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		<updated>2026-05-08T17:22:18Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.obsidianconflict.net/?title=File:Courierwip.png&amp;diff=1652</id>
		<title>File:Courierwip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=File:Courierwip.png&amp;diff=1652"/>
				<updated>2018-01-20T18:07:58Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: Maestro Fenix uploaded a new version of File:Courierwip.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=File:Courierwip.png&amp;diff=1651</id>
		<title>File:Courierwip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=File:Courierwip.png&amp;diff=1651"/>
				<updated>2018-01-20T18:07:40Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: Maestro Fenix uploaded a new version of File:Courierwip.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Oc_courier&amp;diff=1650</id>
		<title>Oc courier</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Oc_courier&amp;diff=1650"/>
				<updated>2018-01-20T18:00:50Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc_map}}&lt;br /&gt;
[[Image:Oc_courier.jpg|thumb|right|256px]]&lt;br /&gt;
[[Image:Courierwip.png|thumb|right|256px]]&lt;br /&gt;
==Map Info==&lt;br /&gt;
{| cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
| '''Map Name''' || oc_courier&lt;br /&gt;
|-&lt;br /&gt;
| '''Author''' || [[User:Tysn|Tysn]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Genre''' || Linear/Combat/Puzzle&lt;br /&gt;
|-&lt;br /&gt;
| '''Suggested Players''' || 2-8&lt;br /&gt;
|-&lt;br /&gt;
| '''Requirements:''' || Half-Life 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Spawning Weapons''' || weapon_crowbar &amp;lt;br /&amp;gt; custom_spas12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Beginning with the delivery of documents, the players are to make their way through hostile environments to various rebel outposts, where they can purchase equipment.&lt;br /&gt;
&lt;br /&gt;
==Sellers Stocks==&lt;br /&gt;
===First seller===&lt;br /&gt;
* weapon_pistol&lt;br /&gt;
* weapon_smg1&lt;br /&gt;
* weapon_healer&lt;br /&gt;
* weapon_physcannon&lt;br /&gt;
* item_ammo_pistol&lt;br /&gt;
* item_ammo_smg1&lt;br /&gt;
* item_healthkit&lt;br /&gt;
* item_battery&lt;br /&gt;
* item_ammo_smg1_grenade&lt;br /&gt;
* weapon_frag&lt;br /&gt;
&lt;br /&gt;
===Second seller===&lt;br /&gt;
* weapon_shotgun&lt;br /&gt;
* weapon_357&lt;br /&gt;
* weapon_healer&lt;br /&gt;
* weapon_rpg&lt;br /&gt;
* weapon_slam&lt;br /&gt;
* weapon_stunstick&lt;br /&gt;
* item_healthkit&lt;br /&gt;
* item_battery&lt;br /&gt;
* item_ammo_pistol&lt;br /&gt;
* item_ammo_smg1&lt;br /&gt;
* item_ammo_357&lt;br /&gt;
* item_box_buckshot&lt;br /&gt;
* item_rpg_round&lt;br /&gt;
* weapon_uzi&lt;br /&gt;
* item_ammo_smg1_grenade&lt;br /&gt;
&lt;br /&gt;
===Third seller===&lt;br /&gt;
* weapon_357&lt;br /&gt;
* weapon_ar2&lt;br /&gt;
* weapon_crossbow&lt;br /&gt;
* weapon_alyxgun&lt;br /&gt;
* weapon_healer&lt;br /&gt;
* sniperrifle&lt;br /&gt;
* weapon_gauss&lt;br /&gt;
* weapon_manhack&lt;br /&gt;
* weapon_slam&lt;br /&gt;
* item_ammo_pistol&lt;br /&gt;
* item_ammo_smg1&lt;br /&gt;
* item_ammo_357&lt;br /&gt;
* item_box_buckshot&lt;br /&gt;
* item_ammo_ar2&lt;br /&gt;
* item_ammo_ar2_altfire&lt;br /&gt;
* item_ammo_smg1_grenade&lt;br /&gt;
* item_ammo_crossbow&lt;br /&gt;
* item_box_alyxrounds&lt;br /&gt;
* item_box_sniper_rounds&lt;br /&gt;
* item_rpg_round&lt;br /&gt;
* item_healthkit&lt;br /&gt;
* item_battery&lt;br /&gt;
&lt;br /&gt;
==NPCs in map==&lt;br /&gt;
&lt;br /&gt;
''Note: (&amp;lt;name&amp;gt;) = Name of NPC in map.''&lt;br /&gt;
&lt;br /&gt;
* npc_metropolice (Metropolice)&lt;br /&gt;
* npc_turret_floor&lt;br /&gt;
* npc_rollermine&lt;br /&gt;
* npc_headcrab (Headcrab)&lt;br /&gt;
* npc_headcrab_fast (Fast Headcrab)&lt;br /&gt;
* npc_headcrab_black&lt;br /&gt;
* npc_poisonzombie (Poison Zombie)&lt;br /&gt;
* combine_mine&lt;br /&gt;
* npc_zombie (Zombie)&lt;br /&gt;
* npc_combine_s (Combine Soldier)&lt;br /&gt;
* npc_fastzombie (Fast Zombie)&lt;br /&gt;
* monster_human_assassin (Assassin)&lt;br /&gt;
* npc_manhack (Manhack)&lt;br /&gt;
* npc_antlion&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
* '''Shutting down the Force Field:''' Go under the bridge that is full of Zombies, and push the lever.&lt;br /&gt;
* '''Opening the door to the tunnel:''' Two buttons will appear all both ends of the door after the documents have been delivered to the second outpost. Two players must press each button at the same time.&lt;br /&gt;
* '''Getting to the area between the main tunnel and the Assassins:''' Somebody has to go into the room with a valve that'll open a garage door to another area of the tunnel, but it won't stay opened, somebody has to go to the tunnel while it is still open, and then they can open the locked door for you that'll let you lead to the tunnel. The next area has Assassins, so be careful.&lt;br /&gt;
* '''Getting to the third outpost:''' There is a radiactive area, that has two valves on each side of the area. You need to use certain crates to jump over to get over there, but you'll have to use the same crate a few other times, so move it to the area you need it. Two crates is recommend. Careful with Manhacks though.&lt;br /&gt;
* '''Getting into Antlion arena:''' Same as getting into the tunnel, two players must press each button on each side of the door at the same time.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Hidden all over the map are piles of cash, which when picked up grant the player 15 points.&lt;br /&gt;
* Most equipment in this map is only gotten through merchants. Be sure to conserve your points and try your best not to waste the weapons you have.&lt;br /&gt;
* Equipment gets more expensive later on at different merchants. A medkit bought at the starting merchant is much cheaper than one bought at a later one.&lt;br /&gt;
* Useful equipment pairs are often spread out among merchants. For example, the gravity gun is sold at the first merchant, but saw blades are sold at the second.&lt;br /&gt;
* The new version of this map allows some OICWs and g36s to be scattered around the map, as well as Shotgun Ammo Crates.&lt;br /&gt;
* If you are in singleplayer, noclip allows you to go through the doors that have two buttons on each end, but it might make you miss certain events. If you are fast enough, you can use noclip to push both buttons in time, but it doesn't always work.&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=File:Courierwip.png&amp;diff=1649</id>
		<title>File:Courierwip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=File:Courierwip.png&amp;diff=1649"/>
				<updated>2018-01-20T18:00:10Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1648</id>
		<title>Dedicated Server Setup 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1648"/>
				<updated>2018-01-20T17:44:24Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Note:''' At the time of writing, no binaries are publicly available for Linux and Mac OS.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Warning: Do not update your server content or you will have to struggle with SteamPipe bugs. Please.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
* A basic understanding of filesystem paths (i.e. &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; refers to the folder &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; ''inside'' &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, not both the folders), and the different path representations between Windows and *nix (i.e. &amp;lt;tt&amp;gt;\&amp;lt;/tt&amp;gt; in Windows is the same as &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt; in UNIX[-like] operating systems).&lt;br /&gt;
* A basic understanding of the operating system's command-line interface (i.e. [[Wikipedia:Command Prompt|Command Prompt]] for Windows and Terminals for [[Wikipedia:GNOME Terminal|Linux]] and [[Wikipedia::Apple Terminal|Mac OS]]).&lt;br /&gt;
* A fast broadband connection (preferably one without a data transfer limit) to prevent premature aging waiting for the uploads to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Server Install==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Don't use SteamCMD for OC, use only HLDS Update Tool as that's the only one providing the non-vpk content.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Step 1: Download The HLDS Update Tool===&lt;br /&gt;
{{Windows|Download this file to a temporary location: '''http://www.steampowered.com/download/hldsupdatetool.exe'''}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In a ''Terminal (On Ubuntu: Applications &amp;amp;rarr; Accessories &amp;amp;rarr; Terminal)'' window, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;mkdir srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;wget &amp;lt;nowiki&amp;gt;http://www.steampowered.com/download/hldsupdatetool.bin&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2: Install The HLDS Update Tool===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
||''This could help : &amp;lt;nowiki&amp;gt;http://planethalflife.gamespy.com/View.php?view=HL2Guides.Detail&amp;amp;id=4&amp;amp;game=3&amp;lt;/nowiki&amp;gt;''|.&lt;br /&gt;
|Double-click on &amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt; and follow the instructions given by the wizard.&lt;br /&gt;
|For the purpose of this tutorial, we will assume that you put the HLDSUpdateTool in &amp;lt;tt&amp;gt;c:\srcds&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|Open a ''Command Prompt (Start &amp;amp;rarr; Accessories &amp;amp;rarr; Command Prompt)'' window and execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;c:&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''hldsupdatetool'' will now be downloaded to replace the one installed by the wizard.}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Terminal'' window as [[#Step 1: Download The HLDS Update Tool|Step 1]], execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;chmod +x hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''steam'' (the executable) will now be downloaded to replace the one extracted when you ran &amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 3: Download The Base Server Files===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Command Prompt'' window as [[#Step 2: Install The HLDS Update Tool|Step 2]], execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''hldsupdatetool'' is located in. '''NOTE:''' Choosing the directory where is the HLDSUpdateTool will reinstall this program.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the existing ''Terminal'' window from Steps 1 and 2, execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''steam'' is located in.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 4: Setting Up The Folder Structure===&lt;br /&gt;
After [[#Step 3: Download The Base Server Files|Step 3]] completes, you should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\ &lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\ //No longer appears, and isn´t necessary now.&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds.exe&lt;br /&gt;
|orangebox\steam_appid.txt //No longer appears, and isn´t necessary now.&lt;br /&gt;
|ClientRegistry.blob&lt;br /&gt;
|HldsUpdateTool.exe&lt;br /&gt;
|HldsUpdateTool_&amp;lt;tool version&amp;gt;.mst&lt;br /&gt;
|InstallRecord.blob&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;.steam\&lt;br /&gt;
|.steam\clientregistry.blob&lt;br /&gt;
|hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\&lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds_linux&lt;br /&gt;
|orangebox\srcds_run&lt;br /&gt;
|orangebox\steam_appid.txt&lt;br /&gt;
|hldsupdatetool.bin&lt;br /&gt;
|InstallRecord.blob&lt;br /&gt;
|steam&lt;br /&gt;
|test1.so&lt;br /&gt;
|test2.so&lt;br /&gt;
|test3.so&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, because Valve didn't set up the files properly on their server, you'll need to fix it yourself.&lt;br /&gt;
&lt;br /&gt;
'''GUI Approach:'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Merge the two &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folders by copying the contents of the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside) into the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder. This may take a while since it totals to about 1.5 GBs.&lt;br /&gt;
&lt;br /&gt;
If you're impatient or tight on time / space, consider doing the inverse instead, i.e. moving the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; to the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside), and then moving that folder back into the &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. This will be significantly faster since move operations are faster than copies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Command-Line Approach:'''&lt;br /&gt;
&lt;br /&gt;
{{Windows|In the existing ''Command Prompt'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;xcopy /s /e hl2 orangebox\hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|In the existing ''Terminal'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;cp -R hl2 orangebox/hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
===Step 5: Setting Up the campaign content===&lt;br /&gt;
Campaign content is stored only in GCFs downloadable only via the Steam client, so be prepared to upload the extracted files to your server. You will need [http://nemesis.thewavelength.net/index.php?p=25 this application] in order to proceed.&lt;br /&gt;
&lt;br /&gt;
Things are a little easier for Windows server operators with Remote Desktop access to their servers since they can simply install Steam on their servers and do everything directly there.&lt;br /&gt;
&lt;br /&gt;
====Manual method:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life source.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;hl1&amp;lt;/tt&amp;gt; folder (in the GCF) to your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl1&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life Deathmatch: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life 2 content.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======source 2007 binaries.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared materials.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared models.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared sounds.gcf======&lt;br /&gt;
&lt;br /&gt;
======half-life 2 2007 base content.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;, with &amp;lt;tt&amp;gt;source 2007 binaries.gcf&amp;lt;/tt&amp;gt; being extracted first and &amp;lt;tt&amp;gt;half-life 2 2007 base content.gcf&amp;lt;/tt&amp;gt; being last), extract the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCFs) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Lost Coast=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract the content from ''lostcoast content.gcf''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode One=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode 1 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&lt;br /&gt;
======half-life 2 episode one.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======episodic 2007 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&lt;br /&gt;
======episode one 2007 content.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, and everything from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Two=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode two content.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two maps.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two materials.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;), extract everything from the &amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/ep2&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist and overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Three=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
You must be living in the future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Automatic method:====&lt;br /&gt;
&lt;br /&gt;
Download the [http://wiki.obsidianconflict.net/?title=Campaign-Extract Campaign Extract], and select the content of the games that you want for your server.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You will need the content of Half-Life 2 if you want the content of Half-Life 2: Lost Coast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Game Content====&lt;br /&gt;
'''Note:''' If you download any of the following (sans ''Portal'') using the ''HLDS Update Tool'' after downloading &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;you will be forced to download a new set of engine binaries incompatible with the current release of Obsidian Conflict&amp;lt;/span&amp;gt;. A telltale sign that this has occurred is when you see an engine error along the lines of ''SetupArrayProps_R: array prop '(null)' is at index zero'' or ''Host_Error: IDLLFunctions::DLLInit returned false'' when you try to start the server. To workaround that, simply rename the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder (inside &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;) to something else (e.g. &amp;lt;tt&amp;gt;bin_se2007&amp;lt;/tt&amp;gt;) '''before''' downloading the game's files. On completion, delete the newly created &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder and rename the old one back to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
And don´t let the game content overwrite the HL2 folder, or you will forced to download again orangebox to fix it.&lt;br /&gt;
&lt;br /&gt;
For the curious, the reason for this is that almost all official Valve games now run on [http://developer.valvesoftware.com/wiki/Source_Engine_2009 Source Engine 2009], but most mods (sans ''Garry's Mod'') continue to run on the older ''Source Engine 2007'' (Source SDK Base 2007). These two versions are incompatible with each other, and Valve has yet to release a version of ''Source SDK Base'' for ''Source Engine 2009''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Counter-Strike: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''counter-strike source shared.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;Counter-Strike: Source&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Day of Defeat: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''day of defeat source.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;dods&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Portal=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Team Fortress 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloading And Installing Obsidian==&lt;br /&gt;
Copy the &amp;lt;tt&amp;gt;obsidian&amp;lt;/tt&amp;gt; folder from a fresh install of Obsidian Conflict into your dedicated server's &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. While installing Obsidian Conflict, remember install '''ONLY''' the server files without the Sourcemod extension (because those are outdated), not the client files.&lt;br /&gt;
&lt;br /&gt;
After putting the obsidian folder inside the orangebox folder, install the available server hotfixes of your current version.&lt;br /&gt;
&lt;br /&gt;
Download the Sourcemod extension for Obsidian Conflict [http://www.wuala.com/Obsidian%20Conflict/SourceMod here].&lt;br /&gt;
&lt;br /&gt;
In case you installed the SM extension during installing OC, go to ''sourcemod/gamedata'' And do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-In ''core.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
-In ''sdktools.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
==Mounting Content==&lt;br /&gt;
Content mounts are controlled by a set of files in the &amp;lt;tt&amp;gt;obsidian/mount&amp;lt;/tt&amp;gt; folder. Each file determines whether or not the respective game's content is mounted. These files are merely blank files without any extensions - their contents do not matter since the mod merely checks if the file is there, mounting the content if the file is present.&lt;br /&gt;
Valid file names are:&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;css&amp;lt;/tt&amp;gt; &amp;amp;harr; Counter-Strike: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;dod&amp;lt;/tt&amp;gt; &amp;amp;harr; Day of Defeat: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode One&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;hls&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;lostcoast&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Lost Coast&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end, the file structure inside your orangebox folder must be like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;&lt;br /&gt;
|bin\ &lt;br /&gt;
|cstrike\ //if their content was extracted&lt;br /&gt;
|dod\ //if their content was extracted&lt;br /&gt;
|ep2\ //if their content was extracted&lt;br /&gt;
|episodic\ //if their content was extracted&lt;br /&gt;
|hl1\ //if their content was extracted&lt;br /&gt;
|hl2\&lt;br /&gt;
|lostcoast\ //if their content was extracted&lt;br /&gt;
|obsidian\&lt;br /&gt;
|platform\&lt;br /&gt;
|hlds_steamgames.vdf&lt;br /&gt;
|srcds.exe&lt;br /&gt;
|steam_appid.txt&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;&lt;br /&gt;
ToDo: Get information about how it would look in Linux&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|&amp;lt;tt&amp;gt;&lt;br /&gt;
Unavailable at time of writing.&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installing, configuring the server plugins and running the server==&lt;br /&gt;
&lt;br /&gt;
Now, after configure the server, it´s time to install and configure the server plugins for the basic admin options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Metamod: Source===&lt;br /&gt;
&lt;br /&gt;
Go to the website of Metamod: Source and [http://www.sourcemm.net/downloads download the last version].&lt;br /&gt;
&lt;br /&gt;
You will have to extract the files and put them in ''orangebox/obsidian/addons'' (don´t confuse with the add-ons folder, that is where the files of the mounted content are).&lt;br /&gt;
&lt;br /&gt;
Now, go [http://www.sourcemm.net/vdf here] and generate a .VDF file. It must look inside like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Plugin&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;file&amp;quot;   &amp;quot;../obsidian/addons/metamod/bin/server&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put this file in the addons folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Sourcemod===&lt;br /&gt;
&lt;br /&gt;
Visit the Sourcemod homepage and [http://www.sourcemod.net/downloads.php download the last version].&lt;br /&gt;
&lt;br /&gt;
Put the ''addons'' and ''cfg'' folders inside the ''obsidian'' folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Configuring Sourcemod====&lt;br /&gt;
&lt;br /&gt;
Since Metamod only needs to be put inside the addons folder and have their .VDF file to be loaded automatically by the server, you only need to configure Sourcemod:&lt;br /&gt;
&lt;br /&gt;
To add admins, go to ''addons/sourcemod/config'' and open ''admins_simple.ini''.&lt;br /&gt;
&lt;br /&gt;
If you want enable rtv, nominations and more, go to ''addons/sourcemod/plugins/disabled'', and move them outside of that folder (to ''/plugins'').&lt;br /&gt;
&lt;br /&gt;
To configure the different options that have Sourcemod, go to ''/cfg/sourcemod'' and open ''sourcemod.cfg''. '''NOTE:''' The options of the different plugins that have/will load Sourcemod like rtv, only will appear after start the server and load both Metamod and Sourcemod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Running the server===&lt;br /&gt;
&lt;br /&gt;
To finish, start your server (you can use the GUI by clicking the srcds.exe file, but it needs more resources) opening a command window and typing (after being in the folder where is the srcds.exe file): &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;''srcds.exe -console -game obsidian -port 27015 +map oc_lobby +maxplayers 8''&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(you can make also a .bat file to avoid this).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If apart of the lines about the soundscapes, the func_door and two lines related with Steam that comes before &amp;quot;VAC is enabled&amp;quot;, you dont see nothing more, congratulations, your server works fine.&lt;br /&gt;
&lt;br /&gt;
Now, it´s up to you configure the server as you want/need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Talk:OC_Console_Command_List&amp;diff=1647</id>
		<title>Talk:OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Talk:OC_Console_Command_List&amp;diff=1647"/>
				<updated>2014-04-14T19:38:14Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maestro Fénix: CVAR list got from the mod by using cvarlist and dumping the output into files (14/04/2014). Needs to be clear from any hl2/any other game cvar before putting it into the page:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist a&lt;br /&gt;
cvar list&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
addip                                    : cmd      :                  : Add an IP address to the ban list.&lt;br /&gt;
adsp_alley_min                           : 122      :                  : &lt;br /&gt;
adsp_courtyard_min                       : 126      :                  : &lt;br /&gt;
adsp_debug                               : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
adsp_dor_height                         : 112      :                  : &lt;br /&gt;
adsp_duct_min                            : 106      :                  : &lt;br /&gt;
adsp_hall_min                            : 110      :                  : &lt;br /&gt;
adsp_low_ceiling                         : 108      :                  : &lt;br /&gt;
adsp_opencourtyard_min                   : 126      :                  : &lt;br /&gt;
adsp_openspace_min                       : 130      :                  : &lt;br /&gt;
adsp_openstreet_min                      : 118      :                  : &lt;br /&gt;
asp_openwall_min                        : 130      :                  : &lt;br /&gt;
adsp_room_min                            : 102      :                  : &lt;br /&gt;
adsp_street_min                          : 118      :                  : &lt;br /&gt;
adsp_tunnel_min                          : 114      :                  : &lt;br /&gt;
adsp_wall_height                         : 128      :                  : &lt;br /&gt;
advisor_use_impact_table                 : 1        : , &amp;quot;sv&amp;quot;           : If true, advisor will use her custom impact damage table.&lt;br /&gt;
ai_actbusy_sarch_time                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_ally_manager_debug                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_auto_contact_solver                   : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_block_damage                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_citizen_debug_commander               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_clear_bad_links                       : cmd      :                  : Clears bits set on nav links indicating link is unusable &lt;br /&gt;
ai_debug_actbusy                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2:&lt;br /&gt;
ai_debug_assault                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_avoidancebounds                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_directnavprobe                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_doors                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_dyninteractions                : 0        : , &amp;quot;sv&amp;quot;           : Debug the NPC dynamic interaction system.&lt;br /&gt;
ai_debug_efficiency                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_enemies                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_enemyfinders                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_eventresponses                  : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them.&lt;br /&gt;
ai_debug_expressions                     : 0       : , &amp;quot;sv&amp;quot;           : Show random expression decisions for NPCs.&lt;br /&gt;
ai_debug_follow                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_loners                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_looktargets                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_los                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l&lt;br /&gt;
ai_debug_nav                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_node_connect                    : cmd      :                  : Debug the attempted connection between two nodes&lt;br /&gt;
ai_debug_ragdoll_magnets                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_readiness                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_shoot_positions                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
ai_debug_speech                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_squads                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_think_ticks                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debugscriptconditions                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_default_efficient                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_disable                               : cmd      :                  : Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to t&lt;br /&gt;
ai_drawbattlelines                       : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ai_drop_hint                             : cmd      :                  : Drop an ai_hint at the player's current eye position.&lt;br /&gt;
ai_dump_hints                            : cmd      :                  : &lt;br /&gt;
ai_ef_hate_npc_duration                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_ef_hate_npc_frequency                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_efficiency_override                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_enable_fear_behavior                  : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
ai_expression_frametime                  : 0        : , &amp;quot;sv&amp;quot;           : Maximum frametime to still play background expressions.&lt;br /&gt;
ai_expression_optimization               : 0        : , &amp;quot;sv&amp;quot;           : Disable npc background expressions when you can't see them.&lt;br /&gt;
ai_fear_player_dist                      : 720      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_find_lateral_cover                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_find_lateral_los                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_flinch_delay_time                    : 0        : , &amp;quot;sv&amp;quot;           : When an npc is damaged they flinch, this is the delay time between flinches.&lt;br /&gt;
ai_follow_move_commands                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_follow_use_points                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_follow_use_points_when_moving         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_force_serverside_ragdoll              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_frametime_limit                       : 50       : , &amp;quot;sv&amp;quot;           : frametime limt for min efficiency AIE_NORMAL (in sec's).&lt;br /&gt;
ai_hull                                  : cmd      :                  : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used  Arguments: NPC name or classname, &lt;br /&gt;
ai_inhibit_spawners                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ai_lead_time                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_LOS_mode                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_moveprobe_debug                       : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_moveprobe_jump_debug                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_moveprobe_usetracelist                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_navigator_generate_spikes             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_navigator_generate_spikes_strength    : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_new_aiming                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_newgroundturret                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_next_hull                            : cmd      :                  : Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are &lt;br /&gt;
ai_no_local_paths                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_node_cache                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_select_box                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_steer                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_talk_delay                         : 0        :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_nodes                                 : cmd      :                  : Toggles node display.  First call displays the nodes for the given network as green objects.  Second call  displays the nodes a&lt;br /&gt;
ai_norebuildgraph                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_adjust_speed_on_immediate_turns  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_insert_pause_at_est_end          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_insert_pause_at_obstruction      : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
ai_post_frame_navigation                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_radial_max_link_dist                  : 512      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_reaction_delay_alert                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_reaction_delay_idle                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_readiness_decay                       : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_rebalance_thinks                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_report_task_timings_on_limit          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;v&amp;quot;      : &lt;br /&gt;
ai_resume                                : cmd      :                  : If NPC is stepping through tasks (see ai_step ) will resume normal processing.&lt;br /&gt;
ai_sequence_debug                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_set_move_height_epsilon               : cmd      :                  : Set how high AI bumps up ground walkers when checking steps&lt;br /&gt;
ai_setupbones_debug                      : 0        : , &amp;quot;sv&amp;quot;           : Shows that bones that are setup every think&lt;br /&gt;
ai_shot_bias                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_shot_bias_max                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_shot_bias_min                         : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_shot_stats                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_shot_stats_term                       : 1000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_connect                          : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Huls are color code as follows:  Gre&lt;br /&gt;
ai_show_connect_fly                      : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre&lt;br /&gt;
ai_show_connect_jump                     : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre&lt;br /&gt;
ai_show_graph_connect                    : cmd      :                  : Togles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by &lt;br /&gt;
ai_show_grid                             : cmd      :                  : Draw a grid on the floor where looking.&lt;br /&gt;
ai_show_hints                            : cmd      :                  : Displays all hints as small boxes  Blue  - hint is available for use  Red  - hint is currently being used by an NPC  Orange  - &lt;br /&gt;
ai_show_hull                             : cmd      :                  :Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:  Green  - &lt;br /&gt;
ai_show_hull_attacks                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_node                             : cmd      :                  : Highlight the specified node&lt;br /&gt;
ai_show_think_tolerance                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_visibility                       : cmd      :                  : Toggles visibility display for the node that the player is loking at.  Nodes that are visible from the selected node will be d&lt;br /&gt;
ai_simulate_task_overtime                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_cone_focus_time                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_defocused_cone_multiplier      : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_pattern_focus_time             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_step                                  : cmd      :                  : NPCs will freeze after completing their current task.  To complete the nexttask, use 'ai_step' again.  To resume processing no&lt;br /&gt;
ai_strong_optimizations                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_strong_optimizations_no_checkstand    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_task_pre_script                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_test_los                              : cmd      :                  : Test AI LOS from the player's POV&lt;br /&gt;
ai_test_moveprobe_ignoresmall            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_think_limit_label                     : 0        : , a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
ai_use_clipped_paths                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_efficiency                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_frame_think_limits                : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_readiness                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_think_optimizations               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_visibility_cache                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_vehicle_avoidance                     : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ainet_generate_report                    : cmd      :                  : Generate a report to the console.&lt;br /&gt;
ainet_generate_report_only               : cmd      :                  : Generate a report to the console.&lt;br /&gt;
air_density                              : cmd      :                  : Changes the density of air for drag computations.&lt;br /&gt;
airboat_fatal_stress                     : 5000     : , &amp;quot;sv&amp;quot;           : Amount of stress in kg that would kill the airboat driver.&lt;br /&gt;
airboat_joy_respons_move                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
alias                                    : cmd      :                  : Alias a command.&lt;br /&gt;
alyx_darkness_force                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
anim_3wayblend                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Toggle the 3-way animation blending code.&lt;br /&gt;
antlion_easycrush                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
askconnect_accept                        : cmd      :                  : Accept a redirect requestby the server.&lt;br /&gt;
async_allow_held_files                   : 1        :                  : Allow AsyncBegin/EndRead()&lt;br /&gt;
async_mode                               : 0        :                  : Set the async filesystem mode (0 = async, 1 = synchronous)&lt;br /&gt;
async_resume                             : cmd      :                  : &lt;br /&gt;
async_serialize                          : 0        :                  : Force async reads to serialize for profiling&lt;br /&gt;
async_simulate_delay                     : 0        :                  :Simulate a delay of up to a set msec per file operation&lt;br /&gt;
async_suspend                            : cmd      :                  : &lt;br /&gt;
audit_save_in_memory                     : cmd      :                  : Audit the memory usage and files in the save-to-memory system&lt;br /&gt;
autoaim_max_deflect                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autoaim_max_dist                         : 2160     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autoaim_unlock_target                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autosave                                : cmd      :                  : Autosave&lt;br /&gt;
autosavedangerous                        : cmd      :                  : AutoSaveDangerous&lt;br /&gt;
autosavedangerousissafe                  : cmd      :                  : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
157 convars/concommands for [a]&lt;br /&gt;
&lt;br /&gt;
] cvarlist b&lt;br /&gt;
cvar list&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
banid                                    : cmd      :                  : Add a user ID to the ban list.&lt;br /&gt;
banip                                    : cmd      :                 : Add an IP address to the ban list.&lt;br /&gt;
bench_end                                : cmd      :                  : Ends gathering of info.&lt;br /&gt;
bench_showstatsdialog                    : cmd      :                  : Shows a dialog displaying the most recent benchmark results.&lt;br /&gt;
bench_start                              : cmd      :                  : Starts gathering of info. Arguments: filename to write results into&lt;br /&gt;
bench_upload                             : cmd      :                  : Uploads most reent benchmark stats to the Valve servers.&lt;br /&gt;
benchframe                               : cmd      :                  : Takes a snapshot of a particular frame in a time demo.&lt;br /&gt;
bind                                     : cmd      :                  : Bind a key.&lt;br /&gt;
binds_per_command                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
BindToggle                               : cmd      :                  : Performs a bind &amp;lt;key&amp;gt; 'increment var &amp;lt;cvar&amp;gt; 0 1 1'&lt;br /&gt;
birds_debug                              : 0        : , &amp;quot;s&amp;quot;           : &lt;br /&gt;
blink_duration                           : 0        : , &amp;quot;cl&amp;quot;           : How many seconds an eye blink will last.&lt;br /&gt;
blob_batchpercent                        : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_element_speed                       : 187      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_mindist                             : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_numelements                         : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_radius                              : 160      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bloodspray                              : cmd      :                  : blood&lt;br /&gt;
bot                                      : cmd      :                  : Add a bot.&lt;br /&gt;
bot_add                                  : cmd      :                  : Add a bot.&lt;br /&gt;
bot_attack                               : 0        : , &amp;quot;sv&amp;quot;           : Shoot!&lt;br /&gt;
bot_changeclass                          : 0        : , &amp;quot;sv&amp;quot;           : Force all bots to change to the specified class.&lt;br /&gt;
bot_crouch                               : 0        : , &amp;quot;sv&amp;quot;           : Bo crouches&lt;br /&gt;
bot_defend                               : 0        : , &amp;quot;sv&amp;quot;           : Set to a team number, and that team will all keep their combat shields raised.&lt;br /&gt;
bot_flipout                              : 0        : , &amp;quot;sv&amp;quot;           : When on, all bots fire their guns.&lt;br /&gt;
bot_forceattack2                         : 0        : , &amp;quot;sv&amp;quot;           : When firing, use attack2.&lt;br /&gt;
bot_forceattackon                        : 0        : , &amp;quot;sv&amp;quot;           : When firing, don't tap fire, hold it down.&lt;br /&gt;
bot_forcefireweapon                     : 0        : , &amp;quot;sv&amp;quot;           : Force bots with the specified weapon to fire.&lt;br /&gt;
bot_mimic                                : 1        : , &amp;quot;sv&amp;quot;           : Bot uses usercmd of player by index.&lt;br /&gt;
bot_mimic_yaw_offset                     : 0        : , &amp;quot;sv&amp;quot;           : Offsets the bot yaw.&lt;br /&gt;
bot_model                                : 0        : , &amp;quot;sv&amp;quot;           : Bot player model.&lt;br /&gt;
bot_sendcmd                              : 0        : , &amp;quot;sv&amp;quot;           : Forces bots to send the specified command.&lt;br /&gt;
bot_zombe                               : 0        : , &amp;quot;sv&amp;quot;           : Brraaaaaiiiins.&lt;br /&gt;
box                                      : cmd      :                  : Draw a debug box.&lt;br /&gt;
breakable_disable_gib_limit              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
breakable_multiplayer                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
buddha                                   : cmd      :                  : Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)&lt;br /&gt;
budget_averages_window                  : 30       : , &amp;quot;a&amp;quot;            : number of frames to look at when figuring out average frametimes&lt;br /&gt;
budget_background_alpha                  : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
budget_bargraph_background_alpha         : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
budget_bargraph_range_ms                 : 16       : , &amp;quot;a&amp;quot;            : budget bargraph range in milliseconds&lt;br /&gt;
budget_history_numsamplesvisible         : 100      : , &amp;quot;a&amp;quot;            : number ofsamples to draw in the budget history window.  The lower the better as far as rendering overhead of the budget panel&lt;br /&gt;
budget_history_range_ms                  : 66       : , &amp;quot;a&amp;quot;            : budget history range in milliseconds&lt;br /&gt;
budget_panel_bottom_of_history_fraction  : 0        : , &amp;quot;a&amp;quot;            : number between 0 and 1&lt;br /&gt;
budget_panel_height                      : 1024     : , &amp;quot;a&amp;quot;            : height in pixels of the budget panel&lt;br /&gt;
budget_panel_width                       : 1024     : , &amp;quot;a&amp;quot;            : widthin pixels of the budget panel&lt;br /&gt;
budget_panel_x                           : 0        : , &amp;quot;a&amp;quot;            : number of pixels from the left side of the game screen to draw the budget panel&lt;br /&gt;
budget_panel_y                           : 50       : , &amp;quot;a&amp;quot;            : number of pixels from the top side of the game screen to draw the budget panel&lt;br /&gt;
budget_peaks_window                      : 30       : , &amp;quot;a&amp;quot;            : number of frames to look at when figuring out peak frametimes&lt;br /&gt;
budget_show_averages                      0        : , &amp;quot;a&amp;quot;            : enable/disable averages in the budget panel&lt;br /&gt;
budget_show_history                      : 1        : , &amp;quot;a&amp;quot;            : turn history graph off and on. . good to turn off on low end&lt;br /&gt;
budget_show_peaks                        : 1        : , &amp;quot;a&amp;quot;            : enable/disable peaks in the budget panel&lt;br /&gt;
budget_toggle_group                      : cmd      :                  : Turn a budget group on/off&lt;br /&gt;
bug                                      : cmd      :                  : Show/hide the bg reporting UI.&lt;br /&gt;
bug_swap                                 : cmd      :                  : Automatically swaps the current weapon for the bug bait and back again.&lt;br /&gt;
bugbait_distract_time                    : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_grenade_radius                   : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_hear_radius                      : 2500     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_radius                           : 512      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugreporter_includebsp                   : 1        :                 : Include .bsp for internal bug submissions.&lt;br /&gt;
bugreporter_uploadasync                  : 0        : , &amp;quot;a&amp;quot;            : Upload attachments asynchronously&lt;br /&gt;
buildcubemaps                            : cmd      :                  : Rebuild cubemaps.&lt;br /&gt;
building_cubemaps                        : 0        :                  : &lt;br /&gt;
bulletspeed                              : 6000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 64 convars/concommands for [b]&lt;br /&gt;
&lt;br /&gt;
] cvarlist c&lt;br /&gt;
var list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
c_maxdistance                            : 200      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_maxpitch                               : 90       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_maxyaw                                 : 135      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_mindistance                            : 30       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_minpitch                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_minyaw                                 : -135     : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_orthoheight                            : 00      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_orthowidth                             : 100      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cache_print                              : cmd      :                  : cache_print [section] Print out contents of cache memory.&lt;br /&gt;
cache_print_lru                          : cmd      :                  : cache_print_lru [section] Print out contents of cache memory.&lt;br /&gt;
cache_print_summary                      : cmd      :                  : cache_print_summary [section] Print out a summary contents of cache emory.&lt;br /&gt;
CallForAttention                         : cmd      :                  : Notify players of a nearby threat&lt;br /&gt;
CallForMedic                             : cmd      :                  : Call for a medic.&lt;br /&gt;
cam_collision                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.&lt;br /&gt;
cam_command                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cam_idealdelta                           :         : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Controls the speed when matching offset to ideal angles in thirdperson view&lt;br /&gt;
cam_idealdist                            : 150      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_ideallag                             : 4        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Amount of lag used when matching offset to ideal angles in thirdperson view&lt;br /&gt;
cam_idealpitch                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_idealyaw                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_showangles                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.&lt;br /&gt;
cam_snapto                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
camortho                                 : cmd      :                  : Switch to orthographic camera.&lt;br /&gt;
cancelselect                             : cmd      :                  : &lt;br /&gt;
cast_hull                                : cmd      :                  : Tests hull collision detection&lt;br /&gt;
cast_ray                                : cmd      :                  : Tests collision detection&lt;br /&gt;
cc_captiontrace                          : 1        : , &amp;quot;cl&amp;quot;           : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)&lt;br /&gt;
cc_emit                                  : cmd      :                  : Emits a closed caption&lt;br /&gt;
cc_findsound                             : cmd      :                  : Searches for soundname which emits specified text.&lt;br /&gt;
cc_flush                                 : cmd      :                  : Flushes async'd aptions.&lt;br /&gt;
cc_lang                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Current close caption language (emtpy = use game UI language)&lt;br /&gt;
cc_linger_time                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Close caption linger time.&lt;br /&gt;
cc_minvisibleitems                       : 1        : , &amp;quot;cl&amp;quot;           : Minimum number of caption items to show.&lt;br /&gt;
cc_predisplay_time                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Close caption delay before showing caption.&lt;br /&gt;
cc_random                               : cmd      :                  : Emits a random caption&lt;br /&gt;
cc_sentencecaptionnorepeat               : 4        : , &amp;quot;cl&amp;quot;           : How often a sentence can repeat.&lt;br /&gt;
cc_showblocks                            : cmd      :                  : Toggles showing which blocks are pending/loaded async.&lt;br /&gt;
cc_smallfontlength                       : 300      : , &amp;quot;cl&amp;quot;           : If text stream is this long, force usage of small font size.&lt;br /&gt;
cc_subtitles                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : If set, dont show sound effect captions, just voice overs (i.e., won't help hearing impaired players).&lt;br /&gt;
centerview                               : cmd      :                  : &lt;br /&gt;
ch_createairboat                         : cmd      :                  : Spawn airboat in front of the player.&lt;br /&gt;
ch_createjalopy                          : cmd      :                  : Spawn jalopy in front of the player.&lt;br /&gt;
ch_createjeep                            : cmd      :                  : Spawn jeep in front of the player.&lt;br /&gt;
changelevel                             : cmd      :                  : Change server to the specified map&lt;br /&gt;
changelevel2                             : cmd      :                  : Transition to the specified map in single player&lt;br /&gt;
cl_allowdownload                         : 1        : , &amp;quot;a&amp;quot;            : Client downloads customization files&lt;br /&gt;
cl_allowupload                           : 1        : , &amp;quot;a&amp;quot;            : Client uploads customization files&lt;br /&gt;
cl_anglespeedkey                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_aniationinfo                         : cmd      :                  : Hud element to examine.&lt;br /&gt;
cl_autowepswitch                         : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Automatically switch to picked up weapons (if more powerful)&lt;br /&gt;
cl_backspeed                             : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_bob                                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_bobcycle                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_bobup                                 : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
cl_chatfilters                           : 31       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Stores the chat filter settings &lt;br /&gt;
cl_class                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default class when joining a game&lt;br /&gt;
cl_clearhinthistory                      : cmd      :                  : Clear memory of client side hints displayed to the player.&lt;br /&gt;
cl_clock_correction                      : 1        : , &amp;quot;cheat&amp;quot;        : Enable/disable clock correction on the client.&lt;br /&gt;
cl_clock_correction_adjustment_mx_amount : 200      : , &amp;quot;cheat&amp;quot;        : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount &lt;br /&gt;
cl_clock_correction_adjustment_max_offset : 90       : , &amp;quot;cheat&amp;quot;        : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply&lt;br /&gt;
cl_clock_correction_adjustment_min_offset : 10       : , &amp;quot;cheat&amp;quot;        : If the clock offset is less than this amount (in milliseconds), thn no clock correction is applied.&lt;br /&gt;
cl_clock_correction_force_server_tick    : 999      : , &amp;quot;cheat&amp;quot;        : Force clock correction to match the server tick + this offset (-999 disables it).&lt;br /&gt;
cl_clock_showdebuginfo                   : 0        : , &amp;quot;cheat&amp;quot;        : Show debugging info about the clock drift. &lt;br /&gt;
cl_clockdrift_max_ms                     : 150      : , &amp;quot;cheat&amp;quot;        : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.&lt;br /&gt;
cl_clockdrift_max_msthreadmode          : 0        : , &amp;quot;cheat&amp;quot;        : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.&lt;br /&gt;
cl_cmdrate                               : 100      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Max number of command packets sent to server per second&lt;br /&gt;
cl_customsounds                          : 0        : , &amp;quot;cl&amp;quot;           : Enable customized player sound playback&lt;br /&gt;
cl_debugrumble                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Turn on rumble debugging spew&lt;br /&gt;
cldefaultweapon                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default Spawn Weapon&lt;br /&gt;
cl_demoviewoverride                      : 0        : , &amp;quot;cl&amp;quot;           : Override view during demo playback&lt;br /&gt;
cl_detail_avoid_force                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : force with which to avoid players ( in units, percentage of the width of the detail sprite )&lt;br /&gt;
cl_detail_avoid_radius                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : radius around detail sprite to avoid players&lt;br /&gt;
cl_detail_avoid_recover_seed            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : how fast to recover position after avoiding players&lt;br /&gt;
cl_detail_max_sway                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Amplitude of the detail prop sway&lt;br /&gt;
cl_detail_multiplier                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : extra details to create&lt;br /&gt;
cl_detaildist                            : 1200     :                  : Distance at which detail props are no longer visible&lt;br /&gt;
cl_detailfade                            : 400      :                  : Distance cross which detail props fade in&lt;br /&gt;
cl_downloadfilter                        : 0        : , &amp;quot;a&amp;quot;            : Determines which files can be downloaded from the server (all, none, nosounds)&lt;br /&gt;
cl_draw_airboat_wake                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_drawhud                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable the rendering of the hud&lt;br /&gt;
cl_drawleaf                              : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_drawmaterial                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : raw a particular material over the frame&lt;br /&gt;
cl_drawmonitors                          : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_drawshadowtexture                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_dropselecteditem                      : cmd      :                  : Drop the currently selected object from My Items&lt;br /&gt;
cl_dump_particle_stats                   : cmd      :                  : dump particle profiling info to particle_profile.csv&lt;br /&gt;
cl_ejectbrass                            : 1        :                  : &lt;br /&gt;
l_ent_absbox                            : cmd      :                  : Displays the client's absbox for the entity under the crosshair.&lt;br /&gt;
cl_ent_bbox                              : cmd      :                  : Displays the client's bounding box for the entity under the crosshair.&lt;br /&gt;
cl_ent_rbox                              : cmd      :                  : Displays the client's render box for the entity under the crosshair.&lt;br /&gt;
cl_entityreport                          : 0        : , &amp;quot;cheat&amp;quot;        : For debugging, raw entity states to console&lt;br /&gt;
cl_extrapolate                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable extrapolation if interpolation history runs out.&lt;br /&gt;
cl_extrapolate_amount                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Set how many seconds the client will extrapolate entities for.&lt;br /&gt;
cl_fastdetailsprites                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : whether to use new detail sprite system&lt;br /&gt;
cl_fasttempentcollision                  : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_find_ent                             : cmd      :                  : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent &amp;lt;substring&amp;gt; &lt;br /&gt;
cl_find_ent_index                        : cmd      :                  : Display data for clientside entity matching specified index. Format: cl_find_ent_index &amp;lt;index&amp;gt; &lt;br /&gt;
cl_flashlightbeams                       : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_flushentitypacket                     : 0        : , &amp;quot;cheat&amp;quot;        : For debugging. Force theengine to flush an entity packet.&lt;br /&gt;
cl_forcepreload                          : 0        : , &amp;quot;a&amp;quot;            : Whether we should force preloading.&lt;br /&gt;
cl_forwardspeed                          : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_fullupdate                            : cmd      :                  : Forces the server to send a full update packet&lt;br /&gt;
cl_hidesniperlaser                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Disable the sniper laser for the local player's viewmodel.&lt;br /&gt;
cl_hydra_interp                          :0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Interpolate hydra bone positions starting this many seconds in past&lt;br /&gt;
cl_idealpitchscale                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_ignorepackets                         : 0        : , &amp;quot;cheat&amp;quot;        : Force client to ignore packets (for debugging).&lt;br /&gt;
cl_interp                                : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Sets the interpolation amount (bounded on low side by server interp ratio settings).&lt;br /&gt;
cl_interp_all                            : 0        : , &amp;quot;cl&amp;quot;          : Disable interpolation list optimizations.&lt;br /&gt;
cl_interp_npcs                           : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)&lt;br /&gt;
cl_interp_ratio                          : 2        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).&lt;br /&gt;
cl_interp_threadmodeticks                : 0        : , &amp;quot;cl&amp;quot;           : Additional interpolation ticks to use when interpolating with threade engine mode set.&lt;br /&gt;
cl_ironsight_test_wpn_offset             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Tests weapon ironsight offsets&lt;br /&gt;
cl_ironsight_test_wpn_offset_x           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_offset_y           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_offset_z           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_ori_offset_x       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_ori_offset_y       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wn_ori_offset_z       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_jiggle_bone_debug                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_jiggle_bone_debug_pitch_constraints   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_jiggle_bone_debug_yaw_constraints     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_lagcomp_errorcheck                    : 0        : , &amp;quot;cl&amp;quot;          : Player index of other player to check for position errors.&lt;br /&gt;
cl_lagcompensation                       : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform server side lag compensation of weapon firing events.&lt;br /&gt;
cl_language                              : 0        : , &amp;quot;user&amp;quot;         : Language (from HKCU\Software\Valve\Steam\Language)&lt;br /&gt;
cl_leveloverview                         : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_leveloverviewmarker                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_localnetworkbackdoor                 : 1        :                  : Enable network optimizations for single player games.&lt;br /&gt;
cl_logofile                              : 0        : , &amp;quot;a&amp;quot;            : Spraypoint logo decal.&lt;br /&gt;
cl_maxrenderable_dist                    : 3000     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Max distance from the camera at which things will be rendered&lt;br /&gt;
cl_mouseenable                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_mouselook                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Set to 1 to use mouse for look, 0 for keyboad look. Cannot be set while connected to a server.&lt;br /&gt;
cl_new_impact_effects                    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_npc_speedmod_intime                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_npc_speedmod_outtime                  : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_observercrosshair                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_overdraw_test                         : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;numeric&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
cl_panelanimation                        : cmd      :                  : Shows pnel animation variables: &amp;lt;panelname | blank for all panels&amp;gt;.&lt;br /&gt;
cl_particle_batch_mode                   : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_particle_max_count                    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_particle_retire_cost                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_particleeffect_aabb_buffer            : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft&lt;br /&gt;
cl_particles_dump_effects               : cmd      :                  : &lt;br /&gt;
cl_particles_show_bbox                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_pclass                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Dump entity by prediction classname.&lt;br /&gt;
cl_pdump                                 : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Dump info about this entity to screen.&lt;br /&gt;
cl_phys_props_enable                     : 1        : , &amp;quot;cl&amp;quot;           : Disable clientside physics props (must be set before loading a level).&lt;br /&gt;
cl_phys_props_max                       : 300      : , &amp;quot;cl&amp;quot;           : Maximum clientside physic props&lt;br /&gt;
cl_phys_props_respawndist                : 1500     : , &amp;quot;cl&amp;quot;           : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.&lt;br /&gt;
cl_phys_props_respawnrate                : 60       : , &amp;quot;cl&amp;quot;           : Time, in seconds, between clientside prop respawns.&lt;br /&gt;
cl_phys_timescale                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Sets the scale of time for client-side physics (ragdolls)&lt;br /&gt;
cl_pitcdown                             : 89       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_pitchspeed                            : 225      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_pitchup                               : 89       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_playback_screenshots                  : 0        :                  : Allows the client to playback screenshot and jpeg commands in demos.&lt;br /&gt;
cl_playermodel                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;server_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Default Player Model&lt;br /&gt;
cl_playerspraydisable                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Disable player sprays.&lt;br /&gt;
cl_precacheinfo                          : cmd      :                  : Show precache info (client).&lt;br /&gt;
cl_pred_optimize                         : 2        : , &amp;quot;cl&amp;quot;           : Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)&lt;br /&gt;
cl_pred_track                            : cmd      :                  : &amp;lt;entindex&amp;gt; &amp;lt;fieldname&amp;gt;:  Track changes to entity index entindex, for field feldname.&lt;br /&gt;
cl_predict                               : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform client side prediction.&lt;br /&gt;
cl_predictionlist                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Show which entities are predicting &lt;br /&gt;
cl_predictweapons                        : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform client side prediction of weapon effects.&lt;br /&gt;
cl_ragdoll_collide                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_removedecals                          : cmd      :                  : Remove the decals rom the entity under the crosshair.&lt;br /&gt;
cl_resend                                : 6        :                  : Delay in seconds before the client will resend the 'connect' attempt&lt;br /&gt;
cl_resetcustomammo                       : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Reset Client Custom Ammos&lt;br /&gt;
cl_restrict_server_commands              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : blocks commands comming from the server&lt;br /&gt;
cl_righthand                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Use right-handed view models.&lt;br /&gt;
cl_rumblescale                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Scale sensitivity of rumble effects (0 to 1.0)&lt;br /&gt;
cl_screenshotname                        : 0        :                  : Custom Screenshot name&lt;br /&gt;
cl_SetupAllBones                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_shadowtextureoverlaysize              : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_show_splashes                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ShowBoneSetupEnts                     : 0        : , &amp;quot;cl&amp;quot;           : Show which entitiesare having their bones setup each frame.&lt;br /&gt;
cl_showdemooverlay                       : 0        :                  : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)&lt;br /&gt;
cl_showents                              : cmd      :                  : Dump entity list to console.&lt;br /&gt;
cl_showerror                             : 0        : , &amp;quot;cl&amp;quot;           : Show prediction errors, 2 for above plus detailed field deltas.&lt;br /&gt;
cl_showevents                            : 0        : , &amp;quot;cheat&amp;quot;       : Print event firing info in the console&lt;br /&gt;
cl_showfps                               : 0        : , &amp;quot;cl&amp;quot;           : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)&lt;br /&gt;
cl_showhelp                              : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Set to 0 to not show on-screen help&lt;br /&gt;
cl_showpausedimage                       : 1        : , &amp;quot;cl&amp;quot;           : Show the 'Paused' image when game is paused.&lt;br /&gt;
cl_showpluginmessages                    : 1        : , &amp;quot;a&amp;quot;            : Allow plugins to display messagesto you&lt;br /&gt;
cl_showpos                               : 0        : , &amp;quot;cl&amp;quot;           : Draw current position at top of screen&lt;br /&gt;
cl_ShowSunVectors                        : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_showtextmsg                           : 1        : , &amp;quot;cl&amp;quot;           : Enable/disable text messages printing on the screen.&lt;br /&gt;
cl_sidespeed                             : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_smooth                                : 1        : , &amp;quot;cl&amp;quot;           : Smooth view/eye origin after prediction error&lt;br /&gt;
cl_smoothtime                            : 0        : , &amp;quot;cl&amp;quot;           : Smooth client's view after prediction error over this many seconds&lt;br /&gt;
cl_soundemitter_flush                    : cmd      :                  : Flushes the sounds.txt system (client only)&lt;br /&gt;
cl_soundfile                             : 0        : , &amp;quot;a&amp;quot;            : Jingle sound file.&lt;br /&gt;
cl_soundlist_dump                        : cmd      :                  : Dumps the soundemitter sound list&lt;br /&gt;
cl_soundscape_flush                      : cmd      :                 : Flushes the client side soundscapes&lt;br /&gt;
cl_soundscape_printdebuginfo             : cmd      :                  : print soundscapes&lt;br /&gt;
cl_spec_mode                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;server_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : spectator mode&lt;br /&gt;
cl_spewscriptintro                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
cl_sporeclipdistance                     : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_starfield_diameter                    : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_starfield_distance                   : 256      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_sun_decay_rate                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_team                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default team when joining a game&lt;br /&gt;
cl_threaded_bone_setup                   : 0        : , &amp;quot;cl&amp;quot;           : Enable parallel processing of C_BaseAnimating::SetupBones()&lt;br /&gt;
cl_threaded_client_leaf_system           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_timeout                               : 30       : , &amp;quot;a&amp;quot;            : After his many seconds without receiving a packet from the server, the client will disconnect itself&lt;br /&gt;
cl_toggleitemmenu                        : cmd      :                  : Show/hide my items menu&lt;br /&gt;
cl_updaterate                            : 100      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Number of packets per second of updates you are requesting from the server&lt;br /&gt;
cl_upspeed                               : 320      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_usecustomcolors                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Use Custom Player Colrs?&lt;br /&gt;
cl_view                                  : cmd      :                  : Set the view entity index.&lt;br /&gt;
cl_voice_filter                          : 0        :                  : Filter voice by name substring&lt;br /&gt;
cl_winddir                               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Weather effects wind direction angle&lt;br /&gt;
cl_windspeed                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Weather effects wind speed scalar&lt;br /&gt;
cl_wpn_sway_interp                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_wpn_sway_cale                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_yawspeed                              : 210      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
clear                                    : cmd      :                  : Clear all console output.&lt;br /&gt;
clear_debug_overlays                     : cmd      :                  : clears debug overlays&lt;br /&gt;
clientport                               : 27005    :                  : Host game client port&lt;br /&gt;
closecaption                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Enable close cptioning.&lt;br /&gt;
cmd                                      : cmd      :                  : Forward command to server.&lt;br /&gt;
collision_shake_amp                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_shake_freq                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_shake_time                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_test                           : cmd      :                  : Tests collision system&lt;br /&gt;
colorcorrectionui                        : cmd      :                  : Show/hide he color correction tools UI.&lt;br /&gt;
combine_guard_spawn_health               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
combine_spawn_health                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
commentary                               : 0        : , &amp;quot;sv&amp;quot;           : Desired commentary mode state.&lt;br /&gt;
commentary_available                     : 0        : , &amp;quot;sv&amp;quot;           : Automatically set by the game when a commentary file is available for the current map.&lt;br /&gt;
commentary_cvarsnotchanging              : cmd      :                 : &lt;br /&gt;
commentary_finishnode                    : cmd      :                  : &lt;br /&gt;
commentary_firstrun                      : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
commentary_showmodelviewer               : cmd      :                  : Display the commentary model viewer. Usage: commentary_showmodelviewer &amp;lt;model name&amp;gt; &amp;lt;optional attached model name&amp;gt;&lt;br /&gt;
commentary_testfirstrun                  : cmd      :                  : &lt;br /&gt;
con_drawnotify                           : 1        :                  : Disables drawing of notiication area (for taking screenshots).&lt;br /&gt;
con_enable                               : 0        : , &amp;quot;a&amp;quot;            : Allows the console to be activated.&lt;br /&gt;
con_filter_enable                        : 0        :                  : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot&lt;br /&gt;
con_filter_text                          : 0        :                  : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.&lt;br /&gt;
con_filer_text_out                      : 0        :                  : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.&lt;br /&gt;
con_logfile                              : 0        :                  : Console output gets written to this file&lt;br /&gt;
con_notifytime                           : 8        :                  : How long to display recent console text to the upper part of the game window&lt;br /&gt;
con_nprint_bgalpha                       : 50       :                  : Con_NPrint backgroun alpha.&lt;br /&gt;
con_nprint_bgborder                      : 5        :                  : Con_NPrint border size.&lt;br /&gt;
con_timestamp                            : 0        :                  : Prefix console.log entries with timestamps&lt;br /&gt;
con_trace                                : 0        :                  : Print console text to low level printout.&lt;br /&gt;
condump                                  : cmd      :                  : dump the text currently in the console to condumpXX.log&lt;br /&gt;
connect                                  : cmd     :                  : Connect to specified server.&lt;br /&gt;
contimes                                 : 8        :                  : Number of console lines to overlay for debugging.&lt;br /&gt;
coop                                     : 0        : , &amp;quot;nf&amp;quot;           : Cooperative play.&lt;br /&gt;
create_flashlight                        : cmd      :                  : &lt;br /&gt;
CreateHairball                           : cmd      :                  : &lt;br /&gt;
creditsdone                              : cmd      :                  : &lt;br /&gt;
crosshair                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
curve_bias                               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
cvarlist                                 : cmd      :                  : Show the list of convars/concommands.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
254 convars/concommands for [c]&lt;br /&gt;
&lt;br /&gt;
] cvarlist d&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
darkness_ignore_LOS_to_sources           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
datacachesize                            : 32       :                  : Size in MB.&lt;br /&gt;
dbghist_addline                          : cmd      :                  : Add a line to the debug history. Format: &amp;lt;category id&amp;gt; &amp;lt;line&amp;gt;&lt;br /&gt;
dbghist_dump                             : cmd      :                  : ump the debug history to the console. Format: &amp;lt;category id&amp;gt;     Categories:      0: Entity I/O      1: AI Decisions      2: Sc&lt;br /&gt;
deathmatch                               : 1        : , &amp;quot;nf&amp;quot;           : Running a deathmatch server.&lt;br /&gt;
debug_materialmodifycontrol              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
debug_materialmodifycontrol_client       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
debug_merchant_list                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
debug_physimpact                         : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
debug_touchlinks                         : 0        : , &amp;quot;sv&amp;quot;           : Spew touch link activity&lt;br /&gt;
debugsystemui                            : cmd      :                  : Show/hide the debug system UI.&lt;br /&gt;
decalfrequency                           : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
default_fov                              : 75       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
demo_avellimit                           : 2000     :                  : Angular velocity limit before eyes considered snapped for demo playback.&lt;br /&gt;
deo_debug                               : 0        :                  : Demo debug info.&lt;br /&gt;
demo_fastforwardfinalspeed               : 20       :                  : Go this fast when starting to hold FF button.&lt;br /&gt;
demo_fastforwardramptime                 : 5        :                  : How many seconds it takes to get to full FF speed.&lt;br /&gt;
demo_fastforwardstartspeed               : 2        :                  : Go this fast when starting to hold FF button.&lt;br /&gt;
demo_gototick                            : cmd      :                 : Skips to a tick in demo.&lt;br /&gt;
demo_interplimit                         : 4000     :                  : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.&lt;br /&gt;
demo_interpolateview                     : 1        :                  : Do view interpolation during dem playback.&lt;br /&gt;
demo_legacy_rollback                     : 1        :                  : Use legacy view interpolation rollback amount in demo playback.&lt;br /&gt;
demo_pause                               : cmd     :                  : Pauses demo playback.&lt;br /&gt;
demo_pauseatservertick                   : 0        :                  : Pauses demo playback at server tick&lt;br /&gt;
demo_quitafterplayback                   : 0        :                  : Quits game after demo playback.&lt;br /&gt;
demo_recordcommands                      : 1        : , &amp;quot;cheat&amp;quot;        : Record commands typed at console into .dem files.&lt;br /&gt;
demo_resume                              : cmd      :                  : Resumes demo playback.&lt;br /&gt;
demo_timescale                          : cmd      :                  : Sets demo replay speed.&lt;br /&gt;
demo_togglepause                         : cmd      :                  : Toggles demo playback.&lt;br /&gt;
demolist                                 : cmd      :                  : Print demo sequence list.&lt;br /&gt;
demos                                    : cmd      :                  : Demo demo file sequence.&lt;br /&gt;
demoui                                   : cmd      :                  : Show/hide the demo player UI.&lt;br /&gt;
demoui2                                  : cmd                        : Show/hide the advanced demo player UI (demoui2).&lt;br /&gt;
developer                                : 0        :                  : Set developer message level&lt;br /&gt;
devshots_nextmap                         : cmd      :                  : Used by the devshots system to go to the next map in the devshots maplist.&lt;br /&gt;
devshots_screenshot                      : cmd      :                  : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command insead.&lt;br /&gt;
differences                              : cmd      :                  : Show all convars which are not at their default values.&lt;br /&gt;
disconnect                               : cmd      :                  : Disconnect game from server.&lt;br /&gt;
disp_dynamic                             : 0        :                  : &lt;br /&gt;
dispcoll_drawplane                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
displaysoundlist                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
dlight_debug                             : cmd      :                 : Creates a dlight in front of the player&lt;br /&gt;
dog_debug                                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
dog_max_wait_time                        : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
drawcross                                : cmd      :                  : Draws a cross at the given location  Arguments: x y z&lt;br /&gt;
drawline                                 : cmd      :                  : Draws line between two 3D Points.  Green if no collision  Red is collides with something  Arguments: x1 1 z1 x2 y2 z2&lt;br /&gt;
drop                                     : cmd      :                  : Drop Active Weapon&lt;br /&gt;
dropammo                                 : cmd      :                  : Opens ammo drop window.&lt;br /&gt;
dropprimary                              : cmd      :                  : dropprimary: Drops the primary weapon of the player.&lt;br /&gt;
dsp_automatic                            : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_db_min                               : 80       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_db_mixdrop                          : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_dist_max                             : 1440     : , &amp;quot;cheat&amp;quot;, &amp;quot;demo&amp;quot; : &lt;br /&gt;
dsp_dist_min                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;demo&amp;quot; : &lt;br /&gt;
dsp_enhance_stereo                       : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
dsp_facingaway                           : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_mix_max                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_mix_min                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_off                                 : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
dsp_player                               : 0        : , &amp;quot;demo&amp;quot;, &amp;quot;server_can_execute&amp;quot; : &lt;br /&gt;
dsp_reload                               : cmd      :                  : &lt;br /&gt;
dsp_room                                 : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_slow_cpu                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;demo&amp;quot;    : &lt;br /&gt;
dsp_spatial                              : 40       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_speaker                              : 50       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vo_2ch                              : 1        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vol_4ch                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vol_5ch                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_volume                               : 2        : , &amp;quot;a&amp;quot;, &amp;quot;demo&amp;quot;    : &lt;br /&gt;
dsp_water                                : 14       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dt_ShowPartialChangeEnts                 : 0        :                  : (SP only) - show entities that were copied using small optimized lists (FL_DICT_PARTIAL_CHANGE).&lt;br /&gt;
dt_UsePartialChangeEnts                  : 1        :                  : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.&lt;br /&gt;
dti_flush                                : cmd      :                  : Write out the datatable instrumentation files (you must run with -dti for this to work).&lt;br /&gt;
dtwarning                                : 0        :                  : Print data table warnings?&lt;br /&gt;
dtwatchclass                             : 0        :                  : Watch all fields encodedwith this table.&lt;br /&gt;
dtwatchent                               : -1       :                  : Watch this entities data table encoding.&lt;br /&gt;
dtwatchvar                               : 0        :                  : Watch the named variable.&lt;br /&gt;
dump_changelevels                        : cmd      :                  : Dumps change level triggers and some information about them.&lt;br /&gt;
dump_edict_count                         : cmd      :                  : Current Edict Count&lt;br /&gt;
dump_edict_list                          : cmd      :                 : Current Edict List&lt;br /&gt;
dump_entity_sizes                        : cmd      :                  : Print sizeof(entclass)&lt;br /&gt;
dump_globals                             : cmd      :                  : Dump all global entities/states&lt;br /&gt;
dump_panels                              : cmd      :                  : Dump Panel Tree&lt;br /&gt;
dump_spawn_points                        : cmd      :                  : Dumps a list of spawnpoints and their information.&lt;br /&gt;
dump_x360_cfg                            : cmd      :                 : Dump X360 config files to disk&lt;br /&gt;
dump_x360_saves                          : cmd      :                  : Dump X360 save games to disk&lt;br /&gt;
dumpentityfactories                      : cmd      :                  : Lists all entity factory names.&lt;br /&gt;
dumpeventqueue                           : cmd      :                  : Dump the contents of the Entity I/O event queue to the console.&lt;br /&gt;
dumpgamestringtable                      : cmd      :                  : Dump the contents of the game string table to the cnsole.&lt;br /&gt;
dumpsavedir                              : cmd      :                  : List the contents of the save directory in memory&lt;br /&gt;
dumpstringtables                         : cmd      :                  : Print string tables to console.&lt;br /&gt;
dumpstringtables_new                     : cmd      :                  : Dumps the named string table, or list them if none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 92 convars/concommands for [d]&lt;br /&gt;
&lt;br /&gt;
] cvarlist e&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
echo                                     : cmd      :                 : Echo text to console.&lt;br /&gt;
editdemo                                 : cmd      :                  : Edit a recorded demo file (.dem ).&lt;br /&gt;
editor_toggle                            : cmd      :                  : Disables the simulation and returns focus to the editor&lt;br /&gt;
endmovie                                 : cmd      :                  : Stop recording movie frames.&lt;br /&gt;
english                                  : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : If set to 1, running the english language set of assets.&lt;br /&gt;
ent_absbox                              : cmd      :                  : Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar&lt;br /&gt;
ent_attachments                          : cmd      :                  : Displays the attachment points on an entity.  Arguments:    {entity_name} / {class_name} / no argument picks what player is loo&lt;br /&gt;
ent_autoaim                              : cmd      :                  : Displays the entity's autoaim radius.  Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at&lt;br /&gt;
ent_bbox                                 : cmd      :                  : Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlay&lt;br /&gt;
ent_cancelpendingentfires                : cmd      :                  : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.&lt;br /&gt;
ent_create                               : cmd      :                   Creates an entity of the given type where the player is looking.&lt;br /&gt;
ent_debugkeys                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ent_dump                                 : cmd      :                  : Usage:    ent_dump &amp;lt;entity name&amp;gt; &lt;br /&gt;
ent_fire                                 : cmd      :                  : Usage:    ent_fire &amp;lt;target&amp;gt; [action] [value] [delay] &lt;br /&gt;
ent_info                                 : cmd      :                  : Usage:    ent_info &amp;lt;class name&amp;gt; &lt;br /&gt;
ent_keyvalue                            : cmd      :                  : Applies the comma delimited key=value pairs to the entity with the given Hammer ID.  Format: ent_keyvalue &amp;lt;entity id&amp;gt; &amp;lt;key1&amp;gt;=&amp;lt;v&lt;br /&gt;
ent_messages                             : cmd      :                  : Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any mes&lt;br /&gt;
ent_messages_draw                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Visualizes all entity input/output activity.&lt;br /&gt;
ent_name                                : cmd      :                  : &lt;br /&gt;
ent_orient                               : cmd      :                  : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt&lt;br /&gt;
ent_pause                                : cmd      :                  : Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any mess&lt;br /&gt;
ent_pivot                                : cmd      :                 : Displays the pivot for the given entity(ies).  (y=up=green, z=forward=blue, x=left=red).   Arguments:    {entity_name} / {class&lt;br /&gt;
ent_rbox                                 : cmd      :                  : Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar&lt;br /&gt;
ent_remove                               : cmd      :                  : Removes the given entity(s)  Arguments:    {entity_name} / {class_name} / no argument picks whatplayer is looking at &lt;br /&gt;
ent_remove_all                           : cmd      :                  : Removes all entities of the specified type  Arguments:    {entity_name} / {class_name} &lt;br /&gt;
ent_rotate                               : cmd      :                  : Rotates an entity by a specified # of degrees&lt;br /&gt;
ent_setname                              : cmd      :                  : Sets the targetname of the given entity(s)  Arguments:    {new entity name} {entity_name} / {class_name} / no argument picks wh&lt;br /&gt;
ent_showresponse_criteria               : cmd      :                  : Print, to the console, an entity's current criteria set used to select responses.  Arguments:    {entity_name} / {class_name} /&lt;br /&gt;
ent_step                                 : cmd      :                  : When 'ent_pause' is set this will step through one waiting input / output message at a time.&lt;br /&gt;
ent_teleport                             : cmd      :                  : Teleport the specified entity to where the player is looking.  Format: ent_teleprt &amp;lt;entity name&amp;gt;&lt;br /&gt;
ent_teleport_select                      : cmd      :                  : Entity to teleport, entity you are pointing at.&lt;br /&gt;
ent_teleport_selected                    : cmd      :                  : Once Entity is selected with ent_teleport_select, use this command to teleport the ent to where the player is looking.&lt;br /&gt;
ent_text                                 : cmd      :                  : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)  Argments:    {entity_&lt;br /&gt;
ent_viewoffset                           : cmd      :                  : Displays the eye position for the given entity(ies) in red.  Arguments:    {entity_name} / {class_name} / no argument picks wha&lt;br /&gt;
envmap                                   : cmd      :                  : &lt;br /&gt;
escape                                   : cmd      :                  : Escape key pressed.&lt;br /&gt;
exec                                     : cmd      :                  : Execute script file.&lt;br /&gt;
exit                                    : cmd      :                  : Exit the engine.&lt;br /&gt;
explode                                  : cmd      :                  : Kills the player with explosive damage&lt;br /&gt;
explodevector                            : cmd      :                  : Kills a player applying an explosive force. Usage: explodevector &amp;lt;player&amp;gt; &amp;lt;x value&amp;gt; &amp;lt;y value&amp;gt; &amp;lt;z value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 40 convars/concommands for [e]&lt;br /&gt;
&lt;br /&gt;
] cvarlist f&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
fadein                                  : cmd      :                  : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.&lt;br /&gt;
fadeout                                  : cmd      :                  : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.&lt;br /&gt;
fast_fogvolume                           : 0        :                  : &lt;br /&gt;
filesystem_buffer_size                   : 0        :                  : Size of per file buffers. 0 fornone&lt;br /&gt;
find                                     : cmd      :                  : Find concommands with the specified string in their name/help text.&lt;br /&gt;
find_ent                                 : cmd      :                  : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent &amp;lt;substring&amp;gt; &lt;br /&gt;
find_ent_index                           : cmd      :                  : Display data for entity matching specified index. Format: find_ent_index &amp;lt;index&amp;gt; &lt;br /&gt;
findflags                               : cmd      :                  : Find concommands by flags.&lt;br /&gt;
fire_absorbrate                          : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmgbase                             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmginterval                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmgscale                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_extabsorb                           : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_extscale                            : 12       :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_growthrate                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_heatscale                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_incomingheatscale                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_maxabsorb                           : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
firetarget                               : cmd      :                  : &lt;br /&gt;
firstperson                              : cmd      :                  : Switch to firstperson camera.&lt;br /&gt;
fish_debug                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Show debug info for fish&lt;br /&gt;
fish_dormant                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Turns off interactive fish behavior. Fish become immobile and unresponsive.&lt;br /&gt;
flex_expression                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_looktime                            : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_maxawaytime                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_maxplayertime                       : 7        : ,&amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_minawaytime                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_minplayertime                       : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_rules                               : 1        : , &amp;quot;cl&amp;quot;           : Allow flex animation rules to run.&lt;br /&gt;
flex_smooth                              : 1        : , &amp;quot;cl&amp;quot;           : Applies smoothing/decay curve to flex animation controller changes.&lt;br /&gt;
flex_talk                                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flush                                   : cmd      :                  : Flush unlocked cache memory.&lt;br /&gt;
flush_locked                             : cmd      :                  : Flush unlocked and locked cache memory.&lt;br /&gt;
fog_color                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_colorskybox                          : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_enable                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_enable_water_fog                     : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
fog_enableskybox                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_end                                  : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_endskybox                            : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_maxdensity                           : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_maxdensityskybox                     : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_override                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_start                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_startskybox                         : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
force_centerview                         : cmd      :                  : &lt;br /&gt;
fov                                      : cmd      :                  : Change players FOV&lt;br /&gt;
fps_max                                  : 300      :                  : Frame rate limiter, cannot be set while connected to a server.&lt;br /&gt;
free_pass_peek_debug                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fs_convert                               : 1        :                  : Allow box 360 files to be generated at runtime&lt;br /&gt;
fs_monitor_read_from_pack                : 0        :                  : 0:Off, 1:Any, 2:Sync only&lt;br /&gt;
fs_printopenfiles                        : cmd      :                  : Show all files currently opened by the engine.&lt;br /&gt;
fs_report_sync_opens                     : 0        :                  : 0:Off, 1:Always, 2:Not during load&lt;br /&gt;
fs_warning_level                         : cmd      :                  : Set the filesystem warning level.&lt;br /&gt;
fs_warning_mode                         : 0        :                  : 0:Off, 1:Warn main thread, 2:Warn other threads&lt;br /&gt;
func_break_max_pieces                    : 15       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
func_break_reduction_factor              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_bullet                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_club                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_explosive                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 60 convars/concommands for [f]&lt;br /&gt;
&lt;br /&gt;
] cvarlist g&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
g15_dumpplayer                           : cmd      :                  : Spew player data.&lt;br /&gt;
g15_reload                               : cmd      :                  : Reloads the Logitech G-15 Keyboard configs.&lt;br /&gt;
g15_update_msec                          : 250      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Logitech G-15 Keyboard update interval.&lt;br /&gt;
g_ai_citizen_show_enemy                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_antlion_cascade_push                   :         : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
g_antlion_maxgibs                        : 16       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
g_antlionguard_hemorrhage                : 1        : , &amp;quot;sv&amp;quot;           : If 1, guard will emit a bleeding particle effect when wounded.&lt;br /&gt;
g_cannon_damageandradius                 : 512      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_debug                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_max_traveltime                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_reloadtime                      : 3       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_angularsensor                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_antlion                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlion_worker                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlionguard                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlionmaker                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_basehelicopter                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_basescanner                      :         : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_combine_camera                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_constraint_sounds                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Enable debug printing about constraint sounds.&lt;br /&gt;
g_debug_cscanner                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_darkness                         : 0        : , &amp;quot;sv&amp;quot;           : Show darkness mode lightsources.&lt;br /&gt;
g_debug_defender                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_doors                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_dropship                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_dynamicresupplies                : 0        : , &amp;quot;sv&amp;quot;           : Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item&lt;br /&gt;
g_debug_gunship                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_headcrab                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_hopwire                          : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_hunter_charge                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_injured_follow                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_npc_vehicle_roles                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_physcannon                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
g_debug_ragdoll_removal                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
g_debug_ragdoll_visualize                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
g_debug_trackpather                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_transitions                      : 0        : , &amp;quot;sv&amp;quot;           : 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 &lt;br /&gt;
g_debug_turret                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_turret_ceiling                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_vehiclebase                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehicledriver                    : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehicleexit                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehiclesound                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vortigaunt_aim                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bomb_danger_radius          : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_bomb_enemy_distance : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_bomb_speed         : 850      : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be rom the chopper before it stops firing&lt;br /&gt;
g_helicopter_bullrush_bomb_time          : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_distance           : 5000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_mega_bomb_health   : 0        : , &amp;quot;sv&amp;quot;           : Fraction of the health of the chopper before it mega-bombs&lt;br /&gt;
g_helicopter_bullrush_shoot_height       : 650      : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be from the chopper before it stops firing&lt;br /&gt;
g_helicopter_chargetime                 : 2        : , &amp;quot;sv&amp;quot;           : How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires&lt;br /&gt;
g_helicopter_idletime                    : 3        : , &amp;quot;sv&amp;quot;           : How much time we have to wait (on average) after we fire before we can charge up again&lt;br /&gt;
g_helicopter_maxfiringdist               : 2500     : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be from the chopper before it stops firing&lt;br /&gt;
g_jeepexitspeed                          : 100     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_Language                               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_ragdoll_fadespeed                      : 600      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
g_ragdoll_important_maxcount             : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_ragdoll_lvfadespeed                    : 100      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
g_ragdoll_maxcount                       : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_test_new_antlion_jump                  : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
gamemenucommand                          : cm      :                  : Issue game menu command.&lt;br /&gt;
gameui_activate                          : cmd      :                  : Shows the game UI&lt;br /&gt;
gameui_allowescape                       : cmd      :                  : Escape key allowed to hide game UI&lt;br /&gt;
gameui_allowescapetoshow                 : cmd      :                  : Escape key allowed to show game UI&lt;br /&gt;
gameui_hide                              : cmd      :                  : Hides the game UI&lt;br /&gt;
gameui_hide_dialog                       : cmd      :                 : asdf&lt;br /&gt;
gameui_preventescape                     : cmd      :                  : Escape key doesn't hide game UI&lt;br /&gt;
gameui_preventescapetoshow               : cmd      :                  : Escape key doesn't show game UI&lt;br /&gt;
gameui_show_dialog                       : cmd      :                  : Show an arbitrary Dialog.&lt;br /&gt;
gameui_xbox                              : 0        :                  : &lt;br /&gt;
getpos                                   : cmd      :                  : dump position and angles to the consolegive                                     : cmd      :                  : Give item to player.  Arguments: &amp;lt;item_name&amp;gt;&lt;br /&gt;
giveat                                   : cmd      :                  : Give item at Point.  Arguments: &amp;lt;item_name&amp;gt;&lt;br /&gt;
givecurrentammo                          : cmd      :                  : Give a supply of ammo for current weapon.. &lt;br /&gt;
givepoints                               : cmd      :                  : Give points cheat... &lt;br /&gt;
gl_clear                                 : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
gl_clear_randomcolor                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.&lt;br /&gt;
global_set                               : cmd      :                  : global_set &amp;lt;globalname&amp;gt; &amp;lt;state&amp;gt;: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).&lt;br /&gt;
god                                      : cmd      :                  : Toggle. Player becomes invulnerable.&lt;br /&gt;
groundlist                               : cmd      :                 : Display ground entity list &amp;lt;index&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 81 convars/concommands for [g]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist h&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hammer_update_entity                     : cmd      :                  : Updates the entity's position/angles when in edit mode&lt;br /&gt;
hammer_update_safe_entities              : cmd      :                  : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit&lt;br /&gt;
hearbeat                                : cmd      :                  : Force heartbeat of master servers&lt;br /&gt;
help                                     : cmd      :                  : Find help about a convar/concommand.&lt;br /&gt;
hgrunt_spawn_health                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hideconsole                              : cmd      :                  : Hide the console.&lt;br /&gt;
hidehud                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
hidepanel                                : cmd      :                 : Hides a viewport panel &amp;lt;name&amp;gt;&lt;br /&gt;
hl2_darkness_flashlight_factor           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_episodic                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
hl2_normspeed                            : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_sprintspeed                          : 320      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_walkspeed                            : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hopwire_hopheight                        : 400      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_hits                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_kill_dist_h              : 300      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_kill_dist_v              : 256      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_trap                             : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_vortex                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
host_flush_threshold                     : 20       :                  : Memory threshold below which the host should flush caches between server instances&lt;br /&gt;
host_framrate                           : 0        :                  : Set to lock per-frame time elapse.&lt;br /&gt;
host_limitlocal                          : 0        :                  : Apply cl_cmdrate and cl_updaterate to loopback connection&lt;br /&gt;
host_map                                 : 0        :                  : Current map name.&lt;br /&gt;
host_profile                             : 0        :                  : &lt;br /&gt;
host_runofftime                          : cmd      :                  : Run off some time without rendering/updatingsounds &lt;br /&gt;
host_showcachemiss                       : 0        :                  : Print a debug message when the client or server cache is missed.&lt;br /&gt;
host_ShowIPCCallCount                    : 0        :                  : Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.&lt;br /&gt;
host_sleep                               : 0        : , &amp;quot;cheat&amp;quot;        : Force the host to sleep a certain number of milliseconds each frame.&lt;br /&gt;
host_speeds                               0        :                  : Show general system running times.&lt;br /&gt;
host_thread_mode                         : 0        :                  : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)&lt;br /&gt;
host_timescale                           : 1        : , &amp;quot;rep&amp;quot;          : Prescale the clock by this amount.&lt;br /&gt;
host_writeconfig                         : cmd      :                  : Store current settings to config.cfg (or specified .cfg file).&lt;br /&gt;
hostip                                   : 0        :                 : Host game server ip&lt;br /&gt;
hostname                                 : 0        :                  : Hostname for server.&lt;br /&gt;
hostport                                 : 27015    :                  : Host game server port&lt;br /&gt;
hud_airboathint_numentries               : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hud_autoaim_method                       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_autoaim_scale_icon                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_autoreloadscript                     : 0        : , &amp;quot;cl&amp;quot;          : Automatically reloads the animation script each time one is ran&lt;br /&gt;
hud_centerid                             : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_deathnotice_time                     : 6        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_draw_active_reticle                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_draw_fixed_reticle                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
hud_drawhistory_time                     : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_fastswitch                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;     : &lt;br /&gt;
hud_jeephint_numentries                  : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hud_magnetism                            : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_num_b                                : 255      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text blue amount&lt;br /&gt;
hud_num_g                                : 128      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text green amount&lt;br /&gt;
hud_num_r                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text red amount&lt;br /&gt;
hud_quickinfo                            : 1        : ,&amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
hud_reloadscheme                         : cmd      :                  : Reloads hud layout and animation scripts.&lt;br /&gt;
hud_reticle_alpha_speed                  : 700      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_maxalpha                     : 255      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_minalpha                     : 125      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_scale                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_saytext_time                         : 12       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_showmptyweaponslots                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Shows slots for missing weapons when recieving weapons out of order&lt;br /&gt;
hud_showtargethealthinteger              : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Show target health using an integer instead of a percent.&lt;br /&gt;
hud_showtargetid                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_tab2_b                               : 255      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab 2 blue amount&lt;br /&gt;
hud_tab2_g                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud ta 2 green amount&lt;br /&gt;
hud_tab2_r                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab 2 red amount&lt;br /&gt;
hud_tab_b                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab blue amount&lt;br /&gt;
hud_tab_g                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab green amount&lt;br /&gt;
hud_tab_r                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab red amount&lt;br /&gt;
hud_takesshots                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Auto-save a scoreboard screenshot at the end of amap.&lt;br /&gt;
hunter_allow_dissolve                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_allow_nav_jump                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_min_delay                  : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_pct                        : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_test                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_cheap_explosions                  : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
hunter_clamp_shots                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_disable_patrol                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_debug                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning_cone                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning_width               : 180      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_first_flechette_delay             : 0        : , sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_delay                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_explode_delay           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_max_concurrent_volleys  : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_max_range               : 1200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_min_range               : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_speed                   : 2000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_test                    : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_end_max_delay    : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_end_min_delay    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_size             : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_start_max_delay  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_start_min_delay  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_free_knowledge                    : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_attached_striderbusters      : 1       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters_delay    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters_tolerance : 2000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_thrown_striderbusters        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_thrown_striderbusters_tolerance : 300      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_jostle_car_max_speed              : 600      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_jostle_car_min_speed             : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_melee_delay                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_plant_adjust_z                    : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_random_expressions                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_retreat_striderbusters            : 1        : , &amp;quot;sv&amp;quot;           : If true, the hunter will retreat when a buster is glued to him.&lt;br /&gt;
hunter_seek_thrown_striderbusters_tolerance : 400      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_shoot_flechette                  : cmd      :                  : Fires a hunter flechette where the player is looking.&lt;br /&gt;
hunter_show_weapon_los_condition         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_show_weapon_los_z                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_siege_frequency                   : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_stand_still                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hurtme                                   : cmd      :                  : Hurts the player.  Arguments: &amp;lt;health to lose&amp;gt;&lt;br /&gt;
hydrabend_delta                         : 50       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_bend_tension                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_goal_delta                         : 400      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_goal_tension                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_length                             : 100      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Length&lt;br /&gt;
hydra_momentum                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_egment_length                     : 30       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_slack                              : 200      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_test                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
122 convars/concommands for [h]&lt;br /&gt;
&lt;br /&gt;
] cvarlist i&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
impulse                                  : cmd      :                  : &lt;br /&gt;
in_usekeyboardsampletime                 : 1        : , &amp;quot;cl&amp;quot;          : Use keyboard sample time smoothing.&lt;br /&gt;
incrementvar                             : cmd      :                  : Increment specified convar value.&lt;br /&gt;
injured_help_plee_range                  : 256      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
inventory_store                          : cmd      :                  : Store currently held item in inventory&lt;br /&gt;
invnext                                  : cmd      :                  : &lt;br /&gt;
invprev                                  : cmd      :                  : &lt;br /&gt;
ip                                      : 0        :                  : Overrides IP for multihomed hosts&lt;br /&gt;
ironsight_toggle                         : cmd      :                  : Toggles ironsight mode for the current weapon&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
  9 convars/concommands for [i]&lt;br /&gt;
&lt;br /&gt;
] cvarlist j&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
jalopy_blocked_exit_max_speed            : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
jalopy_cargo_anim_time                   : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
jalopy_radar_test_ent                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
joy_accel_filter                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_accelmax                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_accelscale                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advanced                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisr                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisu                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisv                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisx                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisy                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisz                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_autoaimdampen                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : How much to scale user stick input when the gun is pointing at a valid target.&lt;br /&gt;
joy_autoaimdampenrange                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : The stick range here autoaim dampening is applied. 0 = off&lt;br /&gt;
joy_autosprint                           : 0        : , &amp;quot;cl&amp;quot;           : Automatically sprint when moving with an analog joystick&lt;br /&gt;
joy_axisbutton_threshold                 : 0        : , &amp;quot;a&amp;quot;            : Analog axis range before a button press is registered.&lt;br /&gt;
joy_diagonalpov                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : POV manipulator operates on diagonal axes, too.&lt;br /&gt;
joy_display_input                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_forwardsenstivity                   : -1       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_forwardthreshold                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_inverty                              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Whether to invert the Y axis of the joystick for looking.&lt;br /&gt;
joy_inverty_default                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_lowend                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_lowmap                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_movement_stick                      : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Which stick controls movement (0 is left stick)&lt;br /&gt;
joy_movement_stick_default               : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_name                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_pegged                               : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_pitchsensitivity                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_pitchsensitivity_default             : -1       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_pitchthreshold                       : 0       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_response_look                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion&lt;br /&gt;
joy_response_move                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity&lt;br /&gt;
joy_response_move_vehicle                : 6        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_sidesensitivity                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : joy_sidethreshold                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_vehicle_turn_lowend                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_vehicle_turn_lowmap                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_virtual_peg                          : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_wingmanwarrior_centerhack            : 0        : , &amp;quot;a&amp;quot;            : Wingman warrior centering hack.&lt;br /&gt;
joy_wingmanwarrior_turnhack              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Wingman warrior hack related to turn xes.&lt;br /&gt;
joy_xcontroller_cfg_loaded               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : If 0, the 360controller.cfg file will be executed on startup &amp;amp; option changes.&lt;br /&gt;
joy_xcontroller_found                    : 0        :                  : Automatically set to 1 if an xcontroller has been detected.&lt;br /&gt;
joy_yawsensitivity                       : -1       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_yawsensitivity_default               : -1       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_yawthreshold                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : joyadvancedupdate                        : cmd      :                  : &lt;br /&gt;
joystick                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
jpeg                                     : cmd      :                  : Take a jpeg screenshot:  jpeg &amp;lt;filename&amp;gt; &amp;lt;quality 1-100&amp;gt;.&lt;br /&gt;
jpeg_quality                             : 90       :                  : jpeg screenshot quality.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 51 convars/concommands for [j]&lt;br /&gt;
&lt;br /&gt;
] cvarlist k&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
kdtre_test                              : cmd      :                  : Tests spatial partition for entities queries.&lt;br /&gt;
key_findbinding                          : cmd      :                  : Find key bound to specified command string.&lt;br /&gt;
key_listboundkeys                        : cmd      :                  : List bound keys with bindings.&lt;br /&gt;
key_updatelayout                         : cmd      :                  : Updates game keyboard layout to current windows keyboard setting.&lt;br /&gt;
kick                                    : cmd      :                  : Kick a player by name.&lt;br /&gt;
kickid                                   : cmd      :                  : Kick a player by userid or uniqueid, with a message.&lt;br /&gt;
kill                                     : cmd      :                  : Kills the player with generic damage&lt;br /&gt;
killserver                               : cmd      :                  : Shutdown the server.&lt;br /&gt;
killvector                               : cmd      :                  : Kills a player applying force. Usage: killvector &amp;lt;payer&amp;gt; &amp;lt;x value&amp;gt; &amp;lt;y value&amp;gt; &amp;lt;z value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
  9 convars/concommands for [k]&lt;br /&gt;
&lt;br /&gt;
] cvarlist l&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
lastinv                                  : cmd      :                  : &lt;br /&gt;
light_crosshair                          : cmd      :                  : Show texture color at crosshair&lt;br /&gt;
lightcache_maxmiss                       : 2        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
lightprobe                               : cmd      :                  : Samples the lightingenvironment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material&lt;br /&gt;
linefile                                 : cmd      :                  : Parses map leak data from .lin file&lt;br /&gt;
listdemo                                 : cmd      :                  : List demo file contents.&lt;br /&gt;
listid                                   : cmd      :                  : Lists banned users.&lt;br /&gt;
listip                                   : cmd      :                  : List IP addresses on the ban lit.&lt;br /&gt;
listmodels                               : cmd      :                  : List loaded models.&lt;br /&gt;
listRecentNPCSpeech                      : cmd      :                  : Displays a list of the last 5 lines of speech from NPCs.&lt;br /&gt;
load                                     : cmd      :                  : Load a saved game.&lt;br /&gt;
loadcommentary                           : cmd      :                  : &lt;br /&gt;
locate_players                           : cmd      :                  : Show the location of all other players&lt;br /&gt;
lod_TrasitionDist                       : 800      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
log                                      : cmd      :                  : Enables logging to file, console, and udp &amp;lt; on | off &amp;gt;.&lt;br /&gt;
logaddress_add                           : cmd      :                  : Set address and port for remote host &amp;lt;ip:port&amp;gt;.&lt;br /&gt;
logaddress_del                           : cmd      :                  : Remove address and port for remote host &amp;lt;ip:port&amp;gt;.&lt;br /&gt;
logaddress_delall                        : cmd      :                   Remove all udp addresses being logged to&lt;br /&gt;
logaddress_list                          : cmd      :                  : List all addresses currently being used by logaddress.&lt;br /&gt;
lookspring                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
lookstrafe                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
lservercfgfile                           : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
--------------&lt;br /&gt;
 22 convars/concommands for [l]&lt;br /&gt;
&lt;br /&gt;
] cvarlist m&lt;br /&gt;
cvar list&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
m_customaccel                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( raw&lt;br /&gt;
m_customaccel_exponent                   : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse move is raised to this power before being scaled by scale factor.&lt;br /&gt;
m_customaccel_max                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Max mouse move scale factor, 0 for no limit&lt;br /&gt;
m_customaccel_scale                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Custom mouse acceleration value.&lt;br /&gt;
m_filter                                 : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse filtering (set this to 1 to average the mouse over 2 frames).&lt;br /&gt;
m_forward                                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse forward factor.&lt;br /&gt;
m_mouseaccel1                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Windows mouse acceleration initial threshold (2x movement).&lt;br /&gt;
m_mouseaccel2                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Winows mouse acceleration secondary threshold (4x movement).&lt;br /&gt;
m_mousespeed                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Windows mouse speed factor (range 1 to 20).&lt;br /&gt;
m_pitch                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse pitch factor.&lt;br /&gt;
m_side                                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse side factor.&lt;br /&gt;
m_yaw                                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse yaw factor.&lt;br /&gt;
map                                      : cmd      :                 : Start playing on specified map.&lt;br /&gt;
map_background                           : cmd      :                  : Runs a map as the background to the main menu.&lt;br /&gt;
map_commentary                           : cmd      :                  : Start playing, with commentary, on a specified map.&lt;br /&gt;
map_edit                                 : cmd      :                  : &lt;br /&gt;
map_noareas                              : 0        :                  : Disable area to area connection testing.&lt;br /&gt;
mapcyclefile                            : 0        : , &amp;quot;sv&amp;quot;           : Name of the .txt file used to cycle the maps on multiplayer servers &lt;br /&gt;
maps                                     : cmd      :                  : Displays list of maps.&lt;br /&gt;
mat_aaquality                            : 0        :                  : &lt;br /&gt;
mat_accelerate_adjust_exposure_down      : 3        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_alphacoverage                        : 1        :                  : &lt;br /&gt;
mat_antialias                            : 8        :                  : &lt;br /&gt;
mat_autoexpoure_max                     : 2        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_autoexposure_min                     : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bloom_scalefactor_scalar             : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bloomamount_rate                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_bloomscale                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bufferprimitives                     : 1        :                  : &lt;br /&gt;
mat_bumpbasis                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_bupmap                              : 1        :                  : &lt;br /&gt;
mat_camerarendertargetoverlaysize        : 128      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_clipz                                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_colcorrection_disableentities        : 0        :                  : Disable map color-correction entities&lt;br /&gt;
mat_colorcorrection                      : 1        :                  : &lt;br /&gt;
mat_compressedtextures                   : 1        :                  : &lt;br /&gt;
mat_configcurrent                       : cmd      :                  : show the current video control panel config for the material system&lt;br /&gt;
mat_crosshair                            : cmd      :                  : Display the name of the material under the crosshair&lt;br /&gt;
mat_crosshair_edit                       : cmd      :                  : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor&lt;br /&gt;
mat_crosshair_explorer                   : cmd      :                  : open the material under the crosshair in explorr and highlight the vmt file&lt;br /&gt;
mat_crosshair_printmaterial              : cmd      :                  : print the material under the crosshair&lt;br /&gt;
mat_crosshair_reloadmaterial             : cmd      :                  : reload the material under the crosshair&lt;br /&gt;
mat_debug                                : cmd      :                  : Activates debugging spew for a specific material.&lt;br /&gt;
mat_debug_autoexposure                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debug_bloom                          : 0        : , &amp;quot;chet&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debug_postprocessing_effects         : 0        : , &amp;quot;cl&amp;quot;           : 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen&lt;br /&gt;
mat_debug_process_halfscreen             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debugalttab                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_debugdepth                           : 0        :                  : &lt;br /&gt;
mat_debugdepthmode                       : 0        :                  : &lt;br /&gt;
mt_debugdepthval                        : 128      :                  : &lt;br /&gt;
mat_debugdepthvalmax                     : 256      :                  : &lt;br /&gt;
mat_depthbias_decal                      : -262144  : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_depthbias_normal                     : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_depthbias_shadowmap                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_diffuse                              : 1        :                  : &lt;br /&gt;
mat_disable_bloom                        : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
mat_disable_fancy_blending               : 0        :                  : &lt;br /&gt;
mat_disable_lightwarp                    : 0        :                  : &lt;br /&gt;
mat_disable_ps_patch                     : 0        :                  : &lt;br /&gt;
mat_disablehwmorph                       : 0        :                  : Disables HW morphing for particular mods&lt;br /&gt;
mat_drawflat                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_drawTexture                          : 0        : , &amp;quot;cl&amp;quot;           : Enable debug view textur&lt;br /&gt;
mat_drawTextureScale                     : 1        : , &amp;quot;cl&amp;quot;           : Debug view texture scale&lt;br /&gt;
mat_drawTitleSafe                        : 0        : , &amp;quot;cl&amp;quot;           : Enable title safe overlay&lt;br /&gt;
mat_drawwater                            : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_dxlevel                              : 95       :                  : &lt;br /&gt;
mat_dynamic_tonemapping                  : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_edit                                 : cmd      :                  : Bring up the materal under the crosshair in the editor&lt;br /&gt;
mat_envmapsize                           : 128      :                  : &lt;br /&gt;
mat_envmaptgasize                        : 32       :                  : &lt;br /&gt;
mat_excludetextures                      : 0        :                  : &lt;br /&gt;
mat_exposure_center_region_x             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_x_flashlight  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_y             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_y_fashlight  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_fastnobump                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_fastspecular                         : 1        :                  : Enable/Disable specularity for visual testing.  Will not reload materials and will not affect perf.&lt;br /&gt;
mat_fillrate                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_filterlightmaps                      : 1        :                  : &lt;br /&gt;
mat_filtertextures                       : 1        :                  : mat_force_bloom                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_force_ps_patch                       : 0        :                  : &lt;br /&gt;
mat_force_tonemap_scale                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_forceaniso                           : 16       :                  : &lt;br /&gt;
mat_forcedynamic                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_forcehardwaresync                    : 1        :                  : &lt;br /&gt;
mat_forcemanagedtextureintohardware      : 0        :                 : &lt;br /&gt;
mat_frame_sync_enable                    : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_frame_sync_force_texture             : 0        : , &amp;quot;cheat&amp;quot;        : Force frame syncing to lock a managed texture.&lt;br /&gt;
mat_framebuffercopyoverlaysize           : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_fullbright                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_hdr_enabled                          : cmd      :                  : Report if HDR is enabled for debugging&lt;br /&gt;
mat_hdr_level                            : 2       :                  : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.&lt;br /&gt;
mat_hdr_manual_tonemap_rate              : 1        :                  : &lt;br /&gt;
mat_hdr_tonemapscale                     : 1        : , &amp;quot;cheat&amp;quot;        : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.&lt;br /&gt;
mat_hdr_uncapexposure                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_hsv                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_info                                : cmd      :                  : Shows material system info&lt;br /&gt;
mat_leafvis                              : 0        : , &amp;quot;cheat&amp;quot;        : Draw wireframe of current leaf&lt;br /&gt;
mat_levelflush                           : 1        :                  : &lt;br /&gt;
mat_lightmap_pfms                        : 0        :                  : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.&lt;br /&gt;
mat_loadtextures                         : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_luxels                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_max_worldmesh_vertices               : 65536    :                  : &lt;br /&gt;
mat_maxframelatency                      : 1        :                  : &lt;br /&gt;
mat_measurefillrate                      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_mipmaptextures                       : 1        :                  : &lt;br /&gt;
mat_monitorgamma                         : 2        :                  : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)&lt;br /&gt;
mat_monitorgamma_tv_enabled             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
mat_monitorgamma_tv_exp                  : 2        :                  : &lt;br /&gt;
mat_monitorgamma_tv_range_max            : 255      :                  : &lt;br /&gt;
mat_monitorgamma_tv_range_min            : 16       :                  : &lt;br /&gt;
mat_morphstats                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_motion_blur_enabled                  : 1        :                  : &lt;br /&gt;
mat_motion_blur_falling_intensity        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_falling_max             : 20       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_falling_min              : 10       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_forward_enabled          : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_percent_of_screen_max    : 4        :                  : &lt;br /&gt;
mat_motion_blur_rotation_intensity       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_strength                 : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_non_hdr_bloom_scalefactor            : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_norendering                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_normalmaps                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_normals                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_parallaxmap                          : 0        :                  : &lt;br /&gt;
mat_picmip                               : -1       :                  : &lt;br /&gt;
mat_postprocess_x                        : 4        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_postprocess_y                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_postprocessing_cobine               : 1        : , &amp;quot;cl&amp;quot;           : Combine bloom, software anti-aliasing and color correction into one post-processing pass&lt;br /&gt;
mat_proxy                                : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_queue_mode                           : -1       :                  : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued&lt;br /&gt;
mat_reducefillrate                       : 0        :                  : &lt;br /&gt;
mat_reloadallmaterials                  : cmd      :                  : Reloads all materials&lt;br /&gt;
mat_reloadmaterial                       : cmd      :                  : Reloads a single material&lt;br /&gt;
mat_reloadtextures                       : cmd      :                  : Reloads all textures&lt;br /&gt;
mat_report_queue_status                  : 0        :                  : &lt;br /&gt;
mat_reporthwmorphmemory                  : cmd      :                  : Reports the amount of size in bytes taken up by hardware morph textures.&lt;br /&gt;
mat_reversedepth                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_savechanges                          : cmd      :                  : saves current video configuration to the registry&lt;br /&gt;
mat_setvideomode                         : cmd      :                  : sets the width, height, windowed state of the material system&lt;br /&gt;
mat_shadowstate                          : 1        :                  : &lt;br /&gt;
mat_show_ab_hdr                          : 0        :                  : &lt;br /&gt;
mat_show_ab_hdr_hudelement               : 0        : , &amp;quot;c&amp;quot;           : HDR Demo HUD Element toggle.&lt;br /&gt;
mat_show_histogram                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_show_texture_memory_usage            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;numeric&amp;quot; : Display the texture memory usage on the HUD.&lt;br /&gt;
mat_showcamerarendertarget               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_showenvmapmask                       : 0        :                  : &lt;br /&gt;
mat_showframebuffertexture               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_showlightmappage                     : -1      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_showlowresimage                      : 0        :                  : &lt;br /&gt;
mat_showmaterials                        : cmd      :                  : Show materials.&lt;br /&gt;
mat_showmaterialsverbose                 : cmd      :                  : Show materials (verbose version).&lt;br /&gt;
mat_showmiplevels                        : 0        : , &amp;quot;cheat&amp;quot;        : color-code miplevels 2: normalmaps, 1: everything else&lt;br /&gt;
mat_showtextures                         : cmd      :                  : Show used texture.&lt;br /&gt;
mat_showwatertextures                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_slopescaledepthbias_decal            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_slopescaledepthbias_normal           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_slopescaledepthbias_shadowmap        : 16       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_software_aa_blur_one_pixel_lines     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)&lt;br /&gt;
mat_software_aa_debug                    : 0        : , &amp;quot;l&amp;quot;           : Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0-&amp;gt;black, 1-&amp;gt;red, 2-&amp;gt;green, 3-&amp;gt;blue), (2 - show anti-a&lt;br /&gt;
mat_software_aa_edge_threshold           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more &lt;br /&gt;
mat_software_aa_quality                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)&lt;br /&gt;
mat_software_aa_strength                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o&lt;br /&gt;
mat_software_aa_strength_vgui            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.&lt;br /&gt;
mat_software_aa_tap_offset               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 -  lower value will make the im&lt;br /&gt;
mat_softwarelighting                     : 0        :                  : &lt;br /&gt;
mat_softwareskin                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_specular                             : 1        :                  : Enable/Disable specularity for perf testing.  Will cause a material reload upon change.&lt;br /&gt;
mat_spewvertexandpixelshaders            : cmd      :                  : Print all vertex and pixel shaders currently loaded to the console&lt;br /&gt;
mat_stub                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_supportflashlight                    : 1        :                  : 0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported&lt;br /&gt;
mat_suppress                             : cmd      :                  : Supress a material from drawing&lt;br /&gt;
mat_surfaceid                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_surfacemat                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_texture_limit                        : -1      : , &amp;quot;numeric&amp;quot;      : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying&lt;br /&gt;
mat_texture_list                         : 0        :                  : For debugging, show a list of used textures per frame&lt;br /&gt;
mat_texture_list_all                     : 0        : , &amp;quot;numeric&amp;quot;      : If this is nonzero, then the texture list panel will show all currently-loaded textures.&lt;br /&gt;
mat_texture_list_txlod                   : cmd      :                 : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution&lt;br /&gt;
mat_texture_list_txlod_sync              : cmd      :                  : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files&lt;br /&gt;
mat_texture_list_view                    : 1        : , &amp;quot;numeric&amp;quot;      : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.&lt;br /&gt;
mat_tonemap_algorithm                    : 1        : , &amp;quot;cheat&amp;quot;         0 = Original Algorithm 1 = New Algorithm&lt;br /&gt;
mat_tonemap_min_avglum                   : 3        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemap_percent_bright_pixels        : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemap_percent_target               : 60       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemapping_occlusion_use_stencil    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_trilinear                            : 0        :                  : &lt;br /&gt;
mat_use_compressed_hdr_textures          : 1        :                  : &lt;br /&gt;
mat_viewportscale                       : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Scale down the main viewport (to reduce GPU impact on CPU profiling)&lt;br /&gt;
mat_vsync                                : 0        :                  : Force sync to vertical retrace&lt;br /&gt;
mat_wateroverlaysize                     : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_wireframe                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_yuv                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
matchmakingport                          : 27025    :                 : Host Matchmaking port&lt;br /&gt;
maxplayers                               : cmd      :                  : Change the maximum number of players allowed on this server.&lt;br /&gt;
mem_compact                              : cmd      :                  : &lt;br /&gt;
mem_dump                                 : cmd      :                  : Dump memory stats to text file.&lt;br /&gt;
mem_dumpstats                            : 0        :                  : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) &lt;br /&gt;
em_dumpvballocs                         : cmd      :                  : Dump VB memory allocation stats.&lt;br /&gt;
mem_eat                                  : cmd      :                  : &lt;br /&gt;
mem_force_flush                          : 0        :                  : Force cache flush of unlocked resources on every alloc&lt;br /&gt;
mem_max_heapsize                         : 256      :                  : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)&lt;br /&gt;
mem_max_heapsize_dedicated               : 64       :                 : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)&lt;br /&gt;
mem_min_heapsize                         : 48       :                  : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)&lt;br /&gt;
mem_periodicdumps                        : 0        :                  : Write periodic memstats dumps every n seconds.&lt;br /&gt;
mem_test                                 : cmd      :                  : &lt;br /&gt;
mem_test_each_frame                      : 0        :                 : Run heap check at end of every frame &lt;br /&gt;
mem_test_every_n_seconds                 : 0        :                  : Run heap check at a specified interval &lt;br /&gt;
mem_vcollide                             : cmd      :                  : Dumps the memory used by vcollides&lt;br /&gt;
memory                                   : cmd      :                  : Print memory stats.&lt;br /&gt;
metropolice_charge                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
metropolice_chase_use_follow             : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
metropolice_move_and_melee               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
minisave                                 : cmd      :                  : Saves game (for current level only!)&lt;br /&gt;
mm_add_item                              : cmd      :                  : Add a stats item&lt;br /&gt;
mm_add_player                            : cmd      :                  : Add a player&lt;br /&gt;
mm_max_spectators                        : 4        :                  : Max players allowed on the spectator team&lt;br /&gt;
mm_message                              : cmd      :                  : Send a message to all remote clients&lt;br /&gt;
mm_minplayers                            : 2        :                  : Number of players required to start an unranked game&lt;br /&gt;
mm_select_session                        : cmd      :                  : Select a session&lt;br /&gt;
mm_session_info                          : cmd      :                  : Dump session information&lt;br /&gt;
mm_stats                                 : cmd      :                  : &lt;br /&gt;
mod_forcedata                            : 1       :                  : Forces all model file data into cache on model load.&lt;br /&gt;
mod_forcetouchdata                       : 1        :                  : Forces all model file data into cache on model load.&lt;br /&gt;
mod_load_anims_async                     : 0        :                  : &lt;br /&gt;
mod_load_fakestall                       : 0        :                  : Forces all ANI file loading to stall for specified ms &lt;br /&gt;
mod_load_mesh_async                      : 0        :                  : &lt;br /&gt;
mod_load_showstall                      : 0        :                  : 1 - show hitches , 2 - show stalls&lt;br /&gt;
mod_load_vcollide_async                  : 0        :                  : &lt;br /&gt;
mod_lock_mdls_on_load                    : 0        :                  : &lt;br /&gt;
mod_test_mesh_not_available              : 0        :                  : &lt;br /&gt;
mod_test_not_available                   : 0        :                  : &lt;br /&gt;
mod_test_verts_not_available             : 0        :                  : &lt;br /&gt;
mod_touchalldata                         : 1        :                 : Touch model data during level startup&lt;br /&gt;
mod_trace_load                           : 0        :                  : &lt;br /&gt;
monk_headshot_freq                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
mortar_visualize                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
motdfile                                 : 0        : , &amp;quot;sv&amp;quot;           : The MOTD file to load.&lt;br /&gt;
motdurl                                  : 0        : , &amp;quot;sv&amp;quot;           : The MOTD URL to load instead of the file&lt;br /&gt;
movie_fixwave                           : cmd      :                  : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.&lt;br /&gt;
mp3                                      : cmd      :                  : Show/hide mp3 player UI.&lt;br /&gt;
mp_allowcrosshair                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allow/disallow client crosshair display.&lt;br /&gt;
mp_allowironsights                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allow client toggling of ironsights.&lt;br /&gt;
mp_allowspectators                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;   : toggles whether the server allows spectator mode or not&lt;br /&gt;
mp_allowsprint                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_autocrosshair                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_bunnyhop                              : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Bunnyhop mode. 0 = off, 1 = ep2 style (max speed enforced), 2 = unlimited hop speed.&lt;br /&gt;
mp_chattime                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : amount of time players can chat after the game is over&lt;br /&gt;
mp_clan_ready_signa                     : 0        : , &amp;quot;sv&amp;quot;           : Text that team leader from each team must speak for the match to begin&lt;br /&gt;
mp_clan_readyrestart                     : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart once someone from each team gives the ready signal&lt;br /&gt;
mp_decals                                : 200      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
mp_defaultteam                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
mp_disable_autokick                      : cmd      :                  : Prevents a serid from being auto-kicked&lt;br /&gt;
mp_disable_respawn_times                 : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
mp_fadetoblack                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : fade a player's screen to black when he dies&lt;br /&gt;
mp_falldamage                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_flashlight                            : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_footsteps                             : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_forcecamera                           : 2        : , &amp;quot;sv&amp;quot;, rep&amp;quot;    : Restricts spectator modes for dead players&lt;br /&gt;
mp_forcerespawn                          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_fraglimit                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_friendlyfire                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allows team members to injure other members of their team&lt;br /&gt;
mp_hl1crossbow                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_livesmode                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_livesoverride                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_mapvotepercentage                     : 51       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_maxrounds                             : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : max number of rounds to play before server changes maps&lt;br /&gt;
mp_numlives                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_playercollide                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Should players collide with each other?&lt;br /&gt;
mp_ready_signal                          : 0        : , &amp;quot;sv&amp;quot;           : ext that each player must speak for the match to begin&lt;br /&gt;
mp_readyrestart                          : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart once each player gives the ready signal&lt;br /&gt;
mp_respawnwavetime                       : 10       : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Time between respawn waves.&lt;br /&gt;
mp_restartgame                           : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart in the specified number of seconds&lt;br /&gt;
mp_teamoverride                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;    : &lt;br /&gt;
