## Interfaces
```
ClientRenderTargets001
EngineTraceClient004
EngineTraceClientDecals004
EventSystem001
GameUI011
ISoundC002
RunGameEngine005
ShaderSystem002
VClient018
VClientEntityList003
VClientPrediction001
VCvarQuery001
VDebugOverlay004
VENGINE_GAMEUIFUNCS_VERSION005
VENGINE_LAUNCHER_API_VERSION004
VEngineModel016
VEngineRandom001
VEngineRenderView013
VGUI_System010
VMaterialSystemConfig004
```
## Miscellaneous
```
TimeDateStamp = 0x6132da77
CheckSum = 0x2047f75
GameVersion = "v3.0.3.60"
```
## NetworkedStringTables
```
EffectDispatch
ExtraParticleFilesTable
ImpactEffectTableNames
Materials
Movies
ParticleEffectNames
ScriptNames
SoundIDs
VguiScreen
WeaponNames
localize
```
## Buttons
These are addresses to global instances of the [`kbutton_t`](https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/client/kbutton.h#L14-L20) struct.
```
kbutton_t in_attack;
kbutton_t in_backward;
kbutton_t in_break;
kbutton_t in_camin;
kbutton_t in_camout;
kbutton_t in_campitchdown;
kbutton_t in_campitchup;
kbutton_t in_camyawleft;
kbutton_t in_camyawright;
kbutton_t in_commandermousemove;
kbutton_t in_dodge;
kbutton_t in_duck;
kbutton_t in_forward;
kbutton_t in_graph;
kbutton_t in_jump;
kbutton_t in_klook;
kbutton_t in_left;
kbutton_t in_lookdown;
kbutton_t in_lookup;
kbutton_t in_melee;
kbutton_t in_movedown;
kbutton_t in_moveleft;
kbutton_t in_moveright;
kbutton_t in_moveup;
kbutton_t in_offhand0;
kbutton_t in_offhand1;
kbutton_t in_offhand2;
kbutton_t in_offhand3;
kbutton_t in_offhand4;
kbutton_t in_pause_menu;
kbutton_t in_ping;
kbutton_t in_reload;
kbutton_t in_right;
kbutton_t in_score;
kbutton_t in_showscores;
kbutton_t in_speed;
kbutton_t in_strafe;
kbutton_t in_toggle_duck;
kbutton_t in_toggle_zoom;
kbutton_t in_use;
kbutton_t in_useAndReload;
kbutton_t in_use_alt;
kbutton_t in_use_long;
kbutton_t in_variableScopeToggle;
kbutton_t in_walk;
kbutton_t in_weaponCycle;
kbutton_t in_weapon_discard;
kbutton_t in_zoom;
```
## ClientClasses
client_class CAI_BaseNPC
class_id: `0`
sizeof: `0x1dc0`
client_class CAmbientGeneric
class_id: `0`
sizeof: `0xac0`
client_class CBaseAnimating
class_id: `0`
sizeof: `0x1690`
client_class CBaseAnimatingOverlay
class_id: `0`
sizeof: `0x19e0`
client_class CBaseButton
class_id: `0`
sizeof: `0xaa0`
client_class CBaseCombatCharacter
class_id: `0`
sizeof: `0x1c00`
client_class CBaseEntity
class_id: `0`
sizeof: `0xa60`
client_class CBaseGrenade
class_id: `0`
sizeof: `0x2df0`
client_class CBaseParticleEntity
class_id: `0`
sizeof: `0xa60`
client_class CBaseTempEntity
class_id: `0`
sizeof: `0x28`
client_class CBaseToggle
class_id: `0`
sizeof: `0xa90`
client_class CBaseTrigger
class_id: `0`
sizeof: `0xaa0`
client_class CBaseVPhysicsTrigger
class_id: `0`
sizeof: `0xa70`
client_class CBaseViewModel
class_id: `0`
sizeof: `0x4fb0`
client_class CBoneFollower
class_id: `0`
sizeof: `0xa70`
client_class CBreakableProp
class_id: `0`
sizeof: `0x1690`
client_class CBreakableSurface
class_id: `0`
sizeof: `0xec0`
client_class CCascadeLight
class_id: `0`
sizeof: `0xbb0`
client_class CColorCorrection
class_id: `0`
sizeof: `0xbb0`
client_class CCrossbowBolt
class_id: `0`
sizeof: `0x2d60`
client_class CDeathBoxProp
class_id: `0`
sizeof: `0x1710`
client_class CDynamicLight
class_id: `0`
sizeof: `0xa80`
client_class CDynamicProp
class_id: `0`
sizeof: `0x16d0`
client_class CDynamicPropLightweight
class_id: `0`
sizeof: `0x16d0`
client_class CEntityBlocker
class_id: `0`
sizeof: `0xa60`
client_class CEntityDissolve
class_id: `0`
sizeof: `0xa90`
client_class CEntityLinkPage
class_id: `0`
sizeof: `0x1270`
client_class CEnvDecoy
class_id: `0`
sizeof: `0x1690`
client_class CEnvWind
class_id: `0`
sizeof: `0xbe0`
client_class CFirstPersonProxy
class_id: `0`
sizeof: `0x1700`
client_class CFuncBrush
class_id: `0`
sizeof: `0xad0`
client_class CFuncBrushLightweight
class_id: `0`
sizeof: `0xad0`
client_class CFuncMoveLinear
class_id: `0`
sizeof: `0xa90`
client_class CGameRulesProxy
class_id: `0`
sizeof: `0xa60`
client_class CGlobalNonRewinding
class_id: `0`
sizeof: `0x1270`
client_class CGrappleHook
class_id: `0`
sizeof: `0x16a0`
client_class CHardPointEntity
class_id: `0`
sizeof: `0xaa0`
client_class CHardPointFrontierEntity
