresholdDelay = Variable[float32]{"voice_threshold_delay"}
VoiceThresholdDelay: Amount of time the talker is silent before we infer that they are no longer talking.
var VoiceThresholdHold = Variable[float32]{"voice_threshold_hold"}
VoiceThresholdHold: Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking.
var VoiceThresholdRampMinDb = Variable[float32]{"voice_threshold_ramp_min_db"}
VoiceThresholdRampMinDb: A dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping.
var Volume = Variable[float32]{"volume"}
Volume: Sound volume.
var VolumeFogDebugVolumes = Variable[bool]{"volume_fog_debug_volumes"}
var VolumeFogDensityScale = Variable[float32]{"volume_fog_density_scale"}
VolumeFogDensityScale: Scale global volume fog density.
var VolumeFogDepth = Variable[int32]{"volume_fog_depth"}
VolumeFogDepth: Depth of volume fog texture.
var VolumeFogDepthWarp = Variable[float32]{"volume_fog_depth_warp"}
var VolumeFogDepthWarpDebug = Variable[bool]{"volume_fog_depth_warp_debug"}
var VolumeFogDitherScale = Variable[float32]{"volume_fog_dither_scale"}
var VolumeFogEnableJitter = Variable[bool]{"volume_fog_enable_jitter"}
var VolumeFogHeight = Variable[int32]{"volume_fog_height"}
VolumeFogHeight: Height of volume fog texture.
var VolumeFogIntermediateTexturesHdr = Variable[bool]{"volume_fog_intermediate_textures_hdr"}
var VolumeFogShadowPenumbraMultiplier = Variable[float32]{"volume_fog_shadow_penumbra_multiplier"}
VolumeFogShadowPenumbraMultiplier: Penumbra size multiplier for shadow sampling, reduces fog shadow aliasing.
var VolumeFogTemporalFilter = Variable[bool]{"volume_fog_temporal_filter"}
var VolumeFogTemporalWeight = Variable[float32]{"volume_fog_temporal_weight"}
VolumeFogTemporalWeight: Temporal filtering weight.
var VolumeFogWidth = Variable[int32]{"volume_fog_width"}
VolumeFogWidth: Width of volume fog texture.
var VprofAllThreads = Variable[bool]{"vprof_all_threads"}
VprofAllThreads: Capture VProf scopes on background threads as well as the target thread. Same option as the All Threads checkbox in the VProf tools -- setting either one updates the other.
var VprofCounters = Variable[int32]{"vprof_counters"}
var VprofCountersShowMinmax = Variable[bool]{"vprof_counters_show_minmax"}
var VprofDumpCounters = Command{"vprof_dump_counters"}
VprofDumpCounters: Dump vprof counters to the console.
var VprofGenerateReport = Command{"vprof_generate_report"}
VprofGenerateReport: Generate a report to the console.
var VprofGenerateReportBudget = Command{"vprof_generate_report_budget"}
VprofGenerateReportBudget: Generate a report to the console based on budget group.
var VprofGenerateReportHierarchy = Command{"vprof_generate_report_hierarchy"}
VprofGenerateReportHierarchy: Generate a report to the console.
var VprofLoadhitstoreScale = Command{"vprof_loadhitstore_scale"}
VprofLoadhitstoreScale: Scale used when displaying load-hit-stores (0 = use default).
var VprofOff = Command{"vprof_off"}
VprofOff: Disable vprof.
var VprofOn = Command{"vprof_on"}
VprofOn: Enable vprof.
var VprofRemoteStart = Command{"vprof_remote_start"}
VprofRemoteStart: Request a VProf data stream from the remote server (requires authentication).
var VprofRemoteStop = Command{"vprof_remote_stop"}
VprofRemoteStop: Stop an existing remote VProf data request.
var VprofReset = Command{"vprof_reset"}
VprofReset: Reset the stats in VProf profiler.
var VprofResetPeaks = Command{"vprof_reset_peaks"}
VprofResetPeaks: Reset just the peak time in VProf profiler.
var VprofScopeEntityThinks = Variable[bool]{"vprof_scope_entity_thinks"}
var VprofThinkLimit = Variable[bool]{"vprof_think_limit"}
var VprofTimeScale = Command{"vprof_time_scale"}
VprofTimeScale: Scale used when displaying time (0 = use default).
var VtPageAtlasSize = Variable[int32]{"vt_page_atlas_size"}
VtPageAtlasSize: Virtual texture page atlas size in 16k x 16k slices of about 256MB each, 2 to 32 ( 512MB to 8GB ). Changing it evicts every virtual texture tile.
var VtSimStreamingDelayMs = Variable[float32]{"vt_sim_streaming_delay_ms"}
var Vtune = Command{"vtune"}
Vtune: Controls VTune's sampling.
var WarpOntoZipline = Command{"warp_onto_zipline"}
WarpOntoZipline: warp onto the nearest point of the zipline lane passed in. provides the zipline intro modifier as well.
var WeaponSwitch = Command{"weapon_switch"}
WeaponSwitch: Use a particular weapon Arguments: <weapon_name>.
var WindSystemDefaultResolutionXy = Variable[int32]{"wind_system_default_resolution_xy"}
var WindSystemDefaultResolutionZ = Variable[int32]{"wind_system_default_resolution_z"}
var WindSystemDefaultSampleMinSpacing = Variable[float32]{"wind_system_default_sample_min_spacing"}
var WindSystemTemporalSmoothing = Variable[bool]{"wind_system_temporal_smoothing"}
var WorldDumpLoadedWorlds = Command{"world_dump_loaded_worlds"}
WorldDumpLoadedWorlds: Dump all of the worlds that we know about.
var WorldLayerList = Command{"world_layer_list"}
WorldLayerList: List all world layers.
var WorldLayerSetVisible = Command{"world_layer_set_visible"}
WorldLayerSetVisible: Show or hide the specified world layer.
var WreckingBallMuddy = Variable[float32]{"wrecking_ball_muddy"}
WreckingBallMuddy: The extent to which the Wrecker's boulder behaves 'muddy', meaning how much its jumps up are dampened.
var Writeid = Command{"writeid"}
Writeid: Writes a list of permanently-banned user IDs to file.
var Writeip = Command{"writeip"}
Writeip: Save the ban list to file.
var Writekeybindings = Command{"writekeybindings"}
Writekeybindings: Saves current key bindings to disk.
var ZiplineKnockdownProtectionDelay = Variable[float32]{"zipline_knockdown_protection_delay"}
var ZiplineUseNewLatch = Variable[int32]{"zipline_use_new_latch"}
ZiplineUseNewLatch: Use the new latch motion for getting on a zipline. 0: Dont use 1: Just those with b_UseNewZipLineSetup 2: Everyone use.
Functions ¶
This section is empty.
Types ¶
type Command ¶
type Command struct {
// Name is the command's name, such as changelevel.
Name string
}
Command is one console command.