mp_teamplay                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_teams_unbalance_limit                 : 1        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Teams are unbalanced when one team has this many more players than the other team. (0 disables check)&lt;br /&gt;
mp_timelimit                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : game time per map in minutes&lt;br /&gt;
mp_tournament                            : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
mp_usehwmmodels                          : 0        : , &amp;quot;cl&amp;quot;           : nable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)&lt;br /&gt;
mp_usehwmvcds                            : 0        : , &amp;quot;cl&amp;quot;           : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)&lt;br /&gt;
mp_waitingforplayers_cancel              : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to end the WaitingForPlayers period.&lt;br /&gt;
mp_waitingforplayers_restart             : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to start or restart the WaitingForPlayers period.&lt;br /&gt;
mp_waitingforplayerstime                : 0        : , &amp;quot;sv&amp;quot;           : WaitingForPlayers time length in seconds&lt;br /&gt;
mp_weaponstay                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_winlimit                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Max score one team can reach before server changes maps&lt;br /&gt;
multvar                                  : cmd      :                  : Multiply specified convar value.&lt;br /&gt;
muzzleflash_light                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
288 convars/concomands for [m]&lt;br /&gt;
&lt;br /&gt;
] cvarlist n&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name                                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;print&amp;quot;, &amp;quot;server_can_execute&amp;quot; : Current user name&lt;br /&gt;
nav_analyze                              : cmd      :                  : Re-analyze the current Navigation Mesh and save it to disk.&lt;br /&gt;
nav_area_bgcolor                         : 0        : , &amp;quot;sv&amp;quot;           : RGBA color to draw as the background color for nav areas while editing.&lt;br /&gt;
nav_avoid                               : cmd      :                  : Toggles the 'avoid this area when possible' flag used by the AI system.&lt;br /&gt;
nav_begin_area                           : cmd      :                  : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and &lt;br /&gt;
nav_build_ladder                         : cmd      :                  : Attempts to build a nav ladder on the climbable surface under the cursor.&lt;br /&gt;
nav_check_file_consistency              : cmd      :                  : Scans the maps directory and reports any missing/out-of-date navigation files.&lt;br /&gt;
nav_check_floor                          : cmd      :                  : Updates the blocked/unblocked status for every nav area.&lt;br /&gt;
nav_clear_walkable_marks                 : cmd      :                  : Erase any previously placed walkable positions.&lt;br /&gt;
nav_compress_id                          : cmd      :                  : Re-orders area and ladder ID's so they are continuous.&lt;br /&gt;
nav_connect                             : cmd      :                  : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a&lt;br /&gt;
nav_coplanar_slope_limit                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
nav_corner_adjust_adjacent               : 18       : , &amp;quot;sv&amp;quot;           : radius used to raise/lower corners in nearby areas when raising/lowering corners.&lt;br /&gt;
nav_corner_lower                         : cmd      :                  : Lower the selected corner o the currently marked Area.&lt;br /&gt;
nav_corner_place_on_ground               : cmd      :                  : Places the selected corner of the currently marked Area on the ground.&lt;br /&gt;
nav_corner_raise                         : cmd      :                  : Raise the selected corner of the currently marked Area.&lt;br /&gt;
nav_corner_select                        : cmd      :                  : Select a corner of the currently marked Area. Use multiple times to access all four corners.&lt;br /&gt;
nav_create_place_on_ground               : 0       : , &amp;quot;sv&amp;quot;           : If true, nav areas will be placed flush with the ground when created by hand.&lt;br /&gt;
nav_crouch                               : cmd      :                  : Toggles the 'must crouch in this area' flag used by the AI system.&lt;br /&gt;
nav_delete                               : cmd      :                  : Deletes the currently highlighted Area.&lt;br /&gt;
nav_delete_marked                        : cmd      :                  : Deletes the currently marked Area (if any).&lt;br /&gt;
nav_disconnect                          : cmd      :                  : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec&lt;br /&gt;
nav_dont_hide                            : cmd      :                  : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.&lt;br /&gt;
nav_edit                                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.&lt;br /&gt;
nav_end_area                            : cmd      :                  : Defines the second corner of a new Area or Ladder and creates it.&lt;br /&gt;
nav_generate                             : cmd      :                  : Generate a Navigation Mesh for the current map and save it to disk.&lt;br /&gt;
nav_generate_incremental                 : cmd      :                  : Generate a Navigation Mesh for the current map and save it to disk.&lt;br /&gt;
nav_jump                                 : cmd      :                  : Toggles the 'traverse this area by jumping' flag use by the AI system.&lt;br /&gt;
nav_ladder_flip                          : cmd      :                  : Flips the selected ladder's direction.&lt;br /&gt;
nav_load                                 : cmd      :                  : Loads the Navigation Mesh for the current map.&lt;br /&gt;
nav_make_sniper_spots                    : cmd      :                  : Chops the marked area into disconnected sub-areas suitable for sniper spots.&lt;br /&gt;
nav_mark                                 : cmd      :                  : Marks the Area or Ladder under the cusor for manipulation by subsequent editing commands.&lt;br /&gt;
nav_mark_unnamed                         : cmd      :                  : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.&lt;br /&gt;
nav_mark_walkable                        : cmd      :                  : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate &lt;br /&gt;
nav_merge                                : cmd      :                  : To merge two Areas nto one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm&lt;br /&gt;
nav_no_hostages                          : cmd      :                  : Toggles the 'hostages cannot use this area' flag used by the AI system.&lt;br /&gt;
nav_no_jump                              : cmd      :                  : Toggles the 'dont jump in this area' flag used by the AI system.&lt;br /&gt;
nav_place_floodfill                      : cmd      :                  : Sets the Place of the Area under the cursor to he curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli&lt;br /&gt;
nav_place_list                           : cmd      :                  : Lists all place names used in the map.&lt;br /&gt;
nav_place_pick                           : cmd      :                  : Sets the current Place to the Place of the Area under the cursor.&lt;br /&gt;
nav_place_replace                        : cmd      :                  : Replaces all instances of the first place with the second place.&lt;br /&gt;
nav_precise                              :cmd      :                  : Toggles the 'dont avoid obstacles' flag used by the AI system.&lt;br /&gt;
nav_quicksave                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing.&lt;br /&gt;
nav_remove_unused_jump_areas             : cmd      :                  : Removes jump areas with at most 1 connection to a ladder or non-jump area.&lt;br /&gt;
nav_restart_after_analysis               : 1        : , &amp;quot;sv&amp;quot;           : When nav nav_restart_fter_analysis finishes, restart the server.  Turning this off can cause crashes, but is useful for increm&lt;br /&gt;
nav_run                                  : cmd      :                  : Toggles the 'traverse this area by running' flag used by the AI system.&lt;br /&gt;
nav_save                                 : cmd      :                  : Saves the current Navigation Mesh to disk.&lt;br /&gt;
nav_set_place_mode                       : cmd      :                  : Sets the editor into or out of Place mode. Place mode allows labelling f Area with Place names.&lt;br /&gt;
nav_show_approach_points                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show Approach Points in the Navigation Mesh.&lt;br /&gt;
nav_show_area_info                       : 0        : , &amp;quot;sv&amp;quot;           : Duration in seconds to show nav area ID and attributes while editing&lt;br /&gt;
nav_show_danger                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show current 'danger' levels.&lt;br /&gt;
nav_show_ladder_bounds                   : cmd      :                  : Draws the bounding boxes of all func_ladders in th map.&lt;br /&gt;
nav_show_nodes                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
nav_show_player_counts                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show current player counts in each area.&lt;br /&gt;
nav_slope_limit                          : 0        : , &amp;quot;sv&amp;quot;           : The ground unit normal's Z component must be greater than this for nav areas to be generated.&lt;br /&gt;
nav_snap_to_grid                         : 0        : , &amp;quot;sv&amp;quot;           : Snap to the nav generation grid when creating new nav areas&lt;br /&gt;
nav_splice                              : cmd      :                  : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.&lt;br /&gt;
nav_split                                : cmd      :                  : To split an Area into two, align the split line using your cursor and invoke the split command.&lt;br /&gt;
nav_split_place_on_ground                : 0        : , &amp;quot;sv&amp;quot;           : If true, nav areas will be placed flush with the ground when split.&lt;br /&gt;
nav_stand                               : cmd      :                  : Toggles the 'stand while hiding' flag used by the AI system.&lt;br /&gt;
nav_stop                                 : cmd      :                  : Toggles the 'must stop when entering this area' flag used by the AI system.&lt;br /&gt;
nav_strip                                : cmd      :                  : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.&lt;br /&gt;
nav_toggle_place_mode                    : cmd      :                  : Toggle the editorinto and out of Place mode. Place mode allows labelling of Area with Place names.&lt;br /&gt;
nav_toggle_place_painting                : cmd      :                  : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.&lt;br /&gt;
nav_transient                            : cmd      :                  : Toggles the 'area is transient and may become blocked' flag used by the AI system.&lt;br /&gt;
nav_unmark                               : cmd      :                  : Clears the markedArea or Ladder.&lt;br /&gt;
nav_update_blocked                       : cmd      :                  : Updates the blocked/unblocked status for every nav area.&lt;br /&gt;
nav_use_place                            : cmd      :                  : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.&lt;br /&gt;
nav_walk                                 : cmd      :                  : Toggles the 'traverse this area by walking' flag used by the AI system.&lt;br /&gt;
nav_warp_to_mark                        : cmd      :                  : Warps the player to the marked area.&lt;br /&gt;
net_blockmsg                             : 0        : , &amp;quot;cheat&amp;quot;        : Discards incoming message: &amp;lt;0|1|name&amp;gt;&lt;br /&gt;
net_channels                             : cmd      :                  : Shows net channel info&lt;br /&gt;
net_chokeloop                            : 0        :                  : Apply bandwidth choke to loopback packets&lt;br /&gt;
net_compresspackets                      : 1        :                  : Use lz compression on game packets&lt;br /&gt;
net_compresspackets_minsize              : 128      :                  : Don't bother compressing packets below this size.&lt;br /&gt;
net_compressvoice                        : 0        :                  : Attempt to compress out of band voice payloads (360 only).&lt;br /&gt;
net_drawslider                           : 0        :                  : Draw completion slider during signon&lt;br /&gt;
net_droppackets                          : 0        : , &amp;quot;cheat&amp;quot;        : Drops next n packets on client&lt;br /&gt;
net_fakejitter                            0        : , &amp;quot;cheat&amp;quot;        : Jitter fakelag packet time&lt;br /&gt;
net_fakelag                              : 0        : , &amp;quot;cheat&amp;quot;        : Lag all incoming network data (including loopback) by this many milliseconds.&lt;br /&gt;
net_fakeloss                             : 0        : , &amp;quot;cheat&amp;quot;        : Simulate packet loss as a percentage (negative means drop 1/n packets)&lt;br /&gt;
net_graph                                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.&lt;br /&gt;
ne_graphheight                          : 64       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Height of netgraph panel&lt;br /&gt;
net_graphmsecs                           : 400      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : The latency graph represents this many milliseconds.&lt;br /&gt;
net_graphpos                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_graphproportionalfont                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Determines whether netgraph font is proportional or not&lt;br /&gt;
net_graphshowinterp                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the interolation graph.&lt;br /&gt;
net_graphshowlatency                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the ping/packet loss graph.&lt;br /&gt;
net_graphsolid                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_graphtext                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw text fields&lt;br /&gt;
net_maxcleartime                         : 4        :                  : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).&lt;br /&gt;
net_maxfilesize                          : 16       :                 : Maximum allowed file size for uploading in MB&lt;br /&gt;
net_maxfragments                         : 1260     :                  : Max fragment bytes per packet&lt;br /&gt;
net_maxroutable                          : 1260     : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Requested max packet size before packets are 'split'.&lt;br /&gt;
net_queue_trace                          : 0        :                  : &lt;br /&gt;
net_queued_packet_thread                 : 1        :                  : Use a high priority thread to send queued packets out instead of sending hem each frame.&lt;br /&gt;
net_scale                                : 5        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_showdrop                             : 0        :                  : Show dropped packets in console&lt;br /&gt;
net_showevents                           : 0        :                  : Dump game events to console (1=client only, 2=all).&lt;br /&gt;
net_showfragments                        : 0        :                  : Show netchannel fragments&lt;br /&gt;
net_showmsg                              : 0        :                  : Show incoming messae: &amp;lt;0|1|name&amp;gt;&lt;br /&gt;
net_showpeaks                            : 0        :                  : Show messages for large packets only: &amp;lt;size&amp;gt;&lt;br /&gt;
net_showsplits                           : 0        :                  : Show info about packet splits&lt;br /&gt;
net_showtcp                              : 0        :                  : Dump TCP stream summary to console&lt;br /&gt;
net_showudp                              : 0        :                  : Dump UDP packets summary to console&lt;br /&gt;
net_splitpacket_maxrate                  : 15000    :                 : Max bytes per second when queueing splitpacket chunks&lt;br /&gt;
net_splitrate                            : 1        :                  : Number of fragments for a splitpacket that can be sent per frame&lt;br /&gt;
net_start                                : cmd      :                  : Inits multiplayer network sockets&lt;br /&gt;
net_status                               : cmd      :                  : Shows current network status&lt;br /&gt;
net_usesocketsforloopback                : 0        :                  : Use network sockets laye even for listen server local player's packets (multiplayer only).&lt;br /&gt;
next                                     : 0        : , &amp;quot;cheat&amp;quot;        : Set to 1 to advance to next frame ( when singlestep == 1 )&lt;br /&gt;
nextdemo                                 : cmd      :                  : Play next demo in sequence.&lt;br /&gt;
nextlevel                                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : If set to a valid map name, will change to this map during the next changelevel&lt;br /&gt;
noclip                                   : cmd      :                 : Toggle. Player becomes non-solid and flies.&lt;br /&gt;
notarget                                 : cmd      :                  : Toggle. Player becomes hidden to NPCs.&lt;br /&gt;
npc_ally_deathmessage                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
npc_alyx_crouch                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_force_stop_moving               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_readiness                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_readiness_transitions           : 1       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_ammo_deplete                         : cmd      :                  : Subtracts half of the target's ammo&lt;br /&gt;
npc_barnacle_swallow                     : 0        : , &amp;quot;sv&amp;quot;           : Use prototype swallow code.&lt;br /&gt;
npc_bipass                               : cmd      :                  : Displays the local movement attempts by the given NPC(s) (triangulation detours).  Failed bypass routes are displayed in red, s&lt;br /&gt;
npc_blob_idle_speed_factor               : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
npc_blob_show_centroid                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_sin_amplitude                   : 60       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_straggler_dist                  : 240      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_think_interval                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_model                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_orientation                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_threading                   : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
npc_citizen_auto_player_squad            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_auto_player_squad_allow_use  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_dont_precache_all            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_explosive_resist             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_heal_chuck_medkit            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Set to 1 to use new experimental healthkit-throwing medic.&lt;br /&gt;
npc_citizen_insignia                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
np_citizen_medic_emit_sound             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_medic_throw_speed            : 650      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_medic_throw_style            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Set to 0 for a lobbier trajectory&lt;br /&gt;
npc_citizen_squad_marker                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_combat                               : cmd      :                  : Displays text debugging information about the squad and enemy of the selected NPC  (See Overlay Text)  Arguments    {npc_name}&lt;br /&gt;
npc_conditions                           : cmd      :                  : Displays all the current AI conditions that an NPC has in the overlay text.  Arguments:    {npc_name} / {npc class_name} / no a&lt;br /&gt;
npc_create                               : cmd      :                  : Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).  Note that&lt;br /&gt;
npc_create_aimed                         : cmd      :                  : Creates an NPC aimed way from the player of the given type where the player is looking (if the given NPC can actually stand at&lt;br /&gt;
npc_create_equipment                     : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
npc_destroy                              : cmd      :                  : Removes the given NPC(s) from the universe Arguments:    {npc_name} / {npc_class_name} / no argument picks what player is looki&lt;br /&gt;
npc_destroy_unselected                   : cmd      :                  : Removes all NPCs from the universe that aren't currently elected&lt;br /&gt;
npc_enemies                              : cmd      :                  : Shows memory of NPC.  Draws an X on top of each memory.  Eluded entities drawn in blue (don't know where it went)  Unreachable &lt;br /&gt;
npc_focus                                : cmd      :                  : Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)  Arguments:    {npc_name} / {np&lt;br /&gt;
npc_freeze                               : cmd      :                  : Selected NPC(s) will freeze n place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.  Arguments&lt;br /&gt;
npc_freeze_unselected                    : cmd      :                  : Freeze all NPCs not selected&lt;br /&gt;
npc_go                                   : cmd      :                  : Selected NPC(s) will go to the location that the player is looking (shown with a purple box)  Arguments: -none-&lt;br /&gt;
npc_go_do_run                            : 1        : , &amp;quot;sv&amp;quot;           : Set whether should run on NPC go&lt;br /&gt;
npc_go_random                           : cmd      :                  : Sends all selected NPC(s) to a random node.  Arguments:    -none-&lt;br /&gt;
npc_heal                                 : cmd      :                  : Heals the target back to full health&lt;br /&gt;
npc_height_adjust                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Enable test mode for ik height adjustment&lt;br /&gt;
npc_kill                                 : cmd      :                  : Kills the given NPC(s) Arguments:    {npc_name} / {npc_class_name} / no argument picks what plyer is looking at&lt;br /&gt;
npc_nearest                              : cmd      :                  : Draw's a while box around the NPC(s) nearest node  Arguments:    {entity_name} / {class_name} / no argument picks what player i&lt;br /&gt;
npc_relationships                        : cmd      :                  : Displays the relationships between this NPC and all others.  Arguments:    {entity_name} / {class_name} / no argument picks wha&lt;br /&gt;
npc_reset                                : cmd      :                  : Reloads schedules or all NPC's from their script files  Arguments: -none-&lt;br /&gt;
npc_route                                : cmd      :                  : Displays the current route of the given NPC as a line on the screen.  Waypoints along the route are drawn as small cyan rectang&lt;br /&gt;
npc_select                               : cmd      :                  : Select or deselects the given NPC(s) for later manipulation.  Selected NPC's are shown surrounded by a red translucent box  Arg&lt;br /&gt;
npc_sentences                            : 0        :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_speakall                             : cmd      :                  : Force the npc to try and speak all their responses&lt;br /&gt;
npc_squads                               : cmd      :                  : Obsolete.  Replaced by npc_combat&lt;br /&gt;
npc_steering                             : cmd      :                  : Displays the steering obstructions of the NPC (used to perform local avoidance)  Arguments:    {entity_name} / {class_name} / n&lt;br /&gt;
npc_steering_all                         : cmd      :                 : Displays the steering obstructions of all NPCs (used to perform local avoidance) &lt;br /&gt;
npc_strider_height_adj                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_strider_shake_ropes_magnitude        : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_strider_shake_ropes_radius           : 1200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_task_text                            : cmd      :                  : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current chedu&lt;br /&gt;
npc_tasks                                : cmd      :                  : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)  A&lt;br /&gt;
npc_teleport                             : cmd      :                  : Selected NPC will teleport to the location that the player is looking (shown with a purple box)  Arguments: -none-&lt;br /&gt;
npc_thinknow                             : cmd      :                  : Trigger NPC to think&lt;br /&gt;
npc_viewcone                            : cmd      :                  : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)  Arguments:    {ent&lt;br /&gt;
npc_vphysics                             : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
--------------&lt;br /&gt;
177 convars/concommands for [n]&lt;br /&gt;
&lt;br /&gt;
] cvarlist o&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
old_radiusdamage                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
OpenObsidianContentWarning               : cmd      :                 : Opens Obsidian Content Warning Popup&lt;br /&gt;
OpenObsidianOptionsMenu                  : cmd      :                  : Opens Obsidian Options Menu&lt;br /&gt;
opt_EnumerateLeavesFastAlgorithm         : 1        :                  : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.&lt;br /&gt;
option_duck_method                       : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
option_duck_method_default               : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
overview_alpha                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;clientmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Overview map translucency. &lt;br /&gt;
overview_health                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's health in map overview. &lt;br /&gt;
overview_locked                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Locks map angle, doesn't follow view angle. &lt;br /&gt;
overview_mode                            : cmd      :                  : Sets overview map mode off,small,large: &amp;lt;0|1|2&amp;gt;&lt;br /&gt;
overview_names                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's names in map overview. &lt;br /&gt;
overview_tracks                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's tracks in map overview. &lt;br /&gt;
overview_zoom                            : cmd      :                  : Sets overview map zoom: &amp;lt;zoom&amp;gt; [&amp;lt;time&amp;gt;] [rel]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 13 convars/concommands for [o]&lt;br /&gt;
&lt;br /&gt;
] cvarlist p&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
particle_sim_alt_cores                   : 2        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
particle_simulateoverflow                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Used for stress-testing particle systems. Randomly denies creation of particles.&lt;br /&gt;
particle_test_attach_attachment          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Attachment index for attachment mode&lt;br /&gt;
particle_test_attach_mode                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'&lt;br /&gt;
particle_test_file                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Nme of the particle system to dynamically spawn&lt;br /&gt;
particle_test_start                      : cmd      :                  : Dispatches the test particle system with the parameters specified in particle_test_file,  particle_test_attach_mode and particl&lt;br /&gt;
particle_test_stop                       : cmd      :                  : Stops all particle systems on the selected entities.  Arguments:    {entity_name} / {class_name} / no argument picks what playe&lt;br /&gt;
passenger_collision_response_threshold   : 250      : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
passenger_debug_entry                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_debug_transition               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_impact_response_threshold      : -350     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_use_leaning                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
password                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;norecord&amp;quot; : Current server access password&lt;br /&gt;
path                                     : cmd      :                  : Show the engine filesystempath.&lt;br /&gt;
pause                                    : cmd      :                  : Toggle the server pause state.&lt;br /&gt;
perfui                                   : cmd      :                  : Show/hide the level performance tools UI.&lt;br /&gt;
perfvisualbenchmark                      : cmd      :                  : &lt;br /&gt;
perfvisualbenchmark_abort                : cmd      :                  : &lt;br /&gt;
phonemedelay                             : 0        : , &amp;quot;cl&amp;quot;           : Phoneme delay to account for sound system latency.&lt;br /&gt;
phonemefilter                           : 0        : , &amp;quot;cl&amp;quot;           : Time duration of box filter to pass over phonemes.&lt;br /&gt;
phonemesnap                              : 2        : , &amp;quot;cl&amp;quot;           : Lod at level at which visemes stops always considering two phonemes, regardless of duration.&lt;br /&gt;
phys_gunattract                          : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunautoweld                         : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunforce                            : 5        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunglueraius                       : 128      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunmass                             : 200      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_guntorque                           : 100      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunvel                              : 400      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_impactforcescale                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_penetration_error_time              : 10       : , &amp;quot;sv&amp;quot;           : Controls the duration of vphysics penetration error boxes.&lt;br /&gt;
phys_pushscale                          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
phys_speeds                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_stressbodyweights                   : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_swap                                : cmd      :                  : Automatically swaps the current weapon for the physcannon and back again.&lt;br /&gt;
phys_timescale                           : 1        : , &amp;quot;sv&amp;quot;           : Scale time for physics&lt;br /&gt;
phys_upimpactforcescale                  : 0        : , &amp;quot;sv&amp;quot;            &lt;br /&gt;
physcannon_ball_cone                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_chargetime                    : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_cone                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_dmg_glass                     : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_maxforce                      : 1500     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_maxmass                       : 250      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_enabled                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_pullforce                : 8000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_tracelength              : 850      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_minforce                      : 700      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_pullforce                     : 4000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_punt_cone                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_right_turrets                 : 0        : , &amp;quot;sv&amp;quot;,&amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_tracelength                   : 250      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physics_budget                           : cmd      :                  : Times the cost of each active object&lt;br /&gt;
physics_constraints                      : cmd      :                  : Highlights constraint system graph for an entity&lt;br /&gt;
physics_debug_entity                     : cmd      :                  : Dumps debug info for an entity&lt;br /&gt;
physics_highlight_active                 : cmd      :                  : Turn on the absbox for all active physics objects&lt;br /&gt;
physics_report_active                    : cmd      :                  : Lists all active physics objects&lt;br /&gt;
physics_select                           : cmd      :                  : Dumps debug info for an entity&lt;br /&gt;
physicsshadowupdate_render               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
picker                                   : cmd      :                  : Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whateer entity the play&lt;br /&gt;
ping                                     : cmd      :                  : Display ping to server.&lt;br /&gt;
pipeline_static_props                    : 1        :                  : &lt;br /&gt;
pixelvis_debug                           : cmd      :                  : Dump debug info&lt;br /&gt;
play                                     : cmd      :                  : Play a sound.&lt;br /&gt;
playdemo                                 : cmd      :                  : Play a recorded demo file (.dem ).&lt;br /&gt;
player_debug_print_damage               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : When true, print amount and type of all damage received by player to console.&lt;br /&gt;
player_limit_jump_speed                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
player_old_armor                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_showpredictedposition             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_showpredictedposition_timestep    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_debug            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_movetolerance   : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_player_tolerance : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_time             : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_time_after_combat : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_double_tap_time             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_transient_commands          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
player_throwforce                        : 1000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
playflush                               : cmd      :                  : Play a sound, reloading from disk in case of changes.&lt;br /&gt;
playgamesound                            : cmd      :                  : Play a sound from the game sounds txt file&lt;br /&gt;
playsoundscape                           : cmd      :                  : Forces a soundscape to play&lt;br /&gt;
playvideo                                : cmd      :                  : Plays a video: &amp;lt;filename&amp;gt; [width height]&lt;br /&gt;
playvideo_exitcommand                    : cmd      :                 : Plays a video and fires and exit command when it is stopped or finishes: &amp;lt;filename&amp;gt; &amp;lt;exit command&amp;gt;&lt;br /&gt;
playvol                                  : cmd      :                  : Play a sound at a specified volume.&lt;br /&gt;
plugin_load                              : cmd      :                  : plugin_load &amp;lt;filename&amp;gt; : loads a plugin&lt;br /&gt;
plugin_pause                             : cmd      :                  : plugin_pause &amp;lt;index&amp;gt; : pauses a loaded plugin&lt;br /&gt;
plugin_pause_all                         : cmd      :                 : pauses all loaded plugins&lt;br /&gt;
plugin_print                             : cmd      :                  : Prints details about loaded plugins&lt;br /&gt;
plugin_unload                            : cmd      :                  : plugin_unload &amp;lt;index&amp;gt; : unloads a plugin&lt;br /&gt;
plugin_unpause                           : cmd      :                  : plugin_unpause &amp;lt;index&amp;gt; : unpauses a disabled plugin&lt;br /&gt;
plugin_unpause_all                       : cmd      :                  : unpauses all disabled plugins&lt;br /&gt;
print_colorcorrection                   : cmd      :                  : Display the color correction layer information.&lt;br /&gt;
progress_enable                          : cmd      :                  : &lt;br /&gt;
prop_active_gib_limit                    : 999999   : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
prop_active_gib_max_fade_time            : 999999   : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
prop_crosshair                           : cmd      :                  : Shows name for prop looking at&lt;br /&gt;
prop_debug                               : cmd      :                  : Toggle prop debug mode If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys&lt;br /&gt;
prop_dynamic_create                      : cmd      :                  : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}&lt;br /&gt;
prop_physics_create                      : cmd      :                  : Creates a physics prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}&lt;br /&gt;
props_break_max_pieces                  : -1       :                  : Maximum prop breakable piece count (-1 = model default)&lt;br /&gt;
props_break_max_pieces_perframe          : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Maximum prop breakable piece count per frame (-1 = model default)&lt;br /&gt;
pwatchent                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Entity to watch for prediction system changes.&lt;br /&gt;
pwatchvar                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Entity variable to watch in prediction system for changes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
101 convarsconcommands for [p]&lt;br /&gt;
&lt;br /&gt;
] cvarlist q&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
quit                                     : cmd      :                  : Exit the engine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
  1 convars/concommands for [q]&lt;br /&gt;
&lt;br /&gt;
] cvarlist r&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
r_3dnow                                  : cmd      :                  : Enable/disable 3DNow code&lt;br /&gt;
r_3dsky                                  : 1        : , &amp;quot;cl&amp;quot;           : Enable the renderig of 3d sky boxes&lt;br /&gt;
r_AirboatPitchCurveLinear                : 60       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatPitchCurveZero                  : 25       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatRollCurveLinear                 : 120      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatRollCurveZero                   : 90       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendTo                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendToScale                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendToTime                 : 1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewDampenDamp                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_AirboatViewDampenFreq                  : 7        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_AirboatViewZHeight                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_ambientboost                           : 1        : , &amp;quot;a&amp;quot;            : Set to boost ambient term if it is totally swamped by local lights&lt;br /&gt;
r_ambientfactor                          : 5        : , &amp;quot;a&amp;quot;            : Boost ambient cue by no more than this factor&lt;br /&gt;
r_ambientfraction                        : 0        : , &amp;quot;cheat&amp;quot;        : Fraction of direct lighting that ambient cube must be below to trigger boosting&lt;br /&gt;
r_ambientlightingonly                    : 0        : , &amp;quot;cheat&amp;quot;        : Set this to 1 to light models with only ambient lighting (and no static lighting).&lt;br /&gt;
r_ambientmin                             : 0        : , &amp;quot;a&amp;quot;            : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright&lt;br /&gt;
r_aspectraio                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_avglight                               : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_avglightmap                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_BlizzardEndAlpha                       : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardEndSize                        : 400      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardLife                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardParticles                      : 25       : , &amp;quot;cheat&amp;quot; &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayEnable                      : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayLength                      : 1024     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayRadius                      : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardSpeedScale                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardStartAlpha                     : 50       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardStartSize                      : 50       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_bloomtintb                            : 0        :                  : &lt;br /&gt;
r_bloomtintexponent                      : 2        :                  : &lt;br /&gt;
r_bloomtintg                             : 0        :                  : &lt;br /&gt;
r_bloomtintr                             : 0        :                  : &lt;br /&gt;
r_cheapwaterend                          : cmd      :                  : &lt;br /&gt;
r_cheapwaterstart                        : cmd      :                  : &lt;br /&gt;
r_cleardecals                            : cmd      :                  : Usage r_cleardecas &amp;lt;permanent&amp;gt;.&lt;br /&gt;
r_ClipAreaPortals                        : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_colorstaticprops                       : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_debugcheapwater                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_debugrandomstaticlighting              : 0        : , &amp;quot;cheat&amp;quot;        : Set to 1 to randomize static lighting for debugging.  Must restart for change to take affect.&lt;br /&gt;
r_decal_cullsize                         : 5        :                  : Decals under this size in pixels ae culled&lt;br /&gt;
r_decals                                 : 2048     :                  : &lt;br /&gt;
r_decalstaticprops                       : 1        :                  : Decal static props test&lt;br /&gt;
r_depthoverlay                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.&lt;br /&gt;
r_DispBuildable                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DispDrawAxes                           : 0        :                  : &lt;br /&gt;
r_DispWalkable                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dopixelvisibility                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_drawbatchdecals                        : 1        :                  : Render decals batched.&lt;br /&gt;
r_DrawBeams                              : 1        : , &amp;quot;cheat&amp;quot;        : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawbrushmodels                        : 1        : , &amp;quot;cheat&amp;quot;        : Render brush models. 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawclipbrushes                        : 0        : , &amp;quot;chet&amp;quot;        : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)&lt;br /&gt;
r_drawdecals                             : 1        : , &amp;quot;cheat&amp;quot;        : Render decals.&lt;br /&gt;
r_drawdetailprops                        : 1        :                  : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_DrawDisp                               : 1        : , &amp;quot;cheat&amp;quot;        : Toggles rendering of displacment maps&lt;br /&gt;
r_drawentities                           : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawflecks                             : 1        :                 : &lt;br /&gt;
r_drawfuncdetail                         : 1        : , &amp;quot;cheat&amp;quot;        : Render func_detail&lt;br /&gt;
r_drawleaf                               : -1       : , &amp;quot;cheat&amp;quot;        : Draw the specified leaf.&lt;br /&gt;
r_drawlightcache                         : 0        : , &amp;quot;cheat&amp;quot;        : 0: off 1: draw light cache entries 2: draw rays &lt;br /&gt;
r_drawlightinfo                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawlights                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodeldecals                        :1        :                  : &lt;br /&gt;
r_DrawModelLightOrigin                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlay                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlaydistance          : 500      : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlaymax               : 1        : , &amp;quot;a&amp;quot;            : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2&lt;br /&gt;
r_drawmodelstatsoverlaymin               : 0        : , &amp;quot;a&amp;quot;            : time in millisecondsthat a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2&lt;br /&gt;
r_drawopaquerenderables                  : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawopaquestaticpropslast              : 0        : , &amp;quot;cl&amp;quot;           : Whether opaque static props are rendered after non-npcs&lt;br /&gt;
r_drawopaqueworld                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawothermodels                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawparticles                          : 1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable particle rendering&lt;br /&gt;
r_drawpixelvisibility                    : 0        : , &amp;quot;cl&amp;quot;           : Show the occlusion proxies&lt;br /&gt;
r_DrawPortals                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DrawRain                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain rendering.&lt;br /&gt;
r_drawrenderboxes                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawropes                              : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawskybox                            : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DrawSpecificStaticProp                 : -1       :                  : &lt;br /&gt;
r_drawsprites                            : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawstaticprops                        : 1        : , &amp;quot;cheat&amp;quot;        : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawtranslucentrenderables             : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawtranslucentworld                   : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawvgui                               : 1        : , &amp;quot;cheat&amp;quot;       : Enable the rendering of vgui panels&lt;br /&gt;
r_drawviewmodel                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawworld                              : 1        : , &amp;quot;cheat&amp;quot;        : Render the world.&lt;br /&gt;
r_dscale_basefov                         : 90       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_fardist                         : 2000     : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_farscale                        : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_neardist                        : 100      : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscle_nearscale                       : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dynamic                                : 1        :                  : &lt;br /&gt;
r_dynamiclighting                        : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_entityclips                            : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_eyeglintlodpixels                      : 20       :                  : The number of pixels wide an eyeball has to be before rendering an eyeglint.  Is a floating point value.&lt;br /&gt;
r_eyemove                                :         : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyes                                   : 1        :                  : &lt;br /&gt;
r_eyeshift_x                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyeshift_y                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyeshift_z                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyesize                                : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyewaterepsilon                        : 7        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_farz                                  : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Override the far clipping plane. -1 means to use the value in env_fog_controller.&lt;br /&gt;
r_fastzreject                            : 1        :                  : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware&lt;br /&gt;
r_fastzrejectdisp                        : 0        :                  : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.&lt;br /&gt;
r_flashlight_b                          : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Blue&lt;br /&gt;
r_flashlight_g                           : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Green&lt;br /&gt;
r_flashlight_r                           : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Red&lt;br /&gt;
r_flashlight_version2                    : 0        :                  : &lt;br /&gt;
r_flashlightambient                      : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightclip                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashligtconstant                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightculldepth                    : 1        :                  : &lt;br /&gt;
r_flashlightdepthres                     : 1024     : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flashlightdepthtexture                 : 1        :                  : &lt;br /&gt;
r_flashlightdrawclip                     : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashlightdrawdepth                    : 0        :                  : &lt;br /&gt;
r_flashlightdrawfrustum                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flshlightdrawfrustumbbox              : 0        :                  : &lt;br /&gt;
r_flashlightdrawsweptbbox                : 0        :                  : &lt;br /&gt;
r_flashlightfar                          : 750      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightfov                          : 45       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightladderdist                   : 40       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightlinear                       : 100      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightlockposition                 : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  :&lt;br /&gt;
r_flashlightmodels                       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flashlightnear                         : 4        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightnodraw                       : 0        :                  : &lt;br /&gt;
r_flashlightoffsetx                      : 10       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightoffsety                      : -20      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightoffsetz                      : 24       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightquadratic                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;l&amp;quot;  : &lt;br /&gt;
r_flashlightrender                       : 1        :                  : &lt;br /&gt;
r_flashlightrendermodels                 : 1        :                  : &lt;br /&gt;
r_flashlightrenderworld                  : 1        :                  : &lt;br /&gt;
r_flashlightscissor                      : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashlightshadowatten                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightupdatedepth                  : 1        :                  : &lt;br /&gt;
r_flashlightvisualizetrace               : 0        : , &amp;quot;chet&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flex                                   : 1        :                  : &lt;br /&gt;
r_flushlod                               : cmd      :                  : Flush and reload LODs.&lt;br /&gt;
r_ForceRestore                           : 0        :                  : &lt;br /&gt;
r_ForceWaterLeaf                         : 1        : , &amp;quot;cl&amp;quot;           : Enable for optimization to water - considers view in leaf under water for purposes of culling&lt;br /&gt;
r_frustumcullworld                       : 1        :                  : &lt;br /&gt;
r_glint_alwaydraw                       : 0        :                  : &lt;br /&gt;
r_glint_procedural                       : 0        :                  : &lt;br /&gt;
r_hunkalloclightmaps                     : 1        :                  : &lt;br /&gt;
r_hwmorph                                : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_itemblinkmax                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_itemblinkrate                          : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_JeepFOV                                : 82       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
rJeepViewBlendTo                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewBlendToScale                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewBlendToTime                    : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewDampenDamp                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_JeepViewDampenFreq                     : 7        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_JeepViewZHeight                        : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_lightaverage                          : 1        :                  : Activates/deactivate light averaging&lt;br /&gt;
r_lightcache_numambientsamples           : 162      : , &amp;quot;cheat&amp;quot;        : number of random directions to fire rays when computing ambient lighting&lt;br /&gt;
r_lightcache_zbuffercache                : 0        :                  : &lt;br /&gt;
r_lightcachecenter                       : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightcachemodel                        : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightinterp                            : 5        : , &amp;quot;cheat&amp;quot;       : Controls the speed of light interpolation, 0 turns off interpolation&lt;br /&gt;
r_lightmap                               : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightstyle                             : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightwarpidentity                      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lockpvs                                : 0        : , &amp;quot;cheat&amp;quot;        : Lock the PVS so you can fly around and inspect what is being drawn.&lt;br /&gt;
r_lod                                    : -1       :                  : &lt;br /&gt;
_mapextents                             : 16384    : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Set the max dimension for the map.  This determines the far clipping plane&lt;br /&gt;
r_maxdlights                             : 32       :                  : &lt;br /&gt;
r_maxmodeldecal                          : 50       :                  : &lt;br /&gt;
r_maxnewsamples                          : 6        :                  : &lt;br /&gt;
r_maxsampledist                          : 128      :                  : &lt;br /&gt;
r_minnewsamples                          : 3        :                 : &lt;br /&gt;
r_modelwireframedecal                    : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_newflashlight                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_nohw                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_norefresh                              : 0        :                  : &lt;br /&gt;
r_nosw                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_novis                                  : 0        : , &amp;quot;cheat&amp;quot;        : Turn off the PVS.&lt;br /&gt;
r_occludeemaxarea                        : 0       :                  : Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.&lt;br /&gt;
r_occluderminarea                        : 0        :                  : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.&lt;br /&gt;
r_occludermincount                       : 0        :                  : At least this many occluders will be used, no matter how big they are.&lt;br /&gt;
r_occlusion                             : 1        :                  : Activate/deactivate the occlusion system.&lt;br /&gt;
r_occlusionspew                          : 0        : , &amp;quot;cheat&amp;quot;        : Activate/deactivates spew about what the occlusion system is doing.&lt;br /&gt;
r_oldlightselection                      : 0        : , &amp;quot;cheat&amp;quot;        : Set this to revert to HL2's method of selecting lights&lt;br /&gt;
r_overlayfadeenable                      : 0        :                  : &lt;br /&gt;
r_overlayfademax                         : 2000     :                 : &lt;br /&gt;
r_overlayfademin                         : 1750     :                  : &lt;br /&gt;
r_overlaywireframe                       : 0        :                  : &lt;br /&gt;
r_particle_sim_spike_threshold_ms        : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_particle_timescale                     : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_partition_level                        : -1       : , &amp;quot;cheat&amp;quot;        : Displays a particular level of the spatial partition system. Use -1 to disable it.&lt;br /&gt;
r_PhysPropStaticLighting                 : 1        : , cl&amp;quot;           : &lt;br /&gt;
r_pix_recordframes                       : 0        :                  : &lt;br /&gt;
r_pix_start                              : 0        :                  : &lt;br /&gt;
r_pixelfog                               : 1        :                  : &lt;br /&gt;
r_pixelvisibility_partial                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_pixelvisibility_spew                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_portalscloseall                        : 0        :                  : &lt;br /&gt;
r_portalsopenall                         : 0       : , &amp;quot;cheat&amp;quot;        : Open all portals&lt;br /&gt;
r_PortalTestEnts                         : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Clip entities against portal frustums.&lt;br /&gt;
r_printdecalinfo                         : cmd      :                  : &lt;br /&gt;
r_proplightingfromdisk                   : 1        :                  : 0=Off, 1=On, 2=Show Errors&lt;br /&gt;
r_proplightingpooling                    : -1       : , &amp;quot;cheat&amp;quot;        : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supportsstream offset&lt;br /&gt;
r_propsmaxdist                           : 1200     : , &amp;quot;cl&amp;quot;           : Maximum visible distance&lt;br /&gt;
r_queued_decals                          : 0        :                  : Offloads a bit of decal rendering setup work to the material system queue when enabled.&lt;br /&gt;
r_queued_post_processing                 : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_queued_ropes                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_radiosity                              : 4        : , &amp;quot;cheat&amp;quot;        : 0: no radiosity 1 radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam&lt;br /&gt;
r_rainalpha                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_rainalphapow                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_raindensity                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainHack                               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_rainlength                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainProfile                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain profiling.&lt;br /&gt;
r_RainRadius                             : 1500     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainSideVel                            : 130      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : How much sideways velocity rain gets.&lt;br /&gt;
r_RainSimulate                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain simulation.&lt;br /&gt;
r_rainspeed                              : 600      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainSplashPercentage                   : 20       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
rrainwidth                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_randomflex                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_renderoverlayfragment                  : 1        :                  : &lt;br /&gt;
r_rimlight                               : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_rootlod                                : 0        :                  : Root LOD&lt;br /&gt;
r_ropetranslucent                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_screenfademaxsize                      : 0        :                 : &lt;br /&gt;
r_screenfademinsize                      : 0        :                  : &lt;br /&gt;
r_screenoverlay                          : cmd      :                  : Draw specified material as an overlay&lt;br /&gt;
r_sequence_debug                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_shader_srgb                            : 0        :                  : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)&lt;br /&gt;
r_shadowangles                           : cmd      :                  : Set shadowangles&lt;br /&gt;
r_shadowblobbycutoff                     : cmd      :                  : some shadow stuff&lt;br /&gt;
r_shadowcolor                            : cmd      :                  : Set shadow color&lt;br /&gt;
r_shadowdir                              : cmd      :                  : Set shadow direction&lt;br /&gt;
r_shadowdist                             : cmd      :                  : Set shadow distance&lt;br /&gt;
r_shadowids                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_shadowmaxrendered                      : 32       : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
r_shadowrendertotexture                  : 1        :                  : &lt;br /&gt;
r_shadows                                : 1        :                  : &lt;br /&gt;
r_shadows_gamecontrol                    : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_shadowwireframe                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_showenvcubemap                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_ShowViewerArea                         : 0        :                  : &lt;br /&gt;
r_showz_power                            : 1        : , cheat&amp;quot;        : &lt;br /&gt;
r_skin                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_skybox                                 : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable the rendering of sky boxes&lt;br /&gt;
r_snapportal                             : -1       :                  : &lt;br /&gt;
r_SnowColorBlue                          : 200      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowColorGreen                         : 175      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowColorRed                           : 150      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_nowDebugBox                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow Debug Boxes.&lt;br /&gt;
r_SnowEnable                             : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow Enable&lt;br /&gt;
r_SnowEndAlpha                           : 255      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowEndSize                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowFallSpeed                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow fall speed scale.&lt;br /&gt;
r_SnowInsideRadius                       : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnoOutsideRadius                      : 1024     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowParticles                          : 500      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowPosScale                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayEnable                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayLength                          : 8192     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayRadius                          : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowSpeedScale                         :         : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowStartAlpha                         : 25       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowStartSize                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowWindScale                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowZoomOffset                         : 384      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowZoomRadius                         : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_spray_lifetime                         : 2        :                  : Number o rounds player sprays are visible&lt;br /&gt;
r_sse2                                   : cmd      :                  : Enable/disable SSE2 code&lt;br /&gt;
r_sse_s                                  : 1        : , &amp;quot;cl&amp;quot;           : sse ins for particle sphere create&lt;br /&gt;
r_staticprop_lod                         : -1       :                  : &lt;br /&gt;
r_staticpropinfo                         : 0        :                  : &lt;br /&gt;
r_swingflashlight                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_teeth                                  : 1       :                  : &lt;br /&gt;
r_threaded_client_shadow_manager         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_threaded_particles                     : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_threaded_renderables                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_unloadlightmaps                        : 0        :                  : &lt;br /&gt;
r_updaterefracttexture                   : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_vehicleBrakeRate                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
r_VehicleViewClamp                       :         : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_VehicleViewDampen                      : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_visambient                             : 0        :                  : Draw leaf ambient lighting samples.  Needs mat_leafvis 1 to work&lt;br /&gt;
r_visocclusion                           : 0        : , &amp;quot;cheat&amp;quot;        : Activate/deactivate wireframe rendering of what the occlusion system is doing.&lt;br /&gt;
r_visualizelighttraces                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_visualizelighttracesshowfulltace      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_visualizeproplightcaching              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_visualizetraces                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_WaterDrawReflection                    : 1        : , &amp;quot;cl&amp;quot;           : Enable water reflection&lt;br /&gt;
r_WaterDrawRefraction                    : 1        : , &amp;quot;cl&amp;quot;           : Enable water refraction&lt;br /&gt;
r_waterforceexpensive                    : 1        :                  : &lt;br /&gt;
r_waterforcereflectentities              : 1        :                 : &lt;br /&gt;
r_worldlightmin                          : 0        :                  : &lt;br /&gt;
r_worldlights                            : 4        :                  : number of world lights to use per vertex&lt;br /&gt;
r_worldlistcache                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
radar_range                              : 3000     : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
ragdoll_sleepaftertime                   : 5        : , &amp;quot;cl&amp;quot;           : After this many seconds of being basically stationary, the ragdoll will go to slee.&lt;br /&gt;
rate                                     : 100000   : , &amp;quot;user&amp;quot;         : Max bytes/sec the host can receive data&lt;br /&gt;
rcon                                     : cmd      :                  : Issue an rcon command.&lt;br /&gt;
rcon_address                             : 0        : , &amp;quot;norecord&amp;quot;     : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) &lt;br /&gt;
rcon_password                            : 0        : , &amp;quot;norecord&amp;quot;     : remote console password.&lt;br /&gt;
rcon_say                                 : cmd     :                  : Display player message ( takes the Player Name as first argument )&lt;br /&gt;
recompute_speed                          : cmd      :                  : Recomputes clock speed (for debugging purposes).&lt;br /&gt;
record                                   : cmd      :                  : Record a demo.&lt;br /&gt;
reload                                   : cmd      :                  : Reload the most recent saved game (add setpos to jump to current view position on reload).&lt;br /&gt;
reload_materials                         : 0       :                  : &lt;br /&gt;
removeid                                 : cmd      :                  : Remove a user ID from the ban list.&lt;br /&gt;
removeip                                 : cmd      :                  : Remove an IP address from the ban list.&lt;br /&gt;
report_entities                          : cmd      :                  : Lists all entities&lt;br /&gt;
report_simthinklist                      : cmd      :                  : Lists all simulating/thinking entities&lt;br /&gt;
report_soundpatch                        : cmd      :                 : reports sound patch count&lt;br /&gt;
report_soundpatch                        : cmd      :                  : reports sound patch count&lt;br /&gt;
report_touchlinks                        : cmd      :                  : Lists all touchlinks&lt;br /&gt;
respawn_entities                         : cmd      :                  : Respawn all the entities in the map.&lt;br /&gt;
restart                                  : cmd      :                  : Restart the game on the same level (add setpos to jump to current view position on restart).&lt;br /&gt;
rtry                                    : cmd      :                  : Retry connection to last server.&lt;br /&gt;
room_type                                : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
rope_averagelight                        : 1        : , &amp;quot;cl&amp;quot;           : Makes ropes use average of cubemap lighting instead of max intensity.&lt;br /&gt;
rope_collide                             : 1        : , &amp;quot;cl&amp;quot;           : Collide rope with the world&lt;br /&gt;
rope_rendersolid                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_shake                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_smooth                              : 1        : , &amp;quot;cl&amp;quot;           : Do an antialiasing effect on ropes&lt;br /&gt;
rope_smooth_enlarge                      : 1        : , &amp;quot;cl&amp;quot;           : How much to enlarge ropes in screen space for antialiasing effect&lt;br /&gt;
rope_smooth_maxalpha                     : 0        : , &amp;quot;cl&amp;quot;           : Alpha for rope antialiasing effect&lt;br /&gt;
rope_smooth_maxalphawidth                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_smooth_minalpha                    : 0        : , &amp;quot;cl&amp;quot;           : Alpha for rope antialiasing effect&lt;br /&gt;
rope_smooth_minwidth                     : 0        : , &amp;quot;cl&amp;quot;           : When using smoothing, this is the min screenspace width it lets a rope shrink to&lt;br /&gt;
rope_solid_maxalpha                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_maxwidth                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_minalpha                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_minwidth                      : 0         , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_subdiv                              : 2        : , &amp;quot;cl&amp;quot;           : Rope subdivision amount&lt;br /&gt;
rope_wind_dist                           : 1000     : , &amp;quot;cl&amp;quot;           : Don't use CPU applying small wind gusts to ropes when they're past this distance.&lt;br /&gt;
rpg_missle_use_custom_detonators         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
rr_debug_qa                              : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to see debug related to the Question &amp;amp; Answer system used to create conversations etween allied NPCs.&lt;br /&gt;
rr_debugresponses                        : 0        : , &amp;quot;sv&amp;quot;           : Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np&lt;br /&gt;
rr_debugrule                             : 0        : , &amp;quot;sv&amp;quot;           : 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.&lt;br /&gt;
rr_dumpresponses                         : 0        : , &amp;quot;sv&amp;quot;           : Dump all response_rles.txt and rules (requires restart)&lt;br /&gt;
rr_reloadresponsesystems                 : cmd      :                  : Reload all response system scripts.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
344 convars/concommands for [r]&lt;br /&gt;
&lt;br /&gt;
] cvarlist s&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
save                                     : cmd      :                  : Saves current game.&lt;br /&gt;
save_async                               : 1        :                  : &lt;br /&gt;
save_asyncdelay                          : 0        :                  : For testing, adds this many milliseconds of delay to the save operation.&lt;br /&gt;
save_console                            : 0        :                  : Autosave on the PC behaves like it does on the consoles.&lt;br /&gt;
save_disable                             : 0        :                  : &lt;br /&gt;
save_finish_async                        : cmd      :                  : &lt;br /&gt;
save_history_count                       : 1        :                  : Keep this many old copies in history of autosaves and quicksaves.&lt;br /&gt;
save_huddelayframes                      : 1        :                  : Number of frames to defer for drawing the Savig message.&lt;br /&gt;
save_in_memory                           : 0        :                  : Set to 1 to save to memory instead of disk (Xbox 360)&lt;br /&gt;
save_noxsave                             : 0        :                  : &lt;br /&gt;
save_screenshot                          : 1        :                  : 0 = none, 1 = non-autosave, 2 = always&lt;br /&gt;
save_spew                                : 0        :                  : &lt;br /&gt;
say                                      : cmd      :                  : Display player message&lt;br /&gt;
say_team                                : cmd      :                  : Display player message to team&lt;br /&gt;
scene_async_prefetch_spew                : 0        : , &amp;quot;sv&amp;quot;           : Display async .ani file loading info.&lt;br /&gt;
scene_clamplookat                        : 1        : , &amp;quot;sv&amp;quot;           : Clamp head turns to a max of 20 degrees per think.&lt;br /&gt;
scene_clientflex                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Do client side flex animation.&lt;br /&gt;
scene_flatturn                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
scene_flush                             : cmd      :                  : Flush all .vcds from the cache and reload from disk.&lt;br /&gt;
scene_forcecombined                      : 0        : , &amp;quot;sv&amp;quot;           : When playing back, force use of combined .wav files even in english.&lt;br /&gt;
scene_maxcaptionradius                   : 1200     : , &amp;quot;sv&amp;quot;           : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).&lt;br /&gt;
scene_print                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : When playingback a scene, print timing and event info to console.&lt;br /&gt;
scene_showfaceto                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When playing back, show the directions of faceto events.&lt;br /&gt;
scene_showlook                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When playing back, show the directions of look events.&lt;br /&gt;
scene_showmoveto                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When moving, show the end location.&lt;br /&gt;
scene_showunlock                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Show when a vcd i playing but normal AI is running.&lt;br /&gt;
scr_centertime                           : 2        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
screenshot                               : cmd      :                  : Take a screenshot.&lt;br /&gt;
sensitivity                              : 10       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse sensitivity.&lt;br /&gt;
server_game_time                         : cmd      :                  : Gives the game time in seconds (server's curtime)&lt;br /&gt;
servercfgfile                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
setang                                  : cmd      :                  : Snap player eyes to specified pitch yaw &amp;lt;roll:optional&amp;gt; (must have sv_cheats).&lt;br /&gt;
setang_exact                             : cmd      :                  : Snap player eyes and orientation to specified pitch yaw &amp;lt;roll:optional&amp;gt; (must have sv_cheats).&lt;br /&gt;
setinfo                                  : cmd      :                  : Adds a new user info value&lt;br /&gt;
setmaster                                : cmd      :                  : add/remove/enable/disable master serverssetmodel                                 : cmd      :                  : Changes's player's model&lt;br /&gt;
setpause                                 : cmd      :                  : Set the pause state of the server.&lt;br /&gt;
setpos                                   : cmd      :                  : Move player to specified origin (must have sv_cheats).&lt;br /&gt;
setpos_exact                             : cmd      :                  : Move player to an exact specified origin (must have sv_cheats).&lt;br /&gt;
shake                                   : cmd      :                  : Shake the screen.&lt;br /&gt;
shake_show                               : 0        : , &amp;quot;cl&amp;quot;           : Displays a list of the active screen shakes.&lt;br /&gt;
shake_stop                               : cmd      :                  : Stops all active screen shakes. &lt;br /&gt;
shield_toggle                            : cmd      :                  : Toggle the energy shield on or off&lt;br /&gt;
showbudget_texture                       : 0        : , &amp;quot;cheat&amp;quot;        : Enable the texture budget panel.&lt;br /&gt;
showbudget_texture_globl_dumpstats      : cmd      :                  : Dump all items in +showbudget_texture_global in a text form&lt;br /&gt;
showbudget_texture_global_sum            : 128      :                  : &lt;br /&gt;
showconsole                              : cmd      :                  : Show the console.&lt;br /&gt;
showhitlocation                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showinfo                                 : cmd      :                  : Shows a info panel: &amp;lt;type&amp;gt; &amp;lt;title&amp;gt; &amp;lt;message&amp;gt; [&amp;lt;command&amp;gt;]&lt;br /&gt;
ShowMapBriefing                         : cmd      :                  : Show the current map's briefing.&lt;br /&gt;
showpanel                                : cmd      :                  : Shows a viewport panel &amp;lt;name&amp;gt;&lt;br /&gt;
showparticlecounts                       : 0        : , &amp;quot;cl&amp;quot;           : Display number of particles drawn per frame&lt;br /&gt;
showsniperdist                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showsniperlines                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showtriggers                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;   Shows trigger brushes&lt;br /&gt;
showtriggers_toggle                      : cmd      :                  : Toggle show triggers&lt;br /&gt;
singlestep                               : 0        : , &amp;quot;cheat&amp;quot;        : Run engine in single step mode ( set next to 1 to advance a frame )&lt;br /&gt;
sk_advisor_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_agrunt_dmg_punch                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_agrunt_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_drain_rate                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_max_ammo                      : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_recharge_rate                 : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_allow_autoaim                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ally_regen_time                       : 0        : , &amp;quot;sv&amp;quot;           : Time taken for an ally to regenerate a point of health.&lt;br /&gt;
sk_ammo_qty_scale1                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ammo_qty_scale2                       : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ammo_qty_scale3                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_antlion_air_attack_dmg                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_jump_damage                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_swipe_damage                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_worker_burst_damage           : 50       : , &amp;quot;sv&amp;quot;           : How much damage is inflicted by an antlon worker's death explosion.&lt;br /&gt;
sk_antlion_worker_burst_radius           : 160      : , &amp;quot;sv&amp;quot;           : Effect radius of an antlion worker's death explosion.&lt;br /&gt;
sk_antlion_worker_health                 : 0        : , &amp;quot;sv&amp;quot;           : Hitpoints of an antlion worker. If 0, will use base antlion hitpoints.&lt;br /&gt;
sk_antlion_worker_spit_grenade_dmg       : 20       : , &amp;quot;sv&amp;quot;           : Total damage done by an individual antlion worker loogie.&lt;br /&gt;
sk_antlion_worker_spit_grenade_poison_ratio : 0        : , &amp;quot;sv&amp;quot;           : Percntage of an antlion worker's spit damage done as poison (which regenerates)&lt;br /&gt;
sk_antlion_worker_spit_grenade_radius    : 40       : , &amp;quot;sv&amp;quot;           : Radius of effect for an antlion worker spit grenade.&lt;br /&gt;
sk_antlion_worker_spit_speed             : 0        : , &amp;quot;sv&amp;quot;           : Speed at which an antlion spit grenade travels.&lt;br /&gt;
sk_antlionguard_dmg_charge               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlionguard_dmg_shove                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlionguard_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_apc_health                            : 750      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_apc_missile_damage                    : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_auto_reload_time                      : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_autoaim_mode                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sk_autoaim_scale1                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_autoaim_scale2                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_barnacle_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_barney_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_battery                               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_dmg_blast                    : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_dmg_slash                    : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_health                       : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_health_factor                : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_meelee_range                : 300      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_radius_blast                 : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullseye_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_dmg_bite                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_dmg_whip                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_giveammo_player_delay         : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally                    : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally_delay               : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally_min_pct             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player                   : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_delay             : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_min_forced        : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_min_pct           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_hea_toss_player_delay        : 26       : , &amp;quot;sv&amp;quot;           : how long between throwing healthkits&lt;br /&gt;
sk_citizen_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_player_stare_dist             : 72       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_player_stare_time             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_stare_heal_time               : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_ball_search_radius            : 512      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combine_guard_health                  : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_guard_kick                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_s_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_s_kick                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combineball_guidefactor               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combineball_seek_angle                : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combineball_seek_kill                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_controller_dmgball                   : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_dmgzap                     : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_health                     : 60       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_speedball                  : 650      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crow_health                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crow_melee_dmg                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crowbar_lead_time                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_defender_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_energy_grenade                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_homer_grenade                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_inflict_scale1                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_inflict_scale2                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_inflict_scale3                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_pathfollower_grenade              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_sniper_penetrate_npc             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_sniper_penetrate_plr              : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale1                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale2                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale3                       : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dropship_container_health             : 750      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dynamic_resupply_modifier             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_energy_grenade_radis                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_amplitude  : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_radius     : 1024     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_radius_vehicle : 2500     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_dmg_claw                   : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_dmg_leap                   : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_health                     : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fraggrenae_radius                    : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_friendly_manhack_health               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_friendly_manhack_melee_dmg            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_fire                    : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_slash                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_stomp                   : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_health                      : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grunugget_enabled                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_large               : 6        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_medium              : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_small               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_blast_push                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_burst_dist                    : 768      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_burst_min                     : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
k_gunship_burst_size                    : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_health_increments             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hassassin_dmg                         : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hassassin_health                      : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_fast_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_melee_dmg                    : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_headcrab_poison_health                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_poison_npc_damage            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthcharger                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthkit                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthvial                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_blast_push                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_burstcount                 : 12       : , &amp;quot;sv&amp;quot;          : How many shot bursts to fire after charging up. The bigger the number, the longer the firing is&lt;br /&gt;
sk_helicopter_drone_speed                : 450      : , &amp;quot;sv&amp;quot;           : How fast does the zapper drone move?&lt;br /&gt;
sk_helicopter_firingcone                 : 20       : , &amp;quot;sv&amp;quot;           : The angle in degrees of the cone in which the shots will be fired&lt;br /&gt;
sk_helicopter_grenade_puntscale          : 1        : , &amp;quot;sv&amp;quot;           : When physpunting a chopper's grenade, scale its velocity by this much.&lt;br /&gt;
sk_helicopte_grenadedamage              : 25       : , &amp;quot;sv&amp;quot;           : The amount of damage the helicopter grenade deals.&lt;br /&gt;
sk_helicopter_grenadeforce               : 55000    : , &amp;quot;sv&amp;quot;           : The physics force that the helicopter grenade exerts.&lt;br /&gt;
sk_helicopter_grenaderadius              : 275      : , &amp;quot;sv&amp;quot;           : The damage radius of the helicopter grenade.&lt;br /&gt;
sk_helicopter_health                     : 5600     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_num_bombs1                 : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_heliopter_num_bombs2                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_num_bombs3                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_roundsperburst             : 5        : , &amp;quot;sv&amp;quot;           : How many shots to fire in a single burst&lt;br /&gt;
sk_hgrunt_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hgrunt_kick                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1_ichthyosaur_health                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1_ichthyosaur_shake                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1barney_health                      : 35       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl2mp_allow_autoaim                   : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale1                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale3                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_autoaim_scale1                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_autoaim_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale1              : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale2              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale3              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale1                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale3                 : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_homer_grenade_radius                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_houndeye_dmg_blast                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_houndeye_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_buckshot_damage_scale          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_bullet_damage_scale            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_charge_damage_scale            : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_citizen_damage_scale           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_chage                     : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_flechette                  : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_from_striderbuster         : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_one_slash                  : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_flechette_explode_dmg          : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_flechette_explode_radius       : 128      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_health                         : 210      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_vhicle_damage_scale           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_ichthyosaur_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_ichthyosaur_melee_dmg                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_claw                       : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_clawrake                   : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_zap                        : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_health                         : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_jep_gauss_damage                     : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_leech_dmg_bite                        : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_leech_health                          : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_melee_dmg                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_v2                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_max_357                               : 12       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : sk_max_alyxgun                           : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_ar2                               : 60       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_ar2_altfire                       : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_buckshot                          : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_crossbow                          : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_gauss_round                       : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_grenade                           : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;   : &lt;br /&gt;
sk_max_hopwire                           : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_hornet                            : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_pistol                            : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_rpg_round                         : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_smg1                              : 225      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_smg1_grenade                      : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_sniper_round                      : 30       : , &amp;quot;sv&amp;quot;,&amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_striderbuster                     : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_metropolice_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_simple_health             : 26       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_along_hitcount     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_at_hitcount        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_behind_hitcount    : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_distance           : 1000     : ,&amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_reaction           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_tight_hitcount     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_miniturret_health                     : 40       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_mortarsynth_beamdmg                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_mortarsynth_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_nihilanth_health                      : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_nihilanth_zap                         : 30      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_arm                               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_chest                             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_357                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_airboat                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_alyxgun                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_ar2                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_buckshot                      :         : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_combineball                   : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_crossbow                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_crowbar                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_dropship                      : 5        : , &amp;quot;sv&amp;quot;           : Dropship container cannon damage.&lt;br /&gt;
sk_npc_dmg_fraggrenade                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_grenade                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_nc_dmg_gunship                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_gunship_to_plr                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_helicopter                    : 6        : , &amp;quot;sv&amp;quot;           : Damage helicopter shots deal to everything but the player&lt;br /&gt;
sk_npc_dmg_helicopter_to_plr             : 3        : , &amp;quot;sv&amp;quot;           : Damage helicopter shots deal to the player&lt;br /&gt;
sk_npc_dmg_hornet                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_pistol                        : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_rpg_round                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_satchel                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_smg1                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_smg1_grenade                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_sniper_round                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_stunstick                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_tripmine                       0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_head                              : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_leg                               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_stomach                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_null                                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Do Not Change this!&lt;br /&gt;
sk_pathfollower_grenade_radius           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_arm                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_hest                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_head                           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_leg                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_stomach                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_357                           : 75       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_airboat                       : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_alyxgun                       : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_pr_dmg_ar2                           : 11       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_buckshot                      : 9        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_crossbow                      : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_crowbar                       : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_fraggrenade                   : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_gauss                         : 18       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_grenade                       : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    :&lt;br /&gt;
sk_plr_dmg_hornet                        : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_pistol                        : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_rpg_round                     : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_satchel                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_smg1                          : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_smg1_grenade                  : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_sniper_round                  : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep    : &lt;br /&gt;
sk_plr_dmg_stunstick                     : 40       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_tripmine                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_grenade_drop_time                 : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_health_drop_time                  : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_max_dmg_gauss                     : 60       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_num_shotgun_pellets               : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_rollermine_shock                      : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_rollermine_stun_delay                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_rollermine_vehicle_intercept          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_satchel_player_destructable           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_satchel_radius                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scanner_dmg_dive                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scanner_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scientist_heal                        : 25       :  &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scientist_health                      : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_sentry_health                         : 40       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_smg1_grenade_radius                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_dmg_bite                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_dmg_pop                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_health                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_sniperlaser                           : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Allow sniper rifle targeting lasers.&lt;br /&gt;
sk_stalker_aggressive                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_allow_melee                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_melee_dmg                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_health                        : 350      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_num_missiles1                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strder_num_missiles2                 : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_num_missiles3                 : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_striderbuster_magnet_multiplier       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger_citadel                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger_citadel_maxarmor          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_tripmine_radius                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
k_turret_health                         : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_armor_charge               : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_armor_charge_per_token     : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_claw                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_rake                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_zap                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_enemy_dmg_zap              : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_vortigaunt_health                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_vital_antlion_worker_dmg   : 0        : , &amp;quot;sv&amp;quot;           : Vital-ally vortigaunts scale damage taken from antlion workers by this amount.&lt;br /&gt;
sk_vortigaunt_zap_range                  : 100      : , &amp;quot;sv&amp;quot;           : Range of vortigaunt's ranged attack (feet)&lt;br /&gt;
sk_weapon_ar2_alt_fire_duration          : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_weapon_ar2_alt_fire_mass              : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_weapon_ar2_al_fire_radius            : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_dmg_both_slash                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_dmg_one_slash                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_poison_dmg_spit                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_poison_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_soldier_health                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
skill                                   : 2        : , &amp;quot;a&amp;quot;            : Game skill level (1-3).&lt;br /&gt;
slot0                                    : cmd      :                  : &lt;br /&gt;
slot1                                    : cmd      :                  : &lt;br /&gt;
slot10                                   : cmd      :                  : &lt;br /&gt;
slot2                                    : cmd      :                  : &lt;br /&gt;
slot3                                    : cmd      :                  : &lt;br /&gt;
slot4                                    : cmd      :                 : &lt;br /&gt;
slot5                                    : cmd      :                  : &lt;br /&gt;
slot6                                    : cmd      :                  : &lt;br /&gt;
slot7                                    : cmd      :                  : &lt;br /&gt;
slot8                                    : cmd      :                  : &lt;br /&gt;
slot9                                    : cmd      :                  : &lt;br /&gt;
smoke_trail                              : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
smoothstairs                             : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Smooth player eye z coordinate when traversing stairs.&lt;br /&gt;
snapto                                   : cmd      :                  : &lt;br /&gt;
snd_async_flush                          : cmd      :                  : Flush all unlocked async audio data&lt;br /&gt;
snd_async_fullyasync                     : 0        :                  : All playback is fully async (sound doesn't play until data arrives).&lt;br /&gt;
snd_async_minsize                        : 262144   :                  : &lt;br /&gt;
snd_async_showmem                       : cmd      :                  : Show async memory stats&lt;br /&gt;
snd_async_spew_blocking                  : 0        :                  : Spew message to console any time async sound loading blocks on file i/o.&lt;br /&gt;
snd_async_stream_spew                    : 0        :                  : Spew streaming info ( 0=Off, 1=streams, 2=buffers&lt;br /&gt;
snd_cull_duplicates                      : 0        :                  : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicatesallowed to be playe&lt;br /&gt;
snd_defer_trace                          : 1        :                  : &lt;br /&gt;
snd_delay_sound_shift                    : 0        :                  : &lt;br /&gt;
snd_disable_mixer_duck                   : 0        :                  : &lt;br /&gt;
snd_duckerattacktime                     : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_duckerreleasetime                    : 2        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_duckerthreshold                      : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_ducktovolume                         : 0       : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_dumpclientsounds                     : cmd      :                  : Dump sounds to VXConsole&lt;br /&gt;
snd_foliage_db_loss                      : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain                                 : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain_max                             : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain_min                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_legacy_surround                      : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_lockpartial                         : 1        :                  : &lt;br /&gt;
snd_mix_async                            : 0        :                  : &lt;br /&gt;
snd_mix_minframetime                     : 0        :                  : &lt;br /&gt;
snd_mixahead                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_musicvolume                          : 1        : , &amp;quot;a&amp;quot;            : Music volume&lt;br /&gt;
snd_noextraupdate                        : 0        :                  : &lt;br /&gt;
snd_obscured_gain_dB                     : -2       : , &amp;quot;cheat&amp;quot;        : snd_pitchquality                         : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_profile                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
snd_rebuildaudiocache                    : cmd      :                  : Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists &lt;br /&gt;
snd_refdb                                : 60       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_refdist                              : 36       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_restart                              : cm      :                  : Restart sound system.&lt;br /&gt;
snd_show                                 : 0        :                  : Show sounds info&lt;br /&gt;
snd_showclassname                        : 0        :                  : &lt;br /&gt;
snd_showmixer                            : 0        :                  : &lt;br /&gt;
snd_showstart                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_ShowThreadFrameTime                  : 0        :                  : &lt;br /&gt;
snd_soundmixer                           : 0        :                  : &lt;br /&gt;
sn_spatialize_roundrobin                : 0        :                  : Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized&lt;br /&gt;
snd_surround_speakers                    : 2        :                  : &lt;br /&gt;
snd_visualize                            : 0        : , &amp;quot;cheat&amp;quot;        : Show sounds location in world&lt;br /&gt;
snd_vox_captiontrace                     : 0        :                  : Shows sentence name for sentences which are set not to show capions.&lt;br /&gt;
snd_vox_globaltimeout                    : 300      :                  : &lt;br /&gt;
snd_vox_sectimetout                      : 300      :                  : &lt;br /&gt;
snd_vox_seqtimetout                      : 300      :                  : &lt;br /&gt;
snd_writemanifest                        : cmd      :                  : If running a game, outputs the precache manifest for the current level &lt;br /&gt;
sndplaydelay                             : cmd      :                  : &lt;br /&gt;
sniper_xbox_delay                        : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sniperspeak                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sniperviewdist                           : 35       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
soundfade                                : cmd      :                  : Fade client volume.&lt;br /&gt;
soundinfo                                : cmd      :                  : Describe the current sound device.&lt;br /&gt;
soundlist                                : cmd      :                  : List all known sounds.&lt;br /&gt;
soundpatch_captionlength                 : 2        : , &amp;quot;v&amp;quot;, &amp;quot;rep&amp;quot;    : How long looping soundpatch captions should display for.&lt;br /&gt;
soundscape_debug                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar&lt;br /&gt;
soundscape_dumpclient                    : cmd      :                  : Dumps the client's soundscape data. &lt;br /&gt;
soundscape_fadetime                      : 3        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Time to crossfade sound effects between soundscapes&lt;br /&gt;
soudscape_flush                         : cmd      :                  : Flushes the server &amp;amp; client side soundscapes&lt;br /&gt;
speak                                    : cmd      :                  : Play a constructed sentence.&lt;br /&gt;
spec_autodirector                        : 1        : , &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Auto-director chooses best view modes while spectating&lt;br /&gt;
spec_freeze_distance_max                 : 200      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Maximum random distance from the target to stop when framing them in observer feeze cam.&lt;br /&gt;
spec_freeze_distance_min                 : 96       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Minimum random distance from the target to stop when framing them in observer freeze cam.&lt;br /&gt;
spec_freeze_time                         : 4        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Time spend frozen in observer freeze cam.&lt;br /&gt;
spec_freeze_traveltime                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Time taken to zoom in to frame a target in observer freeze cam.&lt;br /&gt;
spec_mode                                : cmd      :                  : St spectator mode&lt;br /&gt;
spec_next                                : cmd      :                  : Spectate next player&lt;br /&gt;
spec_player                              : cmd      :                  : Spectate player by name&lt;br /&gt;
spec_pos                                 : cmd      :                  : dump position and angles to the console&lt;br /&gt;
spec_prev                                : cmd      :                  : Spectate previous player&lt;br /&gt;
spec_scoreboard                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
spec_track                              : 0        : , &amp;quot;cl&amp;quot;           : Tracks an entity in spec mode&lt;br /&gt;
spike                                    : cmd      :                  : generates a fake spike&lt;br /&gt;
star_memory                              : cmd      :                  : Dump memory stats&lt;br /&gt;
startdemos                               : cmd      :                  : Play demos in demo sequence.&lt;br /&gt;
startmovie                               : cmd      :                  : Start recording movie frames.&lt;br /&gt;
startupmenu                             : cmd      :                  : Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer &lt;br /&gt;
stats                                    : cmd      :                  : Prints server performance variables&lt;br /&gt;
status                                   : cmd      :                  : Display map and connection status.&lt;br /&gt;
step_spline                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
stop                                     : cmd      :                 : Finish recording demo.&lt;br /&gt;
stopdemo                                 : cmd      :                  : Stop playing back a demo.&lt;br /&gt;
stopsound                                : cmd      :                  : &lt;br /&gt;
stopsounds                               : cmd      :                  : stops all active sounds&lt;br /&gt;
stopsoundscape                           : cmd      :                  : Stops all soundscape processing and fades current looping sounds&lt;br /&gt;
strider_always_use_procedural_height     : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
strider_ar2_altfire_dmg                  : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_distributed_fire                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_eyepositions                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_knowledge                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_after_escorts_dead     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_cover_dist             : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_duration               : 2        : , &amp;quot;v&amp;quot;           : &lt;br /&gt;
strider_free_pass_move_tolerance         : 320      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_refill_rate            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_start_time             : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_tolerance_after_escorts_dead : 600      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_idle_test                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_immolate                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_missile_suppress_dist            : 24      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_missile_suppress_time            : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_pct_height_no_crouch_move        : 90       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_eye_dist                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_eye_dist_z                  : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_time                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_time_after_damage           : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_cannonlos                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_focus                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_weapon_los_condition        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_weapon_los_z                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_test_height                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_allow_all_damage           : 0        : , &amp;quot;sv&amp;quot;           : If set to '1' the bomb will detonate on any damage taken.  Otherwise only the player may trigger it.&lt;br /&gt;
strideruster_autoaim_radius             : 64       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_debugseek                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_die_detach                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_dive_force                 : -200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_falloff_power              : 4        : , &amp;quot;sv&amp;quot;           : Order of the distance falloff. 1 = linear 2 = quadratic&lt;br /&gt;
striderbuster_health                     : 14       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_leg_stck_dist             : 80       : , &amp;quot;sv&amp;quot;           : If the buster hits a strider's leg, the max distance from the head at which it sticks anyway.&lt;br /&gt;
striderbuster_magnetic_force_hunter      : 1750000  : , &amp;quot;sv&amp;quot;           : Intensity of magnade's attraction to a hunter.&lt;br /&gt;
striderbuster_magnetic_force_strider     : 750000   : , &amp;quot;sv&amp;quot;           : Intensity of magnade's attraction to a strider.&lt;br /&gt;
striderbuster_shot_velocity              : 2500     : , &amp;quot;sv&amp;quot;           : Speed at which launch the bomb from the physcannon&lt;br /&gt;
triderbuster_use_particle_flare         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
stringtabletotals                        : cmd      :                  : Size of all string tables&lt;br /&gt;
studio_queue_mode                        : 1        :                  : &lt;br /&gt;
stuffcmds                                : cmd      :                  : Parses and stuffs command line + commands to command buffer.&lt;br /&gt;
suitvolume                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
surfaceprop                              : cmd      :                 : Reports the surface properties at the cursor&lt;br /&gt;
sv_allow_color_correction                : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow clients to use color correction on this server.&lt;br /&gt;
sv_allow_voice_from_file                 : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow clients from using voice_inputfromfile on this server.&lt;br /&gt;
sv_allow_wait_command                    : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow the wait command on clients connected to this server.&lt;br /&gt;
sv_allowdownload                        : 1        :                  : Allow clients to download files&lt;br /&gt;
sv_allowgaussjump                        : 1        : , &amp;quot;sv&amp;quot;           : Allow Gauss Jumping.&lt;br /&gt;
sv_allownegativescore                    : 1        : , &amp;quot;sv&amp;quot;           : Allow a players score to drop below zero?&lt;br /&gt;
sv_allowocmapvote                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_allowupload                           : 1        :                  : Allow clients to upload customizations files&lt;br /&gt;
sv_alltalk                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : Players can hear all other players, no team restrictions&lt;br /&gt;
sv_alternateticks                        : 0        : , &amp;quot;sp&amp;quot;           : If set, server only simulates entities on even numbered ticks. &lt;br /&gt;
sv_autojump                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_autoladderdismount                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Automatically dismount from ladders when you reach the end (don't have to +USE).&lt;br /&gt;
sv_autosave                              : 1       :                  : Set to 1 to autosave game on level transition. Does not affect autosave triggers.&lt;br /&gt;
sv_benchmark_autovprofrecord             : 0        : , &amp;quot;sv&amp;quot;           : If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.&lt;br /&gt;
sv_benchmark_force_start                 : cmd      :                  : Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.&lt;br /&gt;
sv_benchmarknumticks                    : 3300     : , &amp;quot;sv&amp;quot;           : If &amp;gt; 0, then it only runs the benchmark for this # of ticks.&lt;br /&gt;
sv_bonus_challenge                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Set to values other than 0 to select a bonus map challenge type.&lt;br /&gt;
sv_bonus_map_challenge_update            : cmd      :                  : Updates a bonus map challenge score.&lt;br /&gt;
sv_bonus_map_complete                    : cmd      :                  : Completes a bonus map.&lt;br /&gt;
sv_bonus_map_unlock                      : cmd     :                  : Locks a bonus map.&lt;br /&gt;
sv_cacheencodedents                      : 1        :                  : If set to 1, does an optimization to prevent extra SendTable_Encode calls.&lt;br /&gt;
sv_changeleveldelay                      : 60       : , &amp;quot;sv&amp;quot;           : The number of seconds a map must have been running before any trigger_changelevels can be used.&lt;br /&gt;
sv_cheats                                : 0        : , &amp;quot;rep&amp;quot;          : Allow cheats on server&lt;br /&gt;
sv_clearhinthistory                      : cmd      :                 : Clear memory of server side hints displayed to the player.&lt;br /&gt;
sv_client_cmdrate_difference             : 20       : , &amp;quot;rep&amp;quot;          : cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an&lt;br /&gt;
sv_client_max_interp_ratio               : 5        : , &amp;quot;rep&amp;quot;          : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_&lt;br /&gt;
sv_client_min_interp_ratio              : 1        : , &amp;quot;rep&amp;quot;          : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).               -1 &lt;br /&gt;
sv_client_predict                        : -1       : , &amp;quot;rep&amp;quot;          : This can be used to force the value of cl_predict for connected clients (only while they are connected).    -1 = let clients se&lt;br /&gt;
sv_clockcorrection_msecs                 : 60       : , &amp;quot;sv&amp;quot;           : The server tries to keep each player's m_nTickBase withing this manymsecs of the server absolute tickcount&lt;br /&gt;
sv_consistency                           : 1        : , &amp;quot;rep&amp;quot;          : Whether the server enforces file consistency for critical files&lt;br /&gt;
sv_contact                               : 0        : , &amp;quot;nf&amp;quot;           : Contact email for server sysop&lt;br /&gt;
sv_deathpenalty                          : 1        : , &amp;quot;sv&amp;quot;           : A Death Penalty value Override, how much to subtract from players score.&lt;br /&gt;
sv_debug_player_use                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Visualizes +se logic. Green cross=trace success, Red cross=trace too far, Green box=radius success&lt;br /&gt;
sv_debugmanualmode                       : 0        :                  : Make sure entities correctly report whether or not their network data has changed.&lt;br /&gt;
sv_debugtempentities                     : 0        :                  : Show temp entity bandwidth usage.&lt;br /&gt;
sv_dedicated                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Is this a dedicated server?&lt;br /&gt;
sv_deltaprint                            : 0        :                 : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)&lt;br /&gt;
sv_deltatime                             : 0        :                  : Enable profiling of CalcDelta calls&lt;br /&gt;
sv_disable_spawn_distancecheck           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_disablemotd                           : 0        : , &amp;quot;sv&amp;quot;           : Disable display of the Message Of The Day.&lt;br /&gt;
sv_downloadurl                           : 0        : , &amp;quot;rep&amp;quot;          : Location from which clients can download missing files&lt;br /&gt;
v_enableoldqueries                      : 0        :                  : Enable support for old style (HL1) server queries&lt;br /&gt;
sv_ep1searchpath                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Force adding the Episode One searchpath immediately. Useful for loading an ep1 map next.&lt;br /&gt;
sv_ep2searchpath                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Force adding the Episode Two searchpath immediately. Useful for loading an ep2 map next.&lt;br /&gt;
sv_filterban                             : 1        :                 : Set packet filtering by IP mode&lt;br /&gt;
sv_findsoundname                         : cmd      :                  : Find sound names which reference the specified wave files.&lt;br /&gt;
sv_forcefullsoundload                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Forces all sound scripts to be loaded after map change.&lt;br /&gt;
sv_forcehardleveltransitions             : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to disable smooth player save/restore&lt;br /&gt;
sv_forcepreload                          : 0        : , &amp;quot;a&amp;quot;            : Force server side reloading.&lt;br /&gt;
sv_freezesearchpaths                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Disable automatic enable/disable of searchpath convars on level change.&lt;br /&gt;
sv_giblifetime                           : 0        : , &amp;quot;sv&amp;quot;           : Gibs will fade out after this many seconds. If set to 0, gibs will not fade.&lt;br /&gt;
sv_gravity                               : 600      : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : World gravity.&lt;br /&gt;
sv_hl2mp_item_respawn_time               : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_hl2mp_mp_robust_explosions           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_hl2mp_weapon_respawn_time             : 20       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_hydraTestSpike                        : 1        : , &amp;quot;sv&amp;quot;           : Hydra Test impaling code&lt;br /&gt;
sv_infinite_aux_power                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
sv_ladder_useonly                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : If set, ladders can only be mounted by pressing +USE&lt;br /&gt;
sv_ladderautomountdot                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : When auto-mounting a ladder by loking up its axis, this is the tolerance for looking now directly along the ladder axis.&lt;br /&gt;
sv_lan                                   : 0        :                  : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )&lt;br /&gt;
sv_log_onefile                           : 0        : , &amp;quot;a&amp;quot;            : Log server information to only one file.&lt;br /&gt;
sv_logbans                               : 0        : , &amp;quot;a&amp;quot;            : Log server bans in the server logs.&lt;br /&gt;
sv_logblocks                             :0        :                  : If true when log when a query is blocked (can cause very large log files)&lt;br /&gt;
sv_logdownloadlist                       : 1        :                  : &lt;br /&gt;
sv_logecho                               : 1        : , &amp;quot;a&amp;quot;            : Echo log information to the console.&lt;br /&gt;
sv_logfile                               : 1        : , &amp;quot;a&amp;quot;            : Log server information in the log file.&lt;br /&gt;
sv_logflush                              : 0        : , &amp;quot;a&amp;quot;            : Flush the log file to disk on each wrte (slow).&lt;br /&gt;
sv_logsdir                               : 0        : , &amp;quot;a&amp;quot;            : Folder in the game directory where server logs will be stored.&lt;br /&gt;
sv_mapmodifyfile                         : 0        : , &amp;quot;sv&amp;quot;           : Set a specific map modify file for the next map loaded. Usage: sv_mapmodifyfile &amp;lt;map name exluding extension&amp;gt; &lt;br /&gt;
sv_massreport                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_master_legacy_mode                    : 1        :                  : Use old (outside-of-Steam) code t communicate with master servers.&lt;br /&gt;
sv_master_share_game_socket              : 1        :                  : Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm&lt;br /&gt;
sv_max_queries_sec                       : 3        :                  : Maximum queries per second to respond to from a single IP address.&lt;br /&gt;
sv_max_queries_sec_global                : 60       :                  : Maximum queries per second to respond to from anywhere.&lt;br /&gt;
sv_max_ueries_window                    : 30       :                  : Window over which to average queries per second averages.&lt;br /&gt;
sv_maxcmdrate                            : 40       : , &amp;quot;rep&amp;quot;          : (If sv_mincmdrate is &amp;gt; 0), this sets the maximum value for cl_cmdrate.&lt;br /&gt;
sv_maxinvobjectweight                    : 1        : , &amp;quot;sv&amp;quot;           : Maximum allowed inventory object weight&lt;br /&gt;
sv_maxrate                               : 0        : , &amp;quot;rep&amp;quot;          : Max bandwidth rate allowed on server, 0 == unlimited&lt;br /&gt;
sv_mareplay                             : 0        :                  : Maximum replay time in seconds&lt;br /&gt;
sv_maxroutable                           : 1260     :                  : Server upper bound on net_maxroutable that a client can use.&lt;br /&gt;
sv_maxupdaterate                         : 60       : , &amp;quot;rep&amp;quot;          : Maximum updates per second that the server will allow&lt;br /&gt;
sv_merch_sellweaponammo                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_mincmdrate                            : 0        : , &amp;quot;rep&amp;quot;          : This ets the minimum value for cl_cmdrate. 0 == unlimited.&lt;br /&gt;
sv_minrate                               : 3500     : , &amp;quot;rep&amp;quot;          : Min bandwidth rate allowed on server, 0 == unlimited&lt;br /&gt;
sv_minupdaterate                         : 10       : , &amp;quot;rep&amp;quot;          : Minimum updates per second that the server will allow&lt;br /&gt;
sv_noclipaccelerate                      : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_noclipduringpause                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : If cheats are enabled, then you can noclip ith the game paused (for doing screenshots, etc.).&lt;br /&gt;
sv_noclipspeed                           : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_npc_showlagcompensation               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show lag compensated hitboxes whenever a npc is lag compensated.&lt;br /&gt;
sv_npc_talker_maxdist                    : 1024     : , &amp;quot;sv&amp;quot;           : NPCs over this distance from the player won't attempt to speak.&lt;br /&gt;
sv_npcgib_maxcount                       : 16       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_parallel_packentities                : 1        :                  : &lt;br /&gt;
sv_parallel_sendsnapshot                 : 1        :                  : &lt;br /&gt;
sv_password                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : Server password for entry into multiplayer games&lt;br /&gt;
sv_pausable                              : 0        : , &amp;quot;nf&amp;quot;           : Is the server pausable.&lt;br /&gt;
sv_playergibbage                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_playerperfhistorycount                : 20       : , &amp;quot;sv&amp;quot;           : Number of samplesto maintain in player perf history&lt;br /&gt;
sv_precacheinfo                          : cmd      :                  : Show precache info.&lt;br /&gt;
sv_pure                                  : cmd      :                  : Show user data.&lt;br /&gt;
sv_pure_kick_clients                     : 1        :                  : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.&lt;br /&gt;
sv_pure_trace                            : 0        :                  : If set to 1, the server will prit a message whenever a client is verifying a CRC for a file.&lt;br /&gt;
sv_pvsskipanimation                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Skips SetupBones when npc's are outside the PVS&lt;br /&gt;
sv_rcon_banpenalty                       : 0        :                  : Number of minutes to ban users who fail rcon authentication&lt;br /&gt;
sv_rcon_log                              : 1        :                  : Enable/disable rcon logging.&lt;br /&gt;
sv_rcon_maxfailures                      : 10       :                  : Max number of times auser can fail rcon authentication before being banned&lt;br /&gt;
sv_rcon_minfailures                      : 5        :                  : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned&lt;br /&gt;
sv_rcon_minfailuretime                   : 30       :                  : Number of seconds to track failed rcon authentications&lt;br /&gt;
sv_region                                : -1       :                  : The region of the world to report this server in.&lt;br /&gt;
sv_report_client_settings               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_resetcustomammo                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Reset Server Custom Ammos&lt;br /&gt;
sv_robust_explosions                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_serveractive                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Is the server currently running?&lt;br /&gt;
sv_shieldstrength                        : 50       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Shield Hit Points&lt;br /&gt;
sv_show_crosshair_target                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_showhitboxes                         : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only).&lt;br /&gt;
sv_showladders                           : 0        : , &amp;quot;sv&amp;quot;           : Show bbox and dismount points for all ladders (must be set before level load.) &lt;br /&gt;
sv_showlagcompensation                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show lag compensated hitboxes whenever a player is lag compensated.&lt;br /&gt;
sv_skyname                               : 0         , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : Current name of the skybox texture&lt;br /&gt;
sv_soundemitter_filecheck                : cmd      :                  : Report missing wave files for sounds and game_sounds files.&lt;br /&gt;
sv_soundemitter_flush                    : cmd      :                  : Flushes the sounds.txt system (server only)&lt;br /&gt;
sv_soundemitter_trace                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to &lt;br /&gt;
sv_soundlist_dump                       : cmd      :                  : Dumps the soundemitter sound list&lt;br /&gt;
sv_soundscape_printdebuginfo             : cmd      :                  : print soundscapes&lt;br /&gt;
sv_specaccelerate                        : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_specnoclip                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_specspeed                             : 3        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_stats                                 : 1        :                  : Collect CPU usage stats&lt;br /&gt;
sv_sickysprint                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
sv_stickysprint_default                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
sv_strict_notarget                       : 0        : , &amp;quot;sv&amp;quot;           : If set, notarget will cause entities to never think they are in the pvs&lt;br /&gt;
sv_tags                                  : 0        : , &amp;quot;nf&amp;quot;           : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.&lt;br /&gt;
sv_tauplayerradiusdmg                   : 1        : , &amp;quot;sv&amp;quot;           : If 1, charged tau shots hurt the owning player&lt;br /&gt;
sv_test_scripted_sequences               : 0        : , &amp;quot;sv&amp;quot;           : Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu&lt;br /&gt;
sv_teststepsimulation                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_thinktimecheck                        : 0        : , &amp;quot;sv&amp;quot;           : Check for thinktimes all on same timestamp.&lt;br /&gt;
sv_timeout                              : 65       :                  : After this many seconds without a message from a client, the client is dropped&lt;br /&gt;
sv_transitionradiusoverride              : 0        : , &amp;quot;sv&amp;quot;           : Override trigger_changelevel smooth transition radius.&lt;br /&gt;
sv_turbophysics                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Turns on turbo physics&lt;br /&gt;
sv_unlockedchapters                      : 99       : , &amp;quot;a&amp;quot;            : Highest unlocked game chapter.&lt;br /&gt;
sv_vehicle_autoaim_scale                 : 8        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sv_visible                               : 1        : , &amp;quot;sv&amp;quot;           : 0 = server unavailable, 1 = server available, 2 = force server available !use option 2 with care!(even in commentary mode and o&lt;br /&gt;
sv_visiblemaxplayers                     : -1       :                  : Overrides the max players reported to prospective clients&lt;br /&gt;
sv_voicecodec                            : 0        :                  : Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extenion.&lt;br /&gt;
sv_voiceenable                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;nf&amp;quot;      : &lt;br /&gt;
systemlinkport                           : 27030    :                  : System Link port&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
656 convars/concommands for [s]&lt;br /&gt;
&lt;br /&gt;
] cvarlist t&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
template_debug                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
Test_CreateEntity                        : cmd      :                  : &lt;br /&gt;
test_dispatcheffect                      : cmd      :                  : Test a clientside dispatch effect.  Usage: test_dispatcheffect &amp;lt;effect name&amp;gt; &amp;lt;distance away&amp;gt; &amp;lt;flags&amp;gt; &amp;lt;magnitude&amp;gt; &amp;lt;scale&amp;gt;  DefauTest_EHandle                             : cmd      :                  : &lt;br /&gt;
test_entity_blocker                      : cmd      :                  : Test command that drops an entity blocker out in front of the player.&lt;br /&gt;
test_freezeframe                         : cmd      :                  : Test the freeze frame code.&lt;br /&gt;
Test_InitRandomEntitySpawner             : cmd      :                  : &lt;br /&gt;
Test_Loop                                : cmd      :                  : Test_Loop &amp;lt;loop name&amp;gt; - loop back to the speciied loop start point unconditionally.&lt;br /&gt;
Test_LoopCount                           : cmd      :                  : Test_LoopCount &amp;lt;loop name&amp;gt; &amp;lt;count&amp;gt; - loop back to the specified loop start point the specified # of times.&lt;br /&gt;
Test_LoopForNumSeconds                   : cmd      :                  : Test_LoopForNumSeconds &amp;lt;loop name&amp;gt; &amp;lt;time&amp;gt; - loop back to the specified start point for the specified # of seconds.&lt;br /&gt;
test_massive_dmg                         : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
test_massive_dmg_clip                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
Test_ProxyToggle_EnableProxy             : cmd      :                  : &lt;br /&gt;
Test_ProxyToggle_EnsureValue             : cmd      :                  : Test_ProxyToggle_EnsureValue&lt;br /&gt;
Test_ProxyToggle_SetValue                : cmd      :                  : &lt;br /&gt;
Test_RandomChance                        : cmd      :                  : Test_RandomChance &amp;lt;percent chance, 0-100&amp;gt; &amp;lt;token1&amp;gt; &amp;lt;token2...&amp;gt; - Roll the dice and maybe run the command following the percenta&lt;br /&gt;
Test_RandomizeInPV                      : cmd      :                  : &lt;br /&gt;
Test_RandomPlayerPosition                : cmd      :                  : &lt;br /&gt;
Test_RemoveAllRandomEntities             : cmd      :                  : &lt;br /&gt;
Test_RunFrame                            : cmd      :                  : &lt;br /&gt;
Test_SendKey                             : cmd      :                  : &lt;br /&gt;
Test_SpawnRandomEntities                 : cmd      :                  : &lt;br /&gt;
Test_StartLoop                           : cmd      :                  : Test_StartLoo &amp;lt;loop name&amp;gt; - Denote the start of a loop. Really just defines a named point you can jump to.&lt;br /&gt;
Test_StartScript                         : cmd      :                  : Start a test script running..&lt;br /&gt;
Test_Wait                                : cmd      :                  : &lt;br /&gt;
Test_WaitForCheckPoint                   : cmd      :                  : &lt;br /&gt;
testhudanim                              : cmd      :                  : Test a hud element animation.  Arguments: &amp;lt;anim name&amp;gt; &lt;br /&gt;
testscript_debug                        : 0        :                  : Debug test scripts.&lt;br /&gt;
texture_budget_background_alpha          : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
texture_budget_panel_bottom_of_history_fraction : 0        : , &amp;quot;a&amp;quot;            : number between 0 and 1&lt;br /&gt;
texture_budget_panel_global              : 0        :                  : Show global times in the texture budget panel.&lt;br /&gt;
texture_budget_panel_height              : 284      : , &amp;quot;a&amp;quot;            : height in pixels of the budget panel&lt;br /&gt;
texture_budget_anel_width               : 512      : , &amp;quot;a&amp;quot;            : width in pixels of the budget panel&lt;br /&gt;
texture_budget_panel_x                   : 0        : , &amp;quot;a&amp;quot;            : number of pixels from the left side of the game screen to draw the budget panel&lt;br /&gt;
texture_budget_panel_y                   : 450      : , &amp;quot;a&amp;quot;            : number of pixels from the top side of the game screen to draw the budget panel&lt;br /&gt;
tf2_feetyawrunscale                      : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Multiplier on tf2_feetyawrate to allow trning faster when running.&lt;br /&gt;
tf_escort_score_rate                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Score for escorting the train, in points per second&lt;br /&gt;
think_limit                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Maximum think time in milliseconds, warning is printed if this is exceeded.&lt;br /&gt;
thirdperson                              : cmd      :                  : Switch to thirdperson camera.&lt;br /&gt;
thirdperson_mayamode                     : cmd      :                  : Switch to thirdperson Maya-like caera controls.&lt;br /&gt;
thirdperson_platformer                   : 0        : , &amp;quot;cl&amp;quot;           : Player will aim in the direction they are moving.&lt;br /&gt;
thirdperson_screenspace                  : 0        : , &amp;quot;cl&amp;quot;           : Movement will be relative to the camera, eg: left means screen-left&lt;br /&gt;
thread_test_tslist                       : cmd      :                  : &lt;br /&gt;
thread_test_tsqueue                      : cmd      :                  : &lt;br /&gt;
threadpool_affinity                      : 1        :                  : Enable settig affinity&lt;br /&gt;
threadpool_cycle_reserve                 : cmd      :                  : Cycles threadpool reservation by powers of 2&lt;br /&gt;
threadpool_reserve                       : 0        :                  : Consume the specified number of threads in the thread pool&lt;br /&gt;
threadpool_run_tests                     : cmd      :                  : &lt;br /&gt;
thumper_show_radius                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : If true, advisor will use her custom impact damage table.&lt;br /&gt;
timedemo                                 : cm      :                  : Play a demo and report performance info.&lt;br /&gt;
timedemoquit                             : cmd      :                  : Play a demo, report performance info, and then exit&lt;br /&gt;
timeleft                                 : cmd      :                  : prints the time remaining in the match&lt;br /&gt;
timerefresh                              : cmd      :                  : Profile the renderer.&lt;br /&gt;
toggle                                   : cmd      :                  : Toggles a convar on or off, or cycles hrough a set of values.&lt;br /&gt;
toggle_duck                              : cmd      :                  : Toggles duck&lt;br /&gt;
toggle_zoom                              : cmd      :                  : Toggles zoom display&lt;br /&gt;
toggleconsole                            : cmd      :                  : Show/hide the console.&lt;br /&gt;
trace_report                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
tracer_extra                             : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
transferpoints                           : cmd      :                 : Transfer points to other players&lt;br /&gt;
tv_allow_camera_man                      : 1        : , &amp;quot;sv&amp;quot;           : Auto director allows spectators to become camera man&lt;br /&gt;
tv_allow_static_shots                    : 1        : , &amp;quot;sv&amp;quot;           : Auto director uses fixed level cameras for shots&lt;br /&gt;
tv_autorecord                            : 0        :                  : Automatically records all games as SourceTV demos.&lt;br /&gt;
tv_autoretry                             : 1        :                  : Relay proxies retry connction after network timeout&lt;br /&gt;
tv_chatgroupsize                         : 0        :                  : Set the default chat group size&lt;br /&gt;
tv_chattimelimit                         : 8        :                  : Limits spectators to chat only every n seconds&lt;br /&gt;
tv_clients                               : cmd      :                  : Shows list of connected SourceTV clients.&lt;br /&gt;
tv_debug                                 : 0        :                  : SourceTV debug info.&lt;br /&gt;
tv_delay                                 : 30      : , &amp;quot;sv&amp;quot;           : SourceTV broadcast delay in seconds&lt;br /&gt;
tv_delaymapchange                        : 0        : , &amp;quot;sv&amp;quot;           : Delays map change until broadcast is complete&lt;br /&gt;
tv_deltacache                            : 2        :                  : Enable delta entity bit stream cache&lt;br /&gt;
tv_dispatchmode                          : 1        :                  : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always&lt;br /&gt;
tv_enable                                : 0        : , &amp;quot;nf&amp;quot;           : Activaes SourceTV on server.&lt;br /&gt;
tv_maxclients                            : 128      :                  : Maximum client number on SourceTV server.&lt;br /&gt;
tv_maxrate                               : 8000     :                  : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited&lt;br /&gt;
tv_msg                                   : cmd      :                  : Send a screen message to all clients.&lt;br /&gt;
tv_name                                  : 0        :                  : SourceTV host name&lt;br /&gt;
tv_nochat                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Don't receive chat messages from other SourceTV spectators&lt;br /&gt;
tv_overridemaster                        : 0        :                  : Overrides the SourceTV master root address.&lt;br /&gt;
tv_password                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : SourceTV password for all clients&lt;br /&gt;
tv_port                                  : 27020    :                  : Host SourceTV port&lt;br /&gt;
tv_record                                : cmd      :                  : Starts SourceTV emo recording.&lt;br /&gt;
tv_relay                                 : cmd      :                  : Connect to SourceTV server and relay broadcast.&lt;br /&gt;
tv_relaypassword                         : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : SourceTV password for relay proxies&lt;br /&gt;
tv_relayvoice                            : 1        :                  : Relay voice data: 0=off, 1=on&lt;br /&gt;
tv_retry                                 : cmd      :                  : Reconnects the SourceTV relay proxy.&lt;br /&gt;
tv_snapshotrate                          : 6       :                  : Snapshots broadcasted per second&lt;br /&gt;
tv_status                                : cmd      :                  : Show SourceTV server status.&lt;br /&gt;
tv_stop                                  : cmd      :                  : Stops the SourceTV broadcast.&lt;br /&gt;
tv_stoprecord                            : cmd      :                  : Stops SourceTV demo recording.&lt;br /&gt;
tv_timeout                               : 30       :                  : SourceTV connection timeout in seconds.&lt;br /&gt;
tv_title                                : 0        :                  : Set title for SourceTV spectator UI&lt;br /&gt;
tv_transmitall                           : 0        : , &amp;quot;rep&amp;quot;          : Transmit all entities (not only director view)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 93 convars/concommands for [t]&lt;br /&gt;
&lt;br /&gt;
] cvarlist v&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v_centermove                             : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
v_centerspeed                            : 500      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
v_ipitch_cycle                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_ipitch_level                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iroll_cycle                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iroll_level                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iyaw_cycle                             : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iyaw_level                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
vcollide_wireframe                       : 0        : , &amp;quot;cheat&amp;quot;, cl&amp;quot;  : Render physics collision models in wireframe&lt;br /&gt;
vcr_verbose                              : 0        :                  : Write extra information into .vcr file.&lt;br /&gt;
vehicle_flushscript                      : cmd      :                  : Flush and reload all vehicle scripts&lt;br /&gt;
version                                  : cmd      :                  : Print version info string.&lt;br /&gt;
vgui_drawfocus                           : 0        :                  : Report which panel is under the mouse.&lt;br /&gt;
vgui_drawtree                           : 0        : , &amp;quot;cheat&amp;quot;        : Draws the vgui panel hiearchy to the specified depth level.&lt;br /&gt;
vgui_drawtree_bounds                     : 0        :                  : Show panel bounds.&lt;br /&gt;
vgui_drawtree_clear                      : cmd      :                  : &lt;br /&gt;
vgui_drawtree_freeze                     : 0        :                  : Set to 1 to stop updating the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_hidden                     : 0        :                  : Draw the hidden panels.&lt;br /&gt;
vgui_drawtree_panlalpha                 : 0        :                  : Show the panel alpha values in the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_panelptr                   : 0        :                  : Show the panel pointer values in the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_popupsonly                 : 0        :                  : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.&lt;br /&gt;
vgui_drawtree_render_order               : 0        :                  : List the vgui_drawtree panels in render order.&lt;br /&gt;
vguidrawtree_visible                    : 1        :                  : Draw the visible panels.&lt;br /&gt;
vgui_message_dialog_modal                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
vgui_togglepanel                         : cmd      :                  : show/hide vgui panel by name.&lt;br /&gt;
viewanim_addkeyframe                     : cmd      :                  : &lt;br /&gt;
viewanim_create                          : cmd      :                  : viewanim_create&lt;br /&gt;
viewanim_load                            : cmd      :                  : load nimation from file&lt;br /&gt;
viewanim_reset                           : cmd      :                  : reset view angles!&lt;br /&gt;
viewanim_save                            : cmd      :                  : Save current animation to file&lt;br /&gt;
viewanim_test                            : cmd      :                  : test view animation&lt;br /&gt;
viewmodel_fov                            : 54       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
violence_ablood                          : 1        :                  : Draw alien blood&lt;br /&gt;
violence_agibs                          : 1        :                  : Show alien gib entities&lt;br /&gt;
violence_hblood                          : 1        :                  : Draw human blood&lt;br /&gt;
violence_hgibs                           : 1        :                  : Show human gib entities&lt;br /&gt;
voice_avggain                            : 0        :                  : &lt;br /&gt;
voice_clientdebug                        : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
voice_debugfeedback                      : 0        :                  : &lt;br /&gt;
voice_debugfeedbackfrom                  : 0       :                  : &lt;br /&gt;
voice_dsound                             : 0        :                  : &lt;br /&gt;
voice_enable                             : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_fadeouttime                        : 0        :                  : &lt;br /&gt;
voice_forcemicrecord                     : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_inputfromfile                      : 0        :                  : Get voice input from 'voice_input.wav' rather than from the microphone.&lt;br /&gt;
voice_loopback                           :0        : , &amp;quot;user&amp;quot;         : &lt;br /&gt;
voice_maxgain                            : 10       :                  : &lt;br /&gt;
voice_modenable                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Enable/disable voice in this mod.&lt;br /&gt;
voice_overdrive                          : 2        :                  : &lt;br /&gt;
voice_overdrivefadetime                  : 0        :                  : &lt;br /&gt;
voice_printtalkers                       : cmd      :                  : voice debug.&lt;br /&gt;
voice_profile                            : 0       :                  : &lt;br /&gt;
voice_recordtofile                       : 0        :                  : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'&lt;br /&gt;
voice_scale                              : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_serverdebug                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
voice_showchannels                       : 0        :                  : &lt;br /&gt;
voice_showincoming                       : 0        :                  : &lt;br /&gt;
voice_steal                             : 2        :                  : &lt;br /&gt;
voice_writevoices                        : 0        :                  : Saves each speaker's voice data into separate .wav files &lt;br /&gt;
volume                                   : 0        : , &amp;quot;a&amp;quot;            : Sound volume&lt;br /&gt;
vox_reload                               : cmd      :                  : Reload sentences.txt file&lt;br /&gt;
voxeltree_box                            : cmd      :                  : View entities in the voxel-tree inside box &amp;lt;Vector(min), Vector(mx)&amp;gt;.&lt;br /&gt;
voxeltree_playerview                     : cmd      :                  : View entities in the voxel-tree at the player position.&lt;br /&gt;
voxeltree_sphere                         : cmd      :                  : View entities in the voxel-tree inside sphere &amp;lt;Vector(center), float(radius)&amp;gt;.&lt;br /&gt;
voxeltree_view                           : cmd      :                  : View entities in the voxel-tree.&lt;br /&gt;
vprof                                    : cmd      :                  : Toggle VProf profiler&lt;br /&gt;
vprof_adddebuggroup1                    : cmd      :                  : add a new budget group dynamically for debugging&lt;br /&gt;
vprof_cachemiss                          : cmd      :                  : Toggle VProf cache miss checking&lt;br /&gt;
vprof_cachemiss_off                      : cmd      :                  : Turn off VProf cache miss checking&lt;br /&gt;
vprof_cachemiss_on                       : cmd      :                  : Turn on VProf cache miss checking&lt;br /&gt;
vprof_child                              : cmd      :                  : &lt;br /&gt;
vprof_collapse_all                      : cmd      :                  : Collapse the whole vprof tree&lt;br /&gt;
vprof_counters                           : 0        :                  : &lt;br /&gt;
vprof_dump_groupnames                    : cmd      :                  : Write the names of all of the vprof groups to the console.&lt;br /&gt;
vprof_dump_oninterval                    : 0        :                  : Interval (in seconds) at which vprof will batch up data and dump it to the console.&lt;br /&gt;
vprof_dump_spikes                        : 0        :                 : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump&lt;br /&gt;