class_id: `0`
sizeof: `0xaa0`
client_class CHealthKit
class_id: `0`
sizeof: `0x1690`
client_class CImportantOnEntSound
class_id: `0`
sizeof: `0xa80`
client_class CInfoPlacementHelper
class_id: `0`
sizeof: `0xa80`
client_class CInfoTarget
class_id: `0`
sizeof: `0xa60`
client_class CInfoTargetGravity
class_id: `0`
sizeof: `0xa70`
client_class CInfoTargetMinimap
class_id: `0`
sizeof: `0xa60`
client_class CLootGrabber
class_id: `0`
sizeof: `0x16e0`
client_class CLootRoller
class_id: `0`
sizeof: `0x1700`
client_class CMissile
class_id: `0`
sizeof: `0x2eb0`
client_class CMovieDisplay
class_id: `0`
sizeof: `0xbc0`
client_class CNPC_Drone
class_id: `0`
sizeof: `0x1de0`
client_class CNPC_Dropship
class_id: `0`
sizeof: `0x1df0`
client_class CNPC_SentryTurret
class_id: `0`
sizeof: `0x1de0`
client_class CNPC_Titan
class_id: `0`
sizeof: `0x1e60`
client_class CParticleSystem
class_id: `0`
sizeof: `0xb20`
client_class CPhysicsProp
class_id: `0`
sizeof: `0x16f0`
client_class CPlayer
class_id: `0`
sizeof: `0x46a0`
client_class CPlayerDecoy
class_id: `0`
sizeof: `0x1700`
client_class CPlayerTasklist
class_id: `0`
sizeof: `0xfb0`
client_class CPlayerVehicle
class_id: `0`
sizeof: `0x1d70`
client_class CPlayerWaypoint
class_id: `0`
sizeof: `0xd60`
client_class CPointCamera
class_id: `0`
sizeof: `0xb10`
client_class CPortal_PointPush
class_id: `0`
sizeof: `0xa80`
client_class CPostProcessController
class_id: `0`
sizeof: `0xa80`
client_class CPredictedFirstPersonProxy
class_id: `0`
sizeof: `0x1720`
client_class CProjectile
class_id: `0`
sizeof: `0x2d30`
client_class CPropDoor
class_id: `0`
sizeof: `0x1790`
client_class CPropSurvival
class_id: `0`
sizeof: `0x16c0`
client_class CRopeKeyframe
class_id: `0`
sizeof: `0xf40`
client_class CScriptMover
class_id: `0`
sizeof: `0x18c0`
client_class CScriptMoverTrainNode
class_id: `0`
sizeof: `0x1090`
client_class CScriptNetData
class_id: `0`
sizeof: `0xc70`
client_class CScriptNetDataGlobal
class_id: `0`
sizeof: `0xda0`
client_class CScriptNetDataGlobalNonRewind
class_id: `0`
sizeof: `0xda0`
client_class CScriptNetData_SNDC_DEATH_BOX
class_id: `0`
sizeof: `0xcc0`
client_class CScriptNetData_SNDC_GLOBAL
class_id: `0`
sizeof: `0xda0`
client_class CScriptNetData_SNDC_GLOBAL_NON_REWIND
class_id: `0`
sizeof: `0xda0`
client_class CScriptNetData_SNDC_PLAYER_EXCLUSIVE
class_id: `0`
sizeof: `0xd40`
client_class CScriptNetData_SNDC_PLAYER_EXCLUSIVE_EXPANDED
class_id: `0`
sizeof: `0xdb0`
client_class CScriptNetData_SNDC_PLAYER_GLOBAL
class_id: `0`
sizeof: `0xd40`
client_class CScriptNetData_SNDC_TITAN_SOUL
class_id: `0`
sizeof: `0xcf0`
client_class CScriptProp
class_id: `0`
sizeof: `0x1770`
client_class CScriptTraceVolume
class_id: `0`
sizeof: `0xa90`
client_class CShieldProp
class_id: `0`
sizeof: `0x16e0`
client_class CSkyCamera
class_id: `0`
sizeof: `0xa60`
client_class CStatueProp
class_id: `0`
sizeof: `0x1720`
client_class CStatusEffectPlugin
class_id: `0`
sizeof: `0xaa0`
client_class CTEBreakModel
class_id: `0`
sizeof: `0x70`
client_class CTEEffectDispatch
class_id: `0`
sizeof: `0xd0`
client_class CTEExplosion
class_id: `0`
sizeof: `0x80`
client_class CTEGibEvent
class_id: `0`
sizeof: `0x38`
client_class CTEParticleSystem
class_id: `0`
sizeof: `0x38`
client_class CTEPhysicsProp
class_id: `0`
sizeof: `0x60`
client_class CTEProjectileTrail
class_id: `0`
sizeof: `0x58`
client_class CTEScriptParticleSystem
class_id: `0`
sizeof: `0x50`
client_class CTEScriptParticleSystemOnEntity
class_id: `0`
sizeof: `0x40`
client_class CTEScriptParticleSystemOnEntityWithPos
class_id: `0`
sizeof: `0x58`
client_class CTEShatterSurface
class_id: `0`
sizeof: `0x68`
client_class CTESoundDispatch
class_id: `0`
sizeof: `0x48`
client_class CTeam
class_id: `0`
sizeof: `0xbc0`
client_class CTitanSoul
class_id: `0`
sizeof: `0xde0`
client_class CTriggerCylinderHeavy
class_id: `0`
sizeof: `0xb70`
client_class CTriggerNoGrapple
class_id: `0`
sizeof: `0xaa0`
client_class CTriggerNoObjectPlacement
class_id: `0`
sizeof: `0xaa0`
client_class CTriggerNoZipline
class_id: `0`
sizeof: `0xaa0`
client_class CTriggerPlayerMovement
class_id: `0`
sizeof: `0xab0`
client_class CTriggerPointGravity
class_id: `0`
sizeof: `0xac0`
client_class CTriggerSlip
class_id: `0`
sizeof: `0xac0`
client_class CTriggerUpdraft
class_id: `0`
sizeof: `0xaa0`
client_class CTurret
class_id: `0`
sizeof: `0x1aa0`
client_class CVGuiScreen
class_id: `0`
sizeof: `0xb10`
client_class CVortexSphere
class_id: `0`
sizeof: `0xab0`
client_class CWaterLODControl
class_id: `0`
sizeof: `0xa70`
client_class CWeaponX
class_id: `0`
sizeof: `0x67c0`
client_class CWorld
class_id: `0`
sizeof: `0x1330`
client_class CZipline
class_id: `0`
sizeof: `0x1070`
client_class CZiplineEnd
class_id: `0`
sizeof: `0xa70`
client_class DoorMover
class_id: `0`
sizeof: `0x18d0`
client_class ScriptMoverLightweight
class_id: `0`
sizeof: `0x18d0`
client_class Titan_Cockpit
class_id: `0`
sizeof: `0x1890`
```
## RecvTables
class DT_AI_BaseNPC extends DT_BaseCombatCharacter
```
{
statuseffectsdata_npc: DT_AI_BaseNPC_StatusEffects,
m_localOrigin: Vector,
m_hGroundEntity: Int,
m_iHealth: Int,
m_localAngles: Vector,
m_iMaxHealth: Int,
m_lifeState: Int,
m_inventory: DT_WeaponInventoryActiveWeaponOnly,
m_fireteamSlotIndex: Int,
m_aiSprinting: Int,
m_aiNetworkFlags: Int,
m_isHologram: Int,
m_title: String,
m_aiSettingsIndex: Int,
m_subclass: Int,
}
```
class DT_AI_BaseNPC_StatusEffects
```
{
m_statusEffectsTimedNPCNV: DataTable,
m_statusEffectsEndlessNPCNV: DataTable,
}
```
class DT_AmbientGeneric extends DT_BaseEntity
```
{
m_radius: Float,
m_isEnabled: Int,
m_networkTableSoundID: Int,
m_networkedSegmentEndpointWorldSpace: Vector,
m_hasPolylineSegments: Int,
}
```
class DT_AnimRelativeData
```
{
m_animInitialPos: Vector,
m_animInitialVel: Vector,
m_animInitialRot: Rotation,
m_animInitialCorrectPos: Vector,
m_animInitialCorrectRot: Rotation,
m_animEntityToRefOffset: Vector,
m_animEntityToRefRotation: Rotation,
m_animBlendBeginTime: Time,
m_animBlendEndTime: Time,
m_animScriptSequence: Int,
m_animScriptModel: Int,
m_animIgnoreParentRot: Int,
m_animMotionMode: Int,
}
```
class DT_BaseAnimating extends DT_BaseEntity
```
{
serveranimdata: DT_ServerAnimationData,
m_animPlaybackRate: Float,
m_animFrozen: Int,
m_animModelIndex: Int,
m_nNewSequenceParity: Int,
m_flPoseParameter: DataTable,
m_bClientSideRagdoll: Int,
m_vecForce: Vector,
m_flEstIkOffset: Float,
m_passDamageToParent: Int,
m_animNetworkFlags: Int,
m_animActive: Int,
m_animCollisionEnabled: Int,
m_animRelativeToGroundEnabled: Int,
m_animPlantingEnabled: Int,
m_animRelativeData: DT_AnimRelativeData,
m_syncingWithEntity: Int,
m_predictedAnimEventData: DT_PredictedAnimEventData,
m_nRagdollImpactFXTableId: Int,
m_flSkyScaleStartValue: Float,
m_flSkyScaleEndValue: Float,
m_flSkyScaleStartTime: Time,
m_flSkyScaleEndTime: Time,
m_SequenceTransitioner: DT_SequenceTransitioner,
m_nSkin: Int,
m_skinMod: Int,
m_nBody: Int,
m_camoIndex: Int,
m_nForceBone: Int,
m_bSequenceFinished: Int,
m_lockedAnimDeltaYaw: Float,
m_flModelScale: Float,
}
```
class DT_BaseAnimatingOverlay extends DT_BaseAnimating
```
{
overlay_vars: DT_OverlayVars,
m_animOverlayIsActive: DataTable,
m_animOverlayStartTime: DataTable,
m_animOverlayStartCycle: DataTable,
m_animOverlayPlaybackRate: DataTable,
m_animOverlayModelIndex: DataTable,
m_animOverlaySequence: DataTable,
m_animOverlayWeight: DataTable,
m_animOverlayOrder: DataTable,
m_animOverlayAnimTime: DataTable,
m_animOverlayFadeInDuration: DataTable,
m_animOverlayFadeOutDuration: DataTable,
}
```
class DT_BaseCombatCharacter extends DT_BaseAnimatingOverlay
```
{
bcc_localdata: DT_BCCLocalPlayerExclusive,
m_weaponGettingSwitchedOut: DataTable,
m_showActiveWeapon3p: DataTable,
m_vecViewOffset.x: Float,
m_vecViewOffset.y: Float,
m_vecViewOffset.z: Float,
m_cloakEndTime: Float,
m_cloakFadeInEndTime: Time,
m_cloakFadeOutStartTime: Float,
m_cloakFadeInDuration: Float,
m_cloakFlickerAmount: Float,
m_cloakFlickerEndTime: Time,
m_networkedFlags: Int,
m_deathVelocity: Vector,
m_minimapData: DT_MinimapBaseEntityData,
m_nameVisibilityFlags: Int,
m_lastFiredTime: Time,
m_lastFiredWeapon: Int,
m_raiseFromMeleeEndTime: Time,
m_sharedEnergyCount: Int,
m_sharedEnergyTotal: Int,
m_sharedEnergyLockoutThreshold: Int,
m_lastSharedEnergyRegenTime: Time,
m_sharedEnergyRegenRate: Time,
m_sharedEnergyRegenDelay: Float,
m_lastSharedEnergyTakeTime: Time,