vprof_dump_spikes_budget_group           : 0        :                  : Budget gtNode to start report from when doing a dump spikes&lt;br /&gt;
vprof_dump_spikes_node                   : 0        :                  : Node to start report from when doing a dump spikes&lt;br /&gt;
vprof_expand_all                         : cmd      :                  : Expand the whole vprof tree&lt;br /&gt;
vprof_expand_group                      : cmd      :                  : Expand a budget group in the vprof tree by name&lt;br /&gt;
vprof_generate_report                    : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_AI                 : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_AI_only            : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_budget             : cmd      :                  : Generate a report to the console ased on budget group.&lt;br /&gt;
vprof_generate_report_hierarchy          : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_map_load           : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_graph                              : 0        :                  : Draw the vprof graph.&lt;br /&gt;
vprof_graphheight                        : 256      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
vprof_graphwidth                         : 512      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
vprof_nextsibling                       : cmd      :                  : &lt;br /&gt;
vprof_off                                : cmd      :                  : Turn off VProf profiler&lt;br /&gt;
vprof_on                                 : cmd      :                  : Turn on VProf profiler&lt;br /&gt;
vprof_parent                             : cmd      :                  : &lt;br /&gt;
vprof_playback_average                   : cmd      :                  : Average the next N frames.&lt;br /&gt;
vprof_playback_start                     : cmd      :                  : Start playing back a recorded vprof file.&lt;br /&gt;
vprof_playback_step                      : cmd      :                  : While playing back a .vprof file, step to the next tick.&lt;br /&gt;
vprof_playback_stepback                  : cmd      :                  : While playing back a .vprof file, step to the previous tick.&lt;br /&gt;
vprof_playback_stop                      : cmd      :                  : Stop playing back a recorded .vprof file.&lt;br /&gt;
vprof_prevsibling                        : cmd      :                  : &lt;br /&gt;
vprof_record_start                       : cmd     :                  : Start recording vprof data for playback later.&lt;br /&gt;
vprof_record_stop                        : cmd      :                  : Stop recording vprof data&lt;br /&gt;
vprof_remote_start                       : cmd      :                  : Request a VProf data stream from the remote server (requires authentication)&lt;br /&gt;
vprof_remote_stop                        : cmd      :                  : Stop an existing remote VProf data request&lt;br /&gt;
vprof_reset                              : cmd      :                  : eset the stats in VProf profiler&lt;br /&gt;
vprof_reset_peaks                        : cmd      :                  : Reset just the peak time in VProf profiler&lt;br /&gt;
vprof_scope                              : 0        :                  : Set a specific scope to start showing vprof tree&lt;br /&gt;
vprof_scope_entity_gamephys              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
vprof_scope_entity_thinks                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
vprof_unaccounted_limit                  : 0        : , &amp;quot;a&amp;quot;            : number of millisecods that a node must exceed to turn red in the vprof panel&lt;br /&gt;
vprof_verbose                            : 1        : , &amp;quot;a&amp;quot;            : Set to one to show average and peak times&lt;br /&gt;
vprof_vtune_group                        : cmd      :                  : enable vtune for a particular vprof group ('disable' to disable)&lt;br /&gt;
vprof_warningmsec                        : 10       : , &amp;quot;a&amp;quot;            : Above this many milliseconds render the label red to indicate slow code.&lt;br /&gt;
vtune                                    : cmd      :                 : Controls VTune's sampling.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
113 convars/concommands for [v]&lt;br /&gt;
&lt;br /&gt;
] cvarlist w&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wc_air_edit_further                      : cmd      :                  : When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location further away from play&lt;br /&gt;
wc_air_edit_nearer                       : cmd      :                  : When in WC edit mode and editing air nodes,  moves position of ir node crosshair and placement location nearer to from player&lt;br /&gt;
wc_air_node_edit                         : cmd      :                  : When in WC edit mode, toggles laying down or air nodes instead of ground nodes&lt;br /&gt;
wc_create                                : cmd      :                  : When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select&lt;br /&gt;
wc_destroy                               : cmd      :                  : When in WC edit mode, estroys the node that the player is nearest to looking at.  (The node will be highlighted by a red box).&lt;br /&gt;
wc_destroy_undo                          : cmd      :                  : When in WC edit mode restores the last deleted node&lt;br /&gt;
wc_link_edit                             : cmd      :                  : &lt;br /&gt;
weapon_showproficiency                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
writeid                                  : cmd      :                  : Writes a list of permanently-banned user IDs to banned_user.fg.&lt;br /&gt;
writeip                                  : cmd      :                  : Save the ban list to banned_ip.cfg.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 10 convars/concommands for [w]&lt;br /&gt;
&lt;br /&gt;
] cvarlist x&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
x360_audio_english                       : 0        : , &amp;quot;cl&amp;quot;           : Keeps track of whether we're forcing english in a localized language.&lt;br /&gt;
x360_resolution_height                   : 480      : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value oes nothing&lt;br /&gt;
x360_resolution_interlaced               : 0        : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
x360_resolution_widescreen_mode          : 0        : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
x360_resolution_width                    : 640      : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
xbox_autothrottle                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xbox_stering_deadzone                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
xbox_throttlebias                        : 100      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xbox_throttlespoof                       : 200      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xc_crouch_debounce                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
xc_crouch_range                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Percentarge [1..0] of joystick range to allow ducking within&lt;br /&gt;
xc_uncrouch_on_jump                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Uncrouch when jum occurs&lt;br /&gt;
xc_use_crouch_limiter                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Use the crouch limiting logic on the controller&lt;br /&gt;
xload                                    : cmd      :                  : Load a saved game from a 360 storage device.&lt;br /&gt;
xlook                                    : cmd      :                  : &lt;br /&gt;
xmove                                    : cmd      :                  : &lt;br /&gt;
xsave                                    : cmd      :                  : Saves current game to a 360 storage device.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 17 convars/concommands for [x]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist z&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
zombie_ambushdist                        : 16000    : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_basemax                           : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_basemin                           : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_changemax                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zmbie_changemin                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_decaymax                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_decaymin                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_moanfreq                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_stepfreq                          : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zoom_sensitivity_ratio                   : 1        : , &amp;quot;cl&amp;quot;           : Additional mouse sensitivity scale factor applied when FOV is zoomed i.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 10 convars/concommands for [z]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Talk:OC_Console_Command_List&amp;diff=1646</id>
		<title>Talk:OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Talk:OC_Console_Command_List&amp;diff=1646"/>
				<updated>2014-04-14T19:35:43Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CVAR list got from the mod by using cvarlist and dumping the output into files (14/04/2014). Needs to be clear from any hl2/any other game cvar before putting it into the page:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist a&lt;br /&gt;
cvar list&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
addip                                    : cmd      :                  : Add an IP address to the ban list.&lt;br /&gt;
adsp_alley_min                           : 122      :                  : &lt;br /&gt;
adsp_courtyard_min                       : 126      :                  : &lt;br /&gt;
adsp_debug                               : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
adsp_dor_height                         : 112      :                  : &lt;br /&gt;
adsp_duct_min                            : 106      :                  : &lt;br /&gt;
adsp_hall_min                            : 110      :                  : &lt;br /&gt;
adsp_low_ceiling                         : 108      :                  : &lt;br /&gt;
adsp_opencourtyard_min                   : 126      :                  : &lt;br /&gt;
adsp_openspace_min                       : 130      :                  : &lt;br /&gt;
adsp_openstreet_min                      : 118      :                  : &lt;br /&gt;
asp_openwall_min                        : 130      :                  : &lt;br /&gt;
adsp_room_min                            : 102      :                  : &lt;br /&gt;
adsp_street_min                          : 118      :                  : &lt;br /&gt;
adsp_tunnel_min                          : 114      :                  : &lt;br /&gt;
adsp_wall_height                         : 128      :                  : &lt;br /&gt;
advisor_use_impact_table                 : 1        : , &amp;quot;sv&amp;quot;           : If true, advisor will use her custom impact damage table.&lt;br /&gt;
ai_actbusy_sarch_time                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_ally_manager_debug                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_auto_contact_solver                   : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_block_damage                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_citizen_debug_commander               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_clear_bad_links                       : cmd      :                  : Clears bits set on nav links indicating link is unusable &lt;br /&gt;
ai_debug_actbusy                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2:&lt;br /&gt;
ai_debug_assault                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_avoidancebounds                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_directnavprobe                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_doors                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_dyninteractions                : 0        : , &amp;quot;sv&amp;quot;           : Debug the NPC dynamic interaction system.&lt;br /&gt;
ai_debug_efficiency                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_enemies                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_enemyfinders                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_eventresponses                  : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them.&lt;br /&gt;
ai_debug_expressions                     : 0       : , &amp;quot;sv&amp;quot;           : Show random expression decisions for NPCs.&lt;br /&gt;
ai_debug_follow                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_loners                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_looktargets                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_los                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l&lt;br /&gt;
ai_debug_nav                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_node_connect                    : cmd      :                  : Debug the attempted connection between two nodes&lt;br /&gt;
ai_debug_ragdoll_magnets                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_readiness                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_shoot_positions                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
ai_debug_speech                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_squads                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_think_ticks                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debugscriptconditions                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_default_efficient                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_disable                               : cmd      :                  : Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to t&lt;br /&gt;
ai_drawbattlelines                       : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ai_drop_hint                             : cmd      :                  : Drop an ai_hint at the player's current eye position.&lt;br /&gt;
ai_dump_hints                            : cmd      :                  : &lt;br /&gt;
ai_ef_hate_npc_duration                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_ef_hate_npc_frequency                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_efficiency_override                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_enable_fear_behavior                  : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
ai_expression_frametime                  : 0        : , &amp;quot;sv&amp;quot;           : Maximum frametime to still play background expressions.&lt;br /&gt;
ai_expression_optimization               : 0        : , &amp;quot;sv&amp;quot;           : Disable npc background expressions when you can't see them.&lt;br /&gt;
ai_fear_player_dist                      : 720      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_find_lateral_cover                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_find_lateral_los                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_flinch_delay_time                    : 0        : , &amp;quot;sv&amp;quot;           : When an npc is damaged they flinch, this is the delay time between flinches.&lt;br /&gt;
ai_follow_move_commands                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_follow_use_points                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_follow_use_points_when_moving         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_force_serverside_ragdoll              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_frametime_limit                       : 50       : , &amp;quot;sv&amp;quot;           : frametime limt for min efficiency AIE_NORMAL (in sec's).&lt;br /&gt;
ai_hull                                  : cmd      :                  : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used  Arguments: NPC name or classname, &lt;br /&gt;
ai_inhibit_spawners                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ai_lead_time                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_LOS_mode                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_moveprobe_debug                       : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_moveprobe_jump_debug                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_moveprobe_usetracelist                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_navigator_generate_spikes             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_navigator_generate_spikes_strength    : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_new_aiming                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_newgroundturret                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_next_hull                            : cmd      :                  : Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are &lt;br /&gt;
ai_no_local_paths                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_node_cache                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_select_box                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_steer                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_talk_delay                         : 0        :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_nodes                                 : cmd      :                  : Toggles node display.  First call displays the nodes for the given network as green objects.  Second call  displays the nodes a&lt;br /&gt;
ai_norebuildgraph                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_adjust_speed_on_immediate_turns  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_insert_pause_at_est_end          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_insert_pause_at_obstruction      : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
ai_post_frame_navigation                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_radial_max_link_dist                  : 512      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_reaction_delay_alert                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_reaction_delay_idle                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_readiness_decay                       : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_rebalance_thinks                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_report_task_timings_on_limit          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;v&amp;quot;      : &lt;br /&gt;
ai_resume                                : cmd      :                  : If NPC is stepping through tasks (see ai_step ) will resume normal processing.&lt;br /&gt;
ai_sequence_debug                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_set_move_height_epsilon               : cmd      :                  : Set how high AI bumps up ground walkers when checking steps&lt;br /&gt;
ai_setupbones_debug                      : 0        : , &amp;quot;sv&amp;quot;           : Shows that bones that are setup every think&lt;br /&gt;
ai_shot_bias                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_shot_bias_max                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_shot_bias_min                         : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_shot_stats                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_shot_stats_term                       : 1000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_connect                          : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Huls are color code as follows:  Gre&lt;br /&gt;
ai_show_connect_fly                      : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre&lt;br /&gt;
ai_show_connect_jump                     : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre&lt;br /&gt;
ai_show_graph_connect                    : cmd      :                  : Togles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by &lt;br /&gt;
ai_show_grid                             : cmd      :                  : Draw a grid on the floor where looking.&lt;br /&gt;
ai_show_hints                            : cmd      :                  : Displays all hints as small boxes  Blue  - hint is available for use  Red  - hint is currently being used by an NPC  Orange  - &lt;br /&gt;
ai_show_hull                             : cmd      :                  :Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:  Green  - &lt;br /&gt;
ai_show_hull_attacks                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_node                             : cmd      :                  : Highlight the specified node&lt;br /&gt;
ai_show_think_tolerance                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_visibility                       : cmd      :                  : Toggles visibility display for the node that the player is loking at.  Nodes that are visible from the selected node will be d&lt;br /&gt;
ai_simulate_task_overtime                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_cone_focus_time                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_defocused_cone_multiplier      : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_pattern_focus_time             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_step                                  : cmd      :                  : NPCs will freeze after completing their current task.  To complete the nexttask, use 'ai_step' again.  To resume processing no&lt;br /&gt;
ai_strong_optimizations                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_strong_optimizations_no_checkstand    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_task_pre_script                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_test_los                              : cmd      :                  : Test AI LOS from the player's POV&lt;br /&gt;
ai_test_moveprobe_ignoresmall            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_think_limit_label                     : 0        : , a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
ai_use_clipped_paths                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_efficiency                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_frame_think_limits                : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_readiness                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_think_optimizations               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_visibility_cache                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_vehicle_avoidance                     : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ainet_generate_report                    : cmd      :                  : Generate a report to the console.&lt;br /&gt;
ainet_generate_report_only               : cmd      :                  : Generate a report to the console.&lt;br /&gt;
air_density                              : cmd      :                  : Changes the density of air for drag computations.&lt;br /&gt;
airboat_fatal_stress                     : 5000     : , &amp;quot;sv&amp;quot;           : Amount of stress in kg that would kill the airboat driver.&lt;br /&gt;
airboat_joy_respons_move                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
alias                                    : cmd      :                  : Alias a command.&lt;br /&gt;
alyx_darkness_force                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
anim_3wayblend                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Toggle the 3-way animation blending code.&lt;br /&gt;
antlion_easycrush                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
askconnect_accept                        : cmd      :                  : Accept a redirect requestby the server.&lt;br /&gt;
async_allow_held_files                   : 1        :                  : Allow AsyncBegin/EndRead()&lt;br /&gt;
async_mode                               : 0        :                  : Set the async filesystem mode (0 = async, 1 = synchronous)&lt;br /&gt;
async_resume                             : cmd      :                  : &lt;br /&gt;
async_serialize                          : 0        :                  : Force async reads to serialize for profiling&lt;br /&gt;
async_simulate_delay                     : 0        :                  :Simulate a delay of up to a set msec per file operation&lt;br /&gt;
async_suspend                            : cmd      :                  : &lt;br /&gt;
audit_save_in_memory                     : cmd      :                  : Audit the memory usage and files in the save-to-memory system&lt;br /&gt;
autoaim_max_deflect                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autoaim_max_dist                         : 2160     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autoaim_unlock_target                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autosave                                : cmd      :                  : Autosave&lt;br /&gt;
autosavedangerous                        : cmd      :                  : AutoSaveDangerous&lt;br /&gt;
autosavedangerousissafe                  : cmd      :                  : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
157 convars/concommands for [a]&lt;br /&gt;
&lt;br /&gt;
] cvarlist b&lt;br /&gt;
cvar list&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
banid                                    : cmd      :                  : Add a user ID to the ban list.&lt;br /&gt;
banip                                    : cmd      :                 : Add an IP address to the ban list.&lt;br /&gt;
bench_end                                : cmd      :                  : Ends gathering of info.&lt;br /&gt;
bench_showstatsdialog                    : cmd      :                  : Shows a dialog displaying the most recent benchmark results.&lt;br /&gt;
bench_start                              : cmd      :                  : Starts gathering of info. Arguments: filename to write results into&lt;br /&gt;
bench_upload                             : cmd      :                  : Uploads most reent benchmark stats to the Valve servers.&lt;br /&gt;
benchframe                               : cmd      :                  : Takes a snapshot of a particular frame in a time demo.&lt;br /&gt;
bind                                     : cmd      :                  : Bind a key.&lt;br /&gt;
binds_per_command                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
BindToggle                               : cmd      :                  : Performs a bind &amp;lt;key&amp;gt; 'increment var &amp;lt;cvar&amp;gt; 0 1 1'&lt;br /&gt;
birds_debug                              : 0        : , &amp;quot;s&amp;quot;           : &lt;br /&gt;
blink_duration                           : 0        : , &amp;quot;cl&amp;quot;           : How many seconds an eye blink will last.&lt;br /&gt;
blob_batchpercent                        : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_element_speed                       : 187      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_mindist                             : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_numelements                         : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_radius                              : 160      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bloodspray                              : cmd      :                  : blood&lt;br /&gt;
bot                                      : cmd      :                  : Add a bot.&lt;br /&gt;
bot_add                                  : cmd      :                  : Add a bot.&lt;br /&gt;
bot_attack                               : 0        : , &amp;quot;sv&amp;quot;           : Shoot!&lt;br /&gt;
bot_changeclass                          : 0        : , &amp;quot;sv&amp;quot;           : Force all bots to change to the specified class.&lt;br /&gt;
bot_crouch                               : 0        : , &amp;quot;sv&amp;quot;           : Bo crouches&lt;br /&gt;
bot_defend                               : 0        : , &amp;quot;sv&amp;quot;           : Set to a team number, and that team will all keep their combat shields raised.&lt;br /&gt;
bot_flipout                              : 0        : , &amp;quot;sv&amp;quot;           : When on, all bots fire their guns.&lt;br /&gt;
bot_forceattack2                         : 0        : , &amp;quot;sv&amp;quot;           : When firing, use attack2.&lt;br /&gt;
bot_forceattackon                        : 0        : , &amp;quot;sv&amp;quot;           : When firing, don't tap fire, hold it down.&lt;br /&gt;
bot_forcefireweapon                     : 0        : , &amp;quot;sv&amp;quot;           : Force bots with the specified weapon to fire.&lt;br /&gt;
bot_mimic                                : 1        : , &amp;quot;sv&amp;quot;           : Bot uses usercmd of player by index.&lt;br /&gt;
bot_mimic_yaw_offset                     : 0        : , &amp;quot;sv&amp;quot;           : Offsets the bot yaw.&lt;br /&gt;
bot_model                                : 0        : , &amp;quot;sv&amp;quot;           : Bot player model.&lt;br /&gt;
bot_sendcmd                              : 0        : , &amp;quot;sv&amp;quot;           : Forces bots to send the specified command.&lt;br /&gt;
bot_zombe                               : 0        : , &amp;quot;sv&amp;quot;           : Brraaaaaiiiins.&lt;br /&gt;
box                                      : cmd      :                  : Draw a debug box.&lt;br /&gt;
breakable_disable_gib_limit              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
breakable_multiplayer                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
buddha                                   : cmd      :                  : Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)&lt;br /&gt;
budget_averages_window                  : 30       : , &amp;quot;a&amp;quot;            : number of frames to look at when figuring out average frametimes&lt;br /&gt;
budget_background_alpha                  : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
budget_bargraph_background_alpha         : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
budget_bargraph_range_ms                 : 16       : , &amp;quot;a&amp;quot;            : budget bargraph range in milliseconds&lt;br /&gt;
budget_history_numsamplesvisible         : 100      : , &amp;quot;a&amp;quot;            : number ofsamples to draw in the budget history window.  The lower the better as far as rendering overhead of the budget panel&lt;br /&gt;
budget_history_range_ms                  : 66       : , &amp;quot;a&amp;quot;            : budget history range in milliseconds&lt;br /&gt;
budget_panel_bottom_of_history_fraction  : 0        : , &amp;quot;a&amp;quot;            : number between 0 and 1&lt;br /&gt;
budget_panel_height                      : 1024     : , &amp;quot;a&amp;quot;            : height in pixels of the budget panel&lt;br /&gt;
budget_panel_width                       : 1024     : , &amp;quot;a&amp;quot;            : widthin pixels of the budget panel&lt;br /&gt;
budget_panel_x                           : 0        : , &amp;quot;a&amp;quot;            : number of pixels from the left side of the game screen to draw the budget panel&lt;br /&gt;
budget_panel_y                           : 50       : , &amp;quot;a&amp;quot;            : number of pixels from the top side of the game screen to draw the budget panel&lt;br /&gt;
budget_peaks_window                      : 30       : , &amp;quot;a&amp;quot;            : number of frames to look at when figuring out peak frametimes&lt;br /&gt;
budget_show_averages                      0        : , &amp;quot;a&amp;quot;            : enable/disable averages in the budget panel&lt;br /&gt;
budget_show_history                      : 1        : , &amp;quot;a&amp;quot;            : turn history graph off and on. . good to turn off on low end&lt;br /&gt;
budget_show_peaks                        : 1        : , &amp;quot;a&amp;quot;            : enable/disable peaks in the budget panel&lt;br /&gt;
budget_toggle_group                      : cmd      :                  : Turn a budget group on/off&lt;br /&gt;
bug                                      : cmd      :                  : Show/hide the bg reporting UI.&lt;br /&gt;
bug_swap                                 : cmd      :                  : Automatically swaps the current weapon for the bug bait and back again.&lt;br /&gt;
bugbait_distract_time                    : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_grenade_radius                   : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_hear_radius                      : 2500     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_radius                           : 512      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugreporter_includebsp                   : 1        :                 : Include .bsp for internal bug submissions.&lt;br /&gt;
bugreporter_uploadasync                  : 0        : , &amp;quot;a&amp;quot;            : Upload attachments asynchronously&lt;br /&gt;
buildcubemaps                            : cmd      :                  : Rebuild cubemaps.&lt;br /&gt;
building_cubemaps                        : 0        :                  : &lt;br /&gt;
bulletspeed                              : 6000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 64 convars/concommands for [b]&lt;br /&gt;
&lt;br /&gt;
] cvarlist c&lt;br /&gt;
var list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
c_maxdistance                            : 200      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_maxpitch                               : 90       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_maxyaw                                 : 135      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_mindistance                            : 30       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_minpitch                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_minyaw                                 : -135     : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_orthoheight                            : 00      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_orthowidth                             : 100      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cache_print                              : cmd      :                  : cache_print [section] Print out contents of cache memory.&lt;br /&gt;
cache_print_lru                          : cmd      :                  : cache_print_lru [section] Print out contents of cache memory.&lt;br /&gt;
cache_print_summary                      : cmd      :                  : cache_print_summary [section] Print out a summary contents of cache emory.&lt;br /&gt;
CallForAttention                         : cmd      :                  : Notify players of a nearby threat&lt;br /&gt;
CallForMedic                             : cmd      :                  : Call for a medic.&lt;br /&gt;
cam_collision                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.&lt;br /&gt;
cam_command                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cam_idealdelta                           :         : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Controls the speed when matching offset to ideal angles in thirdperson view&lt;br /&gt;
cam_idealdist                            : 150      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_ideallag                             : 4        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Amount of lag used when matching offset to ideal angles in thirdperson view&lt;br /&gt;
cam_idealpitch                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_idealyaw                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_showangles                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.&lt;br /&gt;
cam_snapto                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
camortho                                 : cmd      :                  : Switch to orthographic camera.&lt;br /&gt;
cancelselect                             : cmd      :                  : &lt;br /&gt;
cast_hull                                : cmd      :                  : Tests hull collision detection&lt;br /&gt;
cast_ray                                : cmd      :                  : Tests collision detection&lt;br /&gt;
cc_captiontrace                          : 1        : , &amp;quot;cl&amp;quot;           : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)&lt;br /&gt;
cc_emit                                  : cmd      :                  : Emits a closed caption&lt;br /&gt;
cc_findsound                             : cmd      :                  : Searches for soundname which emits specified text.&lt;br /&gt;
cc_flush                                 : cmd      :                  : Flushes async'd aptions.&lt;br /&gt;
cc_lang                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Current close caption language (emtpy = use game UI language)&lt;br /&gt;
cc_linger_time                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Close caption linger time.&lt;br /&gt;
cc_minvisibleitems                       : 1        : , &amp;quot;cl&amp;quot;           : Minimum number of caption items to show.&lt;br /&gt;
cc_predisplay_time                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Close caption delay before showing caption.&lt;br /&gt;
cc_random                               : cmd      :                  : Emits a random caption&lt;br /&gt;
cc_sentencecaptionnorepeat               : 4        : , &amp;quot;cl&amp;quot;           : How often a sentence can repeat.&lt;br /&gt;
cc_showblocks                            : cmd      :                  : Toggles showing which blocks are pending/loaded async.&lt;br /&gt;
cc_smallfontlength                       : 300      : , &amp;quot;cl&amp;quot;           : If text stream is this long, force usage of small font size.&lt;br /&gt;
cc_subtitles                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : If set, dont show sound effect captions, just voice overs (i.e., won't help hearing impaired players).&lt;br /&gt;
centerview                               : cmd      :                  : &lt;br /&gt;
ch_createairboat                         : cmd      :                  : Spawn airboat in front of the player.&lt;br /&gt;
ch_createjalopy                          : cmd      :                  : Spawn jalopy in front of the player.&lt;br /&gt;
ch_createjeep                            : cmd      :                  : Spawn jeep in front of the player.&lt;br /&gt;
changelevel                             : cmd      :                  : Change server to the specified map&lt;br /&gt;
changelevel2                             : cmd      :                  : Transition to the specified map in single player&lt;br /&gt;
cl_allowdownload                         : 1        : , &amp;quot;a&amp;quot;            : Client downloads customization files&lt;br /&gt;
cl_allowupload                           : 1        : , &amp;quot;a&amp;quot;            : Client uploads customization files&lt;br /&gt;
cl_anglespeedkey                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_aniationinfo                         : cmd      :                  : Hud element to examine.&lt;br /&gt;
cl_autowepswitch                         : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Automatically switch to picked up weapons (if more powerful)&lt;br /&gt;
cl_backspeed                             : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_bob                                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_bobcycle                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_bobup                                 : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
cl_chatfilters                           : 31       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Stores the chat filter settings &lt;br /&gt;
cl_class                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default class when joining a game&lt;br /&gt;
cl_clearhinthistory                      : cmd      :                  : Clear memory of client side hints displayed to the player.&lt;br /&gt;
cl_clock_correction                      : 1        : , &amp;quot;cheat&amp;quot;        : Enable/disable clock correction on the client.&lt;br /&gt;
cl_clock_correction_adjustment_mx_amount : 200      : , &amp;quot;cheat&amp;quot;        : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount &lt;br /&gt;
cl_clock_correction_adjustment_max_offset : 90       : , &amp;quot;cheat&amp;quot;        : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply&lt;br /&gt;
cl_clock_correction_adjustment_min_offset : 10       : , &amp;quot;cheat&amp;quot;        : If the clock offset is less than this amount (in milliseconds), thn no clock correction is applied.&lt;br /&gt;
cl_clock_correction_force_server_tick    : 999      : , &amp;quot;cheat&amp;quot;        : Force clock correction to match the server tick + this offset (-999 disables it).&lt;br /&gt;
cl_clock_showdebuginfo                   : 0        : , &amp;quot;cheat&amp;quot;        : Show debugging info about the clock drift. &lt;br /&gt;
cl_clockdrift_max_ms                     : 150      : , &amp;quot;cheat&amp;quot;        : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.&lt;br /&gt;
cl_clockdrift_max_msthreadmode          : 0        : , &amp;quot;cheat&amp;quot;        : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.&lt;br /&gt;
cl_cmdrate                               : 100      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Max number of command packets sent to server per second&lt;br /&gt;
cl_customsounds                          : 0        : , &amp;quot;cl&amp;quot;           : Enable customized player sound playback&lt;br /&gt;
cl_debugrumble                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Turn on rumble debugging spew&lt;br /&gt;
cldefaultweapon                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default Spawn Weapon&lt;br /&gt;
cl_demoviewoverride                      : 0        : , &amp;quot;cl&amp;quot;           : Override view during demo playback&lt;br /&gt;
cl_detail_avoid_force                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : force with which to avoid players ( in units, percentage of the width of the detail sprite )&lt;br /&gt;
cl_detail_avoid_radius                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : radius around detail sprite to avoid players&lt;br /&gt;
cl_detail_avoid_recover_seed            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : how fast to recover position after avoiding players&lt;br /&gt;
cl_detail_max_sway                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Amplitude of the detail prop sway&lt;br /&gt;
cl_detail_multiplier                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : extra details to create&lt;br /&gt;
cl_detaildist                            : 1200     :                  : Distance at which detail props are no longer visible&lt;br /&gt;
cl_detailfade                            : 400      :                  : Distance cross which detail props fade in&lt;br /&gt;
cl_downloadfilter                        : 0        : , &amp;quot;a&amp;quot;            : Determines which files can be downloaded from the server (all, none, nosounds)&lt;br /&gt;
cl_draw_airboat_wake                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_drawhud                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable the rendering of the hud&lt;br /&gt;
cl_drawleaf                              : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_drawmaterial                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : raw a particular material over the frame&lt;br /&gt;
cl_drawmonitors                          : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_drawshadowtexture                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_dropselecteditem                      : cmd      :                  : Drop the currently selected object from My Items&lt;br /&gt;
cl_dump_particle_stats                   : cmd      :                  : dump particle profiling info to particle_profile.csv&lt;br /&gt;
cl_ejectbrass                            : 1        :                  : &lt;br /&gt;
l_ent_absbox                            : cmd      :                  : Displays the client's absbox for the entity under the crosshair.&lt;br /&gt;
cl_ent_bbox                              : cmd      :                  : Displays the client's bounding box for the entity under the crosshair.&lt;br /&gt;
cl_ent_rbox                              : cmd      :                  : Displays the client's render box for the entity under the crosshair.&lt;br /&gt;
cl_entityreport                          : 0        : , &amp;quot;cheat&amp;quot;        : For debugging, raw entity states to console&lt;br /&gt;
cl_extrapolate                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable extrapolation if interpolation history runs out.&lt;br /&gt;
cl_extrapolate_amount                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Set how many seconds the client will extrapolate entities for.&lt;br /&gt;
cl_fastdetailsprites                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : whether to use new detail sprite system&lt;br /&gt;
cl_fasttempentcollision                  : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_find_ent                             : cmd      :                  : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent &amp;lt;substring&amp;gt; &lt;br /&gt;
cl_find_ent_index                        : cmd      :                  : Display data for clientside entity matching specified index. Format: cl_find_ent_index &amp;lt;index&amp;gt; &lt;br /&gt;
cl_flashlightbeams                       : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_flushentitypacket                     : 0        : , &amp;quot;cheat&amp;quot;        : For debugging. Force theengine to flush an entity packet.&lt;br /&gt;
cl_forcepreload                          : 0        : , &amp;quot;a&amp;quot;            : Whether we should force preloading.&lt;br /&gt;
cl_forwardspeed                          : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_fullupdate                            : cmd      :                  : Forces the server to send a full update packet&lt;br /&gt;
cl_hidesniperlaser                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Disable the sniper laser for the local player's viewmodel.&lt;br /&gt;
cl_hydra_interp                          :0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Interpolate hydra bone positions starting this many seconds in past&lt;br /&gt;
cl_idealpitchscale                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_ignorepackets                         : 0        : , &amp;quot;cheat&amp;quot;        : Force client to ignore packets (for debugging).&lt;br /&gt;
cl_interp                                : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Sets the interpolation amount (bounded on low side by server interp ratio settings).&lt;br /&gt;
cl_interp_all                            : 0        : , &amp;quot;cl&amp;quot;          : Disable interpolation list optimizations.&lt;br /&gt;
cl_interp_npcs                           : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)&lt;br /&gt;
cl_interp_ratio                          : 2        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).&lt;br /&gt;
cl_interp_threadmodeticks                : 0        : , &amp;quot;cl&amp;quot;           : Additional interpolation ticks to use when interpolating with threade engine mode set.&lt;br /&gt;
cl_ironsight_test_wpn_offset             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Tests weapon ironsight offsets&lt;br /&gt;
cl_ironsight_test_wpn_offset_x           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_offset_y           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_offset_z           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_ori_offset_x       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_ori_offset_y       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wn_ori_offset_z       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_jiggle_bone_debug                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_jiggle_bone_debug_pitch_constraints   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_jiggle_bone_debug_yaw_constraints     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_lagcomp_errorcheck                    : 0        : , &amp;quot;cl&amp;quot;          : Player index of other player to check for position errors.&lt;br /&gt;
cl_lagcompensation                       : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform server side lag compensation of weapon firing events.&lt;br /&gt;
cl_language                              : 0        : , &amp;quot;user&amp;quot;         : Language (from HKCU\Software\Valve\Steam\Language)&lt;br /&gt;
cl_leveloverview                         : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_leveloverviewmarker                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_localnetworkbackdoor                 : 1        :                  : Enable network optimizations for single player games.&lt;br /&gt;
cl_logofile                              : 0        : , &amp;quot;a&amp;quot;            : Spraypoint logo decal.&lt;br /&gt;
cl_maxrenderable_dist                    : 3000     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Max distance from the camera at which things will be rendered&lt;br /&gt;
cl_mouseenable                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_mouselook                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Set to 1 to use mouse for look, 0 for keyboad look. Cannot be set while connected to a server.&lt;br /&gt;
cl_new_impact_effects                    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_npc_speedmod_intime                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_npc_speedmod_outtime                  : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_observercrosshair                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_overdraw_test                         : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;numeric&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
cl_panelanimation                        : cmd      :                  : Shows pnel animation variables: &amp;lt;panelname | blank for all panels&amp;gt;.&lt;br /&gt;
cl_particle_batch_mode                   : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_particle_max_count                    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_particle_retire_cost                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_particleeffect_aabb_buffer            : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft&lt;br /&gt;
cl_particles_dump_effects               : cmd      :                  : &lt;br /&gt;
cl_particles_show_bbox                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_pclass                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Dump entity by prediction classname.&lt;br /&gt;
cl_pdump                                 : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Dump info about this entity to screen.&lt;br /&gt;
cl_phys_props_enable                     : 1        : , &amp;quot;cl&amp;quot;           : Disable clientside physics props (must be set before loading a level).&lt;br /&gt;
cl_phys_props_max                       : 300      : , &amp;quot;cl&amp;quot;           : Maximum clientside physic props&lt;br /&gt;
cl_phys_props_respawndist                : 1500     : , &amp;quot;cl&amp;quot;           : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.&lt;br /&gt;
cl_phys_props_respawnrate                : 60       : , &amp;quot;cl&amp;quot;           : Time, in seconds, between clientside prop respawns.&lt;br /&gt;
cl_phys_timescale                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Sets the scale of time for client-side physics (ragdolls)&lt;br /&gt;
cl_pitcdown                             : 89       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_pitchspeed                            : 225      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_pitchup                               : 89       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_playback_screenshots                  : 0        :                  : Allows the client to playback screenshot and jpeg commands in demos.&lt;br /&gt;
cl_playermodel                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;server_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Default Player Model&lt;br /&gt;
cl_playerspraydisable                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Disable player sprays.&lt;br /&gt;
cl_precacheinfo                          : cmd      :                  : Show precache info (client).&lt;br /&gt;
cl_pred_optimize                         : 2        : , &amp;quot;cl&amp;quot;           : Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)&lt;br /&gt;
cl_pred_track                            : cmd      :                  : &amp;lt;entindex&amp;gt; &amp;lt;fieldname&amp;gt;:  Track changes to entity index entindex, for field feldname.&lt;br /&gt;
cl_predict                               : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform client side prediction.&lt;br /&gt;
cl_predictionlist                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Show which entities are predicting &lt;br /&gt;
cl_predictweapons                        : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform client side prediction of weapon effects.&lt;br /&gt;
cl_ragdoll_collide                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_removedecals                          : cmd      :                  : Remove the decals rom the entity under the crosshair.&lt;br /&gt;
cl_resend                                : 6        :                  : Delay in seconds before the client will resend the 'connect' attempt&lt;br /&gt;
cl_resetcustomammo                       : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Reset Client Custom Ammos&lt;br /&gt;
cl_restrict_server_commands              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : blocks commands comming from the server&lt;br /&gt;
cl_righthand                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Use right-handed view models.&lt;br /&gt;
cl_rumblescale                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Scale sensitivity of rumble effects (0 to 1.0)&lt;br /&gt;
cl_screenshotname                        : 0        :                  : Custom Screenshot name&lt;br /&gt;
cl_SetupAllBones                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_shadowtextureoverlaysize              : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_show_splashes                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ShowBoneSetupEnts                     : 0        : , &amp;quot;cl&amp;quot;           : Show which entitiesare having their bones setup each frame.&lt;br /&gt;
cl_showdemooverlay                       : 0        :                  : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)&lt;br /&gt;
cl_showents                              : cmd      :                  : Dump entity list to console.&lt;br /&gt;
cl_showerror                             : 0        : , &amp;quot;cl&amp;quot;           : Show prediction errors, 2 for above plus detailed field deltas.&lt;br /&gt;
cl_showevents                            : 0        : , &amp;quot;cheat&amp;quot;       : Print event firing info in the console&lt;br /&gt;
cl_showfps                               : 0        : , &amp;quot;cl&amp;quot;           : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)&lt;br /&gt;
cl_showhelp                              : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Set to 0 to not show on-screen help&lt;br /&gt;
cl_showpausedimage                       : 1        : , &amp;quot;cl&amp;quot;           : Show the 'Paused' image when game is paused.&lt;br /&gt;
cl_showpluginmessages                    : 1        : , &amp;quot;a&amp;quot;            : Allow plugins to display messagesto you&lt;br /&gt;
cl_showpos                               : 0        : , &amp;quot;cl&amp;quot;           : Draw current position at top of screen&lt;br /&gt;
cl_ShowSunVectors                        : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_showtextmsg                           : 1        : , &amp;quot;cl&amp;quot;           : Enable/disable text messages printing on the screen.&lt;br /&gt;
cl_sidespeed                             : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_smooth                                : 1        : , &amp;quot;cl&amp;quot;           : Smooth view/eye origin after prediction error&lt;br /&gt;
cl_smoothtime                            : 0        : , &amp;quot;cl&amp;quot;           : Smooth client's view after prediction error over this many seconds&lt;br /&gt;
cl_soundemitter_flush                    : cmd      :                  : Flushes the sounds.txt system (client only)&lt;br /&gt;
cl_soundfile                             : 0        : , &amp;quot;a&amp;quot;            : Jingle sound file.&lt;br /&gt;
cl_soundlist_dump                        : cmd      :                  : Dumps the soundemitter sound list&lt;br /&gt;
cl_soundscape_flush                      : cmd      :                 : Flushes the client side soundscapes&lt;br /&gt;
cl_soundscape_printdebuginfo             : cmd      :                  : print soundscapes&lt;br /&gt;
cl_spec_mode                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;server_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : spectator mode&lt;br /&gt;
cl_spewscriptintro                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
cl_sporeclipdistance                     : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_starfield_diameter                    : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_starfield_distance                   : 256      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_sun_decay_rate                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_team                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default team when joining a game&lt;br /&gt;
cl_threaded_bone_setup                   : 0        : , &amp;quot;cl&amp;quot;           : Enable parallel processing of C_BaseAnimating::SetupBones()&lt;br /&gt;
cl_threaded_client_leaf_system           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_timeout                               : 30       : , &amp;quot;a&amp;quot;            : After his many seconds without receiving a packet from the server, the client will disconnect itself&lt;br /&gt;
cl_toggleitemmenu                        : cmd      :                  : Show/hide my items menu&lt;br /&gt;
cl_updaterate                            : 100      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Number of packets per second of updates you are requesting from the server&lt;br /&gt;
cl_upspeed                               : 320      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_usecustomcolors                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Use Custom Player Colrs?&lt;br /&gt;
cl_view                                  : cmd      :                  : Set the view entity index.&lt;br /&gt;
cl_voice_filter                          : 0        :                  : Filter voice by name substring&lt;br /&gt;
cl_winddir                               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Weather effects wind direction angle&lt;br /&gt;
cl_windspeed                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Weather effects wind speed scalar&lt;br /&gt;
cl_wpn_sway_interp                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_wpn_sway_cale                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_yawspeed                              : 210      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
clear                                    : cmd      :                  : Clear all console output.&lt;br /&gt;
clear_debug_overlays                     : cmd      :                  : clears debug overlays&lt;br /&gt;
clientport                               : 27005    :                  : Host game client port&lt;br /&gt;
closecaption                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Enable close cptioning.&lt;br /&gt;
cmd                                      : cmd      :                  : Forward command to server.&lt;br /&gt;
collision_shake_amp                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_shake_freq                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_shake_time                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_test                           : cmd      :                  : Tests collision system&lt;br /&gt;
colorcorrectionui                        : cmd      :                  : Show/hide he color correction tools UI.&lt;br /&gt;
combine_guard_spawn_health               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
combine_spawn_health                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
commentary                               : 0        : , &amp;quot;sv&amp;quot;           : Desired commentary mode state.&lt;br /&gt;
commentary_available                     : 0        : , &amp;quot;sv&amp;quot;           : Automatically set by the game when a commentary file is available for the current map.&lt;br /&gt;
commentary_cvarsnotchanging              : cmd      :                 : &lt;br /&gt;
commentary_finishnode                    : cmd      :                  : &lt;br /&gt;
commentary_firstrun                      : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
commentary_showmodelviewer               : cmd      :                  : Display the commentary model viewer. Usage: commentary_showmodelviewer &amp;lt;model name&amp;gt; &amp;lt;optional attached model name&amp;gt;&lt;br /&gt;
commentary_testfirstrun                  : cmd      :                  : &lt;br /&gt;
con_drawnotify                           : 1        :                  : Disables drawing of notiication area (for taking screenshots).&lt;br /&gt;
con_enable                               : 0        : , &amp;quot;a&amp;quot;            : Allows the console to be activated.&lt;br /&gt;
con_filter_enable                        : 0        :                  : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot&lt;br /&gt;
con_filter_text                          : 0        :                  : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.&lt;br /&gt;
con_filer_text_out                      : 0        :                  : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.&lt;br /&gt;
con_logfile                              : 0        :                  : Console output gets written to this file&lt;br /&gt;
con_notifytime                           : 8        :                  : How long to display recent console text to the upper part of the game window&lt;br /&gt;
con_nprint_bgalpha                       : 50       :                  : Con_NPrint backgroun alpha.&lt;br /&gt;
con_nprint_bgborder                      : 5        :                  : Con_NPrint border size.&lt;br /&gt;
con_timestamp                            : 0        :                  : Prefix console.log entries with timestamps&lt;br /&gt;
con_trace                                : 0        :                  : Print console text to low level printout.&lt;br /&gt;
condump                                  : cmd      :                  : dump the text currently in the console to condumpXX.log&lt;br /&gt;
connect                                  : cmd     :                  : Connect to specified server.&lt;br /&gt;
contimes                                 : 8        :                  : Number of console lines to overlay for debugging.&lt;br /&gt;
coop                                     : 0        : , &amp;quot;nf&amp;quot;           : Cooperative play.&lt;br /&gt;
create_flashlight                        : cmd      :                  : &lt;br /&gt;
CreateHairball                           : cmd      :                  : &lt;br /&gt;
creditsdone                              : cmd      :                  : &lt;br /&gt;
crosshair                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
curve_bias                               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
cvarlist                                 : cmd      :                  : Show the list of convars/concommands.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
254 convars/concommands for [c]&lt;br /&gt;
&lt;br /&gt;
] cvarlist d&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
darkness_ignore_LOS_to_sources           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
datacachesize                            : 32       :                  : Size in MB.&lt;br /&gt;
dbghist_addline                          : cmd      :                  : Add a line to the debug history. Format: &amp;lt;category id&amp;gt; &amp;lt;line&amp;gt;&lt;br /&gt;
dbghist_dump                             : cmd      :                  : ump the debug history to the console. Format: &amp;lt;category id&amp;gt;     Categories:      0: Entity I/O      1: AI Decisions      2: Sc&lt;br /&gt;
deathmatch                               : 1        : , &amp;quot;nf&amp;quot;           : Running a deathmatch server.&lt;br /&gt;
debug_materialmodifycontrol              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
debug_materialmodifycontrol_client       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
debug_merchant_list                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
debug_physimpact                         : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
debug_touchlinks                         : 0        : , &amp;quot;sv&amp;quot;           : Spew touch link activity&lt;br /&gt;
debugsystemui                            : cmd      :                  : Show/hide the debug system UI.&lt;br /&gt;
decalfrequency                           : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
default_fov                              : 75       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
demo_avellimit                           : 2000     :                  : Angular velocity limit before eyes considered snapped for demo playback.&lt;br /&gt;
deo_debug                               : 0        :                  : Demo debug info.&lt;br /&gt;
demo_fastforwardfinalspeed               : 20       :                  : Go this fast when starting to hold FF button.&lt;br /&gt;
demo_fastforwardramptime                 : 5        :                  : How many seconds it takes to get to full FF speed.&lt;br /&gt;
demo_fastforwardstartspeed               : 2        :                  : Go this fast when starting to hold FF button.&lt;br /&gt;
demo_gototick                            : cmd      :                 : Skips to a tick in demo.&lt;br /&gt;
demo_interplimit                         : 4000     :                  : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.&lt;br /&gt;
demo_interpolateview                     : 1        :                  : Do view interpolation during dem playback.&lt;br /&gt;
demo_legacy_rollback                     : 1        :                  : Use legacy view interpolation rollback amount in demo playback.&lt;br /&gt;
demo_pause                               : cmd     :                  : Pauses demo playback.&lt;br /&gt;
demo_pauseatservertick                   : 0        :                  : Pauses demo playback at server tick&lt;br /&gt;
demo_quitafterplayback                   : 0        :                  : Quits game after demo playback.&lt;br /&gt;
demo_recordcommands                      : 1        : , &amp;quot;cheat&amp;quot;        : Record commands typed at console into .dem files.&lt;br /&gt;
demo_resume                              : cmd      :                  : Resumes demo playback.&lt;br /&gt;
demo_timescale                          : cmd      :                  : Sets demo replay speed.&lt;br /&gt;
demo_togglepause                         : cmd      :                  : Toggles demo playback.&lt;br /&gt;
demolist                                 : cmd      :                  : Print demo sequence list.&lt;br /&gt;
demos                                    : cmd      :                  : Demo demo file sequence.&lt;br /&gt;
demoui                                   : cmd      :                  : Show/hide the demo player UI.&lt;br /&gt;
demoui2                                  : cmd                        : Show/hide the advanced demo player UI (demoui2).&lt;br /&gt;
developer                                : 0        :                  : Set developer message level&lt;br /&gt;
devshots_nextmap                         : cmd      :                  : Used by the devshots system to go to the next map in the devshots maplist.&lt;br /&gt;
devshots_screenshot                      : cmd      :                  : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command insead.&lt;br /&gt;
differences                              : cmd      :                  : Show all convars which are not at their default values.&lt;br /&gt;
disconnect                               : cmd      :                  : Disconnect game from server.&lt;br /&gt;
disp_dynamic                             : 0        :                  : &lt;br /&gt;
dispcoll_drawplane                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
displaysoundlist                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
dlight_debug                             : cmd      :                 : Creates a dlight in front of the player&lt;br /&gt;
dog_debug                                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
dog_max_wait_time                        : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
drawcross                                : cmd      :                  : Draws a cross at the given location  Arguments: x y z&lt;br /&gt;
drawline                                 : cmd      :                  : Draws line between two 3D Points.  Green if no collision  Red is collides with something  Arguments: x1 1 z1 x2 y2 z2&lt;br /&gt;
drop                                     : cmd      :                  : Drop Active Weapon&lt;br /&gt;
dropammo                                 : cmd      :                  : Opens ammo drop window.&lt;br /&gt;
dropprimary                              : cmd      :                  : dropprimary: Drops the primary weapon of the player.&lt;br /&gt;
dsp_automatic                            : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_db_min                               : 80       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_db_mixdrop                          : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_dist_max                             : 1440     : , &amp;quot;cheat&amp;quot;, &amp;quot;demo&amp;quot; : &lt;br /&gt;
dsp_dist_min                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;demo&amp;quot; : &lt;br /&gt;
dsp_enhance_stereo                       : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
dsp_facingaway                           : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_mix_max                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_mix_min                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_off                                 : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
dsp_player                               : 0        : , &amp;quot;demo&amp;quot;, &amp;quot;server_can_execute&amp;quot; : &lt;br /&gt;
dsp_reload                               : cmd      :                  : &lt;br /&gt;
dsp_room                                 : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_slow_cpu                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;demo&amp;quot;    : &lt;br /&gt;
dsp_spatial                              : 40       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_speaker                              : 50       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vo_2ch                              : 1        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vol_4ch                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vol_5ch                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_volume                               : 2        : , &amp;quot;a&amp;quot;, &amp;quot;demo&amp;quot;    : &lt;br /&gt;
dsp_water                                : 14       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dt_ShowPartialChangeEnts                 : 0        :                  : (SP only) - show entities that were copied using small optimized lists (FL_DICT_PARTIAL_CHANGE).&lt;br /&gt;
dt_UsePartialChangeEnts                  : 1        :                  : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.&lt;br /&gt;
dti_flush                                : cmd      :                  : Write out the datatable instrumentation files (you must run with -dti for this to work).&lt;br /&gt;
dtwarning                                : 0        :                  : Print data table warnings?&lt;br /&gt;
dtwatchclass                             : 0        :                  : Watch all fields encodedwith this table.&lt;br /&gt;
dtwatchent                               : -1       :                  : Watch this entities data table encoding.&lt;br /&gt;
dtwatchvar                               : 0        :                  : Watch the named variable.&lt;br /&gt;
dump_changelevels                        : cmd      :                  : Dumps change level triggers and some information about them.&lt;br /&gt;
dump_edict_count                         : cmd      :                  : Current Edict Count&lt;br /&gt;
dump_edict_list                          : cmd      :                 : Current Edict List&lt;br /&gt;
dump_entity_sizes                        : cmd      :                  : Print sizeof(entclass)&lt;br /&gt;
dump_globals                             : cmd      :                  : Dump all global entities/states&lt;br /&gt;
dump_panels                              : cmd      :                  : Dump Panel Tree&lt;br /&gt;
dump_spawn_points                        : cmd      :                  : Dumps a list of spawnpoints and their information.&lt;br /&gt;
dump_x360_cfg                            : cmd      :                 : Dump X360 config files to disk&lt;br /&gt;
dump_x360_saves                          : cmd      :                  : Dump X360 save games to disk&lt;br /&gt;
dumpentityfactories                      : cmd      :                  : Lists all entity factory names.&lt;br /&gt;
dumpeventqueue                           : cmd      :                  : Dump the contents of the Entity I/O event queue to the console.&lt;br /&gt;
dumpgamestringtable                      : cmd      :                  : Dump the contents of the game string table to the cnsole.&lt;br /&gt;
dumpsavedir                              : cmd      :                  : List the contents of the save directory in memory&lt;br /&gt;
dumpstringtables                         : cmd      :                  : Print string tables to console.&lt;br /&gt;
dumpstringtables_new                     : cmd      :                  : Dumps the named string table, or list them if none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 92 convars/concommands for [d]&lt;br /&gt;
&lt;br /&gt;
] cvarlist e&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
echo                                     : cmd      :                 : Echo text to console.&lt;br /&gt;
editdemo                                 : cmd      :                  : Edit a recorded demo file (.dem ).&lt;br /&gt;
editor_toggle                            : cmd      :                  : Disables the simulation and returns focus to the editor&lt;br /&gt;
endmovie                                 : cmd      :                  : Stop recording movie frames.&lt;br /&gt;
english                                  : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : If set to 1, running the english language set of assets.&lt;br /&gt;
ent_absbox                              : cmd      :                  : Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar&lt;br /&gt;
ent_attachments                          : cmd      :                  : Displays the attachment points on an entity.  Arguments:    {entity_name} / {class_name} / no argument picks what player is loo&lt;br /&gt;
ent_autoaim                              : cmd      :                  : Displays the entity's autoaim radius.  Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at&lt;br /&gt;
ent_bbox                                 : cmd      :                  : Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlay&lt;br /&gt;
ent_cancelpendingentfires                : cmd      :                  : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.&lt;br /&gt;
ent_create                               : cmd      :                   Creates an entity of the given type where the player is looking.&lt;br /&gt;
ent_debugkeys                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ent_dump                                 : cmd      :                  : Usage:    ent_dump &amp;lt;entity name&amp;gt; &lt;br /&gt;
ent_fire                                 : cmd      :                  : Usage:    ent_fire &amp;lt;target&amp;gt; [action] [value] [delay] &lt;br /&gt;
ent_info                                 : cmd      :                  : Usage:    ent_info &amp;lt;class name&amp;gt; &lt;br /&gt;
ent_keyvalue                            : cmd      :                  : Applies the comma delimited key=value pairs to the entity with the given Hammer ID.  Format: ent_keyvalue &amp;lt;entity id&amp;gt; &amp;lt;key1&amp;gt;=&amp;lt;v&lt;br /&gt;
ent_messages                             : cmd      :                  : Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any mes&lt;br /&gt;
ent_messages_draw                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Visualizes all entity input/output activity.&lt;br /&gt;
ent_name                                : cmd      :                  : &lt;br /&gt;
ent_orient                               : cmd      :                  : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt&lt;br /&gt;
ent_pause                                : cmd      :                  : Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any mess&lt;br /&gt;
ent_pivot                                : cmd      :                 : Displays the pivot for the given entity(ies).  (y=up=green, z=forward=blue, x=left=red).   Arguments:    {entity_name} / {class&lt;br /&gt;
ent_rbox                                 : cmd      :                  : Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar&lt;br /&gt;
ent_remove                               : cmd      :                  : Removes the given entity(s)  Arguments:    {entity_name} / {class_name} / no argument picks whatplayer is looking at &lt;br /&gt;
ent_remove_all                           : cmd      :                  : Removes all entities of the specified type  Arguments:    {entity_name} / {class_name} &lt;br /&gt;
ent_rotate                               : cmd      :                  : Rotates an entity by a specified # of degrees&lt;br /&gt;
ent_setname                              : cmd      :                  : Sets the targetname of the given entity(s)  Arguments:    {new entity name} {entity_name} / {class_name} / no argument picks wh&lt;br /&gt;
ent_showresponse_criteria               : cmd      :                  : Print, to the console, an entity's current criteria set used to select responses.  Arguments:    {entity_name} / {class_name} /&lt;br /&gt;
ent_step                                 : cmd      :                  : When 'ent_pause' is set this will step through one waiting input / output message at a time.&lt;br /&gt;
ent_teleport                             : cmd      :                  : Teleport the specified entity to where the player is looking.  Format: ent_teleprt &amp;lt;entity name&amp;gt;&lt;br /&gt;
ent_teleport_select                      : cmd      :                  : Entity to teleport, entity you are pointing at.&lt;br /&gt;
ent_teleport_selected                    : cmd      :                  : Once Entity is selected with ent_teleport_select, use this command to teleport the ent to where the player is looking.&lt;br /&gt;
ent_text                                 : cmd      :                  : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)  Argments:    {entity_&lt;br /&gt;
ent_viewoffset                           : cmd      :                  : Displays the eye position for the given entity(ies) in red.  Arguments:    {entity_name} / {class_name} / no argument picks wha&lt;br /&gt;
envmap                                   : cmd      :                  : &lt;br /&gt;
escape                                   : cmd      :                  : Escape key pressed.&lt;br /&gt;
exec                                     : cmd      :                  : Execute script file.&lt;br /&gt;
exit                                    : cmd      :                  : Exit the engine.&lt;br /&gt;
explode                                  : cmd      :                  : Kills the player with explosive damage&lt;br /&gt;
explodevector                            : cmd      :                  : Kills a player applying an explosive force. Usage: explodevector &amp;lt;player&amp;gt; &amp;lt;x value&amp;gt; &amp;lt;y value&amp;gt; &amp;lt;z value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 40 convars/concommands for [e]&lt;br /&gt;
&lt;br /&gt;
] cvarlist f&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
fadein                                  : cmd      :                  : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.&lt;br /&gt;
fadeout                                  : cmd      :                  : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.&lt;br /&gt;
fast_fogvolume                           : 0        :                  : &lt;br /&gt;
filesystem_buffer_size                   : 0        :                  : Size of per file buffers. 0 fornone&lt;br /&gt;
find                                     : cmd      :                  : Find concommands with the specified string in their name/help text.&lt;br /&gt;
find_ent                                 : cmd      :                  : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent &amp;lt;substring&amp;gt; &lt;br /&gt;
find_ent_index                           : cmd      :                  : Display data for entity matching specified index. Format: find_ent_index &amp;lt;index&amp;gt; &lt;br /&gt;
findflags                               : cmd      :                  : Find concommands by flags.&lt;br /&gt;
fire_absorbrate                          : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmgbase                             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmginterval                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmgscale                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_extabsorb                           : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_extscale                            : 12       :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_growthrate                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_heatscale                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_incomingheatscale                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_maxabsorb                           : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
firetarget                               : cmd      :                  : &lt;br /&gt;
firstperson                              : cmd      :                  : Switch to firstperson camera.&lt;br /&gt;
fish_debug                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Show debug info for fish&lt;br /&gt;
fish_dormant                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Turns off interactive fish behavior. Fish become immobile and unresponsive.&lt;br /&gt;
flex_expression                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_looktime                            : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_maxawaytime                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_maxplayertime                       : 7        : ,&amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_minawaytime                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_minplayertime                       : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_rules                               : 1        : , &amp;quot;cl&amp;quot;           : Allow flex animation rules to run.&lt;br /&gt;
flex_smooth                              : 1        : , &amp;quot;cl&amp;quot;           : Applies smoothing/decay curve to flex animation controller changes.&lt;br /&gt;
flex_talk                                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flush                                   : cmd      :                  : Flush unlocked cache memory.&lt;br /&gt;
flush_locked                             : cmd      :                  : Flush unlocked and locked cache memory.&lt;br /&gt;
fog_color                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_colorskybox                          : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_enable                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_enable_water_fog                     : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
fog_enableskybox                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_end                                  : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_endskybox                            : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_maxdensity                           : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_maxdensityskybox                     : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_override                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_start                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_startskybox                         : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
force_centerview                         : cmd      :                  : &lt;br /&gt;
fov                                      : cmd      :                  : Change players FOV&lt;br /&gt;
fps_max                                  : 300      :                  : Frame rate limiter, cannot be set while connected to a server.&lt;br /&gt;
free_pass_peek_debug                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fs_convert                               : 1        :                  : Allow box 360 files to be generated at runtime&lt;br /&gt;
fs_monitor_read_from_pack                : 0        :                  : 0:Off, 1:Any, 2:Sync only&lt;br /&gt;
fs_printopenfiles                        : cmd      :                  : Show all files currently opened by the engine.&lt;br /&gt;
fs_report_sync_opens                     : 0        :                  : 0:Off, 1:Always, 2:Not during load&lt;br /&gt;
fs_warning_level                         : cmd      :                  : Set the filesystem warning level.&lt;br /&gt;
fs_warning_mode                         : 0        :                  : 0:Off, 1:Warn main thread, 2:Warn other threads&lt;br /&gt;
func_break_max_pieces                    : 15       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
func_break_reduction_factor              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_bullet                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_club                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_explosive                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 60 convars/concommands for [f]&lt;br /&gt;
&lt;br /&gt;
] cvarlist g&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
g15_dumpplayer                           : cmd      :                  : Spew player data.&lt;br /&gt;
g15_reload                               : cmd      :                  : Reloads the Logitech G-15 Keyboard configs.&lt;br /&gt;
g15_update_msec                          : 250      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Logitech G-15 Keyboard update interval.&lt;br /&gt;
g_ai_citizen_show_enemy                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_antlion_cascade_push                   :         : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
g_antlion_maxgibs                        : 16       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
g_antlionguard_hemorrhage                : 1        : , &amp;quot;sv&amp;quot;           : If 1, guard will emit a bleeding particle effect when wounded.&lt;br /&gt;
g_cannon_damageandradius                 : 512      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_debug                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_max_traveltime                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_reloadtime                      : 3       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_angularsensor                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_antlion                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlion_worker                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlionguard                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlionmaker                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_basehelicopter                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_basescanner                      :         : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_combine_camera                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_constraint_sounds                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Enable debug printing about constraint sounds.&lt;br /&gt;
g_debug_cscanner                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_darkness                         : 0        : , &amp;quot;sv&amp;quot;           : Show darkness mode lightsources.&lt;br /&gt;
g_debug_defender                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_doors                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_dropship                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_dynamicresupplies                : 0        : , &amp;quot;sv&amp;quot;           : Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item&lt;br /&gt;
g_debug_gunship                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_headcrab                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_hopwire                          : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_hunter_charge                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_injured_follow                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_npc_vehicle_roles                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_physcannon                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
g_debug_ragdoll_removal                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
g_debug_ragdoll_visualize                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
g_debug_trackpather                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_transitions                      : 0        : , &amp;quot;sv&amp;quot;           : 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 &lt;br /&gt;
g_debug_turret                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_turret_ceiling                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_vehiclebase                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehicledriver                    : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehicleexit                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehiclesound                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vortigaunt_aim                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bomb_danger_radius          : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_bomb_enemy_distance : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_bomb_speed         : 850      : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be rom the chopper before it stops firing&lt;br /&gt;
g_helicopter_bullrush_bomb_time          : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_distance           : 5000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_mega_bomb_health   : 0        : , &amp;quot;sv&amp;quot;           : Fraction of the health of the chopper before it mega-bombs&lt;br /&gt;
g_helicopter_bullrush_shoot_height       : 650      : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be from the chopper before it stops firing&lt;br /&gt;
g_helicopter_chargetime                 : 2        : , &amp;quot;sv&amp;quot;           : How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires&lt;br /&gt;
g_helicopter_idletime                    : 3        : , &amp;quot;sv&amp;quot;           : How much time we have to wait (on average) after we fire before we can charge up again&lt;br /&gt;
g_helicopter_maxfiringdist               : 2500     : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be from the chopper before it stops firing&lt;br /&gt;
g_jeepexitspeed                          : 100     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_Language                               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_ragdoll_fadespeed                      : 600      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
g_ragdoll_important_maxcount             : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_ragdoll_lvfadespeed                    : 100      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
g_ragdoll_maxcount                       : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_test_new_antlion_jump                  : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
gamemenucommand                          : cm      :                  : Issue game menu command.&lt;br /&gt;
gameui_activate                          : cmd      :                  : Shows the game UI&lt;br /&gt;
gameui_allowescape                       : cmd      :                  : Escape key allowed to hide game UI&lt;br /&gt;
gameui_allowescapetoshow                 : cmd      :                  : Escape key allowed to show game UI&lt;br /&gt;
gameui_hide                              : cmd      :                  : Hides the game UI&lt;br /&gt;
gameui_hide_dialog                       : cmd      :                 : asdf&lt;br /&gt;
gameui_preventescape                     : cmd      :                  : Escape key doesn't hide game UI&lt;br /&gt;
gameui_preventescapetoshow               : cmd      :                  : Escape key doesn't show game UI&lt;br /&gt;
gameui_show_dialog                       : cmd      :                  : Show an arbitrary Dialog.&lt;br /&gt;
gameui_xbox                              : 0        :                  : &lt;br /&gt;
getpos                                   : cmd      :                  : dump position and angles to the consolegive                                     : cmd      :                  : Give item to player.  Arguments: &amp;lt;item_name&amp;gt;&lt;br /&gt;
giveat                                   : cmd      :                  : Give item at Point.  Arguments: &amp;lt;item_name&amp;gt;&lt;br /&gt;
givecurrentammo                          : cmd      :                  : Give a supply of ammo for current weapon.. &lt;br /&gt;
givepoints                               : cmd      :                  : Give points cheat... &lt;br /&gt;
gl_clear                                 : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
gl_clear_randomcolor                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.&lt;br /&gt;
global_set                               : cmd      :                  : global_set &amp;lt;globalname&amp;gt; &amp;lt;state&amp;gt;: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).&lt;br /&gt;
god                                      : cmd      :                  : Toggle. Player becomes invulnerable.&lt;br /&gt;
groundlist                               : cmd      :                 : Display ground entity list &amp;lt;index&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 81 convars/concommands for [g]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist h&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hammer_update_entity                     : cmd      :                  : Updates the entity's position/angles when in edit mode&lt;br /&gt;
hammer_update_safe_entities              : cmd      :                  : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit&lt;br /&gt;
hearbeat                                : cmd      :                  : Force heartbeat of master servers&lt;br /&gt;
help                                     : cmd      :                  : Find help about a convar/concommand.&lt;br /&gt;
hgrunt_spawn_health                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hideconsole                              : cmd      :                  : Hide the console.&lt;br /&gt;
hidehud                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
hidepanel                                : cmd      :                 : Hides a viewport panel &amp;lt;name&amp;gt;&lt;br /&gt;
hl2_darkness_flashlight_factor           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_episodic                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
hl2_normspeed                            : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_sprintspeed                          : 320      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_walkspeed                            : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hopwire_hopheight                        : 400      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_hits                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_kill_dist_h              : 300      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_kill_dist_v              : 256      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_trap                             : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_vortex                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
host_flush_threshold                     : 20       :                  : Memory threshold below which the host should flush caches between server instances&lt;br /&gt;
host_framrate                           : 0        :                  : Set to lock per-frame time elapse.&lt;br /&gt;
host_limitlocal                          : 0        :                  : Apply cl_cmdrate and cl_updaterate to loopback connection&lt;br /&gt;
host_map                                 : 0        :                  : Current map name.&lt;br /&gt;
host_profile                             : 0        :                  : &lt;br /&gt;
host_runofftime                          : cmd      :                  : Run off some time without rendering/updatingsounds &lt;br /&gt;
host_showcachemiss                       : 0        :                  : Print a debug message when the client or server cache is missed.&lt;br /&gt;
host_ShowIPCCallCount                    : 0        :                  : Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.&lt;br /&gt;
host_sleep                               : 0        : , &amp;quot;cheat&amp;quot;        : Force the host to sleep a certain number of milliseconds each frame.&lt;br /&gt;
host_speeds                               0        :                  : Show general system running times.&lt;br /&gt;
host_thread_mode                         : 0        :                  : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)&lt;br /&gt;
host_timescale                           : 1        : , &amp;quot;rep&amp;quot;          : Prescale the clock by this amount.&lt;br /&gt;
host_writeconfig                         : cmd      :                  : Store current settings to config.cfg (or specified .cfg file).&lt;br /&gt;
hostip                                   : 0        :                 : Host game server ip&lt;br /&gt;
hostname                                 : 0        :                  : Hostname for server.&lt;br /&gt;
hostport                                 : 27015    :                  : Host game server port&lt;br /&gt;
hud_airboathint_numentries               : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hud_autoaim_method                       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_autoaim_scale_icon                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_autoreloadscript                     : 0        : , &amp;quot;cl&amp;quot;          : Automatically reloads the animation script each time one is ran&lt;br /&gt;
hud_centerid                             : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_deathnotice_time                     : 6        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_draw_active_reticle                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_draw_fixed_reticle                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
hud_drawhistory_time                     : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_fastswitch                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;     : &lt;br /&gt;
hud_jeephint_numentries                  : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hud_magnetism                            : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_num_b                                : 255      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text blue amount&lt;br /&gt;
hud_num_g                                : 128      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text green amount&lt;br /&gt;
hud_num_r                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text red amount&lt;br /&gt;
hud_quickinfo                            : 1        : ,&amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
hud_reloadscheme                         : cmd      :                  : Reloads hud layout and animation scripts.&lt;br /&gt;
hud_reticle_alpha_speed                  : 700      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_maxalpha                     : 255      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_minalpha                     : 125      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_scale                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_saytext_time                         : 12       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_showmptyweaponslots                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Shows slots for missing weapons when recieving weapons out of order&lt;br /&gt;
hud_showtargethealthinteger              : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Show target health using an integer instead of a percent.&lt;br /&gt;
hud_showtargetid                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_tab2_b                               : 255      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab 2 blue amount&lt;br /&gt;
hud_tab2_g                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud ta 2 green amount&lt;br /&gt;
hud_tab2_r                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab 2 red amount&lt;br /&gt;
hud_tab_b                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab blue amount&lt;br /&gt;
hud_tab_g                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab green amount&lt;br /&gt;
hud_tab_r                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab red amount&lt;br /&gt;
hud_takesshots                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Auto-save a scoreboard screenshot at the end of amap.&lt;br /&gt;
hunter_allow_dissolve                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_allow_nav_jump                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_min_delay                  : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_pct                        : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_test                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_cheap_explosions                  : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
hunter_clamp_shots                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_disable_patrol                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_debug                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning_cone                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning_width               : 180      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_first_flechette_delay             : 0        : , sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_delay                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_explode_delay           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_max_concurrent_volleys  : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_max_range               : 1200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_min_range               : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_speed                   : 2000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_test                    : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_end_max_delay    : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_end_min_delay    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_size             : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_start_max_delay  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_start_min_delay  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_free_knowledge                    : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_attached_striderbusters      : 1       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters_delay    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters_tolerance : 2000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_thrown_striderbusters        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_thrown_striderbusters_tolerance : 300      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_jostle_car_max_speed              : 600      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_jostle_car_min_speed             : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_melee_delay                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_plant_adjust_z                    : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_random_expressions                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_retreat_striderbusters            : 1        : , &amp;quot;sv&amp;quot;           : If true, the hunter will retreat when a buster is glued to him.&lt;br /&gt;
hunter_seek_thrown_striderbusters_tolerance : 400      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_shoot_flechette                  : cmd      :                  : Fires a hunter flechette where the player is looking.&lt;br /&gt;
hunter_show_weapon_los_condition         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_show_weapon_los_z                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_siege_frequency                   : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_stand_still                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hurtme                                   : cmd      :                  : Hurts the player.  Arguments: &amp;lt;health to lose&amp;gt;&lt;br /&gt;
hydrabend_delta                         : 50       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_bend_tension                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_goal_delta                         : 400      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_goal_tension                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_length                             : 100      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Length&lt;br /&gt;
hydra_momentum                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_egment_length                     : 30       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_slack                              : 200      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_test                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
122 convars/concommands for [h]&lt;br /&gt;
&lt;br /&gt;
] cvarlist i&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
impulse                                  : cmd      :                  : &lt;br /&gt;
in_usekeyboardsampletime                 : 1        : , &amp;quot;cl&amp;quot;          : Use keyboard sample time smoothing.&lt;br /&gt;
incrementvar                             : cmd      :                  : Increment specified convar value.&lt;br /&gt;
injured_help_plee_range                  : 256      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
inventory_store                          : cmd      :                  : Store currently held item in inventory&lt;br /&gt;
invnext                                  : cmd      :                  : &lt;br /&gt;
invprev                                  : cmd      :                  : &lt;br /&gt;
ip                                      : 0        :                  : Overrides IP for multihomed hosts&lt;br /&gt;
ironsight_toggle                         : cmd      :                  : Toggles ironsight mode for the current weapon&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
  9 convars/concommands for [i]&lt;br /&gt;
&lt;br /&gt;
] cvarlist j&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
jalopy_blocked_exit_max_speed            : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
jalopy_cargo_anim_time                   : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
jalopy_radar_test_ent                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
joy_accel_filter                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_accelmax                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_accelscale                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advanced                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisr                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisu                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisv                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisx                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisy                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisz                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_autoaimdampen                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : How much to scale user stick input when the gun is pointing at a valid target.&lt;br /&gt;
joy_autoaimdampenrange                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : The stick range here autoaim dampening is applied. 0 = off&lt;br /&gt;
joy_autosprint                           : 0        : , &amp;quot;cl&amp;quot;           : Automatically sprint when moving with an analog joystick&lt;br /&gt;
joy_axisbutton_threshold                 : 0        : , &amp;quot;a&amp;quot;            : Analog axis range before a button press is registered.&lt;br /&gt;
joy_diagonalpov                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : POV manipulator operates on diagonal axes, too.&lt;br /&gt;
joy_display_input                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_forwardsenstivity                   : -1       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_forwardthreshold                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_inverty                              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Whether to invert the Y axis of the joystick for looking.&lt;br /&gt;
joy_inverty_default                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_lowend                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_lowmap                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_movement_stick                      : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Which stick controls movement (0 is left stick)&lt;br /&gt;
joy_movement_stick_default               : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_name                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_pegged                               : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_pitchsensitivity                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_pitchsensitivity_default             : -1       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_pitchthreshold                       : 0       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_response_look                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion&lt;br /&gt;
joy_response_move                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity&lt;br /&gt;
joy_response_move_vehicle                : 6        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_sidesensitivity                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : joy_sidethreshold                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_vehicle_turn_lowend                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_vehicle_turn_lowmap                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_virtual_peg                          : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_wingmanwarrior_centerhack            : 0        : , &amp;quot;a&amp;quot;            : Wingman warrior centering hack.&lt;br /&gt;
joy_wingmanwarrior_turnhack              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Wingman warrior hack related to turn xes.&lt;br /&gt;
joy_xcontroller_cfg_loaded               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : If 0, the 360controller.cfg file will be executed on startup &amp;amp; option changes.&lt;br /&gt;
joy_xcontroller_found                    : 0        :                  : Automatically set to 1 if an xcontroller has been detected.&lt;br /&gt;
joy_yawsensitivity                       : -1       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_yawsensitivity_default               : -1       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_yawthreshold                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : joyadvancedupdate                        : cmd      :                  : &lt;br /&gt;
joystick                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
jpeg                                     : cmd      :                  : Take a jpeg screenshot:  jpeg &amp;lt;filename&amp;gt; &amp;lt;quality 1-100&amp;gt;.&lt;br /&gt;
jpeg_quality                             : 90       :                  : jpeg screenshot quality.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 51 convars/concommands for [j]&lt;br /&gt;
&lt;br /&gt;
] cvarlist k&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
kdtre_test                              : cmd      :                  : Tests spatial partition for entities queries.&lt;br /&gt;
key_findbinding                          : cmd      :                  : Find key bound to specified command string.&lt;br /&gt;
key_listboundkeys                        : cmd      :                  : List bound keys with bindings.&lt;br /&gt;
key_updatelayout                         : cmd      :                  : Updates game keyboard layout to current windows keyboard setting.&lt;br /&gt;
kick                                    : cmd      :                  : Kick a player by name.&lt;br /&gt;
kickid                                   : cmd      :                  : Kick a player by userid or uniqueid, with a message.&lt;br /&gt;
kill                                     : cmd      :                  : Kills the player with generic damage&lt;br /&gt;
killserver                               : cmd      :                  : Shutdown the server.&lt;br /&gt;
killvector                               : cmd      :                  : Kills a player applying force. Usage: killvector &amp;lt;payer&amp;gt; &amp;lt;x value&amp;gt; &amp;lt;y value&amp;gt; &amp;lt;z value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
  9 convars/concommands for [k]&lt;br /&gt;
&lt;br /&gt;
] cvarlist l&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
lastinv                                  : cmd      :                  : &lt;br /&gt;
light_crosshair                          : cmd      :                  : Show texture color at crosshair&lt;br /&gt;
lightcache_maxmiss                       : 2        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
lightprobe                               : cmd      :                  : Samples the lightingenvironment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material&lt;br /&gt;
linefile                                 : cmd      :                  : Parses map leak data from .lin file&lt;br /&gt;
listdemo                                 : cmd      :                  : List demo file contents.&lt;br /&gt;
listid                                   : cmd      :                  : Lists banned users.&lt;br /&gt;
listip                                   : cmd      :                  : List IP addresses on the ban lit.&lt;br /&gt;
listmodels                               : cmd      :                  : List loaded models.&lt;br /&gt;
listRecentNPCSpeech                      : cmd      :                  : Displays a list of the last 5 lines of speech from NPCs.&lt;br /&gt;
load                                     : cmd      :                  : Load a saved game.&lt;br /&gt;
loadcommentary                           : cmd      :                  : &lt;br /&gt;
locate_players                           : cmd      :                  : Show the location of all other players&lt;br /&gt;
lod_TrasitionDist                       : 800      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
log                                      : cmd      :                  : Enables logging to file, console, and udp &amp;lt; on | off &amp;gt;.&lt;br /&gt;
logaddress_add                           : cmd      :                  : Set address and port for remote host &amp;lt;ip:port&amp;gt;.&lt;br /&gt;
logaddress_del                           : cmd      :                  : Remove address and port for remote host &amp;lt;ip:port&amp;gt;.&lt;br /&gt;
logaddress_delall                        : cmd      :                   Remove all udp addresses being logged to&lt;br /&gt;
logaddress_list                          : cmd      :                  : List all addresses currently being used by logaddress.&lt;br /&gt;
lookspring                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
lookstrafe                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
lservercfgfile                           : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
--------------&lt;br /&gt;
 22 convars/concommands for [l]&lt;br /&gt;
&lt;br /&gt;
] cvarlist m&lt;br /&gt;
cvar list&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
m_customaccel                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( raw&lt;br /&gt;
m_customaccel_exponent                   : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse move is raised to this power before being scaled by scale factor.&lt;br /&gt;
m_customaccel_max                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Max mouse move scale factor, 0 for no limit&lt;br /&gt;
m_customaccel_scale                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Custom mouse acceleration value.&lt;br /&gt;
m_filter                                 : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse filtering (set this to 1 to average the mouse over 2 frames).&lt;br /&gt;
m_forward                                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse forward factor.&lt;br /&gt;
m_mouseaccel1                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Windows mouse acceleration initial threshold (2x movement).&lt;br /&gt;
m_mouseaccel2                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Winows mouse acceleration secondary threshold (4x movement).&lt;br /&gt;
m_mousespeed                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Windows mouse speed factor (range 1 to 20).&lt;br /&gt;
m_pitch                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse pitch factor.&lt;br /&gt;
m_side                                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse side factor.&lt;br /&gt;
m_yaw                                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse yaw factor.&lt;br /&gt;
map                                      : cmd      :                 : Start playing on specified map.&lt;br /&gt;
map_background                           : cmd      :                  : Runs a map as the background to the main menu.&lt;br /&gt;
map_commentary                           : cmd      :                  : Start playing, with commentary, on a specified map.&lt;br /&gt;
map_edit                                 : cmd      :                  : &lt;br /&gt;
map_noareas                              : 0        :                  : Disable area to area connection testing.&lt;br /&gt;
mapcyclefile                            : 0        : , &amp;quot;sv&amp;quot;           : Name of the .txt file used to cycle the maps on multiplayer servers &lt;br /&gt;
maps                                     : cmd      :                  : Displays list of maps.&lt;br /&gt;
mat_aaquality                            : 0        :                  : &lt;br /&gt;
mat_accelerate_adjust_exposure_down      : 3        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_alphacoverage                        : 1        :                  : &lt;br /&gt;
mat_antialias                            : 8        :                  : &lt;br /&gt;
mat_autoexpoure_max                     : 2        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_autoexposure_min                     : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bloom_scalefactor_scalar             : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bloomamount_rate                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_bloomscale                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bufferprimitives                     : 1        :                  : &lt;br /&gt;
mat_bumpbasis                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_bupmap                              : 1        :                  : &lt;br /&gt;
mat_camerarendertargetoverlaysize        : 128      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_clipz                                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_colcorrection_disableentities        : 0        :                  : Disable map color-correction entities&lt;br /&gt;
mat_colorcorrection                      : 1        :                  : &lt;br /&gt;
mat_compressedtextures                   : 1        :                  : &lt;br /&gt;
mat_configcurrent                       : cmd      :                  : show the current video control panel config for the material system&lt;br /&gt;
mat_crosshair                            : cmd      :                  : Display the name of the material under the crosshair&lt;br /&gt;
mat_crosshair_edit                       : cmd      :                  : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor&lt;br /&gt;
mat_crosshair_explorer                   : cmd      :                  : open the material under the crosshair in explorr and highlight the vmt file&lt;br /&gt;
mat_crosshair_printmaterial              : cmd      :                  : print the material under the crosshair&lt;br /&gt;
mat_crosshair_reloadmaterial             : cmd      :                  : reload the material under the crosshair&lt;br /&gt;
mat_debug                                : cmd      :                  : Activates debugging spew for a specific material.&lt;br /&gt;
mat_debug_autoexposure                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debug_bloom                          : 0        : , &amp;quot;chet&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debug_postprocessing_effects         : 0        : , &amp;quot;cl&amp;quot;           : 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen&lt;br /&gt;
mat_debug_process_halfscreen             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debugalttab                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_debugdepth                           : 0        :                  : &lt;br /&gt;
mat_debugdepthmode                       : 0        :                  : &lt;br /&gt;
mt_debugdepthval                        : 128      :                  : &lt;br /&gt;
mat_debugdepthvalmax                     : 256      :                  : &lt;br /&gt;
mat_depthbias_decal                      : -262144  : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_depthbias_normal                     : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_depthbias_shadowmap                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_diffuse                              : 1        :                  : &lt;br /&gt;
mat_disable_bloom                        : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
mat_disable_fancy_blending               : 0        :                  : &lt;br /&gt;
mat_disable_lightwarp                    : 0        :                  : &lt;br /&gt;
mat_disable_ps_patch                     : 0        :                  : &lt;br /&gt;
mat_disablehwmorph                       : 0        :                  : Disables HW morphing for particular mods&lt;br /&gt;
mat_drawflat                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_drawTexture                          : 0        : , &amp;quot;cl&amp;quot;           : Enable debug view textur&lt;br /&gt;
mat_drawTextureScale                     : 1        : , &amp;quot;cl&amp;quot;           : Debug view texture scale&lt;br /&gt;
mat_drawTitleSafe                        : 0        : , &amp;quot;cl&amp;quot;           : Enable title safe overlay&lt;br /&gt;
mat_drawwater                            : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_dxlevel                              : 95       :                  : &lt;br /&gt;
mat_dynamic_tonemapping                  : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_edit                                 : cmd      :                  : Bring up the materal under the crosshair in the editor&lt;br /&gt;
mat_envmapsize                           : 128      :                  : &lt;br /&gt;
mat_envmaptgasize                        : 32       :                  : &lt;br /&gt;
mat_excludetextures                      : 0        :                  : &lt;br /&gt;
mat_exposure_center_region_x             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_x_flashlight  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_y             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_y_fashlight  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_fastnobump                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_fastspecular                         : 1        :                  : Enable/Disable specularity for visual testing.  Will not reload materials and will not affect perf.&lt;br /&gt;
mat_fillrate                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_filterlightmaps                      : 1        :                  : &lt;br /&gt;
mat_filtertextures                       : 1        :                  : mat_force_bloom                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_force_ps_patch                       : 0        :                  : &lt;br /&gt;
mat_force_tonemap_scale                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_forceaniso                           : 16       :                  : &lt;br /&gt;
mat_forcedynamic                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_forcehardwaresync                    : 1        :                  : &lt;br /&gt;
mat_forcemanagedtextureintohardware      : 0        :                 : &lt;br /&gt;
mat_frame_sync_enable                    : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_frame_sync_force_texture             : 0        : , &amp;quot;cheat&amp;quot;        : Force frame syncing to lock a managed texture.&lt;br /&gt;
mat_framebuffercopyoverlaysize           : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_fullbright                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_hdr_enabled                          : cmd      :                  : Report if HDR is enabled for debugging&lt;br /&gt;
mat_hdr_level                            : 2       :                  : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.&lt;br /&gt;
mat_hdr_manual_tonemap_rate              : 1        :                  : &lt;br /&gt;
mat_hdr_tonemapscale                     : 1        : , &amp;quot;cheat&amp;quot;        : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.&lt;br /&gt;
mat_hdr_uncapexposure                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_hsv                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_info                                : cmd      :                  : Shows material system info&lt;br /&gt;
mat_leafvis                              : 0        : , &amp;quot;cheat&amp;quot;        : Draw wireframe of current leaf&lt;br /&gt;
mat_levelflush                           : 1        :                  : &lt;br /&gt;
mat_lightmap_pfms                        : 0        :                  : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.&lt;br /&gt;
mat_loadtextures                         : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_luxels                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_max_worldmesh_vertices               : 65536    :                  : &lt;br /&gt;
mat_maxframelatency                      : 1        :                  : &lt;br /&gt;
mat_measurefillrate                      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_mipmaptextures                       : 1        :                  : &lt;br /&gt;
mat_monitorgamma                         : 2        :                  : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)&lt;br /&gt;
mat_monitorgamma_tv_enabled             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
mat_monitorgamma_tv_exp                  : 2        :                  : &lt;br /&gt;
mat_monitorgamma_tv_range_max            : 255      :                  : &lt;br /&gt;
mat_monitorgamma_tv_range_min            : 16       :                  : &lt;br /&gt;
mat_morphstats                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_motion_blur_enabled                  : 1        :                  : &lt;br /&gt;
mat_motion_blur_falling_intensity        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_falling_max             : 20       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_falling_min              : 10       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_forward_enabled          : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_percent_of_screen_max    : 4        :                  : &lt;br /&gt;
mat_motion_blur_rotation_intensity       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_strength                 : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_non_hdr_bloom_scalefactor            : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_norendering                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_normalmaps                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_normals                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_parallaxmap                          : 0        :                  : &lt;br /&gt;
mat_picmip                               : -1       :                  : &lt;br /&gt;
mat_postprocess_x                        : 4        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_postprocess_y                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_postprocessing_cobine               : 1        : , &amp;quot;cl&amp;quot;           : Combine bloom, software anti-aliasing and color correction into one post-processing pass&lt;br /&gt;
mat_proxy                                : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_queue_mode                           : -1       :                  : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued&lt;br /&gt;
mat_reducefillrate                       : 0        :                  : &lt;br /&gt;
mat_reloadallmaterials                  : cmd      :                  : Reloads all materials&lt;br /&gt;
mat_reloadmaterial                       : cmd      :                  : Reloads a single material&lt;br /&gt;
mat_reloadtextures                       : cmd      :                  : Reloads all textures&lt;br /&gt;
mat_report_queue_status                  : 0        :                  : &lt;br /&gt;
mat_reporthwmorphmemory                  : cmd      :                  : Reports the amount of size in bytes taken up by hardware morph textures.&lt;br /&gt;
mat_reversedepth                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_savechanges                          : cmd      :                  : saves current video configuration to the registry&lt;br /&gt;
mat_setvideomode                         : cmd      :                  : sets the width, height, windowed state of the material system&lt;br /&gt;
mat_shadowstate                          : 1        :                  : &lt;br /&gt;
mat_show_ab_hdr                          : 0        :                  : &lt;br /&gt;
mat_show_ab_hdr_hudelement               : 0        : , &amp;quot;c&amp;quot;           : HDR Demo HUD Element toggle.&lt;br /&gt;
mat_show_histogram                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_show_texture_memory_usage            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;numeric&amp;quot; : Display the texture memory usage on the HUD.&lt;br /&gt;
mat_showcamerarendertarget               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_showenvmapmask                       : 0        :                  : &lt;br /&gt;
mat_showframebuffertexture               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_showlightmappage                     : -1      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_showlowresimage                      : 0        :                  : &lt;br /&gt;
mat_showmaterials                        : cmd      :                  : Show materials.&lt;br /&gt;
mat_showmaterialsverbose                 : cmd      :                  : Show materials (verbose version).&lt;br /&gt;
mat_showmiplevels                        : 0        : , &amp;quot;cheat&amp;quot;        : color-code miplevels 2: normalmaps, 1: everything else&lt;br /&gt;
mat_showtextures                         : cmd      :                  : Show used texture.&lt;br /&gt;
mat_showwatertextures                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_slopescaledepthbias_decal            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_slopescaledepthbias_normal           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_slopescaledepthbias_shadowmap        : 16       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_software_aa_blur_one_pixel_lines     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)&lt;br /&gt;
mat_software_aa_debug                    : 0        : , &amp;quot;l&amp;quot;           : Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0-&amp;gt;black, 1-&amp;gt;red, 2-&amp;gt;green, 3-&amp;gt;blue), (2 - show anti-a&lt;br /&gt;
mat_software_aa_edge_threshold           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more &lt;br /&gt;
mat_software_aa_quality                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)&lt;br /&gt;
mat_software_aa_strength                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o&lt;br /&gt;
mat_software_aa_strength_vgui            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.&lt;br /&gt;
mat_software_aa_tap_offset               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 -  lower value will make the im&lt;br /&gt;
mat_softwarelighting                     : 0        :                  : &lt;br /&gt;
mat_softwareskin                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_specular                             : 1        :                  : Enable/Disable specularity for perf testing.  Will cause a material reload upon change.&lt;br /&gt;
mat_spewvertexandpixelshaders            : cmd      :                  : Print all vertex and pixel shaders currently loaded to the console&lt;br /&gt;
mat_stub                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_supportflashlight                    : 1        :                  : 0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported&lt;br /&gt;
mat_suppress                             : cmd      :                  : Supress a material from drawing&lt;br /&gt;
mat_surfaceid                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_surfacemat                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_texture_limit                        : -1      : , &amp;quot;numeric&amp;quot;      : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying&lt;br /&gt;
mat_texture_list                         : 0        :                  : For debugging, show a list of used textures per frame&lt;br /&gt;
mat_texture_list_all                     : 0        : , &amp;quot;numeric&amp;quot;      : If this is nonzero, then the texture list panel will show all currently-loaded textures.&lt;br /&gt;
mat_texture_list_txlod                   : cmd      :                 : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution&lt;br /&gt;
mat_texture_list_txlod_sync              : cmd      :                  : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files&lt;br /&gt;
mat_texture_list_view                    : 1        : , &amp;quot;numeric&amp;quot;      : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.&lt;br /&gt;
mat_tonemap_algorithm                    : 1        : , &amp;quot;cheat&amp;quot;         0 = Original Algorithm 1 = New Algorithm&lt;br /&gt;
mat_tonemap_min_avglum                   : 3        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemap_percent_bright_pixels        : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemap_percent_target               : 60       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemapping_occlusion_use_stencil    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_trilinear                            : 0        :                  : &lt;br /&gt;
mat_use_compressed_hdr_textures          : 1        :                  : &lt;br /&gt;
mat_viewportscale                       : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Scale down the main viewport (to reduce GPU impact on CPU profiling)&lt;br /&gt;
mat_vsync                                : 0        :                  : Force sync to vertical retrace&lt;br /&gt;
mat_wateroverlaysize                     : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_wireframe                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_yuv                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
matchmakingport                          : 27025    :                 : Host Matchmaking port&lt;br /&gt;
maxplayers                               : cmd      :                  : Change the maximum number of players allowed on this server.&lt;br /&gt;
mem_compact                              : cmd      :                  : &lt;br /&gt;
mem_dump                                 : cmd      :                  : Dump memory stats to text file.&lt;br /&gt;
mem_dumpstats                            : 0        :                  : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) &lt;br /&gt;
em_dumpvballocs                         : cmd      :                  : Dump VB memory allocation stats.&lt;br /&gt;
mem_eat                                  : cmd      :                  : &lt;br /&gt;
mem_force_flush                          : 0        :                  : Force cache flush of unlocked resources on every alloc&lt;br /&gt;
mem_max_heapsize                         : 256      :                  : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)&lt;br /&gt;
mem_max_heapsize_dedicated               : 64       :                 : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)&lt;br /&gt;
mem_min_heapsize                         : 48       :                  : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)&lt;br /&gt;
mem_periodicdumps                        : 0        :                  : Write periodic memstats dumps every n seconds.&lt;br /&gt;
mem_test                                 : cmd      :                  : &lt;br /&gt;
mem_test_each_frame                      : 0        :                 : Run heap check at end of every frame &lt;br /&gt;
mem_test_every_n_seconds                 : 0        :                  : Run heap check at a specified interval &lt;br /&gt;
mem_vcollide                             : cmd      :                  : Dumps the memory used by vcollides&lt;br /&gt;
memory                                   : cmd      :                  : Print memory stats.&lt;br /&gt;
metropolice_charge                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
metropolice_chase_use_follow             : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
metropolice_move_and_melee               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
minisave                                 : cmd      :                  : Saves game (for current level only!)&lt;br /&gt;
mm_add_item                              : cmd      :                  : Add a stats item&lt;br /&gt;
mm_add_player                            : cmd      :                  : Add a player&lt;br /&gt;
mm_max_spectators                        : 4        :                  : Max players allowed on the spectator team&lt;br /&gt;
mm_message                              : cmd      :                  : Send a message to all remote clients&lt;br /&gt;
mm_minplayers                            : 2        :                  : Number of players required to start an unranked game&lt;br /&gt;
mm_select_session                        : cmd      :                  : Select a session&lt;br /&gt;
mm_session_info                          : cmd      :                  : Dump session information&lt;br /&gt;
mm_stats                                 : cmd      :                  : &lt;br /&gt;
mod_forcedata                            : 1       :                  : Forces all model file data into cache on model load.&lt;br /&gt;
mod_forcetouchdata                       : 1        :                  : Forces all model file data into cache on model load.&lt;br /&gt;
mod_load_anims_async                     : 0        :                  : &lt;br /&gt;
mod_load_fakestall                       : 0        :                  : Forces all ANI file loading to stall for specified ms &lt;br /&gt;
mod_load_mesh_async                      : 0        :                  : &lt;br /&gt;
mod_load_showstall                      : 0        :                  : 1 - show hitches , 2 - show stalls&lt;br /&gt;
mod_load_vcollide_async                  : 0        :                  : &lt;br /&gt;
mod_lock_mdls_on_load                    : 0        :                  : &lt;br /&gt;
mod_test_mesh_not_available              : 0        :                  : &lt;br /&gt;
mod_test_not_available                   : 0        :                  : &lt;br /&gt;
mod_test_verts_not_available             : 0        :                  : &lt;br /&gt;
mod_touchalldata                         : 1        :                 : Touch model data during level startup&lt;br /&gt;
mod_trace_load                           : 0        :                  : &lt;br /&gt;
monk_headshot_freq                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
mortar_visualize                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
motdfile                                 : 0        : , &amp;quot;sv&amp;quot;           : The MOTD file to load.&lt;br /&gt;
motdurl                                  : 0        : , &amp;quot;sv&amp;quot;           : The MOTD URL to load instead of the file&lt;br /&gt;
movie_fixwave                           : cmd      :                  : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.&lt;br /&gt;
mp3                                      : cmd      :                  : Show/hide mp3 player UI.&lt;br /&gt;
mp_allowcrosshair                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allow/disallow client crosshair display.&lt;br /&gt;
mp_allowironsights                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allow client toggling of ironsights.&lt;br /&gt;
mp_allowspectators                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;   : toggles whether the server allows spectator mode or not&lt;br /&gt;
mp_allowsprint                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_autocrosshair                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_bunnyhop                              : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Bunnyhop mode. 0 = off, 1 = ep2 style (max speed enforced), 2 = unlimited hop speed.&lt;br /&gt;
mp_chattime                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : amount of time players can chat after the game is over&lt;br /&gt;
mp_clan_ready_signa                     : 0        : , &amp;quot;sv&amp;quot;           : Text that team leader from each team must speak for the match to begin&lt;br /&gt;
mp_clan_readyrestart                     : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart once someone from each team gives the ready signal&lt;br /&gt;
mp_decals                                : 200      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
mp_defaultteam                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
mp_disable_autokick                      : cmd      :                  : Prevents a serid from being auto-kicked&lt;br /&gt;
mp_disable_respawn_times                 : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
mp_fadetoblack                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : fade a player's screen to black when he dies&lt;br /&gt;
mp_falldamage                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_flashlight                            : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_footsteps                             : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_forcecamera                           : 2        : , &amp;quot;sv&amp;quot;, rep&amp;quot;    : Restricts spectator modes for dead players&lt;br /&gt;
mp_forcerespawn                          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_fraglimit                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_friendlyfire                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allows team members to injure other members of their team&lt;br /&gt;
mp_hl1crossbow                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_livesmode                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_livesoverride                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_mapvotepercentage                     : 51       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_maxrounds                             : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : max number of rounds to play before server changes maps&lt;br /&gt;
mp_numlives                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_playercollide                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Should players collide with each other?&lt;br /&gt;
mp_ready_signal                          : 0        : , &amp;quot;sv&amp;quot;           : ext that each player must speak for the match to begin&lt;br /&gt;
mp_readyrestart                          : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart once each player gives the ready signal&lt;br /&gt;
mp_respawnwavetime                       : 10       : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Time between respawn waves.&lt;br /&gt;
mp_restartgame                           : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart in the specified number of seconds&lt;br /&gt;
mp_teamoverride                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;    : &lt;br /&gt;
mp_teamplay                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_teams_unbalance_limit                 : 1        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Teams are unbalanced when one team has this many more players than the other team. (0 disables check)&lt;br /&gt;
mp_timelimit                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : game time per map in minutes&lt;br /&gt;
mp_tournament                            : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
mp_usehwmmodels                          : 0        : , &amp;quot;cl&amp;quot;           : nable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)&lt;br /&gt;
mp_usehwmvcds                            : 0        : , &amp;quot;cl&amp;quot;           : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)&lt;br /&gt;
mp_waitingforplayers_cancel              : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to end the WaitingForPlayers period.&lt;br /&gt;
mp_waitingforplayers_restart             : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to start or restart the WaitingForPlayers period.&lt;br /&gt;
mp_waitingforplayerstime                : 0        : , &amp;quot;sv&amp;quot;           : WaitingForPlayers time length in seconds&lt;br /&gt;
mp_weaponstay                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_winlimit                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Max score one team can reach before server changes maps&lt;br /&gt;
multvar                                  : cmd      :                  : Multiply specified convar value.&lt;br /&gt;
muzzleflash_light                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
288 convars/concomands for [m]&lt;br /&gt;
&lt;br /&gt;
] cvarlist n&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name                                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;print&amp;quot;, &amp;quot;server_can_execute&amp;quot; : Current user name&lt;br /&gt;
nav_analyze                              : cmd      :                  : Re-analyze the current Navigation Mesh and save it to disk.&lt;br /&gt;
nav_area_bgcolor                         : 0        : , &amp;quot;sv&amp;quot;           : RGBA color to draw as the background color for nav areas while editing.&lt;br /&gt;
nav_avoid                               : cmd      :                  : Toggles the 'avoid this area when possible' flag used by the AI system.&lt;br /&gt;
nav_begin_area                           : cmd      :                  : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and &lt;br /&gt;
nav_build_ladder                         : cmd      :                  : Attempts to build a nav ladder on the climbable surface under the cursor.&lt;br /&gt;
nav_check_file_consistency              : cmd      :                  : Scans the maps directory and reports any missing/out-of-date navigation files.&lt;br /&gt;
nav_check_floor                          : cmd      :                  : Updates the blocked/unblocked status for every nav area.&lt;br /&gt;
nav_clear_walkable_marks                 : cmd      :                  : Erase any previously placed walkable positions.&lt;br /&gt;
nav_compress_id                          : cmd      :                  : Re-orders area and ladder ID's so they are continuous.&lt;br /&gt;
nav_connect                             : cmd      :                  : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a&lt;br /&gt;
nav_coplanar_slope_limit                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
nav_corner_adjust_adjacent               : 18       : , &amp;quot;sv&amp;quot;           : radius used to raise/lower corners in nearby areas when raising/lowering corners.&lt;br /&gt;
nav_corner_lower                         : cmd      :                  : Lower the selected corner o the currently marked Area.&lt;br /&gt;
nav_corner_place_on_ground               : cmd      :                  : Places the selected corner of the currently marked Area on the ground.&lt;br /&gt;
nav_corner_raise                         : cmd      :                  : Raise the selected corner of the currently marked Area.&lt;br /&gt;
nav_corner_select                        : cmd      :                  : Select a corner of the currently marked Area. Use multiple times to access all four corners.&lt;br /&gt;
nav_create_place_on_ground               : 0       : , &amp;quot;sv&amp;quot;           : If true, nav areas will be placed flush with the ground when created by hand.&lt;br /&gt;
nav_crouch                               : cmd      :                  : Toggles the 'must crouch in this area' flag used by the AI system.&lt;br /&gt;
nav_delete                               : cmd      :                  : Deletes the currently highlighted Area.&lt;br /&gt;
nav_delete_marked                        : cmd      :                  : Deletes the currently marked Area (if any).&lt;br /&gt;
nav_disconnect                          : cmd      :                  : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec&lt;br /&gt;
nav_dont_hide                            : cmd      :                  : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.&lt;br /&gt;
nav_edit                                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.&lt;br /&gt;
nav_end_area                            : cmd      :                  : Defines the second corner of a new Area or Ladder and creates it.&lt;br /&gt;
nav_generate                             : cmd      :                  : Generate a Navigation Mesh for the current map and save it to disk.&lt;br /&gt;
nav_generate_incremental                 : cmd      :                  : Generate a Navigation Mesh for the current map and save it to disk.&lt;br /&gt;
nav_jump                                 : cmd      :                  : Toggles the 'traverse this area by jumping' flag use by the AI system.&lt;br /&gt;
nav_ladder_flip                          : cmd      :                  : Flips the selected ladder's direction.&lt;br /&gt;
nav_load                                 : cmd      :                  : Loads the Navigation Mesh for the current map.&lt;br /&gt;
nav_make_sniper_spots                    : cmd      :                  : Chops the marked area into disconnected sub-areas suitable for sniper spots.&lt;br /&gt;
nav_mark                                 : cmd      :                  : Marks the Area or Ladder under the cusor for manipulation by subsequent editing commands.&lt;br /&gt;
nav_mark_unnamed                         : cmd      :                  : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.&lt;br /&gt;
nav_mark_walkable                        : cmd      :                  : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate &lt;br /&gt;
nav_merge                                : cmd      :                  : To merge two Areas nto one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm&lt;br /&gt;
nav_no_hostages                          : cmd      :                  : Toggles the 'hostages cannot use this area' flag used by the AI system.&lt;br /&gt;
nav_no_jump                              : cmd      :                  : Toggles the 'dont jump in this area' flag used by the AI system.&lt;br /&gt;
nav_place_floodfill                      : cmd      :                  : Sets the Place of the Area under the cursor to he curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli&lt;br /&gt;
nav_place_list                           : cmd      :                  : Lists all place names used in the map.&lt;br /&gt;
nav_place_pick                           : cmd      :                  : Sets the current Place to the Place of the Area under the cursor.&lt;br /&gt;
nav_place_replace                        : cmd      :                  : Replaces all instances of the first place with the second place.&lt;br /&gt;
nav_precise                              :cmd      :                  : Toggles the 'dont avoid obstacles' flag used by the AI system.&lt;br /&gt;
nav_quicksave                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing.&lt;br /&gt;
nav_remove_unused_jump_areas             : cmd      :                  : Removes jump areas with at most 1 connection to a ladder or non-jump area.&lt;br /&gt;
nav_restart_after_analysis               : 1        : , &amp;quot;sv&amp;quot;           : When nav nav_restart_fter_analysis finishes, restart the server.  Turning this off can cause crashes, but is useful for increm&lt;br /&gt;
nav_run                                  : cmd      :                  : Toggles the 'traverse this area by running' flag used by the AI system.&lt;br /&gt;
nav_save                                 : cmd      :                  : Saves the current Navigation Mesh to disk.&lt;br /&gt;
nav_set_place_mode                       : cmd      :                  : Sets the editor into or out of Place mode. Place mode allows labelling f Area with Place names.&lt;br /&gt;
nav_show_approach_points                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show Approach Points in the Navigation Mesh.&lt;br /&gt;
nav_show_area_info                       : 0        : , &amp;quot;sv&amp;quot;           : Duration in seconds to show nav area ID and attributes while editing&lt;br /&gt;
nav_show_danger                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show current 'danger' levels.&lt;br /&gt;
nav_show_ladder_bounds                   : cmd      :                  : Draws the bounding boxes of all func_ladders in th map.&lt;br /&gt;
nav_show_nodes                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
nav_show_player_counts                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show current player counts in each area.&lt;br /&gt;
nav_slope_limit                          : 0        : , &amp;quot;sv&amp;quot;           : The ground unit normal's Z component must be greater than this for nav areas to be generated.&lt;br /&gt;
nav_snap_to_grid                         : 0        : , &amp;quot;sv&amp;quot;           : Snap to the nav generation grid when creating new nav areas&lt;br /&gt;
nav_splice                              : cmd      :                  : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.&lt;br /&gt;
nav_split                                : cmd      :                  : To split an Area into two, align the split line using your cursor and invoke the split command.&lt;br /&gt;
nav_split_place_on_ground                : 0        : , &amp;quot;sv&amp;quot;           : If true, nav areas will be placed flush with the ground when split.&lt;br /&gt;
nav_stand                               : cmd      :                  : Toggles the 'stand while hiding' flag used by the AI system.&lt;br /&gt;
nav_stop                                 : cmd      :                  : Toggles the 'must stop when entering this area' flag used by the AI system.&lt;br /&gt;
nav_strip                                : cmd      :                  : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.&lt;br /&gt;
nav_toggle_place_mode                    : cmd      :                  : Toggle the editorinto and out of Place mode. Place mode allows labelling of Area with Place names.&lt;br /&gt;
nav_toggle_place_painting                : cmd      :                  : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.&lt;br /&gt;
nav_transient                            : cmd      :                  : Toggles the 'area is transient and may become blocked' flag used by the AI system.&lt;br /&gt;
nav_unmark                               : cmd      :                  : Clears the markedArea or Ladder.&lt;br /&gt;
nav_update_blocked                       : cmd      :                  : Updates the blocked/unblocked status for every nav area.&lt;br /&gt;
nav_use_place                            : cmd      :                  : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.&lt;br /&gt;
nav_walk                                 : cmd      :                  : Toggles the 'traverse this area by walking' flag used by the AI system.&lt;br /&gt;
nav_warp_to_mark                        : cmd      :                  : Warps the player to the marked area.&lt;br /&gt;
net_blockmsg                             : 0        : , &amp;quot;cheat&amp;quot;        : Discards incoming message: &amp;lt;0|1|name&amp;gt;&lt;br /&gt;
net_channels                             : cmd      :                  : Shows net channel info&lt;br /&gt;
net_chokeloop                            : 0        :                  : Apply bandwidth choke to loopback packets&lt;br /&gt;
net_compresspackets                      : 1        :                  : Use lz compression on game packets&lt;br /&gt;
net_compresspackets_minsize              : 128      :                  : Don't bother compressing packets below this size.&lt;br /&gt;
net_compressvoice                        : 0        :                  : Attempt to compress out of band voice payloads (360 only).&lt;br /&gt;
net_drawslider                           : 0        :                  : Draw completion slider during signon&lt;br /&gt;
net_droppackets                          : 0        : , &amp;quot;cheat&amp;quot;        : Drops next n packets on client&lt;br /&gt;
net_fakejitter                            0        : , &amp;quot;cheat&amp;quot;        : Jitter fakelag packet time&lt;br /&gt;
net_fakelag                              : 0        : , &amp;quot;cheat&amp;quot;        : Lag all incoming network data (including loopback) by this many milliseconds.&lt;br /&gt;
net_fakeloss                             : 0        : , &amp;quot;cheat&amp;quot;        : Simulate packet loss as a percentage (negative means drop 1/n packets)&lt;br /&gt;
net_graph                                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.&lt;br /&gt;
ne_graphheight                          : 64       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Height of netgraph panel&lt;br /&gt;
net_graphmsecs                           : 400      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : The latency graph represents this many milliseconds.&lt;br /&gt;
net_graphpos                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_graphproportionalfont                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Determines whether netgraph font is proportional or not&lt;br /&gt;
net_graphshowinterp                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the interolation graph.&lt;br /&gt;
net_graphshowlatency                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the ping/packet loss graph.&lt;br /&gt;
net_graphsolid                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_graphtext                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw text fields&lt;br /&gt;
net_maxcleartime                         : 4        :                  : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).&lt;br /&gt;
net_maxfilesize                          : 16       :                 : Maximum allowed file size for uploading in MB&lt;br /&gt;
net_maxfragments                         : 1260     :                  : Max fragment bytes per packet&lt;br /&gt;