m_selectedWeapons: DataTable,
m_latestPrimaryWeapons: DataTable,
m_latestPrimaryWeaponsIndexZeroOrOne: DataTable,
m_latestNonOffhandWeapons: DataTable,
m_lastCycleSlot: Int,
m_weaponPermission: Int,
m_weaponDelayEnableTime: Time,
m_weaponDisabledInScript: Int,
m_weaponDisabledFlags: Int,
m_weaponTypeDisabledFlags: Int,
m_weaponTypeDisabledRefCount: DataTable,
m_weaponAmmoRegenDisabled: Int,
m_weaponAmmoRegenDisabledRefCount: Int,
m_hudInfo_visibilityTestAlwaysPasses: Int,
m_contextAction: Int,
m_phaseShiftTimeStart: Time,
m_phaseShiftTimeEnd: Time,
m_targetInfoIconName: String,
}
```
class DT_BaseEntity
```
{
movetype: Int,
movecollide: Int,
predictable_id: DT_PredictableId,
HighlightSettings: DT_HighlightSettings,
moveparent: Int,
m_parentAttachmentIndex: Int,
m_fEffects: Int,
m_usableType: Int,
m_cellX: Int,
m_cellY: Int,
m_clrRender: Int,
m_cellZ: Int,
m_clIntensity: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_bossPlayer: Int,
m_shieldHealth: Int,
m_shieldHealthMax: Int,
m_networkedFlags: Int,
m_visibilityFlags: Int,
m_iTeamNum: Int,
m_teamMemberIndex: Int,
m_squadID: Int,
m_grade: Int,
m_ignorePredictedTriggerFlags: Int,
m_passThroughFlags: Int,
m_passThroughThickness: Int,
m_passThroughDirection: Float,
m_bIsSoundCodeControllerValueSet: Int,
m_flSoundCodeControllerValue: Float,
m_localAngles: Vector,
m_hOwnerEntity: Int,
m_bRenderWithViewModels: Int,
m_nRenderFX: Int,
m_nRenderMode: Int,
m_Collision: DT_CollisionProperty,
m_CollisionGroup: Int,
m_contents: Int,
m_collideWithOwner: Int,
m_iSignifierName: String,
m_iName: String,
m_scriptNameIndex: Int,
m_instanceNameIndex: Int,
m_holdUsePrompt: String,
m_pressUsePrompt: String,
m_phaseShiftFlags: Int,
m_baseTakeDamage: Int,
m_invulnerableToDamageCount: Int,
m_attachmentLerpStartTime: Time,
m_attachmentLerpEndTime: Time,
m_attachmentLerpStartOrigin: Vector,
m_attachmentLerpStartAngles: Vector,
m_parentAttachmentModel: Int,
m_fadeDist: Float,
m_dissolveEffectEntityHandle: Int,
m_usablePriority: Int,
m_usableDistanceOverride: Float,
m_usableFOV: Float,
m_usePromptSize: Float,
m_spottedByTeams: DataTable,
m_firstChildEntityLink: Int,
m_firstParentEntityLink: Int,
m_realmsBitMask: BitMask,
}
```
class DT_BaseGrenade extends DT_Projectile
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_cloakEndTime: Float,
m_cloakFadeInEndTime: Time,
m_cloakFadeOutStartTime: Float,
m_cloakFadeInDuration: Float,
m_cloakFlickerAmount: Float,
m_cloakFlickerEndTime: Time,
m_baseTakeDamage: Int,
m_invulnerableToDamageCount: Int,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
m_doesExplode: Int,
m_DmgRadius: Float,
m_grenadeStatusFlags: Int,
m_ziplineGrenadeExpectedEndPosition: Vector,
}
```
class DT_BaseViewModel
```
{
overlay_vars: DT_OverlayVars,
m_animStartTime: Time,
m_animOverlayIsActive: DataTable,
m_animStartCycle: Float,
m_animPlaybackRate: Float,
m_animFrozen: Int,
m_animOverlayStartTime: DataTable,
m_animModelIndex: Int,
m_animSequence: Int,
m_nNewSequenceParity: Int,
m_animOverlayStartCycle: DataTable,
m_fEffects: Int,
m_clrRender: Int,
m_animOverlayPlaybackRate: DataTable,
m_nModelIndex: Int,
m_animOverlayModelIndex: DataTable,
m_animOverlaySequence: DataTable,
m_animOverlayWeight: DataTable,
m_animOverlayOrder: DataTable,
m_animOverlayAnimTime: DataTable,
m_animOverlayFadeInDuration: DataTable,
m_animOverlayFadeOutDuration: DataTable,
m_nRenderMode: Int,
m_nBody: Int,
m_nResetEventsParity: Int,
m_bSequenceFinished: Int,
m_flModelScale: Float,
m_overlayEventParity: DataTable,
m_viewModelOwner: Int,
m_projectileIsVisible: Int,
m_bBlockEventLayer: Int,
m_isAdsTransition: Int,
m_hWeapon: Int,
m_tracerAttachments: DataTable,
m_tracerAttachmentsScoped: DataTable,
}
```
class DT_BoneFollower
```
{
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_networkedFlags: Int,
m_localAngles: Vector,
m_hOwnerEntity: Int,
m_Collision: DT_CollisionProperty,
m_CollisionGroup: Int,
m_modelIndex: Int,
m_boneIndex: Int,
}
```
class DT_BreakableSurface extends DT_BaseEntity
```
{
m_nNumWide: Int,
m_nNumHigh: Int,
m_flPanelWidth: Float,
m_flPanelHeight: Float,
m_vNormal: Vector,
m_vUp: Vector,
m_vCorner: Vector,
m_bIsBroken: Int,
m_nSurfaceType: Int,
m_RawPanelBitVec: DataTable,
}
```
class DT_CPropDoor
```
{
HighlightSettings: DT_HighlightSettings,
m_fEffects: Int,
m_usableType: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_networkedFlags: Int,
m_localAngles: Vector,
m_nSkin: Int,
m_skinMod: Int,
m_closedAngle: Float,
m_angle: Float,
m_startAngle: Float,
m_startAngleVel: Float,
m_startMoveTime: Time,
m_isLocked: Int,
m_isFrozen: Int,
m_oppositeDoor: Int,
m_interactingPlayer: Int,
m_interactingPlayerWantsOpen: Int,
}
```
class DT_CascadeLight extends DT_BaseEntity
```
{
m_shadowDirection: Vector,
m_envLightShadowDirection: Vector,
m_bEnabled: Int,
m_bEnableShadows: Int,
m_LightColor: Int,
m_cloudMaskName: String,
m_cloudOffset: Vector,
m_cloudScale: Float,
}
```
class DT_CollisionProperty
```
{
m_vecMins: Vector,
m_vecMaxs: Vector,
m_usSolidFlags: Int,
m_nSolidType: Int,
m_triggerBloat: Int,
m_collisionDetailLevel: Int,
m_nSurroundType: Int,
m_vecSpecifiedSurroundingMins: Vector,
m_vecSpecifiedSurroundingMaxs: Vector,
}
```
class DT_ColorCorrection extends DT_BaseEntity
```
{
m_hOwnerEntity: Int,
m_localOrigin: Vector,
m_MinFalloff: Float,
m_MaxFalloff: Float,
m_flFadeInDuration: Float,
m_flFadeOutDuration: Float,
m_flMaxWeight: Float,
m_flCurWeight: Float,
m_netLookupFilename: String,
m_bEnabled: Int,
m_bMaster: Int,
m_bClientSide: Int,
m_bExclusive: Int,
}
```
class DT_CurrentData_LocalPlayer
```
{
m_viewConeAngleMin: Vector,
m_viewConeAngleMax: Vector,
m_stepSmoothingOffset: Vector,
m_duckTransitionRemainderMsec: Int,
m_vecPunchBase_Angle: Vector,
m_vecPunchBase_AngleVel: Vector,
m_vecPunchWeapon_Angle: Vector,
m_vecPunchWeapon_AngleVel: Vector,
m_shieldChangeAmountPerSource: DataTable,
m_pushedFixedPointOffset: DataTable,
m_pushedFixedPointOffsetReplayCompensated: DataTable,
m_localGravityRotation: Rotation,
}
```
class DT_CurrentData_Player
```
{
m_flHullHeight: Float,
m_angEyeAngles.x: Float,
m_angEyeAngles.y: Float,
m_traversalAnimProgress: Float,
m_sprintTiltFrac: Float,
m_ammoPoolCount: DataTable,
}
```
class DT_DoorMover
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_fEffects: Int,
m_usableType: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_vecAngVelocity: Vector,
m_networkedFlags: Int,
m_vecVelocity: Vector,
m_localAngles: Vector,
m_Collision: DT_CollisionProperty,
m_CollisionGroup: Int,
m_iSignifierName: String,
m_scriptNameIndex: Int,
m_holdUsePrompt: String,
m_pressUsePrompt: String,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
m_fadeDist: Float,
m_usablePriority: Int,
m_usableDistanceOverride: Float,
m_usableFOV: Float,
m_usePromptSize: Float,
m_doorFlags: Int,
}
```
class DT_DynamicLight extends DT_BaseEntity
```
{
m_Flags: Int,
m_LightStyle: Int,
m_Radius: Float,
m_Exponent: Int,
m_InnerAngle: Float,
m_OuterAngle: Float,
m_SpotRadius: Float,
}
```
class DT_DynamicProp extends DT_BreakableProp
```
{
m_iTeamNum: Int,
m_lifeState: Int,
m_bUseHitboxesForRenderBox: Int,
m_bAnimateInStaticShadow: Int,
m_wantsScopeHighlight: Int,
}
```
class DT_DynamicPropLightweight
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_fEffects: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_networkedFlags: Int,
m_visibilityFlags: Int,
m_localAngles: Vector,
m_Collision: DT_CollisionProperty,
m_CollisionGroup: Int,
m_parentAttachmentModel: Int,
m_fadeDist: Float,
m_nSkin: Int,
m_skinMod: Int,
}
```
class DT_EffectData
```
{
m_vOrigin.x: Float,
m_vOrigin.y: Float,
m_vOrigin.z: Float,
m_vStart.x: Float,
m_vStart.y: Float,
m_vStart.z: Float,
m_vNormal: Vector,
m_vAngles: Vector,
m_effectFlags: Int,
m_effectEntHandle: Int,
m_otherEntHandle: Int,
m_flScale: Float,
m_flMagnitude: Float,
m_flRadius: Float,
m_nAttachmentIndex: Int,
m_attachmentIndexForViewmodel: Int,
m_nSurfaceProp: Int,
m_nDamageType: Int,
m_nOtherEntIndex: Int,
m_sharedInt32_A: Int,
m_sharedInt32_B: Int,
m_iImpactEffectTableIndex: Int,
m_nColor: Int,
m_persistentWeaponEffect: Int,
m_iEffectName: Int,
}
```
class DT_EntityDissolve extends DT_BaseEntity
```
{
m_flStartTime: Time,
m_flFadeStart: Float,
m_flFadeLength: Float,
m_nDissolveType: Int,
m_isLethal: Int,
}
```
class DT_EntityLinkPage
```
{
pageIndex: Int,
next: DataTable,
entity: DataTable,
}
```
class DT_EnvWindShared
```
{
m_flStartTime: Time,