net_maxroutable                          : 1260     : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Requested max packet size before packets are 'split'.&lt;br /&gt;
net_queue_trace                          : 0        :                  : &lt;br /&gt;
net_queued_packet_thread                 : 1        :                  : Use a high priority thread to send queued packets out instead of sending hem each frame.&lt;br /&gt;
net_scale                                : 5        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_showdrop                             : 0        :                  : Show dropped packets in console&lt;br /&gt;
net_showevents                           : 0        :                  : Dump game events to console (1=client only, 2=all).&lt;br /&gt;
net_showfragments                        : 0        :                  : Show netchannel fragments&lt;br /&gt;
net_showmsg                              : 0        :                  : Show incoming messae: &amp;lt;0|1|name&amp;gt;&lt;br /&gt;
net_showpeaks                            : 0        :                  : Show messages for large packets only: &amp;lt;size&amp;gt;&lt;br /&gt;
net_showsplits                           : 0        :                  : Show info about packet splits&lt;br /&gt;
net_showtcp                              : 0        :                  : Dump TCP stream summary to console&lt;br /&gt;
net_showudp                              : 0        :                  : Dump UDP packets summary to console&lt;br /&gt;
net_splitpacket_maxrate                  : 15000    :                 : Max bytes per second when queueing splitpacket chunks&lt;br /&gt;
net_splitrate                            : 1        :                  : Number of fragments for a splitpacket that can be sent per frame&lt;br /&gt;
net_start                                : cmd      :                  : Inits multiplayer network sockets&lt;br /&gt;
net_status                               : cmd      :                  : Shows current network status&lt;br /&gt;
net_usesocketsforloopback                : 0        :                  : Use network sockets laye even for listen server local player's packets (multiplayer only).&lt;br /&gt;
next                                     : 0        : , &amp;quot;cheat&amp;quot;        : Set to 1 to advance to next frame ( when singlestep == 1 )&lt;br /&gt;
nextdemo                                 : cmd      :                  : Play next demo in sequence.&lt;br /&gt;
nextlevel                                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : If set to a valid map name, will change to this map during the next changelevel&lt;br /&gt;
noclip                                   : cmd      :                 : Toggle. Player becomes non-solid and flies.&lt;br /&gt;
notarget                                 : cmd      :                  : Toggle. Player becomes hidden to NPCs.&lt;br /&gt;
npc_ally_deathmessage                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
npc_alyx_crouch                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_force_stop_moving               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_readiness                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_readiness_transitions           : 1       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_ammo_deplete                         : cmd      :                  : Subtracts half of the target's ammo&lt;br /&gt;
npc_barnacle_swallow                     : 0        : , &amp;quot;sv&amp;quot;           : Use prototype swallow code.&lt;br /&gt;
npc_bipass                               : cmd      :                  : Displays the local movement attempts by the given NPC(s) (triangulation detours).  Failed bypass routes are displayed in red, s&lt;br /&gt;
npc_blob_idle_speed_factor               : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
npc_blob_show_centroid                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_sin_amplitude                   : 60       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_straggler_dist                  : 240      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_think_interval                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_model                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_orientation                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_threading                   : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
npc_citizen_auto_player_squad            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_auto_player_squad_allow_use  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_dont_precache_all            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_explosive_resist             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_heal_chuck_medkit            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Set to 1 to use new experimental healthkit-throwing medic.&lt;br /&gt;
npc_citizen_insignia                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
np_citizen_medic_emit_sound             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_medic_throw_speed            : 650      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_medic_throw_style            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Set to 0 for a lobbier trajectory&lt;br /&gt;
npc_citizen_squad_marker                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_combat                               : cmd      :                  : Displays text debugging information about the squad and enemy of the selected NPC  (See Overlay Text)  Arguments    {npc_name}&lt;br /&gt;
npc_conditions                           : cmd      :                  : Displays all the current AI conditions that an NPC has in the overlay text.  Arguments:    {npc_name} / {npc class_name} / no a&lt;br /&gt;
npc_create                               : cmd      :                  : Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).  Note that&lt;br /&gt;
npc_create_aimed                         : cmd      :                  : Creates an NPC aimed way from the player of the given type where the player is looking (if the given NPC can actually stand at&lt;br /&gt;
npc_create_equipment                     : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
npc_destroy                              : cmd      :                  : Removes the given NPC(s) from the universe Arguments:    {npc_name} / {npc_class_name} / no argument picks what player is looki&lt;br /&gt;
npc_destroy_unselected                   : cmd      :                  : Removes all NPCs from the universe that aren't currently elected&lt;br /&gt;
npc_enemies                              : cmd      :                  : Shows memory of NPC.  Draws an X on top of each memory.  Eluded entities drawn in blue (don't know where it went)  Unreachable &lt;br /&gt;
npc_focus                                : cmd      :                  : Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)  Arguments:    {npc_name} / {np&lt;br /&gt;
npc_freeze                               : cmd      :                  : Selected NPC(s) will freeze n place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.  Arguments&lt;br /&gt;
npc_freeze_unselected                    : cmd      :                  : Freeze all NPCs not selected&lt;br /&gt;
npc_go                                   : cmd      :                  : Selected NPC(s) will go to the location that the player is looking (shown with a purple box)  Arguments: -none-&lt;br /&gt;
npc_go_do_run                            : 1        : , &amp;quot;sv&amp;quot;           : Set whether should run on NPC go&lt;br /&gt;
npc_go_random                           : cmd      :                  : Sends all selected NPC(s) to a random node.  Arguments:    -none-&lt;br /&gt;
npc_heal                                 : cmd      :                  : Heals the target back to full health&lt;br /&gt;
npc_height_adjust                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Enable test mode for ik height adjustment&lt;br /&gt;
npc_kill                                 : cmd      :                  : Kills the given NPC(s) Arguments:    {npc_name} / {npc_class_name} / no argument picks what plyer is looking at&lt;br /&gt;
npc_nearest                              : cmd      :                  : Draw's a while box around the NPC(s) nearest node  Arguments:    {entity_name} / {class_name} / no argument picks what player i&lt;br /&gt;
npc_relationships                        : cmd      :                  : Displays the relationships between this NPC and all others.  Arguments:    {entity_name} / {class_name} / no argument picks wha&lt;br /&gt;
npc_reset                                : cmd      :                  : Reloads schedules or all NPC's from their script files  Arguments: -none-&lt;br /&gt;
npc_route                                : cmd      :                  : Displays the current route of the given NPC as a line on the screen.  Waypoints along the route are drawn as small cyan rectang&lt;br /&gt;
npc_select                               : cmd      :                  : Select or deselects the given NPC(s) for later manipulation.  Selected NPC's are shown surrounded by a red translucent box  Arg&lt;br /&gt;
npc_sentences                            : 0        :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_speakall                             : cmd      :                  : Force the npc to try and speak all their responses&lt;br /&gt;
npc_squads                               : cmd      :                  : Obsolete.  Replaced by npc_combat&lt;br /&gt;
npc_steering                             : cmd      :                  : Displays the steering obstructions of the NPC (used to perform local avoidance)  Arguments:    {entity_name} / {class_name} / n&lt;br /&gt;
npc_steering_all                         : cmd      :                 : Displays the steering obstructions of all NPCs (used to perform local avoidance) &lt;br /&gt;
npc_strider_height_adj                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_strider_shake_ropes_magnitude        : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_strider_shake_ropes_radius           : 1200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_task_text                            : cmd      :                  : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current chedu&lt;br /&gt;
npc_tasks                                : cmd      :                  : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)  A&lt;br /&gt;
npc_teleport                             : cmd      :                  : Selected NPC will teleport to the location that the player is looking (shown with a purple box)  Arguments: -none-&lt;br /&gt;
npc_thinknow                             : cmd      :                  : Trigger NPC to think&lt;br /&gt;
npc_viewcone                            : cmd      :                  : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)  Arguments:    {ent&lt;br /&gt;
npc_vphysics                             : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
--------------&lt;br /&gt;
177 convars/concommands for [n]&lt;br /&gt;
&lt;br /&gt;
] cvarlist o&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
old_radiusdamage                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
OpenObsidianContentWarning               : cmd      :                 : Opens Obsidian Content Warning Popup&lt;br /&gt;
OpenObsidianOptionsMenu                  : cmd      :                  : Opens Obsidian Options Menu&lt;br /&gt;
opt_EnumerateLeavesFastAlgorithm         : 1        :                  : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.&lt;br /&gt;
option_duck_method                       : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
option_duck_method_default               : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
overview_alpha                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;clientmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Overview map translucency. &lt;br /&gt;
overview_health                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's health in map overview. &lt;br /&gt;
overview_locked                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Locks map angle, doesn't follow view angle. &lt;br /&gt;
overview_mode                            : cmd      :                  : Sets overview map mode off,small,large: &amp;lt;0|1|2&amp;gt;&lt;br /&gt;
overview_names                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's names in map overview. &lt;br /&gt;
overview_tracks                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's tracks in map overview. &lt;br /&gt;
overview_zoom                            : cmd      :                  : Sets overview map zoom: &amp;lt;zoom&amp;gt; [&amp;lt;time&amp;gt;] [rel]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 13 convars/concommands for [o]&lt;br /&gt;
&lt;br /&gt;
] cvarlist p&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
particle_sim_alt_cores                   : 2        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
particle_simulateoverflow                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Used for stress-testing particle systems. Randomly denies creation of particles.&lt;br /&gt;
particle_test_attach_attachment          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Attachment index for attachment mode&lt;br /&gt;
particle_test_attach_mode                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'&lt;br /&gt;
particle_test_file                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Nme of the particle system to dynamically spawn&lt;br /&gt;
particle_test_start                      : cmd      :                  : Dispatches the test particle system with the parameters specified in particle_test_file,  particle_test_attach_mode and particl&lt;br /&gt;
particle_test_stop                       : cmd      :                  : Stops all particle systems on the selected entities.  Arguments:    {entity_name} / {class_name} / no argument picks what playe&lt;br /&gt;
passenger_collision_response_threshold   : 250      : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
passenger_debug_entry                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_debug_transition               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_impact_response_threshold      : -350     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_use_leaning                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
password                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;norecord&amp;quot; : Current server access password&lt;br /&gt;
path                                     : cmd      :                  : Show the engine filesystempath.&lt;br /&gt;
pause                                    : cmd      :                  : Toggle the server pause state.&lt;br /&gt;
perfui                                   : cmd      :                  : Show/hide the level performance tools UI.&lt;br /&gt;
perfvisualbenchmark                      : cmd      :                  : &lt;br /&gt;
perfvisualbenchmark_abort                : cmd      :                  : &lt;br /&gt;
phonemedelay                             : 0        : , &amp;quot;cl&amp;quot;           : Phoneme delay to account for sound system latency.&lt;br /&gt;
phonemefilter                           : 0        : , &amp;quot;cl&amp;quot;           : Time duration of box filter to pass over phonemes.&lt;br /&gt;
phonemesnap                              : 2        : , &amp;quot;cl&amp;quot;           : Lod at level at which visemes stops always considering two phonemes, regardless of duration.&lt;br /&gt;
phys_gunattract                          : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunautoweld                         : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunforce                            : 5        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunglueraius                       : 128      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunmass                             : 200      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_guntorque                           : 100      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunvel                              : 400      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_impactforcescale                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_penetration_error_time              : 10       : , &amp;quot;sv&amp;quot;           : Controls the duration of vphysics penetration error boxes.&lt;br /&gt;
phys_pushscale                          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
phys_speeds                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_stressbodyweights                   : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_swap                                : cmd      :                  : Automatically swaps the current weapon for the physcannon and back again.&lt;br /&gt;
phys_timescale                           : 1        : , &amp;quot;sv&amp;quot;           : Scale time for physics&lt;br /&gt;
phys_upimpactforcescale                  : 0        : , &amp;quot;sv&amp;quot;            &lt;br /&gt;
physcannon_ball_cone                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_chargetime                    : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_cone                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_dmg_glass                     : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_maxforce                      : 1500     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_maxmass                       : 250      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_enabled                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_pullforce                : 8000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_tracelength              : 850      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_minforce                      : 700      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_pullforce                     : 4000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_punt_cone                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_right_turrets                 : 0        : , &amp;quot;sv&amp;quot;,&amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_tracelength                   : 250      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physics_budget                           : cmd      :                  : Times the cost of each active object&lt;br /&gt;
physics_constraints                      : cmd      :                  : Highlights constraint system graph for an entity&lt;br /&gt;
physics_debug_entity                     : cmd      :                  : Dumps debug info for an entity&lt;br /&gt;
physics_highlight_active                 : cmd      :                  : Turn on the absbox for all active physics objects&lt;br /&gt;
physics_report_active                    : cmd      :                  : Lists all active physics objects&lt;br /&gt;
physics_select                           : cmd      :                  : Dumps debug info for an entity&lt;br /&gt;
physicsshadowupdate_render               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
picker                                   : cmd      :                  : Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whateer entity the play&lt;br /&gt;
ping                                     : cmd      :                  : Display ping to server.&lt;br /&gt;
pipeline_static_props                    : 1        :                  : &lt;br /&gt;
pixelvis_debug                           : cmd      :                  : Dump debug info&lt;br /&gt;
play                                     : cmd      :                  : Play a sound.&lt;br /&gt;
playdemo                                 : cmd      :                  : Play a recorded demo file (.dem ).&lt;br /&gt;
player_debug_print_damage               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : When true, print amount and type of all damage received by player to console.&lt;br /&gt;
player_limit_jump_speed                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
player_old_armor                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_showpredictedposition             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_showpredictedposition_timestep    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_debug            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_movetolerance   : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_player_tolerance : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_time             : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_time_after_combat : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_double_tap_time             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_transient_commands          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
player_throwforce                        : 1000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
playflush                               : cmd      :                  : Play a sound, reloading from disk in case of changes.&lt;br /&gt;
playgamesound                            : cmd      :                  : Play a sound from the game sounds txt file&lt;br /&gt;
playsoundscape                           : cmd      :                  : Forces a soundscape to play&lt;br /&gt;
playvideo                                : cmd      :                  : Plays a video: &amp;lt;filename&amp;gt; [width height]&lt;br /&gt;
playvideo_exitcommand                    : cmd      :                 : Plays a video and fires and exit command when it is stopped or finishes: &amp;lt;filename&amp;gt; &amp;lt;exit command&amp;gt;&lt;br /&gt;
playvol                                  : cmd      :                  : Play a sound at a specified volume.&lt;br /&gt;
plugin_load                              : cmd      :                  : plugin_load &amp;lt;filename&amp;gt; : loads a plugin&lt;br /&gt;
plugin_pause                             : cmd      :                  : plugin_pause &amp;lt;index&amp;gt; : pauses a loaded plugin&lt;br /&gt;
plugin_pause_all                         : cmd      :                 : pauses all loaded plugins&lt;br /&gt;
plugin_print                             : cmd      :                  : Prints details about loaded plugins&lt;br /&gt;
plugin_unload                            : cmd      :                  : plugin_unload &amp;lt;index&amp;gt; : unloads a plugin&lt;br /&gt;
plugin_unpause                           : cmd      :                  : plugin_unpause &amp;lt;index&amp;gt; : unpauses a disabled plugin&lt;br /&gt;
plugin_unpause_all                       : cmd      :                  : unpauses all disabled plugins&lt;br /&gt;
print_colorcorrection                   : cmd      :                  : Display the color correction layer information.&lt;br /&gt;
progress_enable                          : cmd      :                  : &lt;br /&gt;
prop_active_gib_limit                    : 999999   : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
prop_active_gib_max_fade_time            : 999999   : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
prop_crosshair                           : cmd      :                  : Shows name for prop looking at&lt;br /&gt;
prop_debug                               : cmd      :                  : Toggle prop debug mode If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys&lt;br /&gt;
prop_dynamic_create                      : cmd      :                  : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}&lt;br /&gt;
prop_physics_create                      : cmd      :                  : Creates a physics prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}&lt;br /&gt;
props_break_max_pieces                  : -1       :                  : Maximum prop breakable piece count (-1 = model default)&lt;br /&gt;
props_break_max_pieces_perframe          : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Maximum prop breakable piece count per frame (-1 = model default)&lt;br /&gt;
pwatchent                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Entity to watch for prediction system changes.&lt;br /&gt;
pwatchvar                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Entity variable to watch in prediction system for changes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
101 convarsconcommands for [p]&lt;br /&gt;
&lt;br /&gt;
] cvarlist q&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
quit                                     : cmd      :                  : Exit the engine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
  1 convars/concommands for [q]&lt;br /&gt;
&lt;br /&gt;
] cvarlist r&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
r_3dnow                                  : cmd      :                  : Enable/disable 3DNow code&lt;br /&gt;
r_3dsky                                  : 1        : , &amp;quot;cl&amp;quot;           : Enable the renderig of 3d sky boxes&lt;br /&gt;
r_AirboatPitchCurveLinear                : 60       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatPitchCurveZero                  : 25       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatRollCurveLinear                 : 120      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatRollCurveZero                   : 90       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendTo                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendToScale                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendToTime                 : 1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewDampenDamp                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_AirboatViewDampenFreq                  : 7        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_AirboatViewZHeight                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_ambientboost                           : 1        : , &amp;quot;a&amp;quot;            : Set to boost ambient term if it is totally swamped by local lights&lt;br /&gt;
r_ambientfactor                          : 5        : , &amp;quot;a&amp;quot;            : Boost ambient cue by no more than this factor&lt;br /&gt;
r_ambientfraction                        : 0        : , &amp;quot;cheat&amp;quot;        : Fraction of direct lighting that ambient cube must be below to trigger boosting&lt;br /&gt;
r_ambientlightingonly                    : 0        : , &amp;quot;cheat&amp;quot;        : Set this to 1 to light models with only ambient lighting (and no static lighting).&lt;br /&gt;
r_ambientmin                             : 0        : , &amp;quot;a&amp;quot;            : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright&lt;br /&gt;
r_aspectraio                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_avglight                               : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_avglightmap                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_BlizzardEndAlpha                       : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardEndSize                        : 400      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardLife                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardParticles                      : 25       : , &amp;quot;cheat&amp;quot; &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayEnable                      : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayLength                      : 1024     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayRadius                      : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardSpeedScale                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardStartAlpha                     : 50       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardStartSize                      : 50       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_bloomtintb                            : 0        :                  : &lt;br /&gt;
r_bloomtintexponent                      : 2        :                  : &lt;br /&gt;
r_bloomtintg                             : 0        :                  : &lt;br /&gt;
r_bloomtintr                             : 0        :                  : &lt;br /&gt;
r_cheapwaterend                          : cmd      :                  : &lt;br /&gt;
r_cheapwaterstart                        : cmd      :                  : &lt;br /&gt;
r_cleardecals                            : cmd      :                  : Usage r_cleardecas &amp;lt;permanent&amp;gt;.&lt;br /&gt;
r_ClipAreaPortals                        : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_colorstaticprops                       : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_debugcheapwater                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_debugrandomstaticlighting              : 0        : , &amp;quot;cheat&amp;quot;        : Set to 1 to randomize static lighting for debugging.  Must restart for change to take affect.&lt;br /&gt;
r_decal_cullsize                         : 5        :                  : Decals under this size in pixels ae culled&lt;br /&gt;
r_decals                                 : 2048     :                  : &lt;br /&gt;
r_decalstaticprops                       : 1        :                  : Decal static props test&lt;br /&gt;
r_depthoverlay                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.&lt;br /&gt;
r_DispBuildable                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DispDrawAxes                           : 0        :                  : &lt;br /&gt;
r_DispWalkable                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dopixelvisibility                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_drawbatchdecals                        : 1        :                  : Render decals batched.&lt;br /&gt;
r_DrawBeams                              : 1        : , &amp;quot;cheat&amp;quot;        : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawbrushmodels                        : 1        : , &amp;quot;cheat&amp;quot;        : Render brush models. 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawclipbrushes                        : 0        : , &amp;quot;chet&amp;quot;        : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)&lt;br /&gt;
r_drawdecals                             : 1        : , &amp;quot;cheat&amp;quot;        : Render decals.&lt;br /&gt;
r_drawdetailprops                        : 1        :                  : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_DrawDisp                               : 1        : , &amp;quot;cheat&amp;quot;        : Toggles rendering of displacment maps&lt;br /&gt;
r_drawentities                           : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawflecks                             : 1        :                 : &lt;br /&gt;
r_drawfuncdetail                         : 1        : , &amp;quot;cheat&amp;quot;        : Render func_detail&lt;br /&gt;
r_drawleaf                               : -1       : , &amp;quot;cheat&amp;quot;        : Draw the specified leaf.&lt;br /&gt;
r_drawlightcache                         : 0        : , &amp;quot;cheat&amp;quot;        : 0: off 1: draw light cache entries 2: draw rays &lt;br /&gt;
r_drawlightinfo                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawlights                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodeldecals                        :1        :                  : &lt;br /&gt;
r_DrawModelLightOrigin                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlay                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlaydistance          : 500      : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlaymax               : 1        : , &amp;quot;a&amp;quot;            : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2&lt;br /&gt;
r_drawmodelstatsoverlaymin               : 0        : , &amp;quot;a&amp;quot;            : time in millisecondsthat a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2&lt;br /&gt;
r_drawopaquerenderables                  : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawopaquestaticpropslast              : 0        : , &amp;quot;cl&amp;quot;           : Whether opaque static props are rendered after non-npcs&lt;br /&gt;
r_drawopaqueworld                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawothermodels                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawparticles                          : 1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable particle rendering&lt;br /&gt;
r_drawpixelvisibility                    : 0        : , &amp;quot;cl&amp;quot;           : Show the occlusion proxies&lt;br /&gt;
r_DrawPortals                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DrawRain                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain rendering.&lt;br /&gt;
r_drawrenderboxes                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawropes                              : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawskybox                            : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DrawSpecificStaticProp                 : -1       :                  : &lt;br /&gt;
r_drawsprites                            : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawstaticprops                        : 1        : , &amp;quot;cheat&amp;quot;        : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawtranslucentrenderables             : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawtranslucentworld                   : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawvgui                               : 1        : , &amp;quot;cheat&amp;quot;       : Enable the rendering of vgui panels&lt;br /&gt;
r_drawviewmodel                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawworld                              : 1        : , &amp;quot;cheat&amp;quot;        : Render the world.&lt;br /&gt;
r_dscale_basefov                         : 90       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_fardist                         : 2000     : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_farscale                        : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_neardist                        : 100      : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscle_nearscale                       : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dynamic                                : 1        :                  : &lt;br /&gt;
r_dynamiclighting                        : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_entityclips                            : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_eyeglintlodpixels                      : 20       :                  : The number of pixels wide an eyeball has to be before rendering an eyeglint.  Is a floating point value.&lt;br /&gt;
r_eyemove                                :         : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyes                                   : 1        :                  : &lt;br /&gt;
r_eyeshift_x                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyeshift_y                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyeshift_z                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyesize                                : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyewaterepsilon                        : 7        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_farz                                  : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Override the far clipping plane. -1 means to use the value in env_fog_controller.&lt;br /&gt;
r_fastzreject                            : 1        :                  : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware&lt;br /&gt;
r_fastzrejectdisp                        : 0        :                  : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.&lt;br /&gt;
r_flashlight_b                          : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Blue&lt;br /&gt;
r_flashlight_g                           : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Green&lt;br /&gt;
r_flashlight_r                           : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Red&lt;br /&gt;
r_flashlight_version2                    : 0        :                  : &lt;br /&gt;
r_flashlightambient                      : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightclip                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashligtconstant                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightculldepth                    : 1        :                  : &lt;br /&gt;
r_flashlightdepthres                     : 1024     : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flashlightdepthtexture                 : 1        :                  : &lt;br /&gt;
r_flashlightdrawclip                     : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashlightdrawdepth                    : 0        :                  : &lt;br /&gt;
r_flashlightdrawfrustum                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flshlightdrawfrustumbbox              : 0        :                  : &lt;br /&gt;
r_flashlightdrawsweptbbox                : 0        :                  : &lt;br /&gt;
r_flashlightfar                          : 750      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightfov                          : 45       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightladderdist                   : 40       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightlinear                       : 100      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightlockposition                 : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  :&lt;br /&gt;
r_flashlightmodels                       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flashlightnear                         : 4        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightnodraw                       : 0        :                  : &lt;br /&gt;
r_flashlightoffsetx                      : 10       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightoffsety                      : -20      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightoffsetz                      : 24       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightquadratic                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;l&amp;quot;  : &lt;br /&gt;
r_flashlightrender                       : 1        :                  : &lt;br /&gt;
r_flashlightrendermodels                 : 1        :                  : &lt;br /&gt;
r_flashlightrenderworld                  : 1        :                  : &lt;br /&gt;
r_flashlightscissor                      : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashlightshadowatten                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightupdatedepth                  : 1        :                  : &lt;br /&gt;
r_flashlightvisualizetrace               : 0        : , &amp;quot;chet&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flex                                   : 1        :                  : &lt;br /&gt;
r_flushlod                               : cmd      :                  : Flush and reload LODs.&lt;br /&gt;
r_ForceRestore                           : 0        :                  : &lt;br /&gt;
r_ForceWaterLeaf                         : 1        : , &amp;quot;cl&amp;quot;           : Enable for optimization to water - considers view in leaf under water for purposes of culling&lt;br /&gt;
r_frustumcullworld                       : 1        :                  : &lt;br /&gt;
r_glint_alwaydraw                       : 0        :                  : &lt;br /&gt;
r_glint_procedural                       : 0        :                  : &lt;br /&gt;
r_hunkalloclightmaps                     : 1        :                  : &lt;br /&gt;
r_hwmorph                                : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_itemblinkmax                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_itemblinkrate                          : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_JeepFOV                                : 82       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
rJeepViewBlendTo                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewBlendToScale                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewBlendToTime                    : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewDampenDamp                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_JeepViewDampenFreq                     : 7        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_JeepViewZHeight                        : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_lightaverage                          : 1        :                  : Activates/deactivate light averaging&lt;br /&gt;
r_lightcache_numambientsamples           : 162      : , &amp;quot;cheat&amp;quot;        : number of random directions to fire rays when computing ambient lighting&lt;br /&gt;
r_lightcache_zbuffercache                : 0        :                  : &lt;br /&gt;
r_lightcachecenter                       : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightcachemodel                        : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightinterp                            : 5        : , &amp;quot;cheat&amp;quot;       : Controls the speed of light interpolation, 0 turns off interpolation&lt;br /&gt;
r_lightmap                               : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightstyle                             : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightwarpidentity                      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lockpvs                                : 0        : , &amp;quot;cheat&amp;quot;        : Lock the PVS so you can fly around and inspect what is being drawn.&lt;br /&gt;
r_lod                                    : -1       :                  : &lt;br /&gt;
_mapextents                             : 16384    : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Set the max dimension for the map.  This determines the far clipping plane&lt;br /&gt;
r_maxdlights                             : 32       :                  : &lt;br /&gt;
r_maxmodeldecal                          : 50       :                  : &lt;br /&gt;
r_maxnewsamples                          : 6        :                  : &lt;br /&gt;
r_maxsampledist                          : 128      :                  : &lt;br /&gt;
r_minnewsamples                          : 3        :                 : &lt;br /&gt;
r_modelwireframedecal                    : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_newflashlight                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_nohw                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_norefresh                              : 0        :                  : &lt;br /&gt;
r_nosw                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_novis                                  : 0        : , &amp;quot;cheat&amp;quot;        : Turn off the PVS.&lt;br /&gt;
r_occludeemaxarea                        : 0       :                  : Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.&lt;br /&gt;
r_occluderminarea                        : 0        :                  : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.&lt;br /&gt;
r_occludermincount                       : 0        :                  : At least this many occluders will be used, no matter how big they are.&lt;br /&gt;
r_occlusion                             : 1        :                  : Activate/deactivate the occlusion system.&lt;br /&gt;
r_occlusionspew                          : 0        : , &amp;quot;cheat&amp;quot;        : Activate/deactivates spew about what the occlusion system is doing.&lt;br /&gt;
r_oldlightselection                      : 0        : , &amp;quot;cheat&amp;quot;        : Set this to revert to HL2's method of selecting lights&lt;br /&gt;
r_overlayfadeenable                      : 0        :                  : &lt;br /&gt;
r_overlayfademax                         : 2000     :                 : &lt;br /&gt;
r_overlayfademin                         : 1750     :                  : &lt;br /&gt;
r_overlaywireframe                       : 0        :                  : &lt;br /&gt;
r_particle_sim_spike_threshold_ms        : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_particle_timescale                     : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_partition_level                        : -1       : , &amp;quot;cheat&amp;quot;        : Displays a particular level of the spatial partition system. Use -1 to disable it.&lt;br /&gt;
r_PhysPropStaticLighting                 : 1        : , cl&amp;quot;           : &lt;br /&gt;
r_pix_recordframes                       : 0        :                  : &lt;br /&gt;
r_pix_start                              : 0        :                  : &lt;br /&gt;
r_pixelfog                               : 1        :                  : &lt;br /&gt;
r_pixelvisibility_partial                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_pixelvisibility_spew                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_portalscloseall                        : 0        :                  : &lt;br /&gt;
r_portalsopenall                         : 0       : , &amp;quot;cheat&amp;quot;        : Open all portals&lt;br /&gt;
r_PortalTestEnts                         : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Clip entities against portal frustums.&lt;br /&gt;
r_printdecalinfo                         : cmd      :                  : &lt;br /&gt;
r_proplightingfromdisk                   : 1        :                  : 0=Off, 1=On, 2=Show Errors&lt;br /&gt;
r_proplightingpooling                    : -1       : , &amp;quot;cheat&amp;quot;        : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supportsstream offset&lt;br /&gt;
r_propsmaxdist                           : 1200     : , &amp;quot;cl&amp;quot;           : Maximum visible distance&lt;br /&gt;
r_queued_decals                          : 0        :                  : Offloads a bit of decal rendering setup work to the material system queue when enabled.&lt;br /&gt;
r_queued_post_processing                 : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_queued_ropes                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_radiosity                              : 4        : , &amp;quot;cheat&amp;quot;        : 0: no radiosity 1 radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam&lt;br /&gt;
r_rainalpha                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_rainalphapow                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_raindensity                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainHack                               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_rainlength                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainProfile                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain profiling.&lt;br /&gt;
r_RainRadius                             : 1500     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainSideVel                            : 130      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : How much sideways velocity rain gets.&lt;br /&gt;
r_RainSimulate                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain simulation.&lt;br /&gt;
r_rainspeed                              : 600      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainSplashPercentage                   : 20       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
rrainwidth                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_randomflex                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_renderoverlayfragment                  : 1        :                  : &lt;br /&gt;
r_rimlight                               : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_rootlod                                : 0        :                  : Root LOD&lt;br /&gt;
r_ropetranslucent                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_screenfademaxsize                      : 0        :                 : &lt;br /&gt;
r_screenfademinsize                      : 0        :                  : &lt;br /&gt;
r_screenoverlay                          : cmd      :                  : Draw specified material as an overlay&lt;br /&gt;
r_sequence_debug                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_shader_srgb                            : 0        :                  : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)&lt;br /&gt;
r_shadowangles                           : cmd      :                  : Set shadowangles&lt;br /&gt;
r_shadowblobbycutoff                     : cmd      :                  : some shadow stuff&lt;br /&gt;
r_shadowcolor                            : cmd      :                  : Set shadow color&lt;br /&gt;
r_shadowdir                              : cmd      :                  : Set shadow direction&lt;br /&gt;
r_shadowdist                             : cmd      :                  : Set shadow distance&lt;br /&gt;
r_shadowids                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_shadowmaxrendered                      : 32       : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
r_shadowrendertotexture                  : 1        :                  : &lt;br /&gt;
r_shadows                                : 1        :                  : &lt;br /&gt;
r_shadows_gamecontrol                    : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_shadowwireframe                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_showenvcubemap                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_ShowViewerArea                         : 0        :                  : &lt;br /&gt;
r_showz_power                            : 1        : , cheat&amp;quot;        : &lt;br /&gt;
r_skin                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_skybox                                 : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable the rendering of sky boxes&lt;br /&gt;
r_snapportal                             : -1       :                  : &lt;br /&gt;
r_SnowColorBlue                          : 200      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowColorGreen                         : 175      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowColorRed                           : 150      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_nowDebugBox                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow Debug Boxes.&lt;br /&gt;
r_SnowEnable                             : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow Enable&lt;br /&gt;
r_SnowEndAlpha                           : 255      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowEndSize                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowFallSpeed                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow fall speed scale.&lt;br /&gt;
r_SnowInsideRadius                       : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnoOutsideRadius                      : 1024     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowParticles                          : 500      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowPosScale                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayEnable                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayLength                          : 8192     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayRadius                          : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowSpeedScale                         :         : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowStartAlpha                         : 25       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowStartSize                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowWindScale                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowZoomOffset                         : 384      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowZoomRadius                         : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_spray_lifetime                         : 2        :                  : Number o rounds player sprays are visible&lt;br /&gt;
r_sse2                                   : cmd      :                  : Enable/disable SSE2 code&lt;br /&gt;
r_sse_s                                  : 1        : , &amp;quot;cl&amp;quot;           : sse ins for particle sphere create&lt;br /&gt;
r_staticprop_lod                         : -1       :                  : &lt;br /&gt;
r_staticpropinfo                         : 0        :                  : &lt;br /&gt;
r_swingflashlight                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_teeth                                  : 1       :                  : &lt;br /&gt;
r_threaded_client_shadow_manager         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_threaded_particles                     : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_threaded_renderables                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_unloadlightmaps                        : 0        :                  : &lt;br /&gt;
r_updaterefracttexture                   : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_vehicleBrakeRate                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
r_VehicleViewClamp                       :         : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_VehicleViewDampen                      : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_visambient                             : 0        :                  : Draw leaf ambient lighting samples.  Needs mat_leafvis 1 to work&lt;br /&gt;
r_visocclusion                           : 0        : , &amp;quot;cheat&amp;quot;        : Activate/deactivate wireframe rendering of what the occlusion system is doing.&lt;br /&gt;
r_visualizelighttraces                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_visualizelighttracesshowfulltace      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_visualizeproplightcaching              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_visualizetraces                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_WaterDrawReflection                    : 1        : , &amp;quot;cl&amp;quot;           : Enable water reflection&lt;br /&gt;
r_WaterDrawRefraction                    : 1        : , &amp;quot;cl&amp;quot;           : Enable water refraction&lt;br /&gt;
r_waterforceexpensive                    : 1        :                  : &lt;br /&gt;
r_waterforcereflectentities              : 1        :                 : &lt;br /&gt;
r_worldlightmin                          : 0        :                  : &lt;br /&gt;
r_worldlights                            : 4        :                  : number of world lights to use per vertex&lt;br /&gt;
r_worldlistcache                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
radar_range                              : 3000     : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
ragdoll_sleepaftertime                   : 5        : , &amp;quot;cl&amp;quot;           : After this many seconds of being basically stationary, the ragdoll will go to slee.&lt;br /&gt;
rate                                     : 100000   : , &amp;quot;user&amp;quot;         : Max bytes/sec the host can receive data&lt;br /&gt;
rcon                                     : cmd      :                  : Issue an rcon command.&lt;br /&gt;
rcon_address                             : 0        : , &amp;quot;norecord&amp;quot;     : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) &lt;br /&gt;
rcon_password                            : 0        : , &amp;quot;norecord&amp;quot;     : remote console password.&lt;br /&gt;
rcon_say                                 : cmd     :                  : Display player message ( takes the Player Name as first argument )&lt;br /&gt;
recompute_speed                          : cmd      :                  : Recomputes clock speed (for debugging purposes).&lt;br /&gt;
record                                   : cmd      :                  : Record a demo.&lt;br /&gt;
reload                                   : cmd      :                  : Reload the most recent saved game (add setpos to jump to current view position on reload).&lt;br /&gt;
reload_materials                         : 0       :                  : &lt;br /&gt;
removeid                                 : cmd      :                  : Remove a user ID from the ban list.&lt;br /&gt;
removeip                                 : cmd      :                  : Remove an IP address from the ban list.&lt;br /&gt;
report_entities                          : cmd      :                  : Lists all entities&lt;br /&gt;
report_simthinklist                      : cmd      :                  : Lists all simulating/thinking entities&lt;br /&gt;
report_soundpatch                        : cmd      :                 : reports sound patch count&lt;br /&gt;
report_soundpatch                        : cmd      :                  : reports sound patch count&lt;br /&gt;
report_touchlinks                        : cmd      :                  : Lists all touchlinks&lt;br /&gt;
respawn_entities                         : cmd      :                  : Respawn all the entities in the map.&lt;br /&gt;
restart                                  : cmd      :                  : Restart the game on the same level (add setpos to jump to current view position on restart).&lt;br /&gt;
rtry                                    : cmd      :                  : Retry connection to last server.&lt;br /&gt;
room_type                                : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
rope_averagelight                        : 1        : , &amp;quot;cl&amp;quot;           : Makes ropes use average of cubemap lighting instead of max intensity.&lt;br /&gt;
rope_collide                             : 1        : , &amp;quot;cl&amp;quot;           : Collide rope with the world&lt;br /&gt;
rope_rendersolid                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_shake                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_smooth                              : 1        : , &amp;quot;cl&amp;quot;           : Do an antialiasing effect on ropes&lt;br /&gt;
rope_smooth_enlarge                      : 1        : , &amp;quot;cl&amp;quot;           : How much to enlarge ropes in screen space for antialiasing effect&lt;br /&gt;
rope_smooth_maxalpha                     : 0        : , &amp;quot;cl&amp;quot;           : Alpha for rope antialiasing effect&lt;br /&gt;
rope_smooth_maxalphawidth                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_smooth_minalpha                    : 0        : , &amp;quot;cl&amp;quot;           : Alpha for rope antialiasing effect&lt;br /&gt;
rope_smooth_minwidth                     : 0        : , &amp;quot;cl&amp;quot;           : When using smoothing, this is the min screenspace width it lets a rope shrink to&lt;br /&gt;
rope_solid_maxalpha                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_maxwidth                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_minalpha                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_minwidth                      : 0         , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_subdiv                              : 2        : , &amp;quot;cl&amp;quot;           : Rope subdivision amount&lt;br /&gt;
rope_wind_dist                           : 1000     : , &amp;quot;cl&amp;quot;           : Don't use CPU applying small wind gusts to ropes when they're past this distance.&lt;br /&gt;
rpg_missle_use_custom_detonators         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
rr_debug_qa                              : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to see debug related to the Question &amp;amp; Answer system used to create conversations etween allied NPCs.&lt;br /&gt;
rr_debugresponses                        : 0        : , &amp;quot;sv&amp;quot;           : Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np&lt;br /&gt;
rr_debugrule                             : 0        : , &amp;quot;sv&amp;quot;           : 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.&lt;br /&gt;
rr_dumpresponses                         : 0        : , &amp;quot;sv&amp;quot;           : Dump all response_rles.txt and rules (requires restart)&lt;br /&gt;
rr_reloadresponsesystems                 : cmd      :                  : Reload all response system scripts.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
344 convars/concommands for [r]&lt;br /&gt;
&lt;br /&gt;
] cvarlist s&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
save                                     : cmd      :                  : Saves current game.&lt;br /&gt;
save_async                               : 1        :                  : &lt;br /&gt;
save_asyncdelay                          : 0        :                  : For testing, adds this many milliseconds of delay to the save operation.&lt;br /&gt;
save_console                            : 0        :                  : Autosave on the PC behaves like it does on the consoles.&lt;br /&gt;
save_disable                             : 0        :                  : &lt;br /&gt;
save_finish_async                        : cmd      :                  : &lt;br /&gt;
save_history_count                       : 1        :                  : Keep this many old copies in history of autosaves and quicksaves.&lt;br /&gt;
save_huddelayframes                      : 1        :                  : Number of frames to defer for drawing the Savig message.&lt;br /&gt;
save_in_memory                           : 0        :                  : Set to 1 to save to memory instead of disk (Xbox 360)&lt;br /&gt;
save_noxsave                             : 0        :                  : &lt;br /&gt;
save_screenshot                          : 1        :                  : 0 = none, 1 = non-autosave, 2 = always&lt;br /&gt;
save_spew                                : 0        :                  : &lt;br /&gt;
say                                      : cmd      :                  : Display player message&lt;br /&gt;
say_team                                : cmd      :                  : Display player message to team&lt;br /&gt;
scene_async_prefetch_spew                : 0        : , &amp;quot;sv&amp;quot;           : Display async .ani file loading info.&lt;br /&gt;
scene_clamplookat                        : 1        : , &amp;quot;sv&amp;quot;           : Clamp head turns to a max of 20 degrees per think.&lt;br /&gt;
scene_clientflex                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Do client side flex animation.&lt;br /&gt;
scene_flatturn                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
scene_flush                             : cmd      :                  : Flush all .vcds from the cache and reload from disk.&lt;br /&gt;
scene_forcecombined                      : 0        : , &amp;quot;sv&amp;quot;           : When playing back, force use of combined .wav files even in english.&lt;br /&gt;
scene_maxcaptionradius                   : 1200     : , &amp;quot;sv&amp;quot;           : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).&lt;br /&gt;
scene_print                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : When playingback a scene, print timing and event info to console.&lt;br /&gt;
scene_showfaceto                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When playing back, show the directions of faceto events.&lt;br /&gt;
scene_showlook                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When playing back, show the directions of look events.&lt;br /&gt;
scene_showmoveto                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When moving, show the end location.&lt;br /&gt;
scene_showunlock                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Show when a vcd i playing but normal AI is running.&lt;br /&gt;
scr_centertime                           : 2        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
screenshot                               : cmd      :                  : Take a screenshot.&lt;br /&gt;
sensitivity                              : 10       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse sensitivity.&lt;br /&gt;
server_game_time                         : cmd      :                  : Gives the game time in seconds (server's curtime)&lt;br /&gt;
servercfgfile                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
setang                                  : cmd      :                  : Snap player eyes to specified pitch yaw &amp;lt;roll:optional&amp;gt; (must have sv_cheats).&lt;br /&gt;
setang_exact                             : cmd      :                  : Snap player eyes and orientation to specified pitch yaw &amp;lt;roll:optional&amp;gt; (must have sv_cheats).&lt;br /&gt;
setinfo                                  : cmd      :                  : Adds a new user info value&lt;br /&gt;
setmaster                                : cmd      :                  : add/remove/enable/disable master serverssetmodel                                 : cmd      :                  : Changes's player's model&lt;br /&gt;
setpause                                 : cmd      :                  : Set the pause state of the server.&lt;br /&gt;
setpos                                   : cmd      :                  : Move player to specified origin (must have sv_cheats).&lt;br /&gt;
setpos_exact                             : cmd      :                  : Move player to an exact specified origin (must have sv_cheats).&lt;br /&gt;
shake                                   : cmd      :                  : Shake the screen.&lt;br /&gt;
shake_show                               : 0        : , &amp;quot;cl&amp;quot;           : Displays a list of the active screen shakes.&lt;br /&gt;
shake_stop                               : cmd      :                  : Stops all active screen shakes. &lt;br /&gt;
shield_toggle                            : cmd      :                  : Toggle the energy shield on or off&lt;br /&gt;
showbudget_texture                       : 0        : , &amp;quot;cheat&amp;quot;        : Enable the texture budget panel.&lt;br /&gt;
showbudget_texture_globl_dumpstats      : cmd      :                  : Dump all items in +showbudget_texture_global in a text form&lt;br /&gt;
showbudget_texture_global_sum            : 128      :                  : &lt;br /&gt;
showconsole                              : cmd      :                  : Show the console.&lt;br /&gt;
showhitlocation                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showinfo                                 : cmd      :                  : Shows a info panel: &amp;lt;type&amp;gt; &amp;lt;title&amp;gt; &amp;lt;message&amp;gt; [&amp;lt;command&amp;gt;]&lt;br /&gt;
ShowMapBriefing                         : cmd      :                  : Show the current map's briefing.&lt;br /&gt;
showpanel                                : cmd      :                  : Shows a viewport panel &amp;lt;name&amp;gt;&lt;br /&gt;
showparticlecounts                       : 0        : , &amp;quot;cl&amp;quot;           : Display number of particles drawn per frame&lt;br /&gt;
showsniperdist                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showsniperlines                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showtriggers                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;   Shows trigger brushes&lt;br /&gt;
showtriggers_toggle                      : cmd      :                  : Toggle show triggers&lt;br /&gt;
singlestep                               : 0        : , &amp;quot;cheat&amp;quot;        : Run engine in single step mode ( set next to 1 to advance a frame )&lt;br /&gt;
sk_advisor_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_agrunt_dmg_punch                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_agrunt_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_drain_rate                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_max_ammo                      : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_recharge_rate                 : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_allow_autoaim                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ally_regen_time                       : 0        : , &amp;quot;sv&amp;quot;           : Time taken for an ally to regenerate a point of health.&lt;br /&gt;
sk_ammo_qty_scale1                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ammo_qty_scale2                       : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ammo_qty_scale3                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_antlion_air_attack_dmg                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_jump_damage                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_swipe_damage                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_worker_burst_damage           : 50       : , &amp;quot;sv&amp;quot;           : How much damage is inflicted by an antlon worker's death explosion.&lt;br /&gt;
sk_antlion_worker_burst_radius           : 160      : , &amp;quot;sv&amp;quot;           : Effect radius of an antlion worker's death explosion.&lt;br /&gt;
sk_antlion_worker_health                 : 0        : , &amp;quot;sv&amp;quot;           : Hitpoints of an antlion worker. If 0, will use base antlion hitpoints.&lt;br /&gt;
sk_antlion_worker_spit_grenade_dmg       : 20       : , &amp;quot;sv&amp;quot;           : Total damage done by an individual antlion worker loogie.&lt;br /&gt;
sk_antlion_worker_spit_grenade_poison_ratio : 0        : , &amp;quot;sv&amp;quot;           : Percntage of an antlion worker's spit damage done as poison (which regenerates)&lt;br /&gt;
sk_antlion_worker_spit_grenade_radius    : 40       : , &amp;quot;sv&amp;quot;           : Radius of effect for an antlion worker spit grenade.&lt;br /&gt;
sk_antlion_worker_spit_speed             : 0        : , &amp;quot;sv&amp;quot;           : Speed at which an antlion spit grenade travels.&lt;br /&gt;
sk_antlionguard_dmg_charge               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlionguard_dmg_shove                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlionguard_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_apc_health                            : 750      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_apc_missile_damage                    : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_auto_reload_time                      : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_autoaim_mode                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sk_autoaim_scale1                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_autoaim_scale2                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_barnacle_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_barney_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_battery                               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_dmg_blast                    : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_dmg_slash                    : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_health                       : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_health_factor                : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_meelee_range                : 300      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_radius_blast                 : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullseye_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_dmg_bite                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_dmg_whip                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_giveammo_player_delay         : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally                    : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally_delay               : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally_min_pct             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player                   : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_delay             : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_min_forced        : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_min_pct           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_hea_toss_player_delay        : 26       : , &amp;quot;sv&amp;quot;           : how long between throwing healthkits&lt;br /&gt;
sk_citizen_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_player_stare_dist             : 72       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_player_stare_time             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_stare_heal_time               : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_ball_search_radius            : 512      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combine_guard_health                  : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_guard_kick                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_s_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_s_kick                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combineball_guidefactor               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combineball_seek_angle                : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combineball_seek_kill                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_controller_dmgball                   : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_dmgzap                     : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_health                     : 60       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_speedball                  : 650      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crow_health                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crow_melee_dmg                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crowbar_lead_time                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_defender_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_energy_grenade                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_homer_grenade                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_inflict_scale1                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_inflict_scale2                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_inflict_scale3                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_pathfollower_grenade              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_sniper_penetrate_npc             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_sniper_penetrate_plr              : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale1                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale2                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale3                       : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dropship_container_health             : 750      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dynamic_resupply_modifier             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_energy_grenade_radis                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_amplitude  : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_radius     : 1024     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_radius_vehicle : 2500     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_dmg_claw                   : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_dmg_leap                   : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_health                     : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fraggrenae_radius                    : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_friendly_manhack_health               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_friendly_manhack_melee_dmg            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_fire                    : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_slash                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_stomp                   : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_health                      : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grunugget_enabled                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_large               : 6        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_medium              : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_small               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_blast_push                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_burst_dist                    : 768      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_burst_min                     : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
k_gunship_burst_size                    : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_health_increments             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hassassin_dmg                         : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hassassin_health                      : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_fast_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_melee_dmg                    : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_headcrab_poison_health                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_poison_npc_damage            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthcharger                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthkit                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthvial                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_blast_push                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_burstcount                 : 12       : , &amp;quot;sv&amp;quot;          : How many shot bursts to fire after charging up. The bigger the number, the longer the firing is&lt;br /&gt;
sk_helicopter_drone_speed                : 450      : , &amp;quot;sv&amp;quot;           : How fast does the zapper drone move?&lt;br /&gt;
sk_helicopter_firingcone                 : 20       : , &amp;quot;sv&amp;quot;           : The angle in degrees of the cone in which the shots will be fired&lt;br /&gt;
sk_helicopter_grenade_puntscale          : 1        : , &amp;quot;sv&amp;quot;           : When physpunting a chopper's grenade, scale its velocity by this much.&lt;br /&gt;
sk_helicopte_grenadedamage              : 25       : , &amp;quot;sv&amp;quot;           : The amount of damage the helicopter grenade deals.&lt;br /&gt;
sk_helicopter_grenadeforce               : 55000    : , &amp;quot;sv&amp;quot;           : The physics force that the helicopter grenade exerts.&lt;br /&gt;
sk_helicopter_grenaderadius              : 275      : , &amp;quot;sv&amp;quot;           : The damage radius of the helicopter grenade.&lt;br /&gt;
sk_helicopter_health                     : 5600     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_num_bombs1                 : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_heliopter_num_bombs2                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_num_bombs3                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_roundsperburst             : 5        : , &amp;quot;sv&amp;quot;           : How many shots to fire in a single burst&lt;br /&gt;
sk_hgrunt_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hgrunt_kick                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1_ichthyosaur_health                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1_ichthyosaur_shake                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1barney_health                      : 35       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl2mp_allow_autoaim                   : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale1                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale3                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_autoaim_scale1                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_autoaim_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale1              : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale2              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale3              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale1                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale3                 : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_homer_grenade_radius                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_houndeye_dmg_blast                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_houndeye_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_buckshot_damage_scale          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_bullet_damage_scale            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_charge_damage_scale            : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_citizen_damage_scale           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_chage                     : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_flechette                  : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_from_striderbuster         : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_one_slash                  : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_flechette_explode_dmg          : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_flechette_explode_radius       : 128      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_health                         : 210      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_vhicle_damage_scale           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_ichthyosaur_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_ichthyosaur_melee_dmg                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_claw                       : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_clawrake                   : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_zap                        : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_health                         : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_jep_gauss_damage                     : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_leech_dmg_bite                        : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_leech_health                          : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_melee_dmg                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_v2                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_max_357                               : 12       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : sk_max_alyxgun                           : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_ar2                               : 60       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_ar2_altfire                       : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_buckshot                          : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_crossbow                          : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_gauss_round                       : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_grenade                           : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;   : &lt;br /&gt;
sk_max_hopwire                           : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_hornet                            : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_pistol                            : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_rpg_round                         : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_smg1                              : 225      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_smg1_grenade                      : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_sniper_round                      : 30       : , &amp;quot;sv&amp;quot;,&amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_striderbuster                     : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_metropolice_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_simple_health             : 26       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_along_hitcount     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_at_hitcount        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_behind_hitcount    : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_distance           : 1000     : ,&amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_reaction           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_tight_hitcount     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_miniturret_health                     : 40       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_mortarsynth_beamdmg                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_mortarsynth_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_nihilanth_health                      : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_nihilanth_zap                         : 30      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_arm                               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_chest                             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_357                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_airboat                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_alyxgun                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_ar2                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_buckshot                      :         : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_combineball                   : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_crossbow                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_crowbar                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_dropship                      : 5        : , &amp;quot;sv&amp;quot;           : Dropship container cannon damage.&lt;br /&gt;
sk_npc_dmg_fraggrenade                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_grenade                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_nc_dmg_gunship                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_gunship_to_plr                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_helicopter                    : 6        : , &amp;quot;sv&amp;quot;           : Damage helicopter shots deal to everything but the player&lt;br /&gt;
sk_npc_dmg_helicopter_to_plr             : 3        : , &amp;quot;sv&amp;quot;           : Damage helicopter shots deal to the player&lt;br /&gt;
sk_npc_dmg_hornet                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_pistol                        : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_rpg_round                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_satchel                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_smg1                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_smg1_grenade                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_sniper_round                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_stunstick                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_tripmine                       0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_head                              : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_leg                               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_stomach                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_null                                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Do Not Change this!&lt;br /&gt;
sk_pathfollower_grenade_radius           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_arm                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_hest                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_head                           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_leg                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_stomach                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_357                           : 75       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_airboat                       : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_alyxgun                       : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_pr_dmg_ar2                           : 11       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_buckshot                      : 9        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_crossbow                      : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_crowbar                       : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_fraggrenade                   : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_gauss                         : 18       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_grenade                       : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    :&lt;br /&gt;
sk_plr_dmg_hornet                        : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_pistol                        : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_rpg_round                     : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_satchel                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_smg1                          : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_smg1_grenade                  : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_sniper_round                  : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep    : &lt;br /&gt;
sk_plr_dmg_stunstick                     : 40       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_tripmine                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_grenade_drop_time                 : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_health_drop_time                  : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_max_dmg_gauss                     : 60       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_num_shotgun_pellets               : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_rollermine_shock                      : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_rollermine_stun_delay                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_rollermine_vehicle_intercept          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_satchel_player_destructable           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_satchel_radius                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scanner_dmg_dive                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scanner_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scientist_heal                        : 25       :  &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scientist_health                      : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_sentry_health                         : 40       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_smg1_grenade_radius                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_dmg_bite                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_dmg_pop                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_health                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_sniperlaser                           : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Allow sniper rifle targeting lasers.&lt;br /&gt;
sk_stalker_aggressive                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_allow_melee                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_melee_dmg                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_health                        : 350      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_num_missiles1                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strder_num_missiles2                 : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_num_missiles3                 : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_striderbuster_magnet_multiplier       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger_citadel                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger_citadel_maxarmor          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_tripmine_radius                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
k_turret_health                         : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_armor_charge               : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_armor_charge_per_token     : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_claw                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_rake                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_zap                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_enemy_dmg_zap              : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_vortigaunt_health                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_vital_antlion_worker_dmg   : 0        : , &amp;quot;sv&amp;quot;           : Vital-ally vortigaunts scale damage taken from antlion workers by this amount.&lt;br /&gt;
sk_vortigaunt_zap_range                  : 100      : , &amp;quot;sv&amp;quot;           : Range of vortigaunt's ranged attack (feet)&lt;br /&gt;
sk_weapon_ar2_alt_fire_duration          : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_weapon_ar2_alt_fire_mass              : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_weapon_ar2_al_fire_radius            : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_dmg_both_slash                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_dmg_one_slash                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_poison_dmg_spit                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_poison_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_soldier_health                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
skill                                   : 2        : , &amp;quot;a&amp;quot;            : Game skill level (1-3).&lt;br /&gt;
slot0                                    : cmd      :                  : &lt;br /&gt;
slot1                                    : cmd      :                  : &lt;br /&gt;
slot10                                   : cmd      :                  : &lt;br /&gt;
slot2                                    : cmd      :                  : &lt;br /&gt;
slot3                                    : cmd      :                  : &lt;br /&gt;
slot4                                    : cmd      :                 : &lt;br /&gt;
slot5                                    : cmd      :                  : &lt;br /&gt;
slot6                                    : cmd      :                  : &lt;br /&gt;
slot7                                    : cmd      :                  : &lt;br /&gt;
slot8                                    : cmd      :                  : &lt;br /&gt;
slot9                                    : cmd      :                  : &lt;br /&gt;
smoke_trail                              : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
smoothstairs                             : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Smooth player eye z coordinate when traversing stairs.&lt;br /&gt;
snapto                                   : cmd      :                  : &lt;br /&gt;
snd_async_flush                          : cmd      :                  : Flush all unlocked async audio data&lt;br /&gt;
snd_async_fullyasync                     : 0        :                  : All playback is fully async (sound doesn't play until data arrives).&lt;br /&gt;
snd_async_minsize                        : 262144   :                  : &lt;br /&gt;
snd_async_showmem                       : cmd      :                  : Show async memory stats&lt;br /&gt;
snd_async_spew_blocking                  : 0        :                  : Spew message to console any time async sound loading blocks on file i/o.&lt;br /&gt;
snd_async_stream_spew                    : 0        :                  : Spew streaming info ( 0=Off, 1=streams, 2=buffers&lt;br /&gt;
snd_cull_duplicates                      : 0        :                  : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicatesallowed to be playe&lt;br /&gt;
snd_defer_trace                          : 1        :                  : &lt;br /&gt;
snd_delay_sound_shift                    : 0        :                  : &lt;br /&gt;
snd_disable_mixer_duck                   : 0        :                  : &lt;br /&gt;
snd_duckerattacktime                     : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_duckerreleasetime                    : 2        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_duckerthreshold                      : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_ducktovolume                         : 0       : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_dumpclientsounds                     : cmd      :                  : Dump sounds to VXConsole&lt;br /&gt;
snd_foliage_db_loss                      : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain                                 : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain_max                             : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain_min                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_legacy_surround                      : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_lockpartial                         : 1        :                  : &lt;br /&gt;
snd_mix_async                            : 0        :                  : &lt;br /&gt;
snd_mix_minframetime                     : 0        :                  : &lt;br /&gt;
snd_mixahead                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_musicvolume                          : 1        : , &amp;quot;a&amp;quot;            : Music volume&lt;br /&gt;
snd_noextraupdate                        : 0        :                  : &lt;br /&gt;
snd_obscured_gain_dB                     : -2       : , &amp;quot;cheat&amp;quot;        : snd_pitchquality                         : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_profile                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
snd_rebuildaudiocache                    : cmd      :                  : Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists &lt;br /&gt;
snd_refdb                                : 60       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_refdist                              : 36       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_restart                              : cm      :                  : Restart sound system.&lt;br /&gt;
snd_show                                 : 0        :                  : Show sounds info&lt;br /&gt;
snd_showclassname                        : 0        :                  : &lt;br /&gt;
snd_showmixer                            : 0        :                  : &lt;br /&gt;
snd_showstart                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_ShowThreadFrameTime                  : 0        :                  : &lt;br /&gt;
snd_soundmixer                           : 0        :                  : &lt;br /&gt;
sn_spatialize_roundrobin                : 0        :                  : Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized&lt;br /&gt;
snd_surround_speakers                    : 2        :                  : &lt;br /&gt;
snd_visualize                            : 0        : , &amp;quot;cheat&amp;quot;        : Show sounds location in world&lt;br /&gt;
snd_vox_captiontrace                     : 0        :                  : Shows sentence name for sentences which are set not to show capions.&lt;br /&gt;
snd_vox_globaltimeout                    : 300      :                  : &lt;br /&gt;
snd_vox_sectimetout                      : 300      :                  : &lt;br /&gt;
snd_vox_seqtimetout                      : 300      :                  : &lt;br /&gt;
snd_writemanifest                        : cmd      :                  : If running a game, outputs the precache manifest for the current level &lt;br /&gt;
sndplaydelay                             : cmd      :                  : &lt;br /&gt;
sniper_xbox_delay                        : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sniperspeak                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sniperviewdist                           : 35       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
soundfade                                : cmd      :                  : Fade client volume.&lt;br /&gt;
soundinfo                                : cmd      :                  : Describe the current sound device.&lt;br /&gt;
soundlist                                : cmd      :                  : List all known sounds.&lt;br /&gt;
soundpatch_captionlength                 : 2        : , &amp;quot;v&amp;quot;, &amp;quot;rep&amp;quot;    : How long looping soundpatch captions should display for.&lt;br /&gt;
soundscape_debug                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar&lt;br /&gt;
soundscape_dumpclient                    : cmd      :                  : Dumps the client's soundscape data. &lt;br /&gt;
soundscape_fadetime                      : 3        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Time to crossfade sound effects between soundscapes&lt;br /&gt;
soudscape_flush                         : cmd      :                  : Flushes the server &amp;amp; client side soundscapes&lt;br /&gt;
speak                                    : cmd      :                  : Play a constructed sentence.&lt;br /&gt;
spec_autodirector                        : 1        : , &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Auto-director chooses best view modes while spectating&lt;br /&gt;
spec_freeze_distance_max                 : 200      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Maximum random distance from the target to stop when framing them in observer feeze cam.&lt;br /&gt;
spec_freeze_distance_min                 : 96       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Minimum random distance from the target to stop when framing them in observer freeze cam.&lt;br /&gt;
spec_freeze_time                         : 4        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Time spend frozen in observer freeze cam.&lt;br /&gt;
spec_freeze_traveltime                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Time taken to zoom in to frame a target in observer freeze cam.&lt;br /&gt;
spec_mode                                : cmd      :                  : St spectator mode&lt;br /&gt;
spec_next                                : cmd      :                  : Spectate next player&lt;br /&gt;
spec_player                              : cmd      :                  : Spectate player by name&lt;br /&gt;
spec_pos                                 : cmd      :                  : dump position and angles to the console&lt;br /&gt;
spec_prev                                : cmd      :                  : Spectate previous player&lt;br /&gt;
spec_scoreboard                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
spec_track                              : 0        : , &amp;quot;cl&amp;quot;           : Tracks an entity in spec mode&lt;br /&gt;
spike                                    : cmd      :                  : generates a fake spike&lt;br /&gt;
star_memory                              : cmd      :                  : Dump memory stats&lt;br /&gt;
startdemos                               : cmd      :                  : Play demos in demo sequence.&lt;br /&gt;
startmovie                               : cmd      :                  : Start recording movie frames.&lt;br /&gt;
startupmenu                             : cmd      :                  : Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer &lt;br /&gt;
stats                                    : cmd      :                  : Prints server performance variables&lt;br /&gt;
status                                   : cmd      :                  : Display map and connection status.&lt;br /&gt;
step_spline                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
stop                                     : cmd      :                 : Finish recording demo.&lt;br /&gt;
stopdemo                                 : cmd      :                  : Stop playing back a demo.&lt;br /&gt;
stopsound                                : cmd      :                  : &lt;br /&gt;
stopsounds                               : cmd      :                  : stops all active sounds&lt;br /&gt;
stopsoundscape                           : cmd      :                  : Stops all soundscape processing and fades current looping sounds&lt;br /&gt;
strider_always_use_procedural_height     : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
strider_ar2_altfire_dmg                  : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_distributed_fire                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_eyepositions                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_knowledge                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_after_escorts_dead     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_cover_dist             : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_duration               : 2        : , &amp;quot;v&amp;quot;           : &lt;br /&gt;
strider_free_pass_move_tolerance         : 320      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_refill_rate            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_start_time             : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_tolerance_after_escorts_dead : 600      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_idle_test                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_immolate                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_missile_suppress_dist            : 24      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_missile_suppress_time            : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_pct_height_no_crouch_move        : 90       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_eye_dist                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_eye_dist_z                  : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_time                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_time_after_damage           : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_cannonlos                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_focus                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_weapon_los_condition        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_weapon_los_z                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_test_height                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_allow_all_damage           : 0        : , &amp;quot;sv&amp;quot;           : If set to '1' the bomb will detonate on any damage taken.  Otherwise only the player may trigger it.&lt;br /&gt;
strideruster_autoaim_radius             : 64       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_debugseek                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_die_detach                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_dive_force                 : -200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_falloff_power              : 4        : , &amp;quot;sv&amp;quot;           : Order of the distance falloff. 1 = linear 2 = quadratic&lt;br /&gt;
striderbuster_health                     : 14       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_leg_stck_dist             : 80       : , &amp;quot;sv&amp;quot;           : If the buster hits a strider's leg, the max distance from the head at which it sticks anyway.&lt;br /&gt;
striderbuster_magnetic_force_hunter      : 1750000  : , &amp;quot;sv&amp;quot;           : Intensity of magnade's attraction to a hunter.&lt;br /&gt;
striderbuster_magnetic_force_strider     : 750000   : , &amp;quot;sv&amp;quot;           : Intensity of magnade's attraction to a strider.&lt;br /&gt;
striderbuster_shot_velocity              : 2500     : , &amp;quot;sv&amp;quot;           : Speed at which launch the bomb from the physcannon&lt;br /&gt;
triderbuster_use_particle_flare         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
stringtabletotals                        : cmd      :                  : Size of all string tables&lt;br /&gt;
studio_queue_mode                        : 1        :                  : &lt;br /&gt;
stuffcmds                                : cmd      :                  : Parses and stuffs command line + commands to command buffer.&lt;br /&gt;
suitvolume                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
surfaceprop                              : cmd      :                 : Reports the surface properties at the cursor&lt;br /&gt;
sv_allow_color_correction                : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow clients to use color correction on this server.&lt;br /&gt;
sv_allow_voice_from_file                 : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow clients from using voice_inputfromfile on this server.&lt;br /&gt;
sv_allow_wait_command                    : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow the wait command on clients connected to this server.&lt;br /&gt;
sv_allowdownload                        : 1        :                  : Allow clients to download files&lt;br /&gt;
sv_allowgaussjump                        : 1        : , &amp;quot;sv&amp;quot;           : Allow Gauss Jumping.&lt;br /&gt;
sv_allownegativescore                    : 1        : , &amp;quot;sv&amp;quot;           : Allow a players score to drop below zero?&lt;br /&gt;
sv_allowocmapvote                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_allowupload                           : 1        :                  : Allow clients to upload customizations files&lt;br /&gt;
sv_alltalk                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : Players can hear all other players, no team restrictions&lt;br /&gt;
sv_alternateticks                        : 0        : , &amp;quot;sp&amp;quot;           : If set, server only simulates entities on even numbered ticks. &lt;br /&gt;
sv_autojump                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_autoladderdismount                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Automatically dismount from ladders when you reach the end (don't have to +USE).&lt;br /&gt;
sv_autosave                              : 1       :                  : Set to 1 to autosave game on level transition. Does not affect autosave triggers.&lt;br /&gt;
sv_benchmark_autovprofrecord             : 0        : , &amp;quot;sv&amp;quot;           : If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.&lt;br /&gt;
sv_benchmark_force_start                 : cmd      :                  : Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.&lt;br /&gt;
sv_benchmarknumticks                    : 3300     : , &amp;quot;sv&amp;quot;           : If &amp;gt; 0, then it only runs the benchmark for this # of ticks.&lt;br /&gt;
sv_bonus_challenge                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Set to values other than 0 to select a bonus map challenge type.&lt;br /&gt;
sv_bonus_map_challenge_update            : cmd      :                  : Updates a bonus map challenge score.&lt;br /&gt;
sv_bonus_map_complete                    : cmd      :                  : Completes a bonus map.&lt;br /&gt;
sv_bonus_map_unlock                      : cmd     :                  : Locks a bonus map.&lt;br /&gt;
sv_cacheencodedents                      : 1        :                  : If set to 1, does an optimization to prevent extra SendTable_Encode calls.&lt;br /&gt;
sv_changeleveldelay                      : 60       : , &amp;quot;sv&amp;quot;           : The number of seconds a map must have been running before any trigger_changelevels can be used.&lt;br /&gt;
sv_cheats                                : 0        : , &amp;quot;rep&amp;quot;          : Allow cheats on server&lt;br /&gt;
sv_clearhinthistory                      : cmd      :                 : Clear memory of server side hints displayed to the player.&lt;br /&gt;
sv_client_cmdrate_difference             : 20       : , &amp;quot;rep&amp;quot;          : cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an&lt;br /&gt;
sv_client_max_interp_ratio               : 5        : , &amp;quot;rep&amp;quot;          : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_&lt;br /&gt;
sv_client_min_interp_ratio              : 1        : , &amp;quot;rep&amp;quot;          : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).               -1 &lt;br /&gt;
sv_client_predict                        : -1       : , &amp;quot;rep&amp;quot;          : This can be used to force the value of cl_predict for connected clients (only while they are connected).    -1 = let clients se&lt;br /&gt;
sv_clockcorrection_msecs                 : 60       : , &amp;quot;sv&amp;quot;           : The server tries to keep each player's m_nTickBase withing this manymsecs of the server absolute tickcount&lt;br /&gt;
sv_consistency                           : 1        : , &amp;quot;rep&amp;quot;          : Whether the server enforces file consistency for critical files&lt;br /&gt;
sv_contact                               : 0        : , &amp;quot;nf&amp;quot;           : Contact email for server sysop&lt;br /&gt;
sv_deathpenalty                          : 1        : , &amp;quot;sv&amp;quot;           : A Death Penalty value Override, how much to subtract from players score.&lt;br /&gt;
sv_debug_player_use                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Visualizes +se logic. Green cross=trace success, Red cross=trace too far, Green box=radius success&lt;br /&gt;
sv_debugmanualmode                       : 0        :                  : Make sure entities correctly report whether or not their network data has changed.&lt;br /&gt;
sv_debugtempentities                     : 0        :                  : Show temp entity bandwidth usage.&lt;br /&gt;
sv_dedicated                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Is this a dedicated server?&lt;br /&gt;
sv_deltaprint                            : 0        :                 : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)&lt;br /&gt;
sv_deltatime                             : 0        :                  : Enable profiling of CalcDelta calls&lt;br /&gt;
sv_disable_spawn_distancecheck           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_disablemotd                           : 0        : , &amp;quot;sv&amp;quot;           : Disable display of the Message Of The Day.&lt;br /&gt;
sv_downloadurl                           : 0        : , &amp;quot;rep&amp;quot;          : Location from which clients can download missing files&lt;br /&gt;
v_enableoldqueries                      : 0        :                  : Enable support for old style (HL1) server queries&lt;br /&gt;
sv_ep1searchpath                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Force adding the Episode One searchpath immediately. Useful for loading an ep1 map next.&lt;br /&gt;
sv_ep2searchpath                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Force adding the Episode Two searchpath immediately. Useful for loading an ep2 map next.&lt;br /&gt;
sv_filterban                             : 1        :                 : Set packet filtering by IP mode&lt;br /&gt;
sv_findsoundname                         : cmd      :                  : Find sound names which reference the specified wave files.&lt;br /&gt;
sv_forcefullsoundload                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Forces all sound scripts to be loaded after map change.&lt;br /&gt;
sv_forcehardleveltransitions             : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to disable smooth player save/restore&lt;br /&gt;
sv_forcepreload                          : 0        : , &amp;quot;a&amp;quot;            : Force server side reloading.&lt;br /&gt;
sv_freezesearchpaths                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Disable automatic enable/disable of searchpath convars on level change.&lt;br /&gt;
sv_giblifetime                           : 0        : , &amp;quot;sv&amp;quot;           : Gibs will fade out after this many seconds. If set to 0, gibs will not fade.&lt;br /&gt;
sv_gravity                               : 600      : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : World gravity.&lt;br /&gt;
sv_hl2mp_item_respawn_time               : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_hl2mp_mp_robust_explosions           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_hl2mp_weapon_respawn_time             : 20       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_hydraTestSpike                        : 1        : , &amp;quot;sv&amp;quot;           : Hydra Test impaling code&lt;br /&gt;
sv_infinite_aux_power                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
sv_ladder_useonly                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : If set, ladders can only be mounted by pressing +USE&lt;br /&gt;
sv_ladderautomountdot                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : When auto-mounting a ladder by loking up its axis, this is the tolerance for looking now directly along the ladder axis.&lt;br /&gt;
sv_lan                                   : 0        :                  : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )&lt;br /&gt;
sv_log_onefile                           : 0        : , &amp;quot;a&amp;quot;            : Log server information to only one file.&lt;br /&gt;
sv_logbans                               : 0        : , &amp;quot;a&amp;quot;            : Log server bans in the server logs.&lt;br /&gt;
sv_logblocks                             :0        :                  : If true when log when a query is blocked (can cause very large log files)&lt;br /&gt;
sv_logdownloadlist                       : 1        :                  : &lt;br /&gt;
sv_logecho                               : 1        : , &amp;quot;a&amp;quot;            : Echo log information to the console.&lt;br /&gt;
sv_logfile                               : 1        : , &amp;quot;a&amp;quot;            : Log server information in the log file.&lt;br /&gt;
sv_logflush                              : 0        : , &amp;quot;a&amp;quot;            : Flush the log file to disk on each wrte (slow).&lt;br /&gt;
sv_logsdir                               : 0        : , &amp;quot;a&amp;quot;            : Folder in the game directory where server logs will be stored.&lt;br /&gt;
sv_mapmodifyfile                         : 0        : , &amp;quot;sv&amp;quot;           : Set a specific map modify file for the next map loaded. Usage: sv_mapmodifyfile &amp;lt;map name exluding extension&amp;gt; &lt;br /&gt;
sv_massreport                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_master_legacy_mode                    : 1        :                  : Use old (outside-of-Steam) code t communicate with master servers.&lt;br /&gt;
sv_master_share_game_socket              : 1        :                  : Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm&lt;br /&gt;
sv_max_queries_sec                       : 3        :                  : Maximum queries per second to respond to from a single IP address.&lt;br /&gt;
sv_max_queries_sec_global                : 60       :                  : Maximum queries per second to respond to from anywhere.&lt;br /&gt;
sv_max_ueries_window                    : 30       :                  : Window over which to average queries per second averages.&lt;br /&gt;
sv_maxcmdrate                            : 40       : , &amp;quot;rep&amp;quot;          : (If sv_mincmdrate is &amp;gt; 0), this sets the maximum value for cl_cmdrate.&lt;br /&gt;
sv_maxinvobjectweight                    : 1        : , &amp;quot;sv&amp;quot;           : Maximum allowed inventory object weight&lt;br /&gt;
sv_maxrate                               : 0        : , &amp;quot;rep&amp;quot;          : Max bandwidth rate allowed on server, 0 == unlimited&lt;br /&gt;
sv_mareplay                             : 0        :                  : Maximum replay time in seconds&lt;br /&gt;
sv_maxroutable                           : 1260     :                  : Server upper bound on net_maxroutable that a client can use.&lt;br /&gt;
sv_maxupdaterate                         : 60       : , &amp;quot;rep&amp;quot;          : Maximum updates per second that the server will allow&lt;br /&gt;
sv_merch_sellweaponammo                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_mincmdrate                            : 0        : , &amp;quot;rep&amp;quot;          : This ets the minimum value for cl_cmdrate. 0 == unlimited.&lt;br /&gt;
sv_minrate                               : 3500     : , &amp;quot;rep&amp;quot;          : Min bandwidth rate allowed on server, 0 == unlimited&lt;br /&gt;
sv_minupdaterate                         : 10       : , &amp;quot;rep&amp;quot;          : Minimum updates per second that the server will allow&lt;br /&gt;
sv_noclipaccelerate                      : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_noclipduringpause                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : If cheats are enabled, then you can noclip ith the game paused (for doing screenshots, etc.).&lt;br /&gt;
sv_noclipspeed                           : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_npc_showlagcompensation               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show lag compensated hitboxes whenever a npc is lag compensated.&lt;br /&gt;
sv_npc_talker_maxdist                    : 1024     : , &amp;quot;sv&amp;quot;           : NPCs over this distance from the player won't attempt to speak.&lt;br /&gt;
sv_npcgib_maxcount                       : 16       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_parallel_packentities                : 1        :                  : &lt;br /&gt;
sv_parallel_sendsnapshot                 : 1        :                  : &lt;br /&gt;
sv_password                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : Server password for entry into multiplayer games&lt;br /&gt;
sv_pausable                              : 0        : , &amp;quot;nf&amp;quot;           : Is the server pausable.&lt;br /&gt;
sv_playergibbage                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_playerperfhistorycount                : 20       : , &amp;quot;sv&amp;quot;           : Number of samplesto maintain in player perf history&lt;br /&gt;
sv_precacheinfo                          : cmd      :                  : Show precache info.&lt;br /&gt;
sv_pure                                  : cmd      :                  : Show user data.&lt;br /&gt;
sv_pure_kick_clients                     : 1        :                  : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.&lt;br /&gt;
sv_pure_trace                            : 0        :                  : If set to 1, the server will prit a message whenever a client is verifying a CRC for a file.&lt;br /&gt;
sv_pvsskipanimation                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Skips SetupBones when npc's are outside the PVS&lt;br /&gt;
sv_rcon_banpenalty                       : 0        :                  : Number of minutes to ban users who fail rcon authentication&lt;br /&gt;
sv_rcon_log                              : 1        :                  : Enable/disable rcon logging.&lt;br /&gt;
sv_rcon_maxfailures                      : 10       :                  : Max number of times auser can fail rcon authentication before being banned&lt;br /&gt;
sv_rcon_minfailures                      : 5        :                  : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned&lt;br /&gt;
sv_rcon_minfailuretime                   : 30       :                  : Number of seconds to track failed rcon authentications&lt;br /&gt;
sv_region                                : -1       :                  : The region of the world to report this server in.&lt;br /&gt;
sv_report_client_settings               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_resetcustomammo                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Reset Server Custom Ammos&lt;br /&gt;
sv_robust_explosions                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_serveractive                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Is the server currently running?&lt;br /&gt;
sv_shieldstrength                        : 50       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Shield Hit Points&lt;br /&gt;
sv_show_crosshair_target                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_showhitboxes                         : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only).&lt;br /&gt;
sv_showladders                           : 0        : , &amp;quot;sv&amp;quot;           : Show bbox and dismount points for all ladders (must be set before level load.) &lt;br /&gt;
sv_showlagcompensation                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show lag compensated hitboxes whenever a player is lag compensated.&lt;br /&gt;
sv_skyname                               : 0         , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : Current name of the skybox texture&lt;br /&gt;
sv_soundemitter_filecheck                : cmd      :                  : Report missing wave files for sounds and game_sounds files.&lt;br /&gt;
sv_soundemitter_flush                    : cmd      :                  : Flushes the sounds.txt system (server only)&lt;br /&gt;
sv_soundemitter_trace                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to &lt;br /&gt;
sv_soundlist_dump                       : cmd      :                  : Dumps the soundemitter sound list&lt;br /&gt;
sv_soundscape_printdebuginfo             : cmd      :                  : print soundscapes&lt;br /&gt;
sv_specaccelerate                        : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_specnoclip                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_specspeed                             : 3        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_stats                                 : 1        :                  : Collect CPU usage stats&lt;br /&gt;
sv_sickysprint                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
sv_stickysprint_default                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
sv_strict_notarget                       : 0        : , &amp;quot;sv&amp;quot;           : If set, notarget will cause entities to never think they are in the pvs&lt;br /&gt;
sv_tags                                  : 0        : , &amp;quot;nf&amp;quot;           : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.&lt;br /&gt;
sv_tauplayerradiusdmg                   : 1        : , &amp;quot;sv&amp;quot;           : If 1, charged tau shots hurt the owning player&lt;br /&gt;
sv_test_scripted_sequences               : 0        : , &amp;quot;sv&amp;quot;           : Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu&lt;br /&gt;
sv_teststepsimulation                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_thinktimecheck                        : 0        : , &amp;quot;sv&amp;quot;           : Check for thinktimes all on same timestamp.&lt;br /&gt;
sv_timeout                              : 65       :                  : After this many seconds without a message from a client, the client is dropped&lt;br /&gt;
sv_transitionradiusoverride              : 0        : , &amp;quot;sv&amp;quot;           : Override trigger_changelevel smooth transition radius.&lt;br /&gt;
sv_turbophysics                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Turns on turbo physics&lt;br /&gt;
sv_unlockedchapters                      : 99       : , &amp;quot;a&amp;quot;            : Highest unlocked game chapter.&lt;br /&gt;
sv_vehicle_autoaim_scale                 : 8        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sv_visible                               : 1        : , &amp;quot;sv&amp;quot;           : 0 = server unavailable, 1 = server available, 2 = force server available !use option 2 with care!(even in commentary mode and o&lt;br /&gt;
sv_visiblemaxplayers                     : -1       :                  : Overrides the max players reported to prospective clients&lt;br /&gt;
sv_voicecodec                            : 0        :                  : Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extenion.&lt;br /&gt;
sv_voiceenable                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;nf&amp;quot;      : &lt;br /&gt;
systemlinkport                           : 27030    :                  : System Link port&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
656 convars/concommands for [s]&lt;br /&gt;
&lt;br /&gt;
] cvarlist t&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
template_debug                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
Test_CreateEntity                        : cmd      :                  : &lt;br /&gt;
test_dispatcheffect                      : cmd      :                  : Test a clientside dispatch effect.  Usage: test_dispatcheffect &amp;lt;effect name&amp;gt; &amp;lt;distance away&amp;gt; &amp;lt;flags&amp;gt; &amp;lt;magnitude&amp;gt; &amp;lt;scale&amp;gt;  DefauTest_EHandle                             : cmd      :                  : &lt;br /&gt;
test_entity_blocker                      : cmd      :                  : Test command that drops an entity blocker out in front of the player.&lt;br /&gt;
test_freezeframe                         : cmd      :                  : Test the freeze frame code.&lt;br /&gt;
Test_InitRandomEntitySpawner             : cmd      :                  : &lt;br /&gt;
Test_Loop                                : cmd      :                  : Test_Loop &amp;lt;loop name&amp;gt; - loop back to the speciied loop start point unconditionally.&lt;br /&gt;
Test_LoopCount                           : cmd      :                  : Test_LoopCount &amp;lt;loop name&amp;gt; &amp;lt;count&amp;gt; - loop back to the specified loop start point the specified # of times.&lt;br /&gt;
Test_LoopForNumSeconds                   : cmd      :                  : Test_LoopForNumSeconds &amp;lt;loop name&amp;gt; &amp;lt;time&amp;gt; - loop back to the specified start point for the specified # of seconds.&lt;br /&gt;
test_massive_dmg                         : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
test_massive_dmg_clip                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
Test_ProxyToggle_EnableProxy             : cmd      :                  : &lt;br /&gt;
Test_ProxyToggle_EnsureValue             : cmd      :                  : Test_ProxyToggle_EnsureValue&lt;br /&gt;
Test_ProxyToggle_SetValue                : cmd      :                  : &lt;br /&gt;
Test_RandomChance                        : cmd      :                  : Test_RandomChance &amp;lt;percent chance, 0-100&amp;gt; &amp;lt;token1&amp;gt; &amp;lt;token2...&amp;gt; - Roll the dice and maybe run the command following the percenta&lt;br /&gt;
Test_RandomizeInPV                      : cmd      :                  : &lt;br /&gt;
Test_RandomPlayerPosition                : cmd      :                  : &lt;br /&gt;
Test_RemoveAllRandomEntities             : cmd      :                  : &lt;br /&gt;
Test_RunFrame                            : cmd      :                  : &lt;br /&gt;
Test_SendKey                             : cmd      :                  : &lt;br /&gt;
Test_SpawnRandomEntities                 : cmd      :                  : &lt;br /&gt;
Test_StartLoop                           : cmd      :                  : Test_StartLoo &amp;lt;loop name&amp;gt; - Denote the start of a loop. Really just defines a named point you can jump to.&lt;br /&gt;
Test_StartScript                         : cmd      :                  : Start a test script running..&lt;br /&gt;
Test_Wait                                : cmd      :                  : &lt;br /&gt;
Test_WaitForCheckPoint                   : cmd      :                  : &lt;br /&gt;
testhudanim                              : cmd      :                  : Test a hud element animation.  Arguments: &amp;lt;anim name&amp;gt; &lt;br /&gt;
testscript_debug                        : 0        :                  : Debug test scripts.&lt;br /&gt;
texture_budget_background_alpha          : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
texture_budget_panel_bottom_of_history_fraction : 0        : , &amp;quot;a&amp;quot;            : number between 0 and 1&lt;br /&gt;
texture_budget_panel_global              : 0        :                  : Show global times in the texture budget panel.&lt;br /&gt;
texture_budget_panel_height              : 284      : , &amp;quot;a&amp;quot;            : height in pixels of the budget panel&lt;br /&gt;
texture_budget_anel_width               : 512      : , &amp;quot;a&amp;quot;            : width in pixels of the budget panel&lt;br /&gt;
texture_budget_panel_x                   : 0        : , &amp;quot;a&amp;quot;            : number of pixels from the left side of the game screen to draw the budget panel&lt;br /&gt;
texture_budget_panel_y                   : 450      : , &amp;quot;a&amp;quot;            : number of pixels from the top side of the game screen to draw the budget panel&lt;br /&gt;
tf2_feetyawrunscale                      : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Multiplier on tf2_feetyawrate to allow trning faster when running.&lt;br /&gt;
tf_escort_score_rate                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Score for escorting the train, in points per second&lt;br /&gt;
think_limit                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Maximum think time in milliseconds, warning is printed if this is exceeded.&lt;br /&gt;
thirdperson                              : cmd      :                  : Switch to thirdperson camera.&lt;br /&gt;
thirdperson_mayamode                     : cmd      :                  : Switch to thirdperson Maya-like caera controls.&lt;br /&gt;
thirdperson_platformer                   : 0        : , &amp;quot;cl&amp;quot;           : Player will aim in the direction they are moving.&lt;br /&gt;
thirdperson_screenspace                  : 0        : , &amp;quot;cl&amp;quot;           : Movement will be relative to the camera, eg: left means screen-left&lt;br /&gt;
thread_test_tslist                       : cmd      :                  : &lt;br /&gt;
thread_test_tsqueue                      : cmd      :                  : &lt;br /&gt;
threadpool_affinity                      : 1        :                  : Enable settig affinity&lt;br /&gt;
threadpool_cycle_reserve                 : cmd      :                  : Cycles threadpool reservation by powers of 2&lt;br /&gt;
threadpool_reserve                       : 0        :                  : Consume the specified number of threads in the thread pool&lt;br /&gt;
threadpool_run_tests                     : cmd      :                  : &lt;br /&gt;
thumper_show_radius                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : If true, advisor will use her custom impact damage table.&lt;br /&gt;
timedemo                                 : cm      :                  : Play a demo and report performance info.&lt;br /&gt;
timedemoquit                             : cmd      :                  : Play a demo, report performance info, and then exit&lt;br /&gt;
timeleft                                 : cmd      :                  : prints the time remaining in the match&lt;br /&gt;
timerefresh                              : cmd      :                  : Profile the renderer.&lt;br /&gt;
toggle                                   : cmd      :                  : Toggles a convar on or off, or cycles hrough a set of values.&lt;br /&gt;
toggle_duck                              : cmd      :                  : Toggles duck&lt;br /&gt;
toggle_zoom                              : cmd      :                  : Toggles zoom display&lt;br /&gt;
toggleconsole                            : cmd      :                  : Show/hide the console.&lt;br /&gt;
trace_report                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
tracer_extra                             : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
transferpoints                           : cmd      :                 : Transfer points to other players&lt;br /&gt;
tv_allow_camera_man                      : 1        : , &amp;quot;sv&amp;quot;           : Auto director allows spectators to become camera man&lt;br /&gt;
tv_allow_static_shots                    : 1        : , &amp;quot;sv&amp;quot;           : Auto director uses fixed level cameras for shots&lt;br /&gt;
tv_autorecord                            : 0        :                  : Automatically records all games as SourceTV demos.&lt;br /&gt;
tv_autoretry                             : 1        :                  : Relay proxies retry connction after network timeout&lt;br /&gt;
tv_chatgroupsize                         : 0        :                  : Set the default chat group size&lt;br /&gt;
tv_chattimelimit                         : 8        :                  : Limits spectators to chat only every n seconds&lt;br /&gt;
tv_clients                               : cmd      :                  : Shows list of connected SourceTV clients.&lt;br /&gt;
tv_debug                                 : 0        :                  : SourceTV debug info.&lt;br /&gt;
tv_delay                                 : 30      : , &amp;quot;sv&amp;quot;           : SourceTV broadcast delay in seconds&lt;br /&gt;
tv_delaymapchange                        : 0        : , &amp;quot;sv&amp;quot;           : Delays map change until broadcast is complete&lt;br /&gt;
tv_deltacache                            : 2        :                  : Enable delta entity bit stream cache&lt;br /&gt;
tv_dispatchmode                          : 1        :                  : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always&lt;br /&gt;
tv_enable                                : 0        : , &amp;quot;nf&amp;quot;           : Activaes SourceTV on server.&lt;br /&gt;
tv_maxclients                            : 128      :                  : Maximum client number on SourceTV server.&lt;br /&gt;
tv_maxrate                               : 8000     :                  : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited&lt;br /&gt;
tv_msg                                   : cmd      :                  : Send a screen message to all clients.&lt;br /&gt;
tv_name                                  : 0        :                  : SourceTV host name&lt;br /&gt;
tv_nochat                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Don't receive chat messages from other SourceTV spectators&lt;br /&gt;
tv_overridemaster                        : 0        :                  : Overrides the SourceTV master root address.&lt;br /&gt;
tv_password                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : SourceTV password for all clients&lt;br /&gt;
tv_port                                  : 27020    :                  : Host SourceTV port&lt;br /&gt;
tv_record                                : cmd      :                  : Starts SourceTV emo recording.&lt;br /&gt;
tv_relay                                 : cmd      :                  : Connect to SourceTV server and relay broadcast.&lt;br /&gt;
tv_relaypassword                         : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : SourceTV password for relay proxies&lt;br /&gt;
tv_relayvoice                            : 1        :                  : Relay voice data: 0=off, 1=on&lt;br /&gt;
tv_retry                                 : cmd      :                  : Reconnects the SourceTV relay proxy.&lt;br /&gt;
tv_snapshotrate                          : 6       :                  : Snapshots broadcasted per second&lt;br /&gt;
tv_status                                : cmd      :                  : Show SourceTV server status.&lt;br /&gt;
tv_stop                                  : cmd      :                  : Stops the SourceTV broadcast.&lt;br /&gt;
tv_stoprecord                            : cmd      :                  : Stops SourceTV demo recording.&lt;br /&gt;
tv_timeout                               : 30       :                  : SourceTV connection timeout in seconds.&lt;br /&gt;
tv_title                                : 0        :                  : Set title for SourceTV spectator UI&lt;br /&gt;
tv_transmitall                           : 0        : , &amp;quot;rep&amp;quot;          : Transmit all entities (not only director view)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 93 convars/concommands for [t]&lt;br /&gt;
&lt;br /&gt;
] cvarlist v&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v_centermove                             : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
v_centerspeed                            : 500      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
v_ipitch_cycle                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_ipitch_level                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iroll_cycle                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iroll_level                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iyaw_cycle                             : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iyaw_level                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
vcollide_wireframe                       : 0        : , &amp;quot;cheat&amp;quot;, cl&amp;quot;  : Render physics collision models in wireframe&lt;br /&gt;
vcr_verbose                              : 0        :                  : Write extra information into .vcr file.&lt;br /&gt;
vehicle_flushscript                      : cmd      :                  : Flush and reload all vehicle scripts&lt;br /&gt;
version                                  : cmd      :                  : Print version info string.&lt;br /&gt;
vgui_drawfocus                           : 0        :                  : Report which panel is under the mouse.&lt;br /&gt;
vgui_drawtree                           : 0        : , &amp;quot;cheat&amp;quot;        : Draws the vgui panel hiearchy to the specified depth level.&lt;br /&gt;
vgui_drawtree_bounds                     : 0        :                  : Show panel bounds.&lt;br /&gt;
vgui_drawtree_clear                      : cmd      :                  : &lt;br /&gt;
vgui_drawtree_freeze                     : 0        :                  : Set to 1 to stop updating the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_hidden                     : 0        :                  : Draw the hidden panels.&lt;br /&gt;
vgui_drawtree_panlalpha                 : 0        :                  : Show the panel alpha values in the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_panelptr                   : 0        :                  : Show the panel pointer values in the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_popupsonly                 : 0        :                  : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.&lt;br /&gt;
vgui_drawtree_render_order               : 0        :                  : List the vgui_drawtree panels in render order.&lt;br /&gt;
vguidrawtree_visible                    : 1        :                  : Draw the visible panels.&lt;br /&gt;
vgui_message_dialog_modal                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
vgui_togglepanel                         : cmd      :                  : show/hide vgui panel by name.&lt;br /&gt;
viewanim_addkeyframe                     : cmd      :                  : &lt;br /&gt;
viewanim_create                          : cmd      :                  : viewanim_create&lt;br /&gt;
viewanim_load                            : cmd      :                  : load nimation from file&lt;br /&gt;
viewanim_reset                           : cmd      :                  : reset view angles!&lt;br /&gt;
viewanim_save                            : cmd      :                  : Save current animation to file&lt;br /&gt;
viewanim_test                            : cmd      :                  : test view animation&lt;br /&gt;
viewmodel_fov                            : 54       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
violence_ablood                          : 1        :                  : Draw alien blood&lt;br /&gt;
violence_agibs                          : 1        :                  : Show alien gib entities&lt;br /&gt;
violence_hblood                          : 1        :                  : Draw human blood&lt;br /&gt;
violence_hgibs                           : 1        :                  : Show human gib entities&lt;br /&gt;
voice_avggain                            : 0        :                  : &lt;br /&gt;
voice_clientdebug                        : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
voice_debugfeedback                      : 0        :                  : &lt;br /&gt;
voice_debugfeedbackfrom                  : 0       :                  : &lt;br /&gt;
voice_dsound                             : 0        :                  : &lt;br /&gt;
voice_enable                             : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_fadeouttime                        : 0        :                  : &lt;br /&gt;
voice_forcemicrecord                     : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_inputfromfile                      : 0        :                  : Get voice input from 'voice_input.wav' rather than from the microphone.&lt;br /&gt;
voice_loopback                           :0        : , &amp;quot;user&amp;quot;         : &lt;br /&gt;
voice_maxgain                            : 10       :                  : &lt;br /&gt;
voice_modenable                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Enable/disable voice in this mod.&lt;br /&gt;
voice_overdrive                          : 2        :                  : &lt;br /&gt;
voice_overdrivefadetime                  : 0        :                  : &lt;br /&gt;
voice_printtalkers                       : cmd      :                  : voice debug.&lt;br /&gt;
voice_profile                            : 0       :                  : &lt;br /&gt;
voice_recordtofile                       : 0        :                  : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'&lt;br /&gt;
voice_scale                              : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_serverdebug                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
voice_showchannels                       : 0        :                  : &lt;br /&gt;
voice_showincoming                       : 0        :                  : &lt;br /&gt;
voice_steal                             : 2        :                  : &lt;br /&gt;
voice_writevoices                        : 0        :                  : Saves each speaker's voice data into separate .wav files &lt;br /&gt;
volume                                   : 0        : , &amp;quot;a&amp;quot;            : Sound volume&lt;br /&gt;
vox_reload                               : cmd      :                  : Reload sentences.txt file&lt;br /&gt;
voxeltree_box                            : cmd      :                  : View entities in the voxel-tree inside box &amp;lt;Vector(min), Vector(mx)&amp;gt;.&lt;br /&gt;
voxeltree_playerview                     : cmd      :                  : View entities in the voxel-tree at the player position.&lt;br /&gt;
voxeltree_sphere                         : cmd      :                  : View entities in the voxel-tree inside sphere &amp;lt;Vector(center), float(radius)&amp;gt;.&lt;br /&gt;
voxeltree_view                           : cmd      :                  : View entities in the voxel-tree.&lt;br /&gt;
vprof                                    : cmd      :                  : Toggle VProf profiler&lt;br /&gt;
vprof_adddebuggroup1                    : cmd      :                  : add a new budget group dynamically for debugging&lt;br /&gt;
vprof_cachemiss                          : cmd      :                  : Toggle VProf cache miss checking&lt;br /&gt;
vprof_cachemiss_off                      : cmd      :                  : Turn off VProf cache miss checking&lt;br /&gt;
vprof_cachemiss_on                       : cmd      :                  : Turn on VProf cache miss checking&lt;br /&gt;
vprof_child                              : cmd      :                  : &lt;br /&gt;
vprof_collapse_all                      : cmd      :                  : Collapse the whole vprof tree&lt;br /&gt;
vprof_counters                           : 0        :                  : &lt;br /&gt;
vprof_dump_groupnames                    : cmd      :                  : Write the names of all of the vprof groups to the console.&lt;br /&gt;
vprof_dump_oninterval                    : 0        :                  : Interval (in seconds) at which vprof will batch up data and dump it to the console.&lt;br /&gt;
vprof_dump_spikes                        : 0        :                 : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump&lt;br /&gt;
vprof_dump_spikes_budget_group           : 0        :                  : Budget gtNode to start report from when doing a dump spikes&lt;br /&gt;
vprof_dump_spikes_node                   : 0        :                  : Node to start report from when doing a dump spikes&lt;br /&gt;
vprof_expand_all                         : cmd      :                  : Expand the whole vprof tree&lt;br /&gt;
vprof_expand_group                      : cmd      :                  : Expand a budget group in the vprof tree by name&lt;br /&gt;
vprof_generate_report                    : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_AI                 : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_AI_only            : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_budget             : cmd      :                  : Generate a report to the console ased on budget group.&lt;br /&gt;
vprof_generate_report_hierarchy          : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_map_load           : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_graph                              : 0        :                  : Draw the vprof graph.&lt;br /&gt;
vprof_graphheight                        : 256      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
vprof_graphwidth                         : 512      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
vprof_nextsibling                       : cmd      :                  : &lt;br /&gt;
vprof_off                                : cmd      :                  : Turn off VProf profiler&lt;br /&gt;
vprof_on                                 : cmd      :                  : Turn on VProf profiler&lt;br /&gt;
vprof_parent                             : cmd      :                  : &lt;br /&gt;
vprof_playback_average                   : cmd      :                  : Average the next N frames.&lt;br /&gt;
vprof_playback_start                     : cmd      :                  : Start playing back a recorded vprof file.&lt;br /&gt;
vprof_playback_step                      : cmd      :                  : While playing back a .vprof file, step to the next tick.&lt;br /&gt;
vprof_playback_stepback                  : cmd      :                  : While playing back a .vprof file, step to the previous tick.&lt;br /&gt;
vprof_playback_stop                      : cmd      :                  : Stop playing back a recorded .vprof file.&lt;br /&gt;
vprof_prevsibling                        : cmd      :                  : &lt;br /&gt;
vprof_record_start                       : cmd     :                  : Start recording vprof data for playback later.&lt;br /&gt;
vprof_record_stop                        : cmd      :                  : Stop recording vprof data&lt;br /&gt;
vprof_remote_start                       : cmd      :                  : Request a VProf data stream from the remote server (requires authentication)&lt;br /&gt;
vprof_remote_stop                        : cmd      :                  : Stop an existing remote VProf data request&lt;br /&gt;
vprof_reset                              : cmd      :                  : eset the stats in VProf profiler&lt;br /&gt;
vprof_reset_peaks                        : cmd      :                  : Reset just the peak time in VProf profiler&lt;br /&gt;
vprof_scope                              : 0        :                  : Set a specific scope to start showing vprof tree&lt;br /&gt;
vprof_scope_entity_gamephys              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
vprof_scope_entity_thinks                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
vprof_unaccounted_limit                  : 0        : , &amp;quot;a&amp;quot;            : number of millisecods that a node must exceed to turn red in the vprof panel&lt;br /&gt;
vprof_verbose                            : 1        : , &amp;quot;a&amp;quot;            : Set to one to show average and peak times&lt;br /&gt;
vprof_vtune_group                        : cmd      :                  : enable vtune for a particular vprof group ('disable' to disable)&lt;br /&gt;
vprof_warningmsec                        : 10       : , &amp;quot;a&amp;quot;            : Above this many milliseconds render the label red to indicate slow code.&lt;br /&gt;
vtune                                    : cmd      :                 : Controls VTune's sampling.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
113 convars/concommands for [v]&lt;br /&gt;
&lt;br /&gt;
] cvarlist w&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wc_air_edit_further                      : cmd      :                  : When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location further away from play&lt;br /&gt;
wc_air_edit_nearer                       : cmd      :                  : When in WC edit mode and editing air nodes,  moves position of ir node crosshair and placement location nearer to from player&lt;br /&gt;
wc_air_node_edit                         : cmd      :                  : When in WC edit mode, toggles laying down or air nodes instead of ground nodes&lt;br /&gt;
wc_create                                : cmd      :                  : When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select&lt;br /&gt;
wc_destroy                               : cmd      :                  : When in WC edit mode, estroys the node that the player is nearest to looking at.  (The node will be highlighted by a red box).&lt;br /&gt;
wc_destroy_undo                          : cmd      :                  : When in WC edit mode restores the last deleted node&lt;br /&gt;
wc_link_edit                             : cmd      :                  : &lt;br /&gt;
weapon_showproficiency                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
writeid                                  : cmd      :                  : Writes a list of permanently-banned user IDs to banned_user.fg.&lt;br /&gt;
writeip                                  : cmd      :                  : Save the ban list to banned_ip.cfg.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 10 convars/concommands for [w]&lt;br /&gt;
&lt;br /&gt;
] cvarlist x&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
x360_audio_english                       : 0        : , &amp;quot;cl&amp;quot;           : Keeps track of whether we're forcing english in a localized language.&lt;br /&gt;
x360_resolution_height                   : 480      : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value oes nothing&lt;br /&gt;
x360_resolution_interlaced               : 0        : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
x360_resolution_widescreen_mode          : 0        : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
x360_resolution_width                    : 640      : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
xbox_autothrottle                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xbox_stering_deadzone                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
xbox_throttlebias                        : 100      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xbox_throttlespoof                       : 200      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xc_crouch_debounce                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
xc_crouch_range                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Percentarge [1..0] of joystick range to allow ducking within&lt;br /&gt;
xc_uncrouch_on_jump                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Uncrouch when jum occurs&lt;br /&gt;
xc_use_crouch_limiter                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Use the crouch limiting logic on the controller&lt;br /&gt;
xload                                    : cmd      :                  : Load a saved game from a 360 storage device.&lt;br /&gt;
xlook                                    : cmd      :                  : &lt;br /&gt;
xmove                                    : cmd      :                  : &lt;br /&gt;
xsave                                    : cmd      :                  : Saves current game to a 360 storage device.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 17 convars/concommands for [x]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist z&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
zombie_ambushdist                        : 16000    : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_basemax                           : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_basemin                           : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_changemax                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zmbie_changemin                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_decaymax                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_decaymin                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_moanfreq                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_stepfreq                          : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zoom_sensitivity_ratio                   : 1        : , &amp;quot;cl&amp;quot;           : Additional mouse sensitivity scale factor applied when FOV is zoomed i.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 10 convars/concommands for [z]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Talk:OC_Console_Command_List&amp;diff=1645</id>
		<title>Talk:OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Talk:OC_Console_Command_List&amp;diff=1645"/>
				<updated>2014-04-14T19:27:44Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: Created page with &amp;quot;CVAR list got from the mod by using cvarlist and dumping the output into files (14/04/2014). Needs to be clear from any hl2/any other game cvar before putting it into the page:  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CVAR list got from the mod by using cvarlist and dumping the output into files (14/04/2014). Needs to be clear from any hl2/any other game cvar before putting it into the page:&lt;br /&gt;
&lt;br /&gt;
] cvarlist a&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
addip                                    : cmd      :                  : Add an IP address to the ban list.&lt;br /&gt;
adsp_alley_min                           : 122      :                  : &lt;br /&gt;
adsp_courtyard_min                       : 126      :                  : &lt;br /&gt;
adsp_debug                               : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
adsp_dor_height                         : 112      :                  : &lt;br /&gt;
adsp_duct_min                            : 106      :                  : &lt;br /&gt;
adsp_hall_min                            : 110      :                  : &lt;br /&gt;
adsp_low_ceiling                         : 108      :                  : &lt;br /&gt;
adsp_opencourtyard_min                   : 126      :                  : &lt;br /&gt;
adsp_openspace_min                       : 130      :                  : &lt;br /&gt;
adsp_openstreet_min                      : 118      :                  : &lt;br /&gt;
asp_openwall_min                        : 130      :                  : &lt;br /&gt;
adsp_room_min                            : 102      :                  : &lt;br /&gt;
adsp_street_min                          : 118      :                  : &lt;br /&gt;
adsp_tunnel_min                          : 114      :                  : &lt;br /&gt;
adsp_wall_height                         : 128      :                  : &lt;br /&gt;
advisor_use_impact_table                 : 1        : , &amp;quot;sv&amp;quot;           : If true, advisor will use her custom impact damage table.&lt;br /&gt;
ai_actbusy_sarch_time                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_ally_manager_debug                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_auto_contact_solver                   : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_block_damage                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_citizen_debug_commander               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_clear_bad_links                       : cmd      :                  : Clears bits set on nav links indicating link is unusable &lt;br /&gt;
ai_debug_actbusy                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2:&lt;br /&gt;
ai_debug_assault                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_avoidancebounds                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_directnavprobe                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_doors                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_dyninteractions                : 0        : , &amp;quot;sv&amp;quot;           : Debug the NPC dynamic interaction system.&lt;br /&gt;
ai_debug_efficiency                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_enemies                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_enemyfinders                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_eventresponses                  : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them.&lt;br /&gt;
ai_debug_expressions                     : 0       : , &amp;quot;sv&amp;quot;           : Show random expression decisions for NPCs.&lt;br /&gt;
ai_debug_follow                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_loners                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_looktargets                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_los                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l&lt;br /&gt;
ai_debug_nav                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_node_connect                    : cmd      :                  : Debug the attempted connection between two nodes&lt;br /&gt;
ai_debug_ragdoll_magnets                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_readiness                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_shoot_positions                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
ai_debug_speech                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_squads                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debug_think_ticks                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_debugscriptconditions                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_default_efficient                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_disable                               : cmd      :                  : Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to t&lt;br /&gt;
ai_drawbattlelines                       : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ai_drop_hint                             : cmd      :                  : Drop an ai_hint at the player's current eye position.&lt;br /&gt;
ai_dump_hints                            : cmd      :                  : &lt;br /&gt;
ai_ef_hate_npc_duration                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_ef_hate_npc_frequency                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_efficiency_override                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_enable_fear_behavior                  : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
ai_expression_frametime                  : 0        : , &amp;quot;sv&amp;quot;           : Maximum frametime to still play background expressions.&lt;br /&gt;
ai_expression_optimization               : 0        : , &amp;quot;sv&amp;quot;           : Disable npc background expressions when you can't see them.&lt;br /&gt;
ai_fear_player_dist                      : 720      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_find_lateral_cover                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_find_lateral_los                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_flinch_delay_time                    : 0        : , &amp;quot;sv&amp;quot;           : When an npc is damaged they flinch, this is the delay time between flinches.&lt;br /&gt;
ai_follow_move_commands                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_follow_use_points                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_follow_use_points_when_moving         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_force_serverside_ragdoll              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_frametime_limit                       : 50       : , &amp;quot;sv&amp;quot;           : frametime limt for min efficiency AIE_NORMAL (in sec's).&lt;br /&gt;
ai_hull                                  : cmd      :                  : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used  Arguments: NPC name or classname, &lt;br /&gt;
ai_inhibit_spawners                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ai_lead_time                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_LOS_mode                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_moveprobe_debug                       : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_moveprobe_jump_debug                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_moveprobe_usetracelist                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_navigator_generate_spikes             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_navigator_generate_spikes_strength    : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_new_aiming                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_newgroundturret                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_next_hull                            : cmd      :                  : Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are &lt;br /&gt;
ai_no_local_paths                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_node_cache                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_select_box                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_steer                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_no_talk_delay                         : 0        :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_nodes                                 : cmd      :                  : Toggles node display.  First call displays the nodes for the given network as green objects.  Second call  displays the nodes a&lt;br /&gt;
ai_norebuildgraph                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_adjust_speed_on_immediate_turns  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_insert_pause_at_est_end          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_path_insert_pause_at_obstruction      : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
ai_post_frame_navigation                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_radial_max_link_dist                  : 512      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_reaction_delay_alert                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_reaction_delay_idle                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_readiness_decay                       : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_rebalance_thinks                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_report_task_timings_on_limit          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;v&amp;quot;      : &lt;br /&gt;
ai_resume                                : cmd      :                  : If NPC is stepping through tasks (see ai_step ) will resume normal processing.&lt;br /&gt;
ai_sequence_debug                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_set_move_height_epsilon               : cmd      :                  : Set how high AI bumps up ground walkers when checking steps&lt;br /&gt;
ai_setupbones_debug                      : 0        : , &amp;quot;sv&amp;quot;           : Shows that bones that are setup every think&lt;br /&gt;
ai_shot_bias                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_shot_bias_max                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_shot_bias_min                         : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
ai_shot_stats                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_shot_stats_term                       : 1000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_connect                          : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Huls are color code as follows:  Gre&lt;br /&gt;
ai_show_connect_fly                      : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre&lt;br /&gt;
ai_show_connect_jump                     : cmd      :                  : Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:  Gre&lt;br /&gt;
ai_show_graph_connect                    : cmd      :                  : Togles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by &lt;br /&gt;
ai_show_grid                             : cmd      :                  : Draw a grid on the floor where looking.&lt;br /&gt;
ai_show_hints                            : cmd      :                  : Displays all hints as small boxes  Blue  - hint is available for use  Red  - hint is currently being used by an NPC  Orange  - &lt;br /&gt;
ai_show_hull                             : cmd      :                  :Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:  Green  - &lt;br /&gt;
ai_show_hull_attacks                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_node                             : cmd      :                  : Highlight the specified node&lt;br /&gt;
ai_show_think_tolerance                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_show_visibility                       : cmd      :                  : Toggles visibility display for the node that the player is loking at.  Nodes that are visible from the selected node will be d&lt;br /&gt;
ai_simulate_task_overtime                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_cone_focus_time                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_defocused_cone_multiplier      : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_spread_pattern_focus_time             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_step                                  : cmd      :                  : NPCs will freeze after completing their current task.  To complete the nexttask, use 'ai_step' again.  To resume processing no&lt;br /&gt;
ai_strong_optimizations                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_strong_optimizations_no_checkstand    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_task_pre_script                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_test_los                              : cmd      :                  : Test AI LOS from the player's POV&lt;br /&gt;
ai_test_moveprobe_ignoresmall            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_think_limit_label                     : 0        : , a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
ai_use_clipped_paths                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_efficiency                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_frame_think_limits                : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_readiness                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_think_optimizations               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_use_visibility_cache                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ai_vehicle_avoidance                     : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
ainet_generate_report                    : cmd      :                  : Generate a report to the console.&lt;br /&gt;
ainet_generate_report_only               : cmd      :                  : Generate a report to the console.&lt;br /&gt;
air_density                              : cmd      :                  : Changes the density of air for drag computations.&lt;br /&gt;
airboat_fatal_stress                     : 5000     : , &amp;quot;sv&amp;quot;           : Amount of stress in kg that would kill the airboat driver.&lt;br /&gt;
airboat_joy_respons_move                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
alias                                    : cmd      :                  : Alias a command.&lt;br /&gt;
alyx_darkness_force                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
anim_3wayblend                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Toggle the 3-way animation blending code.&lt;br /&gt;
antlion_easycrush                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
askconnect_accept                        : cmd      :                  : Accept a redirect requestby the server.&lt;br /&gt;
async_allow_held_files                   : 1        :                  : Allow AsyncBegin/EndRead()&lt;br /&gt;
async_mode                               : 0        :                  : Set the async filesystem mode (0 = async, 1 = synchronous)&lt;br /&gt;
async_resume                             : cmd      :                  : &lt;br /&gt;
async_serialize                          : 0        :                  : Force async reads to serialize for profiling&lt;br /&gt;
async_simulate_delay                     : 0        :                  :Simulate a delay of up to a set msec per file operation&lt;br /&gt;
async_suspend                            : cmd      :                  : &lt;br /&gt;
audit_save_in_memory                     : cmd      :                  : Audit the memory usage and files in the save-to-memory system&lt;br /&gt;
autoaim_max_deflect                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autoaim_max_dist                         : 2160     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autoaim_unlock_target                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
autosave                                : cmd      :                  : Autosave&lt;br /&gt;
autosavedangerous                        : cmd      :                  : AutoSaveDangerous&lt;br /&gt;
autosavedangerousissafe                  : cmd      :                  : &lt;br /&gt;
--------------&lt;br /&gt;
157 convars/concommands for [a]&lt;br /&gt;
&lt;br /&gt;
] cvarlist b&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
banid                                    : cmd      :                  : Add a user ID to the ban list.&lt;br /&gt;
banip                                    : cmd      :                 : Add an IP address to the ban list.&lt;br /&gt;
bench_end                                : cmd      :                  : Ends gathering of info.&lt;br /&gt;
bench_showstatsdialog                    : cmd      :                  : Shows a dialog displaying the most recent benchmark results.&lt;br /&gt;
bench_start                              : cmd      :                  : Starts gathering of info. Arguments: filename to write results into&lt;br /&gt;
bench_upload                             : cmd      :                  : Uploads most reent benchmark stats to the Valve servers.&lt;br /&gt;
benchframe                               : cmd      :                  : Takes a snapshot of a particular frame in a time demo.&lt;br /&gt;
bind                                     : cmd      :                  : Bind a key.&lt;br /&gt;
binds_per_command                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
BindToggle                               : cmd      :                  : Performs a bind &amp;lt;key&amp;gt; 'increment var &amp;lt;cvar&amp;gt; 0 1 1'&lt;br /&gt;
birds_debug                              : 0        : , &amp;quot;s&amp;quot;           : &lt;br /&gt;
blink_duration                           : 0        : , &amp;quot;cl&amp;quot;           : How many seconds an eye blink will last.&lt;br /&gt;
blob_batchpercent                        : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_element_speed                       : 187      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_mindist                             : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_numelements                         : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
blob_radius                              : 160      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bloodspray                              : cmd      :                  : blood&lt;br /&gt;
bot                                      : cmd      :                  : Add a bot.&lt;br /&gt;
bot_add                                  : cmd      :                  : Add a bot.&lt;br /&gt;
bot_attack                               : 0        : , &amp;quot;sv&amp;quot;           : Shoot!&lt;br /&gt;
bot_changeclass                          : 0        : , &amp;quot;sv&amp;quot;           : Force all bots to change to the specified class.&lt;br /&gt;
bot_crouch                               : 0        : , &amp;quot;sv&amp;quot;           : Bo crouches&lt;br /&gt;
bot_defend                               : 0        : , &amp;quot;sv&amp;quot;           : Set to a team number, and that team will all keep their combat shields raised.&lt;br /&gt;
bot_flipout                              : 0        : , &amp;quot;sv&amp;quot;           : When on, all bots fire their guns.&lt;br /&gt;
bot_forceattack2                         : 0        : , &amp;quot;sv&amp;quot;           : When firing, use attack2.&lt;br /&gt;
bot_forceattackon                        : 0        : , &amp;quot;sv&amp;quot;           : When firing, don't tap fire, hold it down.&lt;br /&gt;
bot_forcefireweapon                     : 0        : , &amp;quot;sv&amp;quot;           : Force bots with the specified weapon to fire.&lt;br /&gt;
bot_mimic                                : 1        : , &amp;quot;sv&amp;quot;           : Bot uses usercmd of player by index.&lt;br /&gt;
bot_mimic_yaw_offset                     : 0        : , &amp;quot;sv&amp;quot;           : Offsets the bot yaw.&lt;br /&gt;
bot_model                                : 0        : , &amp;quot;sv&amp;quot;           : Bot player model.&lt;br /&gt;
bot_sendcmd                              : 0        : , &amp;quot;sv&amp;quot;           : Forces bots to send the specified command.&lt;br /&gt;
bot_zombe                               : 0        : , &amp;quot;sv&amp;quot;           : Brraaaaaiiiins.&lt;br /&gt;
box                                      : cmd      :                  : Draw a debug box.&lt;br /&gt;
breakable_disable_gib_limit              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
breakable_multiplayer                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
buddha                                   : cmd      :                  : Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)&lt;br /&gt;
budget_averages_window                  : 30       : , &amp;quot;a&amp;quot;            : number of frames to look at when figuring out average frametimes&lt;br /&gt;
budget_background_alpha                  : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
budget_bargraph_background_alpha         : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
budget_bargraph_range_ms                 : 16       : , &amp;quot;a&amp;quot;            : budget bargraph range in milliseconds&lt;br /&gt;
budget_history_numsamplesvisible         : 100      : , &amp;quot;a&amp;quot;            : number ofsamples to draw in the budget history window.  The lower the better as far as rendering overhead of the budget panel&lt;br /&gt;
budget_history_range_ms                  : 66       : , &amp;quot;a&amp;quot;            : budget history range in milliseconds&lt;br /&gt;
budget_panel_bottom_of_history_fraction  : 0        : , &amp;quot;a&amp;quot;            : number between 0 and 1&lt;br /&gt;
budget_panel_height                      : 1024     : , &amp;quot;a&amp;quot;            : height in pixels of the budget panel&lt;br /&gt;
budget_panel_width                       : 1024     : , &amp;quot;a&amp;quot;            : widthin pixels of the budget panel&lt;br /&gt;
budget_panel_x                           : 0        : , &amp;quot;a&amp;quot;            : number of pixels from the left side of the game screen to draw the budget panel&lt;br /&gt;
budget_panel_y                           : 50       : , &amp;quot;a&amp;quot;            : number of pixels from the top side of the game screen to draw the budget panel&lt;br /&gt;
budget_peaks_window                      : 30       : , &amp;quot;a&amp;quot;            : number of frames to look at when figuring out peak frametimes&lt;br /&gt;
budget_show_averages                      0        : , &amp;quot;a&amp;quot;            : enable/disable averages in the budget panel&lt;br /&gt;
budget_show_history                      : 1        : , &amp;quot;a&amp;quot;            : turn history graph off and on. . good to turn off on low end&lt;br /&gt;
budget_show_peaks                        : 1        : , &amp;quot;a&amp;quot;            : enable/disable peaks in the budget panel&lt;br /&gt;
budget_toggle_group                      : cmd      :                  : Turn a budget group on/off&lt;br /&gt;
bug                                      : cmd      :                  : Show/hide the bg reporting UI.&lt;br /&gt;
bug_swap                                 : cmd      :                  : Automatically swaps the current weapon for the bug bait and back again.&lt;br /&gt;
bugbait_distract_time                    : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_grenade_radius                   : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_hear_radius                      : 2500     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugbait_radius                           : 512      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
bugreporter_includebsp                   : 1        :                 : Include .bsp for internal bug submissions.&lt;br /&gt;
bugreporter_uploadasync                  : 0        : , &amp;quot;a&amp;quot;            : Upload attachments asynchronously&lt;br /&gt;
buildcubemaps                            : cmd      :                  : Rebuild cubemaps.&lt;br /&gt;
building_cubemaps                        : 0        :                  : &lt;br /&gt;
bulletspeed                              : 6000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
--------------&lt;br /&gt;
 64 convars/concommands for [b]&lt;br /&gt;
&lt;br /&gt;
] cvarlist c&lt;br /&gt;
var list&lt;br /&gt;
--------------&lt;br /&gt;
c_maxdistance                            : 200      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_maxpitch                               : 90       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_maxyaw                                 : 135      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_mindistance                            : 30       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_minpitch                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_minyaw                                 : -135     : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_orthoheight                            : 00      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
c_orthowidth                             : 100      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cache_print                              : cmd      :                  : cache_print [section] Print out contents of cache memory.&lt;br /&gt;
cache_print_lru                          : cmd      :                  : cache_print_lru [section] Print out contents of cache memory.&lt;br /&gt;
cache_print_summary                      : cmd      :                  : cache_print_summary [section] Print out a summary contents of cache emory.&lt;br /&gt;
CallForAttention                         : cmd      :                  : Notify players of a nearby threat&lt;br /&gt;
CallForMedic                             : cmd      :                  : Call for a medic.&lt;br /&gt;
cam_collision                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.&lt;br /&gt;
cam_command                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cam_idealdelta                           :         : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Controls the speed when matching offset to ideal angles in thirdperson view&lt;br /&gt;
cam_idealdist                            : 150      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_ideallag                             : 4        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Amount of lag used when matching offset to ideal angles in thirdperson view&lt;br /&gt;
cam_idealpitch                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_idealyaw                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cam_showangles                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.&lt;br /&gt;
cam_snapto                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
camortho                                 : cmd      :                  : Switch to orthographic camera.&lt;br /&gt;
cancelselect                             : cmd      :                  : &lt;br /&gt;
cast_hull                                : cmd      :                  : Tests hull collision detection&lt;br /&gt;
cast_ray                                : cmd      :                  : Tests collision detection&lt;br /&gt;
cc_captiontrace                          : 1        : , &amp;quot;cl&amp;quot;           : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)&lt;br /&gt;
cc_emit                                  : cmd      :                  : Emits a closed caption&lt;br /&gt;
cc_findsound                             : cmd      :                  : Searches for soundname which emits specified text.&lt;br /&gt;
cc_flush                                 : cmd      :                  : Flushes async'd aptions.&lt;br /&gt;
cc_lang                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Current close caption language (emtpy = use game UI language)&lt;br /&gt;
cc_linger_time                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Close caption linger time.&lt;br /&gt;
cc_minvisibleitems                       : 1        : , &amp;quot;cl&amp;quot;           : Minimum number of caption items to show.&lt;br /&gt;
cc_predisplay_time                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Close caption delay before showing caption.&lt;br /&gt;
cc_random                               : cmd      :                  : Emits a random caption&lt;br /&gt;
cc_sentencecaptionnorepeat               : 4        : , &amp;quot;cl&amp;quot;           : How often a sentence can repeat.&lt;br /&gt;
cc_showblocks                            : cmd      :                  : Toggles showing which blocks are pending/loaded async.&lt;br /&gt;
cc_smallfontlength                       : 300      : , &amp;quot;cl&amp;quot;           : If text stream is this long, force usage of small font size.&lt;br /&gt;
cc_subtitles                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : If set, dont show sound effect captions, just voice overs (i.e., won't help hearing impaired players).&lt;br /&gt;
centerview                               : cmd      :                  : &lt;br /&gt;
ch_createairboat                         : cmd      :                  : Spawn airboat in front of the player.&lt;br /&gt;
ch_createjalopy                          : cmd      :                  : Spawn jalopy in front of the player.&lt;br /&gt;
ch_createjeep                            : cmd      :                  : Spawn jeep in front of the player.&lt;br /&gt;
changelevel                             : cmd      :                  : Change server to the specified map&lt;br /&gt;
changelevel2                             : cmd      :                  : Transition to the specified map in single player&lt;br /&gt;
cl_allowdownload                         : 1        : , &amp;quot;a&amp;quot;            : Client downloads customization files&lt;br /&gt;
cl_allowupload                           : 1        : , &amp;quot;a&amp;quot;            : Client uploads customization files&lt;br /&gt;
cl_anglespeedkey                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_aniationinfo                         : cmd      :                  : Hud element to examine.&lt;br /&gt;
cl_autowepswitch                         : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Automatically switch to picked up weapons (if more powerful)&lt;br /&gt;
cl_backspeed                             : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_bob                                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_bobcycle                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_bobup                                 : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
cl_chatfilters                           : 31       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Stores the chat filter settings &lt;br /&gt;
cl_class                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default class when joining a game&lt;br /&gt;
cl_clearhinthistory                      : cmd      :                  : Clear memory of client side hints displayed to the player.&lt;br /&gt;
cl_clock_correction                      : 1        : , &amp;quot;cheat&amp;quot;        : Enable/disable clock correction on the client.&lt;br /&gt;
cl_clock_correction_adjustment_mx_amount : 200      : , &amp;quot;cheat&amp;quot;        : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount &lt;br /&gt;
cl_clock_correction_adjustment_max_offset : 90       : , &amp;quot;cheat&amp;quot;        : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply&lt;br /&gt;
cl_clock_correction_adjustment_min_offset : 10       : , &amp;quot;cheat&amp;quot;        : If the clock offset is less than this amount (in milliseconds), thn no clock correction is applied.&lt;br /&gt;
cl_clock_correction_force_server_tick    : 999      : , &amp;quot;cheat&amp;quot;        : Force clock correction to match the server tick + this offset (-999 disables it).&lt;br /&gt;
cl_clock_showdebuginfo                   : 0        : , &amp;quot;cheat&amp;quot;        : Show debugging info about the clock drift. &lt;br /&gt;
cl_clockdrift_max_ms                     : 150      : , &amp;quot;cheat&amp;quot;        : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.&lt;br /&gt;
cl_clockdrift_max_msthreadmode          : 0        : , &amp;quot;cheat&amp;quot;        : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.&lt;br /&gt;
cl_cmdrate                               : 100      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Max number of command packets sent to server per second&lt;br /&gt;
cl_customsounds                          : 0        : , &amp;quot;cl&amp;quot;           : Enable customized player sound playback&lt;br /&gt;
cl_debugrumble                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Turn on rumble debugging spew&lt;br /&gt;
cldefaultweapon                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default Spawn Weapon&lt;br /&gt;
cl_demoviewoverride                      : 0        : , &amp;quot;cl&amp;quot;           : Override view during demo playback&lt;br /&gt;
cl_detail_avoid_force                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : force with which to avoid players ( in units, percentage of the width of the detail sprite )&lt;br /&gt;
cl_detail_avoid_radius                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : radius around detail sprite to avoid players&lt;br /&gt;
cl_detail_avoid_recover_seed            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : how fast to recover position after avoiding players&lt;br /&gt;
cl_detail_max_sway                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Amplitude of the detail prop sway&lt;br /&gt;
cl_detail_multiplier                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : extra details to create&lt;br /&gt;
cl_detaildist                            : 1200     :                  : Distance at which detail props are no longer visible&lt;br /&gt;
cl_detailfade                            : 400      :                  : Distance cross which detail props fade in&lt;br /&gt;
cl_downloadfilter                        : 0        : , &amp;quot;a&amp;quot;            : Determines which files can be downloaded from the server (all, none, nosounds)&lt;br /&gt;
cl_draw_airboat_wake                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_drawhud                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable the rendering of the hud&lt;br /&gt;
cl_drawleaf                              : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_drawmaterial                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : raw a particular material over the frame&lt;br /&gt;
cl_drawmonitors                          : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_drawshadowtexture                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_dropselecteditem                      : cmd      :                  : Drop the currently selected object from My Items&lt;br /&gt;
cl_dump_particle_stats                   : cmd      :                  : dump particle profiling info to particle_profile.csv&lt;br /&gt;
cl_ejectbrass                            : 1        :                  : &lt;br /&gt;
l_ent_absbox                            : cmd      :                  : Displays the client's absbox for the entity under the crosshair.&lt;br /&gt;
cl_ent_bbox                              : cmd      :                  : Displays the client's bounding box for the entity under the crosshair.&lt;br /&gt;
cl_ent_rbox                              : cmd      :                  : Displays the client's render box for the entity under the crosshair.&lt;br /&gt;
cl_entityreport                          : 0        : , &amp;quot;cheat&amp;quot;        : For debugging, raw entity states to console&lt;br /&gt;
cl_extrapolate                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable extrapolation if interpolation history runs out.&lt;br /&gt;
cl_extrapolate_amount                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Set how many seconds the client will extrapolate entities for.&lt;br /&gt;
cl_fastdetailsprites                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : whether to use new detail sprite system&lt;br /&gt;
cl_fasttempentcollision                  : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_find_ent                             : cmd      :                  : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent &amp;lt;substring&amp;gt; &lt;br /&gt;
cl_find_ent_index                        : cmd      :                  : Display data for clientside entity matching specified index. Format: cl_find_ent_index &amp;lt;index&amp;gt; &lt;br /&gt;
cl_flashlightbeams                       : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_flushentitypacket                     : 0        : , &amp;quot;cheat&amp;quot;        : For debugging. Force theengine to flush an entity packet.&lt;br /&gt;
cl_forcepreload                          : 0        : , &amp;quot;a&amp;quot;            : Whether we should force preloading.&lt;br /&gt;
cl_forwardspeed                          : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_fullupdate                            : cmd      :                  : Forces the server to send a full update packet&lt;br /&gt;
cl_hidesniperlaser                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Disable the sniper laser for the local player's viewmodel.&lt;br /&gt;
cl_hydra_interp                          :0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Interpolate hydra bone positions starting this many seconds in past&lt;br /&gt;
cl_idealpitchscale                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_ignorepackets                         : 0        : , &amp;quot;cheat&amp;quot;        : Force client to ignore packets (for debugging).&lt;br /&gt;
cl_interp                                : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Sets the interpolation amount (bounded on low side by server interp ratio settings).&lt;br /&gt;
cl_interp_all                            : 0        : , &amp;quot;cl&amp;quot;          : Disable interpolation list optimizations.&lt;br /&gt;
cl_interp_npcs                           : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)&lt;br /&gt;
cl_interp_ratio                          : 2        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).&lt;br /&gt;
cl_interp_threadmodeticks                : 0        : , &amp;quot;cl&amp;quot;           : Additional interpolation ticks to use when interpolating with threade engine mode set.&lt;br /&gt;
cl_ironsight_test_wpn_offset             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Tests weapon ironsight offsets&lt;br /&gt;
cl_ironsight_test_wpn_offset_x           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_offset_y           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_offset_z           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_ori_offset_x       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wpn_ori_offset_y       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ironsight_test_wn_ori_offset_z       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_jiggle_bone_debug                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_jiggle_bone_debug_pitch_constraints   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_jiggle_bone_debug_yaw_constraints     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Display physics-based 'jiggle bone' debugging information&lt;br /&gt;
cl_lagcomp_errorcheck                    : 0        : , &amp;quot;cl&amp;quot;          : Player index of other player to check for position errors.&lt;br /&gt;
cl_lagcompensation                       : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform server side lag compensation of weapon firing events.&lt;br /&gt;
cl_language                              : 0        : , &amp;quot;user&amp;quot;         : Language (from HKCU\Software\Valve\Steam\Language)&lt;br /&gt;
cl_leveloverview                         : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_leveloverviewmarker                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_localnetworkbackdoor                 : 1        :                  : Enable network optimizations for single player games.&lt;br /&gt;
cl_logofile                              : 0        : , &amp;quot;a&amp;quot;            : Spraypoint logo decal.&lt;br /&gt;
cl_maxrenderable_dist                    : 3000     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Max distance from the camera at which things will be rendered&lt;br /&gt;
cl_mouseenable                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_mouselook                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Set to 1 to use mouse for look, 0 for keyboad look. Cannot be set while connected to a server.&lt;br /&gt;
cl_new_impact_effects                    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_npc_speedmod_intime                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_npc_speedmod_outtime                  : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_observercrosshair                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
cl_overdraw_test                         : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;numeric&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
cl_panelanimation                        : cmd      :                  : Shows pnel animation variables: &amp;lt;panelname | blank for all panels&amp;gt;.&lt;br /&gt;
cl_particle_batch_mode                   : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_particle_max_count                    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_particle_retire_cost                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_particleeffect_aabb_buffer            : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft&lt;br /&gt;
cl_particles_dump_effects               : cmd      :                  : &lt;br /&gt;
cl_particles_show_bbox                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_pclass                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Dump entity by prediction classname.&lt;br /&gt;
cl_pdump                                 : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Dump info about this entity to screen.&lt;br /&gt;
cl_phys_props_enable                     : 1        : , &amp;quot;cl&amp;quot;           : Disable clientside physics props (must be set before loading a level).&lt;br /&gt;
cl_phys_props_max                       : 300      : , &amp;quot;cl&amp;quot;           : Maximum clientside physic props&lt;br /&gt;
cl_phys_props_respawndist                : 1500     : , &amp;quot;cl&amp;quot;           : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.&lt;br /&gt;
cl_phys_props_respawnrate                : 60       : , &amp;quot;cl&amp;quot;           : Time, in seconds, between clientside prop respawns.&lt;br /&gt;
cl_phys_timescale                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Sets the scale of time for client-side physics (ragdolls)&lt;br /&gt;
cl_pitcdown                             : 89       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_pitchspeed                            : 225      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_pitchup                               : 89       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_playback_screenshots                  : 0        :                  : Allows the client to playback screenshot and jpeg commands in demos.&lt;br /&gt;
cl_playermodel                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;server_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Default Player Model&lt;br /&gt;
cl_playerspraydisable                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Disable player sprays.&lt;br /&gt;
cl_precacheinfo                          : cmd      :                  : Show precache info (client).&lt;br /&gt;
cl_pred_optimize                         : 2        : , &amp;quot;cl&amp;quot;           : Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)&lt;br /&gt;
cl_pred_track                            : cmd      :                  : &amp;lt;entindex&amp;gt; &amp;lt;fieldname&amp;gt;:  Track changes to entity index entindex, for field feldname.&lt;br /&gt;
cl_predict                               : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform client side prediction.&lt;br /&gt;
cl_predictionlist                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Show which entities are predicting &lt;br /&gt;
cl_predictweapons                        : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : Perform client side prediction of weapon effects.&lt;br /&gt;
cl_ragdoll_collide                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_removedecals                          : cmd      :                  : Remove the decals rom the entity under the crosshair.&lt;br /&gt;
cl_resend                                : 6        :                  : Delay in seconds before the client will resend the 'connect' attempt&lt;br /&gt;
cl_resetcustomammo                       : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Reset Client Custom Ammos&lt;br /&gt;
cl_restrict_server_commands              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : blocks commands comming from the server&lt;br /&gt;
cl_righthand                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Use right-handed view models.&lt;br /&gt;
cl_rumblescale                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Scale sensitivity of rumble effects (0 to 1.0)&lt;br /&gt;
cl_screenshotname                        : 0        :                  : Custom Screenshot name&lt;br /&gt;
cl_SetupAllBones                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_shadowtextureoverlaysize              : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_show_splashes                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_ShowBoneSetupEnts                     : 0        : , &amp;quot;cl&amp;quot;           : Show which entitiesare having their bones setup each frame.&lt;br /&gt;
cl_showdemooverlay                       : 0        :                  : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)&lt;br /&gt;
cl_showents                              : cmd      :                  : Dump entity list to console.&lt;br /&gt;
cl_showerror                             : 0        : , &amp;quot;cl&amp;quot;           : Show prediction errors, 2 for above plus detailed field deltas.&lt;br /&gt;
cl_showevents                            : 0        : , &amp;quot;cheat&amp;quot;       : Print event firing info in the console&lt;br /&gt;
cl_showfps                               : 0        : , &amp;quot;cl&amp;quot;           : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)&lt;br /&gt;
cl_showhelp                              : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Set to 0 to not show on-screen help&lt;br /&gt;
cl_showpausedimage                       : 1        : , &amp;quot;cl&amp;quot;           : Show the 'Paused' image when game is paused.&lt;br /&gt;
cl_showpluginmessages                    : 1        : , &amp;quot;a&amp;quot;            : Allow plugins to display messagesto you&lt;br /&gt;
cl_showpos                               : 0        : , &amp;quot;cl&amp;quot;           : Draw current position at top of screen&lt;br /&gt;
cl_ShowSunVectors                        : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_showtextmsg                           : 1        : , &amp;quot;cl&amp;quot;           : Enable/disable text messages printing on the screen.&lt;br /&gt;
cl_sidespeed                             : 450      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_smooth                                : 1        : , &amp;quot;cl&amp;quot;           : Smooth view/eye origin after prediction error&lt;br /&gt;
cl_smoothtime                            : 0        : , &amp;quot;cl&amp;quot;           : Smooth client's view after prediction error over this many seconds&lt;br /&gt;
cl_soundemitter_flush                    : cmd      :                  : Flushes the sounds.txt system (client only)&lt;br /&gt;
cl_soundfile                             : 0        : , &amp;quot;a&amp;quot;            : Jingle sound file.&lt;br /&gt;
cl_soundlist_dump                        : cmd      :                  : Dumps the soundemitter sound list&lt;br /&gt;
cl_soundscape_flush                      : cmd      :                 : Flushes the client side soundscapes&lt;br /&gt;
cl_soundscape_printdebuginfo             : cmd      :                  : print soundscapes&lt;br /&gt;
cl_spec_mode                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;server_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : spectator mode&lt;br /&gt;
cl_spewscriptintro                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
cl_sporeclipdistance                     : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_starfield_diameter                    : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_starfield_distance                   : 256      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_sun_decay_rate                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_team                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Default team when joining a game&lt;br /&gt;
cl_threaded_bone_setup                   : 0        : , &amp;quot;cl&amp;quot;           : Enable parallel processing of C_BaseAnimating::SetupBones()&lt;br /&gt;
cl_threaded_client_leaf_system           : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_timeout                               : 30       : , &amp;quot;a&amp;quot;            : After his many seconds without receiving a packet from the server, the client will disconnect itself&lt;br /&gt;
cl_toggleitemmenu                        : cmd      :                  : Show/hide my items menu&lt;br /&gt;
cl_updaterate                            : 100      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Number of packets per second of updates you are requesting from the server&lt;br /&gt;
cl_upspeed                               : 320      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_usecustomcolors                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Use Custom Player Colrs?&lt;br /&gt;
cl_view                                  : cmd      :                  : Set the view entity index.&lt;br /&gt;
cl_voice_filter                          : 0        :                  : Filter voice by name substring&lt;br /&gt;
cl_winddir                               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Weather effects wind direction angle&lt;br /&gt;
cl_windspeed                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Weather effects wind speed scalar&lt;br /&gt;
cl_wpn_sway_interp                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
cl_wpn_sway_cale                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
cl_yawspeed                              : 210      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
clear                                    : cmd      :                  : Clear all console output.&lt;br /&gt;
clear_debug_overlays                     : cmd      :                  : clears debug overlays&lt;br /&gt;
clientport                               : 27005    :                  : Host game client port&lt;br /&gt;
closecaption                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Enable close cptioning.&lt;br /&gt;
cmd                                      : cmd      :                  : Forward command to server.&lt;br /&gt;
collision_shake_amp                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_shake_freq                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_shake_time                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
collision_test                           : cmd      :                  : Tests collision system&lt;br /&gt;
colorcorrectionui                        : cmd      :                  : Show/hide he color correction tools UI.&lt;br /&gt;
combine_guard_spawn_health               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
combine_spawn_health                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
commentary                               : 0        : , &amp;quot;sv&amp;quot;           : Desired commentary mode state.&lt;br /&gt;
commentary_available                     : 0        : , &amp;quot;sv&amp;quot;           : Automatically set by the game when a commentary file is available for the current map.&lt;br /&gt;
commentary_cvarsnotchanging              : cmd      :                 : &lt;br /&gt;
commentary_finishnode                    : cmd      :                  : &lt;br /&gt;
commentary_firstrun                      : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
commentary_showmodelviewer               : cmd      :                  : Display the commentary model viewer. Usage: commentary_showmodelviewer &amp;lt;model name&amp;gt; &amp;lt;optional attached model name&amp;gt;&lt;br /&gt;
commentary_testfirstrun                  : cmd      :                  : &lt;br /&gt;
con_drawnotify                           : 1        :                  : Disables drawing of notiication area (for taking screenshots).&lt;br /&gt;
con_enable                               : 0        : , &amp;quot;a&amp;quot;            : Allows the console to be activated.&lt;br /&gt;
con_filter_enable                        : 0        :                  : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot&lt;br /&gt;
con_filter_text                          : 0        :                  : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.&lt;br /&gt;
con_filer_text_out                      : 0        :                  : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.&lt;br /&gt;
con_logfile                              : 0        :                  : Console output gets written to this file&lt;br /&gt;
con_notifytime                           : 8        :                  : How long to display recent console text to the upper part of the game window&lt;br /&gt;
con_nprint_bgalpha                       : 50       :                  : Con_NPrint backgroun alpha.&lt;br /&gt;
con_nprint_bgborder                      : 5        :                  : Con_NPrint border size.&lt;br /&gt;
con_timestamp                            : 0        :                  : Prefix console.log entries with timestamps&lt;br /&gt;
con_trace                                : 0        :                  : Print console text to low level printout.&lt;br /&gt;
condump                                  : cmd      :                  : dump the text currently in the console to condumpXX.log&lt;br /&gt;
connect                                  : cmd     :                  : Connect to specified server.&lt;br /&gt;
contimes                                 : 8        :                  : Number of console lines to overlay for debugging.&lt;br /&gt;
coop                                     : 0        : , &amp;quot;nf&amp;quot;           : Cooperative play.&lt;br /&gt;
create_flashlight                        : cmd      :                  : &lt;br /&gt;
CreateHairball                           : cmd      :                  : &lt;br /&gt;
creditsdone                              : cmd      :                  : &lt;br /&gt;
crosshair                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
curve_bias                               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
cvarlist                                 : cmd      :                  : Show the list of convars/concommands.&lt;br /&gt;
--------------&lt;br /&gt;
254 convars/concommands for [c]&lt;br /&gt;
&lt;br /&gt;
] cvarlist d&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
darkness_ignore_LOS_to_sources           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
datacachesize                            : 32       :                  : Size in MB.&lt;br /&gt;
dbghist_addline                          : cmd      :                  : Add a line to the debug history. Format: &amp;lt;category id&amp;gt; &amp;lt;line&amp;gt;&lt;br /&gt;
dbghist_dump                             : cmd      :                  : ump the debug history to the console. Format: &amp;lt;category id&amp;gt;     Categories:      0: Entity I/O      1: AI Decisions      2: Sc&lt;br /&gt;
deathmatch                               : 1        : , &amp;quot;nf&amp;quot;           : Running a deathmatch server.&lt;br /&gt;
debug_materialmodifycontrol              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
debug_materialmodifycontrol_client       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
debug_merchant_list                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
debug_physimpact                         : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
debug_touchlinks                         : 0        : , &amp;quot;sv&amp;quot;           : Spew touch link activity&lt;br /&gt;
debugsystemui                            : cmd      :                  : Show/hide the debug system UI.&lt;br /&gt;
decalfrequency                           : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
default_fov                              : 75       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
demo_avellimit                           : 2000     :                  : Angular velocity limit before eyes considered snapped for demo playback.&lt;br /&gt;
deo_debug                               : 0        :                  : Demo debug info.&lt;br /&gt;
demo_fastforwardfinalspeed               : 20       :                  : Go this fast when starting to hold FF button.&lt;br /&gt;
demo_fastforwardramptime                 : 5        :                  : How many seconds it takes to get to full FF speed.&lt;br /&gt;
demo_fastforwardstartspeed               : 2        :                  : Go this fast when starting to hold FF button.&lt;br /&gt;
demo_gototick                            : cmd      :                 : Skips to a tick in demo.&lt;br /&gt;
demo_interplimit                         : 4000     :                  : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.&lt;br /&gt;
demo_interpolateview                     : 1        :                  : Do view interpolation during dem playback.&lt;br /&gt;
demo_legacy_rollback                     : 1        :                  : Use legacy view interpolation rollback amount in demo playback.&lt;br /&gt;
demo_pause                               : cmd     :                  : Pauses demo playback.&lt;br /&gt;
demo_pauseatservertick                   : 0        :                  : Pauses demo playback at server tick&lt;br /&gt;
demo_quitafterplayback                   : 0        :                  : Quits game after demo playback.&lt;br /&gt;
demo_recordcommands                      : 1        : , &amp;quot;cheat&amp;quot;        : Record commands typed at console into .dem files.&lt;br /&gt;
demo_resume                              : cmd      :                  : Resumes demo playback.&lt;br /&gt;
demo_timescale                          : cmd      :                  : Sets demo replay speed.&lt;br /&gt;
demo_togglepause                         : cmd      :                  : Toggles demo playback.&lt;br /&gt;
demolist                                 : cmd      :                  : Print demo sequence list.&lt;br /&gt;
demos                                    : cmd      :                  : Demo demo file sequence.&lt;br /&gt;
demoui                                   : cmd      :                  : Show/hide the demo player UI.&lt;br /&gt;
demoui2                                  : cmd                        : Show/hide the advanced demo player UI (demoui2).&lt;br /&gt;
developer                                : 0        :                  : Set developer message level&lt;br /&gt;
devshots_nextmap                         : cmd      :                  : Used by the devshots system to go to the next map in the devshots maplist.&lt;br /&gt;
devshots_screenshot                      : cmd      :                  : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command insead.&lt;br /&gt;
differences                              : cmd      :                  : Show all convars which are not at their default values.&lt;br /&gt;
disconnect                               : cmd      :                  : Disconnect game from server.&lt;br /&gt;
disp_dynamic                             : 0        :                  : &lt;br /&gt;
dispcoll_drawplane                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
displaysoundlist                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
dlight_debug                             : cmd      :                 : Creates a dlight in front of the player&lt;br /&gt;
dog_debug                                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
dog_max_wait_time                        : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
drawcross                                : cmd      :                  : Draws a cross at the given location  Arguments: x y z&lt;br /&gt;
drawline                                 : cmd      :                  : Draws line between two 3D Points.  Green if no collision  Red is collides with something  Arguments: x1 1 z1 x2 y2 z2&lt;br /&gt;
drop                                     : cmd      :                  : Drop Active Weapon&lt;br /&gt;
dropammo                                 : cmd      :                  : Opens ammo drop window.&lt;br /&gt;
dropprimary                              : cmd      :                  : dropprimary: Drops the primary weapon of the player.&lt;br /&gt;
dsp_automatic                            : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_db_min                               : 80       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_db_mixdrop                          : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_dist_max                             : 1440     : , &amp;quot;cheat&amp;quot;, &amp;quot;demo&amp;quot; : &lt;br /&gt;
dsp_dist_min                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;demo&amp;quot; : &lt;br /&gt;
dsp_enhance_stereo                       : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
dsp_facingaway                           : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_mix_max                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_mix_min                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_off                                 : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
dsp_player                               : 0        : , &amp;quot;demo&amp;quot;, &amp;quot;server_can_execute&amp;quot; : &lt;br /&gt;
dsp_reload                               : cmd      :                  : &lt;br /&gt;
dsp_room                                 : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_slow_cpu                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;demo&amp;quot;    : &lt;br /&gt;
dsp_spatial                              : 40       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_speaker                              : 50       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vo_2ch                              : 1        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vol_4ch                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_vol_5ch                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dsp_volume                               : 2        : , &amp;quot;a&amp;quot;, &amp;quot;demo&amp;quot;    : &lt;br /&gt;
dsp_water                                : 14       : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
dt_ShowPartialChangeEnts                 : 0        :                  : (SP only) - show entities that were copied using small optimized lists (FL_DICT_PARTIAL_CHANGE).&lt;br /&gt;
dt_UsePartialChangeEnts                  : 1        :                  : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.&lt;br /&gt;
dti_flush                                : cmd      :                  : Write out the datatable instrumentation files (you must run with -dti for this to work).&lt;br /&gt;
dtwarning                                : 0        :                  : Print data table warnings?&lt;br /&gt;
dtwatchclass                             : 0        :                  : Watch all fields encodedwith this table.&lt;br /&gt;
dtwatchent                               : -1       :                  : Watch this entities data table encoding.&lt;br /&gt;
dtwatchvar                               : 0        :                  : Watch the named variable.&lt;br /&gt;
dump_changelevels                        : cmd      :                  : Dumps change level triggers and some information about them.&lt;br /&gt;
dump_edict_count                         : cmd      :                  : Current Edict Count&lt;br /&gt;
dump_edict_list                          : cmd      :                 : Current Edict List&lt;br /&gt;
dump_entity_sizes                        : cmd      :                  : Print sizeof(entclass)&lt;br /&gt;
dump_globals                             : cmd      :                  : Dump all global entities/states&lt;br /&gt;
dump_panels                              : cmd      :                  : Dump Panel Tree&lt;br /&gt;
dump_spawn_points                        : cmd      :                  : Dumps a list of spawnpoints and their information.&lt;br /&gt;
dump_x360_cfg                            : cmd      :                 : Dump X360 config files to disk&lt;br /&gt;
dump_x360_saves                          : cmd      :                  : Dump X360 save games to disk&lt;br /&gt;
dumpentityfactories                      : cmd      :                  : Lists all entity factory names.&lt;br /&gt;
dumpeventqueue                           : cmd      :                  : Dump the contents of the Entity I/O event queue to the console.&lt;br /&gt;
dumpgamestringtable                      : cmd      :                  : Dump the contents of the game string table to the cnsole.&lt;br /&gt;
dumpsavedir                              : cmd      :                  : List the contents of the save directory in memory&lt;br /&gt;
dumpstringtables                         : cmd      :                  : Print string tables to console.&lt;br /&gt;
dumpstringtables_new                     : cmd      :                  : Dumps the named string table, or list them if none&lt;br /&gt;
--------------&lt;br /&gt;
 92 convars/concommands for [d]&lt;br /&gt;
&lt;br /&gt;
] cvarlist e&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
echo                                     : cmd      :                 : Echo text to console.&lt;br /&gt;
editdemo                                 : cmd      :                  : Edit a recorded demo file (.dem ).&lt;br /&gt;
editor_toggle                            : cmd      :                  : Disables the simulation and returns focus to the editor&lt;br /&gt;
endmovie                                 : cmd      :                  : Stop recording movie frames.&lt;br /&gt;
english                                  : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : If set to 1, running the english language set of assets.&lt;br /&gt;
ent_absbox                              : cmd      :                  : Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar&lt;br /&gt;
ent_attachments                          : cmd      :                  : Displays the attachment points on an entity.  Arguments:    {entity_name} / {class_name} / no argument picks what player is loo&lt;br /&gt;
ent_autoaim                              : cmd      :                  : Displays the entity's autoaim radius.  Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at&lt;br /&gt;
ent_bbox                                 : cmd      :                  : Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlay&lt;br /&gt;
ent_cancelpendingentfires                : cmd      :                  : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.&lt;br /&gt;
ent_create                               : cmd      :                   Creates an entity of the given type where the player is looking.&lt;br /&gt;
ent_debugkeys                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
ent_dump                                 : cmd      :                  : Usage:    ent_dump &amp;lt;entity name&amp;gt; &lt;br /&gt;
ent_fire                                 : cmd      :                  : Usage:    ent_fire &amp;lt;target&amp;gt; [action] [value] [delay] &lt;br /&gt;
ent_info                                 : cmd      :                  : Usage:    ent_info &amp;lt;class name&amp;gt; &lt;br /&gt;
ent_keyvalue                            : cmd      :                  : Applies the comma delimited key=value pairs to the entity with the given Hammer ID.  Format: ent_keyvalue &amp;lt;entity id&amp;gt; &amp;lt;key1&amp;gt;=&amp;lt;v&lt;br /&gt;
ent_messages                             : cmd      :                  : Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any mes&lt;br /&gt;
ent_messages_draw                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Visualizes all entity input/output activity.&lt;br /&gt;
ent_name                                : cmd      :                  : &lt;br /&gt;
ent_orient                               : cmd      :                  : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt&lt;br /&gt;
ent_pause                                : cmd      :                  : Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any mess&lt;br /&gt;
ent_pivot                                : cmd      :                 : Displays the pivot for the given entity(ies).  (y=up=green, z=forward=blue, x=left=red).   Arguments:    {entity_name} / {class&lt;br /&gt;
ent_rbox                                 : cmd      :                  : Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar&lt;br /&gt;
ent_remove                               : cmd      :                  : Removes the given entity(s)  Arguments:    {entity_name} / {class_name} / no argument picks whatplayer is looking at &lt;br /&gt;
ent_remove_all                           : cmd      :                  : Removes all entities of the specified type  Arguments:    {entity_name} / {class_name} &lt;br /&gt;
ent_rotate                               : cmd      :                  : Rotates an entity by a specified # of degrees&lt;br /&gt;
ent_setname                              : cmd      :                  : Sets the targetname of the given entity(s)  Arguments:    {new entity name} {entity_name} / {class_name} / no argument picks wh&lt;br /&gt;
ent_showresponse_criteria               : cmd      :                  : Print, to the console, an entity's current criteria set used to select responses.  Arguments:    {entity_name} / {class_name} /&lt;br /&gt;
ent_step                                 : cmd      :                  : When 'ent_pause' is set this will step through one waiting input / output message at a time.&lt;br /&gt;
ent_teleport                             : cmd      :                  : Teleport the specified entity to where the player is looking.  Format: ent_teleprt &amp;lt;entity name&amp;gt;&lt;br /&gt;
ent_teleport_select                      : cmd      :                  : Entity to teleport, entity you are pointing at.&lt;br /&gt;
ent_teleport_selected                    : cmd      :                  : Once Entity is selected with ent_teleport_select, use this command to teleport the ent to where the player is looking.&lt;br /&gt;
ent_text                                 : cmd      :                  : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)  Argments:    {entity_&lt;br /&gt;
ent_viewoffset                           : cmd      :                  : Displays the eye position for the given entity(ies) in red.  Arguments:    {entity_name} / {class_name} / no argument picks wha&lt;br /&gt;
envmap                                   : cmd      :                  : &lt;br /&gt;
escape                                   : cmd      :                  : Escape key pressed.&lt;br /&gt;
exec                                     : cmd      :                  : Execute script file.&lt;br /&gt;
exit                                    : cmd      :                  : Exit the engine.&lt;br /&gt;
explode                                  : cmd      :                  : Kills the player with explosive damage&lt;br /&gt;
explodevector                            : cmd      :                  : Kills a player applying an explosive force. Usage: explodevector &amp;lt;player&amp;gt; &amp;lt;x value&amp;gt; &amp;lt;y value&amp;gt; &amp;lt;z value&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 40 convars/concommands for [e]&lt;br /&gt;
&lt;br /&gt;
] cvarlist f&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
fadein                                  : cmd      :                  : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.&lt;br /&gt;
fadeout                                  : cmd      :                  : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.&lt;br /&gt;
fast_fogvolume                           : 0        :                  : &lt;br /&gt;
filesystem_buffer_size                   : 0        :                  : Size of per file buffers. 0 fornone&lt;br /&gt;
find                                     : cmd      :                  : Find concommands with the specified string in their name/help text.&lt;br /&gt;
find_ent                                 : cmd      :                  : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent &amp;lt;substring&amp;gt; &lt;br /&gt;
find_ent_index                           : cmd      :                  : Display data for entity matching specified index. Format: find_ent_index &amp;lt;index&amp;gt; &lt;br /&gt;
findflags                               : cmd      :                  : Find concommands by flags.&lt;br /&gt;
fire_absorbrate                          : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmgbase                             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmginterval                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_dmgscale                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_extabsorb                           : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_extscale                            : 12       :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_growthrate                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_heatscale                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_incomingheatscale                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fire_maxabsorb                           : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
firetarget                               : cmd      :                  : &lt;br /&gt;
firstperson                              : cmd      :                  : Switch to firstperson camera.&lt;br /&gt;
fish_debug                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Show debug info for fish&lt;br /&gt;
fish_dormant                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Turns off interactive fish behavior. Fish become immobile and unresponsive.&lt;br /&gt;
flex_expression                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_looktime                            : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_maxawaytime                         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_maxplayertime                       : 7        : ,&amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_minawaytime                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_minplayertime                       : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flex_rules                               : 1        : , &amp;quot;cl&amp;quot;           : Allow flex animation rules to run.&lt;br /&gt;
flex_smooth                              : 1        : , &amp;quot;cl&amp;quot;           : Applies smoothing/decay curve to flex animation controller changes.&lt;br /&gt;
flex_talk                                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
flush                                   : cmd      :                  : Flush unlocked cache memory.&lt;br /&gt;
flush_locked                             : cmd      :                  : Flush unlocked and locked cache memory.&lt;br /&gt;
fog_color                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_colorskybox                          : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_enable                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_enable_water_fog                     : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
fog_enableskybox                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_end                                  : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_endskybox                            : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_maxdensity                           : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_maxdensityskybox                     : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_override                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_start                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
fog_startskybox                         : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
force_centerview                         : cmd      :                  : &lt;br /&gt;
fov                                      : cmd      :                  : Change players FOV&lt;br /&gt;
fps_max                                  : 300      :                  : Frame rate limiter, cannot be set while connected to a server.&lt;br /&gt;
free_pass_peek_debug                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
fs_convert                               : 1        :                  : Allow box 360 files to be generated at runtime&lt;br /&gt;
fs_monitor_read_from_pack                : 0        :                  : 0:Off, 1:Any, 2:Sync only&lt;br /&gt;
fs_printopenfiles                        : cmd      :                  : Show all files currently opened by the engine.&lt;br /&gt;
fs_report_sync_opens                     : 0        :                  : 0:Off, 1:Always, 2:Not during load&lt;br /&gt;
fs_warning_level                         : cmd      :                  : Set the filesystem warning level.&lt;br /&gt;
fs_warning_mode                         : 0        :                  : 0:Off, 1:Warn main thread, 2:Warn other threads&lt;br /&gt;
func_break_max_pieces                    : 15       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
func_break_reduction_factor              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_bullet                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_club                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
func_breakdmg_explosive                  : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
--------------&lt;br /&gt;
 60 convars/concommands for [f]&lt;br /&gt;
&lt;br /&gt;
] cvarlist g&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
g15_dumpplayer                           : cmd      :                  : Spew player data.&lt;br /&gt;
g15_reload                               : cmd      :                  : Reloads the Logitech G-15 Keyboard configs.&lt;br /&gt;
g15_update_msec                          : 250      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Logitech G-15 Keyboard update interval.&lt;br /&gt;
g_ai_citizen_show_enemy                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_antlion_cascade_push                   :         : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
g_antlion_maxgibs                        : 16       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
g_antlionguard_hemorrhage                : 1        : , &amp;quot;sv&amp;quot;           : If 1, guard will emit a bleeding particle effect when wounded.&lt;br /&gt;
g_cannon_damageandradius                 : 512      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_debug                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_max_traveltime                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_cannon_reloadtime                      : 3       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_angularsensor                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_antlion                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlion_worker                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlionguard                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_antlionmaker                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_basehelicopter                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_basescanner                      :         : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_combine_camera                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_constraint_sounds                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Enable debug printing about constraint sounds.&lt;br /&gt;
g_debug_cscanner                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_darkness                         : 0        : , &amp;quot;sv&amp;quot;           : Show darkness mode lightsources.&lt;br /&gt;
g_debug_defender                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_doors                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_dropship                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_dynamicresupplies                : 0        : , &amp;quot;sv&amp;quot;           : Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item&lt;br /&gt;
g_debug_gunship                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_headcrab                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_hopwire                          : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_hunter_charge                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_injured_follow                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_npc_vehicle_roles                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_physcannon                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
g_debug_ragdoll_removal                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
g_debug_ragdoll_visualize                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
g_debug_trackpather                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_transitions                      : 0        : , &amp;quot;sv&amp;quot;           : 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 &lt;br /&gt;
g_debug_turret                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_turret_ceiling                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_debug_vehiclebase                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehicledriver                    : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehicleexit                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vehiclesound                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_debug_vortigaunt_aim                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bomb_danger_radius          : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_bomb_enemy_distance : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_bomb_speed         : 850      : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be rom the chopper before it stops firing&lt;br /&gt;
g_helicopter_bullrush_bomb_time          : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_distance           : 5000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
g_helicopter_bullrush_mega_bomb_health   : 0        : , &amp;quot;sv&amp;quot;           : Fraction of the health of the chopper before it mega-bombs&lt;br /&gt;
g_helicopter_bullrush_shoot_height       : 650      : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be from the chopper before it stops firing&lt;br /&gt;
g_helicopter_chargetime                 : 2        : , &amp;quot;sv&amp;quot;           : How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires&lt;br /&gt;
g_helicopter_idletime                    : 3        : , &amp;quot;sv&amp;quot;           : How much time we have to wait (on average) after we fire before we can charge up again&lt;br /&gt;
g_helicopter_maxfiringdist               : 2500     : , &amp;quot;sv&amp;quot;           : The maximum distance the player can be from the chopper before it stops firing&lt;br /&gt;
g_jeepexitspeed                          : 100     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
g_Language                               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_ragdoll_fadespeed                      : 600      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
g_ragdoll_important_maxcount             : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_ragdoll_lvfadespeed                    : 100      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
g_ragdoll_maxcount                       : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
g_test_new_antlion_jump                  : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
gamemenucommand                          : cm      :                  : Issue game menu command.&lt;br /&gt;
gameui_activate                          : cmd      :                  : Shows the game UI&lt;br /&gt;
gameui_allowescape                       : cmd      :                  : Escape key allowed to hide game UI&lt;br /&gt;
gameui_allowescapetoshow                 : cmd      :                  : Escape key allowed to show game UI&lt;br /&gt;
gameui_hide                              : cmd      :                  : Hides the game UI&lt;br /&gt;
gameui_hide_dialog                       : cmd      :                 : asdf&lt;br /&gt;
gameui_preventescape                     : cmd      :                  : Escape key doesn't hide game UI&lt;br /&gt;
gameui_preventescapetoshow               : cmd      :                  : Escape key doesn't show game UI&lt;br /&gt;
gameui_show_dialog                       : cmd      :                  : Show an arbitrary Dialog.&lt;br /&gt;
gameui_xbox                              : 0        :                  : &lt;br /&gt;
getpos                                   : cmd      :                  : dump position and angles to the consolegive                                     : cmd      :                  : Give item to player.  Arguments: &amp;lt;item_name&amp;gt;&lt;br /&gt;
giveat                                   : cmd      :                  : Give item at Point.  Arguments: &amp;lt;item_name&amp;gt;&lt;br /&gt;
givecurrentammo                          : cmd      :                  : Give a supply of ammo for current weapon.. &lt;br /&gt;
givepoints                               : cmd      :                  : Give points cheat... &lt;br /&gt;
gl_clear                                 : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
gl_clear_randomcolor                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.&lt;br /&gt;
global_set                               : cmd      :                  : global_set &amp;lt;globalname&amp;gt; &amp;lt;state&amp;gt;: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).&lt;br /&gt;
god                                      : cmd      :                  : Toggle. Player becomes invulnerable.&lt;br /&gt;
groundlist                               : cmd      :                 : Display ground entity list &amp;lt;index&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
 81 convars/concommands for [g]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist h&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
hammer_update_entity                     : cmd      :                  : Updates the entity's position/angles when in edit mode&lt;br /&gt;
hammer_update_safe_entities              : cmd      :                  : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit&lt;br /&gt;
hearbeat                                : cmd      :                  : Force heartbeat of master servers&lt;br /&gt;
help                                     : cmd      :                  : Find help about a convar/concommand.&lt;br /&gt;
hgrunt_spawn_health                      : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hideconsole                              : cmd      :                  : Hide the console.&lt;br /&gt;
hidehud                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
hidepanel                                : cmd      :                 : Hides a viewport panel &amp;lt;name&amp;gt;&lt;br /&gt;
hl2_darkness_flashlight_factor           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_episodic                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
hl2_normspeed                            : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_sprintspeed                          : 320      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hl2_walkspeed                            : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hopwire_hopheight                        : 400      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_hits                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_kill_dist_h              : 300      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_strider_kill_dist_v              : 256      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_trap                             : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
hopwire_vortex                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
host_flush_threshold                     : 20       :                  : Memory threshold below which the host should flush caches between server instances&lt;br /&gt;
host_framrate                           : 0        :                  : Set to lock per-frame time elapse.&lt;br /&gt;
host_limitlocal                          : 0        :                  : Apply cl_cmdrate and cl_updaterate to loopback connection&lt;br /&gt;
host_map                                 : 0        :                  : Current map name.&lt;br /&gt;
host_profile                             : 0        :                  : &lt;br /&gt;
host_runofftime                          : cmd      :                  : Run off some time without rendering/updatingsounds &lt;br /&gt;
host_showcachemiss                       : 0        :                  : Print a debug message when the client or server cache is missed.&lt;br /&gt;
host_ShowIPCCallCount                    : 0        :                  : Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.&lt;br /&gt;
host_sleep                               : 0        : , &amp;quot;cheat&amp;quot;        : Force the host to sleep a certain number of milliseconds each frame.&lt;br /&gt;
host_speeds                               0        :                  : Show general system running times.&lt;br /&gt;
host_thread_mode                         : 0        :                  : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)&lt;br /&gt;
host_timescale                           : 1        : , &amp;quot;rep&amp;quot;          : Prescale the clock by this amount.&lt;br /&gt;
host_writeconfig                         : cmd      :                  : Store current settings to config.cfg (or specified .cfg file).&lt;br /&gt;
hostip                                   : 0        :                 : Host game server ip&lt;br /&gt;
hostname                                 : 0        :                  : Hostname for server.&lt;br /&gt;
hostport                                 : 27015    :                  : Host game server port&lt;br /&gt;
hud_airboathint_numentries               : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hud_autoaim_method                       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_autoaim_scale_icon                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_autoreloadscript                     : 0        : , &amp;quot;cl&amp;quot;          : Automatically reloads the animation script each time one is ran&lt;br /&gt;
hud_centerid                             : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_deathnotice_time                     : 6        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_draw_active_reticle                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_draw_fixed_reticle                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
hud_drawhistory_time                     : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_fastswitch                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;     : &lt;br /&gt;
hud_jeephint_numentries                  : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hud_magnetism                            : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_num_b                                : 255      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text blue amount&lt;br /&gt;
hud_num_g                                : 128      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text green amount&lt;br /&gt;
hud_num_r                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud number/text red amount&lt;br /&gt;
hud_quickinfo                            : 1        : ,&amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
hud_reloadscheme                         : cmd      :                  : Reloads hud layout and animation scripts.&lt;br /&gt;
hud_reticle_alpha_speed                  : 700      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_maxalpha                     : 255      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_minalpha                     : 125      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_reticle_scale                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_saytext_time                         : 12       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_showmptyweaponslots                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Shows slots for missing weapons when recieving weapons out of order&lt;br /&gt;
hud_showtargethealthinteger              : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Show target health using an integer instead of a percent.&lt;br /&gt;
hud_showtargetid                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
hud_tab2_b                               : 255      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab 2 blue amount&lt;br /&gt;
hud_tab2_g                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud ta 2 green amount&lt;br /&gt;
hud_tab2_r                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab 2 red amount&lt;br /&gt;
hud_tab_b                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab blue amount&lt;br /&gt;
hud_tab_g                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab green amount&lt;br /&gt;
hud_tab_r                                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Hud tab red amount&lt;br /&gt;
hud_takesshots                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Auto-save a scoreboard screenshot at the end of amap.&lt;br /&gt;
hunter_allow_dissolve                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_allow_nav_jump                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_min_delay                  : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_pct                        : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_charge_test                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_cheap_explosions                  : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
hunter_clamp_shots                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_disable_patrol                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_debug                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning                     : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning_cone                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_dodge_warning_width               : 180      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_first_flechette_delay             : 0        : , sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_delay                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_explode_delay           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_max_concurrent_volleys  : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_max_range               : 1200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_min_range               : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_speed                   : 2000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_test                    : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_end_max_delay    : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_end_min_delay    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_size             : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_start_max_delay  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_flechette_volley_start_min_delay  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_free_knowledge                    : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_attached_striderbusters      : 1       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters_delay    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_held_striderbusters_tolerance : 2000     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_thrown_striderbusters        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_hate_thrown_striderbusters_tolerance : 300      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_jostle_car_max_speed              : 600      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_jostle_car_min_speed             : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_melee_delay                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_plant_adjust_z                    : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_random_expressions                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_retreat_striderbusters            : 1        : , &amp;quot;sv&amp;quot;           : If true, the hunter will retreat when a buster is glued to him.&lt;br /&gt;
hunter_seek_thrown_striderbusters_tolerance : 400      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_shoot_flechette                  : cmd      :                  : Fires a hunter flechette where the player is looking.&lt;br /&gt;
hunter_show_weapon_los_condition         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_show_weapon_los_z                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_siege_frequency                   : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hunter_stand_still                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
hurtme                                   : cmd      :                  : Hurts the player.  Arguments: &amp;lt;health to lose&amp;gt;&lt;br /&gt;
hydrabend_delta                         : 50       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_bend_tension                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_goal_delta                         : 400      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_goal_tension                       : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_length                             : 100      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Length&lt;br /&gt;
hydra_momentum                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_egment_length                     : 30       : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_slack                              : 200      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
hydra_test                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Hydra Slack&lt;br /&gt;
--------------&lt;br /&gt;
122 convars/concommands for [h]&lt;br /&gt;
&lt;br /&gt;
] cvarlist i&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
impulse                                  : cmd      :                  : &lt;br /&gt;
in_usekeyboardsampletime                 : 1        : , &amp;quot;cl&amp;quot;          : Use keyboard sample time smoothing.&lt;br /&gt;
incrementvar                             : cmd      :                  : Increment specified convar value.&lt;br /&gt;
injured_help_plee_range                  : 256      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
inventory_store                          : cmd      :                  : Store currently held item in inventory&lt;br /&gt;
invnext                                  : cmd      :                  : &lt;br /&gt;
invprev                                  : cmd      :                  : &lt;br /&gt;
ip                                      : 0        :                  : Overrides IP for multihomed hosts&lt;br /&gt;
ironsight_toggle                         : cmd      :                  : Toggles ironsight mode for the current weapon&lt;br /&gt;
--------------&lt;br /&gt;
  9 convars/concommands for [i]&lt;br /&gt;
&lt;br /&gt;
] cvarlist j&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
jalopy_blocked_exit_max_speed            : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
jalopy_cargo_anim_time                   : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
jalopy_radar_test_ent                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
joy_accel_filter                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_accelmax                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_accelscale                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advanced                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisr                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisu                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisv                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisx                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisy                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_advaxisz                             : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_autoaimdampen                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : How much to scale user stick input when the gun is pointing at a valid target.&lt;br /&gt;
joy_autoaimdampenrange                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : The stick range here autoaim dampening is applied. 0 = off&lt;br /&gt;
joy_autosprint                           : 0        : , &amp;quot;cl&amp;quot;           : Automatically sprint when moving with an analog joystick&lt;br /&gt;
joy_axisbutton_threshold                 : 0        : , &amp;quot;a&amp;quot;            : Analog axis range before a button press is registered.&lt;br /&gt;
joy_diagonalpov                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : POV manipulator operates on diagonal axes, too.&lt;br /&gt;
joy_display_input                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_forwardsenstivity                   : -1       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_forwardthreshold                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_inverty                              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Whether to invert the Y axis of the joystick for looking.&lt;br /&gt;
joy_inverty_default                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_lowend                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_lowmap                               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_movement_stick                      : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Which stick controls movement (0 is left stick)&lt;br /&gt;
joy_movement_stick_default               : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_name                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_pegged                               : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_pitchsensitivity                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_pitchsensitivity_default             : -1       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_pitchthreshold                       : 0       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_response_look                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion&lt;br /&gt;
joy_response_move                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity&lt;br /&gt;
joy_response_move_vehicle                : 6        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_sidesensitivity                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : joy_sidethreshold                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_vehicle_turn_lowend                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_vehicle_turn_lowmap                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_virtual_peg                          : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_wingmanwarrior_centerhack            : 0        : , &amp;quot;a&amp;quot;            : Wingman warrior centering hack.&lt;br /&gt;
joy_wingmanwarrior_turnhack              : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Wingman warrior hack related to turn xes.&lt;br /&gt;
joy_xcontroller_cfg_loaded               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : If 0, the 360controller.cfg file will be executed on startup &amp;amp; option changes.&lt;br /&gt;
joy_xcontroller_found                    : 0        :                  : Automatically set to 1 if an xcontroller has been detected.&lt;br /&gt;
joy_yawsensitivity                       : -1       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
joy_yawsensitivity_default               : -1       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
joy_yawthreshold                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : joyadvancedupdate                        : cmd      :                  : &lt;br /&gt;
joystick                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
jpeg                                     : cmd      :                  : Take a jpeg screenshot:  jpeg &amp;lt;filename&amp;gt; &amp;lt;quality 1-100&amp;gt;.&lt;br /&gt;
jpeg_quality                             : 90       :                  : jpeg screenshot quality.&lt;br /&gt;
--------------&lt;br /&gt;
 51 convars/concommands for [j]&lt;br /&gt;
&lt;br /&gt;
] cvarlist k&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
kdtre_test                              : cmd      :                  : Tests spatial partition for entities queries.&lt;br /&gt;
key_findbinding                          : cmd      :                  : Find key bound to specified command string.&lt;br /&gt;
key_listboundkeys                        : cmd      :                  : List bound keys with bindings.&lt;br /&gt;
key_updatelayout                         : cmd      :                  : Updates game keyboard layout to current windows keyboard setting.&lt;br /&gt;
kick                                    : cmd      :                  : Kick a player by name.&lt;br /&gt;
kickid                                   : cmd      :                  : Kick a player by userid or uniqueid, with a message.&lt;br /&gt;
kill                                     : cmd      :                  : Kills the player with generic damage&lt;br /&gt;
killserver                               : cmd      :                  : Shutdown the server.&lt;br /&gt;
killvector                               : cmd      :                  : Kills a player applying force. Usage: killvector &amp;lt;payer&amp;gt; &amp;lt;x value&amp;gt; &amp;lt;y value&amp;gt; &amp;lt;z value&amp;gt;&lt;br /&gt;
--------------&lt;br /&gt;
  9 convars/concommands for [k]&lt;br /&gt;
&lt;br /&gt;
] cvarlist l&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
lastinv                                  : cmd      :                  : &lt;br /&gt;
light_crosshair                          : cmd      :                  : Show texture color at crosshair&lt;br /&gt;
lightcache_maxmiss                       : 2        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
lightprobe                               : cmd      :                  : Samples the lightingenvironment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material&lt;br /&gt;
linefile                                 : cmd      :                  : Parses map leak data from .lin file&lt;br /&gt;
listdemo                                 : cmd      :                  : List demo file contents.&lt;br /&gt;
listid                                   : cmd      :                  : Lists banned users.&lt;br /&gt;
listip                                   : cmd      :                  : List IP addresses on the ban lit.&lt;br /&gt;
listmodels                               : cmd      :                  : List loaded models.&lt;br /&gt;
listRecentNPCSpeech                      : cmd      :                  : Displays a list of the last 5 lines of speech from NPCs.&lt;br /&gt;
load                                     : cmd      :                  : Load a saved game.&lt;br /&gt;
loadcommentary                           : cmd      :                  : &lt;br /&gt;
locate_players                           : cmd      :                  : Show the location of all other players&lt;br /&gt;
lod_TrasitionDist                       : 800      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
log                                      : cmd      :                  : Enables logging to file, console, and udp &amp;lt; on | off &amp;gt;.&lt;br /&gt;
logaddress_add                           : cmd      :                  : Set address and port for remote host &amp;lt;ip:port&amp;gt;.&lt;br /&gt;
logaddress_del                           : cmd      :                  : Remove address and port for remote host &amp;lt;ip:port&amp;gt;.&lt;br /&gt;
logaddress_delall                        : cmd      :                   Remove all udp addresses being logged to&lt;br /&gt;
logaddress_list                          : cmd      :                  : List all addresses currently being used by logaddress.&lt;br /&gt;
lookspring                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
lookstrafe                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
lservercfgfile                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
--------------&lt;br /&gt;
 22 convars/concommands for [l]&lt;br /&gt;
&lt;br /&gt;
] cvarlist m&lt;br /&gt;
cvar list&lt;br /&gt;
-------------&lt;br /&gt;
m_customaccel                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( raw&lt;br /&gt;
m_customaccel_exponent                   : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse move is raised to this power before being scaled by scale factor.&lt;br /&gt;
m_customaccel_max                        : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Max mouse move scale factor, 0 for no limit&lt;br /&gt;
m_customaccel_scale                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Custom mouse acceleration value.&lt;br /&gt;
m_filter                                 : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse filtering (set this to 1 to average the mouse over 2 frames).&lt;br /&gt;
m_forward                                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse forward factor.&lt;br /&gt;
m_mouseaccel1                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Windows mouse acceleration initial threshold (2x movement).&lt;br /&gt;
m_mouseaccel2                            : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Winows mouse acceleration secondary threshold (4x movement).&lt;br /&gt;
m_mousespeed                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Windows mouse speed factor (range 1 to 20).&lt;br /&gt;
m_pitch                                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse pitch factor.&lt;br /&gt;
m_side                                   : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse side factor.&lt;br /&gt;
m_yaw                                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse yaw factor.&lt;br /&gt;
map                                      : cmd      :                 : Start playing on specified map.&lt;br /&gt;
map_background                           : cmd      :                  : Runs a map as the background to the main menu.&lt;br /&gt;
map_commentary                           : cmd      :                  : Start playing, with commentary, on a specified map.&lt;br /&gt;
map_edit                                 : cmd      :                  : &lt;br /&gt;
map_noareas                              : 0        :                  : Disable area to area connection testing.&lt;br /&gt;
mapcyclefile                            : 0        : , &amp;quot;sv&amp;quot;           : Name of the .txt file used to cycle the maps on multiplayer servers &lt;br /&gt;
maps                                     : cmd      :                  : Displays list of maps.&lt;br /&gt;
mat_aaquality                            : 0        :                  : &lt;br /&gt;
mat_accelerate_adjust_exposure_down      : 3        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_alphacoverage                        : 1        :                  : &lt;br /&gt;
mat_antialias                            : 8        :                  : &lt;br /&gt;
mat_autoexpoure_max                     : 2        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_autoexposure_min                     : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bloom_scalefactor_scalar             : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bloomamount_rate                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_bloomscale                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_bufferprimitives                     : 1        :                  : &lt;br /&gt;
mat_bumpbasis                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_bupmap                              : 1        :                  : &lt;br /&gt;
mat_camerarendertargetoverlaysize        : 128      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_clipz                                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_colcorrection_disableentities        : 0        :                  : Disable map color-correction entities&lt;br /&gt;
mat_colorcorrection                      : 1        :                  : &lt;br /&gt;
mat_compressedtextures                   : 1        :                  : &lt;br /&gt;
mat_configcurrent                       : cmd      :                  : show the current video control panel config for the material system&lt;br /&gt;
mat_crosshair                            : cmd      :                  : Display the name of the material under the crosshair&lt;br /&gt;
mat_crosshair_edit                       : cmd      :                  : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor&lt;br /&gt;
mat_crosshair_explorer                   : cmd      :                  : open the material under the crosshair in explorr and highlight the vmt file&lt;br /&gt;
mat_crosshair_printmaterial              : cmd      :                  : print the material under the crosshair&lt;br /&gt;
mat_crosshair_reloadmaterial             : cmd      :                  : reload the material under the crosshair&lt;br /&gt;
mat_debug                                : cmd      :                  : Activates debugging spew for a specific material.&lt;br /&gt;
mat_debug_autoexposure                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debug_bloom                          : 0        : , &amp;quot;chet&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debug_postprocessing_effects         : 0        : , &amp;quot;cl&amp;quot;           : 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen&lt;br /&gt;
mat_debug_process_halfscreen             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_debugalttab                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_debugdepth                           : 0        :                  : &lt;br /&gt;
mat_debugdepthmode                       : 0        :                  : &lt;br /&gt;
mt_debugdepthval                        : 128      :                  : &lt;br /&gt;
mat_debugdepthvalmax                     : 256      :                  : &lt;br /&gt;
mat_depthbias_decal                      : -262144  : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_depthbias_normal                     : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_depthbias_shadowmap                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_diffuse                              : 1        :                  : &lt;br /&gt;
mat_disable_bloom                        : 0        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
mat_disable_fancy_blending               : 0        :                  : &lt;br /&gt;
mat_disable_lightwarp                    : 0        :                  : &lt;br /&gt;
mat_disable_ps_patch                     : 0        :                  : &lt;br /&gt;
mat_disablehwmorph                       : 0        :                  : Disables HW morphing for particular mods&lt;br /&gt;
mat_drawflat                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_drawTexture                          : 0        : , &amp;quot;cl&amp;quot;           : Enable debug view textur&lt;br /&gt;
mat_drawTextureScale                     : 1        : , &amp;quot;cl&amp;quot;           : Debug view texture scale&lt;br /&gt;
mat_drawTitleSafe                        : 0        : , &amp;quot;cl&amp;quot;           : Enable title safe overlay&lt;br /&gt;
mat_drawwater                            : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_dxlevel                              : 95       :                  : &lt;br /&gt;
mat_dynamic_tonemapping                  : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_edit                                 : cmd      :                  : Bring up the materal under the crosshair in the editor&lt;br /&gt;
mat_envmapsize                           : 128      :                  : &lt;br /&gt;
mat_envmaptgasize                        : 32       :                  : &lt;br /&gt;
mat_excludetextures                      : 0        :                  : &lt;br /&gt;
mat_exposure_center_region_x             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_x_flashlight  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_y             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_exposure_center_region_y_fashlight  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_fastnobump                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_fastspecular                         : 1        :                  : Enable/Disable specularity for visual testing.  Will not reload materials and will not affect perf.&lt;br /&gt;
mat_fillrate                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_filterlightmaps                      : 1        :                  : &lt;br /&gt;
mat_filtertextures                       : 1        :                  : mat_force_bloom                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_force_ps_patch                       : 0        :                  : &lt;br /&gt;
mat_force_tonemap_scale                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_forceaniso                           : 16       :                  : &lt;br /&gt;
mat_forcedynamic                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_forcehardwaresync                    : 1        :                  : &lt;br /&gt;
mat_forcemanagedtextureintohardware      : 0        :                 : &lt;br /&gt;
mat_frame_sync_enable                    : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_frame_sync_force_texture             : 0        : , &amp;quot;cheat&amp;quot;        : Force frame syncing to lock a managed texture.&lt;br /&gt;
mat_framebuffercopyoverlaysize           : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_fullbright                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_hdr_enabled                          : cmd      :                  : Report if HDR is enabled for debugging&lt;br /&gt;
mat_hdr_level                            : 2       :                  : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.&lt;br /&gt;
mat_hdr_manual_tonemap_rate              : 1        :                  : &lt;br /&gt;
mat_hdr_tonemapscale                     : 1        : , &amp;quot;cheat&amp;quot;        : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.&lt;br /&gt;
mat_hdr_uncapexposure                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_hsv                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_info                                : cmd      :                  : Shows material system info&lt;br /&gt;
mat_leafvis                              : 0        : , &amp;quot;cheat&amp;quot;        : Draw wireframe of current leaf&lt;br /&gt;
mat_levelflush                           : 1        :                  : &lt;br /&gt;
mat_lightmap_pfms                        : 0        :                  : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.&lt;br /&gt;
mat_loadtextures                         : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_luxels                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_max_worldmesh_vertices               : 65536    :                  : &lt;br /&gt;
mat_maxframelatency                      : 1        :                  : &lt;br /&gt;
mat_measurefillrate                      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_mipmaptextures                       : 1        :                  : &lt;br /&gt;
mat_monitorgamma                         : 2        :                  : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)&lt;br /&gt;
mat_monitorgamma_tv_enabled             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
mat_monitorgamma_tv_exp                  : 2        :                  : &lt;br /&gt;
mat_monitorgamma_tv_range_max            : 255      :                  : &lt;br /&gt;
mat_monitorgamma_tv_range_min            : 16       :                  : &lt;br /&gt;
mat_morphstats                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_motion_blur_enabled                  : 1        :                  : &lt;br /&gt;
mat_motion_blur_falling_intensity        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_falling_max             : 20       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_falling_min              : 10       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_forward_enabled          : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_percent_of_screen_max    : 4        :                  : &lt;br /&gt;
mat_motion_blur_rotation_intensity       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_motion_blur_strength                 : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_non_hdr_bloom_scalefactor            : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_norendering                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_normalmaps                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_normals                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_parallaxmap                          : 0        :                  : &lt;br /&gt;
mat_picmip                               : -1       :                  : &lt;br /&gt;
mat_postprocess_x                        : 4        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_postprocess_y                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_postprocessing_cobine               : 1        : , &amp;quot;cl&amp;quot;           : Combine bloom, software anti-aliasing and color correction into one post-processing pass&lt;br /&gt;
mat_proxy                                : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_queue_mode                           : -1       :                  : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued&lt;br /&gt;
mat_reducefillrate                       : 0        :                  : &lt;br /&gt;
mat_reloadallmaterials                  : cmd      :                  : Reloads all materials&lt;br /&gt;
mat_reloadmaterial                       : cmd      :                  : Reloads a single material&lt;br /&gt;
mat_reloadtextures                       : cmd      :                  : Reloads all textures&lt;br /&gt;
mat_report_queue_status                  : 0        :                  : &lt;br /&gt;
mat_reporthwmorphmemory                  : cmd      :                  : Reports the amount of size in bytes taken up by hardware morph textures.&lt;br /&gt;
mat_reversedepth                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_savechanges                          : cmd      :                  : saves current video configuration to the registry&lt;br /&gt;
mat_setvideomode                         : cmd      :                  : sets the width, height, windowed state of the material system&lt;br /&gt;
mat_shadowstate                          : 1        :                  : &lt;br /&gt;
mat_show_ab_hdr                          : 0        :                  : &lt;br /&gt;
mat_show_ab_hdr_hudelement               : 0        : , &amp;quot;c&amp;quot;           : HDR Demo HUD Element toggle.&lt;br /&gt;
mat_show_histogram                       : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_show_texture_memory_usage            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;numeric&amp;quot; : Display the texture memory usage on the HUD.&lt;br /&gt;
mat_showcamerarendertarget               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_showenvmapmask                       : 0        :                  : &lt;br /&gt;
mat_showframebuffertexture               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_showlightmappage                     : -1      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_showlowresimage                      : 0        :                  : &lt;br /&gt;
mat_showmaterials                        : cmd      :                  : Show materials.&lt;br /&gt;
mat_showmaterialsverbose                 : cmd      :                  : Show materials (verbose version).&lt;br /&gt;
mat_showmiplevels                        : 0        : , &amp;quot;cheat&amp;quot;        : color-code miplevels 2: normalmaps, 1: everything else&lt;br /&gt;
mat_showtextures                         : cmd      :                  : Show used texture.&lt;br /&gt;
mat_showwatertextures                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_slopescaledepthbias_decal            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_slopescaledepthbias_normal           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_slopescaledepthbias_shadowmap        : 16       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_software_aa_blur_one_pixel_lines     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)&lt;br /&gt;
mat_software_aa_debug                    : 0        : , &amp;quot;l&amp;quot;           : Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0-&amp;gt;black, 1-&amp;gt;red, 2-&amp;gt;green, 3-&amp;gt;blue), (2 - show anti-a&lt;br /&gt;
mat_software_aa_edge_threshold           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more &lt;br /&gt;
mat_software_aa_quality                  : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)&lt;br /&gt;
mat_software_aa_strength                : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o&lt;br /&gt;
mat_software_aa_strength_vgui            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.&lt;br /&gt;
mat_software_aa_tap_offset               : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 -  lower value will make the im&lt;br /&gt;
mat_softwarelighting                     : 0        :                  : &lt;br /&gt;
mat_softwareskin                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_specular                             : 1        :                  : Enable/Disable specularity for perf testing.  Will cause a material reload upon change.&lt;br /&gt;
mat_spewvertexandpixelshaders            : cmd      :                  : Print all vertex and pixel shaders currently loaded to the console&lt;br /&gt;
mat_stub                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_supportflashlight                    : 1        :                  : 0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported&lt;br /&gt;
mat_suppress                             : cmd      :                  : Supress a material from drawing&lt;br /&gt;
mat_surfaceid                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_surfacemat                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_texture_limit                        : -1      : , &amp;quot;numeric&amp;quot;      : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying&lt;br /&gt;
mat_texture_list                         : 0        :                  : For debugging, show a list of used textures per frame&lt;br /&gt;
mat_texture_list_all                     : 0        : , &amp;quot;numeric&amp;quot;      : If this is nonzero, then the texture list panel will show all currently-loaded textures.&lt;br /&gt;
mat_texture_list_txlod                   : cmd      :                 : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution&lt;br /&gt;
mat_texture_list_txlod_sync              : cmd      :                  : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files&lt;br /&gt;
mat_texture_list_view                    : 1        : , &amp;quot;numeric&amp;quot;      : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.&lt;br /&gt;
mat_tonemap_algorithm                    : 1        : , &amp;quot;cheat&amp;quot;         0 = Original Algorithm 1 = New Algorithm&lt;br /&gt;
mat_tonemap_min_avglum                   : 3        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemap_percent_bright_pixels        : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemap_percent_target               : 60       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
mat_tonemapping_occlusion_use_stencil    : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_trilinear                            : 0        :                  : &lt;br /&gt;
mat_use_compressed_hdr_textures          : 1        :                  : &lt;br /&gt;
mat_viewportscale                       : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Scale down the main viewport (to reduce GPU impact on CPU profiling)&lt;br /&gt;
mat_vsync                                : 0        :                  : Force sync to vertical retrace&lt;br /&gt;
mat_wateroverlaysize                     : 128      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
mat_wireframe                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
mat_yuv                                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
matchmakingport                          : 27025    :                 : Host Matchmaking port&lt;br /&gt;
maxplayers                               : cmd      :                  : Change the maximum number of players allowed on this server.&lt;br /&gt;
mem_compact                              : cmd      :                  : &lt;br /&gt;
mem_dump                                 : cmd      :                  : Dump memory stats to text file.&lt;br /&gt;
mem_dumpstats                            : 0        :                  : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) &lt;br /&gt;
em_dumpvballocs                         : cmd      :                  : Dump VB memory allocation stats.&lt;br /&gt;
mem_eat                                  : cmd      :                  : &lt;br /&gt;
mem_force_flush                          : 0        :                  : Force cache flush of unlocked resources on every alloc&lt;br /&gt;
mem_max_heapsize                         : 256      :                  : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)&lt;br /&gt;
mem_max_heapsize_dedicated               : 64       :                 : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)&lt;br /&gt;
mem_min_heapsize                         : 48       :                  : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)&lt;br /&gt;
mem_periodicdumps                        : 0        :                  : Write periodic memstats dumps every n seconds.&lt;br /&gt;
mem_test                                 : cmd      :                  : &lt;br /&gt;
mem_test_each_frame                      : 0        :                 : Run heap check at end of every frame &lt;br /&gt;
mem_test_every_n_seconds                 : 0        :                  : Run heap check at a specified interval &lt;br /&gt;
mem_vcollide                             : cmd      :                  : Dumps the memory used by vcollides&lt;br /&gt;
memory                                   : cmd      :                  : Print memory stats.&lt;br /&gt;
metropolice_charge                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
metropolice_chase_use_follow             : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
metropolice_move_and_melee               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
minisave                                 : cmd      :                  : Saves game (for current level only!)&lt;br /&gt;
mm_add_item                              : cmd      :                  : Add a stats item&lt;br /&gt;
mm_add_player                            : cmd      :                  : Add a player&lt;br /&gt;
mm_max_spectators                        : 4        :                  : Max players allowed on the spectator team&lt;br /&gt;
mm_message                              : cmd      :                  : Send a message to all remote clients&lt;br /&gt;
mm_minplayers                            : 2        :                  : Number of players required to start an unranked game&lt;br /&gt;
mm_select_session                        : cmd      :                  : Select a session&lt;br /&gt;
mm_session_info                          : cmd      :                  : Dump session information&lt;br /&gt;
mm_stats                                 : cmd      :                  : &lt;br /&gt;
mod_forcedata                            : 1       :                  : Forces all model file data into cache on model load.&lt;br /&gt;
mod_forcetouchdata                       : 1        :                  : Forces all model file data into cache on model load.&lt;br /&gt;
mod_load_anims_async                     : 0        :                  : &lt;br /&gt;
mod_load_fakestall                       : 0        :                  : Forces all ANI file loading to stall for specified ms &lt;br /&gt;
mod_load_mesh_async                      : 0        :                  : &lt;br /&gt;
mod_load_showstall                      : 0        :                  : 1 - show hitches , 2 - show stalls&lt;br /&gt;
mod_load_vcollide_async                  : 0        :                  : &lt;br /&gt;
mod_lock_mdls_on_load                    : 0        :                  : &lt;br /&gt;
mod_test_mesh_not_available              : 0        :                  : &lt;br /&gt;
mod_test_not_available                   : 0        :                  : &lt;br /&gt;
mod_test_verts_not_available             : 0        :                  : &lt;br /&gt;
mod_touchalldata                         : 1        :                 : Touch model data during level startup&lt;br /&gt;
mod_trace_load                           : 0        :                  : &lt;br /&gt;
monk_headshot_freq                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
mortar_visualize                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
motdfile                                 : 0        : , &amp;quot;sv&amp;quot;           : The MOTD file to load.&lt;br /&gt;
motdurl                                  : 0        : , &amp;quot;sv&amp;quot;           : The MOTD URL to load instead of the file&lt;br /&gt;
movie_fixwave                           : cmd      :                  : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.&lt;br /&gt;
mp3                                      : cmd      :                  : Show/hide mp3 player UI.&lt;br /&gt;
mp_allowcrosshair                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allow/disallow client crosshair display.&lt;br /&gt;
mp_allowironsights                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allow client toggling of ironsights.&lt;br /&gt;
mp_allowspectators                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;   : toggles whether the server allows spectator mode or not&lt;br /&gt;
mp_allowsprint                           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_autocrosshair                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_bunnyhop                              : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Bunnyhop mode. 0 = off, 1 = ep2 style (max speed enforced), 2 = unlimited hop speed.&lt;br /&gt;
mp_chattime                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : amount of time players can chat after the game is over&lt;br /&gt;
mp_clan_ready_signa                     : 0        : , &amp;quot;sv&amp;quot;           : Text that team leader from each team must speak for the match to begin&lt;br /&gt;
mp_clan_readyrestart                     : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart once someone from each team gives the ready signal&lt;br /&gt;
mp_decals                                : 200      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
mp_defaultteam                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
mp_disable_autokick                      : cmd      :                  : Prevents a serid from being auto-kicked&lt;br /&gt;
mp_disable_respawn_times                 : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
mp_fadetoblack                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : fade a player's screen to black when he dies&lt;br /&gt;
mp_falldamage                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_flashlight                            : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_footsteps                             : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_forcecamera                           : 2        : , &amp;quot;sv&amp;quot;, rep&amp;quot;    : Restricts spectator modes for dead players&lt;br /&gt;
mp_forcerespawn                          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_fraglimit                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_friendlyfire                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : Allows team members to injure other members of their team&lt;br /&gt;
mp_hl1crossbow                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_livesmode                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_livesoverride                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_mapvotepercentage                     : 51       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_maxrounds                             : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : max number of rounds to play before server changes maps&lt;br /&gt;
mp_numlives                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_playercollide                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Should players collide with each other?&lt;br /&gt;
mp_ready_signal                          : 0        : , &amp;quot;sv&amp;quot;           : ext that each player must speak for the match to begin&lt;br /&gt;
mp_readyrestart                          : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart once each player gives the ready signal&lt;br /&gt;
mp_respawnwavetime                       : 10       : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Time between respawn waves.&lt;br /&gt;
mp_restartgame                           : 0        : , &amp;quot;sv&amp;quot;           : If non-zero, game will restart in the specified number of seconds&lt;br /&gt;
mp_teamoverride                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;    : &lt;br /&gt;
mp_teamplay                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_teams_unbalance_limit                 : 1        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Teams are unbalanced when one team has this many more players than the other team. (0 disables check)&lt;br /&gt;
mp_timelimit                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : game time per map in minutes&lt;br /&gt;
mp_tournament                            : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
mp_usehwmmodels                          : 0        : , &amp;quot;cl&amp;quot;           : nable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)&lt;br /&gt;
mp_usehwmvcds                            : 0        : , &amp;quot;cl&amp;quot;           : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)&lt;br /&gt;
mp_waitingforplayers_cancel              : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to end the WaitingForPlayers period.&lt;br /&gt;
mp_waitingforplayers_restart             : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to start or restart the WaitingForPlayers period.&lt;br /&gt;
mp_waitingforplayerstime                : 0        : , &amp;quot;sv&amp;quot;           : WaitingForPlayers time length in seconds&lt;br /&gt;
mp_weaponstay                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
mp_winlimit                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : Max score one team can reach before server changes maps&lt;br /&gt;
multvar                                  : cmd      :                  : Multiply specified convar value.&lt;br /&gt;
muzzleflash_light                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
--------------&lt;br /&gt;
288 convars/concomands for [m]&lt;br /&gt;
&lt;br /&gt;
] cvarlist n&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
name                                     : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;print&amp;quot;, &amp;quot;server_can_execute&amp;quot; : Current user name&lt;br /&gt;
nav_analyze                              : cmd      :                  : Re-analyze the current Navigation Mesh and save it to disk.&lt;br /&gt;
nav_area_bgcolor                         : 0        : , &amp;quot;sv&amp;quot;           : RGBA color to draw as the background color for nav areas while editing.&lt;br /&gt;
nav_avoid                               : cmd      :                  : Toggles the 'avoid this area when possible' flag used by the AI system.&lt;br /&gt;
nav_begin_area                           : cmd      :                  : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and &lt;br /&gt;
nav_build_ladder                         : cmd      :                  : Attempts to build a nav ladder on the climbable surface under the cursor.&lt;br /&gt;
nav_check_file_consistency              : cmd      :                  : Scans the maps directory and reports any missing/out-of-date navigation files.&lt;br /&gt;
nav_check_floor                          : cmd      :                  : Updates the blocked/unblocked status for every nav area.&lt;br /&gt;
nav_clear_walkable_marks                 : cmd      :                  : Erase any previously placed walkable positions.&lt;br /&gt;
nav_compress_id                          : cmd      :                  : Re-orders area and ladder ID's so they are continuous.&lt;br /&gt;
nav_connect                             : cmd      :                  : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a&lt;br /&gt;
nav_coplanar_slope_limit                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
nav_corner_adjust_adjacent               : 18       : , &amp;quot;sv&amp;quot;           : radius used to raise/lower corners in nearby areas when raising/lowering corners.&lt;br /&gt;
nav_corner_lower                         : cmd      :                  : Lower the selected corner o the currently marked Area.&lt;br /&gt;
nav_corner_place_on_ground               : cmd      :                  : Places the selected corner of the currently marked Area on the ground.&lt;br /&gt;
nav_corner_raise                         : cmd      :                  : Raise the selected corner of the currently marked Area.&lt;br /&gt;
nav_corner_select                        : cmd      :                  : Select a corner of the currently marked Area. Use multiple times to access all four corners.&lt;br /&gt;
nav_create_place_on_ground               : 0       : , &amp;quot;sv&amp;quot;           : If true, nav areas will be placed flush with the ground when created by hand.&lt;br /&gt;
nav_crouch                               : cmd      :                  : Toggles the 'must crouch in this area' flag used by the AI system.&lt;br /&gt;
nav_delete                               : cmd      :                  : Deletes the currently highlighted Area.&lt;br /&gt;
nav_delete_marked                        : cmd      :                  : Deletes the currently marked Area (if any).&lt;br /&gt;
nav_disconnect                          : cmd      :                  : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec&lt;br /&gt;
nav_dont_hide                            : cmd      :                  : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.&lt;br /&gt;
nav_edit                                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.&lt;br /&gt;
nav_end_area                            : cmd      :                  : Defines the second corner of a new Area or Ladder and creates it.&lt;br /&gt;
nav_generate                             : cmd      :                  : Generate a Navigation Mesh for the current map and save it to disk.&lt;br /&gt;
nav_generate_incremental                 : cmd      :                  : Generate a Navigation Mesh for the current map and save it to disk.&lt;br /&gt;
nav_jump                                 : cmd      :                  : Toggles the 'traverse this area by jumping' flag use by the AI system.&lt;br /&gt;
nav_ladder_flip                          : cmd      :                  : Flips the selected ladder's direction.&lt;br /&gt;
nav_load                                 : cmd      :                  : Loads the Navigation Mesh for the current map.&lt;br /&gt;
nav_make_sniper_spots                    : cmd      :                  : Chops the marked area into disconnected sub-areas suitable for sniper spots.&lt;br /&gt;
nav_mark                                 : cmd      :                  : Marks the Area or Ladder under the cusor for manipulation by subsequent editing commands.&lt;br /&gt;
nav_mark_unnamed                         : cmd      :                  : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.&lt;br /&gt;
nav_mark_walkable                        : cmd      :                  : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate &lt;br /&gt;
nav_merge                                : cmd      :                  : To merge two Areas nto one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm&lt;br /&gt;
nav_no_hostages                          : cmd      :                  : Toggles the 'hostages cannot use this area' flag used by the AI system.&lt;br /&gt;
nav_no_jump                              : cmd      :                  : Toggles the 'dont jump in this area' flag used by the AI system.&lt;br /&gt;
nav_place_floodfill                      : cmd      :                  : Sets the Place of the Area under the cursor to he curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli&lt;br /&gt;
nav_place_list                           : cmd      :                  : Lists all place names used in the map.&lt;br /&gt;
nav_place_pick                           : cmd      :                  : Sets the current Place to the Place of the Area under the cursor.&lt;br /&gt;
nav_place_replace                        : cmd      :                  : Replaces all instances of the first place with the second place.&lt;br /&gt;
nav_precise                              :cmd      :                  : Toggles the 'dont avoid obstacles' flag used by the AI system.&lt;br /&gt;
nav_quicksave                            : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing.&lt;br /&gt;
nav_remove_unused_jump_areas             : cmd      :                  : Removes jump areas with at most 1 connection to a ladder or non-jump area.&lt;br /&gt;
nav_restart_after_analysis               : 1        : , &amp;quot;sv&amp;quot;           : When nav nav_restart_fter_analysis finishes, restart the server.  Turning this off can cause crashes, but is useful for increm&lt;br /&gt;
nav_run                                  : cmd      :                  : Toggles the 'traverse this area by running' flag used by the AI system.&lt;br /&gt;
nav_save                                 : cmd      :                  : Saves the current Navigation Mesh to disk.&lt;br /&gt;
nav_set_place_mode                       : cmd      :                  : Sets the editor into or out of Place mode. Place mode allows labelling f Area with Place names.&lt;br /&gt;
nav_show_approach_points                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show Approach Points in the Navigation Mesh.&lt;br /&gt;
nav_show_area_info                       : 0        : , &amp;quot;sv&amp;quot;           : Duration in seconds to show nav area ID and attributes while editing&lt;br /&gt;
nav_show_danger                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show current 'danger' levels.&lt;br /&gt;
nav_show_ladder_bounds                   : cmd      :                  : Draws the bounding boxes of all func_ladders in th map.&lt;br /&gt;
nav_show_nodes                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
nav_show_player_counts                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show current player counts in each area.&lt;br /&gt;
nav_slope_limit                          : 0        : , &amp;quot;sv&amp;quot;           : The ground unit normal's Z component must be greater than this for nav areas to be generated.&lt;br /&gt;
nav_snap_to_grid                         : 0        : , &amp;quot;sv&amp;quot;           : Snap to the nav generation grid when creating new nav areas&lt;br /&gt;
nav_splice                              : cmd      :                  : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.&lt;br /&gt;
nav_split                                : cmd      :                  : To split an Area into two, align the split line using your cursor and invoke the split command.&lt;br /&gt;
nav_split_place_on_ground                : 0        : , &amp;quot;sv&amp;quot;           : If true, nav areas will be placed flush with the ground when split.&lt;br /&gt;
nav_stand                               : cmd      :                  : Toggles the 'stand while hiding' flag used by the AI system.&lt;br /&gt;
nav_stop                                 : cmd      :                  : Toggles the 'must stop when entering this area' flag used by the AI system.&lt;br /&gt;
nav_strip                                : cmd      :                  : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.&lt;br /&gt;
nav_toggle_place_mode                    : cmd      :                  : Toggle the editorinto and out of Place mode. Place mode allows labelling of Area with Place names.&lt;br /&gt;
nav_toggle_place_painting                : cmd      :                  : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.&lt;br /&gt;
nav_transient                            : cmd      :                  : Toggles the 'area is transient and may become blocked' flag used by the AI system.&lt;br /&gt;
nav_unmark                               : cmd      :                  : Clears the markedArea or Ladder.&lt;br /&gt;
nav_update_blocked                       : cmd      :                  : Updates the blocked/unblocked status for every nav area.&lt;br /&gt;
nav_use_place                            : cmd      :                  : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.&lt;br /&gt;
nav_walk                                 : cmd      :                  : Toggles the 'traverse this area by walking' flag used by the AI system.&lt;br /&gt;
nav_warp_to_mark                        : cmd      :                  : Warps the player to the marked area.&lt;br /&gt;
net_blockmsg                             : 0        : , &amp;quot;cheat&amp;quot;        : Discards incoming message: &amp;lt;0|1|name&amp;gt;&lt;br /&gt;
net_channels                             : cmd      :                  : Shows net channel info&lt;br /&gt;
net_chokeloop                            : 0        :                  : Apply bandwidth choke to loopback packets&lt;br /&gt;
net_compresspackets                      : 1        :                  : Use lz compression on game packets&lt;br /&gt;
net_compresspackets_minsize              : 128      :                  : Don't bother compressing packets below this size.&lt;br /&gt;
net_compressvoice                        : 0        :                  : Attempt to compress out of band voice payloads (360 only).&lt;br /&gt;
net_drawslider                           : 0        :                  : Draw completion slider during signon&lt;br /&gt;
net_droppackets                          : 0        : , &amp;quot;cheat&amp;quot;        : Drops next n packets on client&lt;br /&gt;
net_fakejitter                            0        : , &amp;quot;cheat&amp;quot;        : Jitter fakelag packet time&lt;br /&gt;
net_fakelag                              : 0        : , &amp;quot;cheat&amp;quot;        : Lag all incoming network data (including loopback) by this many milliseconds.&lt;br /&gt;
net_fakeloss                             : 0        : , &amp;quot;cheat&amp;quot;        : Simulate packet loss as a percentage (negative means drop 1/n packets)&lt;br /&gt;
net_graph                                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.&lt;br /&gt;
ne_graphheight                          : 64       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Height of netgraph panel&lt;br /&gt;
net_graphmsecs                           : 400      : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : The latency graph represents this many milliseconds.&lt;br /&gt;
net_graphpos                             : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_graphproportionalfont                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Determines whether netgraph font is proportional or not&lt;br /&gt;
net_graphshowinterp                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the interolation graph.&lt;br /&gt;
net_graphshowlatency                     : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw the ping/packet loss graph.&lt;br /&gt;
net_graphsolid                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_graphtext                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Draw text fields&lt;br /&gt;
net_maxcleartime                         : 4        :                  : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).&lt;br /&gt;
net_maxfilesize                          : 16       :                 : Maximum allowed file size for uploading in MB&lt;br /&gt;
net_maxfragments                         : 1260     :                  : Max fragment bytes per packet&lt;br /&gt;
net_maxroutable                          : 1260     : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Requested max packet size before packets are 'split'.&lt;br /&gt;
net_queue_trace                          : 0        :                  : &lt;br /&gt;
net_queued_packet_thread                 : 1        :                  : Use a high priority thread to send queued packets out instead of sending hem each frame.&lt;br /&gt;
net_scale                                : 5        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
net_showdrop                             : 0        :                  : Show dropped packets in console&lt;br /&gt;
net_showevents                           : 0        :                  : Dump game events to console (1=client only, 2=all).&lt;br /&gt;
net_showfragments                        : 0        :                  : Show netchannel fragments&lt;br /&gt;
net_showmsg                              : 0        :                  : Show incoming messae: &amp;lt;0|1|name&amp;gt;&lt;br /&gt;
net_showpeaks                            : 0        :                  : Show messages for large packets only: &amp;lt;size&amp;gt;&lt;br /&gt;
net_showsplits                           : 0        :                  : Show info about packet splits&lt;br /&gt;
net_showtcp                              : 0        :                  : Dump TCP stream summary to console&lt;br /&gt;
net_showudp                              : 0        :                  : Dump UDP packets summary to console&lt;br /&gt;
net_splitpacket_maxrate                  : 15000    :                 : Max bytes per second when queueing splitpacket chunks&lt;br /&gt;
net_splitrate                            : 1        :                  : Number of fragments for a splitpacket that can be sent per frame&lt;br /&gt;
net_start                                : cmd      :                  : Inits multiplayer network sockets&lt;br /&gt;
net_status                               : cmd      :                  : Shows current network status&lt;br /&gt;
net_usesocketsforloopback                : 0        :                  : Use network sockets laye even for listen server local player's packets (multiplayer only).&lt;br /&gt;
next                                     : 0        : , &amp;quot;cheat&amp;quot;        : Set to 1 to advance to next frame ( when singlestep == 1 )&lt;br /&gt;
nextdemo                                 : cmd      :                  : Play next demo in sequence.&lt;br /&gt;
nextlevel                                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : If set to a valid map name, will change to this map during the next changelevel&lt;br /&gt;
noclip                                   : cmd      :                 : Toggle. Player becomes non-solid and flies.&lt;br /&gt;
notarget                                 : cmd      :                  : Toggle. Player becomes hidden to NPCs.&lt;br /&gt;
npc_ally_deathmessage                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
npc_alyx_crouch                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_force_stop_moving               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_readiness                       : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_alyx_readiness_transitions           : 1       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_ammo_deplete                         : cmd      :                  : Subtracts half of the target's ammo&lt;br /&gt;
npc_barnacle_swallow                     : 0        : , &amp;quot;sv&amp;quot;           : Use prototype swallow code.&lt;br /&gt;
npc_bipass                               : cmd      :                  : Displays the local movement attempts by the given NPC(s) (triangulation detours).  Failed bypass routes are displayed in red, s&lt;br /&gt;
npc_blob_idle_speed_factor               : 0        : , &amp;quot;sv&amp;quot;           :&lt;br /&gt;
npc_blob_show_centroid                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_sin_amplitude                   : 60       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_straggler_dist                  : 240      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_think_interval                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_model                       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_orientation                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_blob_use_threading                   : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
npc_citizen_auto_player_squad            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_auto_player_squad_allow_use  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_dont_precache_all            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_explosive_resist             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_heal_chuck_medkit            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Set to 1 to use new experimental healthkit-throwing medic.&lt;br /&gt;
npc_citizen_insignia                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
np_citizen_medic_emit_sound             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_medic_throw_speed            : 650      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_citizen_medic_throw_style            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Set to 0 for a lobbier trajectory&lt;br /&gt;
npc_citizen_squad_marker                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_combat                               : cmd      :                  : Displays text debugging information about the squad and enemy of the selected NPC  (See Overlay Text)  Arguments    {npc_name}&lt;br /&gt;
npc_conditions                           : cmd      :                  : Displays all the current AI conditions that an NPC has in the overlay text.  Arguments:    {npc_name} / {npc class_name} / no a&lt;br /&gt;
npc_create                               : cmd      :                  : Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).  Note that&lt;br /&gt;
npc_create_aimed                         : cmd      :                  : Creates an NPC aimed way from the player of the given type where the player is looking (if the given NPC can actually stand at&lt;br /&gt;
npc_create_equipment                     : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
npc_destroy                              : cmd      :                  : Removes the given NPC(s) from the universe Arguments:    {npc_name} / {npc_class_name} / no argument picks what player is looki&lt;br /&gt;
npc_destroy_unselected                   : cmd      :                  : Removes all NPCs from the universe that aren't currently elected&lt;br /&gt;
npc_enemies                              : cmd      :                  : Shows memory of NPC.  Draws an X on top of each memory.  Eluded entities drawn in blue (don't know where it went)  Unreachable &lt;br /&gt;
npc_focus                                : cmd      :                  : Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)  Arguments:    {npc_name} / {np&lt;br /&gt;
npc_freeze                               : cmd      :                  : Selected NPC(s) will freeze n place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.  Arguments&lt;br /&gt;
npc_freeze_unselected                    : cmd      :                  : Freeze all NPCs not selected&lt;br /&gt;
npc_go                                   : cmd      :                  : Selected NPC(s) will go to the location that the player is looking (shown with a purple box)  Arguments: -none-&lt;br /&gt;
npc_go_do_run                            : 1        : , &amp;quot;sv&amp;quot;           : Set whether should run on NPC go&lt;br /&gt;
npc_go_random                           : cmd      :                  : Sends all selected NPC(s) to a random node.  Arguments:    -none-&lt;br /&gt;
npc_heal                                 : cmd      :                  : Heals the target back to full health&lt;br /&gt;
npc_height_adjust                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Enable test mode for ik height adjustment&lt;br /&gt;
npc_kill                                 : cmd      :                  : Kills the given NPC(s) Arguments:    {npc_name} / {npc_class_name} / no argument picks what plyer is looking at&lt;br /&gt;
npc_nearest                              : cmd      :                  : Draw's a while box around the NPC(s) nearest node  Arguments:    {entity_name} / {class_name} / no argument picks what player i&lt;br /&gt;
npc_relationships                        : cmd      :                  : Displays the relationships between this NPC and all others.  Arguments:    {entity_name} / {class_name} / no argument picks wha&lt;br /&gt;
npc_reset                                : cmd      :                  : Reloads schedules or all NPC's from their script files  Arguments: -none-&lt;br /&gt;
npc_route                                : cmd      :                  : Displays the current route of the given NPC as a line on the screen.  Waypoints along the route are drawn as small cyan rectang&lt;br /&gt;
npc_select                               : cmd      :                  : Select or deselects the given NPC(s) for later manipulation.  Selected NPC's are shown surrounded by a red translucent box  Arg&lt;br /&gt;
npc_sentences                            : 0        :, &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_speakall                             : cmd      :                  : Force the npc to try and speak all their responses&lt;br /&gt;
npc_squads                               : cmd      :                  : Obsolete.  Replaced by npc_combat&lt;br /&gt;
npc_steering                             : cmd      :                  : Displays the steering obstructions of the NPC (used to perform local avoidance)  Arguments:    {entity_name} / {class_name} / n&lt;br /&gt;
npc_steering_all                         : cmd      :                 : Displays the steering obstructions of all NPCs (used to perform local avoidance) &lt;br /&gt;
npc_strider_height_adj                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_strider_shake_ropes_magnitude        : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_strider_shake_ropes_radius           : 1200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
npc_task_text                            : cmd      :                  : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current chedu&lt;br /&gt;
npc_tasks                                : cmd      :                  : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)  A&lt;br /&gt;
npc_teleport                             : cmd      :                  : Selected NPC will teleport to the location that the player is looking (shown with a purple box)  Arguments: -none-&lt;br /&gt;
npc_thinknow                             : cmd      :                  : Trigger NPC to think&lt;br /&gt;
npc_viewcone                            : cmd      :                  : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)  Arguments:    {ent&lt;br /&gt;
npc_vphysics                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
--------------&lt;br /&gt;
177 convars/concommands for [n]&lt;br /&gt;
&lt;br /&gt;
] cvarlist o&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
old_radiusdamage                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
OpenObsidianContentWarning               : cmd      :                 : Opens Obsidian Content Warning Popup&lt;br /&gt;
OpenObsidianOptionsMenu                  : cmd      :                  : Opens Obsidian Options Menu&lt;br /&gt;
opt_EnumerateLeavesFastAlgorithm         : 1        :                  : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.&lt;br /&gt;
option_duck_method                       : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
option_duck_method_default               : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
overview_alpha                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;clientmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Overview map translucency. &lt;br /&gt;
overview_health                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's health in map overview. &lt;br /&gt;
overview_locked                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Locks map angle, doesn't follow view angle. &lt;br /&gt;
overview_mode                            : cmd      :                  : Sets overview map mode off,small,large: &amp;lt;0|1|2&amp;gt;&lt;br /&gt;
overview_names                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's names in map overview. &lt;br /&gt;
overview_tracks                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Show player's tracks in map overview. &lt;br /&gt;
overview_zoom                            : cmd      :                  : Sets overview map zoom: &amp;lt;zoom&amp;gt; [&amp;lt;time&amp;gt;] [rel]&lt;br /&gt;
--------------&lt;br /&gt;
 13 convars/concommands for [o]&lt;br /&gt;
&lt;br /&gt;
] cvarlist p&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
particle_sim_alt_cores                   : 2        : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
particle_simulateoverflow                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Used for stress-testing particle systems. Randomly denies creation of particles.&lt;br /&gt;
particle_test_attach_attachment          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Attachment index for attachment mode&lt;br /&gt;
particle_test_attach_mode                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'&lt;br /&gt;
particle_test_file                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Nme of the particle system to dynamically spawn&lt;br /&gt;
particle_test_start                      : cmd      :                  : Dispatches the test particle system with the parameters specified in particle_test_file,  particle_test_attach_mode and particl&lt;br /&gt;