m_iWindSeed: Int,
m_iMinWind: Int,
m_iMaxWind: Int,
m_iMinGust: Int,
m_iMaxGust: Int,
m_flMinGustDelay: Float,
m_flMaxGustDelay: Float,
m_flGustDuration: Float,
m_iGustDirChange: Int,
m_iInitialWindDir: Int,
m_flInitialWindSpeed: Float,
}
```
class DT_FuncBrushLightweight
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_networkedFlags: Int,
m_visibilityFlags: Int,
m_localAngles: Vector,
m_Collision: DT_CollisionProperty,
m_CollisionGroup: Int,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
}
```
class DT_GlobalNonRewinding
```
{
m_playerObserver: DataTable,
m_playerMiscData: DataTable,
}
```
class DT_GrappleData
```
{
m_grapplePoints: Array,
m_grappleVel: Vector,
m_grapplePoints[0]: Vector,
m_grapplePointCount: Int,
m_grappleAttached: Int,
m_grapplePulling: Int,
m_grappleSwinging: Int,
m_grappleRetracting: Int,
m_grappleForcedRetracting: Int,
m_grappleGracePeriodFinished: Int,
m_grappleUsedPower: Float,
m_grappleActivateTime: Time,
m_grapplePullTime: Time,
m_grappleAttachTime: Time,
m_grappleDetachTime: Time,
m_grappleMeleeTarget: Int,
m_grappleAutoAimTarget: Int,
m_grappleHasGoodVelocity: Int,
m_grappleLastGoodVelocityTime: Time,
m_grappleSwingDetachLowSpeed: Float,
m_grappleSwingHoldTime: Time,
}
```
class DT_GrappleHook
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_visibilityFlags: Int,
m_localAngles: Vector,
m_hOwnerEntity: Int,
m_parentAttachmentHitbox: Int,
m_realmsBitMask: BitMask,
m_grappleZipline: Int,
}
```
class DT_HardPointEntity
```
{
m_localOrigin: Vector,
m_iTeamNum: Int,
m_minimapData: DT_MinimapBaseEntityData,
m_state: Int,
m_estimatedCaptureTime: Float,
m_progressRefPoint: Float,
m_teamMilitiaAICount: Int,
m_teamIMCAICount: Int,
m_teamMilitiaPlayerCount: Int,
m_teamIMCPlayerCount: Int,
m_teamMilitiaPlayerTitanCount: Int,
m_teamIMCPlayerTitanCount: Int,
m_hardpointID: Int,
m_terminal: Int,
}
```
class DT_HighlightSettings
```
{
m_highlightParams: DataTable,
m_highlightFunctionBits: DataTable,
m_highlightTeamBits: DataTable,
m_highlightServerFadeBases: DataTable,
m_highlightServerFadeStartTimes: DataTable,
m_highlightServerFadeEndTimes: DataTable,
m_highlightServerContextID: Int,
}
```
class DT_ImportantOnEntSound extends DT_BaseEntity
```
{
m_networkTableSoundID: Int,
m_hAttachedToEntity: Int,
m_beginTime: Time,
m_hSuppressedClient: Int,
m_milesSignal: Int,
}
```
class DT_InfoPlacementHelper
```
{
m_localOrigin: Vector,
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_localAngles: Vector,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
}
```
class DT_InfoTarget
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_iTeamNum: Int,
m_bIsSoundCodeControllerValueSet: Int,
m_flSoundCodeControllerValue: Float,
m_localAngles: Vector,
m_hOwnerEntity: Int,
m_iSignifierName: String,
m_iName: String,
m_scriptNameIndex: Int,
m_instanceNameIndex: Int,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
m_firstChildEntityLink: Int,
m_firstParentEntityLink: Int,
}
```
class DT_Local
```
{
m_airMoveBlockPlanes: Array,
m_iHideHUD: Int,
m_superJumpsUsed: Int,
m_jumpedOffRodeo: Int,
m_jumpPressTime: Time,
m_prevJumpPressTime: Time,
m_jetpackActivateTime: Time,
m_jetpackDeactivateTime: Time,
m_flSuitPower: Float,
m_flSuitJumpPower: Float,
m_flSuitGrapplePower: Float,
m_flFallVelocity: Float,
m_flStepSize: Float,
m_airSlowMoFrac: Float,
predictableFlags: Int,
m_bitsActiveDevices: Int,
m_forceStance: Int,
m_duckToggleOn: Int,
m_bDrawViewmodel: Int,
m_bAllowAutoMovement: Int,
m_accelScale: Float,
m_powerRegenRateScale: Float,
m_dodgePowerDelayScale: Float,
m_hSkyCamera: Int,
m_skybox3d.scale: Int,
m_skybox3d.useWorldFog: Int,
m_skybox3d.fog.botAlt: Float,
m_skybox3d.fog.topAlt: Float,
m_skybox3d.fog.halfDistBot: Float,
m_skybox3d.fog.halfDistTop: Float,
m_skybox3d.fog.distColorStr: Float,
m_skybox3d.fog.dirColorStr: Float,
m_skybox3d.fog.distOffset: Float,
m_skybox3d.fog.densityScale: Float,
m_skybox3d.fog.halfAngleDeg: Float,
m_skybox3d.fog.HDRColorScale: Float,
m_skybox3d.fog.distColor: Int,
m_skybox3d.fog.dirColor: Int,
m_skybox3d.fog.direction: Vector,
m_skybox3d.fog.enable: Int,
m_audio.localSound[0]: Vector,
m_audio.localSound[1]: Vector,
m_audio.localSound[2]: Vector,