particle_test_stop                       : cmd      :                  : Stops all particle systems on the selected entities.  Arguments:    {entity_name} / {class_name} / no argument picks what playe&lt;br /&gt;
passenger_collision_response_threshold   : 250      : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
passenger_debug_entry                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_debug_transition               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_impact_response_threshold      : -350     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
passenger_use_leaning                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
password                                 : 0        : , &amp;quot;a&amp;quot;, &amp;quot;norecord&amp;quot; : Current server access password&lt;br /&gt;
path                                     : cmd      :                  : Show the engine filesystempath.&lt;br /&gt;
pause                                    : cmd      :                  : Toggle the server pause state.&lt;br /&gt;
perfui                                   : cmd      :                  : Show/hide the level performance tools UI.&lt;br /&gt;
perfvisualbenchmark                      : cmd      :                  : &lt;br /&gt;
perfvisualbenchmark_abort                : cmd      :                  : &lt;br /&gt;
phonemedelay                             : 0        : , &amp;quot;cl&amp;quot;           : Phoneme delay to account for sound system latency.&lt;br /&gt;
phonemefilter                           : 0        : , &amp;quot;cl&amp;quot;           : Time duration of box filter to pass over phonemes.&lt;br /&gt;
phonemesnap                              : 2        : , &amp;quot;cl&amp;quot;           : Lod at level at which visemes stops always considering two phonemes, regardless of duration.&lt;br /&gt;
phys_gunattract                          : 1        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunautoweld                         : 0        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunforce                            : 5        : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunglueraius                       : 128      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunmass                             : 200      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_guntorque                           : 100      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_gunvel                              : 400      : , &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot;   : &lt;br /&gt;
phys_impactforcescale                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_penetration_error_time              : 10       : , &amp;quot;sv&amp;quot;           : Controls the duration of vphysics penetration error boxes.&lt;br /&gt;
phys_pushscale                          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
phys_speeds                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_stressbodyweights                   : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
phys_swap                                : cmd      :                  : Automatically swaps the current weapon for the physcannon and back again.&lt;br /&gt;
phys_timescale                           : 1        : , &amp;quot;sv&amp;quot;           : Scale time for physics&lt;br /&gt;
phys_upimpactforcescale                  : 0        : , &amp;quot;sv&amp;quot;            &lt;br /&gt;
physcannon_ball_cone                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_chargetime                    : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_cone                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_dmg_glass                     : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_maxforce                      : 1500     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_maxmass                       : 250      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_enabled                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_pullforce                : 8000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_mega_tracelength              : 850      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_minforce                      : 700      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_pullforce                     : 4000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_punt_cone                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_right_turrets                 : 0        : , &amp;quot;sv&amp;quot;,&amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physcannon_tracelength                   : 250      : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
physics_budget                           : cmd      :                  : Times the cost of each active object&lt;br /&gt;
physics_constraints                      : cmd      :                  : Highlights constraint system graph for an entity&lt;br /&gt;
physics_debug_entity                     : cmd      :                  : Dumps debug info for an entity&lt;br /&gt;
physics_highlight_active                 : cmd      :                  : Turn on the absbox for all active physics objects&lt;br /&gt;
physics_report_active                    : cmd      :                  : Lists all active physics objects&lt;br /&gt;
physics_select                           : cmd      :                  : Dumps debug info for an entity&lt;br /&gt;
physicsshadowupdate_render               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
picker                                   : cmd      :                  : Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whateer entity the play&lt;br /&gt;
ping                                     : cmd      :                  : Display ping to server.&lt;br /&gt;
pipeline_static_props                    : 1        :                  : &lt;br /&gt;
pixelvis_debug                           : cmd      :                  : Dump debug info&lt;br /&gt;
play                                     : cmd      :                  : Play a sound.&lt;br /&gt;
playdemo                                 : cmd      :                  : Play a recorded demo file (.dem ).&lt;br /&gt;
player_debug_print_damage               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : When true, print amount and type of all damage received by player to console.&lt;br /&gt;
player_limit_jump_speed                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
player_old_armor                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_showpredictedposition             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_showpredictedposition_timestep    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_debug            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_movetolerance   : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_player_tolerance : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_time             : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_autosummon_time_after_combat : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_double_tap_time             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
player_squad_transient_commands          : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
player_throwforce                        : 1000     : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
playflush                               : cmd      :                  : Play a sound, reloading from disk in case of changes.&lt;br /&gt;
playgamesound                            : cmd      :                  : Play a sound from the game sounds txt file&lt;br /&gt;
playsoundscape                           : cmd      :                  : Forces a soundscape to play&lt;br /&gt;
playvideo                                : cmd      :                  : Plays a video: &amp;lt;filename&amp;gt; [width height]&lt;br /&gt;
playvideo_exitcommand                    : cmd      :                 : Plays a video and fires and exit command when it is stopped or finishes: &amp;lt;filename&amp;gt; &amp;lt;exit command&amp;gt;&lt;br /&gt;
playvol                                  : cmd      :                  : Play a sound at a specified volume.&lt;br /&gt;
plugin_load                              : cmd      :                  : plugin_load &amp;lt;filename&amp;gt; : loads a plugin&lt;br /&gt;
plugin_pause                             : cmd      :                  : plugin_pause &amp;lt;index&amp;gt; : pauses a loaded plugin&lt;br /&gt;
plugin_pause_all                         : cmd      :                 : pauses all loaded plugins&lt;br /&gt;
plugin_print                             : cmd      :                  : Prints details about loaded plugins&lt;br /&gt;
plugin_unload                            : cmd      :                  : plugin_unload &amp;lt;index&amp;gt; : unloads a plugin&lt;br /&gt;
plugin_unpause                           : cmd      :                  : plugin_unpause &amp;lt;index&amp;gt; : unpauses a disabled plugin&lt;br /&gt;
plugin_unpause_all                       : cmd      :                  : unpauses all disabled plugins&lt;br /&gt;
print_colorcorrection                   : cmd      :                  : Display the color correction layer information.&lt;br /&gt;
progress_enable                          : cmd      :                  : &lt;br /&gt;
prop_active_gib_limit                    : 999999   : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
prop_active_gib_max_fade_time            : 999999   : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
prop_crosshair                           : cmd      :                  : Shows name for prop looking at&lt;br /&gt;
prop_debug                               : cmd      :                  : Toggle prop debug mode If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys&lt;br /&gt;
prop_dynamic_create                      : cmd      :                  : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}&lt;br /&gt;
prop_physics_create                      : cmd      :                  : Creates a physics prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}&lt;br /&gt;
props_break_max_pieces                  : -1       :                  : Maximum prop breakable piece count (-1 = model default)&lt;br /&gt;
props_break_max_pieces_perframe          : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Maximum prop breakable piece count per frame (-1 = model default)&lt;br /&gt;
pwatchent                                : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Entity to watch for prediction system changes.&lt;br /&gt;
pwatchvar                                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Entity variable to watch in prediction system for changes.&lt;br /&gt;
--------------&lt;br /&gt;
101 convarsconcommands for [p]&lt;br /&gt;
&lt;br /&gt;
] cvarlist q&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
quit                                     : cmd      :                  : Exit the engine.&lt;br /&gt;
--------------&lt;br /&gt;
  1 convars/concommands for [q]&lt;br /&gt;
&lt;br /&gt;
] cvarlist r&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
r_3dnow                                  : cmd      :                  : Enable/disable 3DNow code&lt;br /&gt;
r_3dsky                                  : 1        : , &amp;quot;cl&amp;quot;           : Enable the renderig of 3d sky boxes&lt;br /&gt;
r_AirboatPitchCurveLinear                : 60       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatPitchCurveZero                  : 25       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatRollCurveLinear                 : 120      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatRollCurveZero                   : 90       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendTo                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendToScale                : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewBlendToTime                 : 1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_AirboatViewDampenDamp                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_AirboatViewDampenFreq                  : 7        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_AirboatViewZHeight                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_ambientboost                           : 1        : , &amp;quot;a&amp;quot;            : Set to boost ambient term if it is totally swamped by local lights&lt;br /&gt;
r_ambientfactor                          : 5        : , &amp;quot;a&amp;quot;            : Boost ambient cue by no more than this factor&lt;br /&gt;
r_ambientfraction                        : 0        : , &amp;quot;cheat&amp;quot;        : Fraction of direct lighting that ambient cube must be below to trigger boosting&lt;br /&gt;
r_ambientlightingonly                    : 0        : , &amp;quot;cheat&amp;quot;        : Set this to 1 to light models with only ambient lighting (and no static lighting).&lt;br /&gt;
r_ambientmin                             : 0        : , &amp;quot;a&amp;quot;            : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright&lt;br /&gt;
r_aspectraio                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_avglight                               : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_avglightmap                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_BlizzardEndAlpha                       : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardEndSize                        : 400      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardLife                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardParticles                      : 25       : , &amp;quot;cheat&amp;quot; &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayEnable                      : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayLength                      : 1024     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardRayRadius                      : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardSpeedScale                     : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardStartAlpha                     : 50       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_BlizzardStartSize                      : 50       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_bloomtintb                            : 0        :                  : &lt;br /&gt;
r_bloomtintexponent                      : 2        :                  : &lt;br /&gt;
r_bloomtintg                             : 0        :                  : &lt;br /&gt;
r_bloomtintr                             : 0        :                  : &lt;br /&gt;
r_cheapwaterend                          : cmd      :                  : &lt;br /&gt;
r_cheapwaterstart                        : cmd      :                  : &lt;br /&gt;
r_cleardecals                            : cmd      :                  : Usage r_cleardecas &amp;lt;permanent&amp;gt;.&lt;br /&gt;
r_ClipAreaPortals                        : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_colorstaticprops                       : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_debugcheapwater                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_debugrandomstaticlighting              : 0        : , &amp;quot;cheat&amp;quot;        : Set to 1 to randomize static lighting for debugging.  Must restart for change to take affect.&lt;br /&gt;
r_decal_cullsize                         : 5        :                  : Decals under this size in pixels ae culled&lt;br /&gt;
r_decals                                 : 2048     :                  : &lt;br /&gt;
r_decalstaticprops                       : 1        :                  : Decal static props test&lt;br /&gt;
r_depthoverlay                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.&lt;br /&gt;
r_DispBuildable                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DispDrawAxes                           : 0        :                  : &lt;br /&gt;
r_DispWalkable                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dopixelvisibility                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_drawbatchdecals                        : 1        :                  : Render decals batched.&lt;br /&gt;
r_DrawBeams                              : 1        : , &amp;quot;cheat&amp;quot;        : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawbrushmodels                        : 1        : , &amp;quot;cheat&amp;quot;        : Render brush models. 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawclipbrushes                        : 0        : , &amp;quot;chet&amp;quot;        : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)&lt;br /&gt;
r_drawdecals                             : 1        : , &amp;quot;cheat&amp;quot;        : Render decals.&lt;br /&gt;
r_drawdetailprops                        : 1        :                  : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_DrawDisp                               : 1        : , &amp;quot;cheat&amp;quot;        : Toggles rendering of displacment maps&lt;br /&gt;
r_drawentities                           : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawflecks                             : 1        :                 : &lt;br /&gt;
r_drawfuncdetail                         : 1        : , &amp;quot;cheat&amp;quot;        : Render func_detail&lt;br /&gt;
r_drawleaf                               : -1       : , &amp;quot;cheat&amp;quot;        : Draw the specified leaf.&lt;br /&gt;
r_drawlightcache                         : 0        : , &amp;quot;cheat&amp;quot;        : 0: off 1: draw light cache entries 2: draw rays &lt;br /&gt;
r_drawlightinfo                          : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawlights                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodeldecals                        :1        :                  : &lt;br /&gt;
r_DrawModelLightOrigin                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlay                  : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlaydistance          : 500      : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawmodelstatsoverlaymax               : 1        : , &amp;quot;a&amp;quot;            : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2&lt;br /&gt;
r_drawmodelstatsoverlaymin               : 0        : , &amp;quot;a&amp;quot;            : time in millisecondsthat a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2&lt;br /&gt;
r_drawopaquerenderables                  : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawopaquestaticpropslast              : 0        : , &amp;quot;cl&amp;quot;           : Whether opaque static props are rendered after non-npcs&lt;br /&gt;
r_drawopaqueworld                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawothermodels                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawparticles                          : 1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable particle rendering&lt;br /&gt;
r_drawpixelvisibility                    : 0        : , &amp;quot;cl&amp;quot;           : Show the occlusion proxies&lt;br /&gt;
r_DrawPortals                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DrawRain                               : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain rendering.&lt;br /&gt;
r_drawrenderboxes                        : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawropes                              : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawskybox                            : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_DrawSpecificStaticProp                 : -1       :                  : &lt;br /&gt;
r_drawsprites                            : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawstaticprops                        : 1        : , &amp;quot;cheat&amp;quot;        : 0=Off, 1=Normal, 2=Wireframe&lt;br /&gt;
r_drawtranslucentrenderables             : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawtranslucentworld                   : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_drawvgui                               : 1        : , &amp;quot;cheat&amp;quot;       : Enable the rendering of vgui panels&lt;br /&gt;
r_drawviewmodel                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_drawworld                              : 1        : , &amp;quot;cheat&amp;quot;        : Render the world.&lt;br /&gt;
r_dscale_basefov                         : 90       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_fardist                         : 2000     : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_farscale                        : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscale_neardist                        : 100      : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dscle_nearscale                       : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_dynamic                                : 1        :                  : &lt;br /&gt;
r_dynamiclighting                        : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_entityclips                            : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_eyeglintlodpixels                      : 20       :                  : The number of pixels wide an eyeball has to be before rendering an eyeglint.  Is a floating point value.&lt;br /&gt;
r_eyemove                                :         : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyes                                   : 1        :                  : &lt;br /&gt;
r_eyeshift_x                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyeshift_y                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyeshift_z                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyesize                                : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
r_eyewaterepsilon                        : 7        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_farz                                  : -1       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Override the far clipping plane. -1 means to use the value in env_fog_controller.&lt;br /&gt;
r_fastzreject                            : 1        :                  : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware&lt;br /&gt;
r_fastzrejectdisp                        : 0        :                  : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.&lt;br /&gt;
r_flashlight_b                          : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Blue&lt;br /&gt;
r_flashlight_g                           : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Green&lt;br /&gt;
r_flashlight_r                           : 255      : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;, &amp;quot;cl&amp;quot; : Flashlight Color Red&lt;br /&gt;
r_flashlight_version2                    : 0        :                  : &lt;br /&gt;
r_flashlightambient                      : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightclip                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashligtconstant                     : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightculldepth                    : 1        :                  : &lt;br /&gt;
r_flashlightdepthres                     : 1024     : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flashlightdepthtexture                 : 1        :                  : &lt;br /&gt;
r_flashlightdrawclip                     : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashlightdrawdepth                    : 0        :                  : &lt;br /&gt;
r_flashlightdrawfrustum                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flshlightdrawfrustumbbox              : 0        :                  : &lt;br /&gt;
r_flashlightdrawsweptbbox                : 0        :                  : &lt;br /&gt;
r_flashlightfar                          : 750      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightfov                          : 45       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightladderdist                   : 40       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightlinear                       : 100      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightlockposition                 : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  :&lt;br /&gt;
r_flashlightmodels                       : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_flashlightnear                         : 4        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightnodraw                       : 0        :                  : &lt;br /&gt;
r_flashlightoffsetx                      : 10       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightoffsety                      : -20      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightoffsetz                      : 24       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightquadratic                    : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;l&amp;quot;  : &lt;br /&gt;
r_flashlightrender                       : 1        :                  : &lt;br /&gt;
r_flashlightrendermodels                 : 1        :                  : &lt;br /&gt;
r_flashlightrenderworld                  : 1        :                  : &lt;br /&gt;
r_flashlightscissor                      : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_flashlightshadowatten                  : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flashlightupdatedepth                  : 1        :                  : &lt;br /&gt;
r_flashlightvisualizetrace               : 0        : , &amp;quot;chet&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_flex                                   : 1        :                  : &lt;br /&gt;
r_flushlod                               : cmd      :                  : Flush and reload LODs.&lt;br /&gt;
r_ForceRestore                           : 0        :                  : &lt;br /&gt;
r_ForceWaterLeaf                         : 1        : , &amp;quot;cl&amp;quot;           : Enable for optimization to water - considers view in leaf under water for purposes of culling&lt;br /&gt;
r_frustumcullworld                       : 1        :                  : &lt;br /&gt;
r_glint_alwaydraw                       : 0        :                  : &lt;br /&gt;
r_glint_procedural                       : 0        :                  : &lt;br /&gt;
r_hunkalloclightmaps                     : 1        :                  : &lt;br /&gt;
r_hwmorph                                : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_itemblinkmax                           : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_itemblinkrate                          : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_JeepFOV                                : 82       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
rJeepViewBlendTo                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewBlendToScale                   : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewBlendToTime                    : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_JeepViewDampenDamp                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_JeepViewDampenFreq                     : 7        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_JeepViewZHeight                        : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_lightaverage                          : 1        :                  : Activates/deactivate light averaging&lt;br /&gt;
r_lightcache_numambientsamples           : 162      : , &amp;quot;cheat&amp;quot;        : number of random directions to fire rays when computing ambient lighting&lt;br /&gt;
r_lightcache_zbuffercache                : 0        :                  : &lt;br /&gt;
r_lightcachecenter                       : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightcachemodel                        : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightinterp                            : 5        : , &amp;quot;cheat&amp;quot;       : Controls the speed of light interpolation, 0 turns off interpolation&lt;br /&gt;
r_lightmap                               : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightstyle                             : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lightwarpidentity                      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_lockpvs                                : 0        : , &amp;quot;cheat&amp;quot;        : Lock the PVS so you can fly around and inspect what is being drawn.&lt;br /&gt;
r_lod                                    : -1       :                  : &lt;br /&gt;
_mapextents                             : 16384    : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Set the max dimension for the map.  This determines the far clipping plane&lt;br /&gt;
r_maxdlights                             : 32       :                  : &lt;br /&gt;
r_maxmodeldecal                          : 50       :                  : &lt;br /&gt;
r_maxnewsamples                          : 6        :                  : &lt;br /&gt;
r_maxsampledist                          : 128      :                  : &lt;br /&gt;
r_minnewsamples                          : 3        :                 : &lt;br /&gt;
r_modelwireframedecal                    : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_newflashlight                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_nohw                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_norefresh                              : 0        :                  : &lt;br /&gt;
r_nosw                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_novis                                  : 0        : , &amp;quot;cheat&amp;quot;        : Turn off the PVS.&lt;br /&gt;
r_occludeemaxarea                        : 0       :                  : Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.&lt;br /&gt;
r_occluderminarea                        : 0        :                  : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.&lt;br /&gt;
r_occludermincount                       : 0        :                  : At least this many occluders will be used, no matter how big they are.&lt;br /&gt;
r_occlusion                             : 1        :                  : Activate/deactivate the occlusion system.&lt;br /&gt;
r_occlusionspew                          : 0        : , &amp;quot;cheat&amp;quot;        : Activate/deactivates spew about what the occlusion system is doing.&lt;br /&gt;
r_oldlightselection                      : 0        : , &amp;quot;cheat&amp;quot;        : Set this to revert to HL2's method of selecting lights&lt;br /&gt;
r_overlayfadeenable                      : 0        :                  : &lt;br /&gt;
r_overlayfademax                         : 2000     :                 : &lt;br /&gt;
r_overlayfademin                         : 1750     :                  : &lt;br /&gt;
r_overlaywireframe                       : 0        :                  : &lt;br /&gt;
r_particle_sim_spike_threshold_ms        : 5        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_particle_timescale                     : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_partition_level                        : -1       : , &amp;quot;cheat&amp;quot;        : Displays a particular level of the spatial partition system. Use -1 to disable it.&lt;br /&gt;
r_PhysPropStaticLighting                 : 1        : , cl&amp;quot;           : &lt;br /&gt;
r_pix_recordframes                       : 0        :                  : &lt;br /&gt;
r_pix_start                              : 0        :                  : &lt;br /&gt;
r_pixelfog                               : 1        :                  : &lt;br /&gt;
r_pixelvisibility_partial                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_pixelvisibility_spew                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_portalscloseall                        : 0        :                  : &lt;br /&gt;
r_portalsopenall                         : 0       : , &amp;quot;cheat&amp;quot;        : Open all portals&lt;br /&gt;
r_PortalTestEnts                         : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Clip entities against portal frustums.&lt;br /&gt;
r_printdecalinfo                         : cmd      :                  : &lt;br /&gt;
r_proplightingfromdisk                   : 1        :                  : 0=Off, 1=On, 2=Show Errors&lt;br /&gt;
r_proplightingpooling                    : -1       : , &amp;quot;cheat&amp;quot;        : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supportsstream offset&lt;br /&gt;
r_propsmaxdist                           : 1200     : , &amp;quot;cl&amp;quot;           : Maximum visible distance&lt;br /&gt;
r_queued_decals                          : 0        :                  : Offloads a bit of decal rendering setup work to the material system queue when enabled.&lt;br /&gt;
r_queued_post_processing                 : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_queued_ropes                           : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_radiosity                              : 4        : , &amp;quot;cheat&amp;quot;        : 0: no radiosity 1 radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam&lt;br /&gt;
r_rainalpha                              : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_rainalphapow                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_raindensity                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainHack                               : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_rainlength                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainProfile                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain profiling.&lt;br /&gt;
r_RainRadius                             : 1500     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainSideVel                            : 130      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : How much sideways velocity rain gets.&lt;br /&gt;
r_RainSimulate                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable/disable rain simulation.&lt;br /&gt;
r_rainspeed                              : 600      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_RainSplashPercentage                   : 20       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
rrainwidth                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_randomflex                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_renderoverlayfragment                  : 1        :                  : &lt;br /&gt;
r_rimlight                               : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_rootlod                                : 0        :                  : Root LOD&lt;br /&gt;
r_ropetranslucent                        : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_screenfademaxsize                      : 0        :                 : &lt;br /&gt;
r_screenfademinsize                      : 0        :                  : &lt;br /&gt;
r_screenoverlay                          : cmd      :                  : Draw specified material as an overlay&lt;br /&gt;
r_sequence_debug                         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_shader_srgb                            : 0        :                  : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)&lt;br /&gt;
r_shadowangles                           : cmd      :                  : Set shadowangles&lt;br /&gt;
r_shadowblobbycutoff                     : cmd      :                  : some shadow stuff&lt;br /&gt;
r_shadowcolor                            : cmd      :                  : Set shadow color&lt;br /&gt;
r_shadowdir                              : cmd      :                  : Set shadow direction&lt;br /&gt;
r_shadowdist                             : cmd      :                  : Set shadow distance&lt;br /&gt;
r_shadowids                              : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_shadowmaxrendered                      : 32       : , &amp;quot;cl&amp;quot;          : &lt;br /&gt;
r_shadowrendertotexture                  : 1        :                  : &lt;br /&gt;
r_shadows                                : 1        :                  : &lt;br /&gt;
r_shadows_gamecontrol                    : -1       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_shadowwireframe                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_showenvcubemap                         : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_ShowViewerArea                         : 0        :                  : &lt;br /&gt;
r_showz_power                            : 1        : , cheat&amp;quot;        : &lt;br /&gt;
r_skin                                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_skybox                                 : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Enable the rendering of sky boxes&lt;br /&gt;
r_snapportal                             : -1       :                  : &lt;br /&gt;
r_SnowColorBlue                          : 200      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowColorGreen                         : 175      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowColorRed                           : 150      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_nowDebugBox                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow Debug Boxes.&lt;br /&gt;
r_SnowEnable                             : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow Enable&lt;br /&gt;
r_SnowEndAlpha                           : 255      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowEndSize                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowFallSpeed                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow fall speed scale.&lt;br /&gt;
r_SnowInsideRadius                       : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnoOutsideRadius                      : 1024     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowParticles                          : 500      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowPosScale                           : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayEnable                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayLength                          : 8192     : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowRayRadius                          : 256      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowSpeedScale                         :         : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowStartAlpha                         : 25       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowStartSize                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowWindScale                          : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowZoomOffset                         : 384      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_SnowZoomRadius                         : 512      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Snow.&lt;br /&gt;
r_spray_lifetime                         : 2        :                  : Number o rounds player sprays are visible&lt;br /&gt;
r_sse2                                   : cmd      :                  : Enable/disable SSE2 code&lt;br /&gt;
r_sse_s                                  : 1        : , &amp;quot;cl&amp;quot;           : sse ins for particle sphere create&lt;br /&gt;
r_staticprop_lod                         : -1       :                  : &lt;br /&gt;
r_staticpropinfo                         : 0        :                  : &lt;br /&gt;
r_swingflashlight                        : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_teeth                                  : 1       :                  : &lt;br /&gt;
r_threaded_client_shadow_manager         : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_threaded_particles                     : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_threaded_renderables                   : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_unloadlightmaps                        : 0        :                  : &lt;br /&gt;
r_updaterefracttexture                   : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_vehicleBrakeRate                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
r_VehicleViewClamp                       :         : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : &lt;br /&gt;
r_VehicleViewDampen                      : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
r_visambient                             : 0        :                  : Draw leaf ambient lighting samples.  Needs mat_leafvis 1 to work&lt;br /&gt;
r_visocclusion                           : 0        : , &amp;quot;cheat&amp;quot;        : Activate/deactivate wireframe rendering of what the occlusion system is doing.&lt;br /&gt;
r_visualizelighttraces                   : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_visualizelighttracesshowfulltace      : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_visualizeproplightcaching              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
r_visualizetraces                        : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
r_WaterDrawReflection                    : 1        : , &amp;quot;cl&amp;quot;           : Enable water reflection&lt;br /&gt;
r_WaterDrawRefraction                    : 1        : , &amp;quot;cl&amp;quot;           : Enable water refraction&lt;br /&gt;
r_waterforceexpensive                    : 1        :                  : &lt;br /&gt;
r_waterforcereflectentities              : 1        :                 : &lt;br /&gt;
r_worldlightmin                          : 0        :                  : &lt;br /&gt;
r_worldlights                            : 4        :                  : number of world lights to use per vertex&lt;br /&gt;
r_worldlistcache                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
radar_range                              : 3000     : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
ragdoll_sleepaftertime                   : 5        : , &amp;quot;cl&amp;quot;           : After this many seconds of being basically stationary, the ragdoll will go to slee.&lt;br /&gt;
rate                                     : 100000   : , &amp;quot;user&amp;quot;         : Max bytes/sec the host can receive data&lt;br /&gt;
rcon                                     : cmd      :                  : Issue an rcon command.&lt;br /&gt;
rcon_address                             : 0        : , &amp;quot;norecord&amp;quot;     : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) &lt;br /&gt;
rcon_password                            : 0        : , &amp;quot;norecord&amp;quot;     : remote console password.&lt;br /&gt;
rcon_say                                 : cmd     :                  : Display player message ( takes the Player Name as first argument )&lt;br /&gt;
recompute_speed                          : cmd      :                  : Recomputes clock speed (for debugging purposes).&lt;br /&gt;
record                                   : cmd      :                  : Record a demo.&lt;br /&gt;
reload                                   : cmd      :                  : Reload the most recent saved game (add setpos to jump to current view position on reload).&lt;br /&gt;
reload_materials                         : 0       :                  : &lt;br /&gt;
removeid                                 : cmd      :                  : Remove a user ID from the ban list.&lt;br /&gt;
removeip                                 : cmd      :                  : Remove an IP address from the ban list.&lt;br /&gt;
report_entities                          : cmd      :                  : Lists all entities&lt;br /&gt;
report_simthinklist                      : cmd      :                  : Lists all simulating/thinking entities&lt;br /&gt;
report_soundpatch                        : cmd      :                 : reports sound patch count&lt;br /&gt;
report_soundpatch                        : cmd      :                  : reports sound patch count&lt;br /&gt;
report_touchlinks                        : cmd      :                  : Lists all touchlinks&lt;br /&gt;
respawn_entities                         : cmd      :                  : Respawn all the entities in the map.&lt;br /&gt;
restart                                  : cmd      :                  : Restart the game on the same level (add setpos to jump to current view position on restart).&lt;br /&gt;
rtry                                    : cmd      :                  : Retry connection to last server.&lt;br /&gt;
room_type                                : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
rope_averagelight                        : 1        : , &amp;quot;cl&amp;quot;           : Makes ropes use average of cubemap lighting instead of max intensity.&lt;br /&gt;
rope_collide                             : 1        : , &amp;quot;cl&amp;quot;           : Collide rope with the world&lt;br /&gt;
rope_rendersolid                         : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_shake                              : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_smooth                              : 1        : , &amp;quot;cl&amp;quot;           : Do an antialiasing effect on ropes&lt;br /&gt;
rope_smooth_enlarge                      : 1        : , &amp;quot;cl&amp;quot;           : How much to enlarge ropes in screen space for antialiasing effect&lt;br /&gt;
rope_smooth_maxalpha                     : 0        : , &amp;quot;cl&amp;quot;           : Alpha for rope antialiasing effect&lt;br /&gt;
rope_smooth_maxalphawidth                : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_smooth_minalpha                    : 0        : , &amp;quot;cl&amp;quot;           : Alpha for rope antialiasing effect&lt;br /&gt;
rope_smooth_minwidth                     : 0        : , &amp;quot;cl&amp;quot;           : When using smoothing, this is the min screenspace width it lets a rope shrink to&lt;br /&gt;
rope_solid_maxalpha                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_maxwidth                      : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_minalpha                      : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_solid_minwidth                      : 0         , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
rope_subdiv                              : 2        : , &amp;quot;cl&amp;quot;           : Rope subdivision amount&lt;br /&gt;
rope_wind_dist                           : 1000     : , &amp;quot;cl&amp;quot;           : Don't use CPU applying small wind gusts to ropes when they're past this distance.&lt;br /&gt;
rpg_missle_use_custom_detonators         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
rr_debug_qa                              : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to see debug related to the Question &amp;amp; Answer system used to create conversations etween allied NPCs.&lt;br /&gt;
rr_debugresponses                        : 0        : , &amp;quot;sv&amp;quot;           : Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np&lt;br /&gt;
rr_debugrule                             : 0        : , &amp;quot;sv&amp;quot;           : 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.&lt;br /&gt;
rr_dumpresponses                         : 0        : , &amp;quot;sv&amp;quot;           : Dump all response_rles.txt and rules (requires restart)&lt;br /&gt;
rr_reloadresponsesystems                 : cmd      :                  : Reload all response system scripts.&lt;br /&gt;
--------------&lt;br /&gt;
344 convars/concommands for [r]&lt;br /&gt;
&lt;br /&gt;
] cvarlist s&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
save                                     : cmd      :                  : Saves current game.&lt;br /&gt;
save_async                               : 1        :                  : &lt;br /&gt;
save_asyncdelay                          : 0        :                  : For testing, adds this many milliseconds of delay to the save operation.&lt;br /&gt;
save_console                            : 0        :                  : Autosave on the PC behaves like it does on the consoles.&lt;br /&gt;
save_disable                             : 0        :                  : &lt;br /&gt;
save_finish_async                        : cmd      :                  : &lt;br /&gt;
save_history_count                       : 1        :                  : Keep this many old copies in history of autosaves and quicksaves.&lt;br /&gt;
save_huddelayframes                      : 1        :                  : Number of frames to defer for drawing the Savig message.&lt;br /&gt;
save_in_memory                           : 0        :                  : Set to 1 to save to memory instead of disk (Xbox 360)&lt;br /&gt;
save_noxsave                             : 0        :                  : &lt;br /&gt;
save_screenshot                          : 1        :                  : 0 = none, 1 = non-autosave, 2 = always&lt;br /&gt;
save_spew                                : 0        :                  : &lt;br /&gt;
say                                      : cmd      :                  : Display player message&lt;br /&gt;
say_team                                : cmd      :                  : Display player message to team&lt;br /&gt;
scene_async_prefetch_spew                : 0        : , &amp;quot;sv&amp;quot;           : Display async .ani file loading info.&lt;br /&gt;
scene_clamplookat                        : 1        : , &amp;quot;sv&amp;quot;           : Clamp head turns to a max of 20 degrees per think.&lt;br /&gt;
scene_clientflex                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Do client side flex animation.&lt;br /&gt;
scene_flatturn                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
scene_flush                             : cmd      :                  : Flush all .vcds from the cache and reload from disk.&lt;br /&gt;
scene_forcecombined                      : 0        : , &amp;quot;sv&amp;quot;           : When playing back, force use of combined .wav files even in english.&lt;br /&gt;
scene_maxcaptionradius                   : 1200     : , &amp;quot;sv&amp;quot;           : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).&lt;br /&gt;
scene_print                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : When playingback a scene, print timing and event info to console.&lt;br /&gt;
scene_showfaceto                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When playing back, show the directions of faceto events.&lt;br /&gt;
scene_showlook                           : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When playing back, show the directions of look events.&lt;br /&gt;
scene_showmoveto                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : When moving, show the end location.&lt;br /&gt;
scene_showunlock                         : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Show when a vcd i playing but normal AI is running.&lt;br /&gt;
scr_centertime                           : 2        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
screenshot                               : cmd      :                  : Take a screenshot.&lt;br /&gt;
sensitivity                              : 10       : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : Mouse sensitivity.&lt;br /&gt;
server_game_time                         : cmd      :                  : Gives the game time in seconds (server's curtime)&lt;br /&gt;
servercfgfile                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
setang                                  : cmd      :                  : Snap player eyes to specified pitch yaw &amp;lt;roll:optional&amp;gt; (must have sv_cheats).&lt;br /&gt;
setang_exact                             : cmd      :                  : Snap player eyes and orientation to specified pitch yaw &amp;lt;roll:optional&amp;gt; (must have sv_cheats).&lt;br /&gt;
setinfo                                  : cmd      :                  : Adds a new user info value&lt;br /&gt;
setmaster                                : cmd      :                  : add/remove/enable/disable master serverssetmodel                                 : cmd      :                  : Changes's player's model&lt;br /&gt;
setpause                                 : cmd      :                  : Set the pause state of the server.&lt;br /&gt;
setpos                                   : cmd      :                  : Move player to specified origin (must have sv_cheats).&lt;br /&gt;
setpos_exact                             : cmd      :                  : Move player to an exact specified origin (must have sv_cheats).&lt;br /&gt;
shake                                   : cmd      :                  : Shake the screen.&lt;br /&gt;
shake_show                               : 0        : , &amp;quot;cl&amp;quot;           : Displays a list of the active screen shakes.&lt;br /&gt;
shake_stop                               : cmd      :                  : Stops all active screen shakes. &lt;br /&gt;
shield_toggle                            : cmd      :                  : Toggle the energy shield on or off&lt;br /&gt;
showbudget_texture                       : 0        : , &amp;quot;cheat&amp;quot;        : Enable the texture budget panel.&lt;br /&gt;
showbudget_texture_globl_dumpstats      : cmd      :                  : Dump all items in +showbudget_texture_global in a text form&lt;br /&gt;
showbudget_texture_global_sum            : 128      :                  : &lt;br /&gt;
showconsole                              : cmd      :                  : Show the console.&lt;br /&gt;
showhitlocation                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showinfo                                 : cmd      :                  : Shows a info panel: &amp;lt;type&amp;gt; &amp;lt;title&amp;gt; &amp;lt;message&amp;gt; [&amp;lt;command&amp;gt;]&lt;br /&gt;
ShowMapBriefing                         : cmd      :                  : Show the current map's briefing.&lt;br /&gt;
showpanel                                : cmd      :                  : Shows a viewport panel &amp;lt;name&amp;gt;&lt;br /&gt;
showparticlecounts                       : 0        : , &amp;quot;cl&amp;quot;           : Display number of particles drawn per frame&lt;br /&gt;
showsniperdist                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showsniperlines                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
showtriggers                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;   Shows trigger brushes&lt;br /&gt;
showtriggers_toggle                      : cmd      :                  : Toggle show triggers&lt;br /&gt;
singlestep                               : 0        : , &amp;quot;cheat&amp;quot;        : Run engine in single step mode ( set next to 1 to advance a frame )&lt;br /&gt;
sk_advisor_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_agrunt_dmg_punch                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_agrunt_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_drain_rate                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_max_ammo                      : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_airboat_recharge_rate                 : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_allow_autoaim                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ally_regen_time                       : 0        : , &amp;quot;sv&amp;quot;           : Time taken for an ally to regenerate a point of health.&lt;br /&gt;
sk_ammo_qty_scale1                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ammo_qty_scale2                       : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_ammo_qty_scale3                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_antlion_air_attack_dmg                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_jump_damage                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_swipe_damage                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlion_worker_burst_damage           : 50       : , &amp;quot;sv&amp;quot;           : How much damage is inflicted by an antlon worker's death explosion.&lt;br /&gt;
sk_antlion_worker_burst_radius           : 160      : , &amp;quot;sv&amp;quot;           : Effect radius of an antlion worker's death explosion.&lt;br /&gt;
sk_antlion_worker_health                 : 0        : , &amp;quot;sv&amp;quot;           : Hitpoints of an antlion worker. If 0, will use base antlion hitpoints.&lt;br /&gt;
sk_antlion_worker_spit_grenade_dmg       : 20       : , &amp;quot;sv&amp;quot;           : Total damage done by an individual antlion worker loogie.&lt;br /&gt;
sk_antlion_worker_spit_grenade_poison_ratio : 0        : , &amp;quot;sv&amp;quot;           : Percntage of an antlion worker's spit damage done as poison (which regenerates)&lt;br /&gt;
sk_antlion_worker_spit_grenade_radius    : 40       : , &amp;quot;sv&amp;quot;           : Radius of effect for an antlion worker spit grenade.&lt;br /&gt;
sk_antlion_worker_spit_speed             : 0        : , &amp;quot;sv&amp;quot;           : Speed at which an antlion spit grenade travels.&lt;br /&gt;
sk_antlionguard_dmg_charge               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlionguard_dmg_shove                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_antlionguard_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_apc_health                            : 750      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_apc_missile_damage                    : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_auto_reload_time                      : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_autoaim_mode                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sk_autoaim_scale1                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_autoaim_scale2                        : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_barnacle_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_barney_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_battery                               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_dmg_blast                    : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_dmg_slash                    : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_health                       : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_health_factor                : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_meelee_range                : 300      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bigmomma_radius_blast                 : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullseye_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_dmg_bite                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_dmg_whip                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_bullsquid_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_giveammo_player_delay         : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally                    : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally_delay               : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_ally_min_pct             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player                   : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_delay             : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_min_forced        : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_heal_player_min_pct           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_hea_toss_player_delay        : 26       : , &amp;quot;sv&amp;quot;           : how long between throwing healthkits&lt;br /&gt;
sk_citizen_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_player_stare_dist             : 72       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_player_stare_time             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_citizen_stare_heal_time               : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_ball_search_radius            : 512      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combine_guard_health                  : 0       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_guard_kick                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_s_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combine_s_kick                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_combineball_guidefactor               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combineball_seek_angle                : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_combineball_seek_kill                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_controller_dmgball                   : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_dmgzap                     : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_health                     : 60       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_controller_speedball                  : 650      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crow_health                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crow_melee_dmg                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_crowbar_lead_time                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_defender_health                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_energy_grenade                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_homer_grenade                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_inflict_scale1                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_inflict_scale2                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_inflict_scale3                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_pathfollower_grenade              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dmg_sniper_penetrate_npc             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_sniper_penetrate_plr              : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale1                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale2                       : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dmg_take_scale3                       : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_dropship_container_health             : 750      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_dynamic_resupply_modifier             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_energy_grenade_radis                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_amplitude  : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_radius     : 1024     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_env_headcrabcanister_shake_radius_vehicle : 2500     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_dmg_claw                   : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_dmg_leap                   : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fastzombie_health                     : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_fraggrenae_radius                    : 250      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_friendly_manhack_health               : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_friendly_manhack_melee_dmg            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_fire                    : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_slash                   : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_dmg_stomp                   : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gargantua_health                      : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grunugget_enabled                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_large               : 6        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_medium              : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_grubnugget_health_small               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_blast_push                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_burst_dist                    : 768      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_burst_min                     : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
k_gunship_burst_size                    : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_gunship_health_increments             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hassassin_dmg                         : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hassassin_health                      : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_fast_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_melee_dmg                    : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_headcrab_poison_health                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_headcrab_poison_npc_damage            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthcharger                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthkit                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_healthvial                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_blast_push                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_burstcount                 : 12       : , &amp;quot;sv&amp;quot;          : How many shot bursts to fire after charging up. The bigger the number, the longer the firing is&lt;br /&gt;
sk_helicopter_drone_speed                : 450      : , &amp;quot;sv&amp;quot;           : How fast does the zapper drone move?&lt;br /&gt;
sk_helicopter_firingcone                 : 20       : , &amp;quot;sv&amp;quot;           : The angle in degrees of the cone in which the shots will be fired&lt;br /&gt;
sk_helicopter_grenade_puntscale          : 1        : , &amp;quot;sv&amp;quot;           : When physpunting a chopper's grenade, scale its velocity by this much.&lt;br /&gt;
sk_helicopte_grenadedamage              : 25       : , &amp;quot;sv&amp;quot;           : The amount of damage the helicopter grenade deals.&lt;br /&gt;
sk_helicopter_grenadeforce               : 55000    : , &amp;quot;sv&amp;quot;           : The physics force that the helicopter grenade exerts.&lt;br /&gt;
sk_helicopter_grenaderadius              : 275      : , &amp;quot;sv&amp;quot;           : The damage radius of the helicopter grenade.&lt;br /&gt;
sk_helicopter_health                     : 5600     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_num_bombs1                 : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_heliopter_num_bombs2                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_num_bombs3                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_helicopter_roundsperburst             : 5        : , &amp;quot;sv&amp;quot;           : How many shots to fire in a single burst&lt;br /&gt;
sk_hgrunt_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hgrunt_kick                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1_ichthyosaur_health                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1_ichthyosaur_shake                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl1barney_health                      : 35       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hl2mp_allow_autoaim                   : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale1                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_ammo_qty_scale3                 : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_autoaim_scale1                  : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_autoaim_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale1              : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale2              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_inflict_scale3              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale1                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale2                 : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_hl2mp_dmg_take_scale3                 : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_homer_grenade_radius                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_houndeye_dmg_blast                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_houndeye_health                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_buckshot_damage_scale          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_bullet_damage_scale            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_charge_damage_scale            : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_citizen_damage_scale           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_chage                     : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_flechette                  : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_from_striderbuster         : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_dmg_one_slash                  : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_flechette_explode_dmg          : 12       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_flechette_explode_radius       : 128      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_health                         : 210      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_hunter_vhicle_damage_scale           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_ichthyosaur_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_ichthyosaur_melee_dmg                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_claw                       : 8        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_clawrake                   : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_dmg_zap                        : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_islave_health                         : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_jep_gauss_damage                     : 15       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_leech_dmg_bite                        : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_leech_health                          : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_melee_dmg                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_manhack_v2                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_max_357                               : 12       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : sk_max_alyxgun                           : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_ar2                               : 60       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_ar2_altfire                       : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_buckshot                          : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_crossbow                          : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_gauss_round                       : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_grenade                           : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;   : &lt;br /&gt;
sk_max_hopwire                           : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_hornet                            : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_pistol                            : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_rpg_round                         : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_smg1                              : 225      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_smg1_grenade                      : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_sniper_round                      : 30       : , &amp;quot;sv&amp;quot;,&amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_max_striderbuster                     : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_metropolice_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_simple_health             : 26       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_along_hitcount     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_at_hitcount        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_behind_hitcount    : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_distance           : 1000     : ,&amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_reaction           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_metropolice_stitch_tight_hitcount     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_miniturret_health                     : 40       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_mortarsynth_beamdmg                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_mortarsynth_health                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_nihilanth_health                      : 800      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_nihilanth_zap                         : 30      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_arm                               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_chest                             : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_357                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_airboat                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_alyxgun                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_ar2                           : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_buckshot                      :         : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_combineball                   : 15       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_crossbow                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_crowbar                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_dropship                      : 5        : , &amp;quot;sv&amp;quot;           : Dropship container cannon damage.&lt;br /&gt;
sk_npc_dmg_fraggrenade                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_grenade                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_nc_dmg_gunship                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_gunship_to_plr                : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_helicopter                    : 6        : , &amp;quot;sv&amp;quot;           : Damage helicopter shots deal to everything but the player&lt;br /&gt;
sk_npc_dmg_helicopter_to_plr             : 3        : , &amp;quot;sv&amp;quot;           : Damage helicopter shots deal to the player&lt;br /&gt;
sk_npc_dmg_hornet                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_pistol                        : 0       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_rpg_round                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_satchel                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_dmg_smg1                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_smg1_grenade                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_sniper_round                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_stunstick                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_npc_dmg_tripmine                       0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_head                              : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_leg                               : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_npc_stomach                           : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_null                                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Do Not Change this!&lt;br /&gt;
sk_pathfollower_grenade_radius           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_arm                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_hest                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_head                           : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_leg                            : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_player_stomach                        : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_357                           : 75       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_airboat                       : 3        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_alyxgun                       : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_pr_dmg_ar2                           : 11       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_buckshot                      : 9        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_crossbow                      : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_crowbar                       : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_fraggrenade                   : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_gauss                         : 18       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_grenade                       : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    :&lt;br /&gt;
sk_plr_dmg_hornet                        : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_pistol                        : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_rpg_round                     : 150      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_satchel                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_dmg_smg1                          : 5        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_smg1_grenade                  : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_sniper_round                  : 100      : , &amp;quot;sv&amp;quot;, &amp;quot;rep    : &lt;br /&gt;
sk_plr_dmg_stunstick                     : 40       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_dmg_tripmine                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_plr_grenade_drop_time                 : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_health_drop_time                  : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_max_dmg_gauss                     : 60       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_plr_num_shotgun_pellets               : 8        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sk_rollermine_shock                      : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_rollermine_stun_delay                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_rollermine_vehicle_intercept          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_satchel_player_destructable           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_satchel_radius                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scanner_dmg_dive                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scanner_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scientist_heal                        : 25       :  &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_scientist_health                      : 20       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_sentry_health                         : 40       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_smg1_grenade_radius                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_dmg_bite                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_dmg_pop                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_snark_health                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_sniperlaser                           : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Allow sniper rifle targeting lasers.&lt;br /&gt;
sk_stalker_aggressive                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_allow_melee                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_health                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_stalker_melee_dmg                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_health                        : 350      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_num_missiles1                 : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strder_num_missiles2                 : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_strider_num_missiles3                 : 7        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_striderbuster_magnet_multiplier       : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger_citadel                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_suitcharger_citadel_maxarmor          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_tripmine_radius                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
k_turret_health                         : 50       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_armor_charge               : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_armor_charge_per_token     : 5        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_claw                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_rake                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_dmg_zap                    : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_enemy_dmg_zap              : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sk_vortigaunt_health                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_vortigaunt_vital_antlion_worker_dmg   : 0        : , &amp;quot;sv&amp;quot;           : Vital-ally vortigaunts scale damage taken from antlion workers by this amount.&lt;br /&gt;
sk_vortigaunt_zap_range                  : 100      : , &amp;quot;sv&amp;quot;           : Range of vortigaunt's ranged attack (feet)&lt;br /&gt;
sk_weapon_ar2_alt_fire_duration          : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_weapon_ar2_alt_fire_mass              : 150      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_weapon_ar2_al_fire_radius            : 10       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_dmg_both_slash                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_dmg_one_slash                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_health                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_poison_dmg_spit                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_poison_health                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sk_zombie_soldier_health                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
skill                                   : 2        : , &amp;quot;a&amp;quot;            : Game skill level (1-3).&lt;br /&gt;
slot0                                    : cmd      :                  : &lt;br /&gt;
slot1                                    : cmd      :                  : &lt;br /&gt;
slot10                                   : cmd      :                  : &lt;br /&gt;
slot2                                    : cmd      :                  : &lt;br /&gt;
slot3                                    : cmd      :                  : &lt;br /&gt;
slot4                                    : cmd      :                 : &lt;br /&gt;
slot5                                    : cmd      :                  : &lt;br /&gt;
slot6                                    : cmd      :                  : &lt;br /&gt;
slot7                                    : cmd      :                  : &lt;br /&gt;
slot8                                    : cmd      :                  : &lt;br /&gt;
slot9                                    : cmd      :                  : &lt;br /&gt;
smoke_trail                              : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
smoothstairs                             : 1       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Smooth player eye z coordinate when traversing stairs.&lt;br /&gt;
snapto                                   : cmd      :                  : &lt;br /&gt;
snd_async_flush                          : cmd      :                  : Flush all unlocked async audio data&lt;br /&gt;
snd_async_fullyasync                     : 0        :                  : All playback is fully async (sound doesn't play until data arrives).&lt;br /&gt;
snd_async_minsize                        : 262144   :                  : &lt;br /&gt;
snd_async_showmem                       : cmd      :                  : Show async memory stats&lt;br /&gt;
snd_async_spew_blocking                  : 0        :                  : Spew message to console any time async sound loading blocks on file i/o.&lt;br /&gt;
snd_async_stream_spew                    : 0        :                  : Spew streaming info ( 0=Off, 1=streams, 2=buffers&lt;br /&gt;
snd_cull_duplicates                      : 0        :                  : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicatesallowed to be playe&lt;br /&gt;
snd_defer_trace                          : 1        :                  : &lt;br /&gt;
snd_delay_sound_shift                    : 0        :                  : &lt;br /&gt;
snd_disable_mixer_duck                   : 0        :                  : &lt;br /&gt;
snd_duckerattacktime                     : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_duckerreleasetime                    : 2        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_duckerthreshold                      : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_ducktovolume                         : 0       : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_dumpclientsounds                     : cmd      :                  : Dump sounds to VXConsole&lt;br /&gt;
snd_foliage_db_loss                      : 4        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain                                 : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain_max                             : 1        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_gain_min                             : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_legacy_surround                      : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_lockpartial                         : 1        :                  : &lt;br /&gt;
snd_mix_async                            : 0        :                  : &lt;br /&gt;
snd_mix_minframetime                     : 0        :                  : &lt;br /&gt;
snd_mixahead                             : 0        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_musicvolume                          : 1        : , &amp;quot;a&amp;quot;            : Music volume&lt;br /&gt;
snd_noextraupdate                        : 0        :                  : &lt;br /&gt;
snd_obscured_gain_dB                     : -2       : , &amp;quot;cheat&amp;quot;        : snd_pitchquality                         : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
snd_profile                              : 0        : , &amp;quot;demo&amp;quot;         : &lt;br /&gt;
snd_rebuildaudiocache                    : cmd      :                  : Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists &lt;br /&gt;
snd_refdb                                : 60       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_refdist                              : 36       : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_restart                              : cm      :                  : Restart sound system.&lt;br /&gt;
snd_show                                 : 0        :                  : Show sounds info&lt;br /&gt;
snd_showclassname                        : 0        :                  : &lt;br /&gt;
snd_showmixer                            : 0        :                  : &lt;br /&gt;
snd_showstart                            : 0        : , &amp;quot;cheat&amp;quot;        : &lt;br /&gt;
snd_ShowThreadFrameTime                  : 0        :                  : &lt;br /&gt;
snd_soundmixer                           : 0        :                  : &lt;br /&gt;
sn_spatialize_roundrobin                : 0        :                  : Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized&lt;br /&gt;
snd_surround_speakers                    : 2        :                  : &lt;br /&gt;
snd_visualize                            : 0        : , &amp;quot;cheat&amp;quot;        : Show sounds location in world&lt;br /&gt;
snd_vox_captiontrace                     : 0        :                  : Shows sentence name for sentences which are set not to show capions.&lt;br /&gt;
snd_vox_globaltimeout                    : 300      :                  : &lt;br /&gt;
snd_vox_sectimetout                      : 300      :                  : &lt;br /&gt;
snd_vox_seqtimetout                      : 300      :                  : &lt;br /&gt;
snd_writemanifest                        : cmd      :                  : If running a game, outputs the precache manifest for the current level &lt;br /&gt;
sndplaydelay                             : cmd      :                  : &lt;br /&gt;
sniper_xbox_delay                        : 1        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sniperspeak                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sniperviewdist                           : 35       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
soundfade                                : cmd      :                  : Fade client volume.&lt;br /&gt;
soundinfo                                : cmd      :                  : Describe the current sound device.&lt;br /&gt;
soundlist                                : cmd      :                  : List all known sounds.&lt;br /&gt;
soundpatch_captionlength                 : 2        : , &amp;quot;v&amp;quot;, &amp;quot;rep&amp;quot;    : How long looping soundpatch captions should display for.&lt;br /&gt;
soundscape_debug                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar&lt;br /&gt;
soundscape_dumpclient                    : cmd      :                  : Dumps the client's soundscape data. &lt;br /&gt;
soundscape_fadetime                      : 3        : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Time to crossfade sound effects between soundscapes&lt;br /&gt;
soudscape_flush                         : cmd      :                  : Flushes the server &amp;amp; client side soundscapes&lt;br /&gt;
speak                                    : cmd      :                  : Play a constructed sentence.&lt;br /&gt;
spec_autodirector                        : 1        : , &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Auto-director chooses best view modes while spectating&lt;br /&gt;
spec_freeze_distance_max                 : 200      : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Maximum random distance from the target to stop when framing them in observer feeze cam.&lt;br /&gt;
spec_freeze_distance_min                 : 96       : , &amp;quot;cheat&amp;quot;, &amp;quot;cl&amp;quot;  : Minimum random distance from the target to stop when framing them in observer freeze cam.&lt;br /&gt;
spec_freeze_time                         : 4        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Time spend frozen in observer freeze cam.&lt;br /&gt;
spec_freeze_traveltime                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : Time taken to zoom in to frame a target in observer freeze cam.&lt;br /&gt;
spec_mode                                : cmd      :                  : St spectator mode&lt;br /&gt;
spec_next                                : cmd      :                  : Spectate next player&lt;br /&gt;
spec_player                              : cmd      :                  : Spectate player by name&lt;br /&gt;
spec_pos                                 : cmd      :                  : dump position and angles to the console&lt;br /&gt;
spec_prev                                : cmd      :                  : Spectate previous player&lt;br /&gt;
spec_scoreboard                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
spec_track                              : 0        : , &amp;quot;cl&amp;quot;           : Tracks an entity in spec mode&lt;br /&gt;
spike                                    : cmd      :                  : generates a fake spike&lt;br /&gt;
star_memory                              : cmd      :                  : Dump memory stats&lt;br /&gt;
startdemos                               : cmd      :                  : Play demos in demo sequence.&lt;br /&gt;
startmovie                               : cmd      :                  : Start recording movie frames.&lt;br /&gt;
startupmenu                             : cmd      :                  : Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer &lt;br /&gt;
stats                                    : cmd      :                  : Prints server performance variables&lt;br /&gt;
status                                   : cmd      :                  : Display map and connection status.&lt;br /&gt;
step_spline                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
stop                                     : cmd      :                 : Finish recording demo.&lt;br /&gt;
stopdemo                                 : cmd      :                  : Stop playing back a demo.&lt;br /&gt;
stopsound                                : cmd      :                  : &lt;br /&gt;
stopsounds                               : cmd      :                  : stops all active sounds&lt;br /&gt;
stopsoundscape                           : cmd      :                  : Stops all soundscape processing and fades current looping sounds&lt;br /&gt;
strider_always_use_procedural_height     : 0        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
strider_ar2_altfire_dmg                  : 25       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_distributed_fire                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_eyepositions                     : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_knowledge                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_after_escorts_dead     : 2        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_cover_dist             : 120      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_duration               : 2        : , &amp;quot;v&amp;quot;           : &lt;br /&gt;
strider_free_pass_move_tolerance         : 320      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_refill_rate            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_start_time             : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_free_pass_tolerance_after_escorts_dead : 600      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_idle_test                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_immolate                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_missile_suppress_dist            : 24      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_missile_suppress_time            : 3        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_pct_height_no_crouch_move        : 90       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_eye_dist                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_eye_dist_z                  : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_time                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_peek_time_after_damage           : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_cannonlos                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_focus                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_weapon_los_condition        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_show_weapon_los_z                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
strider_test_height                      : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_allow_all_damage           : 0        : , &amp;quot;sv&amp;quot;           : If set to '1' the bomb will detonate on any damage taken.  Otherwise only the player may trigger it.&lt;br /&gt;
strideruster_autoaim_radius             : 64       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_debugseek                  : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_die_detach                 : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_dive_force                 : -200     : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_falloff_power              : 4        : , &amp;quot;sv&amp;quot;           : Order of the distance falloff. 1 = linear 2 = quadratic&lt;br /&gt;
striderbuster_health                     : 14       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
striderbuster_leg_stck_dist             : 80       : , &amp;quot;sv&amp;quot;           : If the buster hits a strider's leg, the max distance from the head at which it sticks anyway.&lt;br /&gt;
striderbuster_magnetic_force_hunter      : 1750000  : , &amp;quot;sv&amp;quot;           : Intensity of magnade's attraction to a hunter.&lt;br /&gt;
striderbuster_magnetic_force_strider     : 750000   : , &amp;quot;sv&amp;quot;           : Intensity of magnade's attraction to a strider.&lt;br /&gt;
striderbuster_shot_velocity              : 2500     : , &amp;quot;sv&amp;quot;           : Speed at which launch the bomb from the physcannon&lt;br /&gt;
triderbuster_use_particle_flare         : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
stringtabletotals                        : cmd      :                  : Size of all string tables&lt;br /&gt;
studio_queue_mode                        : 1        :                  : &lt;br /&gt;
stuffcmds                                : cmd      :                  : Parses and stuffs command line + commands to command buffer.&lt;br /&gt;
suitvolume                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
surfaceprop                              : cmd      :                 : Reports the surface properties at the cursor&lt;br /&gt;
sv_allow_color_correction                : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow clients to use color correction on this server.&lt;br /&gt;
sv_allow_voice_from_file                 : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow clients from using voice_inputfromfile on this server.&lt;br /&gt;
sv_allow_wait_command                    : 1        : , &amp;quot;rep&amp;quot;          : Allow or disallow the wait command on clients connected to this server.&lt;br /&gt;
sv_allowdownload                        : 1        :                  : Allow clients to download files&lt;br /&gt;
sv_allowgaussjump                        : 1        : , &amp;quot;sv&amp;quot;           : Allow Gauss Jumping.&lt;br /&gt;
sv_allownegativescore                    : 1        : , &amp;quot;sv&amp;quot;           : Allow a players score to drop below zero?&lt;br /&gt;
sv_allowocmapvote                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_allowupload                           : 1        :                  : Allow clients to upload customizations files&lt;br /&gt;
sv_alltalk                              : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : Players can hear all other players, no team restrictions&lt;br /&gt;
sv_alternateticks                        : 0        : , &amp;quot;sp&amp;quot;           : If set, server only simulates entities on even numbered ticks. &lt;br /&gt;
sv_autojump                              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_autoladderdismount                    : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Automatically dismount from ladders when you reach the end (don't have to +USE).&lt;br /&gt;
sv_autosave                              : 1       :                  : Set to 1 to autosave game on level transition. Does not affect autosave triggers.&lt;br /&gt;
sv_benchmark_autovprofrecord             : 0        : , &amp;quot;sv&amp;quot;           : If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.&lt;br /&gt;
sv_benchmark_force_start                 : cmd      :                  : Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.&lt;br /&gt;
sv_benchmarknumticks                    : 3300     : , &amp;quot;sv&amp;quot;           : If &amp;gt; 0, then it only runs the benchmark for this # of ticks.&lt;br /&gt;
sv_bonus_challenge                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Set to values other than 0 to select a bonus map challenge type.&lt;br /&gt;
sv_bonus_map_challenge_update            : cmd      :                  : Updates a bonus map challenge score.&lt;br /&gt;
sv_bonus_map_complete                    : cmd      :                  : Completes a bonus map.&lt;br /&gt;
sv_bonus_map_unlock                      : cmd     :                  : Locks a bonus map.&lt;br /&gt;
sv_cacheencodedents                      : 1        :                  : If set to 1, does an optimization to prevent extra SendTable_Encode calls.&lt;br /&gt;
sv_changeleveldelay                      : 60       : , &amp;quot;sv&amp;quot;           : The number of seconds a map must have been running before any trigger_changelevels can be used.&lt;br /&gt;
sv_cheats                                : 0        : , &amp;quot;rep&amp;quot;          : Allow cheats on server&lt;br /&gt;
sv_clearhinthistory                      : cmd      :                 : Clear memory of server side hints displayed to the player.&lt;br /&gt;
sv_client_cmdrate_difference             : 20       : , &amp;quot;rep&amp;quot;          : cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an&lt;br /&gt;
sv_client_max_interp_ratio               : 5        : , &amp;quot;rep&amp;quot;          : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_&lt;br /&gt;
sv_client_min_interp_ratio              : 1        : , &amp;quot;rep&amp;quot;          : This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).               -1 &lt;br /&gt;
sv_client_predict                        : -1       : , &amp;quot;rep&amp;quot;          : This can be used to force the value of cl_predict for connected clients (only while they are connected).    -1 = let clients se&lt;br /&gt;
sv_clockcorrection_msecs                 : 60       : , &amp;quot;sv&amp;quot;           : The server tries to keep each player's m_nTickBase withing this manymsecs of the server absolute tickcount&lt;br /&gt;
sv_consistency                           : 1        : , &amp;quot;rep&amp;quot;          : Whether the server enforces file consistency for critical files&lt;br /&gt;
sv_contact                               : 0        : , &amp;quot;nf&amp;quot;           : Contact email for server sysop&lt;br /&gt;
sv_deathpenalty                          : 1        : , &amp;quot;sv&amp;quot;           : A Death Penalty value Override, how much to subtract from players score.&lt;br /&gt;
sv_debug_player_use                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Visualizes +se logic. Green cross=trace success, Red cross=trace too far, Green box=radius success&lt;br /&gt;
sv_debugmanualmode                       : 0        :                  : Make sure entities correctly report whether or not their network data has changed.&lt;br /&gt;
sv_debugtempentities                     : 0        :                  : Show temp entity bandwidth usage.&lt;br /&gt;
sv_dedicated                             : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Is this a dedicated server?&lt;br /&gt;
sv_deltaprint                            : 0        :                 : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)&lt;br /&gt;
sv_deltatime                             : 0        :                  : Enable profiling of CalcDelta calls&lt;br /&gt;
sv_disable_spawn_distancecheck           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_disablemotd                           : 0        : , &amp;quot;sv&amp;quot;           : Disable display of the Message Of The Day.&lt;br /&gt;
sv_downloadurl                           : 0        : , &amp;quot;rep&amp;quot;          : Location from which clients can download missing files&lt;br /&gt;
v_enableoldqueries                      : 0        :                  : Enable support for old style (HL1) server queries&lt;br /&gt;
sv_ep1searchpath                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Force adding the Episode One searchpath immediately. Useful for loading an ep1 map next.&lt;br /&gt;
sv_ep2searchpath                         : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Force adding the Episode Two searchpath immediately. Useful for loading an ep2 map next.&lt;br /&gt;
sv_filterban                             : 1        :                 : Set packet filtering by IP mode&lt;br /&gt;
sv_findsoundname                         : cmd      :                  : Find sound names which reference the specified wave files.&lt;br /&gt;
sv_forcefullsoundload                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Forces all sound scripts to be loaded after map change.&lt;br /&gt;
sv_forcehardleveltransitions             : 0        : , &amp;quot;sv&amp;quot;           : Set to 1 to disable smooth player save/restore&lt;br /&gt;
sv_forcepreload                          : 0        : , &amp;quot;a&amp;quot;            : Force server side reloading.&lt;br /&gt;
sv_freezesearchpaths                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Disable automatic enable/disable of searchpath convars on level change.&lt;br /&gt;
sv_giblifetime                           : 0        : , &amp;quot;sv&amp;quot;           : Gibs will fade out after this many seconds. If set to 0, gibs will not fade.&lt;br /&gt;
sv_gravity                               : 600      : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : World gravity.&lt;br /&gt;
sv_hl2mp_item_respawn_time               : 30       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_hl2mp_mp_robust_explosions           : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_hl2mp_weapon_respawn_time             : 20       : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_hydraTestSpike                        : 1        : , &amp;quot;sv&amp;quot;           : Hydra Test impaling code&lt;br /&gt;
sv_infinite_aux_power                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : &lt;br /&gt;
sv_ladder_useonly                        : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : If set, ladders can only be mounted by pressing +USE&lt;br /&gt;
sv_ladderautomountdot                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : When auto-mounting a ladder by loking up its axis, this is the tolerance for looking now directly along the ladder axis.&lt;br /&gt;
sv_lan                                   : 0        :                  : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )&lt;br /&gt;
sv_log_onefile                           : 0        : , &amp;quot;a&amp;quot;            : Log server information to only one file.&lt;br /&gt;
sv_logbans                               : 0        : , &amp;quot;a&amp;quot;            : Log server bans in the server logs.&lt;br /&gt;
sv_logblocks                             :0        :                  : If true when log when a query is blocked (can cause very large log files)&lt;br /&gt;
sv_logdownloadlist                       : 1        :                  : &lt;br /&gt;
sv_logecho                               : 1        : , &amp;quot;a&amp;quot;            : Echo log information to the console.&lt;br /&gt;
sv_logfile                               : 1        : , &amp;quot;a&amp;quot;            : Log server information in the log file.&lt;br /&gt;
sv_logflush                              : 0        : , &amp;quot;a&amp;quot;            : Flush the log file to disk on each wrte (slow).&lt;br /&gt;
sv_logsdir                               : 0        : , &amp;quot;a&amp;quot;            : Folder in the game directory where server logs will be stored.&lt;br /&gt;
sv_mapmodifyfile                         : 0        : , &amp;quot;sv&amp;quot;           : Set a specific map modify file for the next map loaded. Usage: sv_mapmodifyfile &amp;lt;map name exluding extension&amp;gt; &lt;br /&gt;
sv_massreport                            : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_master_legacy_mode                    : 1        :                  : Use old (outside-of-Steam) code t communicate with master servers.&lt;br /&gt;
sv_master_share_game_socket              : 1        :                  : Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm&lt;br /&gt;
sv_max_queries_sec                       : 3        :                  : Maximum queries per second to respond to from a single IP address.&lt;br /&gt;
sv_max_queries_sec_global                : 60       :                  : Maximum queries per second to respond to from anywhere.&lt;br /&gt;
sv_max_ueries_window                    : 30       :                  : Window over which to average queries per second averages.&lt;br /&gt;
sv_maxcmdrate                            : 40       : , &amp;quot;rep&amp;quot;          : (If sv_mincmdrate is &amp;gt; 0), this sets the maximum value for cl_cmdrate.&lt;br /&gt;
sv_maxinvobjectweight                    : 1        : , &amp;quot;sv&amp;quot;           : Maximum allowed inventory object weight&lt;br /&gt;
sv_maxrate                               : 0        : , &amp;quot;rep&amp;quot;          : Max bandwidth rate allowed on server, 0 == unlimited&lt;br /&gt;
sv_mareplay                             : 0        :                  : Maximum replay time in seconds&lt;br /&gt;
sv_maxroutable                           : 1260     :                  : Server upper bound on net_maxroutable that a client can use.&lt;br /&gt;
sv_maxupdaterate                         : 60       : , &amp;quot;rep&amp;quot;          : Maximum updates per second that the server will allow&lt;br /&gt;
sv_merch_sellweaponammo                  : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_mincmdrate                            : 0        : , &amp;quot;rep&amp;quot;          : This ets the minimum value for cl_cmdrate. 0 == unlimited.&lt;br /&gt;
sv_minrate                               : 3500     : , &amp;quot;rep&amp;quot;          : Min bandwidth rate allowed on server, 0 == unlimited&lt;br /&gt;
sv_minupdaterate                         : 10       : , &amp;quot;rep&amp;quot;          : Minimum updates per second that the server will allow&lt;br /&gt;
sv_noclipaccelerate                      : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_noclipduringpause                     : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot; : If cheats are enabled, then you can noclip ith the game paused (for doing screenshots, etc.).&lt;br /&gt;
sv_noclipspeed                           : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_npc_showlagcompensation               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show lag compensated hitboxes whenever a npc is lag compensated.&lt;br /&gt;
sv_npc_talker_maxdist                    : 1024     : , &amp;quot;sv&amp;quot;           : NPCs over this distance from the player won't attempt to speak.&lt;br /&gt;
sv_npcgib_maxcount                       : 16       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_parallel_packentities                : 1        :                  : &lt;br /&gt;
sv_parallel_sendsnapshot                 : 1        :                  : &lt;br /&gt;
sv_password                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : Server password for entry into multiplayer games&lt;br /&gt;
sv_pausable                              : 0        : , &amp;quot;nf&amp;quot;           : Is the server pausable.&lt;br /&gt;
sv_playergibbage                         : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_playerperfhistorycount                : 20       : , &amp;quot;sv&amp;quot;           : Number of samplesto maintain in player perf history&lt;br /&gt;
sv_precacheinfo                          : cmd      :                  : Show precache info.&lt;br /&gt;
sv_pure                                  : cmd      :                  : Show user data.&lt;br /&gt;
sv_pure_kick_clients                     : 1        :                  : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.&lt;br /&gt;
sv_pure_trace                            : 0        :                  : If set to 1, the server will prit a message whenever a client is verifying a CRC for a file.&lt;br /&gt;
sv_pvsskipanimation                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Skips SetupBones when npc's are outside the PVS&lt;br /&gt;
sv_rcon_banpenalty                       : 0        :                  : Number of minutes to ban users who fail rcon authentication&lt;br /&gt;
sv_rcon_log                              : 1        :                  : Enable/disable rcon logging.&lt;br /&gt;
sv_rcon_maxfailures                      : 10       :                  : Max number of times auser can fail rcon authentication before being banned&lt;br /&gt;
sv_rcon_minfailures                      : 5        :                  : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned&lt;br /&gt;
sv_rcon_minfailuretime                   : 30       :                  : Number of seconds to track failed rcon authentications&lt;br /&gt;
sv_region                                : -1       :                  : The region of the world to report this server in.&lt;br /&gt;
sv_report_client_settings               : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;     : &lt;br /&gt;
sv_resetcustomammo                       : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Reset Server Custom Ammos&lt;br /&gt;
sv_robust_explosions                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : &lt;br /&gt;
sv_serveractive                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Is the server currently running?&lt;br /&gt;
sv_shieldstrength                        : 50       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Shield Hit Points&lt;br /&gt;
sv_show_crosshair_target                 : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_showhitboxes                         : -1       : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only).&lt;br /&gt;
sv_showladders                           : 0        : , &amp;quot;sv&amp;quot;           : Show bbox and dismount points for all ladders (must be set before level load.) &lt;br /&gt;
sv_showlagcompensation                   : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Show lag compensated hitboxes whenever a player is lag compensated.&lt;br /&gt;
sv_skyname                               : 0         , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot; : Current name of the skybox texture&lt;br /&gt;
sv_soundemitter_filecheck                : cmd      :                  : Report missing wave files for sounds and game_sounds files.&lt;br /&gt;
sv_soundemitter_flush                    : cmd      :                  : Flushes the sounds.txt system (server only)&lt;br /&gt;
sv_soundemitter_trace                    : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to &lt;br /&gt;
sv_soundlist_dump                       : cmd      :                  : Dumps the soundemitter sound list&lt;br /&gt;
sv_soundscape_printdebuginfo             : cmd      :                  : print soundscapes&lt;br /&gt;
sv_specaccelerate                        : 5        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_specnoclip                            : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_specspeed                             : 3        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;, &amp;quot;nf&amp;quot;, &amp;quot;rep&amp;quot; : &lt;br /&gt;
sv_stats                                 : 1        :                  : Collect CPU usage stats&lt;br /&gt;
sv_sickysprint                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
sv_stickysprint_default                  : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
sv_strict_notarget                       : 0        : , &amp;quot;sv&amp;quot;           : If set, notarget will cause entities to never think they are in the pvs&lt;br /&gt;
sv_tags                                  : 0        : , &amp;quot;nf&amp;quot;           : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.&lt;br /&gt;
sv_tauplayerradiusdmg                   : 1        : , &amp;quot;sv&amp;quot;           : If 1, charged tau shots hurt the owning player&lt;br /&gt;
sv_test_scripted_sequences               : 0        : , &amp;quot;sv&amp;quot;           : Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu&lt;br /&gt;
sv_teststepsimulation                    : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
sv_thinktimecheck                        : 0        : , &amp;quot;sv&amp;quot;           : Check for thinktimes all on same timestamp.&lt;br /&gt;
sv_timeout                              : 65       :                  : After this many seconds without a message from a client, the client is dropped&lt;br /&gt;
sv_transitionradiusoverride              : 0        : , &amp;quot;sv&amp;quot;           : Override trigger_changelevel smooth transition radius.&lt;br /&gt;
sv_turbophysics                          : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Turns on turbo physics&lt;br /&gt;
sv_unlockedchapters                      : 99       : , &amp;quot;a&amp;quot;            : Highest unlocked game chapter.&lt;br /&gt;
sv_vehicle_autoaim_scale                 : 8        : , &amp;quot;sv&amp;quot;          : &lt;br /&gt;
sv_visible                               : 1        : , &amp;quot;sv&amp;quot;           : 0 = server unavailable, 1 = server available, 2 = force server available !use option 2 with care!(even in commentary mode and o&lt;br /&gt;
sv_visiblemaxplayers                     : -1       :                  : Overrides the max players reported to prospective clients&lt;br /&gt;
sv_voicecodec                            : 0        :                  : Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extenion.&lt;br /&gt;
sv_voiceenable                           : 1        : , &amp;quot;a&amp;quot;, &amp;quot;nf&amp;quot;      : &lt;br /&gt;
systemlinkport                           : 27030    :                  : System Link port&lt;br /&gt;
--------------&lt;br /&gt;
656 convars/concommands for [s]&lt;br /&gt;
&lt;br /&gt;
] cvarlist t&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
template_debug                           : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
Test_CreateEntity                        : cmd      :                  : &lt;br /&gt;
test_dispatcheffect                      : cmd      :                  : Test a clientside dispatch effect.  Usage: test_dispatcheffect &amp;lt;effect name&amp;gt; &amp;lt;distance away&amp;gt; &amp;lt;flags&amp;gt; &amp;lt;magnitude&amp;gt; &amp;lt;scale&amp;gt;  DefauTest_EHandle                             : cmd      :                  : &lt;br /&gt;
test_entity_blocker                      : cmd      :                  : Test command that drops an entity blocker out in front of the player.&lt;br /&gt;
test_freezeframe                         : cmd      :                  : Test the freeze frame code.&lt;br /&gt;
Test_InitRandomEntitySpawner             : cmd      :                  : &lt;br /&gt;
Test_Loop                                : cmd      :                  : Test_Loop &amp;lt;loop name&amp;gt; - loop back to the speciied loop start point unconditionally.&lt;br /&gt;
Test_LoopCount                           : cmd      :                  : Test_LoopCount &amp;lt;loop name&amp;gt; &amp;lt;count&amp;gt; - loop back to the specified loop start point the specified # of times.&lt;br /&gt;
Test_LoopForNumSeconds                   : cmd      :                  : Test_LoopForNumSeconds &amp;lt;loop name&amp;gt; &amp;lt;time&amp;gt; - loop back to the specified start point for the specified # of seconds.&lt;br /&gt;
test_massive_dmg                         : 30       : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
test_massive_dmg_clip                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
Test_ProxyToggle_EnableProxy             : cmd      :                  : &lt;br /&gt;
Test_ProxyToggle_EnsureValue             : cmd      :                  : Test_ProxyToggle_EnsureValue&lt;br /&gt;
Test_ProxyToggle_SetValue                : cmd      :                  : &lt;br /&gt;
Test_RandomChance                        : cmd      :                  : Test_RandomChance &amp;lt;percent chance, 0-100&amp;gt; &amp;lt;token1&amp;gt; &amp;lt;token2...&amp;gt; - Roll the dice and maybe run the command following the percenta&lt;br /&gt;
Test_RandomizeInPV                      : cmd      :                  : &lt;br /&gt;
Test_RandomPlayerPosition                : cmd      :                  : &lt;br /&gt;
Test_RemoveAllRandomEntities             : cmd      :                  : &lt;br /&gt;
Test_RunFrame                            : cmd      :                  : &lt;br /&gt;
Test_SendKey                             : cmd      :                  : &lt;br /&gt;
Test_SpawnRandomEntities                 : cmd      :                  : &lt;br /&gt;
Test_StartLoop                           : cmd      :                  : Test_StartLoo &amp;lt;loop name&amp;gt; - Denote the start of a loop. Really just defines a named point you can jump to.&lt;br /&gt;
Test_StartScript                         : cmd      :                  : Start a test script running..&lt;br /&gt;
Test_Wait                                : cmd      :                  : &lt;br /&gt;
Test_WaitForCheckPoint                   : cmd      :                  : &lt;br /&gt;
testhudanim                              : cmd      :                  : Test a hud element animation.  Arguments: &amp;lt;anim name&amp;gt; &lt;br /&gt;
testscript_debug                        : 0        :                  : Debug test scripts.&lt;br /&gt;
texture_budget_background_alpha          : 128      : , &amp;quot;a&amp;quot;            : how translucent the budget panel is&lt;br /&gt;
texture_budget_panel_bottom_of_history_fraction : 0        : , &amp;quot;a&amp;quot;            : number between 0 and 1&lt;br /&gt;
texture_budget_panel_global              : 0        :                  : Show global times in the texture budget panel.&lt;br /&gt;
texture_budget_panel_height              : 284      : , &amp;quot;a&amp;quot;            : height in pixels of the budget panel&lt;br /&gt;
texture_budget_anel_width               : 512      : , &amp;quot;a&amp;quot;            : width in pixels of the budget panel&lt;br /&gt;
texture_budget_panel_x                   : 0        : , &amp;quot;a&amp;quot;            : number of pixels from the left side of the game screen to draw the budget panel&lt;br /&gt;
texture_budget_panel_y                   : 450      : , &amp;quot;a&amp;quot;            : number of pixels from the top side of the game screen to draw the budget panel&lt;br /&gt;
tf2_feetyawrunscale                      : 2        : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Multiplier on tf2_feetyawrate to allow trning faster when running.&lt;br /&gt;
tf_escort_score_rate                     : 1        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : Score for escorting the train, in points per second&lt;br /&gt;
think_limit                              : 10       : , &amp;quot;sv&amp;quot;, &amp;quot;rep&amp;quot;    : Maximum think time in milliseconds, warning is printed if this is exceeded.&lt;br /&gt;
thirdperson                              : cmd      :                  : Switch to thirdperson camera.&lt;br /&gt;
thirdperson_mayamode                     : cmd      :                  : Switch to thirdperson Maya-like caera controls.&lt;br /&gt;
thirdperson_platformer                   : 0        : , &amp;quot;cl&amp;quot;           : Player will aim in the direction they are moving.&lt;br /&gt;
thirdperson_screenspace                  : 0        : , &amp;quot;cl&amp;quot;           : Movement will be relative to the camera, eg: left means screen-left&lt;br /&gt;
thread_test_tslist                       : cmd      :                  : &lt;br /&gt;
thread_test_tsqueue                      : cmd      :                  : &lt;br /&gt;
threadpool_affinity                      : 1        :                  : Enable settig affinity&lt;br /&gt;
threadpool_cycle_reserve                 : cmd      :                  : Cycles threadpool reservation by powers of 2&lt;br /&gt;
threadpool_reserve                       : 0        :                  : Consume the specified number of threads in the thread pool&lt;br /&gt;
threadpool_run_tests                     : cmd      :                  : &lt;br /&gt;
thumper_show_radius                      : 0        : , &amp;quot;sv&amp;quot;, &amp;quot;cheat&amp;quot;  : If true, advisor will use her custom impact damage table.&lt;br /&gt;
timedemo                                 : cm      :                  : Play a demo and report performance info.&lt;br /&gt;
timedemoquit                             : cmd      :                  : Play a demo, report performance info, and then exit&lt;br /&gt;
timeleft                                 : cmd      :                  : prints the time remaining in the match&lt;br /&gt;
timerefresh                              : cmd      :                  : Profile the renderer.&lt;br /&gt;
toggle                                   : cmd      :                  : Toggles a convar on or off, or cycles hrough a set of values.&lt;br /&gt;
toggle_duck                              : cmd      :                  : Toggles duck&lt;br /&gt;
toggle_zoom                              : cmd      :                  : Toggles zoom display&lt;br /&gt;
toggleconsole                            : cmd      :                  : Show/hide the console.&lt;br /&gt;
trace_report                             : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
tracer_extra                             : 1        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
transferpoints                           : cmd      :                 : Transfer points to other players&lt;br /&gt;
tv_allow_camera_man                      : 1        : , &amp;quot;sv&amp;quot;           : Auto director allows spectators to become camera man&lt;br /&gt;
tv_allow_static_shots                    : 1        : , &amp;quot;sv&amp;quot;           : Auto director uses fixed level cameras for shots&lt;br /&gt;
tv_autorecord                            : 0        :                  : Automatically records all games as SourceTV demos.&lt;br /&gt;
tv_autoretry                             : 1        :                  : Relay proxies retry connction after network timeout&lt;br /&gt;
tv_chatgroupsize                         : 0        :                  : Set the default chat group size&lt;br /&gt;
tv_chattimelimit                         : 8        :                  : Limits spectators to chat only every n seconds&lt;br /&gt;
tv_clients                               : cmd      :                  : Shows list of connected SourceTV clients.&lt;br /&gt;
tv_debug                                 : 0        :                  : SourceTV debug info.&lt;br /&gt;
tv_delay                                 : 30      : , &amp;quot;sv&amp;quot;           : SourceTV broadcast delay in seconds&lt;br /&gt;
tv_delaymapchange                        : 0        : , &amp;quot;sv&amp;quot;           : Delays map change until broadcast is complete&lt;br /&gt;
tv_deltacache                            : 2        :                  : Enable delta entity bit stream cache&lt;br /&gt;
tv_dispatchmode                          : 1        :                  : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always&lt;br /&gt;
tv_enable                                : 0        : , &amp;quot;nf&amp;quot;           : Activaes SourceTV on server.&lt;br /&gt;
tv_maxclients                            : 128      :                  : Maximum client number on SourceTV server.&lt;br /&gt;
tv_maxrate                               : 8000     :                  : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited&lt;br /&gt;
tv_msg                                   : cmd      :                  : Send a screen message to all clients.&lt;br /&gt;
tv_name                                  : 0        :                  : SourceTV host name&lt;br /&gt;
tv_nochat                               : 0        : , &amp;quot;a&amp;quot;, &amp;quot;user&amp;quot;    : Don't receive chat messages from other SourceTV spectators&lt;br /&gt;
tv_overridemaster                        : 0        :                  : Overrides the SourceTV master root address.&lt;br /&gt;
tv_password                              : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : SourceTV password for all clients&lt;br /&gt;
tv_port                                  : 27020    :                  : Host SourceTV port&lt;br /&gt;
tv_record                                : cmd      :                  : Starts SourceTV emo recording.&lt;br /&gt;
tv_relay                                 : cmd      :                  : Connect to SourceTV server and relay broadcast.&lt;br /&gt;
tv_relaypassword                         : 0        : , &amp;quot;nf&amp;quot;, &amp;quot;prot&amp;quot;, &amp;quot;norecord&amp;quot; : SourceTV password for relay proxies&lt;br /&gt;
tv_relayvoice                            : 1        :                  : Relay voice data: 0=off, 1=on&lt;br /&gt;
tv_retry                                 : cmd      :                  : Reconnects the SourceTV relay proxy.&lt;br /&gt;
tv_snapshotrate                          : 6       :                  : Snapshots broadcasted per second&lt;br /&gt;
tv_status                                : cmd      :                  : Show SourceTV server status.&lt;br /&gt;
tv_stop                                  : cmd      :                  : Stops the SourceTV broadcast.&lt;br /&gt;
tv_stoprecord                            : cmd      :                  : Stops SourceTV demo recording.&lt;br /&gt;
tv_timeout                               : 30       :                  : SourceTV connection timeout in seconds.&lt;br /&gt;
tv_title                                : 0        :                  : Set title for SourceTV spectator UI&lt;br /&gt;
tv_transmitall                           : 0        : , &amp;quot;rep&amp;quot;          : Transmit all entities (not only director view)&lt;br /&gt;
--------------&lt;br /&gt;
 93 convars/concommands for [t]&lt;br /&gt;
&lt;br /&gt;
] cvarlist v&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
v_centermove                             : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
v_centerspeed                            : 500      : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
v_ipitch_cycle                          : 1        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_ipitch_level                           : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iroll_cycle                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iroll_level                            : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iyaw_cycle                             : 2        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
v_iyaw_level                             : 0        : , &amp;quot;cheat&amp;quot;, &amp;quot;rep&amp;quot;, &amp;quot;cl&amp;quot; : &lt;br /&gt;
vcollide_wireframe                       : 0        : , &amp;quot;cheat&amp;quot;, cl&amp;quot;  : Render physics collision models in wireframe&lt;br /&gt;
vcr_verbose                              : 0        :                  : Write extra information into .vcr file.&lt;br /&gt;
vehicle_flushscript                      : cmd      :                  : Flush and reload all vehicle scripts&lt;br /&gt;
version                                  : cmd      :                  : Print version info string.&lt;br /&gt;
vgui_drawfocus                           : 0        :                  : Report which panel is under the mouse.&lt;br /&gt;
vgui_drawtree                           : 0        : , &amp;quot;cheat&amp;quot;        : Draws the vgui panel hiearchy to the specified depth level.&lt;br /&gt;
vgui_drawtree_bounds                     : 0        :                  : Show panel bounds.&lt;br /&gt;
vgui_drawtree_clear                      : cmd      :                  : &lt;br /&gt;
vgui_drawtree_freeze                     : 0        :                  : Set to 1 to stop updating the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_hidden                     : 0        :                  : Draw the hidden panels.&lt;br /&gt;
vgui_drawtree_panlalpha                 : 0        :                  : Show the panel alpha values in the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_panelptr                   : 0        :                  : Show the panel pointer values in the vgui_drawtree view.&lt;br /&gt;
vgui_drawtree_popupsonly                 : 0        :                  : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.&lt;br /&gt;
vgui_drawtree_render_order               : 0        :                  : List the vgui_drawtree panels in render order.&lt;br /&gt;
vguidrawtree_visible                    : 1        :                  : Draw the visible panels.&lt;br /&gt;
vgui_message_dialog_modal                : 1        : , &amp;quot;a&amp;quot;, &amp;quot;cl&amp;quot;      : &lt;br /&gt;
vgui_togglepanel                         : cmd      :                  : show/hide vgui panel by name.&lt;br /&gt;
viewanim_addkeyframe                     : cmd      :                  : &lt;br /&gt;
viewanim_create                          : cmd      :                  : viewanim_create&lt;br /&gt;
viewanim_load                            : cmd      :                  : load nimation from file&lt;br /&gt;
viewanim_reset                           : cmd      :                  : reset view angles!&lt;br /&gt;
viewanim_save                            : cmd      :                  : Save current animation to file&lt;br /&gt;
viewanim_test                            : cmd      :                  : test view animation&lt;br /&gt;
viewmodel_fov                            : 54       : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
violence_ablood                          : 1        :                  : Draw alien blood&lt;br /&gt;
violence_agibs                          : 1        :                  : Show alien gib entities&lt;br /&gt;
violence_hblood                          : 1        :                  : Draw human blood&lt;br /&gt;
violence_hgibs                           : 1        :                  : Show human gib entities&lt;br /&gt;
voice_avggain                            : 0        :                  : &lt;br /&gt;
voice_clientdebug                        : 0        : , &amp;quot;cl&amp;quot;           : &lt;br /&gt;
voice_debugfeedback                      : 0        :                  : &lt;br /&gt;
voice_debugfeedbackfrom                  : 0       :                  : &lt;br /&gt;
voice_dsound                             : 0        :                  : &lt;br /&gt;
voice_enable                             : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_fadeouttime                        : 0        :                  : &lt;br /&gt;
voice_forcemicrecord                     : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_inputfromfile                      : 0        :                  : Get voice input from 'voice_input.wav' rather than from the microphone.&lt;br /&gt;
voice_loopback                           :0        : , &amp;quot;user&amp;quot;         : &lt;br /&gt;
voice_maxgain                            : 10       :                  : &lt;br /&gt;
voice_modenable                          : 1        : , &amp;quot;a&amp;quot;, &amp;quot;clientcmd_can_execute&amp;quot;, &amp;quot;cl&amp;quot; : Enable/disable voice in this mod.&lt;br /&gt;
voice_overdrive                          : 2        :                  : &lt;br /&gt;
voice_overdrivefadetime                  : 0        :                  : &lt;br /&gt;
voice_printtalkers                       : cmd      :                  : voice debug.&lt;br /&gt;
voice_profile                            : 0       :                  : &lt;br /&gt;
voice_recordtofile                       : 0        :                  : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'&lt;br /&gt;
voice_scale                              : 1        : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
voice_serverdebug                        : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
voice_showchannels                       : 0        :                  : &lt;br /&gt;
voice_showincoming                       : 0        :                  : &lt;br /&gt;
voice_steal                             : 2        :                  : &lt;br /&gt;
voice_writevoices                        : 0        :                  : Saves each speaker's voice data into separate .wav files &lt;br /&gt;
volume                                   : 0        : , &amp;quot;a&amp;quot;            : Sound volume&lt;br /&gt;
vox_reload                               : cmd      :                  : Reload sentences.txt file&lt;br /&gt;
voxeltree_box                            : cmd      :                  : View entities in the voxel-tree inside box &amp;lt;Vector(min), Vector(mx)&amp;gt;.&lt;br /&gt;
voxeltree_playerview                     : cmd      :                  : View entities in the voxel-tree at the player position.&lt;br /&gt;
voxeltree_sphere                         : cmd      :                  : View entities in the voxel-tree inside sphere &amp;lt;Vector(center), float(radius)&amp;gt;.&lt;br /&gt;
voxeltree_view                           : cmd      :                  : View entities in the voxel-tree.&lt;br /&gt;
vprof                                    : cmd      :                  : Toggle VProf profiler&lt;br /&gt;
vprof_adddebuggroup1                    : cmd      :                  : add a new budget group dynamically for debugging&lt;br /&gt;
vprof_cachemiss                          : cmd      :                  : Toggle VProf cache miss checking&lt;br /&gt;
vprof_cachemiss_off                      : cmd      :                  : Turn off VProf cache miss checking&lt;br /&gt;
vprof_cachemiss_on                       : cmd      :                  : Turn on VProf cache miss checking&lt;br /&gt;
vprof_child                              : cmd      :                  : &lt;br /&gt;
vprof_collapse_all                      : cmd      :                  : Collapse the whole vprof tree&lt;br /&gt;
vprof_counters                           : 0        :                  : &lt;br /&gt;
vprof_dump_groupnames                    : cmd      :                  : Write the names of all of the vprof groups to the console.&lt;br /&gt;
vprof_dump_oninterval                    : 0        :                  : Interval (in seconds) at which vprof will batch up data and dump it to the console.&lt;br /&gt;
vprof_dump_spikes                        : 0        :                 : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump&lt;br /&gt;
vprof_dump_spikes_budget_group           : 0        :                  : Budget gtNode to start report from when doing a dump spikes&lt;br /&gt;
vprof_dump_spikes_node                   : 0        :                  : Node to start report from when doing a dump spikes&lt;br /&gt;
vprof_expand_all                         : cmd      :                  : Expand the whole vprof tree&lt;br /&gt;
vprof_expand_group                      : cmd      :                  : Expand a budget group in the vprof tree by name&lt;br /&gt;
vprof_generate_report                    : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_AI                 : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_AI_only            : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_budget             : cmd      :                  : Generate a report to the console ased on budget group.&lt;br /&gt;
vprof_generate_report_hierarchy          : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_generate_report_map_load           : cmd      :                  : Generate a report to the console.&lt;br /&gt;
vprof_graph                              : 0        :                  : Draw the vprof graph.&lt;br /&gt;
vprof_graphheight                        : 256      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
vprof_graphwidth                         : 512      : , &amp;quot;a&amp;quot;            : &lt;br /&gt;
vprof_nextsibling                       : cmd      :                  : &lt;br /&gt;
vprof_off                                : cmd      :                  : Turn off VProf profiler&lt;br /&gt;
vprof_on                                 : cmd      :                  : Turn on VProf profiler&lt;br /&gt;
vprof_parent                             : cmd      :                  : &lt;br /&gt;
vprof_playback_average                   : cmd      :                  : Average the next N frames.&lt;br /&gt;
vprof_playback_start                     : cmd      :                  : Start playing back a recorded vprof file.&lt;br /&gt;
vprof_playback_step                      : cmd      :                  : While playing back a .vprof file, step to the next tick.&lt;br /&gt;
vprof_playback_stepback                  : cmd      :                  : While playing back a .vprof file, step to the previous tick.&lt;br /&gt;
vprof_playback_stop                      : cmd      :                  : Stop playing back a recorded .vprof file.&lt;br /&gt;
vprof_prevsibling                        : cmd      :                  : &lt;br /&gt;
vprof_record_start                       : cmd     :                  : Start recording vprof data for playback later.&lt;br /&gt;
vprof_record_stop                        : cmd      :                  : Stop recording vprof data&lt;br /&gt;
vprof_remote_start                       : cmd      :                  : Request a VProf data stream from the remote server (requires authentication)&lt;br /&gt;
vprof_remote_stop                        : cmd      :                  : Stop an existing remote VProf data request&lt;br /&gt;
vprof_reset                              : cmd      :                  : eset the stats in VProf profiler&lt;br /&gt;
vprof_reset_peaks                        : cmd      :                  : Reset just the peak time in VProf profiler&lt;br /&gt;
vprof_scope                              : 0        :                  : Set a specific scope to start showing vprof tree&lt;br /&gt;
vprof_scope_entity_gamephys              : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
vprof_scope_entity_thinks                : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
vprof_unaccounted_limit                  : 0        : , &amp;quot;a&amp;quot;            : number of millisecods that a node must exceed to turn red in the vprof panel&lt;br /&gt;
vprof_verbose                            : 1        : , &amp;quot;a&amp;quot;            : Set to one to show average and peak times&lt;br /&gt;
vprof_vtune_group                        : cmd      :                  : enable vtune for a particular vprof group ('disable' to disable)&lt;br /&gt;
vprof_warningmsec                        : 10       : , &amp;quot;a&amp;quot;            : Above this many milliseconds render the label red to indicate slow code.&lt;br /&gt;
vtune                                    : cmd      :                 : Controls VTune's sampling.&lt;br /&gt;
--------------&lt;br /&gt;
113 convars/concommands for [v]&lt;br /&gt;
&lt;br /&gt;
] cvarlist w&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
wc_air_edit_further                      : cmd      :                  : When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location further away from play&lt;br /&gt;
wc_air_edit_nearer                       : cmd      :                  : When in WC edit mode and editing air nodes,  moves position of ir node crosshair and placement location nearer to from player&lt;br /&gt;
wc_air_node_edit                         : cmd      :                  : When in WC edit mode, toggles laying down or air nodes instead of ground nodes&lt;br /&gt;
wc_create                                : cmd      :                  : When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select&lt;br /&gt;
wc_destroy                               : cmd      :                  : When in WC edit mode, estroys the node that the player is nearest to looking at.  (The node will be highlighted by a red box).&lt;br /&gt;
wc_destroy_undo                          : cmd      :                  : When in WC edit mode restores the last deleted node&lt;br /&gt;
wc_link_edit                             : cmd      :                  : &lt;br /&gt;
weapon_showproficiency                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
writeid                                  : cmd      :                  : Writes a list of permanently-banned user IDs to banned_user.fg.&lt;br /&gt;
writeip                                  : cmd      :                  : Save the ban list to banned_ip.cfg.&lt;br /&gt;
--------------&lt;br /&gt;
 10 convars/concommands for [w]&lt;br /&gt;
&lt;br /&gt;
] cvarlist x&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
x360_audio_english                       : 0        : , &amp;quot;cl&amp;quot;           : Keeps track of whether we're forcing english in a localized language.&lt;br /&gt;
x360_resolution_height                   : 480      : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value oes nothing&lt;br /&gt;
x360_resolution_interlaced               : 0        : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
x360_resolution_widescreen_mode          : 0        : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
x360_resolution_width                    : 640      : , &amp;quot;cl&amp;quot;           : This is only used for reference. Changing this value does nothing&lt;br /&gt;
xbox_autothrottle                        : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xbox_stering_deadzone                   : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
xbox_throttlebias                        : 100      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xbox_throttlespoof                       : 200      : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : &lt;br /&gt;
xc_crouch_debounce                       : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
xc_crouch_range                          : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Percentarge [1..0] of joystick range to allow ducking within&lt;br /&gt;
xc_uncrouch_on_jump                      : 1        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Uncrouch when jum occurs&lt;br /&gt;
xc_use_crouch_limiter                    : 0        : , &amp;quot;a&amp;quot;, &amp;quot;sv&amp;quot;      : Use the crouch limiting logic on the controller&lt;br /&gt;
xload                                    : cmd      :                  : Load a saved game from a 360 storage device.&lt;br /&gt;
xlook                                    : cmd      :                  : &lt;br /&gt;
xmove                                    : cmd      :                  : &lt;br /&gt;
xsave                                    : cmd      :                  : Saves current game to a 360 storage device.--------------&lt;br /&gt;
 17 convars/concommands for [x]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
] cvarlist z&lt;br /&gt;
cvar list&lt;br /&gt;
--------------&lt;br /&gt;
zombie_ambushdist                        : 16000    : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_basemax                           : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_basemin                           : 100      : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_changemax                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zmbie_changemin                         : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_decaymax                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_decaymin                          : 0        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_moanfreq                          : 1        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zombie_stepfreq                          : 4        : , &amp;quot;sv&amp;quot;           : &lt;br /&gt;
zoom_sensitivity_ratio                   : 1        : , &amp;quot;cl&amp;quot;           : Additional mouse sensitivity scale factor applied when FOV is zoomed i.&lt;br /&gt;
--------------&lt;br /&gt;
 10 convars/concommands for [z]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1644</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1644"/>
				<updated>2013-10-22T11:18:14Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
This is the Obsidian Conflict console command list. As you can see, this is under heavy W.I.P., so, if you know a console command that isn't here, write it down at the discussion page.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowocmapvote]]||1||||Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command (check if writing &amp;quot;votemap&amp;quot; at the chat works) (Broken).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||Enable/disable the crosshair (for those servers who wants to enforce the ironsights).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowironsights]]||1||||Enable/disable ironsights.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_hl1crossbow]]||0||||Enable/Disable HL:DM crossbow behaviour (on not using the scope, the darts will explode on contact with a surface).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||Force players to spawn.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_playercollide]]||1||||Enable/disable player collision.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||Time between respawns.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_teamplay]]||0||||Enable/disable teamplay gameplay (two teams, red and blue. Blu players can kill red players and reverse).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_waitingforplayers_time]]||0||||Time to wait for players on a new map.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_weaponstay]]||0||||Keep weapons at the map when picked up. '''NOTE:''' Due a bug, if you enable this, you will not be able to pick more of a grenade/manhack/custom weapon (this last as a general).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sk_sniperlaser ]]||1||||Defines if the laser guide of the npc_sniper is visible or not.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowgaussjump]]||1||||Enable/disable Gauss jumping (Tau Cannon).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allownegativescore]]||1||||Allows to have players with negative score.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep1searchpath]]||1||||Searches the path of EP1 at the server to mount it. Needed before mount a map with EP1 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep2searchpath]]||1||||Searches the path of EP2 at the server to mount it. Needed before mount a map with EP2 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||Health of the shield (bugged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1643</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1643"/>
				<updated>2013-10-22T11:12:30Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
This is the Obsidian Conflict console command list. As you can see, this is under heavy W.I.P., so, if you know a console command that isn't here, write it down at the discussion page.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[sv_allowocmapvote]]||1||||Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command (check if writing &amp;quot;votemap&amp;quot; at the chat works) (Broken).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||Enable/disable the crosshair (for those servers who wants to enforce the ironsights).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowironsights]]||1||||Enable/disable ironsights.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_hl1crossbow]]||0||||Enable/Disable HL:DM crossbow behaviour (on not using the scope, the darts will explode on contact with a surface).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||Force players to spawn.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_playercollide]]||1||||Enable/disable player collision.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||Time between respawns.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_teamplay]]||0||||Enable/disable teamplay gameplay (two teams, red and blue. Blu players can kill red players and reverse).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_waitingforplayers_time]]||0||||Time to wait for players on a new map.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_weaponstay]]||0||||Keep weapons at the map when picked up. '''NOTE:''' Due a bug, if you enable this, you will not be able to pick more of a grenade/manhack/custom weapon (this last as a general).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sk_sniperlaser ]]||1||||Defines if the laser guide of the npc_sniper is visible or not.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowgaussjump]]||1||||Enable/disable Gauss jumping (Tau Cannon).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allownegativescore]]||1||||Allows to have players with negative score.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep1searchpath]]||1||||Searches the path of EP1 at the server to mount it. Needed before mount a map with EP1 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep2searchpath]]||1||||Searches the path of EP2 at the server to mount it. Needed before mount a map with EP2 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||Health of the shield (bugged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1642</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1642"/>
				<updated>2013-10-22T11:12:07Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
This is the Obsidian Conflict console command list. As you can see, this is under heavy W.I.P., so, if you know a console command that isn't here, write it down at the discussion page.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowocmapvote]]||1||||Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command (check if writing &amp;quot;votemap&amp;quot; at the chat works) (Broken).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||Enable/disable the crosshair (for those servers who wants to enforce the ironsights).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowironsights]]||1||||Enable/disable ironsights.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_hl1crossbow]]||0||||Enable/Disable HL:DM crossbow behaviour (on not using the scope, the darts will explode on contact with a surface).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||Force players to spawn.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_playercollide]]||1||||Enable/disable player collision.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||Time between respawns.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_teamplay]]||0||||Enable/disable teamplay gameplay (two teams, red and blue. Blu players can kill red players and reverse).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_waitingforplayers_time]]||0||||Time to wait for players on a new map.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_weaponstay]]||0||||Keep weapons at the map when picked up. '''NOTE:''' Due a bug, if you enable this, you will not be able to pick more of a grenade/manhack/custom weapon (this last as a general).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sk_sniperlaser ]]||1||||Defines if the laser guide of the npc_sniper is visible or not.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowgaussjump]]||1||||Enable/disable Gauss jumping (Tau Cannon).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allownegativescore]]||1||||Allows to have players with negative score.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep1searchpath]]||1||||Searches the path of EP1 at the server to mount it. Needed before mount a map with EP1 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep2searchpath]]||1||||Searches the path of EP2 at the server to mount it. Needed before mount a map with EP2 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||Health of the shield (bugged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1641</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1641"/>
				<updated>2013-10-22T11:03:43Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
This is the Obsidian Conflict console command list. As you can see, this is under heavy W.I.P., so, if you know a console command that isn't here, write it down at the discussion page.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||Enable/disable the crosshair (for those servers who wants to enforce the ironsights).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowocmapvote]]||1||||Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command (check if writing &amp;quot;votemap&amp;quot; at the chat works) (Broken).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_hl1crossbow]]||0||||Enable/Disable HL:DM crossbow behaviour (on not using the scope, the darts will explode on contact with a surface).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_playercollide]]||1||||Enable/disable player collision.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_teamplay]]||0||||Enable/disable teamplay gameplay (two teams, red and blue. Blu players can kill red players and reverse).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sk_sniperlaser ]]||1||||Defines if the laser guide of the npc_sniper is visible or not.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowgaussjump]]||1||||Enable/disable Gauss jumping (Tau Cannon).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep1searchpath]]||1||||Searches the path of EP1 at the server to mount it. Needed before mount a map with EP1 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep2searchpath]]||1||||Searches the path of EP2 at the server to mount it. Needed before mount a map with EP2 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||Health of the shield (bugged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1640</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1640"/>
				<updated>2013-10-22T11:01:07Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
This is the Obsidian Conflict console command list. As you can see, this is under heavy W.I.P., so, if you know a console command that isn't here, write it down at the discussion page.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||Enable/disable the crosshair (for those servers who wants to enforce the ironsights).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowocmapvote]]||1||||Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command (check if writing &amp;quot;votemap&amp;quot; at the chat works) (Broken).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_hl1crossbow]]||0||||Enable/Disable HL:DM crossbow behaviour (on not using the scope, the darts will explode on contact with a surface).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_playercollide]]||1||||Enable/disable player collision.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_teamplay]]||0||||Enable/disable teamplay gameplay (two teams, red and blue. Blu players can kill red players and reverse).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sk_sniperlaser ]]||1||||Defines if the laser guide of the npc_sniper is visible or not.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowgaussjump]]||1||||Enable/disable Gauss jumping (Tau Cannon).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep1searchpath]]||1||||Searches the path of EP1 at the server to mount it. Needed before mount a map with EP1 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_ep2searchpath]]||1||||Searches the path of EP2 at the server to mount it. Needed before mount a map with EP2 content.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||Health of the shield (bugged).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1639</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1639"/>
				<updated>2013-10-22T10:50:28Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||Enables/disables the crosshair.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowocmapvote]]||1|||| Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command (check if writing &amp;quot;votemap&amp;quot; at the chat works) (Broken).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||Health of the shield (bugged).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sk_sniperlaser ]]||1||||Defines if the laser guide of the npc_sniper is visible or not.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1638</id>
		<title>Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1638"/>
				<updated>2013-09-30T19:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* 4: How to use some Source tools. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(I write this for make the making and the release of a map more easier, as well as make easier the life of those who want download one).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Your map: How I can map for OC'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: Setting the SDK for OC, information about the OC entities and tutorials.'''==&lt;br /&gt;
&lt;br /&gt;
*How to set the SDK for Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&lt;br /&gt;
&lt;br /&gt;
*Information about the Obsidian Conflict entities: http://wiki.obsidianconflict.net/?title=Category:Oc_ents&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Wiki: http://wiki.obsidianconflict.net/?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
*Links about useful Source tools: http://wiki.obsidianconflict.net/?title=Useful_Source_Modding_Tools&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Forums General modding (Coding, Mapping, Modeling and Misc): http://obsidianconflict.net/forums/viewforum.php?f=34&lt;br /&gt;
&lt;br /&gt;
*Tutorials about Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Category:MapTuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: What files should you have.'''==&lt;br /&gt;
&lt;br /&gt;
The package where your map lies should contain at least the following:&lt;br /&gt;
&lt;br /&gt;
*The briefing file (''yourmapname_briefing.txt | It goes in maps/cfg''). The text that appears in the screen after the MOTD. It contains all the info of the map (mainly the objectives), as well as the credits. Keep it short, because it has a limit of 2047 characters.&lt;br /&gt;
&lt;br /&gt;
*The map in .bsp file (''It goes in maps''). Make sure it's functional, it doesn't have bugs (or only a little) and properly optimizated. Compile the map at least on normal. And for god's sake, put in it lights (or a better idea, don't release shit maps).&lt;br /&gt;
&lt;br /&gt;
*The icon of your map. Is the reference image that you can see in the lobby, so you can select it. The size must be 256x256 at the best quality as you can, in VTF format.&lt;br /&gt;
&lt;br /&gt;
*A thumbnail of your map for the map list in-game server browser. To see how to create one, check this [https://developer.valvesoftware.com/wiki/Maplist_Thumbnails link].&lt;br /&gt;
&lt;br /&gt;
*In case you need more files, keep it organized in their folders.&lt;br /&gt;
&lt;br /&gt;
*If you have custom content: Duplicate your files and put them in on separated folders (compressed and uncompressed).&lt;br /&gt;
&lt;br /&gt;
*In the compressed folder, it must contain all the files, compressed into bz2 format in order it can be used with FastDL. The .RES file (that is needed in order to can download all the files) must be there too (but without being compressed).&lt;br /&gt;
&lt;br /&gt;
*On the uncompressed folder, put all the files without compressing them..&lt;br /&gt;
&lt;br /&gt;
Remember, you only have to include the content that '''IS NOT STOCK''' from a mounted game and '''IS NOT EMBEDDED''' in the .bsp file. We had in the past problems with some maps which their size was too large for the amount of the content that in fact it had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''3: Information about the map files.'''==&lt;br /&gt;
&lt;br /&gt;
*.BSP: Is the map file format that Source uses.&lt;br /&gt;
&lt;br /&gt;
*.RES: Is a file used for the server to download the content it says to the players: https://developer.valvesoftware.com/wiki/Resource_list . Remember to use Notepad++ or similar programs, but not wordpad, since it screws the file. Make sure you set the codification to ANSI, you will save on space and avoid future problems (UTF-8 without BOM is allowed too).&lt;br /&gt;
&lt;br /&gt;
You can list manually the routes of the files, or you can follow this steps to do it automatically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Get the Resource Generator from the tool section above.&lt;br /&gt;
&lt;br /&gt;
*Put all your folders of your map inside of a folder&lt;br /&gt;
&lt;br /&gt;
*Open the Resource Generator.&lt;br /&gt;
&lt;br /&gt;
*Click the &amp;quot;Browse&amp;quot; button and go where is the folder with your map.&lt;br /&gt;
&lt;br /&gt;
*At the right, it will appear the folders, with their contents. Select all the files that you use.&lt;br /&gt;
&lt;br /&gt;
*Press Generate (in case that you want, check the &amp;quot;Compress into bz2&amp;quot; to save on time, but remember, this will use all of your CPU).&lt;br /&gt;
&lt;br /&gt;
*A file called resources.lua will appear at the main folder. Use Notepad++ to open it.&lt;br /&gt;
&lt;br /&gt;
*Since this tool was designed for Gmod, replace the following (CRTL+F-&amp;gt;replace):&lt;br /&gt;
&lt;br /&gt;
¨resource.AddFile( ¨ with ¨¨ (mind the space after the '''(''' and make sure you replace it with nothing, so it would like the lines as &amp;quot;thing/thing.thing&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
¨ )¨ with ¨ &amp;quot;file&amp;quot;¨&lt;br /&gt;
&lt;br /&gt;
¨--Generated with Kogitsune's Resource Generator¨ with ¨&amp;quot;resources&amp;quot;(here goes a jump line){¨&lt;br /&gt;
&lt;br /&gt;
¨&amp;quot;/¨ with ¨¨(The lines must start like maps/thing or models/thing, you know, without having a slash before the first part).&lt;br /&gt;
&lt;br /&gt;
¨/¨ with ¨\¨&lt;br /&gt;
&lt;br /&gt;
*Add under the last line a } to close the list.&lt;br /&gt;
&lt;br /&gt;
*For last, save the file as ''nameofyourmap''.res.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If everything is fine, that file will work, saving your precious time.&lt;br /&gt;
&lt;br /&gt;
'''Remember to add the references to the CFG files, since it looks like it doesn't write them.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or in case you have problems on the server side (missing downloadable content), take the oc_lobby.res, and modify it to our files. You can grab it from [http://www.mediafire.com/?q8ocgif16xvnn6j here] in case you feel lazy to search it on your obsidian folder.&lt;br /&gt;
&lt;br /&gt;
*map_mounts.txt: Allows you to indicate to OC what game are you mounting, if Episode One or Two. http://wiki.obsidianconflict.net/?title=Content_Mounting&lt;br /&gt;
&lt;br /&gt;
*map_modify.txt: Is used for modify a map using scripts. Also, it allows you to create custom ammo and mount the soundcaches of the games that you want.  http://wiki.obsidianconflict.net/?title=Mapadd_Scripts http://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&lt;br /&gt;
&lt;br /&gt;
*map_cfg.txt: This file text &amp;quot;overrides&amp;quot; the server variables by putting the yours inside, allowing you to have a different fall damage in your map for example.&lt;br /&gt;
&lt;br /&gt;
*map_briefing.txt: Is used for showing in game the briefing of the map, where it explains the story of it, the objectives and the credits. Is shown after the MOTD.&lt;br /&gt;
&lt;br /&gt;
*map_soundscripts.txt: Allows you &amp;quot;override&amp;quot; the sounds. For example, with this file, you can change the sounds of the npc_zombie without have to overwrite the original sound. http://wiki.obsidianconflict.net/?title=Custom_Soundscripts_and_Soundcache&lt;br /&gt;
&lt;br /&gt;
*map_soundscapes.txt: Is used for use custom soundscapes.&lt;br /&gt;
&lt;br /&gt;
*map_name_particle_manifest.txt: Allows you define a list of particles for your map: https://developer.valvesoftware.com/wiki/Particles_manifest.txt&lt;br /&gt;
&lt;br /&gt;
*custom_weapon.txt: This file text is used for create custom weapons. http://wiki.obsidianconflict.net/?title=Scripted_Weapons&lt;br /&gt;
&lt;br /&gt;
=='''4: How to use some Source tools.'''==&lt;br /&gt;
&lt;br /&gt;
*BspZipGui&lt;br /&gt;
&lt;br /&gt;
Homepage: https://sites.google.com/site/softdevdy/software/bspzipgui&lt;br /&gt;
&lt;br /&gt;
This tool is used for pack all the custom content inside your map. Is pretty useful when you have a little amount of custom&lt;br /&gt;
content, and you don´t want lose your time separating your files into compressed and uncompressed folders, and making a .RES file.&lt;br /&gt;
&lt;br /&gt;
The main advantage that has this tool, is that you only have to especify a folder where are your content, and the tool will recursively adding all the content inside of your map.&lt;br /&gt;
&lt;br /&gt;
Is easy to use: You only have to indicate the path of your bspzip.exe (For OC, SteamApps/youraccount/sourcesdk/bin/source2007/bin/bspzip.exe), the map where you are going to add or extract content, and the folder where are the content to add, or where is going to be put.&lt;br /&gt;
&lt;br /&gt;
You must select the main folder where are the content, NOT the folders that are inside of that folder, or it will give problems.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Note:''' This will raise (a lot) the file size of your map (the .BSP file). Also, it makes it more difficult to the map decompilers work on it (the more content you embed in the map, the hard it will decompile it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Resource Generator&lt;br /&gt;
&lt;br /&gt;
Homepage (NONE, only Facepunch thread): http://www.facepunch.com/showthread.php?t=842886 &lt;br /&gt;
&lt;br /&gt;
Alternate mirror: http://www.mediafire.com/?k817lvo8qwfbk82&lt;br /&gt;
&lt;br /&gt;
Created by Kogitsune, generates a file where lists all the previously selected files of your map. The file is generated in the same folder as the executable.&lt;br /&gt;
&lt;br /&gt;
This generator was made for Gmod, so you will have to follow the indications posted at the point 1.3 to know how to use it for another Source games/mods. It also can compress automatically all the selected files into bz2 format, on a separated folder.&lt;br /&gt;
&lt;br /&gt;
Requires .Net 3.5. Even if the last version is from 2012, it doesn't work on Windows 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Bz2 generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bzip.org/&lt;br /&gt;
&lt;br /&gt;
This tool is useful for the servers who have FastDL: http://wiki.obsidianconflict.net/?title=How_to_set_Fast_downloads_in_a_server&lt;br /&gt;
&lt;br /&gt;
The tool generates a compressed file with the .bz2 format. The client only has to download the .bz2 file to use the downloaded stuff because the Source engine automatically extracts it. The files that supports being compressed are the following: &lt;br /&gt;
&lt;br /&gt;
.html .htm .jpg/jpeg .gif .swf .png .bsp .bz2 .wav .mp3 .vmt .vtf .vtx .mdl .vvd .phy .lua .txt&lt;br /&gt;
&lt;br /&gt;
To use it, drag and drop the files (maximum 5 files, their size depends too) at a time onto the .exe file and the program will convert them. A MS-DOS window will open, a signal that the program is working, and it will close when the program ends. If it does not work try dragging less files. It usually depends on the file size as it can only compress so much each time.&lt;br /&gt;
&lt;br /&gt;
When you finished doing the operation, your files must be have in .bz2 format. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recursive BZip2&lt;br /&gt;
&lt;br /&gt;
(Original thread [http://www.obsidianconflict.net/forums/posting.php?mode=quote&amp;amp;f=10&amp;amp;p=68616 here]).&lt;br /&gt;
&lt;br /&gt;
Originally by [http://forums.eventscripts.com/viewtopic.php?t=11538 Ace Rimmer], modified by Tesla to add support for recursive compression.&lt;br /&gt;
&lt;br /&gt;
Simply drop the folders/files you want to compress into the ''ToBeZipped'' folder, then run either ''RecursiveCompress.bat'' or ''RecursiveCompressNoKeep.bat'' (both compress recursively, but the latter deletes the original files as well).&lt;br /&gt;
&lt;br /&gt;
Get it [http://www.mediafire.com/?540towlpgaaqwej here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OC modify generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.obsidianconflict.net/forums/viewtopic.php?t=1432&lt;br /&gt;
&lt;br /&gt;
Allows you modificate a map with scripts using Hammer.&lt;br /&gt;
&lt;br /&gt;
To use it, decompile the map you want to modificate, and edit it in Hammer. Once you finished, save the edited vmf apart of the original and execute the program. After putting the route of the original and modified .VMFs, press &amp;quot;ok&amp;quot; and the program will generate the file. Copy the result code and paste it in your modify file of your map.&lt;br /&gt;
&lt;br /&gt;
Known limitations/bugs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*A brush entity cannot be added.&lt;br /&gt;
*The output of a brush entity cannot be deleted or changed.&lt;br /&gt;
*There is a key which cannot be changed depending on the kind of entity.&lt;br /&gt;
*There is an entity which cannot be added depending on a kind.&lt;br /&gt;
*A template entity cannot be changed.&lt;br /&gt;
*The change of a brush is not reflected.&lt;br /&gt;
*You cant parent an entity to a func brush entity (or to another entity, is unknown).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''5: Recomendations.'''==&lt;br /&gt;
&lt;br /&gt;
*Name your map with the oc_ prefix and, depending of the state of the map, you can use the following suffix:&lt;br /&gt;
&lt;br /&gt;
_alpha, _ALPHA, _a (Used for those maps in Alpha version, gameplay tests).&lt;br /&gt;
&lt;br /&gt;
_beta, _BETA, _b (Used for those maps in Beta version, pre-release tests).&lt;br /&gt;
&lt;br /&gt;
_v, _V (Indicates what version is the map. Generally used from the second edit of the map after their release).&lt;br /&gt;
&lt;br /&gt;
_oc, _OC (Used for those custom maps who comes from another Source games, to indicate that it have been modified for use it in OC. Is not enforced, in the case is not really needed to change their name).&lt;br /&gt;
&lt;br /&gt;
Also, is common use numbers after the suffix, but also letters (this for indicate that it continues being the same edition, but improved). Example: _b1, _v3j, _a2...&lt;br /&gt;
&lt;br /&gt;
Some maps maybe can contain prefix/suffix like fun_ or _vs. Depending of the game mode, it can be used or not. Is recommended that those maps are called like oc_fun_mapname or oc_mapname_vs.&lt;br /&gt;
&lt;br /&gt;
*In general, is allowed use content from all the Source games, as long as they can be mounted in OC. Use content from another games, the HL2 leak and such, although is tolerated in theory, it will make your map lose any possibility of become an official map. If you are going to use stuff from another mods or from a person, '''ASK ALWAYS FOR PERMISSION'''. The OC DEVs are not responsible of your acts, and, even if it becomes necessary, it will delete the map (although luckly the situation never degenerated until that point).&lt;br /&gt;
&lt;br /&gt;
*Try dont exceed very much with the size of the compressed map. Unless your main objective is that your map become official, you should keep the size under 100mb compressed. Even with FastDL, it can take a while, making that the players stop downloading and move to another server. Think about it.&lt;br /&gt;
&lt;br /&gt;
*Is not allowed take an official map from a Source game (like for example, the Dam level in HL:S), modify it and present it. Is tolerated in case you make it with the modify scripts (yourmapname_modify.txt), or if the map is custom (in this case ask for permission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Posting a new map: The main post, how it should be organized and tips.'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: The name of the thread.'''==&lt;br /&gt;
&lt;br /&gt;
You should called it by the official name that you given it instead of the name of the file. Avoid put names like &amp;quot;A new version of my map X&amp;quot; or &amp;quot;My first map&amp;quot;. If you make any relevant change, such like a fix patch or a new version, put it between parentheses, like (FIX NOW AVAILABLE) or (BETA). &lt;br /&gt;
&lt;br /&gt;
Dont make a new thread for every stage of your map (just keep it divided in two, one in the WIP section and other here, in Releases).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: The main post. What i should have in it?.'''==&lt;br /&gt;
&lt;br /&gt;
The main post of your released map thread will be the first thing that the people will see. Although is not required have it, a banner of your map would be a good idea, as a title. Write all the information as well as all you want to say (as long as is relevant to the map) organized.&lt;br /&gt;
&lt;br /&gt;
The basic information that every released map should have is the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Author: ''Self-explanatory.''&lt;br /&gt;
*.bsp filename: ''The name of your map file (put all if the map release contains more of a map).''&lt;br /&gt;
*Date of release: ''It would be ideal to preserve the date of the first version released, in order to follow their timeline.''&lt;br /&gt;
*Game Requirements: '' '''VERY IMPORTANT'''. If the server/client doesnt have mounted the game needed, it could be bugs or crashes.'' &lt;br /&gt;
*Suggested Players: ''The number of players. Put both minimum and maximum to play.''&lt;br /&gt;
*Estimated time to beat the map: ''This is relative, but try to keep the time that usually the players need to beat the map after know how to play it but without rushing/making tips.''&lt;br /&gt;
*Type of the game: ''Co-op, Deathmatch, Survival...''&lt;br /&gt;
*Size: ''The total size of the files compressed (in Bz2 format, only the server files, not all).''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, it must have pics of the map, in-game, in order to show it. Without images, the people hardly will download the map.&lt;br /&gt;
&lt;br /&gt;
There isnt an only way to structure your main post. Usually, people prefer to show first the info, a short description and the mirrors of the map. Dont forget put '''ALL''' the credits, both here and in the map.&lt;br /&gt;
&lt;br /&gt;
In resume, try keep it clean and clear.&lt;br /&gt;
&lt;br /&gt;
=='''3: Mirrors. What i should pick and how many?.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid upload your files to the sites with low speed like RapidShare, or where the analysis to check it if is secure can make problems like ModDB or FPSBanana (Now GameBanana). Make sure that the download speed is decent (at least 300 kb/s) and that the host will not delete your file.&lt;br /&gt;
&lt;br /&gt;
After uploading your compressed map to the site you wanted, create a page in the '''[http://mapdb.obsidianconflict.net/ Obsidian Conflict Map Database]''', in order to keep &amp;quot;registered&amp;quot; it. This, apart of help us follow the map progress and update, it will create you a second mirror, in case you only did one. Try always have an alternative mirror or a backup of your map in your computer, in case someday the mirrors gets offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''The comments: How to review and listen the feedback.'''=&lt;br /&gt;
&lt;br /&gt;
=='''1: How to make a decent review of a map.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid AT ALL COST make reviews like &amp;quot;Thiz map Haz AniMe shit, 0/10 DO NOT PLAY&amp;quot; or &amp;quot;Is the best map ever&amp;quot;. The map maker (and the rest of people who want play that map) need a propper review. Your comment should include the bugs, exploits and suggestions that you find/have. Keep have a good spelling. If you add pics of the bugs, it can make the feedback even more useful.&lt;br /&gt;
&lt;br /&gt;
=='''2: Listen the feedback, or how to not get mad.'''==&lt;br /&gt;
&lt;br /&gt;
The feedback, as long as they are made right and politely, should be accepted by you. In case the people critizes the gameplay, dont get angry posting comments like &amp;quot;if you dont like it dont play it&amp;quot;, maybe it can help you to make your map better. Try to answer every question that the people make to you the fastest as you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you think everything has been mentionated, or you think something should be added/changed, post it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1637</id>
		<title>Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1637"/>
				<updated>2013-09-30T19:13:18Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* 3: Information about the map files. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(I write this for make the making and the release of a map more easier, as well as make easier the life of those who want download one).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Your map: How I can map for OC'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: Setting the SDK for OC, information about the OC entities and tutorials.'''==&lt;br /&gt;
&lt;br /&gt;
*How to set the SDK for Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&lt;br /&gt;
&lt;br /&gt;
*Information about the Obsidian Conflict entities: http://wiki.obsidianconflict.net/?title=Category:Oc_ents&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Wiki: http://wiki.obsidianconflict.net/?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
*Links about useful Source tools: http://wiki.obsidianconflict.net/?title=Useful_Source_Modding_Tools&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Forums General modding (Coding, Mapping, Modeling and Misc): http://obsidianconflict.net/forums/viewforum.php?f=34&lt;br /&gt;
&lt;br /&gt;
*Tutorials about Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Category:MapTuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: What files should you have.'''==&lt;br /&gt;
&lt;br /&gt;
The package where your map lies should contain at least the following:&lt;br /&gt;
&lt;br /&gt;
*The briefing file (''yourmapname_briefing.txt | It goes in maps/cfg''). The text that appears in the screen after the MOTD. It contains all the info of the map (mainly the objectives), as well as the credits. Keep it short, because it has a limit of 2047 characters.&lt;br /&gt;
&lt;br /&gt;
*The map in .bsp file (''It goes in maps''). Make sure it's functional, it doesn't have bugs (or only a little) and properly optimizated. Compile the map at least on normal. And for god's sake, put in it lights (or a better idea, don't release shit maps).&lt;br /&gt;
&lt;br /&gt;
*The icon of your map. Is the reference image that you can see in the lobby, so you can select it. The size must be 256x256 at the best quality as you can, in VTF format.&lt;br /&gt;
&lt;br /&gt;
*A thumbnail of your map for the map list in-game server browser. To see how to create one, check this [https://developer.valvesoftware.com/wiki/Maplist_Thumbnails link].&lt;br /&gt;
&lt;br /&gt;
*In case you need more files, keep it organized in their folders.&lt;br /&gt;
&lt;br /&gt;
*If you have custom content: Duplicate your files and put them in on separated folders (compressed and uncompressed).&lt;br /&gt;
&lt;br /&gt;
*In the compressed folder, it must contain all the files, compressed into bz2 format in order it can be used with FastDL. The .RES file (that is needed in order to can download all the files) must be there too (but without being compressed).&lt;br /&gt;
&lt;br /&gt;
*On the uncompressed folder, put all the files without compressing them..&lt;br /&gt;
&lt;br /&gt;
Remember, you only have to include the content that '''IS NOT STOCK''' from a mounted game and '''IS NOT EMBEDDED''' in the .bsp file. We had in the past problems with some maps which their size was too large for the amount of the content that in fact it had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''3: Information about the map files.'''==&lt;br /&gt;
&lt;br /&gt;
*.BSP: Is the map file format that Source uses.&lt;br /&gt;
&lt;br /&gt;
*.RES: Is a file used for the server to download the content it says to the players: https://developer.valvesoftware.com/wiki/Resource_list . Remember to use Notepad++ or similar programs, but not wordpad, since it screws the file. Make sure you set the codification to ANSI, you will save on space and avoid future problems (UTF-8 without BOM is allowed too).&lt;br /&gt;
&lt;br /&gt;
You can list manually the routes of the files, or you can follow this steps to do it automatically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Get the Resource Generator from the tool section above.&lt;br /&gt;
&lt;br /&gt;
*Put all your folders of your map inside of a folder&lt;br /&gt;
&lt;br /&gt;
*Open the Resource Generator.&lt;br /&gt;
&lt;br /&gt;
*Click the &amp;quot;Browse&amp;quot; button and go where is the folder with your map.&lt;br /&gt;
&lt;br /&gt;
*At the right, it will appear the folders, with their contents. Select all the files that you use.&lt;br /&gt;
&lt;br /&gt;
*Press Generate (in case that you want, check the &amp;quot;Compress into bz2&amp;quot; to save on time, but remember, this will use all of your CPU).&lt;br /&gt;
&lt;br /&gt;
*A file called resources.lua will appear at the main folder. Use Notepad++ to open it.&lt;br /&gt;
&lt;br /&gt;
*Since this tool was designed for Gmod, replace the following (CRTL+F-&amp;gt;replace):&lt;br /&gt;
&lt;br /&gt;
¨resource.AddFile( ¨ with ¨¨ (mind the space after the '''(''' and make sure you replace it with nothing, so it would like the lines as &amp;quot;thing/thing.thing&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
¨ )¨ with ¨ &amp;quot;file&amp;quot;¨&lt;br /&gt;
&lt;br /&gt;
¨--Generated with Kogitsune's Resource Generator¨ with ¨&amp;quot;resources&amp;quot;(here goes a jump line){¨&lt;br /&gt;
&lt;br /&gt;
¨&amp;quot;/¨ with ¨¨(The lines must start like maps/thing or models/thing, you know, without having a slash before the first part).&lt;br /&gt;
&lt;br /&gt;
¨/¨ with ¨\¨&lt;br /&gt;
&lt;br /&gt;
*Add under the last line a } to close the list.&lt;br /&gt;
&lt;br /&gt;
*For last, save the file as ''nameofyourmap''.res.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If everything is fine, that file will work, saving your precious time.&lt;br /&gt;
&lt;br /&gt;
'''Remember to add the references to the CFG files, since it looks like it doesn't write them.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or in case you have problems on the server side (missing downloadable content), take the oc_lobby.res, and modify it to our files. You can grab it from [http://www.mediafire.com/?q8ocgif16xvnn6j here] in case you feel lazy to search it on your obsidian folder.&lt;br /&gt;
&lt;br /&gt;
*map_mounts.txt: Allows you to indicate to OC what game are you mounting, if Episode One or Two. http://wiki.obsidianconflict.net/?title=Content_Mounting&lt;br /&gt;
&lt;br /&gt;
*map_modify.txt: Is used for modify a map using scripts. Also, it allows you to create custom ammo and mount the soundcaches of the games that you want.  http://wiki.obsidianconflict.net/?title=Mapadd_Scripts http://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&lt;br /&gt;
&lt;br /&gt;
*map_cfg.txt: This file text &amp;quot;overrides&amp;quot; the server variables by putting the yours inside, allowing you to have a different fall damage in your map for example.&lt;br /&gt;
&lt;br /&gt;
*map_briefing.txt: Is used for showing in game the briefing of the map, where it explains the story of it, the objectives and the credits. Is shown after the MOTD.&lt;br /&gt;
&lt;br /&gt;
*map_soundscripts.txt: Allows you &amp;quot;override&amp;quot; the sounds. For example, with this file, you can change the sounds of the npc_zombie without have to overwrite the original sound. http://wiki.obsidianconflict.net/?title=Custom_Soundscripts_and_Soundcache&lt;br /&gt;
&lt;br /&gt;
*map_soundscapes.txt: Is used for use custom soundscapes.&lt;br /&gt;
&lt;br /&gt;
*map_name_particle_manifest.txt: Allows you define a list of particles for your map: https://developer.valvesoftware.com/wiki/Particles_manifest.txt&lt;br /&gt;
&lt;br /&gt;
*custom_weapon.txt: This file text is used for create custom weapons. http://wiki.obsidianconflict.net/?title=Scripted_Weapons&lt;br /&gt;
&lt;br /&gt;
=='''4: How to use some Source tools.'''==&lt;br /&gt;
&lt;br /&gt;
*BspZipGui&lt;br /&gt;
&lt;br /&gt;
Homepage: https://sites.google.com/site/softdevdy/software/bspzipgui&lt;br /&gt;
&lt;br /&gt;
This tool is used for pack all the custom content inside your map. Is pretty useful when you have a little amount of custom&lt;br /&gt;
content, and you don´t want lose your time separating your files into compressed and uncompressed folders, and making a .RES file.&lt;br /&gt;
&lt;br /&gt;
The main advantage that has this tool, is that you only have to especify a folder where are your content, and the tool will recursively adding all the content inside of your map.&lt;br /&gt;
&lt;br /&gt;
Is easy to use: You only have to indicate the path of your bspzip.exe (For OC, SteamApps/youraccount/sourcesdk/bin/source2007/bin/bspzip.exe), the map where you are going to add or extract content, and the folder where are the content to add, or where is going to be put.&lt;br /&gt;
&lt;br /&gt;
You must select the main folder where are the content, NOT the folders that are inside of that folder, or it will give problems.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Note:''' This will raise (a lot) the file size of your map (the .BSP file). Also, it makes it more difficult to the map decompilers work on it (the more content you embed in the map, the hard it will decompile it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Bz2 generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bzip.org/&lt;br /&gt;
&lt;br /&gt;
This tool is useful for the servers who have FastDL: http://wiki.obsidianconflict.net/?title=How_to_set_Fast_downloads_in_a_server&lt;br /&gt;
&lt;br /&gt;
The tool generates a compressed file with the .bz2 format. The client only has to download the .bz2 file to use the downloaded stuff because the Source engine automatically extracts it. The files that supports being compressed are the following: &lt;br /&gt;
&lt;br /&gt;
.html .htm .jpg/jpeg .gif .swf .png .bsp .bz2 .wav .mp3 .vmt .vtf .vtx .mdl .vvd .phy .lua .txt&lt;br /&gt;
&lt;br /&gt;
To use it, drag and drop the files (maximum 5 files, their size depends too) at a time onto the .exe file and the program will convert them. A MS-DOS window will open, a signal that the program is working, and it will close when the program ends. If it does not work try dragging less files. It usually depends on the file size as it can only compress so much each time.&lt;br /&gt;
&lt;br /&gt;
When you finished doing the operation, your files must be have in .bz2 format. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OC modify generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.obsidianconflict.net/forums/viewtopic.php?t=1432&lt;br /&gt;
&lt;br /&gt;
Allows you modificate a map with scripts using Hammer.&lt;br /&gt;
&lt;br /&gt;
To use it, decompile the map you want to modificate, and edit it in Hammer. Once you finished, save the edited vmf apart of the original and execute the program. After putting the route of the original and modified .VMFs, press &amp;quot;ok&amp;quot; and the program will generate the file. Copy the result code and paste it in your modify file of your map.&lt;br /&gt;
&lt;br /&gt;
Known limitations/bugs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*A brush entity cannot be added.&lt;br /&gt;
*The output of a brush entity cannot be deleted or changed.&lt;br /&gt;
*There is a key which cannot be changed depending on the kind of entity.&lt;br /&gt;
*There is an entity which cannot be added depending on a kind.&lt;br /&gt;
*A template entity cannot be changed.&lt;br /&gt;
*The change of a brush is not reflected.&lt;br /&gt;
*You cant parent an entity to a func brush entity (or to another entity, is unknown).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''5: Recomendations.'''==&lt;br /&gt;
&lt;br /&gt;
*Name your map with the oc_ prefix and, depending of the state of the map, you can use the following suffix:&lt;br /&gt;
&lt;br /&gt;
_alpha, _ALPHA, _a (Used for those maps in Alpha version, gameplay tests).&lt;br /&gt;
&lt;br /&gt;
_beta, _BETA, _b (Used for those maps in Beta version, pre-release tests).&lt;br /&gt;
&lt;br /&gt;
_v, _V (Indicates what version is the map. Generally used from the second edit of the map after their release).&lt;br /&gt;
&lt;br /&gt;
_oc, _OC (Used for those custom maps who comes from another Source games, to indicate that it have been modified for use it in OC. Is not enforced, in the case is not really needed to change their name).&lt;br /&gt;
&lt;br /&gt;
Also, is common use numbers after the suffix, but also letters (this for indicate that it continues being the same edition, but improved). Example: _b1, _v3j, _a2...&lt;br /&gt;
&lt;br /&gt;
Some maps maybe can contain prefix/suffix like fun_ or _vs. Depending of the game mode, it can be used or not. Is recommended that those maps are called like oc_fun_mapname or oc_mapname_vs.&lt;br /&gt;
&lt;br /&gt;
*In general, is allowed use content from all the Source games, as long as they can be mounted in OC. Use content from another games, the HL2 leak and such, although is tolerated in theory, it will make your map lose any possibility of become an official map. If you are going to use stuff from another mods or from a person, '''ASK ALWAYS FOR PERMISSION'''. The OC DEVs are not responsible of your acts, and, even if it becomes necessary, it will delete the map (although luckly the situation never degenerated until that point).&lt;br /&gt;
&lt;br /&gt;
*Try dont exceed very much with the size of the compressed map. Unless your main objective is that your map become official, you should keep the size under 100mb compressed. Even with FastDL, it can take a while, making that the players stop downloading and move to another server. Think about it.&lt;br /&gt;
&lt;br /&gt;
*Is not allowed take an official map from a Source game (like for example, the Dam level in HL:S), modify it and present it. Is tolerated in case you make it with the modify scripts (yourmapname_modify.txt), or if the map is custom (in this case ask for permission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Posting a new map: The main post, how it should be organized and tips.'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: The name of the thread.'''==&lt;br /&gt;
&lt;br /&gt;
You should called it by the official name that you given it instead of the name of the file. Avoid put names like &amp;quot;A new version of my map X&amp;quot; or &amp;quot;My first map&amp;quot;. If you make any relevant change, such like a fix patch or a new version, put it between parentheses, like (FIX NOW AVAILABLE) or (BETA). &lt;br /&gt;
&lt;br /&gt;
Dont make a new thread for every stage of your map (just keep it divided in two, one in the WIP section and other here, in Releases).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: The main post. What i should have in it?.'''==&lt;br /&gt;
&lt;br /&gt;
The main post of your released map thread will be the first thing that the people will see. Although is not required have it, a banner of your map would be a good idea, as a title. Write all the information as well as all you want to say (as long as is relevant to the map) organized.&lt;br /&gt;
&lt;br /&gt;
The basic information that every released map should have is the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Author: ''Self-explanatory.''&lt;br /&gt;
*.bsp filename: ''The name of your map file (put all if the map release contains more of a map).''&lt;br /&gt;
*Date of release: ''It would be ideal to preserve the date of the first version released, in order to follow their timeline.''&lt;br /&gt;
*Game Requirements: '' '''VERY IMPORTANT'''. If the server/client doesnt have mounted the game needed, it could be bugs or crashes.'' &lt;br /&gt;
*Suggested Players: ''The number of players. Put both minimum and maximum to play.''&lt;br /&gt;
*Estimated time to beat the map: ''This is relative, but try to keep the time that usually the players need to beat the map after know how to play it but without rushing/making tips.''&lt;br /&gt;
*Type of the game: ''Co-op, Deathmatch, Survival...''&lt;br /&gt;
*Size: ''The total size of the files compressed (in Bz2 format, only the server files, not all).''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, it must have pics of the map, in-game, in order to show it. Without images, the people hardly will download the map.&lt;br /&gt;
&lt;br /&gt;
There isnt an only way to structure your main post. Usually, people prefer to show first the info, a short description and the mirrors of the map. Dont forget put '''ALL''' the credits, both here and in the map.&lt;br /&gt;
&lt;br /&gt;
In resume, try keep it clean and clear.&lt;br /&gt;
&lt;br /&gt;
=='''3: Mirrors. What i should pick and how many?.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid upload your files to the sites with low speed like RapidShare, or where the analysis to check it if is secure can make problems like ModDB or FPSBanana (Now GameBanana). Make sure that the download speed is decent (at least 300 kb/s) and that the host will not delete your file.&lt;br /&gt;
&lt;br /&gt;
After uploading your compressed map to the site you wanted, create a page in the '''[http://mapdb.obsidianconflict.net/ Obsidian Conflict Map Database]''', in order to keep &amp;quot;registered&amp;quot; it. This, apart of help us follow the map progress and update, it will create you a second mirror, in case you only did one. Try always have an alternative mirror or a backup of your map in your computer, in case someday the mirrors gets offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''The comments: How to review and listen the feedback.'''=&lt;br /&gt;
&lt;br /&gt;
=='''1: How to make a decent review of a map.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid AT ALL COST make reviews like &amp;quot;Thiz map Haz AniMe shit, 0/10 DO NOT PLAY&amp;quot; or &amp;quot;Is the best map ever&amp;quot;. The map maker (and the rest of people who want play that map) need a propper review. Your comment should include the bugs, exploits and suggestions that you find/have. Keep have a good spelling. If you add pics of the bugs, it can make the feedback even more useful.&lt;br /&gt;
&lt;br /&gt;
=='''2: Listen the feedback, or how to not get mad.'''==&lt;br /&gt;
&lt;br /&gt;
The feedback, as long as they are made right and politely, should be accepted by you. In case the people critizes the gameplay, dont get angry posting comments like &amp;quot;if you dont like it dont play it&amp;quot;, maybe it can help you to make your map better. Try to answer every question that the people make to you the fastest as you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you think everything has been mentionated, or you think something should be added/changed, post it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1636</id>
		<title>Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1636"/>
				<updated>2013-09-30T19:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* 3: Information about the map files. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(I write this for make the making and the release of a map more easier, as well as make easier the life of those who want download one).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Your map: How I can map for OC'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: Setting the SDK for OC, information about the OC entities and tutorials.'''==&lt;br /&gt;
&lt;br /&gt;
*How to set the SDK for Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&lt;br /&gt;
&lt;br /&gt;
*Information about the Obsidian Conflict entities: http://wiki.obsidianconflict.net/?title=Category:Oc_ents&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Wiki: http://wiki.obsidianconflict.net/?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
*Links about useful Source tools: http://wiki.obsidianconflict.net/?title=Useful_Source_Modding_Tools&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Forums General modding (Coding, Mapping, Modeling and Misc): http://obsidianconflict.net/forums/viewforum.php?f=34&lt;br /&gt;
&lt;br /&gt;
*Tutorials about Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Category:MapTuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: What files should you have.'''==&lt;br /&gt;
&lt;br /&gt;
The package where your map lies should contain at least the following:&lt;br /&gt;
&lt;br /&gt;
*The briefing file (''yourmapname_briefing.txt | It goes in maps/cfg''). The text that appears in the screen after the MOTD. It contains all the info of the map (mainly the objectives), as well as the credits. Keep it short, because it has a limit of 2047 characters.&lt;br /&gt;
&lt;br /&gt;
*The map in .bsp file (''It goes in maps''). Make sure it's functional, it doesn't have bugs (or only a little) and properly optimizated. Compile the map at least on normal. And for god's sake, put in it lights (or a better idea, don't release shit maps).&lt;br /&gt;
&lt;br /&gt;
*The icon of your map. Is the reference image that you can see in the lobby, so you can select it. The size must be 256x256 at the best quality as you can, in VTF format.&lt;br /&gt;
&lt;br /&gt;
*A thumbnail of your map for the map list in-game server browser. To see how to create one, check this [https://developer.valvesoftware.com/wiki/Maplist_Thumbnails link].&lt;br /&gt;
&lt;br /&gt;
*In case you need more files, keep it organized in their folders.&lt;br /&gt;
&lt;br /&gt;
*If you have custom content: Duplicate your files and put them in on separated folders (compressed and uncompressed).&lt;br /&gt;
&lt;br /&gt;
*In the compressed folder, it must contain all the files, compressed into bz2 format in order it can be used with FastDL. The .RES file (that is needed in order to can download all the files) must be there too (but without being compressed).&lt;br /&gt;
&lt;br /&gt;
*On the uncompressed folder, put all the files without compressing them..&lt;br /&gt;
&lt;br /&gt;
Remember, you only have to include the content that '''IS NOT STOCK''' from a mounted game and '''IS NOT EMBEDDED''' in the .bsp file. We had in the past problems with some maps which their size was too large for the amount of the content that in fact it had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''3: Information about the map files.'''==&lt;br /&gt;
&lt;br /&gt;
*.BSP: Is the map file format that Source uses.&lt;br /&gt;
&lt;br /&gt;
*.RES: Is a file used for the server to download the content it says to the players: https://developer.valvesoftware.com/wiki/Resource_list . Remember to use Notepad++ or similar programs, but not wordpad, since it screws the file. Make sure you set the codification to ANSI, you will save on space and avoid future problems (UTF-8 without BOM is allowed too).&lt;br /&gt;
&lt;br /&gt;
You can list manually the routes of the files, or you can follow this steps to do it automatically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;*Get the Resource Generator from the tool section above.&lt;br /&gt;
&lt;br /&gt;
*Put all your folders of your map inside of a folder&lt;br /&gt;
&lt;br /&gt;
*Open the Resource Generator.&lt;br /&gt;
&lt;br /&gt;
*Click the &amp;quot;Browse&amp;quot; button and go where is the folder with your map.&lt;br /&gt;
&lt;br /&gt;
*At the right, it will appear the folders, with their contents. Select all the files that you use.&lt;br /&gt;
&lt;br /&gt;
*Press Generate (in case that you want, check the &amp;quot;Compress into bz2&amp;quot; to save on time, but remember, this will use all of your CPU).&lt;br /&gt;
&lt;br /&gt;
*A file called resources.lua will appear at the main folder. Use Notepad++ to open it.&lt;br /&gt;
&lt;br /&gt;
*Since this tool was designed for Gmod, replace the following (CRTL+F-&amp;gt;replace):&lt;br /&gt;
&lt;br /&gt;
¨resource.AddFile( ¨ with ¨¨ (mind the space after the '''(''' and make sure you replace it with nothing, so it would like the lines as &amp;quot;thing/thing.thing&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
¨ )¨ with ¨ &amp;quot;file&amp;quot;¨&lt;br /&gt;
&lt;br /&gt;
¨--Generated with Kogitsune's Resource Generator¨ with ¨&amp;quot;resources&amp;quot;(here goes a jump line){¨&lt;br /&gt;
&lt;br /&gt;
¨&amp;quot;/¨ with ¨¨(The lines must start like maps/thing or models/thing, you know, without having a slash before the first part).&lt;br /&gt;
&lt;br /&gt;
¨/¨ with ¨\¨&lt;br /&gt;
&lt;br /&gt;
*Add under the last line a } to close the list.&lt;br /&gt;
&lt;br /&gt;
*For last, save the file as ''nameofyourmap''.res.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If everything is fine, that file will work, saving your precious time.&lt;br /&gt;
&lt;br /&gt;
'''Remember to add the references to the CFG files, since it looks like it doesn't write them.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or in case you have problems on the server side (missing downloadable content), take the oc_lobby.res, and modify it to our files. You can grab it from [http://www.mediafire.com/?q8ocgif16xvnn6j here] in case you feel lazy to search it on your obsidian folder.&lt;br /&gt;
&lt;br /&gt;
*map_mounts.txt: Allows you to indicate to OC what game are you mounting, if Episode One or Two. http://wiki.obsidianconflict.net/?title=Content_Mounting&lt;br /&gt;
&lt;br /&gt;
*map_modify.txt: Is used for modify a map using scripts. Also, it allows you to create custom ammo and mount the soundcaches of the games that you want.  http://wiki.obsidianconflict.net/?title=Mapadd_Scripts http://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&lt;br /&gt;
&lt;br /&gt;
*map_cfg.txt: This file text &amp;quot;overrides&amp;quot; the server variables by putting the yours inside, allowing you to have a different fall damage in your map for example.&lt;br /&gt;
&lt;br /&gt;
*map_briefing.txt: Is used for showing in game the briefing of the map, where it explains the story of it, the objectives and the credits. Is shown after the MOTD.&lt;br /&gt;
&lt;br /&gt;
*map_soundscripts.txt: Allows you &amp;quot;override&amp;quot; the sounds. For example, with this file, you can change the sounds of the npc_zombie without have to overwrite the original sound. http://wiki.obsidianconflict.net/?title=Custom_Soundscripts_and_Soundcache&lt;br /&gt;
&lt;br /&gt;
*map_soundscapes.txt: Is used for use custom soundscapes.&lt;br /&gt;
&lt;br /&gt;
*map_name_particle_manifest.txt: Allows you define a list of particles for your map: https://developer.valvesoftware.com/wiki/Particles_manifest.txt&lt;br /&gt;
&lt;br /&gt;
*custom_weapon.txt: This file text is used for create custom weapons. http://wiki.obsidianconflict.net/?title=Scripted_Weapons&lt;br /&gt;
&lt;br /&gt;
=='''4: How to use some Source tools.'''==&lt;br /&gt;
&lt;br /&gt;
*BspZipGui&lt;br /&gt;
&lt;br /&gt;
Homepage: https://sites.google.com/site/softdevdy/software/bspzipgui&lt;br /&gt;
&lt;br /&gt;
This tool is used for pack all the custom content inside your map. Is pretty useful when you have a little amount of custom&lt;br /&gt;
content, and you don´t want lose your time separating your files into compressed and uncompressed folders, and making a .RES file.&lt;br /&gt;
&lt;br /&gt;
The main advantage that has this tool, is that you only have to especify a folder where are your content, and the tool will recursively adding all the content inside of your map.&lt;br /&gt;
&lt;br /&gt;
Is easy to use: You only have to indicate the path of your bspzip.exe (For OC, SteamApps/youraccount/sourcesdk/bin/source2007/bin/bspzip.exe), the map where you are going to add or extract content, and the folder where are the content to add, or where is going to be put.&lt;br /&gt;
&lt;br /&gt;
You must select the main folder where are the content, NOT the folders that are inside of that folder, or it will give problems.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Note:''' This will raise (a lot) the file size of your map (the .BSP file). Also, it makes it more difficult to the map decompilers work on it (the more content you embed in the map, the hard it will decompile it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Bz2 generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bzip.org/&lt;br /&gt;
&lt;br /&gt;
This tool is useful for the servers who have FastDL: http://wiki.obsidianconflict.net/?title=How_to_set_Fast_downloads_in_a_server&lt;br /&gt;
&lt;br /&gt;
The tool generates a compressed file with the .bz2 format. The client only has to download the .bz2 file to use the downloaded stuff because the Source engine automatically extracts it. The files that supports being compressed are the following: &lt;br /&gt;
&lt;br /&gt;
.html .htm .jpg/jpeg .gif .swf .png .bsp .bz2 .wav .mp3 .vmt .vtf .vtx .mdl .vvd .phy .lua .txt&lt;br /&gt;
&lt;br /&gt;
To use it, drag and drop the files (maximum 5 files, their size depends too) at a time onto the .exe file and the program will convert them. A MS-DOS window will open, a signal that the program is working, and it will close when the program ends. If it does not work try dragging less files. It usually depends on the file size as it can only compress so much each time.&lt;br /&gt;
&lt;br /&gt;
When you finished doing the operation, your files must be have in .bz2 format. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OC modify generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.obsidianconflict.net/forums/viewtopic.php?t=1432&lt;br /&gt;
&lt;br /&gt;
Allows you modificate a map with scripts using Hammer.&lt;br /&gt;
&lt;br /&gt;
To use it, decompile the map you want to modificate, and edit it in Hammer. Once you finished, save the edited vmf apart of the original and execute the program. After putting the route of the original and modified .VMFs, press &amp;quot;ok&amp;quot; and the program will generate the file. Copy the result code and paste it in your modify file of your map.&lt;br /&gt;
&lt;br /&gt;
Known limitations/bugs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*A brush entity cannot be added.&lt;br /&gt;
*The output of a brush entity cannot be deleted or changed.&lt;br /&gt;
*There is a key which cannot be changed depending on the kind of entity.&lt;br /&gt;
*There is an entity which cannot be added depending on a kind.&lt;br /&gt;
*A template entity cannot be changed.&lt;br /&gt;
*The change of a brush is not reflected.&lt;br /&gt;
*You cant parent an entity to a func brush entity (or to another entity, is unknown).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''5: Recomendations.'''==&lt;br /&gt;
&lt;br /&gt;
*Name your map with the oc_ prefix and, depending of the state of the map, you can use the following suffix:&lt;br /&gt;
&lt;br /&gt;
_alpha, _ALPHA, _a (Used for those maps in Alpha version, gameplay tests).&lt;br /&gt;
&lt;br /&gt;
_beta, _BETA, _b (Used for those maps in Beta version, pre-release tests).&lt;br /&gt;
&lt;br /&gt;
_v, _V (Indicates what version is the map. Generally used from the second edit of the map after their release).&lt;br /&gt;
&lt;br /&gt;
_oc, _OC (Used for those custom maps who comes from another Source games, to indicate that it have been modified for use it in OC. Is not enforced, in the case is not really needed to change their name).&lt;br /&gt;
&lt;br /&gt;
Also, is common use numbers after the suffix, but also letters (this for indicate that it continues being the same edition, but improved). Example: _b1, _v3j, _a2...&lt;br /&gt;
&lt;br /&gt;
Some maps maybe can contain prefix/suffix like fun_ or _vs. Depending of the game mode, it can be used or not. Is recommended that those maps are called like oc_fun_mapname or oc_mapname_vs.&lt;br /&gt;
&lt;br /&gt;
*In general, is allowed use content from all the Source games, as long as they can be mounted in OC. Use content from another games, the HL2 leak and such, although is tolerated in theory, it will make your map lose any possibility of become an official map. If you are going to use stuff from another mods or from a person, '''ASK ALWAYS FOR PERMISSION'''. The OC DEVs are not responsible of your acts, and, even if it becomes necessary, it will delete the map (although luckly the situation never degenerated until that point).&lt;br /&gt;
&lt;br /&gt;
*Try dont exceed very much with the size of the compressed map. Unless your main objective is that your map become official, you should keep the size under 100mb compressed. Even with FastDL, it can take a while, making that the players stop downloading and move to another server. Think about it.&lt;br /&gt;
&lt;br /&gt;
*Is not allowed take an official map from a Source game (like for example, the Dam level in HL:S), modify it and present it. Is tolerated in case you make it with the modify scripts (yourmapname_modify.txt), or if the map is custom (in this case ask for permission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Posting a new map: The main post, how it should be organized and tips.'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: The name of the thread.'''==&lt;br /&gt;
&lt;br /&gt;
You should called it by the official name that you given it instead of the name of the file. Avoid put names like &amp;quot;A new version of my map X&amp;quot; or &amp;quot;My first map&amp;quot;. If you make any relevant change, such like a fix patch or a new version, put it between parentheses, like (FIX NOW AVAILABLE) or (BETA). &lt;br /&gt;
&lt;br /&gt;
Dont make a new thread for every stage of your map (just keep it divided in two, one in the WIP section and other here, in Releases).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: The main post. What i should have in it?.'''==&lt;br /&gt;
&lt;br /&gt;
The main post of your released map thread will be the first thing that the people will see. Although is not required have it, a banner of your map would be a good idea, as a title. Write all the information as well as all you want to say (as long as is relevant to the map) organized.&lt;br /&gt;
&lt;br /&gt;
The basic information that every released map should have is the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Author: ''Self-explanatory.''&lt;br /&gt;
*.bsp filename: ''The name of your map file (put all if the map release contains more of a map).''&lt;br /&gt;
*Date of release: ''It would be ideal to preserve the date of the first version released, in order to follow their timeline.''&lt;br /&gt;
*Game Requirements: '' '''VERY IMPORTANT'''. If the server/client doesnt have mounted the game needed, it could be bugs or crashes.'' &lt;br /&gt;
*Suggested Players: ''The number of players. Put both minimum and maximum to play.''&lt;br /&gt;
*Estimated time to beat the map: ''This is relative, but try to keep the time that usually the players need to beat the map after know how to play it but without rushing/making tips.''&lt;br /&gt;
*Type of the game: ''Co-op, Deathmatch, Survival...''&lt;br /&gt;
*Size: ''The total size of the files compressed (in Bz2 format, only the server files, not all).''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, it must have pics of the map, in-game, in order to show it. Without images, the people hardly will download the map.&lt;br /&gt;
&lt;br /&gt;
There isnt an only way to structure your main post. Usually, people prefer to show first the info, a short description and the mirrors of the map. Dont forget put '''ALL''' the credits, both here and in the map.&lt;br /&gt;
&lt;br /&gt;
In resume, try keep it clean and clear.&lt;br /&gt;
&lt;br /&gt;
=='''3: Mirrors. What i should pick and how many?.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid upload your files to the sites with low speed like RapidShare, or where the analysis to check it if is secure can make problems like ModDB or FPSBanana (Now GameBanana). Make sure that the download speed is decent (at least 300 kb/s) and that the host will not delete your file.&lt;br /&gt;
&lt;br /&gt;
After uploading your compressed map to the site you wanted, create a page in the '''[http://mapdb.obsidianconflict.net/ Obsidian Conflict Map Database]''', in order to keep &amp;quot;registered&amp;quot; it. This, apart of help us follow the map progress and update, it will create you a second mirror, in case you only did one. Try always have an alternative mirror or a backup of your map in your computer, in case someday the mirrors gets offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''The comments: How to review and listen the feedback.'''=&lt;br /&gt;
&lt;br /&gt;
=='''1: How to make a decent review of a map.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid AT ALL COST make reviews like &amp;quot;Thiz map Haz AniMe shit, 0/10 DO NOT PLAY&amp;quot; or &amp;quot;Is the best map ever&amp;quot;. The map maker (and the rest of people who want play that map) need a propper review. Your comment should include the bugs, exploits and suggestions that you find/have. Keep have a good spelling. If you add pics of the bugs, it can make the feedback even more useful.&lt;br /&gt;
&lt;br /&gt;
=='''2: Listen the feedback, or how to not get mad.'''==&lt;br /&gt;
&lt;br /&gt;
The feedback, as long as they are made right and politely, should be accepted by you. In case the people critizes the gameplay, dont get angry posting comments like &amp;quot;if you dont like it dont play it&amp;quot;, maybe it can help you to make your map better. Try to answer every question that the people make to you the fastest as you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you think everything has been mentionated, or you think something should be added/changed, post it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1635</id>
		<title>Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1635"/>
				<updated>2013-09-30T19:07:00Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* 3: Information about the map files. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(I write this for make the making and the release of a map more easier, as well as make easier the life of those who want download one).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Your map: How I can map for OC'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: Setting the SDK for OC, information about the OC entities and tutorials.'''==&lt;br /&gt;
&lt;br /&gt;
*How to set the SDK for Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&lt;br /&gt;
&lt;br /&gt;
*Information about the Obsidian Conflict entities: http://wiki.obsidianconflict.net/?title=Category:Oc_ents&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Wiki: http://wiki.obsidianconflict.net/?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
*Links about useful Source tools: http://wiki.obsidianconflict.net/?title=Useful_Source_Modding_Tools&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Forums General modding (Coding, Mapping, Modeling and Misc): http://obsidianconflict.net/forums/viewforum.php?f=34&lt;br /&gt;
&lt;br /&gt;
*Tutorials about Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Category:MapTuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: What files should you have.'''==&lt;br /&gt;
&lt;br /&gt;
The package where your map lies should contain at least the following:&lt;br /&gt;
&lt;br /&gt;
*The briefing file (''yourmapname_briefing.txt | It goes in maps/cfg''). The text that appears in the screen after the MOTD. It contains all the info of the map (mainly the objectives), as well as the credits. Keep it short, because it has a limit of 2047 characters.&lt;br /&gt;
&lt;br /&gt;
*The map in .bsp file (''It goes in maps''). Make sure it's functional, it doesn't have bugs (or only a little) and properly optimizated. Compile the map at least on normal. And for god's sake, put in it lights (or a better idea, don't release shit maps).&lt;br /&gt;
&lt;br /&gt;
*The icon of your map. Is the reference image that you can see in the lobby, so you can select it. The size must be 256x256 at the best quality as you can, in VTF format.&lt;br /&gt;
&lt;br /&gt;
*A thumbnail of your map for the map list in-game server browser. To see how to create one, check this [https://developer.valvesoftware.com/wiki/Maplist_Thumbnails link].&lt;br /&gt;
&lt;br /&gt;
*In case you need more files, keep it organized in their folders.&lt;br /&gt;
&lt;br /&gt;
*If you have custom content: Duplicate your files and put them in on separated folders (compressed and uncompressed).&lt;br /&gt;
&lt;br /&gt;
*In the compressed folder, it must contain all the files, compressed into bz2 format in order it can be used with FastDL. The .RES file (that is needed in order to can download all the files) must be there too (but without being compressed).&lt;br /&gt;
&lt;br /&gt;
*On the uncompressed folder, put all the files without compressing them..&lt;br /&gt;
&lt;br /&gt;
Remember, you only have to include the content that '''IS NOT STOCK''' from a mounted game and '''IS NOT EMBEDDED''' in the .bsp file. We had in the past problems with some maps which their size was too large for the amount of the content that in fact it had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''3: Information about the map files.'''==&lt;br /&gt;
&lt;br /&gt;
*.BSP: Is the map file format that Source uses.&lt;br /&gt;
&lt;br /&gt;
*.RES: Is a file used for the server to download the content it says to the players: https://developer.valvesoftware.com/wiki/Resource_list . Remember to use Notepad++ or similar programs, but not wordpad, since it screws the file. Make sure you set the codification to ANSI, you will save on space and avoid future problems (UTF-8 without BOM is allowed too).&lt;br /&gt;
&lt;br /&gt;
You can list manually the routes of the files, or you can follow this steps to do it automatically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;*Get the Resource Generator from the tool section above.&lt;br /&gt;
&lt;br /&gt;
*Put all your folders of your map inside of a folder&lt;br /&gt;
&lt;br /&gt;
*Open the Resource Generator.&lt;br /&gt;
&lt;br /&gt;
*Click the &amp;quot;Browse&amp;quot; button and go where is the folder with your map.&lt;br /&gt;
&lt;br /&gt;
*At the right, it will appear the folders, with their contents. Select all the files that you use.&lt;br /&gt;
&lt;br /&gt;
*Press Generate (in case that you want, check the &amp;quot;Compress into bz2&amp;quot; to save on time, but remember, this will use all of your CPU).&lt;br /&gt;
&lt;br /&gt;
*A file called resources.lua will appear at the main folder. Use Notepad++ to open it.&lt;br /&gt;
&lt;br /&gt;
*Since this tool was designed for Gmod, replace the following (CRTL+F-&amp;gt;replace):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;resource.AddFile( &amp;lt;div&amp;gt; with &amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&amp;lt;div&amp;gt; (mind the space after the '''(''' and make sure you replace it with nothing, so it would like the lines as &amp;quot;thing/thing.thing&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt; )&amp;lt;div&amp;gt; with &amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt; &amp;quot;file&amp;quot;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;--Generated with Kogitsune's Resource Generator&amp;lt;div&amp;gt; with &amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&amp;quot;resources&amp;quot;(here goes a jump line){&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&amp;quot;/&amp;lt;div&amp;gt; with &amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;div&amp;gt; (The lines must start like maps/thing or models/thing, you know, without having a slash before the first part).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;/&amp;lt;div&amp;gt; with &amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;\&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Add under the last line a } to close the list.&lt;br /&gt;
&lt;br /&gt;
*For last, save the file as ''nameofyourmap''.res.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If everything is fine, that file will work, saving your precious time.&lt;br /&gt;
&lt;br /&gt;
'''Remember to add the references to the CFG files, since it looks like it doesn't write them.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or in case you have problems on the server side (missing downloadable content), take the oc_lobby.res, and modify it to our files. You can grab it from [http://www.mediafire.com/?q8ocgif16xvnn6j here] in case you feel lazy to search it on your obsidian folder.&lt;br /&gt;
&lt;br /&gt;
*map_mounts.txt: Allows you to indicate to OC what game are you mounting, if Episode One or Two. http://wiki.obsidianconflict.net/?title=Content_Mounting&lt;br /&gt;
&lt;br /&gt;
*map_modify.txt: Is used for modify a map using scripts. Also, it allows you to create custom ammo and mount the soundcaches of the games that you want.  http://wiki.obsidianconflict.net/?title=Mapadd_Scripts http://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&lt;br /&gt;
&lt;br /&gt;
*map_cfg.txt: This file text &amp;quot;overrides&amp;quot; the server variables by putting the yours inside, allowing you to have a different fall damage in your map for example.&lt;br /&gt;
&lt;br /&gt;
*map_briefing.txt: Is used for showing in game the briefing of the map, where it explains the story of it, the objectives and the credits. Is shown after the MOTD.&lt;br /&gt;
&lt;br /&gt;
*map_soundscripts.txt: Allows you &amp;quot;override&amp;quot; the sounds. For example, with this file, you can change the sounds of the npc_zombie without have to overwrite the original sound. http://wiki.obsidianconflict.net/?title=Custom_Soundscripts_and_Soundcache&lt;br /&gt;
&lt;br /&gt;
*map_soundscapes.txt: Is used for use custom soundscapes.&lt;br /&gt;
&lt;br /&gt;
*map_name_particle_manifest.txt: Allows you define a list of particles for your map: https://developer.valvesoftware.com/wiki/Particles_manifest.txt&lt;br /&gt;
&lt;br /&gt;
*custom_weapon.txt: This file text is used for create custom weapons. http://wiki.obsidianconflict.net/?title=Scripted_Weapons&lt;br /&gt;
&lt;br /&gt;
=='''4: How to use some Source tools.'''==&lt;br /&gt;
&lt;br /&gt;
*BspZipGui&lt;br /&gt;
&lt;br /&gt;
Homepage: https://sites.google.com/site/softdevdy/software/bspzipgui&lt;br /&gt;
&lt;br /&gt;
This tool is used for pack all the custom content inside your map. Is pretty useful when you have a little amount of custom&lt;br /&gt;
content, and you don´t want lose your time separating your files into compressed and uncompressed folders, and making a .RES file.&lt;br /&gt;
&lt;br /&gt;
The main advantage that has this tool, is that you only have to especify a folder where are your content, and the tool will recursively adding all the content inside of your map.&lt;br /&gt;
&lt;br /&gt;
Is easy to use: You only have to indicate the path of your bspzip.exe (For OC, SteamApps/youraccount/sourcesdk/bin/source2007/bin/bspzip.exe), the map where you are going to add or extract content, and the folder where are the content to add, or where is going to be put.&lt;br /&gt;
&lt;br /&gt;
You must select the main folder where are the content, NOT the folders that are inside of that folder, or it will give problems.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Note:''' This will raise (a lot) the file size of your map (the .BSP file). Also, it makes it more difficult to the map decompilers work on it (the more content you embed in the map, the hard it will decompile it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Bz2 generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bzip.org/&lt;br /&gt;
&lt;br /&gt;
This tool is useful for the servers who have FastDL: http://wiki.obsidianconflict.net/?title=How_to_set_Fast_downloads_in_a_server&lt;br /&gt;
&lt;br /&gt;
The tool generates a compressed file with the .bz2 format. The client only has to download the .bz2 file to use the downloaded stuff because the Source engine automatically extracts it. The files that supports being compressed are the following: &lt;br /&gt;
&lt;br /&gt;
.html .htm .jpg/jpeg .gif .swf .png .bsp .bz2 .wav .mp3 .vmt .vtf .vtx .mdl .vvd .phy .lua .txt&lt;br /&gt;
&lt;br /&gt;
To use it, drag and drop the files (maximum 5 files, their size depends too) at a time onto the .exe file and the program will convert them. A MS-DOS window will open, a signal that the program is working, and it will close when the program ends. If it does not work try dragging less files. It usually depends on the file size as it can only compress so much each time.&lt;br /&gt;
&lt;br /&gt;
When you finished doing the operation, your files must be have in .bz2 format. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OC modify generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.obsidianconflict.net/forums/viewtopic.php?t=1432&lt;br /&gt;
&lt;br /&gt;
Allows you modificate a map with scripts using Hammer.&lt;br /&gt;
&lt;br /&gt;
To use it, decompile the map you want to modificate, and edit it in Hammer. Once you finished, save the edited vmf apart of the original and execute the program. After putting the route of the original and modified .VMFs, press &amp;quot;ok&amp;quot; and the program will generate the file. Copy the result code and paste it in your modify file of your map.&lt;br /&gt;
&lt;br /&gt;
Known limitations/bugs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*A brush entity cannot be added.&lt;br /&gt;
*The output of a brush entity cannot be deleted or changed.&lt;br /&gt;
*There is a key which cannot be changed depending on the kind of entity.&lt;br /&gt;
*There is an entity which cannot be added depending on a kind.&lt;br /&gt;
*A template entity cannot be changed.&lt;br /&gt;
*The change of a brush is not reflected.&lt;br /&gt;
*You cant parent an entity to a func brush entity (or to another entity, is unknown).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''5: Recomendations.'''==&lt;br /&gt;
&lt;br /&gt;
*Name your map with the oc_ prefix and, depending of the state of the map, you can use the following suffix:&lt;br /&gt;
&lt;br /&gt;
_alpha, _ALPHA, _a (Used for those maps in Alpha version, gameplay tests).&lt;br /&gt;
&lt;br /&gt;
_beta, _BETA, _b (Used for those maps in Beta version, pre-release tests).&lt;br /&gt;
&lt;br /&gt;
_v, _V (Indicates what version is the map. Generally used from the second edit of the map after their release).&lt;br /&gt;
&lt;br /&gt;
_oc, _OC (Used for those custom maps who comes from another Source games, to indicate that it have been modified for use it in OC. Is not enforced, in the case is not really needed to change their name).&lt;br /&gt;
&lt;br /&gt;
Also, is common use numbers after the suffix, but also letters (this for indicate that it continues being the same edition, but improved). Example: _b1, _v3j, _a2...&lt;br /&gt;
&lt;br /&gt;
Some maps maybe can contain prefix/suffix like fun_ or _vs. Depending of the game mode, it can be used or not. Is recommended that those maps are called like oc_fun_mapname or oc_mapname_vs.&lt;br /&gt;
&lt;br /&gt;
*In general, is allowed use content from all the Source games, as long as they can be mounted in OC. Use content from another games, the HL2 leak and such, although is tolerated in theory, it will make your map lose any possibility of become an official map. If you are going to use stuff from another mods or from a person, '''ASK ALWAYS FOR PERMISSION'''. The OC DEVs are not responsible of your acts, and, even if it becomes necessary, it will delete the map (although luckly the situation never degenerated until that point).&lt;br /&gt;
&lt;br /&gt;
*Try dont exceed very much with the size of the compressed map. Unless your main objective is that your map become official, you should keep the size under 100mb compressed. Even with FastDL, it can take a while, making that the players stop downloading and move to another server. Think about it.&lt;br /&gt;
&lt;br /&gt;
*Is not allowed take an official map from a Source game (like for example, the Dam level in HL:S), modify it and present it. Is tolerated in case you make it with the modify scripts (yourmapname_modify.txt), or if the map is custom (in this case ask for permission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Posting a new map: The main post, how it should be organized and tips.'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: The name of the thread.'''==&lt;br /&gt;
&lt;br /&gt;
You should called it by the official name that you given it instead of the name of the file. Avoid put names like &amp;quot;A new version of my map X&amp;quot; or &amp;quot;My first map&amp;quot;. If you make any relevant change, such like a fix patch or a new version, put it between parentheses, like (FIX NOW AVAILABLE) or (BETA). &lt;br /&gt;
&lt;br /&gt;
Dont make a new thread for every stage of your map (just keep it divided in two, one in the WIP section and other here, in Releases).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: The main post. What i should have in it?.'''==&lt;br /&gt;
&lt;br /&gt;
The main post of your released map thread will be the first thing that the people will see. Although is not required have it, a banner of your map would be a good idea, as a title. Write all the information as well as all you want to say (as long as is relevant to the map) organized.&lt;br /&gt;
&lt;br /&gt;
The basic information that every released map should have is the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Author: ''Self-explanatory.''&lt;br /&gt;
*.bsp filename: ''The name of your map file (put all if the map release contains more of a map).''&lt;br /&gt;
*Date of release: ''It would be ideal to preserve the date of the first version released, in order to follow their timeline.''&lt;br /&gt;
*Game Requirements: '' '''VERY IMPORTANT'''. If the server/client doesnt have mounted the game needed, it could be bugs or crashes.'' &lt;br /&gt;
*Suggested Players: ''The number of players. Put both minimum and maximum to play.''&lt;br /&gt;
*Estimated time to beat the map: ''This is relative, but try to keep the time that usually the players need to beat the map after know how to play it but without rushing/making tips.''&lt;br /&gt;
*Type of the game: ''Co-op, Deathmatch, Survival...''&lt;br /&gt;
*Size: ''The total size of the files compressed (in Bz2 format, only the server files, not all).''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, it must have pics of the map, in-game, in order to show it. Without images, the people hardly will download the map.&lt;br /&gt;
&lt;br /&gt;
There isnt an only way to structure your main post. Usually, people prefer to show first the info, a short description and the mirrors of the map. Dont forget put '''ALL''' the credits, both here and in the map.&lt;br /&gt;
&lt;br /&gt;
In resume, try keep it clean and clear.&lt;br /&gt;
&lt;br /&gt;
=='''3: Mirrors. What i should pick and how many?.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid upload your files to the sites with low speed like RapidShare, or where the analysis to check it if is secure can make problems like ModDB or FPSBanana (Now GameBanana). Make sure that the download speed is decent (at least 300 kb/s) and that the host will not delete your file.&lt;br /&gt;
&lt;br /&gt;
After uploading your compressed map to the site you wanted, create a page in the '''[http://mapdb.obsidianconflict.net/ Obsidian Conflict Map Database]''', in order to keep &amp;quot;registered&amp;quot; it. This, apart of help us follow the map progress and update, it will create you a second mirror, in case you only did one. Try always have an alternative mirror or a backup of your map in your computer, in case someday the mirrors gets offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''The comments: How to review and listen the feedback.'''=&lt;br /&gt;
&lt;br /&gt;
=='''1: How to make a decent review of a map.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid AT ALL COST make reviews like &amp;quot;Thiz map Haz AniMe shit, 0/10 DO NOT PLAY&amp;quot; or &amp;quot;Is the best map ever&amp;quot;. The map maker (and the rest of people who want play that map) need a propper review. Your comment should include the bugs, exploits and suggestions that you find/have. Keep have a good spelling. If you add pics of the bugs, it can make the feedback even more useful.&lt;br /&gt;
&lt;br /&gt;
=='''2: Listen the feedback, or how to not get mad.'''==&lt;br /&gt;
&lt;br /&gt;
The feedback, as long as they are made right and politely, should be accepted by you. In case the people critizes the gameplay, dont get angry posting comments like &amp;quot;if you dont like it dont play it&amp;quot;, maybe it can help you to make your map better. Try to answer every question that the people make to you the fastest as you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you think everything has been mentionated, or you think something should be added/changed, post it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1634</id>
		<title>Dedicated Server Setup 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1634"/>
				<updated>2013-09-19T07:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Note:''' At the time of writing, no binaries are publicly available for Linux and Mac OS.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Warning: Do not update your server content or you will have to struggle with SteamPipe bugs.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
* A basic understanding of filesystem paths (i.e. &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; refers to the folder &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; ''inside'' &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, not both the folders), and the different path representations between Windows and *nix (i.e. &amp;lt;tt&amp;gt;\&amp;lt;/tt&amp;gt; in Windows is the same as &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt; in UNIX[-like] operating systems).&lt;br /&gt;
* A basic understanding of the operating system's command-line interface (i.e. [[Wikipedia:Command Prompt|Command Prompt]] for Windows and Terminals for [[Wikipedia:GNOME Terminal|Linux]] and [[Wikipedia::Apple Terminal|Mac OS]]).&lt;br /&gt;
* A fast broadband connection (preferably one without a data transfer limit) to prevent premature aging waiting for the uploads to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Server Install==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Don't use SteamCMD for OC, use only HLDS Update Tool as that's the only one providing the non-vpk content.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Step 1: Download The HLDS Update Tool===&lt;br /&gt;
{{Windows|Download this file to a temporary location: '''http://www.steampowered.com/download/hldsupdatetool.exe'''}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In a ''Terminal (On Ubuntu: Applications &amp;amp;rarr; Accessories &amp;amp;rarr; Terminal)'' window, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;mkdir srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;wget &amp;lt;nowiki&amp;gt;http://www.steampowered.com/download/hldsupdatetool.bin&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2: Install The HLDS Update Tool===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
||''This could help : &amp;lt;nowiki&amp;gt;http://planethalflife.gamespy.com/View.php?view=HL2Guides.Detail&amp;amp;id=4&amp;amp;game=3&amp;lt;/nowiki&amp;gt;''|.&lt;br /&gt;
|Double-click on &amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt; and follow the instructions given by the wizard.&lt;br /&gt;
|For the purpose of this tutorial, we will assume that you put the HLDSUpdateTool in &amp;lt;tt&amp;gt;c:\srcds&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|Open a ''Command Prompt (Start &amp;amp;rarr; Accessories &amp;amp;rarr; Command Prompt)'' window and execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;c:&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''hldsupdatetool'' will now be downloaded to replace the one installed by the wizard.}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Terminal'' window as [[#Step 1: Download The HLDS Update Tool|Step 1]], execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;chmod +x hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''steam'' (the executable) will now be downloaded to replace the one extracted when you ran &amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 3: Download The Base Server Files===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Command Prompt'' window as [[#Step 2: Install The HLDS Update Tool|Step 2]], execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''hldsupdatetool'' is located in. '''NOTE:''' Choosing the directory where is the HLDSUpdateTool will reinstall this program.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the existing ''Terminal'' window from Steps 1 and 2, execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''steam'' is located in.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 4: Setting Up The Folder Structure===&lt;br /&gt;
After [[#Step 3: Download The Base Server Files|Step 3]] completes, you should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\ &lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\ //No longer appears, and isn´t necessary now.&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds.exe&lt;br /&gt;
|orangebox\steam_appid.txt //No longer appears, and isn´t necessary now.&lt;br /&gt;
|ClientRegistry.blob&lt;br /&gt;
|HldsUpdateTool.exe&lt;br /&gt;
|HldsUpdateTool_&amp;lt;tool version&amp;gt;.mst&lt;br /&gt;
|InstallRecord.blob&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;.steam\&lt;br /&gt;
|.steam\clientregistry.blob&lt;br /&gt;
|hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\&lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds_linux&lt;br /&gt;
|orangebox\srcds_run&lt;br /&gt;
|orangebox\steam_appid.txt&lt;br /&gt;
|hldsupdatetool.bin&lt;br /&gt;
|InstallRecord.blob&lt;br /&gt;
|steam&lt;br /&gt;
|test1.so&lt;br /&gt;
|test2.so&lt;br /&gt;
|test3.so&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, because Valve didn't set up the files properly on their server, you'll need to fix it yourself.&lt;br /&gt;
&lt;br /&gt;
'''GUI Approach:'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Merge the two &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folders by copying the contents of the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside) into the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder. This may take a while since it totals to about 1.5 GBs.&lt;br /&gt;
&lt;br /&gt;
If you're impatient or tight on time / space, consider doing the inverse instead, i.e. moving the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; to the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside), and then moving that folder back into the &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. This will be significantly faster since move operations are faster than copies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Command-Line Approach:'''&lt;br /&gt;
&lt;br /&gt;
{{Windows|In the existing ''Command Prompt'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;xcopy /s /e hl2 orangebox\hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|In the existing ''Terminal'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;cp -R hl2 orangebox/hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
===Step 5: Setting Up the campaign content===&lt;br /&gt;
Campaign content is stored only in GCFs downloadable only via the Steam client, so be prepared to upload the extracted files to your server. You will need [http://nemesis.thewavelength.net/index.php?p=25 this application] in order to proceed.&lt;br /&gt;
&lt;br /&gt;
Things are a little easier for Windows server operators with Remote Desktop access to their servers since they can simply install Steam on their servers and do everything directly there.&lt;br /&gt;
&lt;br /&gt;
====Manual method:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life source.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;hl1&amp;lt;/tt&amp;gt; folder (in the GCF) to your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl1&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life Deathmatch: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life 2 content.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======source 2007 binaries.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared materials.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared models.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared sounds.gcf======&lt;br /&gt;
&lt;br /&gt;
======half-life 2 2007 base content.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;, with &amp;lt;tt&amp;gt;source 2007 binaries.gcf&amp;lt;/tt&amp;gt; being extracted first and &amp;lt;tt&amp;gt;half-life 2 2007 base content.gcf&amp;lt;/tt&amp;gt; being last), extract the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCFs) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Lost Coast=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract the content from ''lostcoast content.gcf''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode One=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode 1 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&lt;br /&gt;
======half-life 2 episode one.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======episodic 2007 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&lt;br /&gt;
======episode one 2007 content.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, and everything from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Two=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode two content.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two maps.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two materials.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;), extract everything from the &amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/ep2&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist and overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Three=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
You must be living in the future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Automatic method:====&lt;br /&gt;
&lt;br /&gt;
Download the [http://wiki.obsidianconflict.net/?title=Campaign-Extract Campaign Extract], and select the content of the games that you want for your server.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You will need the content of Half-Life 2 if you want the content of Half-Life 2: Lost Coast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Game Content====&lt;br /&gt;
'''Note:''' If you download any of the following (sans ''Portal'') using the ''HLDS Update Tool'' after downloading &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;you will be forced to download a new set of engine binaries incompatible with the current release of Obsidian Conflict&amp;lt;/span&amp;gt;. A telltale sign that this has occurred is when you see an engine error along the lines of ''SetupArrayProps_R: array prop '(null)' is at index zero'' or ''Host_Error: IDLLFunctions::DLLInit returned false'' when you try to start the server. To workaround that, simply rename the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder (inside &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;) to something else (e.g. &amp;lt;tt&amp;gt;bin_se2007&amp;lt;/tt&amp;gt;) '''before''' downloading the game's files. On completion, delete the newly created &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder and rename the old one back to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
And don´t let the game content overwrite the HL2 folder, or you will forced to download again orangebox to fix it.&lt;br /&gt;
&lt;br /&gt;
For the curious, the reason for this is that almost all official Valve games now run on [http://developer.valvesoftware.com/wiki/Source_Engine_2009 Source Engine 2009], but most mods (sans ''Garry's Mod'') continue to run on the older ''Source Engine 2007'' (Source SDK Base 2007). These two versions are incompatible with each other, and Valve has yet to release a version of ''Source SDK Base'' for ''Source Engine 2009''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Counter-Strike: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''counter-strike source shared.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;Counter-Strike: Source&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Day of Defeat: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''day of defeat source.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;dods&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Portal=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Team Fortress 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloading And Installing Obsidian==&lt;br /&gt;
Copy the &amp;lt;tt&amp;gt;obsidian&amp;lt;/tt&amp;gt; folder from a fresh install of Obsidian Conflict into your dedicated server's &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. While installing Obsidian Conflict, remember install '''ONLY''' the server files without the Sourcemod extension (because those are outdated), not the client files.&lt;br /&gt;
&lt;br /&gt;
After putting the obsidian folder inside the orangebox folder, install the available server hotfixes of your current version.&lt;br /&gt;
&lt;br /&gt;
Download the Sourcemod extension for Obsidian Conflict [http://www.wuala.com/Obsidian%20Conflict/SourceMod here].&lt;br /&gt;
&lt;br /&gt;
In case you installed the SM extension during installing OC, go to ''sourcemod/gamedata'' And do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-In ''core.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
-In ''sdktools.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
==Mounting Content==&lt;br /&gt;
Content mounts are controlled by a set of files in the &amp;lt;tt&amp;gt;obsidian/mount&amp;lt;/tt&amp;gt; folder. Each file determines whether or not the respective game's content is mounted. These files are merely blank files without any extensions - their contents do not matter since the mod merely checks if the file is there, mounting the content if the file is present.&lt;br /&gt;
Valid file names are:&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;css&amp;lt;/tt&amp;gt; &amp;amp;harr; Counter-Strike: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;dod&amp;lt;/tt&amp;gt; &amp;amp;harr; Day of Defeat: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode One&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;hls&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;lostcoast&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Lost Coast&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end, the file structure inside your orangebox folder must be like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;&lt;br /&gt;
|bin\ &lt;br /&gt;
|cstrike\ //if their content was extracted&lt;br /&gt;
|dod\ //if their content was extracted&lt;br /&gt;
|ep2\ //if their content was extracted&lt;br /&gt;
|episodic\ //if their content was extracted&lt;br /&gt;
|hl1\ //if their content was extracted&lt;br /&gt;
|hl2\&lt;br /&gt;
|lostcoast\ //if their content was extracted&lt;br /&gt;
|obsidian\&lt;br /&gt;
|platform\&lt;br /&gt;
|hlds_steamgames.vdf&lt;br /&gt;
|srcds.exe&lt;br /&gt;
|steam_appid.txt&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;&lt;br /&gt;
ToDo: Get information about how it would look in Linux&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|&amp;lt;tt&amp;gt;&lt;br /&gt;
Unavailable at time of writing.&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installing, configuring the server plugins and running the server==&lt;br /&gt;
&lt;br /&gt;
Now, after configure the server, it´s time to install and configure the server plugins for the basic admin options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Metamod: Source===&lt;br /&gt;
&lt;br /&gt;
Go to the website of Metamod: Source and [http://www.sourcemm.net/downloads download the last version].&lt;br /&gt;
&lt;br /&gt;
You will have to extract the files and put them in ''orangebox/obsidian/addons'' (don´t confuse with the add-ons folder, that is where the files of the mounted content are).&lt;br /&gt;
&lt;br /&gt;
Now, go [http://www.sourcemm.net/vdf here] and generate a .VDF file. It must look inside like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Plugin&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;file&amp;quot;   &amp;quot;../obsidian/addons/metamod/bin/server&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put this file in the addons folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Sourcemod===&lt;br /&gt;
&lt;br /&gt;
Visit the Sourcemod homepage and [http://www.sourcemod.net/downloads.php download the last version].&lt;br /&gt;
&lt;br /&gt;
Put the ''addons'' and ''cfg'' folders inside the ''obsidian'' folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Configuring Sourcemod====&lt;br /&gt;
&lt;br /&gt;
Since Metamod only needs to be put inside the addons folder and have their .VDF file to be loaded automatically by the server, you only need to configure Sourcemod:&lt;br /&gt;
&lt;br /&gt;
To add admins, go to ''addons/sourcemod/config'' and open ''admins_simple.ini''.&lt;br /&gt;
&lt;br /&gt;
If you want enable rtv, nominations and more, go to ''addons/sourcemod/plugins/disabled'', and move them outside of that folder (to ''/plugins'').&lt;br /&gt;
&lt;br /&gt;
To configure the different options that have Sourcemod, go to ''/cfg/sourcemod'' and open ''sourcemod.cfg''. '''NOTE:''' The options of the different plugins that have/will load Sourcemod like rtv, only will appear after start the server and load both Metamod and Sourcemod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Running the server===&lt;br /&gt;
&lt;br /&gt;
To finish, start your server (you can use the GUI by clicking the srcds.exe file, but it needs more resources) opening a command window and typing (after being in the folder where is the srcds.exe file): &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;''srcds.exe -console -game obsidian -port 27015 +map oc_lobby +maxplayers 8''&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(you can make also a .bat file to avoid this).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If apart of the lines about the soundscapes, the func_door and two lines related with Steam that comes before &amp;quot;VAC is enabled&amp;quot;, you dont see nothing more, congratulations, your server works fine.&lt;br /&gt;
&lt;br /&gt;
Now, it´s up to you configure the server as you want/need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1633</id>
		<title>Dedicated Server Setup 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1633"/>
				<updated>2013-09-18T16:30:20Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Note:''' At the time of writing, no binaries are publicly available for Linux and Mac OS.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Warning: Do not update your server content or you will have to struggle with SteamPipe bugs.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
* A basic understanding of filesystem paths (i.e. &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; refers to the folder &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; ''inside'' &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, not both the folders), and the different path representations between Windows and *nix (i.e. &amp;lt;tt&amp;gt;\&amp;lt;/tt&amp;gt; in Windows is the same as &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt; in UNIX[-like] operating systems).&lt;br /&gt;
* A basic understanding of the operating system's command-line interface (i.e. [[Wikipedia:Command Prompt|Command Prompt]] for Windows and Terminals for [[Wikipedia:GNOME Terminal|Linux]] and [[Wikipedia::Apple Terminal|Mac OS]]).&lt;br /&gt;
* A fast broadband connection (preferably one without a data transfer limit) to prevent premature aging waiting for the uploads to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Server Install==&lt;br /&gt;
===Step 1: Download The HLDS Update Tool===&lt;br /&gt;
{{Windows|Download this file to a temporary location: '''http://www.steampowered.com/download/hldsupdatetool.exe'''}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In a ''Terminal (On Ubuntu: Applications &amp;amp;rarr; Accessories &amp;amp;rarr; Terminal)'' window, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;mkdir srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;wget &amp;lt;nowiki&amp;gt;http://www.steampowered.com/download/hldsupdatetool.bin&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2: Install The HLDS Update Tool===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
||''This could help : &amp;lt;nowiki&amp;gt;http://planethalflife.gamespy.com/View.php?view=HL2Guides.Detail&amp;amp;id=4&amp;amp;game=3&amp;lt;/nowiki&amp;gt;''|.&lt;br /&gt;
|Double-click on &amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt; and follow the instructions given by the wizard.&lt;br /&gt;
|For the purpose of this tutorial, we will assume that you put the HLDSUpdateTool in &amp;lt;tt&amp;gt;c:\srcds&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|Open a ''Command Prompt (Start &amp;amp;rarr; Accessories &amp;amp;rarr; Command Prompt)'' window and execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;c:&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''hldsupdatetool'' will now be downloaded to replace the one installed by the wizard.}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Terminal'' window as [[#Step 1: Download The HLDS Update Tool|Step 1]], execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;chmod +x hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''steam'' (the executable) will now be downloaded to replace the one extracted when you ran &amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 3: Download The Base Server Files===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Command Prompt'' window as [[#Step 2: Install The HLDS Update Tool|Step 2]], execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''hldsupdatetool'' is located in. '''NOTE:''' Choosing the directory where is the HLDSUpdateTool will reinstall this program.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the existing ''Terminal'' window from Steps 1 and 2, execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''steam'' is located in.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 4: Setting Up The Folder Structure===&lt;br /&gt;
After [[#Step 3: Download The Base Server Files|Step 3]] completes, you should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\ &lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\ //No longer appears, and isn´t necessary now.&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds.exe&lt;br /&gt;
|orangebox\steam_appid.txt //No longer appears, and isn´t necessary now.&lt;br /&gt;
|ClientRegistry.blob&lt;br /&gt;
|HldsUpdateTool.exe&lt;br /&gt;
|HldsUpdateTool_&amp;lt;tool version&amp;gt;.mst&lt;br /&gt;
|InstallRecord.blob&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;.steam\&lt;br /&gt;
|.steam\clientregistry.blob&lt;br /&gt;
|hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\&lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds_linux&lt;br /&gt;
|orangebox\srcds_run&lt;br /&gt;
|orangebox\steam_appid.txt&lt;br /&gt;
|hldsupdatetool.bin&lt;br /&gt;
|InstallRecord.blob&lt;br /&gt;
|steam&lt;br /&gt;
|test1.so&lt;br /&gt;
|test2.so&lt;br /&gt;
|test3.so&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, because Valve didn't set up the files properly on their server, you'll need to fix it yourself.&lt;br /&gt;
&lt;br /&gt;
'''GUI Approach:'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Merge the two &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folders by copying the contents of the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside) into the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder. This may take a while since it totals to about 1.5 GBs.&lt;br /&gt;
&lt;br /&gt;
If you're impatient or tight on time / space, consider doing the inverse instead, i.e. moving the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; to the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside), and then moving that folder back into the &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. This will be significantly faster since move operations are faster than copies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Command-Line Approach:'''&lt;br /&gt;
&lt;br /&gt;
{{Windows|In the existing ''Command Prompt'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;xcopy /s /e hl2 orangebox\hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|In the existing ''Terminal'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;cp -R hl2 orangebox/hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
===Step 5: Setting Up the campaign content===&lt;br /&gt;
Campaign content is stored only in GCFs downloadable only via the Steam client, so be prepared to upload the extracted files to your server. You will need [http://nemesis.thewavelength.net/index.php?p=25 this application] in order to proceed.&lt;br /&gt;
&lt;br /&gt;
Things are a little easier for Windows server operators with Remote Desktop access to their servers since they can simply install Steam on their servers and do everything directly there.&lt;br /&gt;
&lt;br /&gt;
====Manual method:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life source.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;hl1&amp;lt;/tt&amp;gt; folder (in the GCF) to your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl1&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life Deathmatch: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life 2 content.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======source 2007 binaries.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared materials.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared models.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared sounds.gcf======&lt;br /&gt;
&lt;br /&gt;
======half-life 2 2007 base content.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;, with &amp;lt;tt&amp;gt;source 2007 binaries.gcf&amp;lt;/tt&amp;gt; being extracted first and &amp;lt;tt&amp;gt;half-life 2 2007 base content.gcf&amp;lt;/tt&amp;gt; being last), extract the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCFs) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Lost Coast=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract the content from ''lostcoast content.gcf''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode One=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode 1 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&lt;br /&gt;
======half-life 2 episode one.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======episodic 2007 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&lt;br /&gt;
======episode one 2007 content.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, and everything from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Two=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode two content.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two maps.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two materials.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;), extract everything from the &amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/ep2&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist and overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Three=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
You must be living in the future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Automatic method:====&lt;br /&gt;
&lt;br /&gt;
Download the [http://wiki.obsidianconflict.net/?title=Campaign-Extract Campaign Extract], and select the content of the games that you want for your server.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You will need the content of Half-Life 2 if you want the content of Half-Life 2: Lost Coast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Game Content====&lt;br /&gt;
'''Note:''' If you download any of the following (sans ''Portal'') using the ''HLDS Update Tool'' after downloading &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;you will be forced to download a new set of engine binaries incompatible with the current release of Obsidian Conflict&amp;lt;/span&amp;gt;. A telltale sign that this has occurred is when you see an engine error along the lines of ''SetupArrayProps_R: array prop '(null)' is at index zero'' or ''Host_Error: IDLLFunctions::DLLInit returned false'' when you try to start the server. To workaround that, simply rename the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder (inside &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;) to something else (e.g. &amp;lt;tt&amp;gt;bin_se2007&amp;lt;/tt&amp;gt;) '''before''' downloading the game's files. On completion, delete the newly created &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder and rename the old one back to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
And don´t let the game content overwrite the HL2 folder, or you will forced to download again orangebox to fix it.&lt;br /&gt;
&lt;br /&gt;
For the curious, the reason for this is that almost all official Valve games now run on [http://developer.valvesoftware.com/wiki/Source_Engine_2009 Source Engine 2009], but most mods (sans ''Garry's Mod'') continue to run on the older ''Source Engine 2007'' (Source SDK Base 2007). These two versions are incompatible with each other, and Valve has yet to release a version of ''Source SDK Base'' for ''Source Engine 2009''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Counter-Strike: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''counter-strike source shared.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;Counter-Strike: Source&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Day of Defeat: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''day of defeat source.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;dods&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Portal=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Team Fortress 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloading And Installing Obsidian==&lt;br /&gt;
Copy the &amp;lt;tt&amp;gt;obsidian&amp;lt;/tt&amp;gt; folder from a fresh install of Obsidian Conflict into your dedicated server's &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. While installing Obsidian Conflict, remember install '''ONLY''' the server files without the Sourcemod extension (because those are outdated), not the client files.&lt;br /&gt;
&lt;br /&gt;
After putting the obsidian folder inside the orangebox folder, install the available server hotfixes of your current version.&lt;br /&gt;
&lt;br /&gt;
Download the Sourcemod extension for Obsidian Conflict [http://www.wuala.com/Obsidian%20Conflict/SourceMod here].&lt;br /&gt;
&lt;br /&gt;
In case you installed the SM extension during installing OC, go to ''sourcemod/gamedata'' And do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-In ''core.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
-In ''sdktools.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
==Mounting Content==&lt;br /&gt;
Content mounts are controlled by a set of files in the &amp;lt;tt&amp;gt;obsidian/mount&amp;lt;/tt&amp;gt; folder. Each file determines whether or not the respective game's content is mounted. These files are merely blank files without any extensions - their contents do not matter since the mod merely checks if the file is there, mounting the content if the file is present.&lt;br /&gt;
Valid file names are:&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;css&amp;lt;/tt&amp;gt; &amp;amp;harr; Counter-Strike: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;dod&amp;lt;/tt&amp;gt; &amp;amp;harr; Day of Defeat: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode One&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;hls&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;lostcoast&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Lost Coast&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end, the file structure inside your orangebox folder must be like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;&lt;br /&gt;
|bin\ &lt;br /&gt;
|cstrike\ //if their content was extracted&lt;br /&gt;
|dod\ //if their content was extracted&lt;br /&gt;
|ep2\ //if their content was extracted&lt;br /&gt;
|episodic\ //if their content was extracted&lt;br /&gt;
|hl1\ //if their content was extracted&lt;br /&gt;
|hl2\&lt;br /&gt;
|lostcoast\ //if their content was extracted&lt;br /&gt;
|obsidian\&lt;br /&gt;
|platform\&lt;br /&gt;
|hlds_steamgames.vdf&lt;br /&gt;
|srcds.exe&lt;br /&gt;
|steam_appid.txt&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;&lt;br /&gt;
ToDo: Get information about how it would look in Linux&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|&amp;lt;tt&amp;gt;&lt;br /&gt;
Unavailable at time of writing.&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installing, configuring the server plugins and running the server==&lt;br /&gt;
&lt;br /&gt;
Now, after configure the server, it´s time to install and configure the server plugins for the basic admin options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Metamod: Source===&lt;br /&gt;
&lt;br /&gt;
Go to the website of Metamod: Source and [http://www.sourcemm.net/downloads download the last version].&lt;br /&gt;
&lt;br /&gt;
You will have to extract the files and put them in ''orangebox/obsidian/addons'' (don´t confuse with the add-ons folder, that is where the files of the mounted content are).&lt;br /&gt;
&lt;br /&gt;
Now, go [http://www.sourcemm.net/vdf here] and generate a .VDF file. It must look inside like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Plugin&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;file&amp;quot;   &amp;quot;../obsidian/addons/metamod/bin/server&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put this file in the addons folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Sourcemod===&lt;br /&gt;
&lt;br /&gt;
Visit the Sourcemod homepage and [http://www.sourcemod.net/downloads.php download the last version].&lt;br /&gt;
&lt;br /&gt;
Put the ''addons'' and ''cfg'' folders inside the ''obsidian'' folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Configuring Sourcemod====&lt;br /&gt;
&lt;br /&gt;
Since Metamod only needs to be put inside the addons folder and have their .VDF file to be loaded automatically by the server, you only need to configure Sourcemod:&lt;br /&gt;
&lt;br /&gt;
To add admins, go to ''addons/sourcemod/config'' and open ''admins_simple.ini''.&lt;br /&gt;
&lt;br /&gt;
If you want enable rtv, nominations and more, go to ''addons/sourcemod/plugins/disabled'', and move them outside of that folder (to ''/plugins'').&lt;br /&gt;
&lt;br /&gt;
To configure the different options that have Sourcemod, go to ''/cfg/sourcemod'' and open ''sourcemod.cfg''. '''NOTE:''' The options of the different plugins that have/will load Sourcemod like rtv, only will appear after start the server and load both Metamod and Sourcemod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Running the server===&lt;br /&gt;
&lt;br /&gt;
To finish, start your server (you can use the GUI by clicking the srcds.exe file, but it needs more resources) opening a command window and typing (after being in the folder where is the srcds.exe file): &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;''srcds.exe -console -game obsidian -port 27015 +map oc_lobby +maxplayers 8''&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(you can make also a .bat file to avoid this).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If apart of the lines about the soundscapes, the func_door and two lines related with Steam that comes before &amp;quot;VAC is enabled&amp;quot;, you dont see nothing more, congratulations, your server works fine.&lt;br /&gt;
&lt;br /&gt;
Now, it´s up to you configure the server as you want/need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1632</id>
		<title>Dedicated Server Setup 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup_2&amp;diff=1632"/>
				<updated>2013-09-18T16:16:09Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: Deleted old note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Note:''' At the time of writing, no binaries are publicly available for Linux and Mac OS.&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
* A basic understanding of filesystem paths (i.e. &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; refers to the folder &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; ''inside'' &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, not both the folders), and the different path representations between Windows and *nix (i.e. &amp;lt;tt&amp;gt;\&amp;lt;/tt&amp;gt; in Windows is the same as &amp;lt;tt&amp;gt;/&amp;lt;/tt&amp;gt; in UNIX[-like] operating systems).&lt;br /&gt;
* A basic understanding of the operating system's command-line interface (i.e. [[Wikipedia:Command Prompt|Command Prompt]] for Windows and Terminals for [[Wikipedia:GNOME Terminal|Linux]] and [[Wikipedia::Apple Terminal|Mac OS]]).&lt;br /&gt;
* A fast broadband connection (preferably one without a data transfer limit) to prevent premature aging waiting for the uploads to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Server Install==&lt;br /&gt;
===Step 1: Download The HLDS Update Tool===&lt;br /&gt;
{{Windows|Download this file to a temporary location: '''http://www.steampowered.com/download/hldsupdatetool.exe'''}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In a ''Terminal (On Ubuntu: Applications &amp;amp;rarr; Accessories &amp;amp;rarr; Terminal)'' window, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;mkdir srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds_l&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;wget &amp;lt;nowiki&amp;gt;http://www.steampowered.com/download/hldsupdatetool.bin&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2: Install The HLDS Update Tool===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
||''This could help : &amp;lt;nowiki&amp;gt;http://planethalflife.gamespy.com/View.php?view=HL2Guides.Detail&amp;amp;id=4&amp;amp;game=3&amp;lt;/nowiki&amp;gt;''|.&lt;br /&gt;
|Double-click on &amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt; and follow the instructions given by the wizard.&lt;br /&gt;
|For the purpose of this tutorial, we will assume that you put the HLDSUpdateTool in &amp;lt;tt&amp;gt;c:\srcds&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|Open a ''Command Prompt (Start &amp;amp;rarr; Accessories &amp;amp;rarr; Command Prompt)'' window and execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;c:&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;cd srcds&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''hldsupdatetool'' will now be downloaded to replace the one installed by the wizard.}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Terminal'' window as [[#Step 1: Download The HLDS Update Tool|Step 1]], execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;chmod +x hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|An updated version of ''steam'' (the executable) will now be downloaded to replace the one extracted when you ran &amp;lt;tt&amp;gt;./hldsupdatetool.bin&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 3: Download The Base Server Files===&lt;br /&gt;
{{Windows|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1097362093&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the same ''Command Prompt'' window as [[#Step 2: Install The HLDS Update Tool|Step 2]], execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;hldsupdatetool.exe&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''hldsupdatetool'' is located in. '''NOTE:''' Choosing the directory where is the HLDSUpdateTool will reinstall this program.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|''Adapted from &amp;lt;nowiki&amp;gt;http://www.srcds.com/db/engine.php?subaction=showfull&amp;amp;id=1098643920&amp;lt;/nowiki&amp;gt;''|&lt;br /&gt;
|In the existing ''Terminal'' window from Steps 1 and 2, execute the following command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam -command update -game &amp;quot;orangebox&amp;quot; -dir .&amp;lt;/tt&amp;gt;|&lt;br /&gt;
|A breakdown of the command:&lt;br /&gt;
|&amp;lt;tt&amp;gt;./steam&amp;lt;/tt&amp;gt;: The executable to run.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-command update&amp;lt;/tt&amp;gt;: Omnipresent, never omit this.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-game &amp;quot;&amp;lt;game&amp;gt;&amp;quot;&amp;lt;/tt&amp;gt;: The set of files to download, specify ''list'' instead to see what can be downloaded.&lt;br /&gt;
|&amp;lt;tt&amp;gt;-dir &amp;lt;nowiki&amp;gt;&amp;lt;directory|.&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;: The directory to install the files in, specify '.' to automatically use the directory ''steam'' is located in.|&lt;br /&gt;
|The base server files will now be downloaded. It will take a while, so don't go staring at the window waiting for it to complete. ;)}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 4: Setting Up The Folder Structure===&lt;br /&gt;
After [[#Step 3: Download The Base Server Files|Step 3]] completes, you should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\ &lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\ //No longer appears, and isn´t necessary now.&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds.exe&lt;br /&gt;
|orangebox\steam_appid.txt //No longer appears, and isn´t necessary now.&lt;br /&gt;
|ClientRegistry.blob&lt;br /&gt;
|HldsUpdateTool.exe&lt;br /&gt;
|HldsUpdateTool_&amp;lt;tool version&amp;gt;.mst&lt;br /&gt;
|InstallRecord.blob&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;.steam\&lt;br /&gt;
|.steam\clientregistry.blob&lt;br /&gt;
|hl2\&lt;br /&gt;
|orangebox\&lt;br /&gt;
|orangebox\bin\&lt;br /&gt;
|orangebox\hl2\&lt;br /&gt;
|orangebox\platform\&lt;br /&gt;
|orangebox\reslists\&lt;br /&gt;
|orangebox\hlds_steamgames.vdf&lt;br /&gt;
|orangebox\srcds_linux&lt;br /&gt;
|orangebox\srcds_run&lt;br /&gt;
|orangebox\steam_appid.txt&lt;br /&gt;
|hldsupdatetool.bin&lt;br /&gt;
|InstallRecord.blob&lt;br /&gt;
|steam&lt;br /&gt;
|test1.so&lt;br /&gt;
|test2.so&lt;br /&gt;
|test3.so&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, because Valve didn't set up the files properly on their server, you'll need to fix it yourself.&lt;br /&gt;
&lt;br /&gt;
'''GUI Approach:'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Merge the two &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folders by copying the contents of the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside) into the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder. This may take a while since it totals to about 1.5 GBs.&lt;br /&gt;
&lt;br /&gt;
If you're impatient or tight on time / space, consider doing the inverse instead, i.e. moving the &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; to the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (the one outside), and then moving that folder back into the &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. This will be significantly faster since move operations are faster than copies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Command-Line Approach:'''&lt;br /&gt;
&lt;br /&gt;
{{Windows|In the existing ''Command Prompt'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;xcopy /s /e hl2 orangebox\hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|In the existing ''Terminal'' window from the earlier steps, execute the following commands:&lt;br /&gt;
|&amp;lt;tt&amp;gt;cp -R hl2 orangebox/hl2&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|''Unavailable at time of writing.''}}&lt;br /&gt;
&lt;br /&gt;
===Step 5: Setting Up the campaign content===&lt;br /&gt;
Campaign content is stored only in GCFs downloadable only via the Steam client, so be prepared to upload the extracted files to your server. You will need [http://nemesis.thewavelength.net/index.php?p=25 this application] in order to proceed.&lt;br /&gt;
&lt;br /&gt;
Things are a little easier for Windows server operators with Remote Desktop access to their servers since they can simply install Steam on their servers and do everything directly there.&lt;br /&gt;
&lt;br /&gt;
====Manual method:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life source.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;hl1&amp;lt;/tt&amp;gt; folder (in the GCF) to your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl1&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life Deathmatch: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======half-life 2 content.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======source 2007 binaries.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared materials.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared models.gcf======&lt;br /&gt;
&lt;br /&gt;
======source 2007 shared sounds.gcf======&lt;br /&gt;
&lt;br /&gt;
======half-life 2 2007 base content.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;, with &amp;lt;tt&amp;gt;source 2007 binaries.gcf&amp;lt;/tt&amp;gt; being extracted first and &amp;lt;tt&amp;gt;half-life 2 2007 base content.gcf&amp;lt;/tt&amp;gt; being last), extract the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCFs) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Lost Coast=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract the content from ''lostcoast content.gcf''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode One=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode 1 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist.&lt;br /&gt;
&lt;br /&gt;
======half-life 2 episode one.gcf======&lt;br /&gt;
Extract the &amp;lt;tt&amp;gt;maps&amp;lt;/tt&amp;gt; folder from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
======episodic 2007 shared.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&lt;br /&gt;
======episode one 2007 content.gcf======&lt;br /&gt;
Extract everything from the &amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/episodic&amp;lt;/tt&amp;gt; folder, and everything from the &amp;lt;tt&amp;gt;hl2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/hl2&amp;lt;/tt&amp;gt; folder, overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Two=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======episode two content.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two maps.gcf======&lt;br /&gt;
&lt;br /&gt;
======episode two materials.gcf======&lt;br /&gt;
&lt;br /&gt;
For all of the above GCFs (&amp;lt;u&amp;gt;in given order&amp;lt;/u&amp;gt;), extract everything from the &amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; folder (in the GCF) into your dedicated server's &amp;lt;tt&amp;gt;orangebox/ep2&amp;lt;/tt&amp;gt; folder, creating the folder if it doesn't exist and overwriting if prompted to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half-Life 2: Episode Three=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
You must be living in the future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Automatic method:====&lt;br /&gt;
&lt;br /&gt;
Download the [http://wiki.obsidianconflict.net/?title=Campaign-Extract Campaign Extract], and select the content of the games that you want for your server.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You will need the content of Half-Life 2 if you want the content of Half-Life 2: Lost Coast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Game Content====&lt;br /&gt;
'''Note:''' If you download any of the following (sans ''Portal'') using the ''HLDS Update Tool'' after downloading &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;, &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;you will be forced to download a new set of engine binaries incompatible with the current release of Obsidian Conflict&amp;lt;/span&amp;gt;. A telltale sign that this has occurred is when you see an engine error along the lines of ''SetupArrayProps_R: array prop '(null)' is at index zero'' or ''Host_Error: IDLLFunctions::DLLInit returned false'' when you try to start the server. To workaround that, simply rename the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder (inside &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt;) to something else (e.g. &amp;lt;tt&amp;gt;bin_se2007&amp;lt;/tt&amp;gt;) '''before''' downloading the game's files. On completion, delete the newly created &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; folder and rename the old one back to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
And don´t let the game content overwrite the HL2 folder, or you will forced to download again orangebox to fix it.&lt;br /&gt;
&lt;br /&gt;
For the curious, the reason for this is that almost all official Valve games now run on [http://developer.valvesoftware.com/wiki/Source_Engine_2009 Source Engine 2009], but most mods (sans ''Garry's Mod'') continue to run on the older ''Source Engine 2007'' (Source SDK Base 2007). These two versions are incompatible with each other, and Valve has yet to release a version of ''Source SDK Base'' for ''Source Engine 2009''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Counter-Strike: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''counter-strike source shared.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;Counter-Strike: Source&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Day of Defeat: Source=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Extract everything from ''day of defeat source.gcf''&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
''hldsupdatetool.exe -command update -game &amp;quot;dods&amp;quot; -dir theserverdir/orangebox''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Portal=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Team Fortress 2=====&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
''Incompatible at the time of writing.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloading And Installing Obsidian==&lt;br /&gt;
Copy the &amp;lt;tt&amp;gt;obsidian&amp;lt;/tt&amp;gt; folder from a fresh install of Obsidian Conflict into your dedicated server's &amp;lt;tt&amp;gt;orangebox&amp;lt;/tt&amp;gt; folder. While installing Obsidian Conflict, remember install '''ONLY''' the server files without the Sourcemod extension (because those are outdated), not the client files.&lt;br /&gt;
&lt;br /&gt;
After putting the obsidian folder inside the orangebox folder, install the available server hotfixes of your current version.&lt;br /&gt;
&lt;br /&gt;
Download the Sourcemod extension for Obsidian Conflict [http://www.wuala.com/Obsidian%20Conflict/SourceMod here].&lt;br /&gt;
&lt;br /&gt;
In case you installed the SM extension during installing OC, go to ''sourcemod/gamedata'' And do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-In ''core.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
-In ''sdktools.games'', delete the ''custom'' folder.&lt;br /&gt;
&lt;br /&gt;
==Mounting Content==&lt;br /&gt;
Content mounts are controlled by a set of files in the &amp;lt;tt&amp;gt;obsidian/mount&amp;lt;/tt&amp;gt; folder. Each file determines whether or not the respective game's content is mounted. These files are merely blank files without any extensions - their contents do not matter since the mod merely checks if the file is there, mounting the content if the file is present.&lt;br /&gt;
Valid file names are:&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;css&amp;lt;/tt&amp;gt; &amp;amp;harr; Counter-Strike: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;dod&amp;lt;/tt&amp;gt; &amp;amp;harr; Day of Defeat: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;ep2&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;episodic&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Episode One&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;hls&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life: Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;lostcoast&amp;lt;/tt&amp;gt; &amp;amp;harr; Half-Life 2: Lost Coast&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end, the file structure inside your orangebox folder must be like this:&lt;br /&gt;
&lt;br /&gt;
{{Windows|&amp;lt;tt&amp;gt;&lt;br /&gt;
|bin\ &lt;br /&gt;
|cstrike\ //if their content was extracted&lt;br /&gt;
|dod\ //if their content was extracted&lt;br /&gt;
|ep2\ //if their content was extracted&lt;br /&gt;
|episodic\ //if their content was extracted&lt;br /&gt;
|hl1\ //if their content was extracted&lt;br /&gt;
|hl2\&lt;br /&gt;
|lostcoast\ //if their content was extracted&lt;br /&gt;
|obsidian\&lt;br /&gt;
|platform\&lt;br /&gt;
|hlds_steamgames.vdf&lt;br /&gt;
|srcds.exe&lt;br /&gt;
|steam_appid.txt&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Linux|&amp;lt;tt&amp;gt;&lt;br /&gt;
ToDo: Get information about how it would look in Linux&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Mac|&amp;lt;tt&amp;gt;&lt;br /&gt;
Unavailable at time of writing.&lt;br /&gt;
&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installing, configuring the server plugins and running the server==&lt;br /&gt;
&lt;br /&gt;
Now, after configure the server, it´s time to install and configure the server plugins for the basic admin options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Metamod: Source===&lt;br /&gt;
&lt;br /&gt;
Go to the website of Metamod: Source and [http://www.sourcemm.net/downloads download the last version].&lt;br /&gt;
&lt;br /&gt;
You will have to extract the files and put them in ''orangebox/obsidian/addons'' (don´t confuse with the add-ons folder, that is where the files of the mounted content are).&lt;br /&gt;
&lt;br /&gt;
Now, go [http://www.sourcemm.net/vdf here] and generate a .VDF file. It must look inside like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Plugin&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;file&amp;quot;   &amp;quot;../obsidian/addons/metamod/bin/server&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put this file in the addons folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installing Sourcemod===&lt;br /&gt;
&lt;br /&gt;
Visit the Sourcemod homepage and [http://www.sourcemod.net/downloads.php download the last version].&lt;br /&gt;
&lt;br /&gt;
Put the ''addons'' and ''cfg'' folders inside the ''obsidian'' folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Configuring Sourcemod====&lt;br /&gt;
&lt;br /&gt;
Since Metamod only needs to be put inside the addons folder and have their .VDF file to be loaded automatically by the server, you only need to configure Sourcemod:&lt;br /&gt;
&lt;br /&gt;
To add admins, go to ''addons/sourcemod/config'' and open ''admins_simple.ini''.&lt;br /&gt;
&lt;br /&gt;
If you want enable rtv, nominations and more, go to ''addons/sourcemod/plugins/disabled'', and move them outside of that folder (to ''/plugins'').&lt;br /&gt;
&lt;br /&gt;
To configure the different options that have Sourcemod, go to ''/cfg/sourcemod'' and open ''sourcemod.cfg''. '''NOTE:''' The options of the different plugins that have/will load Sourcemod like rtv, only will appear after start the server and load both Metamod and Sourcemod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Running the server===&lt;br /&gt;
&lt;br /&gt;
To finish, start your server (you can use the GUI by clicking the srcds.exe file, but it needs more resources) opening a command window and typing (after being in the folder where is the srcds.exe file): &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;''srcds.exe -console -game obsidian -port 27015 +map oc_lobby +maxplayers 8''&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(you can make also a .bat file to avoid this).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If apart of the lines about the soundscapes, the func_door and two lines related with Steam that comes before &amp;quot;VAC is enabled&amp;quot;, you dont see nothing more, congratulations, your server works fine.&lt;br /&gt;
&lt;br /&gt;
Now, it´s up to you configure the server as you want/need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Talk:Mapping_Guidelines&amp;diff=1631</id>
		<title>Talk:Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Talk:Mapping_Guidelines&amp;diff=1631"/>
				<updated>2013-09-17T20:25:30Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: Created page with &amp;quot;17/09/2013-&amp;gt;Add Tesla last post/indicate location particle manifest at particles/particle_mapname&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;17/09/2013-&amp;gt;Add Tesla last post/indicate location particle manifest at particles/particle_mapname&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1630</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1630"/>
				<updated>2013-09-08T16:44:24Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowocmapvote]]||1||||(nothing at console) Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command(Broken).&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||test.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1629</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1629"/>
				<updated>2013-09-08T16:42:59Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_allowocmapvote]]||1||||(nothing at console) Simple vote command for changing the level. Good if the map is stuck, etc... Vote is determined by a percentage console command(Broken).&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||test.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1628</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1628"/>
				<updated>2013-09-07T15:30:34Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_forcerespawn]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_respawnwavetime]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||test.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1627</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1627"/>
				<updated>2013-09-06T15:55:31Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||test.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1626</id>
		<title>OC Console Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=OC_Console_Command_List&amp;diff=1626"/>
				<updated>2013-09-06T15:54:58Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: Created page with &amp;quot;{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; ! Command !! Default !! Cheat? !! Help Text  |- |valign=&amp;quot;top&amp;quot;|mp_allowcrosshair||1||||test. |- |valign=&amp;quot;top&amp;quot;|sv_shieldstrength||50||||test. |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Command !! Default !! Cheat? !! Help Text &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[mp_allowcrosshair]]||1||||test.&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[sv_shieldstrength]]||50||||test.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1625</id>
		<title>Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1625"/>
				<updated>2013-09-04T14:17:04Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(I write this for make the making and the release of a map more easier, as well as make easier the life of those who want download one).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Your map: How I can map for OC'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: Setting the SDK for OC, information about the OC entities and tutorials.'''==&lt;br /&gt;
&lt;br /&gt;
*How to set the SDK for Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&lt;br /&gt;
&lt;br /&gt;
*Information about the Obsidian Conflict entities: http://wiki.obsidianconflict.net/?title=Category:Oc_ents&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Wiki: http://wiki.obsidianconflict.net/?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
*Links about useful Source tools: http://wiki.obsidianconflict.net/?title=Useful_Source_Modding_Tools&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Forums General modding (Coding, Mapping, Modeling and Misc): http://obsidianconflict.net/forums/viewforum.php?f=34&lt;br /&gt;
&lt;br /&gt;
*Tutorials about Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Category:MapTuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: What files should you have.'''==&lt;br /&gt;
&lt;br /&gt;
The package where your map lies should contain at least the following:&lt;br /&gt;
&lt;br /&gt;
*The briefing file (''yourmapname_briefing.txt | It goes in maps/cfg''). The text that appears in the screen after the MOTD. It contains all the info of the map (mainly the objectives), as well as the credits. Keep it short, because it has a limit of 2047 characters.&lt;br /&gt;
&lt;br /&gt;
*The map in .bsp file (''It goes in maps''). Make sure it's functional, it doesn't have bugs (or only a little) and properly optimizated. Compile the map at least on normal. And for god's sake, put in it lights (or a better idea, don't release shit maps).&lt;br /&gt;
&lt;br /&gt;
*The icon of your map. Is the reference image that you can see in the lobby, so you can select it. The size must be 256x256 at the best quality as you can, in VTF format.&lt;br /&gt;
&lt;br /&gt;
*A thumbnail of your map for the map list in-game server browser. To see how to create one, check this [https://developer.valvesoftware.com/wiki/Maplist_Thumbnails link].&lt;br /&gt;
&lt;br /&gt;
*In case you need more files, keep it organized in their folders.&lt;br /&gt;
&lt;br /&gt;
*If you have custom content: Duplicate your files and put them in on separated folders (compressed and uncompressed).&lt;br /&gt;
&lt;br /&gt;
*In the compressed folder, it must contain all the files, compressed into bz2 format in order it can be used with FastDL. The .RES file (that is needed in order to can download all the files) must be there too (but without being compressed).&lt;br /&gt;
&lt;br /&gt;
*On the uncompressed folder, put all the files without compressing them..&lt;br /&gt;
&lt;br /&gt;
Remember, you only have to include the content that '''IS NOT STOCK''' from a mounted game and '''IS NOT EMBEDDED''' in the .bsp file. We had in the past problems with some maps which their size was too large for the amount of the content that in fact it had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''3: Information about the map files.'''==&lt;br /&gt;
&lt;br /&gt;
*.BSP: Is the map file format that Source uses.&lt;br /&gt;
&lt;br /&gt;
*.RES: Is a file used for the server to download the content it says to the players: https://developer.valvesoftware.com/wiki/Resource_list . Remember to use Notepad++ or similar programs, but not wordpad, since it screws the file. Make sure you set the codification to ANSI, you will save on space and avoid future problems (UTF-8 without BOM is allowed too).&lt;br /&gt;
&lt;br /&gt;
You can list manually the routes of the files, or you can do the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Method by [http://wiki.obsidianconflict.net/?title=User:Tesla-X4 Tesla-X4]: All I do is copy the associated resources to a new folder (retaining folder structure), open up Command Prompt, cd my way to that folder and then dir /b /s /a:-h-d-s &amp;gt; output.txt. After that, I open that up in Notepad++ and do a Find and Replace with extended characters.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or in case you have problems on the server side (missing downloadable content), take the oc_lobby.res, and modify it to our files. You can grab it from [http://www.mediafire.com/?q8ocgif16xvnn6j here] in case you feel lazy to search it on your obsidian folder.&lt;br /&gt;
&lt;br /&gt;
*map_mounts.txt: Allows you to indicate to OC what game are you mounting, if Episode One or Two. http://wiki.obsidianconflict.net/?title=Content_Mounting&lt;br /&gt;
&lt;br /&gt;
*map_modify.txt: Is used for modify a map using scripts. Also, it allows you to create custom ammo and mount the soundcaches of the games that you want.  http://wiki.obsidianconflict.net/?title=Mapadd_Scripts http://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&lt;br /&gt;
&lt;br /&gt;
*map_cfg.txt: This file text &amp;quot;overrides&amp;quot; the server variables by putting the yours inside, allowing you to have a different fall damage in your map for example.&lt;br /&gt;
&lt;br /&gt;
*map_briefing.txt: Is used for showing in game the briefing of the map, where it explains the story of it, the objectives and the credits. Is shown after the MOTD.&lt;br /&gt;
&lt;br /&gt;
*map_soundscripts.txt: Allows you &amp;quot;override&amp;quot; the sounds. For example, with this file, you can change the sounds of the npc_zombie without have to overwrite the original sound. http://wiki.obsidianconflict.net/?title=Custom_Soundscripts_and_Soundcache&lt;br /&gt;
&lt;br /&gt;
*map_soundscapes.txt: Is used for use custom soundscapes.&lt;br /&gt;
&lt;br /&gt;
*map_name_particle_manifest.txt: Allows you define a list of particles for your map: https://developer.valvesoftware.com/wiki/Particles_manifest.txt&lt;br /&gt;
&lt;br /&gt;
*custom_weapon.txt: This file text is used for create custom weapons. http://wiki.obsidianconflict.net/?title=Scripted_Weapons&lt;br /&gt;
&lt;br /&gt;
=='''4: How to use some Source tools.'''==&lt;br /&gt;
&lt;br /&gt;
*BspZipGui&lt;br /&gt;
&lt;br /&gt;
Homepage: https://sites.google.com/site/softdevdy/software/bspzipgui&lt;br /&gt;
&lt;br /&gt;
This tool is used for pack all the custom content inside your map. Is pretty useful when you have a little amount of custom&lt;br /&gt;
content, and you don´t want lose your time separating your files into compressed and uncompressed folders, and making a .RES file.&lt;br /&gt;
&lt;br /&gt;
The main advantage that has this tool, is that you only have to especify a folder where are your content, and the tool will recursively adding all the content inside of your map.&lt;br /&gt;
&lt;br /&gt;
Is easy to use: You only have to indicate the path of your bspzip.exe (For OC, SteamApps/youraccount/sourcesdk/bin/source2007/bin/bspzip.exe), the map where you are going to add or extract content, and the folder where are the content to add, or where is going to be put.&lt;br /&gt;
&lt;br /&gt;
You must select the main folder where are the content, NOT the folders that are inside of that folder, or it will give problems.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Note:''' This will raise (a lot) the file size of your map (the .BSP file). Also, it makes it more difficult to the map decompilers work on it (the more content you embed in the map, the hard it will decompile it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Bz2 generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bzip.org/&lt;br /&gt;
&lt;br /&gt;
This tool is useful for the servers who have FastDL: http://wiki.obsidianconflict.net/?title=How_to_set_Fast_downloads_in_a_server&lt;br /&gt;
&lt;br /&gt;
The tool generates a compressed file with the .bz2 format. The client only has to download the .bz2 file to use the downloaded stuff because the Source engine automatically extracts it. The files that supports being compressed are the following: &lt;br /&gt;
&lt;br /&gt;
.html .htm .jpg/jpeg .gif .swf .png .bsp .bz2 .wav .mp3 .vmt .vtf .vtx .mdl .vvd .phy .lua .txt&lt;br /&gt;
&lt;br /&gt;
To use it, drag and drop the files (maximum 5 files, their size depends too) at a time onto the .exe file and the program will convert them. A MS-DOS window will open, a signal that the program is working, and it will close when the program ends. If it does not work try dragging less files. It usually depends on the file size as it can only compress so much each time.&lt;br /&gt;
&lt;br /&gt;
When you finished doing the operation, your files must be have in .bz2 format. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OC modify generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.obsidianconflict.net/forums/viewtopic.php?t=1432&lt;br /&gt;
&lt;br /&gt;
Allows you modificate a map with scripts using Hammer.&lt;br /&gt;
&lt;br /&gt;
To use it, decompile the map you want to modificate, and edit it in Hammer. Once you finished, save the edited vmf apart of the original and execute the program. After putting the route of the original and modified .VMFs, press &amp;quot;ok&amp;quot; and the program will generate the file. Copy the result code and paste it in your modify file of your map.&lt;br /&gt;
&lt;br /&gt;
Known limitations/bugs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*A brush entity cannot be added.&lt;br /&gt;
*The output of a brush entity cannot be deleted or changed.&lt;br /&gt;
*There is a key which cannot be changed depending on the kind of entity.&lt;br /&gt;
*There is an entity which cannot be added depending on a kind.&lt;br /&gt;
*A template entity cannot be changed.&lt;br /&gt;
*The change of a brush is not reflected.&lt;br /&gt;
*You cant parent an entity to a func brush entity (or to another entity, is unknown).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''5: Recomendations.'''==&lt;br /&gt;
&lt;br /&gt;
*Name your map with the oc_ prefix and, depending of the state of the map, you can use the following suffix:&lt;br /&gt;
&lt;br /&gt;
_alpha, _ALPHA, _a (Used for those maps in Alpha version, gameplay tests).&lt;br /&gt;
&lt;br /&gt;
_beta, _BETA, _b (Used for those maps in Beta version, pre-release tests).&lt;br /&gt;
&lt;br /&gt;
_v, _V (Indicates what version is the map. Generally used from the second edit of the map after their release).&lt;br /&gt;
&lt;br /&gt;
_oc, _OC (Used for those custom maps who comes from another Source games, to indicate that it have been modified for use it in OC. Is not enforced, in the case is not really needed to change their name).&lt;br /&gt;
&lt;br /&gt;
Also, is common use numbers after the suffix, but also letters (this for indicate that it continues being the same edition, but improved). Example: _b1, _v3j, _a2...&lt;br /&gt;
&lt;br /&gt;
Some maps maybe can contain prefix/suffix like fun_ or _vs. Depending of the game mode, it can be used or not. Is recommended that those maps are called like oc_fun_mapname or oc_mapname_vs.&lt;br /&gt;
&lt;br /&gt;
*In general, is allowed use content from all the Source games, as long as they can be mounted in OC. Use content from another games, the HL2 leak and such, although is tolerated in theory, it will make your map lose any possibility of become an official map. If you are going to use stuff from another mods or from a person, '''ASK ALWAYS FOR PERMISSION'''. The OC DEVs are not responsible of your acts, and, even if it becomes necessary, it will delete the map (although luckly the situation never degenerated until that point).&lt;br /&gt;
&lt;br /&gt;
*Try dont exceed very much with the size of the compressed map. Unless your main objective is that your map become official, you should keep the size under 100mb compressed. Even with FastDL, it can take a while, making that the players stop downloading and move to another server. Think about it.&lt;br /&gt;
&lt;br /&gt;
*Is not allowed take an official map from a Source game (like for example, the Dam level in HL:S), modify it and present it. Is tolerated in case you make it with the modify scripts (yourmapname_modify.txt), or if the map is custom (in this case ask for permission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Posting a new map: The main post, how it should be organized and tips.'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: The name of the thread.'''==&lt;br /&gt;
&lt;br /&gt;
You should called it by the official name that you given it instead of the name of the file. Avoid put names like &amp;quot;A new version of my map X&amp;quot; or &amp;quot;My first map&amp;quot;. If you make any relevant change, such like a fix patch or a new version, put it between parentheses, like (FIX NOW AVAILABLE) or (BETA). &lt;br /&gt;
&lt;br /&gt;
Dont make a new thread for every stage of your map (just keep it divided in two, one in the WIP section and other here, in Releases).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: The main post. What i should have in it?.'''==&lt;br /&gt;
&lt;br /&gt;
The main post of your released map thread will be the first thing that the people will see. Although is not required have it, a banner of your map would be a good idea, as a title. Write all the information as well as all you want to say (as long as is relevant to the map) organized.&lt;br /&gt;
&lt;br /&gt;
The basic information that every released map should have is the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Author: ''Self-explanatory.''&lt;br /&gt;
*.bsp filename: ''The name of your map file (put all if the map release contains more of a map).''&lt;br /&gt;
*Date of release: ''It would be ideal to preserve the date of the first version released, in order to follow their timeline.''&lt;br /&gt;
*Game Requirements: '' '''VERY IMPORTANT'''. If the server/client doesnt have mounted the game needed, it could be bugs or crashes.'' &lt;br /&gt;
*Suggested Players: ''The number of players. Put both minimum and maximum to play.''&lt;br /&gt;
*Estimated time to beat the map: ''This is relative, but try to keep the time that usually the players need to beat the map after know how to play it but without rushing/making tips.''&lt;br /&gt;
*Type of the game: ''Co-op, Deathmatch, Survival...''&lt;br /&gt;
*Size: ''The total size of the files compressed (in Bz2 format, only the server files, not all).''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, it must have pics of the map, in-game, in order to show it. Without images, the people hardly will download the map.&lt;br /&gt;
&lt;br /&gt;
There isnt an only way to structure your main post. Usually, people prefer to show first the info, a short description and the mirrors of the map. Dont forget put '''ALL''' the credits, both here and in the map.&lt;br /&gt;
&lt;br /&gt;
In resume, try keep it clean and clear.&lt;br /&gt;
&lt;br /&gt;
=='''3: Mirrors. What i should pick and how many?.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid upload your files to the sites with low speed like RapidShare, or where the analysis to check it if is secure can make problems like ModDB or FPSBanana (Now GameBanana). Make sure that the download speed is decent (at least 300 kb/s) and that the host will not delete your file.&lt;br /&gt;
&lt;br /&gt;
After uploading your compressed map to the site you wanted, create a page in the '''[http://mapdb.obsidianconflict.net/ Obsidian Conflict Map Database]''', in order to keep &amp;quot;registered&amp;quot; it. This, apart of help us follow the map progress and update, it will create you a second mirror, in case you only did one. Try always have an alternative mirror or a backup of your map in your computer, in case someday the mirrors gets offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''The comments: How to review and listen the feedback.'''=&lt;br /&gt;
&lt;br /&gt;
=='''1: How to make a decent review of a map.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid AT ALL COST make reviews like &amp;quot;Thiz map Haz AniMe shit, 0/10 DO NOT PLAY&amp;quot; or &amp;quot;Is the best map ever&amp;quot;. The map maker (and the rest of people who want play that map) need a propper review. Your comment should include the bugs, exploits and suggestions that you find/have. Keep have a good spelling. If you add pics of the bugs, it can make the feedback even more useful.&lt;br /&gt;
&lt;br /&gt;
=='''2: Listen the feedback, or how to not get mad.'''==&lt;br /&gt;
&lt;br /&gt;
The feedback, as long as they are made right and politely, should be accepted by you. In case the people critizes the gameplay, dont get angry posting comments like &amp;quot;if you dont like it dont play it&amp;quot;, maybe it can help you to make your map better. Try to answer every question that the people make to you the fastest as you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you think everything has been mentionated, or you think something should be added/changed, post it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Server_Configuration&amp;diff=1622</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Server_Configuration&amp;diff=1622"/>
				<updated>2013-06-20T18:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* server.cfg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
== server.cfg ==&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font-family: Courier New; font-size: 8pt; overflow: scroll;&amp;quot;&amp;gt;//Main Dedicated Server Configuration File - server.cfg&lt;br /&gt;
//Logging&lt;br /&gt;
log							on					//Enable Logging&lt;br /&gt;
sv_log_onefile						&amp;quot;0&amp;quot;					//Log everything into one file? (Does not seem to change a thing.)&lt;br /&gt;
sv_rcon_log						&amp;quot;1&amp;quot;					//Log rcon commands?&lt;br /&gt;
sv_logbans						&amp;quot;1&amp;quot;					//Log bans?&lt;br /&gt;
sv_logblocks						&amp;quot;1&amp;quot;					//Log connection blocks?&lt;br /&gt;
sv_logdownloadlist					&amp;quot;1&amp;quot;					//Log download lists?&lt;br /&gt;
sv_logecho						&amp;quot;1&amp;quot;					//Log echo commands?&lt;br /&gt;
sv_logfile						&amp;quot;1&amp;quot;					//Log ...&lt;br /&gt;
sv_logflush						&amp;quot;1&amp;quot;					//Write all Log-Entries directly to file?&lt;br /&gt;
&lt;br /&gt;
//Speed Configuration&lt;br /&gt;
fps_max							&amp;quot;300&amp;quot;					//Maximum fps allowed. Keep this at thrice of your tickrate to ensure good speed and cpu usage&lt;br /&gt;
host_framerate						&amp;quot;0&amp;quot;					//Emulated Framerate the Server should use. Changing this makes the Server either think it's too fast(FPS &amp;gt; host_framerate) or too slow(FPS &amp;lt; host_framerate). Both cases will cause horrible lag&lt;br /&gt;
&lt;br /&gt;
//Connection&lt;br /&gt;
ip							&amp;quot;localhost&amp;quot;				//The IP you are hosting the server on.&lt;br /&gt;
port							&amp;quot;27015&amp;quot;					//The Port you are hosting the server on.&lt;br /&gt;
rcon_password						&amp;quot;&amp;quot;					//Rcon Password that you want to use. Leave empty to disable.&lt;br /&gt;
&lt;br /&gt;
//Networking&lt;br /&gt;
net_compresspackets					&amp;quot;1&amp;quot;					//Should the Game Compress Packets?&lt;br /&gt;
net_compresspacket_minsize				&amp;quot;64&amp;quot;					//At what size should we start compressing them? (note: Too low value can cause bigger Packets)&lt;br /&gt;
net_compressvoice					&amp;quot;1&amp;quot;					//Compress Voice? (note: Sadly, this is 360 only. Would be useful on Unix/Linux Servers)&lt;br /&gt;
net_maxcleartime					&amp;quot;4&amp;quot;					//How many seconds can Source wait for the next Packets to be sent? (note: Higher values can increase Ping)&lt;br /&gt;
net_maxfilesize						&amp;quot;2&amp;quot;					//Until what size should Spray Images be uploaded? (note: sv_allowupload 0 disables uploads)&lt;br /&gt;
net_maxfragments					&amp;quot;1260&amp;quot;					//Haven't found a use for this yet.&lt;br /&gt;
net_maxroutable						&amp;quot;1260&amp;quot;					//See above.&lt;br /&gt;
net_queued_packet_thread				&amp;quot;1&amp;quot;					//Leave this at 1 or it will Lag horribly when theres more than 3 players.&lt;br /&gt;
net_splitpacket_maxrate					&amp;quot;32767&amp;quot;					//Maximum Bytes/Second until splitting packets.&lt;br /&gt;
net_splitrate						&amp;quot;1024&amp;quot;					//How many fragments of the Packet should be created?&lt;br /&gt;
&lt;br /&gt;
//Multiplayer Settings&lt;br /&gt;
mp_allowcrosshair					&amp;quot;1&amp;quot;					//Allow Crosshair.&lt;br /&gt;
mp_allowironsights					&amp;quot;1&amp;quot;					//Allow Ironsights.&lt;br /&gt;
mp_allowspectators					&amp;quot;1&amp;quot;					//Allow Spectators.&lt;br /&gt;
mp_allowsprint						&amp;quot;1&amp;quot;					//Allow Sprinting.&lt;br /&gt;
mp_autocrosshair					&amp;quot;1&amp;quot;					//Automatically update Crosshair.&lt;br /&gt;
//mp_bunnyhop						&amp;quot;2&amp;quot;					//&amp;quot;Bunnyhop mode. 0 = off, 1 = ep2 style (max speed enforced), 2 = unlimited hop speed.&amp;quot;&lt;br /&gt;
mp_chattime						&amp;quot;1&amp;quot;					//Amount of time your Players are allowed to Chat after Game Over is triggered.&lt;br /&gt;
mp_fadetoblack						&amp;quot;0&amp;quot;					//Fade Players view to black on death.&lt;br /&gt;
//mp_falldamage						&amp;quot;1&amp;quot;					//0 = 10 Damage, 1 = Realistic, 2 = Disable&lt;br /&gt;
mp_flashlight						&amp;quot;1&amp;quot;					//Allow Flashlight&lt;br /&gt;
mp_footsteps						&amp;quot;1&amp;quot;					//Leave Footsteps and sounds.&lt;br /&gt;
mp_forcecamera						&amp;quot;2&amp;quot;					//Haven't found a use for this yet. Same Settings as in CS:S?&lt;br /&gt;
//mp_forcerespawn					&amp;quot;0&amp;quot;					//Force players to spawn?&lt;br /&gt;
mp_friendlyfire						&amp;quot;0&amp;quot;					//Friendly Fire?&lt;br /&gt;
mp_mapvotepercentage					&amp;quot;51&amp;quot;					//Percentage needed for mapvote to succeed&lt;br /&gt;
//mp_playercollide					&amp;quot;1&amp;quot;					//Do Players collide with each other?&lt;br /&gt;
mp_respawnwavetime					&amp;quot;10&amp;quot;					//Time between respawns.&lt;br /&gt;
mp_teams_unbalance_limit				&amp;quot;1&amp;quot;					//Maximum Playercount a team can have over another.&lt;br /&gt;
//mp_timelimit						&amp;quot;45&amp;quot;					//Map Timelimit&lt;br /&gt;
mp_waitingforplayers_time				&amp;quot;0&amp;quot;					//Time to wait for players on a new map&lt;br /&gt;
mp_weaponstay						&amp;quot;0&amp;quot;					//Keep weapons alive even when picked up? (note: This prevents gaining ammo from weapons for some reason.)&lt;br /&gt;
&lt;br /&gt;
//Server Settings&lt;br /&gt;
sv_allow_color_correction				&amp;quot;1&amp;quot;					//Allow or disallow clients to use color correction on this server.&lt;br /&gt;
sv_allow_voice_from_file				&amp;quot;0&amp;quot;					//Allow or disallow clients from using voice_inputfromfile on this server.&lt;br /&gt;
sv_allow_wait_command					&amp;quot;0&amp;quot;					//Allow or disallow the wait command on clients connected to this server.&lt;br /&gt;
sv_allowdownload					&amp;quot;1&amp;quot;					//Allow clients to download using the Server if FastDL file isnt present?&lt;br /&gt;
sv_allowgaussjump					&amp;quot;1&amp;quot;					//Allow gauss jump&lt;br /&gt;
sv_allownegativescore					&amp;quot;1&amp;quot;					//Allow a players score to drop below zero?&lt;br /&gt;
sv_allowocmapvote					&amp;quot;0&amp;quot;					//Allow Obsidian Conflict Map Vote?&lt;br /&gt;
sv_allowupload						&amp;quot;1&amp;quot;					//Allow clients to upload Sprays and other things?&lt;br /&gt;
sv_alltalk						&amp;quot;0&amp;quot;					//Players can hear everyone, no matter what team?&lt;br /&gt;
sv_autojump						&amp;quot;0&amp;quot;					//Automatically jump?&lt;br /&gt;
sv_autoladderdismount					&amp;quot;1&amp;quot;					//Automatically dismount from ladders when you reach the end (don't have to +USE)?&lt;br /&gt;
sv_autosave						&amp;quot;1&amp;quot;					//Autosave Gamestate to temporary file? (note: doesn't seem to have effect on gameplay)&lt;br /&gt;
sv_cacheencodedents					&amp;quot;1&amp;quot;					//Optimize encode Table?&lt;br /&gt;
sv_changeleveldelay					&amp;quot;1&amp;quot;					//Seconds until a trigger_changelevel can be used.&lt;br /&gt;
sv_cheats						&amp;quot;0&amp;quot;					//Allow cheats?&lt;br /&gt;
sv_client_cmdrate_difference				&amp;quot;1&amp;quot;					//cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an&lt;br /&gt;
sv_client_max_interp_ratio				&amp;quot;5&amp;quot;					//This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).&lt;br /&gt;
sv_client_min_interp_ratio				&amp;quot;1&amp;quot;					//This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).&lt;br /&gt;
sv_consistency						&amp;quot;1&amp;quot;					//Force the Server and Client to always reload the original file(Server: file in /obsidian/ Client: file in GCF) when its marked as critical?&lt;br /&gt;
sv_contact						&amp;quot;your@email.free&amp;quot;			//Who a Client should contact on errors or bans. Rarely anyone reads this anyway, but Server Trackers do.&lt;br /&gt;
sv_downloadurl						&amp;quot;&amp;quot;					//Your FastDL adress, something like: http://test.de/&lt;br /&gt;
sv_forcepreloadall					&amp;quot;1&amp;quot;					//Force Server and Client to preload all Map Data? (Note: Can stabilize lag on slow Servers but increase load times)&lt;br /&gt;
sv_lan							&amp;quot;0&amp;quot;					//Lan or not Lan, that is the question...&lt;br /&gt;
sv_pure							&amp;quot;1&amp;quot;					//Should this Server use Whitelisting on content changes?&lt;br /&gt;
sv_pure_kick_clients					&amp;quot;1&amp;quot;					//Kick Clients with modified content that is not on whitelist?&lt;br /&gt;
sv_tags							&amp;quot;TAGSHERE&amp;quot;				//Your Server Tags.&lt;br /&gt;
sv_visiblemaxplayers					&amp;quot;-1&amp;quot;					//Visible Player Slots, hidden ones can only be accessed by using 'connect'.&lt;br /&gt;
&lt;br /&gt;
//Voice Affecting Settings&lt;br /&gt;
voice_enable						&amp;quot;1&amp;quot;					//Enable Voice Chat&lt;br /&gt;
voice_forcemicrecord					&amp;quot;1&amp;quot;					//Force Microphone recording&lt;br /&gt;
sv_allow_voice_from_file				&amp;quot;0&amp;quot;					//Allow Clients to use voice_inputfromfile?&lt;br /&gt;
//voice_writevoices					&amp;quot;1&amp;quot;					//Save voicedata from Clients into files? (Note: crashes here)&lt;br /&gt;
&lt;br /&gt;
//Client Affecting Settings&lt;br /&gt;
rate							&amp;quot;32767&amp;quot;					//How many bytes the Server has avaible for upstream&lt;br /&gt;
sv_maxcmdrate						&amp;quot;100&amp;quot;					//Maximum of command packets allowed from client per Tick&lt;br /&gt;
sv_mincmdrate						&amp;quot;20&amp;quot;					//Minimum of command packets that must be sent by a client per Tick, or he/she gets dropped.&lt;br /&gt;
sv_client_cmdrate_difference				&amp;quot;80&amp;quot;					//Difference between Servers cmdrate(sv_maxcmdrate) and Clients cmdrate(cl_cmdrate) that is allowed.&lt;br /&gt;
sv_maxupdaterate					&amp;quot;100&amp;quot;					//Maximum of update packets a client can request per Tick&lt;br /&gt;
sv_minupdaterate					&amp;quot;20&amp;quot;					//Minimum of update packets to be sent to a client without request per Tick.&lt;br /&gt;
sv_maxrate						&amp;quot;32767&amp;quot;					//Maximum bytes/sec a client is allowed to upload&lt;br /&gt;
sv_minrate						&amp;quot;5120&amp;quot;					//Minimum bytes/sec a client is allowed to upload&lt;br /&gt;
motdfile						&amp;quot;&amp;quot;					//File to use for MoTD data which will be sent to client.&lt;br /&gt;
motdurl							&amp;quot;http://obsidianconflict.net/&amp;quot;		//URL to file for MoTD data. Only URL is sent to client.&lt;br /&gt;
&lt;br /&gt;
//master server browser fix&lt;br /&gt;
sv_master_legacy_mode 0 // Disable lagacy mode, since steam master servers won't support it anymore.&lt;br /&gt;
heartbeat // Send heartbeat that this server is ready. Should be the last line of the config.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Configuration itself ==&lt;br /&gt;
&lt;br /&gt;
=== Logging ===&lt;br /&gt;
You know what this does, don't you?&amp;lt;br&amp;gt;&lt;br /&gt;
Every option is explained with a comment if you don't know what this does.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed Configuration ===&lt;br /&gt;
This is basically how fast your server should run.&amp;lt;br&amp;gt;&lt;br /&gt;
fps_max defines the maximum FPS your server can reach, it's best at thrice of your -tickrate setting(-tickrate 100 -&amp;gt; fps_max 300).&amp;lt;br&amp;gt;&lt;br /&gt;
host_framerate is experimental and in most cases causes distability and lag. Best is to keep it at 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
This one is easy. You have to set your external IP into the cvar 'ip'. The Port you are hosting on goes into the cvar 'port' and your remote control password goes into the cvar 'rcon_password'.&amp;lt;br&amp;gt;&lt;br /&gt;
Bam, you're done with this part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
This one is trickier, as one wrong setting can result in extreme lag.&amp;lt;br&amp;gt;&lt;br /&gt;
Best bet is to keep compression on, except if your server's machine is very slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Queued Packet Thread is used to not send packets instantly, but every now and then(mostly every Frame/Tick).&amp;lt;br&amp;gt;&lt;br /&gt;
Split Packet/Rate is used to determine when a Packet should be split and how many Packets are the maximum for a split. Packets that split into more than net_splitrate are dropped. It's best to keep them at these Values, unless your Server does not have 32kbit upstream avaible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Server Settings ===&lt;br /&gt;
I'm not going into detail on these, look at the comments I put next to the commands.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Voice Affecting Settings ===&lt;br /&gt;
These are cvars that affect Voice chat(Cpt. Obvious).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Client Affecting Settings ===&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continuing this very soon. [[User:Xaymar|-Michael Dirks-]] 20:03, 07.03.2010 (UTC)&lt;br /&gt;
[[Category:ServerOP]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&amp;diff=1621</id>
		<title>Obsidian SDK Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&amp;diff=1621"/>
				<updated>2013-06-16T16:41:39Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Setting up SourceSDK for Obsidian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} &lt;br /&gt;
&lt;br /&gt;
{{catup|Obsidian_Conflict|Obsidian Conflict|center}}&lt;br /&gt;
== Setting up SourceSDK for Obsidian ==&lt;br /&gt;
The Example Steam Path looks like this in this Tutorial (It really only depends on where you installed Steam):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
C:\Program Files\Steam\SteamApps&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''''Note''''': make sure you replace that folder in the code below with your Steam Path.&lt;br /&gt;
&lt;br /&gt;
'''''Note2''''': &amp;quot;[USERNAME]&amp;quot; is our placeholder, be sure to replace [USERNAME] with your steam account name (can also be an e-mail address).&lt;br /&gt;
*Go to your SourceSDK Source2007 Bin Folder:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
C:\Program Files\Steam\SteamApps\[USERNAME]\sourcesdk\bin\source2007\bin\&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Open the GameConfig.txt for Editing. (Make sure it's '''NOT''' read only)&lt;br /&gt;
*Add this to the list: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;Configs&amp;quot;&lt;br /&gt;
    {&lt;br /&gt;
            &amp;quot;Games&amp;quot;&lt;br /&gt;
            {&lt;br /&gt;
                    &amp;quot;Obsidian Conflict&amp;quot;&lt;br /&gt;
                    {&lt;br /&gt;
                            &amp;quot;GameDir&amp;quot;               &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian&amp;quot;&lt;br /&gt;
                            &amp;quot;hammer&amp;quot;&lt;br /&gt;
                            {&lt;br /&gt;
                                    &amp;quot;GameData0&amp;quot;             &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian\obsidian sdk\obsidian.fgd&amp;quot;&lt;br /&gt;
                                    &amp;quot;TextureFormat&amp;quot;         &amp;quot;5&amp;quot;&lt;br /&gt;
                                    &amp;quot;MapFormat&amp;quot;             &amp;quot;4&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultTextureScale&amp;quot;           &amp;quot;0.250000&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultLightmapScale&amp;quot;          &amp;quot;16&amp;quot;&lt;br /&gt;
                                    &amp;quot;GameExe&amp;quot;               &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\source sdk base 2007\hl2.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultSolidEntity&amp;quot;            &amp;quot;func_detail&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultPointEntity&amp;quot;            &amp;quot;ai_ally_manager&amp;quot;&lt;br /&gt;
                                    &amp;quot;BSP&amp;quot;           &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vbsp.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;Vis&amp;quot;           &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vvis.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;Light&amp;quot;         &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vrad.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;GameExeDir&amp;quot;            &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\source sdk base 2007&amp;quot;&lt;br /&gt;
                                    &amp;quot;MapDir&amp;quot;                &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk_content\obsidian\mapsrc&amp;quot;&lt;br /&gt;
                                    &amp;quot;BSPDir&amp;quot;                &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian\maps&amp;quot;&lt;br /&gt;
                                    &amp;quot;CordonTexture&amp;quot;         &amp;quot;tools\toolsskybox&amp;quot;&lt;br /&gt;
                                    &amp;quot;MaterialExcludeCount&amp;quot;          &amp;quot;0&amp;quot;&lt;br /&gt;
                            }&lt;br /&gt;
                    }&lt;br /&gt;
            }&lt;br /&gt;
            &amp;quot;SDKVersion&amp;quot;            &amp;quot;3&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should look like this, just don't forget to edit the path to where you installed steam and [USERNAME] of course:&lt;br /&gt;
[[File:source-sdk_config.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''''Important''''': never add any other FGDs to that code since Obsidian uses it's own. (Request to add other content to the existing ones [http://bugs.obsidianconflict.net here] instead)&lt;br /&gt;
&lt;br /&gt;
'''''Note''''': Also to make sure the code won't get deleted, you can do that by making the file read only once you have completed all necessary changes.&lt;br /&gt;
&lt;br /&gt;
'''''Note2''''': Make sure to replace [USERNAME] with your real username, do not include the brackets [].&lt;br /&gt;
&lt;br /&gt;
==Using Obsidian Conflict &amp;quot;SDK&amp;quot; with EP2 content==&lt;br /&gt;
&lt;br /&gt;
Created by [http://obsidianconflict.net/forums/memberlist.php?mode=viewprofile&amp;amp;u=864 Blues]. Original thread here: http://obsidianconflict.net/forums/viewtopic.php?f=6&amp;amp;t=3424&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy and paste your OC materials and models folders into the obsidian SDK folder (maybe even the sounds folder). Then you put this gameinfo.txt there, too: &lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;GameInfo&amp;quot; &lt;br /&gt;
{ &lt;br /&gt;
   game   &amp;quot;Obsidian Conflict v1.34&amp;quot; &lt;br /&gt;
   title   &amp;quot;OBSIDIAN CONFLICT V1.34&amp;quot; &lt;br /&gt;