m_audio.localSound[3]: Vector,
m_audio.localSound[4]: Vector,
m_audio.localSound[5]: Vector,
m_audio.localSound[6]: Vector,
m_audio.localSound[7]: Vector,
m_audio.soundscapeIndex: Int,
m_audio.localBits: Int,
m_audio.entIndex: Int,
m_animNearZ: Float,
lastAttacker: Int,
attackedCount: Int,
m_airMoveBlockPlanes[0]: Vector,
m_airMoveBlockPlaneTime: Time,
m_airMoveBlockPlaneCount: Int,
m_queuedMeleePressTime: Time,
m_queuedGrappleMeleeTime: Time,
m_disableMeleeUntilRelease: Int,
m_meleePressTime: Time,
m_meleeDisabledCounter: Int,
m_meleeInputIndex: Int,
m_trackedChildProjectileCount: Int,
m_oneHandedWeaponUsage: Int,
m_flCockpitEntryTime: Time,
m_ejectStartTime: Time,
m_disembarkStartTime: Time,
m_hotDropImpactTime: Time,
m_outOfBoundsDeadTime: Time,
m_objectiveIndex: Int,
m_objectiveEntity: Int,
m_objectiveEndTime: Time,
m_cinematicEventFlags: Int,
m_forcedDialogueOnly: Int,
m_titanBuildTime: Time,
m_titanBubbleShieldTime: Time,
m_titanEmbarkEnabled: Int,
m_titanDisembarkEnabled: Int,
m_voicePackIndex: Int,
m_playerAnimStationaryGoalFeetYaw: Float,
m_playerAnimJumping: Int,
m_playerAnimJumpStartTime: Time,
m_playerAnimFirstJumpFrame: Int,
m_playerAnimDodging: Int,
m_playerAnimJumpActivity: Int,
m_playerAnimLanding: Int,
m_playerAnimShouldLand: Int,
m_playerAnimLandStartTime: Time,
m_playerAnimInAirWalk: Int,
m_playerAnimPrevFrameSequenceMotionYaw: Float,
m_playerAnimMeleeParity: Int,
m_playerAnimMeleeStartTime: Time,
m_playerLocalGravityBlendStartRotation: Rotation,
m_playerLocalGravityBlendEndRotation: Rotation,
m_playerLocalGravityBlendEndDirection: Vector,
m_playerLocalGravityBlendStartTime: Time,
m_playerLocalGravityBlendEndTime: Time,
m_playerLocalGravityBlendStrength: Float,
m_playerLocalGravityStrength: Float,
m_playerLocalGravityType: Int,
m_playerLocalGravityPoint: Vector,
m_playerLocalGravityLineStart: Vector,
m_playerLocalGravityLineEnd: Vector,
m_playerLocalGravityEntity: Int,
m_playerLocalGravityLineStartEntity: Int,
m_playerLocalGravityLineEndEntity: Int,
m_playerFloatLookStartTime: Time,
m_playerFloatLookEndTime: Time,
m_wallrunLatestFloorHeight: Float,
m_wallrunFromJetpack: Int,
m_groundNormal: Vector,
m_continuousUseBlocked: Int,
m_useEnt: Int,
}
```
class DT_LocalPlayerExclusive
```
{
NearbyPushers: DT_NearbyPushers,
m_localOrigin: VectorXY,
m_localOrigin.z: Float,
m_vecAbsVelocity: Vector,
m_vecBaseVelocity: Vector,
m_vecVelocity.x: Float,
m_vecVelocity.y: Float,
m_vecVelocity.z: Float,
m_flFriction: Float,
m_tethers: DataTable,
m_lastUCmdSimulationTicks: Cycle,
m_lastUCmdSimulationRemainderTime: Float,
m_Local: DT_Local,
m_currentFrameLocalPlayer: DT_CurrentData_LocalPlayer,
m_modInventory: DataTable,
m_consumableInventory: DataTable,
m_fStickySprintMinTime: Float,
m_sprintStartedTime: Time,
m_sprintStartedFrac: Float,
m_sprintEndedTime: Time,
m_sprintEndedFrac: Float,
m_stickySprintStartTime: Time,
m_upDirPredicted: Vector,
m_lastWallRunStartPos: Vector,
m_wallrunFrictionScale: Float,
m_groundFrictionScale: Float,
m_traversalBegin: Vector,
m_traversalMid: Vector,
m_traversalEnd: Vector,
m_traversalMidFrac: Float,
m_traversalForwardDir: Vector,
m_traversalProgress: Float,
m_traversalStartTime: Time,
m_traversalHandAppearTime: Time,
m_traversalReleaseTime: Time,
m_traversalBlendOutStartTime: Time,
m_traversalBlendOutStartOffset: Vector,
m_wallDangleJumpOffTime: Time,
m_wallDangleMayHangHere: Int,
m_wallDangleForceFallOff: Int,
m_wallDangleLastPushedForward: Int,
m_wallDangleDisableWeapon: Int,
m_gravityLiftActive: Int,
m_gravityLiftEnterTime: Float,
m_gravityLiftEjectTime: Float,
m_gravityLiftHoverTime: Float,
m_blackholeActive: Int,
m_slowMoEnabled: Int,
m_sliding: Int,
m_slideLongJumpAllowed: Int,
m_bIsStickySprinting: Int,
m_prevMoveYaw: Float,
m_sprintTiltVel: Float,
m_sprintTiltPoseParameter: Int,
m_sprintFracPoseParameter: Int,
m_ziplineAllowed: Int,
m_lastZipline: Int,
m_lastZiplineDetachTime: Time,
m_zipline: DT_PlayerZipline,
m_ziplineViewOffsetPosition: Vector,
m_ziplineViewOffsetVelocity: Vector,
m_ziplineGrenadeEntity: Int,
m_sameZiplineCooldownTime: Float,
m_highSpeedViewmodelAnims: Int,
m_playAnimationType: Int,
m_detachGrappleOnPlayAnimationEnd: Int,
m_playAnimationNext: DataTable,