   title2   &amp;quot;OBSIDIAN CONFLICT V1.34&amp;quot; &lt;br /&gt;
   type multiplayer_only &lt;br /&gt;
   nomodels 0 &lt;br /&gt;
   nohimodel 1 &lt;br /&gt;
   nocrosshair 1 &lt;br /&gt;
   hidden_maps &lt;br /&gt;
   { &lt;br /&gt;
      &amp;quot;test_speakers&amp;quot;      1 &lt;br /&gt;
      &amp;quot;test_hardware&amp;quot;      1 &lt;br /&gt;
   } &lt;br /&gt;
&lt;br /&gt;
   developer &amp;quot;Obsidian Conflict Team&amp;quot; &lt;br /&gt;
   developer_url &amp;quot;http://www.ObsidianConflict.com&amp;quot; &lt;br /&gt;
   icon &amp;quot;resource/obsidian&amp;quot; &lt;br /&gt;
&lt;br /&gt;
   FileSystem &lt;br /&gt;
   { &lt;br /&gt;
      SteamAppId            420      // This will mount all the GCFs we need (240=CS:S, 220=HL2). &lt;br /&gt;
      ToolsAppId            211      // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. &lt;br /&gt;
       &lt;br /&gt;
      // &lt;br /&gt;
      // The code that loads this file automatically does a few things here: &lt;br /&gt;
      // &lt;br /&gt;
      // 1. For each &amp;quot;Game&amp;quot; search path, it adds a &amp;quot;GameBin&amp;quot; path, in &amp;lt;dir&amp;gt;\bin &lt;br /&gt;
      // 2. For each &amp;quot;Game&amp;quot; search path, it adds another &amp;quot;Game&amp;quot; path in front of it with _&amp;lt;langage&amp;gt; at the end. &lt;br /&gt;
      //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. &lt;br /&gt;
      // 3. For the first &amp;quot;Game&amp;quot; search path, it adds a search path called &amp;quot;MOD&amp;quot;. &lt;br /&gt;
      // 4. For the first &amp;quot;Game&amp;quot; search path, it adds a search path called &amp;quot;DEFAULT_WRITE_PATH&amp;quot;. &lt;br /&gt;
      // &lt;br /&gt;
&lt;br /&gt;
      // &lt;br /&gt;
      // Search paths are relative to the base directory, which is where hl2.exe is found. &lt;br /&gt;
      // &lt;br /&gt;
      // |gameinfo_path| points at the directory where gameinfo.txt is. &lt;br /&gt;
      // We always want to mount that directory relative to gameinfo.txt, so &lt;br /&gt;
      // people can mount stuff in c:\mymod, and the main game resources are in &lt;br /&gt;
      // someplace like c:\program files\valve\steam\steamapps\half-life 2. &lt;br /&gt;
      // &lt;br /&gt;
      SearchPaths &lt;br /&gt;
      { &lt;br /&gt;
         Game            |gameinfo_path|. &lt;br /&gt;
         Game            ep2 &lt;br /&gt;
         Game            episodic &lt;br /&gt;
         Game            lostcoast &lt;br /&gt;
         Game            |all_source_engine_paths|hl2 &lt;br /&gt;
      } &lt;br /&gt;
   } &lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then you go to ...sourcesdk\bin\orangebox\bin, open gameconfig.txt and add this: &lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     &amp;quot;Obsidian Conflict 1.34 : EP2 Content&amp;quot; &lt;br /&gt;
      { &lt;br /&gt;
         &amp;quot;GameDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\Obsidian\Obsidian SDK&amp;quot; &lt;br /&gt;
         &amp;quot;hammer&amp;quot; &lt;br /&gt;
         { &lt;br /&gt;
            &amp;quot;GameData0&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\Obsidian\Obsidian SDK\Obsidian.fgd&amp;quot; &lt;br /&gt;
            &amp;quot;TextureFormat&amp;quot;      &amp;quot;5&amp;quot; &lt;br /&gt;
            &amp;quot;MapFormat&amp;quot;      &amp;quot;4&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultTextureScale&amp;quot;      &amp;quot;0.250000&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultLightmapScale&amp;quot;      &amp;quot;16&amp;quot; &lt;br /&gt;
            &amp;quot;GameExe&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\source sdk base 2007\hl2.exe&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultSolidEntity&amp;quot;      &amp;quot;func_detail&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultPointEntity&amp;quot;      &amp;quot;ai_ally_manager&amp;quot; &lt;br /&gt;
            &amp;quot;BSP&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vbsp.exe&amp;quot; &lt;br /&gt;
            &amp;quot;Vis&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vvis.exe&amp;quot; &lt;br /&gt;
            &amp;quot;Light&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vrad.exe&amp;quot; &lt;br /&gt;
            &amp;quot;GameExeDir&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\source sdk base 2007&amp;quot; &lt;br /&gt;
            &amp;quot;MapDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\sourcesdk_content\obsidian\mapsrc&amp;quot; &lt;br /&gt;
            &amp;quot;BSPDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\obsidian\maps&amp;quot; &lt;br /&gt;
            &amp;quot;CordonTexture&amp;quot;      &amp;quot;tools\toolsskybox&amp;quot; &lt;br /&gt;
            &amp;quot;MaterialExcludeCount&amp;quot;      &amp;quot;0&amp;quot; &lt;br /&gt;
         } &lt;br /&gt;
      } &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to replace &amp;quot;*account name goes here*&amp;quot; with your your account name. Oh, and match the directions, if it's not &amp;quot;[i]D:\Steam\...[/i]&amp;quot; for you.&lt;br /&gt;
&lt;br /&gt;
I hope I didn't forget anything. Just tell me if something seems to be incorrect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Tools ==&lt;br /&gt;
[[Obsidian SDK Installer]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Point_weapon_eater&amp;diff=1620</id>
		<title>Point weapon eater</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Point_weapon_eater&amp;diff=1620"/>
				<updated>2013-05-12T11:42:56Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc_ent}}&lt;br /&gt;
&lt;br /&gt;
== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eats&amp;quot; (removes) dropped weapons in a radius. It only can &amp;quot;eat&amp;quot; up to 512 entities.&lt;br /&gt;
&lt;br /&gt;
== Key values ==&lt;br /&gt;
&lt;br /&gt;
*'''Name''' ''targetname'' &amp;lt;target_source&amp;gt; The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
*'''Eating Radius''' ''EatRadius'' &amp;lt;integer&amp;gt; Distance at which I will eat weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
*'''Kill''' Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*'''KillHierarchy''' Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*'''AddOutput''' &amp;lt;string&amp;gt; Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser1''' Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser2''' Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser3''' Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser4''' Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''Eat''' Makes eat the weapons that are inside of the radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
*'''OnUser1''' Fired in response to FireUser1 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser2''' Fired in response to FireUser2 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser3''' Fired in response to FireUser3 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser4''' Fired in response to FireUser4 input.&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&amp;diff=1619</id>
		<title>Obsidian SDK Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&amp;diff=1619"/>
				<updated>2013-04-28T19:15:44Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Setting up SourceSDK for Obsidian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} &lt;br /&gt;
&lt;br /&gt;
{{catup|Obsidian_Conflict|Obsidian Conflict|center}}&lt;br /&gt;
== Setting up SourceSDK for Obsidian ==&lt;br /&gt;
The Example Steam Path looks like this in this Tutorial (It really only depends on where you installed Steam):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
C:\Program Files\Steam\SteamApps&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''''Note''''': make sure you replace that folder in the code below with your Steam Path.&lt;br /&gt;
&lt;br /&gt;
'''''Note2''''': &amp;quot;[USERNAME]&amp;quot; is our placeholder, be sure to replace [USERNAME] with your steam account name (can also be an e-mail address).&lt;br /&gt;
*Go to your SourceSDK Source2007 Bin Folder:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
C:\Program Files\Steam\SteamApps\[USERNAME]\sourcesdk\bin\source2007\bin\&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Open the GameConfig.txt for Editing. (Make sure it's '''NOT''' read only)&lt;br /&gt;
*Add this to the list: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;Configs&amp;quot;&lt;br /&gt;
    {&lt;br /&gt;
            &amp;quot;Games&amp;quot;&lt;br /&gt;
            {&lt;br /&gt;
                    &amp;quot;Obsidian Conflict&amp;quot;&lt;br /&gt;
                    {&lt;br /&gt;
                            &amp;quot;GameDir&amp;quot;               &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian&amp;quot;&lt;br /&gt;
                            &amp;quot;hammer&amp;quot;&lt;br /&gt;
                            {&lt;br /&gt;
                                    &amp;quot;GameData0&amp;quot;             &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian\obsidiansdk\obsidian.fgd&amp;quot;&lt;br /&gt;
                                    &amp;quot;TextureFormat&amp;quot;         &amp;quot;5&amp;quot;&lt;br /&gt;
                                    &amp;quot;MapFormat&amp;quot;             &amp;quot;4&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultTextureScale&amp;quot;           &amp;quot;0.250000&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultLightmapScale&amp;quot;          &amp;quot;16&amp;quot;&lt;br /&gt;
                                    &amp;quot;GameExe&amp;quot;               &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\source sdk base 2007\hl2.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultSolidEntity&amp;quot;            &amp;quot;func_detail&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultPointEntity&amp;quot;            &amp;quot;ai_ally_manager&amp;quot;&lt;br /&gt;
                                    &amp;quot;BSP&amp;quot;           &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vbsp.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;Vis&amp;quot;           &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vvis.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;Light&amp;quot;         &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vrad.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;GameExeDir&amp;quot;            &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\source sdk base 2007&amp;quot;&lt;br /&gt;
                                    &amp;quot;MapDir&amp;quot;                &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk_content\obsidian\mapsrc&amp;quot;&lt;br /&gt;
                                    &amp;quot;BSPDir&amp;quot;                &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian\maps&amp;quot;&lt;br /&gt;
                                    &amp;quot;CordonTexture&amp;quot;         &amp;quot;tools\toolsskybox&amp;quot;&lt;br /&gt;
                                    &amp;quot;MaterialExcludeCount&amp;quot;          &amp;quot;0&amp;quot;&lt;br /&gt;
                            }&lt;br /&gt;
                    }&lt;br /&gt;
            }&lt;br /&gt;
            &amp;quot;SDKVersion&amp;quot;            &amp;quot;3&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should look like this, just don't forget to edit the path to where you installed steam and [USERNAME] of course:&lt;br /&gt;
[[File:source-sdk_config.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''''Important''''': never add any other FGDs to that code since Obsidian uses it's own. (Request to add other content to the existing ones [http://bugs.obsidianconflict.net here] instead)&lt;br /&gt;
&lt;br /&gt;
'''''Note''''': Also to make sure the code won't get deleted, you can do that by making the file read only once you have completed all necessary changes.&lt;br /&gt;
&lt;br /&gt;
'''''Note2''''': Make sure to replace [USERNAME] with your real username, do not include the brackets [].&lt;br /&gt;
&lt;br /&gt;
==Using Obsidian Conflict &amp;quot;SDK&amp;quot; with EP2 content==&lt;br /&gt;
&lt;br /&gt;
Created by [http://obsidianconflict.net/forums/memberlist.php?mode=viewprofile&amp;amp;u=864 Blues]. Original thread here: http://obsidianconflict.net/forums/viewtopic.php?f=6&amp;amp;t=3424&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy and paste your OC materials and models folders into the obsidian SDK folder (maybe even the sounds folder). Then you put this gameinfo.txt there, too: &lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;GameInfo&amp;quot; &lt;br /&gt;
{ &lt;br /&gt;
   game   &amp;quot;Obsidian Conflict v1.34&amp;quot; &lt;br /&gt;
   title   &amp;quot;OBSIDIAN CONFLICT V1.34&amp;quot; &lt;br /&gt;
   title2   &amp;quot;OBSIDIAN CONFLICT V1.34&amp;quot; &lt;br /&gt;
   type multiplayer_only &lt;br /&gt;
   nomodels 0 &lt;br /&gt;
   nohimodel 1 &lt;br /&gt;
   nocrosshair 1 &lt;br /&gt;
   hidden_maps &lt;br /&gt;
   { &lt;br /&gt;
      &amp;quot;test_speakers&amp;quot;      1 &lt;br /&gt;
      &amp;quot;test_hardware&amp;quot;      1 &lt;br /&gt;
   } &lt;br /&gt;
&lt;br /&gt;
   developer &amp;quot;Obsidian Conflict Team&amp;quot; &lt;br /&gt;
   developer_url &amp;quot;http://www.ObsidianConflict.com&amp;quot; &lt;br /&gt;
   icon &amp;quot;resource/obsidian&amp;quot; &lt;br /&gt;
&lt;br /&gt;
   FileSystem &lt;br /&gt;
   { &lt;br /&gt;
      SteamAppId            420      // This will mount all the GCFs we need (240=CS:S, 220=HL2). &lt;br /&gt;
      ToolsAppId            211      // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. &lt;br /&gt;
       &lt;br /&gt;
      // &lt;br /&gt;
      // The code that loads this file automatically does a few things here: &lt;br /&gt;
      // &lt;br /&gt;
      // 1. For each &amp;quot;Game&amp;quot; search path, it adds a &amp;quot;GameBin&amp;quot; path, in &amp;lt;dir&amp;gt;\bin &lt;br /&gt;
      // 2. For each &amp;quot;Game&amp;quot; search path, it adds another &amp;quot;Game&amp;quot; path in front of it with _&amp;lt;langage&amp;gt; at the end. &lt;br /&gt;
      //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. &lt;br /&gt;
      // 3. For the first &amp;quot;Game&amp;quot; search path, it adds a search path called &amp;quot;MOD&amp;quot;. &lt;br /&gt;
      // 4. For the first &amp;quot;Game&amp;quot; search path, it adds a search path called &amp;quot;DEFAULT_WRITE_PATH&amp;quot;. &lt;br /&gt;
      // &lt;br /&gt;
&lt;br /&gt;
      // &lt;br /&gt;
      // Search paths are relative to the base directory, which is where hl2.exe is found. &lt;br /&gt;
      // &lt;br /&gt;
      // |gameinfo_path| points at the directory where gameinfo.txt is. &lt;br /&gt;
      // We always want to mount that directory relative to gameinfo.txt, so &lt;br /&gt;
      // people can mount stuff in c:\mymod, and the main game resources are in &lt;br /&gt;
      // someplace like c:\program files\valve\steam\steamapps\half-life 2. &lt;br /&gt;
      // &lt;br /&gt;
      SearchPaths &lt;br /&gt;
      { &lt;br /&gt;
         Game            |gameinfo_path|. &lt;br /&gt;
         Game            ep2 &lt;br /&gt;
         Game            episodic &lt;br /&gt;
         Game            lostcoast &lt;br /&gt;
         Game            |all_source_engine_paths|hl2 &lt;br /&gt;
      } &lt;br /&gt;
   } &lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then you go to ...sourcesdk\bin\orangebox\bin, open gameconfig.txt and add this: &lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     &amp;quot;Obsidian Conflict 1.34 : EP2 Content&amp;quot; &lt;br /&gt;
      { &lt;br /&gt;
         &amp;quot;GameDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\Obsidian\Obsidian SDK&amp;quot; &lt;br /&gt;
         &amp;quot;hammer&amp;quot; &lt;br /&gt;
         { &lt;br /&gt;
            &amp;quot;GameData0&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\Obsidian\Obsidian SDK\Obsidian.fgd&amp;quot; &lt;br /&gt;
            &amp;quot;TextureFormat&amp;quot;      &amp;quot;5&amp;quot; &lt;br /&gt;
            &amp;quot;MapFormat&amp;quot;      &amp;quot;4&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultTextureScale&amp;quot;      &amp;quot;0.250000&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultLightmapScale&amp;quot;      &amp;quot;16&amp;quot; &lt;br /&gt;
            &amp;quot;GameExe&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\source sdk base 2007\hl2.exe&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultSolidEntity&amp;quot;      &amp;quot;func_detail&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultPointEntity&amp;quot;      &amp;quot;ai_ally_manager&amp;quot; &lt;br /&gt;
            &amp;quot;BSP&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vbsp.exe&amp;quot; &lt;br /&gt;
            &amp;quot;Vis&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vvis.exe&amp;quot; &lt;br /&gt;
            &amp;quot;Light&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vrad.exe&amp;quot; &lt;br /&gt;
            &amp;quot;GameExeDir&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\source sdk base 2007&amp;quot; &lt;br /&gt;
            &amp;quot;MapDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\sourcesdk_content\obsidian\mapsrc&amp;quot; &lt;br /&gt;
            &amp;quot;BSPDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\obsidian\maps&amp;quot; &lt;br /&gt;
            &amp;quot;CordonTexture&amp;quot;      &amp;quot;tools\toolsskybox&amp;quot; &lt;br /&gt;
            &amp;quot;MaterialExcludeCount&amp;quot;      &amp;quot;0&amp;quot; &lt;br /&gt;
         } &lt;br /&gt;
      } &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to replace &amp;quot;*account name goes here*&amp;quot; with your your account name. Oh, and match the directions, if it's not &amp;quot;[i]D:\Steam\...[/i]&amp;quot; for you.&lt;br /&gt;
&lt;br /&gt;
I hope I didn't forget anything. Just tell me if something seems to be incorrect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Tools ==&lt;br /&gt;
[[Obsidian SDK Installer]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&amp;diff=1618</id>
		<title>Obsidian SDK Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&amp;diff=1618"/>
				<updated>2013-04-28T19:14:54Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Setting up SourceSDK for Obsidian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} &lt;br /&gt;
&lt;br /&gt;
{{catup|Obsidian_Conflict|Obsidian Conflict|center}}&lt;br /&gt;
== Setting up SourceSDK for Obsidian ==&lt;br /&gt;
The Example Steam Path looks like this in this Tutorial (It really only depends on where you installed Steam):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
C:\Program Files\Steam\SteamApps&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''''Note''''': make sure you replace that folder in the code below with your Steam Path.&lt;br /&gt;
&lt;br /&gt;
'''''Note2''''': &amp;quot;[USERNAME]&amp;quot; is our placeholder, be sure to replace [USERNAME] with your steam account name (can also be an e-mail address).&lt;br /&gt;
*Go to your SourceSDK Source2007 Bin Folder:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
C:\Program Files\Steam\SteamApps\[USERNAME]\sourcesdk\bin\source2007\bin\&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Open the GameConfig.txt for Editing. (Make sure it's '''NOT''' read only)&lt;br /&gt;
*Add this to the list: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Configs&amp;quot;&lt;br /&gt;
    {&lt;br /&gt;
            &amp;quot;Games&amp;quot;&lt;br /&gt;
            {&lt;br /&gt;
                    &amp;quot;Obsidian Conflict&amp;quot;&lt;br /&gt;
                    {&lt;br /&gt;
                            &amp;quot;GameDir&amp;quot;               &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian&amp;quot;&lt;br /&gt;
                            &amp;quot;hammer&amp;quot;&lt;br /&gt;
                            {&lt;br /&gt;
                                    &amp;quot;GameData0&amp;quot;             &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian\obsidiansdk\obsidian.fgd&amp;quot;&lt;br /&gt;
                                    &amp;quot;TextureFormat&amp;quot;         &amp;quot;5&amp;quot;&lt;br /&gt;
                                    &amp;quot;MapFormat&amp;quot;             &amp;quot;4&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultTextureScale&amp;quot;           &amp;quot;0.250000&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultLightmapScale&amp;quot;          &amp;quot;16&amp;quot;&lt;br /&gt;
                                    &amp;quot;GameExe&amp;quot;               &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\source sdk base 2007\hl2.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultSolidEntity&amp;quot;            &amp;quot;func_detail&amp;quot;&lt;br /&gt;
                                    &amp;quot;DefaultPointEntity&amp;quot;            &amp;quot;ai_ally_manager&amp;quot;&lt;br /&gt;
                                    &amp;quot;BSP&amp;quot;           &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vbsp.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;Vis&amp;quot;           &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vvis.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;Light&amp;quot;         &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk\bin\source2007\bin\vrad.exe&amp;quot;&lt;br /&gt;
                                    &amp;quot;GameExeDir&amp;quot;            &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\source sdk base 2007&amp;quot;&lt;br /&gt;
                                    &amp;quot;MapDir&amp;quot;                &amp;quot;c:\program files (x86)\steam\steamapps\[USERNAME]\sourcesdk_content\obsidian\mapsrc&amp;quot;&lt;br /&gt;
                                    &amp;quot;BSPDir&amp;quot;                &amp;quot;c:\program files (x86)\steam\SteamApps\sourcemods\obsidian\maps&amp;quot;&lt;br /&gt;
                                    &amp;quot;CordonTexture&amp;quot;         &amp;quot;tools\toolsskybox&amp;quot;&lt;br /&gt;
                                    &amp;quot;MaterialExcludeCount&amp;quot;          &amp;quot;0&amp;quot;&lt;br /&gt;
                            }&lt;br /&gt;
                    }&lt;br /&gt;
            }&lt;br /&gt;
            &amp;quot;SDKVersion&amp;quot;            &amp;quot;3&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should look like this, just don't forget to edit the path to where you installed steam and [USERNAME] of course:&lt;br /&gt;
[[File:source-sdk_config.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''''Important''''': never add any other FGDs to that code since Obsidian uses it's own. (Request to add other content to the existing ones [http://bugs.obsidianconflict.net here] instead)&lt;br /&gt;
&lt;br /&gt;
'''''Note''''': Also to make sure the code won't get deleted, you can do that by making the file read only once you have completed all necessary changes.&lt;br /&gt;
&lt;br /&gt;
'''''Note2''''': Make sure to replace [USERNAME] with your real username, do not include the brackets [].&lt;br /&gt;
&lt;br /&gt;
==Using Obsidian Conflict &amp;quot;SDK&amp;quot; with EP2 content==&lt;br /&gt;
&lt;br /&gt;
Created by [http://obsidianconflict.net/forums/memberlist.php?mode=viewprofile&amp;amp;u=864 Blues]. Original thread here: http://obsidianconflict.net/forums/viewtopic.php?f=6&amp;amp;t=3424&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy and paste your OC materials and models folders into the obsidian SDK folder (maybe even the sounds folder). Then you put this gameinfo.txt there, too: &lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;GameInfo&amp;quot; &lt;br /&gt;
{ &lt;br /&gt;
   game   &amp;quot;Obsidian Conflict v1.34&amp;quot; &lt;br /&gt;
   title   &amp;quot;OBSIDIAN CONFLICT V1.34&amp;quot; &lt;br /&gt;
   title2   &amp;quot;OBSIDIAN CONFLICT V1.34&amp;quot; &lt;br /&gt;
   type multiplayer_only &lt;br /&gt;
   nomodels 0 &lt;br /&gt;
   nohimodel 1 &lt;br /&gt;
   nocrosshair 1 &lt;br /&gt;
   hidden_maps &lt;br /&gt;
   { &lt;br /&gt;
      &amp;quot;test_speakers&amp;quot;      1 &lt;br /&gt;
      &amp;quot;test_hardware&amp;quot;      1 &lt;br /&gt;
   } &lt;br /&gt;
&lt;br /&gt;
   developer &amp;quot;Obsidian Conflict Team&amp;quot; &lt;br /&gt;
   developer_url &amp;quot;http://www.ObsidianConflict.com&amp;quot; &lt;br /&gt;
   icon &amp;quot;resource/obsidian&amp;quot; &lt;br /&gt;
&lt;br /&gt;
   FileSystem &lt;br /&gt;
   { &lt;br /&gt;
      SteamAppId            420      // This will mount all the GCFs we need (240=CS:S, 220=HL2). &lt;br /&gt;
      ToolsAppId            211      // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. &lt;br /&gt;
       &lt;br /&gt;
      // &lt;br /&gt;
      // The code that loads this file automatically does a few things here: &lt;br /&gt;
      // &lt;br /&gt;
      // 1. For each &amp;quot;Game&amp;quot; search path, it adds a &amp;quot;GameBin&amp;quot; path, in &amp;lt;dir&amp;gt;\bin &lt;br /&gt;
      // 2. For each &amp;quot;Game&amp;quot; search path, it adds another &amp;quot;Game&amp;quot; path in front of it with _&amp;lt;langage&amp;gt; at the end. &lt;br /&gt;
      //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. &lt;br /&gt;
      // 3. For the first &amp;quot;Game&amp;quot; search path, it adds a search path called &amp;quot;MOD&amp;quot;. &lt;br /&gt;
      // 4. For the first &amp;quot;Game&amp;quot; search path, it adds a search path called &amp;quot;DEFAULT_WRITE_PATH&amp;quot;. &lt;br /&gt;
      // &lt;br /&gt;
&lt;br /&gt;
      // &lt;br /&gt;
      // Search paths are relative to the base directory, which is where hl2.exe is found. &lt;br /&gt;
      // &lt;br /&gt;
      // |gameinfo_path| points at the directory where gameinfo.txt is. &lt;br /&gt;
      // We always want to mount that directory relative to gameinfo.txt, so &lt;br /&gt;
      // people can mount stuff in c:\mymod, and the main game resources are in &lt;br /&gt;
      // someplace like c:\program files\valve\steam\steamapps\half-life 2. &lt;br /&gt;
      // &lt;br /&gt;
      SearchPaths &lt;br /&gt;
      { &lt;br /&gt;
         Game            |gameinfo_path|. &lt;br /&gt;
         Game            ep2 &lt;br /&gt;
         Game            episodic &lt;br /&gt;
         Game            lostcoast &lt;br /&gt;
         Game            |all_source_engine_paths|hl2 &lt;br /&gt;
      } &lt;br /&gt;
   } &lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then you go to ...sourcesdk\bin\orangebox\bin, open gameconfig.txt and add this: &lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     &amp;quot;Obsidian Conflict 1.34 : EP2 Content&amp;quot; &lt;br /&gt;
      { &lt;br /&gt;
         &amp;quot;GameDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\Obsidian\Obsidian SDK&amp;quot; &lt;br /&gt;
         &amp;quot;hammer&amp;quot; &lt;br /&gt;
         { &lt;br /&gt;
            &amp;quot;GameData0&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\Obsidian\Obsidian SDK\Obsidian.fgd&amp;quot; &lt;br /&gt;
            &amp;quot;TextureFormat&amp;quot;      &amp;quot;5&amp;quot; &lt;br /&gt;
            &amp;quot;MapFormat&amp;quot;      &amp;quot;4&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultTextureScale&amp;quot;      &amp;quot;0.250000&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultLightmapScale&amp;quot;      &amp;quot;16&amp;quot; &lt;br /&gt;
            &amp;quot;GameExe&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\source sdk base 2007\hl2.exe&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultSolidEntity&amp;quot;      &amp;quot;func_detail&amp;quot; &lt;br /&gt;
            &amp;quot;DefaultPointEntity&amp;quot;      &amp;quot;ai_ally_manager&amp;quot; &lt;br /&gt;
            &amp;quot;BSP&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vbsp.exe&amp;quot; &lt;br /&gt;
            &amp;quot;Vis&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vvis.exe&amp;quot; &lt;br /&gt;
            &amp;quot;Light&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\sourcesdk\bin\orangebox\bin\vrad.exe&amp;quot; &lt;br /&gt;
            &amp;quot;GameExeDir&amp;quot;      &amp;quot;d:\steam\steamapps\*account name goes here*\source sdk base 2007&amp;quot; &lt;br /&gt;
            &amp;quot;MapDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\sourcesdk_content\obsidian\mapsrc&amp;quot; &lt;br /&gt;
            &amp;quot;BSPDir&amp;quot;      &amp;quot;d:\steam\steamapps\SourceMods\obsidian\maps&amp;quot; &lt;br /&gt;
            &amp;quot;CordonTexture&amp;quot;      &amp;quot;tools\toolsskybox&amp;quot; &lt;br /&gt;
            &amp;quot;MaterialExcludeCount&amp;quot;      &amp;quot;0&amp;quot; &lt;br /&gt;
         } &lt;br /&gt;
      } &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to replace &amp;quot;*account name goes here*&amp;quot; with your your account name. Oh, and match the directions, if it's not &amp;quot;[i]D:\Steam\...[/i]&amp;quot; for you.&lt;br /&gt;
&lt;br /&gt;
I hope I didn't forget anything. Just tell me if something seems to be incorrect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Tools ==&lt;br /&gt;
[[Obsidian SDK Installer]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1617</id>
		<title>Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1617"/>
				<updated>2013-04-24T19:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* 4: How to use some Source tools. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(I write this for make the making and the release of a map more easier, as well as make easier the life of those who want download one).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Your map: How i can make a map for OC'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: Setting the SDK for OC, information about the OC entities and tutorials.'''==&lt;br /&gt;
&lt;br /&gt;
*How to set the SDK for Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&lt;br /&gt;
&lt;br /&gt;
*Information about the Obsidian Conflict entities: http://wiki.obsidianconflict.net/?title=Category:Oc_ents&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Wiki: http://wiki.obsidianconflict.net/?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
*Links about useful Source tools: http://wiki.obsidianconflict.net/?title=Useful_Source_Modding_Tools&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Forums General modding (Coding, Mapping, Modeling and Misc): http://obsidianconflict.net/forums/viewforum.php?f=34&lt;br /&gt;
&lt;br /&gt;
*Tutorials about Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Category:MapTuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: What files should you have.'''==&lt;br /&gt;
&lt;br /&gt;
The package where your map lies should contain at least the following:&lt;br /&gt;
&lt;br /&gt;
*The briefing file (''yourmapname_briefing.txt | It goes in maps/cfg''). The text that appears in the screen after the MOTD. It contains all the info of the map (mainly the objectives), as well as the credits.&lt;br /&gt;
&lt;br /&gt;
*The map in .bsp file (''It goes in maps''). Make sure its functional, doesnt have bugs (or little) and propperly optimizated. Compile it at least in normal. And for god´s sake, put in it lights (or a better idea, dont release shit maps).&lt;br /&gt;
&lt;br /&gt;
*The icon of your map. Is the reference image that you can see it in the lobby so you can select it. The size must be 256x256 at the best quality as you can, in VTF format.&lt;br /&gt;
&lt;br /&gt;
*A thumbnail of your map for the map list. To see how to create one, check this [https://developer.valvesoftware.com/wiki/Maplist_Thumbnails link].&lt;br /&gt;
&lt;br /&gt;
*In case you need more files, keep it organized in their folders.&lt;br /&gt;
&lt;br /&gt;
*If you have custom content: Duplicate your files and put them in to separated folders called Server and Client.&lt;br /&gt;
&lt;br /&gt;
*In the Server folder, it must contain all the files, compressed into bz2 format in order they can be used with FastDL. The .RES file (that is needed in order to can download all the files) must be there too (but without being compressed).&lt;br /&gt;
&lt;br /&gt;
*In the Client folder, put all the files without compressing them.&lt;br /&gt;
&lt;br /&gt;
Remember, you only have to include the content that '''IS NOT STOCK''' from a mounted game and '''IS NOT EMBEDDED''' in the .bsp file. We had in the past problems with some maps which their size was too large for the amount of the content that in fact it had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''3: Information about the map files.'''==&lt;br /&gt;
&lt;br /&gt;
*.BSP: Is the map file format that Source uses.&lt;br /&gt;
&lt;br /&gt;
*.RES: Is a file used for the server to download the content it says to the players: https://developer.valvesoftware.com/wiki/Resource_list . Remember to use Notepad++ or similar programs, but not wordpad, since it screws the file.&lt;br /&gt;
&lt;br /&gt;
You can list manually the routes of the files, or you can do the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Method by [http://wiki.obsidianconflict.net/?title=User:Tesla-X4 Tesla-X4]: All I do is copy the associated resources to a new folder (retaining folder structure), open up Command Prompt, cd my way to that folder and then dir /b /s /a:-h-d-s &amp;gt; output.txt. After that, I open that up in Notepad++ and do a Find and Replace with extended characters.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or in case you have problems on the server side (missing downloadable content), take the oc_lobby.res, and modify it to our files. You can grab it from [http://www.mediafire.com/?q8ocgif16xvnn6j here] in case you feel lazy to search it on your obsidian folder.&lt;br /&gt;
&lt;br /&gt;
*map_mounts.txt: Allows you to indicate to OC what game are you mounting, if Episode One or Two. http://wiki.obsidianconflict.net/?title=Content_Mounting&lt;br /&gt;
&lt;br /&gt;
*map_modify.txt: Is used for modify a map using scripts. Also, it allows you create custom ammo and mount the soundcaches of the game you want.  http://wiki.obsidianconflict.net/?title=Mapadd_Scripts http://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&lt;br /&gt;
&lt;br /&gt;
*map_cfg.txt: This file text &amp;quot;overrides&amp;quot; the server variables by putting the yours inside, allowing you have a different fall damage in your map for example.&lt;br /&gt;
&lt;br /&gt;
*map_briefing.txt: Is used for showing in game the briefing of the map, where it explains the story of it, the objectives and the credits. Is shown after the MOTD.&lt;br /&gt;
&lt;br /&gt;
*map_soundscripts.txt: Allows you &amp;quot;override&amp;quot; the sounds. For example, with this file, you can change the sounds of the npc_zombie without have to overwrite the original sound. http://wiki.obsidianconflict.net/?title=Custom_Soundscripts_and_Soundcache&lt;br /&gt;
&lt;br /&gt;
*map_soundscapes.txt: Is used for use custom soundscapes.&lt;br /&gt;
&lt;br /&gt;
*merchant.txt: (ToDo: Search information about it).&lt;br /&gt;
&lt;br /&gt;
*map_name_particle_manifest.txt: Allows you define a list of particles for your map: https://developer.valvesoftware.com/wiki/Particles_manifest.txt&lt;br /&gt;
&lt;br /&gt;
*custom_weapon.txt: This file text is used for create custom weapons. http://wiki.obsidianconflict.net/?title=Scripted_Weapons&lt;br /&gt;
&lt;br /&gt;
=='''4: How to use some Source tools.'''==&lt;br /&gt;
&lt;br /&gt;
*BspZipGui&lt;br /&gt;
&lt;br /&gt;
Homepage: https://sites.google.com/site/softdevdy/software/bspzipgui&lt;br /&gt;
&lt;br /&gt;
This tool is used for pack all the custom content inside your map. Is pretty useful when you have a little amount of custom&lt;br /&gt;
content, and you don´t want lose your time separating your files into Client and Server, and making a .RES file.&lt;br /&gt;
&lt;br /&gt;
The main advantage that has this tool, is that you only have to especify a folder where are your content, and the tool will recursively adding all the content inside of your map.&lt;br /&gt;
&lt;br /&gt;
Their use is easy: You only have to indicate the path of your bspzip.exe (For OC, SteamApps/youraccount/sourcesdk/bin/source2007/bin/bspzip.exe), the map where you are going to add or extract content, and the folder where are the content to add, or where is going to be put.&lt;br /&gt;
&lt;br /&gt;
You must select the main folder where are the content, NOT the folders that are inside of that folder, or it will give problems.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Note:''' This will raise (a lot) the file size of your map (the .BSP file). Also, it makes it more difficult to the map decompilers work on it (the more content you embed in the map, the hard it will decompile it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Bz2 generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bzip.org/&lt;br /&gt;
&lt;br /&gt;
This tool is useful for the servers who have FastDL: http://wiki.obsidianconflict.net/?title=How_to_set_Fast_downloads_in_a_server&lt;br /&gt;
&lt;br /&gt;
The tool generates a compressed file with the .bz2 format. The client only has to download the .bz2 file to use the downloaded stuff because the Source engine automatically extracts it. The files that supports being compressed are the following: &lt;br /&gt;
&lt;br /&gt;
.html .htm .jpg/jpeg .gif .swf .png .bsp .bz2 .wav .mp3 .vmt .vtf .vtx .mdl .vvd .phy .lua .txt&lt;br /&gt;
&lt;br /&gt;
To use it, drag and drop the files (maximum 5 files, their size depends too) at a time onto the .exe file and the program will convert them. A MS-DOS window will open, a signal that the program is working, and it will close when the program ends. If it does not work try dragging less files. It usually depends on the file size as it can only compress so much each time.&lt;br /&gt;
&lt;br /&gt;
When you finished doing the operation, your files must be have in .bz2 format. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OC modify generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.obsidianconflict.net/forums/viewtopic.php?t=1432&lt;br /&gt;
&lt;br /&gt;
Allows you modificate a map with scripts using Hammer.&lt;br /&gt;
&lt;br /&gt;
To use it, decompile the map you want to modificate, and edit it in Hammer. Once you finished, save the edited vmf apart of the original and execute the program. After putting the route of the original and modified .VMFs, press &amp;quot;ok&amp;quot; and the program will generate the file. Copy the result code and paste it in your modify file of your map.&lt;br /&gt;
&lt;br /&gt;
Known limitations/bugs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*A brush entity cannot be added.&lt;br /&gt;
*The output of a brush entity cannot be deleted or changed.&lt;br /&gt;
*There is a key which cannot be changed depending on the kind of entity.&lt;br /&gt;
*There is an entity which cannot be added depending on a kind.&lt;br /&gt;
*A template entity cannot be changed.&lt;br /&gt;
*The change of a brush is not reflected.&lt;br /&gt;
*You cant parent an entity to a func brush entity (or to another entity, is unknown).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''5: Recomendations.'''==&lt;br /&gt;
&lt;br /&gt;
*Name your map with the oc_ prefix and, depending of the state of the map, you can use the following suffix:&lt;br /&gt;
&lt;br /&gt;
_alpha, _ALPHA, _a (Used for those maps in Alpha version, gameplay tests).&lt;br /&gt;
&lt;br /&gt;
_beta, _BETA, _b (Used for those maps in Beta version, pre-release tests).&lt;br /&gt;
&lt;br /&gt;
_v (Indicates what version is the map. Generally used from the second edit of the map after their release).&lt;br /&gt;
&lt;br /&gt;
_oc, _OC (Used for those custom maps who comes from another Source games, to indicate that it have been modified for use it in OC).&lt;br /&gt;
&lt;br /&gt;
Also, is common use numbers after the suffix, but also letters (this for indicate that it continues being the same edition, but improved). Example: _b1, _v3j, _a2...&lt;br /&gt;
&lt;br /&gt;
Some maps maybe can contain prefix/suffix like fun_ or _vs. Depending of the game mode, it can be used or not. Is recommended that those maps are called like oc_fun_mapname or oc_mapname_vs.&lt;br /&gt;
&lt;br /&gt;
*In general, is allowed use content from all the Source games, as long as they can be mounted in OC. Use content from another games, the HL2 leak and such, although is tolerated in theory, it will make your map lose any possibility of become an official map. If you are going to use stuff from another mods or from a person, '''ASK ALWAYS FOR PERMISSION'''. The OC DEVs are not responsible of your acts, and, even if it becomes necessary, it will delete the map (although luckly the situation never degenerated until that point).&lt;br /&gt;
&lt;br /&gt;
*Try dont exceed very much with the size of the compressed map. Unless your main objective is that your map become official, you should keep the size under 60mb. Even with FastDL, it can take a while, making that the players stop downloading and move to another server. Think about it.&lt;br /&gt;
&lt;br /&gt;
*Is not allowed take an official map from a Source game (like for example, the Dam level in HL:S), modify it and present it. Is tolerated in case you make it with the modify scripts (yourmapname_modify.txt), or if the map is custom (in this case ask for permission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Posting a new map: The main post, how it should be organized and tips.'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: The name of the thread.'''==&lt;br /&gt;
&lt;br /&gt;
You should called it by the official name that you given it instead of the name of the file. Avoid put names like &amp;quot;A new version of my map X&amp;quot; or &amp;quot;My first map&amp;quot;. If you make any relevant change, such like a fix patch or a new version, put it between parentheses, like (FIX NOW AVAILABLE) or (BETA). &lt;br /&gt;
&lt;br /&gt;
Dont make a new thread for every stage of your map (just keep it divided in two, one in the WIP section and other here, in Releases).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: The main post. What i should have in it?.'''==&lt;br /&gt;
&lt;br /&gt;
The main post of your released map thread will be the first thing that the people will see. Although is not required have it, a banner of your map would be a good idea, as a title. Write all the information as well as all you want to say (as long as is relevant to the map) organized.&lt;br /&gt;
&lt;br /&gt;
The basic information that every released map should have is the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Author: ''Self-explanatory.''&lt;br /&gt;
*.bsp filename: ''The name of your map file (put all if the map release contains more of a map).''&lt;br /&gt;
*Date of release: ''It would be ideal to preserve the date of the first version released, in order to follow their timeline.''&lt;br /&gt;
*Game Requirements: '' '''VERY IMPORTANT'''. If the server/client doesnt have mounted the game needed, it could be bugs or crashes.'' &lt;br /&gt;
*Suggested Players: ''The number of players. Put both minimum and maximum to play.''&lt;br /&gt;
*Estimated time to beat the map: ''This is relative, but try to keep the time that usually the players need to beat the map after know how to play it but without rushing/making tips.''&lt;br /&gt;
*Type of the game: ''Co-op, Deathmatch, Survival...''&lt;br /&gt;
*Size: ''The total size of the files compressed (in Bz2 format, only the server files, not all).''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, it must have pics of the map, in-game, in order to show it. Without images, the people hardly will download the map.&lt;br /&gt;
&lt;br /&gt;
There isnt an only way to structure your main post. Usually, people prefer to show first the info, a short description and the mirrors of the map. Dont forget put '''ALL''' the credits, both here and in the map.&lt;br /&gt;
&lt;br /&gt;
In resume, try keep it clean and clear.&lt;br /&gt;
&lt;br /&gt;
=='''3: Mirrors. What i should pick and how many?.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid upload your files to the sites with low speed like RapidShare, or where the analysis to check it if is secure can make problems like ModDB or FPSBanana (Now GameBanana). Make sure that the download speed is decent (at least 300 kb/s) and that the host will not delete your file.&lt;br /&gt;
&lt;br /&gt;
After uploading your compressed map to the site you wanted, create a page in the '''[http://mapdb.obsidianconflict.net/ Obsidian Conflict Map Database]''', in order to keep &amp;quot;registered&amp;quot; it. This, apart of help us follow the map progress and update, it will create you a second mirror, in case you only did one. Try always have an alternative mirror or a backup of your map in your computer, in case someday the mirrors gets offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''The comments: How to review and listen the feedback.'''=&lt;br /&gt;
&lt;br /&gt;
=='''1: How to make a decent review of a map.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid AT ALL COST make reviews like &amp;quot;Thiz map Haz AniMe shit, 0/10 DO NOT PLAY&amp;quot; or &amp;quot;Is the best map ever&amp;quot;. The map maker (and the rest of people who want play that map) need a propper review. Your comment should include the bugs, exploits and suggestions that you find/have. Keep have a good spelling. If you add pics of the bugs, it can make the feedback even more useful.&lt;br /&gt;
&lt;br /&gt;
=='''2: Listen the feedback, or how to not get mad.'''==&lt;br /&gt;
&lt;br /&gt;
The feedback, as long as they are made right and politely, should be accepted by you. In case the people critizes the gameplay, dont get angry posting comments like &amp;quot;if you dont like it dont play it&amp;quot;, maybe it can help you to make your map better. Try to answer every question that the people make to you the fastest as you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you think everything has been mentionated, or you think something should be added/changed, post it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Npc_ichthyosaur&amp;diff=1616</id>
		<title>Npc ichthyosaur</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Npc_ichthyosaur&amp;diff=1616"/>
				<updated>2013-04-14T09:56:39Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: Created page with &amp;quot;{{oc ent}}    == Entity description ==  This &amp;quot;fish&amp;quot; swim serenely on the water until it detects an enemy. Then, it will rush to bite you. Be careful, because it not only will tak...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc ent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entity description ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;fish&amp;quot; swim serenely on the water until it detects an enemy. Then, it will rush to bite you. Be careful, because it not only will take a part of your health, but also it will push you down inside the water, making you drown.&lt;br /&gt;
&lt;br /&gt;
A fully working AI on Half-Life (that you could get it stuck), it was planned for Half-Life 2 to be an npc who killed those players that swam far from the coast, but when it was remplaced by [https://developer.valvesoftware.com/wiki/Trigger_waterydeath the leeches], it was left to the initial teleport sequence, making the npc mostly useless. Obsidian Conflict has it nearly restored.&lt;br /&gt;
&lt;br /&gt;
This npc doesn´t need nodes to move, but require path_corners to swim a predetermined route. If not, when it spawn and when there isn´t any enemy on the water, it will stay idle on their last position. &lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
== Key values ==&lt;br /&gt;
&lt;br /&gt;
*'''Name''' ''targetname'' &amp;lt;target_source&amp;gt; The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
*'''Pitch Yaw Roll (Y Z X)''' ''angles'' &amp;lt;angle&amp;gt; This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.&lt;br /&gt;
&lt;br /&gt;
*'''Render FX''' ''renderfx'' &amp;lt;choices&amp;gt; Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:&lt;br /&gt;
        0 = Normal&lt;br /&gt;
        1 = Slow Pulse&lt;br /&gt;
        2 = Fast Pulse&lt;br /&gt;
        3 = Slow Wide Pulse&lt;br /&gt;
        4 = Fast Wide Pulse&lt;br /&gt;
        5 = Slow Fade Away&lt;br /&gt;
        6 = Fast Fade Away&lt;br /&gt;
        7 = Slow Become Solid&lt;br /&gt;
        8 = Fast Become Solid&lt;br /&gt;
        9 = Slow Strobe&lt;br /&gt;
        10 = Fast Strobe&lt;br /&gt;
        11 = Faster Strobe&lt;br /&gt;
        12 = Slow Flicker&lt;br /&gt;
        13 = Fast Flicker&lt;br /&gt;
        14 = Constant Glow&lt;br /&gt;
        15 = Distort&lt;br /&gt;
        16 = Hologram (Distort and Fade)&lt;br /&gt;
&lt;br /&gt;
*'''Render Distance''' ''renderdist'' &amp;lt;integer&amp;gt; currently only useable in combination with Hologram RenderFX&lt;br /&gt;
&lt;br /&gt;
*'''Render Mode''' ''rendermode'' &amp;lt;choices&amp;gt; Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:&lt;br /&gt;
        0 = Normal&lt;br /&gt;
        1 = Color&lt;br /&gt;
        2 = Texture&lt;br /&gt;
        3 = Glow&lt;br /&gt;
        4 = Solid&lt;br /&gt;
        5 = Additive&lt;br /&gt;
&lt;br /&gt;
*'''FX Amount (0 - 255)''' ''renderamt'' &amp;lt;integer&amp;gt; The FX amount is used by the selected Render Mode.&lt;br /&gt;
&lt;br /&gt;
*'''FX Color (R G B)''' ''rendercolor'' &amp;lt;color255&amp;gt; The FX color is used by the selected Render Mode.&lt;br /&gt;
&lt;br /&gt;
*'''Disable Receiving Shadows''' ''disablereceiveshadows'' &amp;lt;choices&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Damage Filter''' ''damagefilter'' &amp;lt;target_destination&amp;gt; Name of the filter entity that controls which entities can damage us.&lt;br /&gt;
&lt;br /&gt;
*'''Response Contexts''' ''ResponseContext'' &amp;lt;string&amp;gt; Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys &amp;amp; values will be passed to the response rules system.&lt;br /&gt;
&lt;br /&gt;
*'''Disable shadows''' ''disableshadows'' &amp;lt;choices&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Target Path Corner''' ''target'' &amp;lt;target_destination&amp;gt; If set, the name of a path corner entity that this NPC will walk to, after spawning.&lt;br /&gt;
&lt;br /&gt;
*'''Squad Name''' ''squadname'' &amp;lt;string&amp;gt; NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.&lt;br /&gt;
&lt;br /&gt;
*'''Hint Group''' ''hintgroup'' &amp;lt;string&amp;gt; Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.&lt;br /&gt;
&lt;br /&gt;
*'''Hint Limit Nav''' ''hintlimiting'' &amp;lt;choices&amp;gt; Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''spawnflags''' ''spawnflags'' &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Sleep State''' ''sleepstate'' &amp;lt;choices&amp;gt; Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.&lt;br /&gt;
&lt;br /&gt;
*'''Wake Radius''' ''wakeradius'' &amp;lt;float&amp;gt; Auto-wake if player within this distance&lt;br /&gt;
&lt;br /&gt;
*'''Wake Squad''' ''wakesquad'' &amp;lt;choices&amp;gt; Wake all of the NPCs squadmates if the NPC is woken&lt;br /&gt;
&lt;br /&gt;
*'''Enemy Filter''' ''enemyfilter'' &amp;lt;target_destination&amp;gt; Filter by which to filter potential enemies&lt;br /&gt;
&lt;br /&gt;
*'''Ignore unseen enemies''' ''ignoreunseenenemies'' &amp;lt;choices&amp;gt; Prefer visible enemies, regardless of distance or relationship priority&lt;br /&gt;
&lt;br /&gt;
*'''Physics Impact Damage Scale''' ''physdamagescale'' &amp;lt;float&amp;gt; Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.&lt;br /&gt;
&lt;br /&gt;
*'''Health''' ''npchealth'' &amp;lt;integer&amp;gt; Number of points of damage to take before dying. 0 means use default health.&lt;br /&gt;
&lt;br /&gt;
*'''Custom Name''' ''npcname'' &amp;lt;string&amp;gt; Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc.&lt;br /&gt;
&lt;br /&gt;
*'''Custom Model''' ''model'' &amp;lt;studio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''NPC Owner''' ''npcownerent'' &amp;lt;target_destination&amp;gt; Changes interactions between this ent and the chosen ent.&lt;br /&gt;
&lt;br /&gt;
*'''Team''' ''teamnumber'' &amp;lt;choices&amp;gt; Sets this NPC's team.  NPCs are agressive to everything not on their team.  Only has an effect if teamplay is enabled in your map.&lt;br /&gt;
&lt;br /&gt;
*'''Bounding Box Min''' ''CustomBounding1'' &amp;lt;string&amp;gt; Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.&lt;br /&gt;
&lt;br /&gt;
*'''Bounding Box Max''' ''CustomBounding2'' &amp;lt;string&amp;gt; Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.&lt;br /&gt;
&lt;br /&gt;
*'''Target Path Corner''' ''target &amp;lt;target_destination&amp;gt;'' &amp;lt;string&amp;gt; If set, the name of a path corner entity that this NPC will walk to, after spawning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
*'''Kill''' Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*'''AddOutput''' &amp;lt;string&amp;gt; Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser1''' Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser2''' Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser3''' Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser4''' Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''Alpha''' &amp;lt;integer&amp;gt; Set the sprite's alpha (0 - 255).&lt;br /&gt;
&lt;br /&gt;
*'''Color''' &amp;lt;color255&amp;gt; Set the sprite's color (R G B).&lt;br /&gt;
&lt;br /&gt;
*'''SetDamageFilter''' &amp;lt;string&amp;gt; Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.&lt;br /&gt;
&lt;br /&gt;
*'''AddContext''' &amp;lt;string&amp;gt; Adds a context to this entity's list of response contexts. The format should be 'key:value'.&lt;br /&gt;
&lt;br /&gt;
*'''RemoveContext''' &amp;lt;string&amp;gt; Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.&lt;br /&gt;
&lt;br /&gt;
*'''ClearContext''' Removes all contexts in this entity's list of response contexts.&lt;br /&gt;
&lt;br /&gt;
*'''DisableShadow''' Turn shadow off.&lt;br /&gt;
&lt;br /&gt;
*'''EnableShadow''' Turn shadow on.&lt;br /&gt;
&lt;br /&gt;
*'''SetRelationship''' &amp;lt;string&amp;gt; Changes this entity's relationship with another entity or class. Format: &amp;lt;entityname/classname&amp;gt; &amp;lt;D_HT/D_FR/D_LI/D_NU&amp;gt; &amp;lt;priority&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''SetEnemyFilter''' &amp;lt;string&amp;gt; Changes this NPC's enemy filter to the named filter.&lt;br /&gt;
&lt;br /&gt;
*'''SetHealth''' &amp;lt;integer&amp;gt; Set this NPC's health.&lt;br /&gt;
&lt;br /&gt;
*'''SetBodyGroup''' &amp;lt;integer&amp;gt; HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!&lt;br /&gt;
&lt;br /&gt;
*'''physdamagescale''' &amp;lt;float&amp;gt; Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.&lt;br /&gt;
&lt;br /&gt;
*'''Ignite''' Ignite, burst into flames&lt;br /&gt;
&lt;br /&gt;
*'''IgniteLifetime''' &amp;lt;float&amp;gt; Ignite, with a parameter lifetime.&lt;br /&gt;
&lt;br /&gt;
*'''IgniteNumHitboxFires''' &amp;lt;integer&amp;gt; Ignite, with a parameter number of hitbox fires.&lt;br /&gt;
&lt;br /&gt;
*'''IgniteHitboxFireScale''' &amp;lt;float&amp;gt; Ignite, with a parameter hitbox fire scale.&lt;br /&gt;
&lt;br /&gt;
*'''Break''' Break, smash into pieces&lt;br /&gt;
&lt;br /&gt;
*'''StartScripting''' Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on.&lt;br /&gt;
&lt;br /&gt;
*'''StopScripting''' Exit scripting state.&lt;br /&gt;
&lt;br /&gt;
*'''SetSquad''' &amp;lt;string&amp;gt; Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.&lt;br /&gt;
&lt;br /&gt;
*'''Wake''' Wakes up the NPC if it is sleeping.&lt;br /&gt;
&lt;br /&gt;
*'''ForgetEntity''' &amp;lt;string&amp;gt; Clears out the NPC's knowledge of a named entity.&lt;br /&gt;
&lt;br /&gt;
*'''GagEnable''' Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.&lt;br /&gt;
&lt;br /&gt;
*'''GagDisable''' Turn off the NPC Gag flag.&lt;br /&gt;
&lt;br /&gt;
*'''IgnoreDangerSounds''' &amp;lt;float&amp;gt; Ignore danger sounds for the specified number of seconds.&lt;br /&gt;
&lt;br /&gt;
*'''HolsterWeapon''' Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.&lt;br /&gt;
&lt;br /&gt;
*'''HolsterAndDestroyWeapon''' Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.&lt;br /&gt;
&lt;br /&gt;
*'''UnholsterWeapon''' Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.&lt;br /&gt;
&lt;br /&gt;
*'''ForceInteractionWithNPC''' &amp;lt;string&amp;gt; Force the NPC to use a dynamic interaction with another NPC. Parameter format: &amp;lt;target NPC name&amp;gt; &amp;lt;dynamic interaction name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''UpdateEnemyMemory''' &amp;lt;string&amp;gt; Update (or Create) this NPC's memory of an enemy and its location&lt;br /&gt;
&lt;br /&gt;
'''BecomeRagdoll''' This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs *will **NOT** BE FIRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
*'''OnUser1''' Fired in response to FireUser1 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser2''' Fired in response to FireUser2 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser3''' Fired in response to FireUser3 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser4''' Fired in response to FireUser4 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnDamaged''' Fired when this NPC takes damage.&lt;br /&gt;
&lt;br /&gt;
*'''OnDeath''' Fired when this NPC is killed.&lt;br /&gt;
&lt;br /&gt;
*'''OnHalfHealth''' Fired when this NPC reaches half of its maximum health.&lt;br /&gt;
&lt;br /&gt;
*'''OnHearWorld''' Fired when this NPC hears a sound (other than combat or the player).&lt;br /&gt;
&lt;br /&gt;
*'''OnHearPlayer''' Fired when this NPC hears the player.&lt;br /&gt;
&lt;br /&gt;
*'''OnHearCombat''' Fired when this NPC hears combat sounds.&lt;br /&gt;
&lt;br /&gt;
*'''OnFoundEnemy''' &amp;lt;string&amp;gt; Fired when this NPC establishes line of sight to its enemy (outputs entity).&lt;br /&gt;
&lt;br /&gt;
*'''OnLostEnemyLOS''' Fired when this NPC loses line of sight to its enemy.&lt;br /&gt;
&lt;br /&gt;
*'''OnLostEnemy''' Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.&lt;br /&gt;
&lt;br /&gt;
*'''OnFoundPlayer''' &amp;lt;string&amp;gt; Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).&lt;br /&gt;
&lt;br /&gt;
*'''OnLostPlayerLOS''' Fired when this NPC loses line of sight to its enemy, and that enemy is a player.&lt;br /&gt;
&lt;br /&gt;
*'''OnLostPlayer''' Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.&lt;br /&gt;
&lt;br /&gt;
*'''OnDamagedByPlayer''' Fired when this NPC is hurt by a player.&lt;br /&gt;
&lt;br /&gt;
*'''OnDamagedByPlayerSquad''' Fired when this NPC is hurt by a player OR by one of the player's squadmates.&lt;br /&gt;
&lt;br /&gt;
*'''OnDenyCommanderUse''' Fired when this NPC has refused to join the player's squad.&lt;br /&gt;
&lt;br /&gt;
*'''OnSleep''' Fired when this NPC enters a sleep state.&lt;br /&gt;
&lt;br /&gt;
*'''OnWake''' Fired when this NPC comes out of a sleep state.&lt;br /&gt;
&lt;br /&gt;
*'''OnForcedInteractionStarted''' Fired when the NPC starts a forced interaction.&lt;br /&gt;
&lt;br /&gt;
*'''OnForcedInteractionAborted''' Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)&lt;br /&gt;
&lt;br /&gt;
*'''OnForcedInteractionFinished''' NPCs in actbusies can no longer perform dynamic interactions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
*Wait Till Seen   &lt;br /&gt;
*Gag (No IDLE sounds until angry)&lt;br /&gt;
*Fall to ground (unchecked means &amp;quot;teleport&amp;quot; to ground)&lt;br /&gt;
*Drop Healthkit&lt;br /&gt;
*Efficient - Don´t acquire enemies or avoid obstacles&lt;br /&gt;
*Wait for script&lt;br /&gt;
*Long visibility/shoot&lt;br /&gt;
*Think outside PVS&lt;br /&gt;
*Template NPC (used by npc_maker, will not spawn)&lt;br /&gt;
*Do Alternate collision for this npc (player avoidance)&lt;br /&gt;
*Don´t drop weapons&lt;br /&gt;
*Ignore player push (dont give away to player)&lt;br /&gt;
*Do NOT fade corpse&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1615</id>
		<title>Mapping Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Mapping_Guidelines&amp;diff=1615"/>
				<updated>2013-03-31T13:01:30Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(I write this for make the making and the release of a map more easier, as well as make easier the life of those who want download one).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Your map: How i can make a map for OC'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: Setting the SDK for OC, information about the OC entities and tutorials.'''==&lt;br /&gt;
&lt;br /&gt;
*How to set the SDK for Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&lt;br /&gt;
&lt;br /&gt;
*Information about the Obsidian Conflict entities: http://wiki.obsidianconflict.net/?title=Category:Oc_ents&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Wiki: http://wiki.obsidianconflict.net/?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
*Links about useful Source tools: http://wiki.obsidianconflict.net/?title=Useful_Source_Modding_Tools&lt;br /&gt;
&lt;br /&gt;
*Obsidian Conflict Forums General modding (Coding, Mapping, Modeling and Misc): http://obsidianconflict.net/forums/viewforum.php?f=34&lt;br /&gt;
&lt;br /&gt;
*Tutorials about Obsidian Conflict: http://wiki.obsidianconflict.net/?title=Category:MapTuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: What files should you have.'''==&lt;br /&gt;
&lt;br /&gt;
The package where your map lies should contain at least the following:&lt;br /&gt;
&lt;br /&gt;
*The briefing file (''yourmapname_briefing.txt | It goes in maps/cfg''). The text that appears in the screen after the MOTD. It contains all the info of the map (mainly the objectives), as well as the credits.&lt;br /&gt;
&lt;br /&gt;
*The map in .bsp file (''It goes in maps''). Make sure its functional, doesnt have bugs (or little) and propperly optimizated. Compile it at least in normal. And for god´s sake, put in it lights (or a better idea, dont release shit maps).&lt;br /&gt;
&lt;br /&gt;
*The icon of your map. Is the reference image that you can see it in the lobby so you can select it. The size must be 256x256 at the best quality as you can, in VTF format.&lt;br /&gt;
&lt;br /&gt;
*A thumbnail of your map for the map list. To see how to create one, check this [https://developer.valvesoftware.com/wiki/Maplist_Thumbnails link].&lt;br /&gt;
&lt;br /&gt;
*In case you need more files, keep it organized in their folders.&lt;br /&gt;
&lt;br /&gt;
*If you have custom content: Duplicate your files and put them in to separated folders called Server and Client.&lt;br /&gt;
&lt;br /&gt;
*In the Server folder, it must contain all the files, compressed into bz2 format in order they can be used with FastDL. The .RES file (that is needed in order to can download all the files) must be there too (but without being compressed).&lt;br /&gt;
&lt;br /&gt;
*In the Client folder, put all the files without compressing them.&lt;br /&gt;
&lt;br /&gt;
Remember, you only have to include the content that '''IS NOT STOCK''' from a mounted game and '''IS NOT EMBEDDED''' in the .bsp file. We had in the past problems with some maps which their size was too large for the amount of the content that in fact it had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''3: Information about the map files.'''==&lt;br /&gt;
&lt;br /&gt;
*.BSP: Is the map file format that Source uses.&lt;br /&gt;
&lt;br /&gt;
*.RES: Is a file used for the server to download the content it says to the players: https://developer.valvesoftware.com/wiki/Resource_list . Remember to use Notepad++ or similar programs, but not wordpad, since it screws the file.&lt;br /&gt;
&lt;br /&gt;
You can list manually the routes of the files, or you can do the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
Method by [http://wiki.obsidianconflict.net/?title=User:Tesla-X4 Tesla-X4]: All I do is copy the associated resources to a new folder (retaining folder structure), open up Command Prompt, cd my way to that folder and then dir /b /s /a:-h-d-s &amp;gt; output.txt. After that, I open that up in Notepad++ and do a Find and Replace with extended characters.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or in case you have problems on the server side (missing downloadable content), take the oc_lobby.res, and modify it to our files. You can grab it from [http://www.mediafire.com/?q8ocgif16xvnn6j here] in case you feel lazy to search it on your obsidian folder.&lt;br /&gt;
&lt;br /&gt;
*map_mounts.txt: Allows you to indicate to OC what game are you mounting, if Episode One or Two. http://wiki.obsidianconflict.net/?title=Content_Mounting&lt;br /&gt;
&lt;br /&gt;
*map_modify.txt: Is used for modify a map using scripts. Also, it allows you create custom ammo and mount the soundcaches of the game you want.  http://wiki.obsidianconflict.net/?title=Mapadd_Scripts http://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&lt;br /&gt;
&lt;br /&gt;
*map_cfg.txt: This file text &amp;quot;overrides&amp;quot; the server variables by putting the yours inside, allowing you have a different fall damage in your map for example.&lt;br /&gt;
&lt;br /&gt;
*map_briefing.txt: Is used for showing in game the briefing of the map, where it explains the story of it, the objectives and the credits. Is shown after the MOTD.&lt;br /&gt;
&lt;br /&gt;
*map_soundscripts.txt: Allows you &amp;quot;override&amp;quot; the sounds. For example, with this file, you can change the sounds of the npc_zombie without have to overwrite the original sound. http://wiki.obsidianconflict.net/?title=Custom_Soundscripts_and_Soundcache&lt;br /&gt;
&lt;br /&gt;
*map_soundscapes.txt: Is used for use custom soundscapes.&lt;br /&gt;
&lt;br /&gt;
*merchant.txt: (ToDo: Search information about it).&lt;br /&gt;
&lt;br /&gt;
*map_name_particle_manifest.txt: Allows you define a list of particles for your map: https://developer.valvesoftware.com/wiki/Particles_manifest.txt&lt;br /&gt;
&lt;br /&gt;
*custom_weapon.txt: This file text is used for create custom weapons. http://wiki.obsidianconflict.net/?title=Scripted_Weapons&lt;br /&gt;
&lt;br /&gt;
=='''4: How to use some Source tools.'''==&lt;br /&gt;
&lt;br /&gt;
*Pakrat: &lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bagthorpe.org/bob/cofrdrbob/pakrat.html&lt;br /&gt;
&lt;br /&gt;
This tool is used for pack all the custom content inside your map. Is pretty useful when you have a little amount of custom &lt;br /&gt;
content, and you don´t want lose your time separating your files into Client and Server, and making a .RES file.&lt;br /&gt;
&lt;br /&gt;
Their use is easy: Execute the Java file, wait for the window that ask you for the location of your map appear and left the program work. Then a new window will appear, showing all the content that the map has (if you delete something in this moment, you will corrupt the map, forcing you to compile the map again). You have now two options: Add files, or copy them to your computer. &lt;br /&gt;
&lt;br /&gt;
If you choose add files, a window will appear, asking you where is the file you want to add. After pressing &amp;quot;ok&amp;quot;, it will add it to the map. If you choose the save option (after selecting a file of the map first), the program will ask you where you want save it ('''NOTE:''' When saving files in your computer, the program will not create the folders where originally the files were. Be careful, you could overwrite some files). &lt;br /&gt;
&lt;br /&gt;
'''Note:''' This will raise (a lot) the file size of your map (the .BSP file). Also, it makes it more difficult to the map decompilers work on it (the more content you embed in the map, the hard it will decompile it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Bz2 generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.bzip.org/&lt;br /&gt;
&lt;br /&gt;
This tool is useful for the servers who have FastDL: http://wiki.obsidianconflict.net/?title=How_to_set_Fast_downloads_in_a_server&lt;br /&gt;
&lt;br /&gt;
The tool generates a compressed file with the .bz2 format. The client only has to download the .bz2 file to use the downloaded stuff because the Source engine automatically extracts it. The files that supports being compressed are the following: &lt;br /&gt;
&lt;br /&gt;
.html .htm .jpg/jpeg .gif .swf .png .bsp .bz2 .wav .mp3 .vmt .vtf .vtx .mdl .vvd .phy .lua .txt&lt;br /&gt;
&lt;br /&gt;
To use it, drag and drop the files (maximum 5 files, their size depends too) at a time onto the .exe file and the program will convert them. A MS-DOS window will open, a signal that the program is working, and it will close when the program ends. If it does not work try dragging less files. It usually depends on the file size as it can only compress so much each time.&lt;br /&gt;
&lt;br /&gt;
When you finished doing the operation, your files must be have in .bz2 format. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OC modify generator:&lt;br /&gt;
&lt;br /&gt;
Homepage: http://www.obsidianconflict.net/forums/viewtopic.php?t=1432&lt;br /&gt;
&lt;br /&gt;
Allows you modificate a map with scripts using Hammer.&lt;br /&gt;
&lt;br /&gt;
To use it, decompile the map you want to modificate, and edit it in Hammer. Once you finished, save the edited vmf apart of the original and execute the program. After putting the route of the original and modified .VMFs, press &amp;quot;ok&amp;quot; and the program will generate the file. Copy the result code and paste it in your modify file of your map.&lt;br /&gt;
&lt;br /&gt;
Known limitations/bugs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*A brush entity cannot be added.&lt;br /&gt;
*The output of a brush entity cannot be deleted or changed.&lt;br /&gt;
*There is a key which cannot be changed depending on the kind of entity.&lt;br /&gt;
*There is an entity which cannot be added depending on a kind.&lt;br /&gt;
*A template entity cannot be changed.&lt;br /&gt;
*The change of a brush is not reflected.&lt;br /&gt;
*You cant parent an entity to a func brush entity (or to another entity, is unknown).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''5: Recomendations.'''==&lt;br /&gt;
&lt;br /&gt;
*Name your map with the oc_ prefix and, depending of the state of the map, you can use the following suffix:&lt;br /&gt;
&lt;br /&gt;
_alpha, _ALPHA, _a (Used for those maps in Alpha version, gameplay tests).&lt;br /&gt;
&lt;br /&gt;
_beta, _BETA, _b (Used for those maps in Beta version, pre-release tests).&lt;br /&gt;
&lt;br /&gt;
_v (Indicates what version is the map. Generally used from the second edit of the map after their release).&lt;br /&gt;
&lt;br /&gt;
_oc, _OC (Used for those custom maps who comes from another Source games, to indicate that it have been modified for use it in OC).&lt;br /&gt;
&lt;br /&gt;
Also, is common use numbers after the suffix, but also letters (this for indicate that it continues being the same edition, but improved). Example: _b1, _v3j, _a2...&lt;br /&gt;
&lt;br /&gt;
Some maps maybe can contain prefix/suffix like fun_ or _vs. Depending of the game mode, it can be used or not. Is recommended that those maps are called like oc_fun_mapname or oc_mapname_vs.&lt;br /&gt;
&lt;br /&gt;
*In general, is allowed use content from all the Source games, as long as they can be mounted in OC. Use content from another games, the HL2 leak and such, although is tolerated in theory, it will make your map lose any possibility of become an official map. If you are going to use stuff from another mods or from a person, '''ASK ALWAYS FOR PERMISSION'''. The OC DEVs are not responsible of your acts, and, even if it becomes necessary, it will delete the map (although luckly the situation never degenerated until that point).&lt;br /&gt;
&lt;br /&gt;
*Try dont exceed very much with the size of the compressed map. Unless your main objective is that your map become official, you should keep the size under 60mb. Even with FastDL, it can take a while, making that the players stop downloading and move to another server. Think about it.&lt;br /&gt;
&lt;br /&gt;
*Is not allowed take an official map from a Source game (like for example, the Dam level in HL:S), modify it and present it. Is tolerated in case you make it with the modify scripts (yourmapname_modify.txt), or if the map is custom (in this case ask for permission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''Posting a new map: The main post, how it should be organized and tips.'''=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''1: The name of the thread.'''==&lt;br /&gt;
&lt;br /&gt;
You should called it by the official name that you given it instead of the name of the file. Avoid put names like &amp;quot;A new version of my map X&amp;quot; or &amp;quot;My first map&amp;quot;. If you make any relevant change, such like a fix patch or a new version, put it between parentheses, like (FIX NOW AVAILABLE) or (BETA). &lt;br /&gt;
&lt;br /&gt;
Dont make a new thread for every stage of your map (just keep it divided in two, one in the WIP section and other here, in Releases).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2: The main post. What i should have in it?.'''==&lt;br /&gt;
&lt;br /&gt;
The main post of your released map thread will be the first thing that the people will see. Although is not required have it, a banner of your map would be a good idea, as a title. Write all the information as well as all you want to say (as long as is relevant to the map) organized.&lt;br /&gt;
&lt;br /&gt;
The basic information that every released map should have is the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em 1em 0.5em 1em; border: 1px dashed #2f6fab; color: black; background-color: #f9f9f9; line-height: 1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
*Author: ''Self-explanatory.''&lt;br /&gt;
*.bsp filename: ''The name of your map file (put all if the map release contains more of a map).''&lt;br /&gt;
*Date of release: ''It would be ideal to preserve the date of the first version released, in order to follow their timeline.''&lt;br /&gt;
*Game Requirements: '' '''VERY IMPORTANT'''. If the server/client doesnt have mounted the game needed, it could be bugs or crashes.'' &lt;br /&gt;
*Suggested Players: ''The number of players. Put both minimum and maximum to play.''&lt;br /&gt;
*Estimated time to beat the map: ''This is relative, but try to keep the time that usually the players need to beat the map after know how to play it but without rushing/making tips.''&lt;br /&gt;
*Type of the game: ''Co-op, Deathmatch, Survival...''&lt;br /&gt;
*Size: ''The total size of the files compressed (in Bz2 format, only the server files, not all).''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, it must have pics of the map, in-game, in order to show it. Without images, the people hardly will download the map.&lt;br /&gt;
&lt;br /&gt;
There isnt an only way to structure your main post. Usually, people prefer to show first the info, a short description and the mirrors of the map. Dont forget put '''ALL''' the credits, both here and in the map.&lt;br /&gt;
&lt;br /&gt;
In resume, try keep it clean and clear.&lt;br /&gt;
&lt;br /&gt;
=='''3: Mirrors. What i should pick and how many?.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid upload your files to the sites with low speed like RapidShare, or where the analysis to check it if is secure can make problems like ModDB or FPSBanana (Now GameBanana). Make sure that the download speed is decent (at least 300 kb/s) and that the host will not delete your file.&lt;br /&gt;
&lt;br /&gt;
After uploading your compressed map to the site you wanted, create a page in the '''[http://mapdb.obsidianconflict.net/ Obsidian Conflict Map Database]''', in order to keep &amp;quot;registered&amp;quot; it. This, apart of help us follow the map progress and update, it will create you a second mirror, in case you only did one. Try always have an alternative mirror or a backup of your map in your computer, in case someday the mirrors gets offline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''The comments: How to review and listen the feedback.'''=&lt;br /&gt;
&lt;br /&gt;
=='''1: How to make a decent review of a map.'''==&lt;br /&gt;
&lt;br /&gt;
Avoid AT ALL COST make reviews like &amp;quot;Thiz map Haz AniMe shit, 0/10 DO NOT PLAY&amp;quot; or &amp;quot;Is the best map ever&amp;quot;. The map maker (and the rest of people who want play that map) need a propper review. Your comment should include the bugs, exploits and suggestions that you find/have. Keep have a good spelling. If you add pics of the bugs, it can make the feedback even more useful.&lt;br /&gt;
&lt;br /&gt;
=='''2: Listen the feedback, or how to not get mad.'''==&lt;br /&gt;
&lt;br /&gt;
The feedback, as long as they are made right and politely, should be accepted by you. In case the people critizes the gameplay, dont get angry posting comments like &amp;quot;if you dont like it dont play it&amp;quot;, maybe it can help you to make your map better. Try to answer every question that the people make to you the fastest as you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you think everything has been mentionated, or you think something should be added/changed, post it.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Creating_Weapon_Ironsights&amp;diff=1614</id>
		<title>Creating Weapon Ironsights</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Creating_Weapon_Ironsights&amp;diff=1614"/>
				<updated>2013-03-01T10:59:56Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Obsidian Conflict allows create custom ironsights for custom weapons. After configurate your button bindings, you can use them later in game. Also, in the next version of Obsidian Conflict it will be useful, because it will give you more precision to your attacks.&lt;br /&gt;
&lt;br /&gt;
==How to configure it==&lt;br /&gt;
&lt;br /&gt;
For add ironsights for your custom weapon, go to Obsidian Conflict and load a map with your weapon. Then, deploy the console and type '''cl_ironsight_test_wpn_offset 1''' (you will need ''sv_cheats 1'' to use it) to enable the ironsight configuration mode. Select your weapon and use the ironsight. From this moment, start using the following commands that are listed at bottom until you get the position you want. Copy the X,Y and Z values, set ''cl_ironsight_test_wpn_offset'' to 0 and exit the game.&lt;br /&gt;
&lt;br /&gt;
Now go to the obsidian/scripts/customweapons folder and open the script of your custom weapon.&lt;br /&gt;
&lt;br /&gt;
After the first values (normally after 	''&amp;quot;csviewmodel&amp;quot;	&amp;quot;1&amp;quot;'') maybe you will see the following (if not, paste it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;ironsightoffset&amp;quot;  //Coordinates for the ironsights&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remplace the default values for the yours and save the file.&lt;br /&gt;
 &lt;br /&gt;
Now when you are in the mod, when you activate the ironsights of your weapon, it should be in the position you wanted.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While you are using '''cl_ironsight_test_wpn_offset 1''', if you change to another weapon to edit it and use the ironsight, it probably look weird since you are using the same values of the previous weapon. Setting '''cl_ironsight_test_wpn_offset''' to 0 will make the rest of ironsights work properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of console commands about ironsights==&lt;br /&gt;
&lt;br /&gt;
*''cl_ironsight_test_wpn_offset'' = &amp;quot;0&amp;quot;- Enable weapon ironsight edit mode&lt;br /&gt;
*''cl_ironsight_test_wpn_offset_x'' = &amp;quot;0&amp;quot;&lt;br /&gt;
*''cl_ironsight_test_wpn_offset_y'' = &amp;quot;0&amp;quot;&lt;br /&gt;
*''cl_ironsight_test_wpn_offset_z'' = &amp;quot;0&amp;quot;&lt;br /&gt;
*''cl_ironsight_test_wpn_ori_offset_x'' = &amp;quot;0&amp;quot;&lt;br /&gt;
*''cl_ironsight_test_wpn_ori_offset_y'' = &amp;quot;0&amp;quot;&lt;br /&gt;
*''cl_ironsight_test_wpn_ori_offset_z'' = &amp;quot;0&amp;quot;&lt;br /&gt;
*''ironsight_toggle'' - Toggles ironsight mode for the current weapon&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1613</id>
		<title>Scripted Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1613"/>
				<updated>2013-03-01T10:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Creating a Scripted Weapon Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.&lt;br /&gt;
&lt;br /&gt;
==Creating a Scripted Weapon Script==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.&lt;br /&gt;
&lt;br /&gt;
First Lets start off with a basic script which we will add on to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;WeaponData&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// Weapon data is loaded by both the Game and Client DLLs.&lt;br /&gt;
	&amp;quot;printname&amp;quot;			&amp;quot;AK47&amp;quot; &lt;br /&gt;
	&amp;quot;viewmodel&amp;quot;			&amp;quot;models/weapons/v_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;playermodel&amp;quot;			&amp;quot;models/weapons/w_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;anim_prefix&amp;quot;			&amp;quot;ar2&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;bucket&amp;quot;			&amp;quot;2&amp;quot; &lt;br /&gt;
	&amp;quot;bucket_position&amp;quot;		&amp;quot;9&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;clip_size&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;clip2_size&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;default_clip&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;default_clip2&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;primary_ammo&amp;quot;			&amp;quot;ak47&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;secondary_ammo&amp;quot;		&amp;quot;None&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;weight&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
	&amp;quot;item_flags&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;BuiltRightHanded&amp;quot; 		&amp;quot;0&amp;quot;	&lt;br /&gt;
	&amp;quot;AllowFlipping&amp;quot; 		&amp;quot;1&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;csviewmodel&amp;quot;			&amp;quot;1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
        &amp;quot;fov&amp;quot;                           &amp;quot;65&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   	&amp;quot;ironsightoffset&amp;quot;  //Coordinates for the ironsights&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 &amp;quot;single_shot&amp;quot; sounds)&lt;br /&gt;
	&amp;quot;SoundData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;reload&amp;quot;		&amp;quot;Weapon_Pistol.Reload&amp;quot;&lt;br /&gt;
		&amp;quot;reload_npc&amp;quot;		&amp;quot;Weapon_Pistol.NPC_Reload&amp;quot;&lt;br /&gt;
		&amp;quot;empty&amp;quot;			&amp;quot;Weapon_Pistol.Empty&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot_npc&amp;quot;	&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;special1&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
        // Weapon Sprite data is loaded by the Client DLL.&lt;br /&gt;
	&amp;quot;TextureData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;weapon_s&amp;quot;&lt;br /&gt;
		{	&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIconsSelected&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;ammo&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;WeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;u&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;crosshair&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;Crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;Q&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;autoaim&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;file&amp;quot;		&amp;quot;sprites/crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;x&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;y&amp;quot;			&amp;quot;48&amp;quot;&lt;br /&gt;
				&amp;quot;width&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
				&amp;quot;height&amp;quot;	&amp;quot;24&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;Advanced&amp;quot; // only for Weapon_Scripted&lt;br /&gt;
	{&lt;br /&gt;
&lt;br /&gt;
	// **Primary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp&lt;br /&gt;
		&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		// Rate of Weapons Fire ( Not for laser or warp )&lt;br /&gt;
		&amp;quot;FireRate1&amp;quot;	&amp;quot;0.09&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow a refire as fast as the player can click, Basic Bullet Only.&lt;br /&gt;
		&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow Fire Underwater?&lt;br /&gt;
		&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// For Bullet accuracy&lt;br /&gt;
		&amp;quot;FireCone1&amp;quot;		&amp;quot;1&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
		&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool&lt;br /&gt;
		&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;5&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
	// **Secondary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope&lt;br /&gt;
		&amp;quot;FireType2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **Global Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
		// ( Only if a weapon has recoil animations, Not for laser or warp )&lt;br /&gt;
		&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )&lt;br /&gt;
		&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1&lt;br /&gt;
		// This is the player animation set that will be used on all players you view ingame.&lt;br /&gt;
		&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **NPC Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// NPCs use a ShotRegulator in code, these settings corrispond with it.&lt;br /&gt;
		&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.2&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.&lt;br /&gt;
		&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a number of values here you should be familiar with.&lt;br /&gt;
&lt;br /&gt;
'''printname''' This is the name that will show up in-game on the players weapon selection hud.&lt;br /&gt;
&lt;br /&gt;
'''viewmodel''' First Person Model (v_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''playermodel''' Third Person Model (w_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''anim_prefix''' Name of the animation that the playermodel will use (it got override later in Advanced Options).&lt;br /&gt;
&lt;br /&gt;
'''bucket''' This is the horizontal slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''bucket_position''' This is the vertical slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''clip_size''' Size of the actual magazine for the Primary Fire.&lt;br /&gt;
&lt;br /&gt;
'''clip2_size''' Size of the actual magazine for the Secondary Fire.&lt;br /&gt;
&lt;br /&gt;
'''default_clip''' Number of bullets/ammo that the weapon will have for the Primary Fire by default (when you pick it), should be less than or equal to '''clip_size'''&lt;br /&gt;
&lt;br /&gt;
'''default_clip2''' Number of bullets/ammo that the weapon will have for the Secondary Fire by default (when you pick it), should be less than or equal to '''clip2_size'''&lt;br /&gt;
&lt;br /&gt;
'''BuiltRightHanded''' Was this model built right handed?&lt;br /&gt;
&lt;br /&gt;
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?&lt;br /&gt;
&lt;br /&gt;
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).&lt;br /&gt;
&lt;br /&gt;
'''ironsightoffset''' Coordinates for the ironsights. To set them, look [http://wiki.obsidianconflict.net/?title=Creating_Weapon_Ironsights here.] &lt;br /&gt;
&lt;br /&gt;
'''fov''' Field Of Vision. The number determinates the distance of the weapon to the player view. A high number will look it far, and a low number, like having it near the face.&lt;br /&gt;
&lt;br /&gt;
==Setting up the advanced options==&lt;br /&gt;
&lt;br /&gt;
Only the weapon_scripted entity can use the &amp;quot;Advanced&amp;quot; configurations. If you use the script with another weapon_ entity, it will: A) reconfigure the script to the weapon (for example, firing faster if you use the weapon_smg) or B)the weapon will bug (it usually happens when you use the script on a different weapon). The option A is used for avoid a current bug related with mp_weaponstay 1, so use it in your map if you are going to set that command (although this bug has been already fixed for the next version).&lt;br /&gt;
Here is a list of Advanced options you can use.&lt;br /&gt;
&lt;br /&gt;
*'''''Primary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 9 = NadeType''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the primary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate1&amp;quot;	&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime1&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone1&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Secondary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope, 8 = Launch Nade (grenade launcher)''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType2&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the secondary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate2&amp;quot;	&amp;quot;0.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount2&amp;quot;	&amp;quot;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime2&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SecondaryAmmoUsed&amp;quot;	&amp;quot;0&amp;quot; //( NOT YET FUNCTIONAL )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone2&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp2&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto2&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Global Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
( Only if a weapon has recoil animations, Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade&lt;br /&gt;
This is the player animation set that will be used on all players you view ingame.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Damage&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeDamage&amp;quot;	&amp;quot;100.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage done for the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Radius&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeRadius&amp;quot;	&amp;quot;250.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Radius of damage of the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer type ( Bullet weapons only )&lt;br /&gt;
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerType&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer Frequency&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerFrequency&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ImpactEffect&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Sniper Scope Settings''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UseScopedFireCone&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedFireCone&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorR&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorG&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorB&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''NPC Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''NPCs use a ShotRegulator in code, these settings corrispond with it.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Nadetype (&amp;quot;FireType1&amp;quot; &amp;quot;9&amp;quot; options)'''&lt;br /&gt;
&lt;br /&gt;
Options only if you chosen for the primary fire &amp;quot;Nade type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
// 1 = frag&lt;br /&gt;
&amp;quot;HandNadetype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeTimer&amp;quot;		&amp;quot;2.5&amp;quot; //Time that takes the grenade in explode. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeRadius&amp;quot;	&amp;quot;4.0&amp;quot; // This corresponds with the radius of the nade model, not the damage. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmgRadius&amp;quot;	&amp;quot;250.0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmg&amp;quot;		&amp;quot;150.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1612</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1612"/>
				<updated>2013-03-01T10:53:21Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Setting up your map with Custom Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In Obsidian Conflict, you can define your own custom ammo for your custom weapons. Used with the item_custom entity, it will allow you even create your own types of ammo, with their own model and amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up your map with Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
For use a custom ammo of a custom weapon in your map, you must put the following code in your map modify script (''mapname''_modify). This is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
map&lt;br /&gt;
{&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot; //Name of your ammo&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this ammo.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this ammo.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''dmgtype''' Type of damage done: &lt;br /&gt;
&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''tracer''' Type of tracer done for the ammo when fired:&lt;br /&gt;
&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Rail and Beam tracers aren´t setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''plrdmg''' Damage done by players when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''npcdmg''' Damage done by NPCs when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''maxcarry''' The maximum amount of this ammo that you can carry.&lt;br /&gt;
&lt;br /&gt;
'''grains''' Weight of the ammo. '''ToDo:''' ''This has any effect?''&lt;br /&gt;
&lt;br /&gt;
'''ftpersec''' '''ToDo:''' ''Speed of the ammo when fired?''&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
Use the [http://wiki.obsidianconflict.net/?title=Item_custom item_custom] entity for place inside your map the ammo. You can set the model and the amount of ammo that it will contain.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
Take a look on the page of how to make [http://wiki.obsidianconflict.net/?title=Scripted_Weapons Scripted Weapons].&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1611</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1611"/>
				<updated>2013-03-01T10:51:50Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Scripted Weapons using Custom Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In Obsidian Conflict, you can define your own custom ammo for your custom weapons. Used with the item_custom entity, it will allow you even create your own types of ammo, with their own model and amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up your map with Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
For use a custom ammo of a custom weapon in your map, you must put the following code in your map modify script (''mapname''_modify). This is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
map&lt;br /&gt;
{&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot; //Name of your ammo&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this ammo.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this ammo.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''dmgtype''' Type of damage done.&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
'''tracer''' Type of tracer done for the ammo when fired.&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
Note: The Rail and Beam tracers aren´t setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
'''plrdmg''' Damage done by players when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''npcdmg''' Damage done by NPCs when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''maxcarry''' The maximum amount of this ammo that you can carry.&lt;br /&gt;
&lt;br /&gt;
'''grains''' Weight of the ammo. '''ToDo:''' ''This has any effect?''&lt;br /&gt;
&lt;br /&gt;
'''ftpersec''' '''ToDo:''' ''Speed of the ammo when fired?''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
Use the [http://wiki.obsidianconflict.net/?title=Item_custom item_custom] entity for place inside your map the ammo. You can set the model and the amount of ammo that it will contain.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
Take a look on the page of how to make [http://wiki.obsidianconflict.net/?title=Scripted_Weapons Scripted Weapons].&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1610</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1610"/>
				<updated>2013-03-01T10:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Setting up a custom ammo item in Hammer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In Obsidian Conflict, you can define your own custom ammo for your custom weapons. Used with the item_custom entity, it will allow you even create your own types of ammo, with their own model and amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up your map with Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
For use a custom ammo of a custom weapon in your map, you must put the following code in your map modify script (''mapname''_modify). This is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
map&lt;br /&gt;
{&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot; //Name of your ammo&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this ammo.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this ammo.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''dmgtype''' Type of damage done.&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
'''tracer''' Type of tracer done for the ammo when fired.&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
Note: The Rail and Beam tracers aren´t setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
'''plrdmg''' Damage done by players when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''npcdmg''' Damage done by NPCs when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''maxcarry''' The maximum amount of this ammo that you can carry.&lt;br /&gt;
&lt;br /&gt;
'''grains''' Weight of the ammo. '''ToDo:''' ''This has any effect?''&lt;br /&gt;
&lt;br /&gt;
'''ftpersec''' '''ToDo:''' ''Speed of the ammo when fired?''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
Use the [http://wiki.obsidianconflict.net/?title=Item_custom item_custom] entity for place inside your map the ammo. You can set the model and the amount of ammo that it will contain.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
Take a look on the page of how to make [http://wiki.obsidianconflict.net/?title=Scripted_Weapons [Scripted Weapons]].&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1609</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=1609"/>
				<updated>2013-03-01T10:50:11Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In Obsidian Conflict, you can define your own custom ammo for your custom weapons. Used with the item_custom entity, it will allow you even create your own types of ammo, with their own model and amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up your map with Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
For use a custom ammo of a custom weapon in your map, you must put the following code in your map modify script (''mapname''_modify). This is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
map&lt;br /&gt;
{&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot; //Name of your ammo&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this ammo.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this ammo.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''dmgtype''' Type of damage done.&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
'''tracer''' Type of tracer done for the ammo when fired.&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
Note: The Rail and Beam tracers aren´t setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
'''plrdmg''' Damage done by players when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''npcdmg''' Damage done by NPCs when using this ammo.&lt;br /&gt;
&lt;br /&gt;
'''maxcarry''' The maximum amount of this ammo that you can carry.&lt;br /&gt;
&lt;br /&gt;
'''grains''' Weight of the ammo. '''ToDo:''' ''This has any effect?''&lt;br /&gt;
&lt;br /&gt;
'''ftpersec''' '''ToDo:''' ''Speed of the ammo when fired?''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
Use the [http://wiki.obsidianconflict.net/?title=Item_custom [item_custom]] entity for place inside your map the ammo. You can set the model and the amount of ammo that it will contain.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
Take a look on the page of how to make [http://wiki.obsidianconflict.net/?title=Scripted_Weapons [Scripted Weapons]].&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1608</id>
		<title>Scripted Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1608"/>
				<updated>2013-03-01T10:18:13Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Setting up the advanced options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.&lt;br /&gt;
&lt;br /&gt;
==Creating a Scripted Weapon Script==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.&lt;br /&gt;
&lt;br /&gt;
First Lets start off with a basic script which we will add on to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;WeaponData&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// Weapon data is loaded by both the Game and Client DLLs.&lt;br /&gt;
	&amp;quot;printname&amp;quot;			&amp;quot;AK47&amp;quot; &lt;br /&gt;
	&amp;quot;viewmodel&amp;quot;			&amp;quot;models/weapons/v_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;playermodel&amp;quot;			&amp;quot;models/weapons/w_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;anim_prefix&amp;quot;			&amp;quot;ar2&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;bucket&amp;quot;			&amp;quot;2&amp;quot; &lt;br /&gt;
	&amp;quot;bucket_position&amp;quot;		&amp;quot;9&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;clip_size&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;clip2_size&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;default_clip&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;default_clip2&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;primary_ammo&amp;quot;			&amp;quot;ak47&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;secondary_ammo&amp;quot;		&amp;quot;None&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;weight&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
	&amp;quot;item_flags&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;BuiltRightHanded&amp;quot; 		&amp;quot;0&amp;quot;	&lt;br /&gt;
	&amp;quot;AllowFlipping&amp;quot; 		&amp;quot;1&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;csviewmodel&amp;quot;			&amp;quot;1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
        &amp;quot;fov&amp;quot;                           &amp;quot;65&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   	&amp;quot;ironsightoffset&amp;quot;  //Coordinates for the ironsights&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 &amp;quot;single_shot&amp;quot; sounds)&lt;br /&gt;
	&amp;quot;SoundData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;reload&amp;quot;		&amp;quot;Weapon_Pistol.Reload&amp;quot;&lt;br /&gt;
		&amp;quot;reload_npc&amp;quot;		&amp;quot;Weapon_Pistol.NPC_Reload&amp;quot;&lt;br /&gt;
		&amp;quot;empty&amp;quot;			&amp;quot;Weapon_Pistol.Empty&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot_npc&amp;quot;	&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;special1&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
        // Weapon Sprite data is loaded by the Client DLL.&lt;br /&gt;
	&amp;quot;TextureData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;weapon_s&amp;quot;&lt;br /&gt;
		{	&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIconsSelected&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;ammo&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;WeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;u&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;crosshair&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;Crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;Q&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;autoaim&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;file&amp;quot;		&amp;quot;sprites/crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;x&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;y&amp;quot;			&amp;quot;48&amp;quot;&lt;br /&gt;
				&amp;quot;width&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
				&amp;quot;height&amp;quot;	&amp;quot;24&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;Advanced&amp;quot; // only for Weapon_Scripted&lt;br /&gt;
	{&lt;br /&gt;
&lt;br /&gt;
	// **Primary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp&lt;br /&gt;
		&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		// Rate of Weapons Fire ( Not for laser or warp )&lt;br /&gt;
		&amp;quot;FireRate1&amp;quot;	&amp;quot;0.09&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow a refire as fast as the player can click, Basic Bullet Only.&lt;br /&gt;
		&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow Fire Underwater?&lt;br /&gt;
		&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// For Bullet accuracy&lt;br /&gt;
		&amp;quot;FireCone1&amp;quot;		&amp;quot;1&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
		&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool&lt;br /&gt;
		&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;5&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
	// **Secondary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope&lt;br /&gt;
		&amp;quot;FireType2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **Global Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
		// ( Only if a weapon has recoil animations, Not for laser or warp )&lt;br /&gt;
		&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )&lt;br /&gt;
		&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1&lt;br /&gt;
		// This is the player animation set that will be used on all players you view ingame.&lt;br /&gt;
		&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **NPC Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// NPCs use a ShotRegulator in code, these settings corrispond with it.&lt;br /&gt;
		&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.2&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.&lt;br /&gt;
		&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a number of values here you should be familiar with.&lt;br /&gt;
&lt;br /&gt;
'''printname''' This is the name that will show up in-game on the players weapon selection hud.&lt;br /&gt;
&lt;br /&gt;
'''viewmodel''' First Person Model (v_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''playermodel''' Third Person Model (w_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''anim_prefix''' Name of the animation that the playermodel will use (it got override later in Advanced Options).&lt;br /&gt;
&lt;br /&gt;
'''bucket''' This is the horizontal slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''bucket_position''' This is the vertical slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''clip_size''' Size of the actual magazine for the Primary Fire.&lt;br /&gt;
&lt;br /&gt;
'''clip2_size''' Size of the actual magazine for the Secondary Fire.&lt;br /&gt;
&lt;br /&gt;
'''default_clip''' Number of bullets/ammo that the weapon will have for the Primary Fire by default (when you pick it), should be less than or equal to '''clip_size'''&lt;br /&gt;
&lt;br /&gt;
'''default_clip2''' Number of bullets/ammo that the weapon will have for the Secondary Fire by default (when you pick it), should be less than or equal to '''clip2_size'''&lt;br /&gt;
&lt;br /&gt;
'''BuiltRightHanded''' Was this model built right handed?&lt;br /&gt;
&lt;br /&gt;
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?&lt;br /&gt;
&lt;br /&gt;
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).&lt;br /&gt;
&lt;br /&gt;
'''ironsightoffset''' Coordinates for the ironsights&lt;br /&gt;
&lt;br /&gt;
'''fov''' Field Of Vision. The number determinates the distance of the weapon to the player view. A high number will look it far, and a low number, like having it near the face.&lt;br /&gt;
&lt;br /&gt;
==Setting up the advanced options==&lt;br /&gt;
&lt;br /&gt;
Only the weapon_scripted entity can use the &amp;quot;Advanced&amp;quot; configurations. If you use the script with another weapon_ entity, it will: A) reconfigure the script to the weapon (for example, firing faster if you use the weapon_smg) or B)the weapon will bug (it usually happens when you use the script on a different weapon). The option A is used for avoid a current bug related with mp_weaponstay 1, so use it in your map if you are going to set that command (although this bug has been already fixed for the next version).&lt;br /&gt;
Here is a list of Advanced options you can use.&lt;br /&gt;
&lt;br /&gt;
*'''''Primary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 9 = NadeType''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the primary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate1&amp;quot;	&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime1&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone1&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Secondary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope, 8 = Launch Nade (grenade launcher)''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType2&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the secondary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate2&amp;quot;	&amp;quot;0.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount2&amp;quot;	&amp;quot;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime2&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SecondaryAmmoUsed&amp;quot;	&amp;quot;0&amp;quot; //( NOT YET FUNCTIONAL )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone2&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp2&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto2&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Global Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
( Only if a weapon has recoil animations, Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade&lt;br /&gt;
This is the player animation set that will be used on all players you view ingame.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Damage&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeDamage&amp;quot;	&amp;quot;100.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage done for the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Radius&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeRadius&amp;quot;	&amp;quot;250.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Radius of damage of the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer type ( Bullet weapons only )&lt;br /&gt;
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerType&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer Frequency&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerFrequency&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ImpactEffect&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Sniper Scope Settings''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UseScopedFireCone&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedFireCone&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorR&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorG&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorB&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''NPC Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''NPCs use a ShotRegulator in code, these settings corrispond with it.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Nadetype (&amp;quot;FireType1&amp;quot; &amp;quot;9&amp;quot; options)'''&lt;br /&gt;
&lt;br /&gt;
Options only if you chosen for the primary fire &amp;quot;Nade type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
// 1 = frag&lt;br /&gt;
&amp;quot;HandNadetype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeTimer&amp;quot;		&amp;quot;2.5&amp;quot; //Time that takes the grenade in explode. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeRadius&amp;quot;	&amp;quot;4.0&amp;quot; // This corresponds with the radius of the nade model, not the damage. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmgRadius&amp;quot;	&amp;quot;250.0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmg&amp;quot;		&amp;quot;150.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1607</id>
		<title>Scripted Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1607"/>
				<updated>2013-03-01T10:11:49Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Setting up a scripted weapons advanced options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.&lt;br /&gt;
&lt;br /&gt;
==Creating a Scripted Weapon Script==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.&lt;br /&gt;
&lt;br /&gt;
First Lets start off with a basic script which we will add on to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;WeaponData&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// Weapon data is loaded by both the Game and Client DLLs.&lt;br /&gt;
	&amp;quot;printname&amp;quot;			&amp;quot;AK47&amp;quot; &lt;br /&gt;
	&amp;quot;viewmodel&amp;quot;			&amp;quot;models/weapons/v_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;playermodel&amp;quot;			&amp;quot;models/weapons/w_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;anim_prefix&amp;quot;			&amp;quot;ar2&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;bucket&amp;quot;			&amp;quot;2&amp;quot; &lt;br /&gt;
	&amp;quot;bucket_position&amp;quot;		&amp;quot;9&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;clip_size&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;clip2_size&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;default_clip&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;default_clip2&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;primary_ammo&amp;quot;			&amp;quot;ak47&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;secondary_ammo&amp;quot;		&amp;quot;None&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;weight&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
	&amp;quot;item_flags&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;BuiltRightHanded&amp;quot; 		&amp;quot;0&amp;quot;	&lt;br /&gt;
	&amp;quot;AllowFlipping&amp;quot; 		&amp;quot;1&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;csviewmodel&amp;quot;			&amp;quot;1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
        &amp;quot;fov&amp;quot;                           &amp;quot;65&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   	&amp;quot;ironsightoffset&amp;quot;  //Coordinates for the ironsights&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 &amp;quot;single_shot&amp;quot; sounds)&lt;br /&gt;
	&amp;quot;SoundData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;reload&amp;quot;		&amp;quot;Weapon_Pistol.Reload&amp;quot;&lt;br /&gt;
		&amp;quot;reload_npc&amp;quot;		&amp;quot;Weapon_Pistol.NPC_Reload&amp;quot;&lt;br /&gt;
		&amp;quot;empty&amp;quot;			&amp;quot;Weapon_Pistol.Empty&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot_npc&amp;quot;	&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;special1&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
        // Weapon Sprite data is loaded by the Client DLL.&lt;br /&gt;
	&amp;quot;TextureData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;weapon_s&amp;quot;&lt;br /&gt;
		{	&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIconsSelected&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;ammo&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;WeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;u&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;crosshair&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;Crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;Q&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;autoaim&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;file&amp;quot;		&amp;quot;sprites/crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;x&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;y&amp;quot;			&amp;quot;48&amp;quot;&lt;br /&gt;
				&amp;quot;width&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
				&amp;quot;height&amp;quot;	&amp;quot;24&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;Advanced&amp;quot; // only for Weapon_Scripted&lt;br /&gt;
	{&lt;br /&gt;
&lt;br /&gt;
	// **Primary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp&lt;br /&gt;
		&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		// Rate of Weapons Fire ( Not for laser or warp )&lt;br /&gt;
		&amp;quot;FireRate1&amp;quot;	&amp;quot;0.09&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow a refire as fast as the player can click, Basic Bullet Only.&lt;br /&gt;
		&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow Fire Underwater?&lt;br /&gt;
		&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// For Bullet accuracy&lt;br /&gt;
		&amp;quot;FireCone1&amp;quot;		&amp;quot;1&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
		&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool&lt;br /&gt;
		&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;5&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
	// **Secondary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope&lt;br /&gt;
		&amp;quot;FireType2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **Global Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
		// ( Only if a weapon has recoil animations, Not for laser or warp )&lt;br /&gt;
		&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )&lt;br /&gt;
		&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1&lt;br /&gt;
		// This is the player animation set that will be used on all players you view ingame.&lt;br /&gt;
		&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **NPC Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// NPCs use a ShotRegulator in code, these settings corrispond with it.&lt;br /&gt;
		&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.2&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.&lt;br /&gt;
		&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a number of values here you should be familiar with.&lt;br /&gt;
&lt;br /&gt;
'''printname''' This is the name that will show up in-game on the players weapon selection hud.&lt;br /&gt;
&lt;br /&gt;
'''viewmodel''' First Person Model (v_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''playermodel''' Third Person Model (w_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''anim_prefix''' Name of the animation that the playermodel will use (it got override later in Advanced Options).&lt;br /&gt;
&lt;br /&gt;
'''bucket''' This is the horizontal slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''bucket_position''' This is the vertical slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''clip_size''' Size of the actual magazine for the Primary Fire.&lt;br /&gt;
&lt;br /&gt;
'''clip2_size''' Size of the actual magazine for the Secondary Fire.&lt;br /&gt;
&lt;br /&gt;
'''default_clip''' Number of bullets/ammo that the weapon will have for the Primary Fire by default (when you pick it), should be less than or equal to '''clip_size'''&lt;br /&gt;
&lt;br /&gt;
'''default_clip2''' Number of bullets/ammo that the weapon will have for the Secondary Fire by default (when you pick it), should be less than or equal to '''clip2_size'''&lt;br /&gt;
&lt;br /&gt;
'''BuiltRightHanded''' Was this model built right handed?&lt;br /&gt;
&lt;br /&gt;
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?&lt;br /&gt;
&lt;br /&gt;
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).&lt;br /&gt;
&lt;br /&gt;
'''ironsightoffset''' Coordinates for the ironsights&lt;br /&gt;
&lt;br /&gt;
'''fov''' Field Of Vision. The number determinates the distance of the weapon to the player view. A high number will look it far, and a low number, like having it near the face.&lt;br /&gt;
&lt;br /&gt;
==Setting up the advanced options==&lt;br /&gt;
&lt;br /&gt;
Only the weapon_scripted entity can use the &amp;quot;Advanced&amp;quot; configurations. If you use the script with another weapon_ entity, it will: A) reconfigure the script to the weapon (for example, firing faster if you use the weapon_smg) or B)The weapon will bug (it usually happens when you use the script on a different weapon). The A option is used for avoid a current bug related with mp_weaponstay 1, so use it in your map if you are going to set that command (although this bug has been already fixed for the next version).&lt;br /&gt;
Here is a list of Advanced options you can use.&lt;br /&gt;
&lt;br /&gt;
*'''''Primary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 9 = NadeType''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the primary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate1&amp;quot;	&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime1&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone1&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Secondary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope, 8 = Launch Nade (grenade launcher)''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType2&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the secondary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate2&amp;quot;	&amp;quot;0.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount2&amp;quot;	&amp;quot;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime2&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SecondaryAmmoUsed&amp;quot;	&amp;quot;0&amp;quot; //( NOT YET FUNCTIONAL )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone2&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp2&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto2&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Global Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
( Only if a weapon has recoil animations, Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade&lt;br /&gt;
This is the player animation set that will be used on all players you view ingame.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Damage&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeDamage&amp;quot;	&amp;quot;100.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage done for the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Radius&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeRadius&amp;quot;	&amp;quot;250.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Radius of damage of the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer type ( Bullet weapons only )&lt;br /&gt;
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerType&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer Frequency&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerFrequency&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ImpactEffect&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Sniper Scope Settings''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UseScopedFireCone&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedFireCone&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorR&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorG&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorB&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''NPC Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''NPCs use a ShotRegulator in code, these settings corrispond with it.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Nadetype (&amp;quot;FireType1&amp;quot; &amp;quot;9&amp;quot; options)'''&lt;br /&gt;
&lt;br /&gt;
Options only if you chosen for the primary fire &amp;quot;Nade type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
// 1 = frag&lt;br /&gt;
&amp;quot;HandNadetype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeTimer&amp;quot;		&amp;quot;2.5&amp;quot; //Time that takes the grenade in explode. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeRadius&amp;quot;	&amp;quot;4.0&amp;quot; // This corresponds with the radius of the nade model, not the damage. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmgRadius&amp;quot;	&amp;quot;250.0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmg&amp;quot;		&amp;quot;150.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1606</id>
		<title>Scripted Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1606"/>
				<updated>2013-03-01T09:59:08Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Creating a Scripted Weapon Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.&lt;br /&gt;
&lt;br /&gt;
==Creating a Scripted Weapon Script==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.&lt;br /&gt;
&lt;br /&gt;
First Lets start off with a basic script which we will add on to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;WeaponData&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// Weapon data is loaded by both the Game and Client DLLs.&lt;br /&gt;
	&amp;quot;printname&amp;quot;			&amp;quot;AK47&amp;quot; &lt;br /&gt;
	&amp;quot;viewmodel&amp;quot;			&amp;quot;models/weapons/v_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;playermodel&amp;quot;			&amp;quot;models/weapons/w_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;anim_prefix&amp;quot;			&amp;quot;ar2&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;bucket&amp;quot;			&amp;quot;2&amp;quot; &lt;br /&gt;
	&amp;quot;bucket_position&amp;quot;		&amp;quot;9&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;clip_size&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;clip2_size&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;default_clip&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;default_clip2&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;primary_ammo&amp;quot;			&amp;quot;ak47&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;secondary_ammo&amp;quot;		&amp;quot;None&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;weight&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
	&amp;quot;item_flags&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;BuiltRightHanded&amp;quot; 		&amp;quot;0&amp;quot;	&lt;br /&gt;
	&amp;quot;AllowFlipping&amp;quot; 		&amp;quot;1&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;csviewmodel&amp;quot;			&amp;quot;1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
        &amp;quot;fov&amp;quot;                           &amp;quot;65&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   	&amp;quot;ironsightoffset&amp;quot;  //Coordinates for the ironsights&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 &amp;quot;single_shot&amp;quot; sounds)&lt;br /&gt;
	&amp;quot;SoundData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;reload&amp;quot;		&amp;quot;Weapon_Pistol.Reload&amp;quot;&lt;br /&gt;
		&amp;quot;reload_npc&amp;quot;		&amp;quot;Weapon_Pistol.NPC_Reload&amp;quot;&lt;br /&gt;
		&amp;quot;empty&amp;quot;			&amp;quot;Weapon_Pistol.Empty&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot_npc&amp;quot;	&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;special1&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
        // Weapon Sprite data is loaded by the Client DLL.&lt;br /&gt;
	&amp;quot;TextureData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;weapon_s&amp;quot;&lt;br /&gt;
		{	&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIconsSelected&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;ammo&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;WeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;u&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;crosshair&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;Crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;Q&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;autoaim&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;file&amp;quot;		&amp;quot;sprites/crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;x&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;y&amp;quot;			&amp;quot;48&amp;quot;&lt;br /&gt;
				&amp;quot;width&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
				&amp;quot;height&amp;quot;	&amp;quot;24&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;Advanced&amp;quot; // only for Weapon_Scripted&lt;br /&gt;
	{&lt;br /&gt;
&lt;br /&gt;
	// **Primary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp&lt;br /&gt;
		&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		// Rate of Weapons Fire ( Not for laser or warp )&lt;br /&gt;
		&amp;quot;FireRate1&amp;quot;	&amp;quot;0.09&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow a refire as fast as the player can click, Basic Bullet Only.&lt;br /&gt;
		&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow Fire Underwater?&lt;br /&gt;
		&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// For Bullet accuracy&lt;br /&gt;
		&amp;quot;FireCone1&amp;quot;		&amp;quot;1&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
		&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool&lt;br /&gt;
		&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;5&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
	// **Secondary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope&lt;br /&gt;
		&amp;quot;FireType2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **Global Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
		// ( Only if a weapon has recoil animations, Not for laser or warp )&lt;br /&gt;
		&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )&lt;br /&gt;
		&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1&lt;br /&gt;
		// This is the player animation set that will be used on all players you view ingame.&lt;br /&gt;
		&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **NPC Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// NPCs use a ShotRegulator in code, these settings corrispond with it.&lt;br /&gt;
		&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.2&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.&lt;br /&gt;
		&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a number of values here you should be familiar with.&lt;br /&gt;
&lt;br /&gt;
'''printname''' This is the name that will show up in-game on the players weapon selection hud.&lt;br /&gt;
&lt;br /&gt;
'''viewmodel''' First Person Model (v_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''playermodel''' Third Person Model (w_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''anim_prefix''' Name of the animation that the playermodel will use (it got override later in Advanced Options).&lt;br /&gt;
&lt;br /&gt;
'''bucket''' This is the horizontal slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''bucket_position''' This is the vertical slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''clip_size''' Size of the actual magazine for the Primary Fire.&lt;br /&gt;
&lt;br /&gt;
'''clip2_size''' Size of the actual magazine for the Secondary Fire.&lt;br /&gt;
&lt;br /&gt;
'''default_clip''' Number of bullets/ammo that the weapon will have for the Primary Fire by default (when you pick it), should be less than or equal to '''clip_size'''&lt;br /&gt;
&lt;br /&gt;
'''default_clip2''' Number of bullets/ammo that the weapon will have for the Secondary Fire by default (when you pick it), should be less than or equal to '''clip2_size'''&lt;br /&gt;
&lt;br /&gt;
'''BuiltRightHanded''' Was this model built right handed?&lt;br /&gt;
&lt;br /&gt;
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?&lt;br /&gt;
&lt;br /&gt;
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).&lt;br /&gt;
&lt;br /&gt;
'''ironsightoffset''' Coordinates for the ironsights&lt;br /&gt;
&lt;br /&gt;
'''fov''' Field Of Vision. The number determinates the distance of the weapon to the player view. A high number will look it far, and a low number, like having it near the face.&lt;br /&gt;
&lt;br /&gt;
==Setting up a scripted weapons advanced options==&lt;br /&gt;
&lt;br /&gt;
Only the weapon_scripted entity can use the &amp;quot;Advanced&amp;quot; configurations. All others will only use the basic configurations.&lt;br /&gt;
Here is a list of Advanced options you can use.&lt;br /&gt;
&lt;br /&gt;
*'''''Primary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp 9 = NadeType''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the primary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate1&amp;quot;	&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime1&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone1&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Secondary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope 8 = Launch Nade''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType2&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the secondary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate2&amp;quot;	&amp;quot;0.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount2&amp;quot;	&amp;quot;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime2&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SecondaryAmmoUsed&amp;quot;	&amp;quot;0&amp;quot; //( NOT YET FUNCTIONAL )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone2&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp2&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto2&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Global Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
( Only if a weapon has recoil animations, Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade&lt;br /&gt;
This is the player animation set that will be used on all players you view ingame.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Damage&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeDamage&amp;quot;	&amp;quot;100.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage done for the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Radius&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeRadius&amp;quot;	&amp;quot;250.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Radius of damage of the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer type ( Bullet weapons only )&lt;br /&gt;
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerType&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer Frequency&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerFrequency&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ImpactEffect&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Sniper Scope Settings''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UseScopedFireCone&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedFireCone&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorR&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorG&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorB&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''NPC Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''NPCs use a ShotRegulator in code, these settings corrispond with it.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Nadetype (&amp;quot;FireType1&amp;quot; &amp;quot;9&amp;quot; options)'''&lt;br /&gt;
&lt;br /&gt;
Options only if you chosen for the primary fire &amp;quot;Nade type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
// 1 = frag&lt;br /&gt;
&amp;quot;HandNadetype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeTimer&amp;quot;		&amp;quot;2.5&amp;quot; //Time that takes the grenade in explode. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeRadius&amp;quot;	&amp;quot;4.0&amp;quot; // This corresponds with the radius of the nade model, not the damage. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmgRadius&amp;quot;	&amp;quot;250.0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmg&amp;quot;		&amp;quot;150.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1605</id>
		<title>Scripted Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1605"/>
				<updated>2013-03-01T09:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Creating a Scripted Weapon Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.&lt;br /&gt;
&lt;br /&gt;
==Creating a Scripted Weapon Script==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.&lt;br /&gt;
&lt;br /&gt;
First Lets start off with a basic script which we will add on to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;WeaponData&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// Weapon data is loaded by both the Game and Client DLLs.&lt;br /&gt;
	&amp;quot;printname&amp;quot;			&amp;quot;AK47&amp;quot; &lt;br /&gt;
	&amp;quot;viewmodel&amp;quot;			&amp;quot;models/weapons/v_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;playermodel&amp;quot;			&amp;quot;models/weapons/w_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;anim_prefix&amp;quot;			&amp;quot;ar2&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;bucket&amp;quot;			&amp;quot;2&amp;quot; &lt;br /&gt;
	&amp;quot;bucket_position&amp;quot;		&amp;quot;9&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;clip_size&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;clip2_size&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;default_clip&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;default_clip2&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;primary_ammo&amp;quot;			&amp;quot;ak47&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;secondary_ammo&amp;quot;		&amp;quot;None&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;weight&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
	&amp;quot;item_flags&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;BuiltRightHanded&amp;quot; 		&amp;quot;0&amp;quot;	&lt;br /&gt;
	&amp;quot;AllowFlipping&amp;quot; 		&amp;quot;1&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;csviewmodel&amp;quot;			&amp;quot;1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
        &amp;quot;fov&amp;quot;                           &amp;quot;65&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   	&amp;quot;ironsightoffset&amp;quot;  //Coordinates for the ironsights&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 &amp;quot;single_shot&amp;quot; sounds)&lt;br /&gt;
	&amp;quot;SoundData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;reload&amp;quot;		&amp;quot;Weapon_Pistol.Reload&amp;quot;&lt;br /&gt;
		&amp;quot;reload_npc&amp;quot;		&amp;quot;Weapon_Pistol.NPC_Reload&amp;quot;&lt;br /&gt;
		&amp;quot;empty&amp;quot;			&amp;quot;Weapon_Pistol.Empty&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot_npc&amp;quot;	&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;special1&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
        // Weapon Sprite data is loaded by the Client DLL.&lt;br /&gt;
	&amp;quot;TextureData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;weapon_s&amp;quot;&lt;br /&gt;
		{	&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIconsSelected&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;ammo&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;WeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;u&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;crosshair&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;Crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;Q&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;autoaim&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;file&amp;quot;		&amp;quot;sprites/crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;x&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;y&amp;quot;			&amp;quot;48&amp;quot;&lt;br /&gt;
				&amp;quot;width&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
				&amp;quot;height&amp;quot;	&amp;quot;24&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;Advanced&amp;quot; // only for Weapon_Scripted&lt;br /&gt;
	{&lt;br /&gt;
&lt;br /&gt;
	// **Primary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp&lt;br /&gt;
		&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		// Rate of Weapons Fire ( Not for laser or warp )&lt;br /&gt;
		&amp;quot;FireRate1&amp;quot;	&amp;quot;0.09&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow a refire as fast as the player can click, Basic Bullet Only.&lt;br /&gt;
		&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow Fire Underwater?&lt;br /&gt;
		&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// For Bullet accuracy&lt;br /&gt;
		&amp;quot;FireCone1&amp;quot;		&amp;quot;1&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
		&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool&lt;br /&gt;
		&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;5&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
	// **Secondary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope&lt;br /&gt;
		&amp;quot;FireType2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **Global Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
		// ( Only if a weapon has recoil animations, Not for laser or warp )&lt;br /&gt;
		&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )&lt;br /&gt;
		&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1&lt;br /&gt;
		// This is the player animation set that will be used on all players you view ingame.&lt;br /&gt;
		&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **NPC Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// NPCs use a ShotRegulator in code, these settings corrispond with it.&lt;br /&gt;
		&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.2&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.&lt;br /&gt;
		&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a number of values here you should be familiar with.&lt;br /&gt;
&lt;br /&gt;
'''printname''' This is the name that will show up in-game on the players weapon selection hud.&lt;br /&gt;
&lt;br /&gt;
'''viewmodel''' First Person Model (v_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''playermodel''' Third Person Model (w_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''anim_prefix''' Name of the animation that the playermodel will use (it got override later in Advanced Options).&lt;br /&gt;
&lt;br /&gt;
'''bucket''' This is the horizontal slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''bucket_position''' This is the vertical slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''clip_size''' Size of the actual magazine for the Primary Fire.&lt;br /&gt;
&lt;br /&gt;
'''clip2_size''' Size of the actual magazine for the Secondary Fire.&lt;br /&gt;
&lt;br /&gt;
'''default_clip''' Number of bullets/ammo that the weapon will have for the Primary Fire by default (when you pick it), should be less than or equal to '''clip_size'''&lt;br /&gt;
&lt;br /&gt;
'''default_clip2''' Number of bullets/ammo that the weapon will have for the Secondary Fire by default (when you pick it), should be less than or equal to '''clip2_size'''&lt;br /&gt;
&lt;br /&gt;
'''BuiltRightHanded''' Was this model built right handed?&lt;br /&gt;
&lt;br /&gt;
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?&lt;br /&gt;
&lt;br /&gt;
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).&lt;br /&gt;
&lt;br /&gt;
'''ironsightoffset''' Coordinates for the ironsights&lt;br /&gt;
&lt;br /&gt;
'''fov''' Field Of Vision. The number determinates the distance of the weapon to the player view. A high number will look it far, and a low number, like having it near the face.&lt;br /&gt;
&lt;br /&gt;
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.&lt;br /&gt;
&lt;br /&gt;
==Setting up a scripted weapons advanced options==&lt;br /&gt;
&lt;br /&gt;
Only the weapon_scripted entity can use the &amp;quot;Advanced&amp;quot; configurations. All others will only use the basic configurations.&lt;br /&gt;
Here is a list of Advanced options you can use.&lt;br /&gt;
&lt;br /&gt;
*'''''Primary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp 9 = NadeType''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the primary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate1&amp;quot;	&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime1&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone1&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Secondary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope 8 = Launch Nade''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType2&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the secondary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate2&amp;quot;	&amp;quot;0.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount2&amp;quot;	&amp;quot;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime2&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SecondaryAmmoUsed&amp;quot;	&amp;quot;0&amp;quot; //( NOT YET FUNCTIONAL )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone2&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp2&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto2&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Global Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
( Only if a weapon has recoil animations, Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade&lt;br /&gt;
This is the player animation set that will be used on all players you view ingame.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Damage&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeDamage&amp;quot;	&amp;quot;100.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage done for the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Radius&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeRadius&amp;quot;	&amp;quot;250.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Radius of damage of the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer type ( Bullet weapons only )&lt;br /&gt;
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerType&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer Frequency&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerFrequency&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ImpactEffect&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Sniper Scope Settings''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UseScopedFireCone&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedFireCone&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorR&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorG&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorB&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''NPC Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''NPCs use a ShotRegulator in code, these settings corrispond with it.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Nadetype (&amp;quot;FireType1&amp;quot; &amp;quot;9&amp;quot; options)'''&lt;br /&gt;
&lt;br /&gt;
Options only if you chosen for the primary fire &amp;quot;Nade type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
// 1 = frag&lt;br /&gt;
&amp;quot;HandNadetype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeTimer&amp;quot;		&amp;quot;2.5&amp;quot; //Time that takes the grenade in explode. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeRadius&amp;quot;	&amp;quot;4.0&amp;quot; // This corresponds with the radius of the nade model, not the damage. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmgRadius&amp;quot;	&amp;quot;250.0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmg&amp;quot;		&amp;quot;150.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1604</id>
		<title>Scripted Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=1604"/>
				<updated>2013-03-01T09:54:10Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.&lt;br /&gt;
&lt;br /&gt;
==Creating a Scripted Weapon Script==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.&lt;br /&gt;
&lt;br /&gt;
First Lets start off with a basic script which we will add on to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;WeaponData&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// Weapon data is loaded by both the Game and Client DLLs.&lt;br /&gt;
	&amp;quot;printname&amp;quot;			&amp;quot;AK47&amp;quot; &lt;br /&gt;
	&amp;quot;viewmodel&amp;quot;			&amp;quot;models/weapons/v_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;playermodel&amp;quot;			&amp;quot;models/weapons/w_rif_ak47.mdl&amp;quot; &lt;br /&gt;
	&amp;quot;anim_prefix&amp;quot;			&amp;quot;ar2&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;bucket&amp;quot;			&amp;quot;2&amp;quot; &lt;br /&gt;
	&amp;quot;bucket_position&amp;quot;		&amp;quot;9&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;clip_size&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;clip2_size&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;default_clip&amp;quot;			&amp;quot;30&amp;quot; &lt;br /&gt;
	&amp;quot;default_clip2&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;primary_ammo&amp;quot;			&amp;quot;ak47&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;secondary_ammo&amp;quot;		&amp;quot;None&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;weight&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
	&amp;quot;item_flags&amp;quot;			&amp;quot;0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;BuiltRightHanded&amp;quot; 		&amp;quot;0&amp;quot;	&lt;br /&gt;
	&amp;quot;AllowFlipping&amp;quot; 		&amp;quot;1&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
	&amp;quot;csviewmodel&amp;quot;			&amp;quot;1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
        &amp;quot;fov&amp;quot;                           &amp;quot;65&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   	&amp;quot;ironsightoffset&amp;quot;  //Coordinates for the ironsights&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 &amp;quot;single_shot&amp;quot; sounds)&lt;br /&gt;
	&amp;quot;SoundData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;reload&amp;quot;		&amp;quot;Weapon_Pistol.Reload&amp;quot;&lt;br /&gt;
		&amp;quot;reload_npc&amp;quot;		&amp;quot;Weapon_Pistol.NPC_Reload&amp;quot;&lt;br /&gt;
		&amp;quot;empty&amp;quot;			&amp;quot;Weapon_Pistol.Empty&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot_npc&amp;quot;	&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;special1&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
        // Weapon Sprite data is loaded by the Client DLL.&lt;br /&gt;
	&amp;quot;TextureData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;weapon_s&amp;quot;&lt;br /&gt;
		{	&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;CSWeaponIconsSelected&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;b&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;ammo&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;WeaponIcons&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;u&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;crosshair&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;font&amp;quot;		&amp;quot;Crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;character&amp;quot;	&amp;quot;Q&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;autoaim&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
				&amp;quot;file&amp;quot;		&amp;quot;sprites/crosshairs&amp;quot;&lt;br /&gt;
				&amp;quot;x&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
				&amp;quot;y&amp;quot;			&amp;quot;48&amp;quot;&lt;br /&gt;
				&amp;quot;width&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
				&amp;quot;height&amp;quot;	&amp;quot;24&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;Advanced&amp;quot; // only for Weapon_Scripted&lt;br /&gt;
	{&lt;br /&gt;
&lt;br /&gt;
	// **Primary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp&lt;br /&gt;
		&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		// Rate of Weapons Fire ( Not for laser or warp )&lt;br /&gt;
		&amp;quot;FireRate1&amp;quot;	&amp;quot;0.09&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow a refire as fast as the player can click, Basic Bullet Only.&lt;br /&gt;
		&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Allow Fire Underwater?&lt;br /&gt;
		&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// For Bullet accuracy&lt;br /&gt;
		&amp;quot;FireCone1&amp;quot;		&amp;quot;1&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
		&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool&lt;br /&gt;
		&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;5&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
	// **Secondary Attack**&lt;br /&gt;
&lt;br /&gt;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope&lt;br /&gt;
		&amp;quot;FireType2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **Global Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
		// ( Only if a weapon has recoil animations, Not for laser or warp )&lt;br /&gt;
		&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )&lt;br /&gt;
		&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1&lt;br /&gt;
		// This is the player animation set that will be used on all players you view ingame.&lt;br /&gt;
		&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	// **NPC Weapon Settings**&lt;br /&gt;
&lt;br /&gt;
		// NPCs use a ShotRegulator in code, these settings corrispond with it.&lt;br /&gt;
		&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.2&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.&lt;br /&gt;
		&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
		&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a number of values here you should be familiar with.&lt;br /&gt;
&lt;br /&gt;
'''printname''' This is the name that will show up in-game on the players weapon selection hud.&lt;br /&gt;
&lt;br /&gt;
'''viewmodel''' First Person Model (v_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''playermodel''' Third Person Model (w_model used by the weapon).&lt;br /&gt;
&lt;br /&gt;
'''anim_prefix''' Name of the animation that the playermodel will use (it got override later in Advanced Options).&lt;br /&gt;
&lt;br /&gt;
'''bucket''' This is the horizontal slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''bucket_position''' This is the vertical slot on the players weapon selection hud element. It starts at 0.&lt;br /&gt;
&lt;br /&gt;
'''clip_size''' Size of the actual magazine for the Primary Fire.&lt;br /&gt;
&lt;br /&gt;
'''clip2_size''' Size of the actual magazine for the Secondary Fire.&lt;br /&gt;
&lt;br /&gt;
'''default_clip''' Number of bullets/ammo that the weapon will have for the Primary Fire by default (when you pick it), should be less than or equal to '''clip_size'''&lt;br /&gt;
&lt;br /&gt;
'''default_clip2''' Number of bullets/ammo that the weapon will have for the Secondary Fire, should be less than or equal to '''clip2_size'''&lt;br /&gt;
&lt;br /&gt;
'''BuiltRightHanded''' Was this model built right handed?&lt;br /&gt;
&lt;br /&gt;
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?&lt;br /&gt;
&lt;br /&gt;
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).&lt;br /&gt;
&lt;br /&gt;
'''ironsightoffset''' Coordinates for the ironsights&lt;br /&gt;
&lt;br /&gt;
'''fov''' Field Of Vision. The number determinates the distance of the weapon to the player view. A high number will look it far, and a low number, like having it near the face.&lt;br /&gt;
&lt;br /&gt;
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.&lt;br /&gt;
&lt;br /&gt;
==Setting up a scripted weapons advanced options==&lt;br /&gt;
&lt;br /&gt;
Only the weapon_scripted entity can use the &amp;quot;Advanced&amp;quot; configurations. All others will only use the basic configurations.&lt;br /&gt;
Here is a list of Advanced options you can use.&lt;br /&gt;
&lt;br /&gt;
*'''''Primary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp 9 = NadeType''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the primary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate1&amp;quot;	&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime1&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone1&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Secondary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope 8 = Launch Nade''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType2&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What type of &amp;quot;weapon&amp;quot; will shoot the secondary fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate2&amp;quot;	&amp;quot;0.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time between each shoot of the weapon. Less amount, more speed of fire.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you use shotgun type, you will not see any changes under &amp;quot;0.3&amp;quot;, because is bugged at the moment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, The faster you click, the faster you shoot.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Doesnt work with Shotgun type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the title says, it allows or not fire under the water.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Bugged at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount2&amp;quot;	&amp;quot;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime2&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How many bullets are shot in a burst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SecondaryAmmoUsed&amp;quot;	&amp;quot;0&amp;quot; //( NOT YET FUNCTIONAL )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone2&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp2&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto2&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allow you make your weapon more precise or not:&lt;br /&gt;
&lt;br /&gt;
FireCone1: Higher numbers makes more imprecise the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerp1: It &amp;quot;randomize&amp;quot; the vagueness of the weapon.&lt;br /&gt;
&lt;br /&gt;
FireConeLerpto1: Mix the settings of above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Global Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
( Only if a weapon has recoil animations, Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade&lt;br /&gt;
This is the player animation set that will be used on all players you view ingame.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Damage&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeDamage&amp;quot;	&amp;quot;100.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage done for the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Radius&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeRadius&amp;quot;	&amp;quot;250.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Radius of damage of the grenade at impact (only if you used Launch nade weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer type ( Bullet weapons only )&lt;br /&gt;
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerType&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer Frequency&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerFrequency&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ImpactEffect&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Sniper Scope Settings''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UseScopedFireCone&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedFireCone&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorR&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorG&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorB&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''NPC Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''NPCs use a ShotRegulator in code, these settings corrispond with it.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Nadetype (&amp;quot;FireType1&amp;quot; &amp;quot;9&amp;quot; options)'''&lt;br /&gt;
&lt;br /&gt;
Options only if you chosen for the primary fire &amp;quot;Nade type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
// 1 = frag&lt;br /&gt;
&amp;quot;HandNadetype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeTimer&amp;quot;		&amp;quot;2.5&amp;quot; //Time that takes the grenade in explode. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeRadius&amp;quot;	&amp;quot;4.0&amp;quot; // This corresponds with the radius of the nade model, not the damage. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmgRadius&amp;quot;	&amp;quot;250.0&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HandNadeDmg&amp;quot;		&amp;quot;150.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=User:Maestro_Fenix&amp;diff=1603</id>
		<title>User:Maestro Fenix</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=User:Maestro_Fenix&amp;diff=1603"/>
				<updated>2012-11-11T10:40:42Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* About Me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Maestro_Fenix|Maestro Fénix]]&lt;br /&gt;
&lt;br /&gt;
== About Me ==&lt;br /&gt;
&lt;br /&gt;
My alias is Maestro Fénix. I chose colaborate with the mod, so i´m here.&lt;br /&gt;
&lt;br /&gt;
I have knowledge of Server Management, mapping, modeling, texturing, sound edit and creating particles, so in case of an emergency i can act immediately.&lt;br /&gt;
&lt;br /&gt;
== Current projects ==&lt;br /&gt;
&lt;br /&gt;
Mapping:&lt;br /&gt;
&lt;br /&gt;
cs_siege_pcs_oc //Released: http://mapdb.obsidianconflict.net/map:siege-oc-remix&lt;br /&gt;
&lt;br /&gt;
Project &amp;quot;Back&amp;quot;&lt;br /&gt;
&lt;br /&gt;
oc_nacht_der_untoten (old Proyect &amp;quot;Zombie&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modeling:&lt;br /&gt;
&lt;br /&gt;
Creating some props for Projeck &amp;quot;Back&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==On stand-by==&lt;br /&gt;
&lt;br /&gt;
Project Valkyrie&lt;br /&gt;
&lt;br /&gt;
The Rebirth of HL:S&lt;br /&gt;
&lt;br /&gt;
== Contact Me ==&lt;br /&gt;
&lt;br /&gt;
OC forums profile:&lt;br /&gt;
&lt;br /&gt;
http://obsidianconflict.net/forums/memberlist.php?mode=viewprofile&amp;amp;u=1667&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''E-Mail''':&lt;br /&gt;
&lt;br /&gt;
Only under important cases, request it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Steam Profile''': &lt;br /&gt;
&lt;br /&gt;
http://steamcommunity.com/id/MaestroFenix&lt;br /&gt;
&lt;br /&gt;
== To do here in the wiki ==&lt;br /&gt;
&lt;br /&gt;
Expand more about the Scripted Weapons&lt;br /&gt;
&lt;br /&gt;
Rewrite the article about Custom Ammo&lt;br /&gt;
&lt;br /&gt;
Fill and expand the information about the exclusive OC entities&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=User:Maestro_Fenix&amp;diff=1602</id>
		<title>User:Maestro Fenix</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=User:Maestro_Fenix&amp;diff=1602"/>
				<updated>2012-11-11T10:38:12Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* On stand-by */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Maestro_Fenix|Maestro Fénix]]&lt;br /&gt;
&lt;br /&gt;
== About Me ==&lt;br /&gt;
&lt;br /&gt;
My &amp;quot;name&amp;quot; is Maestro Fénix. I chose colaborate with the mod, so i´m here.&lt;br /&gt;
&lt;br /&gt;
I have knowledge of Server Management, mapping, modeling and creating particles, so in case of emergency i can act immediately.&lt;br /&gt;
&lt;br /&gt;
== Current projects ==&lt;br /&gt;
&lt;br /&gt;
Mapping:&lt;br /&gt;
&lt;br /&gt;
cs_siege_pcs_oc //Released: http://mapdb.obsidianconflict.net/map:siege-oc-remix&lt;br /&gt;
&lt;br /&gt;
Project &amp;quot;Back&amp;quot;&lt;br /&gt;
&lt;br /&gt;
oc_nacht_der_untoten (old Proyect &amp;quot;Zombie&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modeling:&lt;br /&gt;
&lt;br /&gt;
Creating some props for Projeck &amp;quot;Back&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==On stand-by==&lt;br /&gt;
&lt;br /&gt;
Project Valkyrie&lt;br /&gt;
&lt;br /&gt;
The Rebirth of HL:S&lt;br /&gt;
&lt;br /&gt;
== Contact Me ==&lt;br /&gt;
&lt;br /&gt;
OC forums profile:&lt;br /&gt;
&lt;br /&gt;
http://obsidianconflict.net/forums/memberlist.php?mode=viewprofile&amp;amp;u=1667&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''E-Mail''':&lt;br /&gt;
&lt;br /&gt;
Only under important cases, request it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Steam Profile''': &lt;br /&gt;
&lt;br /&gt;
http://steamcommunity.com/id/MaestroFenix&lt;br /&gt;
&lt;br /&gt;
== To do here in the wiki ==&lt;br /&gt;
&lt;br /&gt;
Expand more about the Scripted Weapons&lt;br /&gt;
&lt;br /&gt;
Rewrite the article about Custom Ammo&lt;br /&gt;
&lt;br /&gt;
Fill and expand the information about the exclusive OC entities&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	<entry>
		<id>https://wiki.obsidianconflict.net/?title=User:Maestro_Fenix&amp;diff=1601</id>
		<title>User:Maestro Fenix</title>
		<link rel="alternate" type="text/html" href="https://wiki.obsidianconflict.net/?title=User:Maestro_Fenix&amp;diff=1601"/>
				<updated>2012-11-11T10:37:19Z</updated>
		
		<summary type="html">&lt;p&gt;Maestro Fenix: /* Current projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Maestro_Fenix|Maestro Fénix]]&lt;br /&gt;
&lt;br /&gt;
== About Me ==&lt;br /&gt;
&lt;br /&gt;
My &amp;quot;name&amp;quot; is Maestro Fénix. I chose colaborate with the mod, so i´m here.&lt;br /&gt;
&lt;br /&gt;
I have knowledge of Server Management, mapping, modeling and creating particles, so in case of emergency i can act immediately.&lt;br /&gt;
&lt;br /&gt;
== Current projects ==&lt;br /&gt;
&lt;br /&gt;
Mapping:&lt;br /&gt;
&lt;br /&gt;
cs_siege_pcs_oc //Released: http://mapdb.obsidianconflict.net/map:siege-oc-remix&lt;br /&gt;
&lt;br /&gt;
Project &amp;quot;Back&amp;quot;&lt;br /&gt;
&lt;br /&gt;
oc_nacht_der_untoten (old Proyect &amp;quot;Zombie&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modeling:&lt;br /&gt;
&lt;br /&gt;
Creating some props for Projeck &amp;quot;Back&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==On stand-by==&lt;br /&gt;
&lt;br /&gt;
Proyect Valkyrie&lt;br /&gt;
&lt;br /&gt;
The Rebirth of HL:S&lt;br /&gt;
&lt;br /&gt;
GO-Chicken experiment (failed and cancelled).&lt;br /&gt;
&lt;br /&gt;
Infected experiment&lt;br /&gt;
&lt;br /&gt;
== Contact Me ==&lt;br /&gt;
&lt;br /&gt;
OC forums profile:&lt;br /&gt;
&lt;br /&gt;
http://obsidianconflict.net/forums/memberlist.php?mode=viewprofile&amp;amp;u=1667&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''E-Mail''':&lt;br /&gt;
&lt;br /&gt;
Only under important cases, request it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Steam Profile''': &lt;br /&gt;
&lt;br /&gt;
http://steamcommunity.com/id/MaestroFenix&lt;br /&gt;
&lt;br /&gt;
== To do here in the wiki ==&lt;br /&gt;
&lt;br /&gt;
Expand more about the Scripted Weapons&lt;br /&gt;
&lt;br /&gt;
Rewrite the article about Custom Ammo&lt;br /&gt;
&lt;br /&gt;
Fill and expand the information about the exclusive OC entities&lt;/div&gt;</summary>
		<author><name>Maestro Fenix</name></author>	</entry>

	</feed>