m_playAnimationEntityBlocker: Int,
m_playAnimationEntityBlockerDucking: Int,
m_boosting: Int,
m_activateBoost: Int,
m_repeatedBoost: Int,
m_boostMeter: Float,
m_jetpack: Int,
m_activateJetpack: Int,
m_jetpackAfterburner: Int,
m_gliding: Int,
m_glideMeter: Float,
m_glideRechargeDelayAccumulator: Float,
m_hovering: Int,
m_lastJumpHeight: Float,
m_touchingUpdraftTriggers: DataTable,
m_touchingUpdraftTriggersCount: Int,
m_touchingSlipTriggers: DataTable,
m_touchingSlipTriggersCount: Int,
m_slipAirRestrictDirection: Vector,
m_slipAirRestrictTime: Time,
m_replayImportantSounds_networkTableSoundID: DataTable,
m_replayImportantSounds_beginTime: DataTable,
m_viewConeActive: Int,
m_viewConeParented: Int,
m_viewConeParity: Int,
m_hConstraintEntity: Int,
m_vecConstraintCenter: Vector,
m_flConstraintRadius: Float,
m_flConstraintWidth: Float,
m_flConstraintSpeedFactor: Float,
m_bConstraintPastRadius: Int,
m_iObserverMode: Int,
m_hObserverTarget: Int,
m_observerModeStaticPosition: Vector,
m_observerModeStaticAngles: Vector,
m_observerModeStaticFOVOverride: Float,
m_lastKillTime: Time,
m_wallRunStartTime: Time,
m_wallRunClearTime: Time,
m_dodging: Int,
m_dodgingInAir: Int,
m_airSpeed: Float,
m_airAcceleration: Float,
m_firstPersonProxy: Int,
m_predictedFirstPersonProxy: Int,
m_hardpointEntity: Int,
m_petTitanMode: Int,
m_hThirdPersonEnt: Int,
m_thirdPersonShoulderView: Int,
m_thirdPerson: DT_ThirdPersonView,
m_playerLookTargetEntity: Int,
m_playerLookTargetOffset: Vector,
m_viewConeLerpTime: Float,
m_flLaggedMovementValue: Float,
m_lastMoveInputTime: Time,
m_ignoreEntityForMovementUntilNotTouching: Int,
m_lungeTargetEntity: Int,
m_isLungingToPosition: Int,
m_lungeTargetPosition: Vector,
m_lungeStartPositionOffset: Vector,
m_lungeEndPositionOffset: Vector,
m_lungeStartTime: Time,
m_lungeEndTime: Time,
m_lungeCanFly: Int,
m_lungeLockPitch: Int,
m_lungeStartPitch: Float,
m_lungeSmoothTime: Float,
m_lungeMaxTime: Float,
m_lungeMaxEndSpeed: Float,
m_nearbyPusherCount: Int,
m_prepClimbPusher: Int,
m_pushAwayFromTopAcceleration: Vector,
m_minimapTargetZoomScale: Float,
m_minimapTargetLerpTime: Time,
m_playerScriptNetDataExclusive: Int,
m_pingOffset: Float,
m_skydiveForwardPoseValueVelocity: Float,
m_skydiveForwardPoseValueCurrent: Float,
m_skydiveSidePoseValueVelocity: Float,
m_skydiveSidePoseValueCurrent: Float,
m_skydiveYawVelocity: Float,
m_skydiveIsNearLeviathan: Int,
m_skydiveStartTime: Time,
m_skydiveEndTime: Time,
m_skydiveAnticipateStartTime: Time,
m_skydiveAnticipateEndTime: Time,
m_skydiveDistanceToLand: Float,
m_skydiveFreelookEnabled: Int,
m_skydiveFreelookLockedAngle: Vector,
m_skydiveFollowing: Int,
m_skydiveUnfollowVelocity: Vector,
m_skydiveLeviathanHitPosition: Vector,
m_skydiveLeviathanHitNormal: Vector,
m_skydiveSlipVelocity: Vector,
m_skydiveFromUpdraft: Int,
m_skywardDeployStartPos: Vector,
m_skywardDeployEndTime: Float,
m_skywardDeploySpeed: Float,
m_skywardOffsetSpeed: Float,
m_twitchRewardBits: BitMask,
m_twitchDropsInitialized: Int,
m_twitchDropsBits: BitMask,
m_playerKnockBacks: DataTable,
m_updraftCount: Int,
m_updraftStage: Int,
m_updraftEnterTime: Time,
m_updraftLeaveTime: Time,
m_updraftMinShakeActivationHeight: Float,
m_updraftMaxShakeActivationHeight: Float,
m_updraftLiftActivationHeight: Float,
m_updraftLiftSpeed: Float,
m_updraftLiftAcceleration: Float,
m_updraftLiftExitDuration: Float,
m_updraftSlowTime: Time,
m_armsModelIndex: Int,
m_deathFieldIndex: Int,
}
```
class DT_LootGrabber extends DT_DynamicProp
```
{
m_minimapData: DT_MinimapBaseEntityData,
m_impactEffectColorID: Int,
m_lootBeingGrabbed: Int,
m_lootGrabDist: Float,
}
```
class DT_MinimapBaseEntityData
```
{
visibilityDefaultFlag: DataTable,
visibilityShowFlag: DataTable,
flags: Int,
zOrder: Int,
customState: Int,
objectScale: Float,
}
```
class DT_MovieDisplay extends DT_BaseEntity
```
{
m_bEnabled: Int,
m_bLooping: Int,
m_szMovieFilename: String,
m_szGroupName: String,
m_szExternalAudioFilename: String,
m_bStretchToFill: Int,
m_bLetterbox: Int,
m_bPausesWithClient: Int,
m_bForcedSlave: Int,
m_bUseCustomUVs: Int,
m_flUMin: Float,
m_flUMax: Float,
m_flVMin: Float,
m_flVMax: Float,
}
```
class DT_NPC_SentryTurret extends DT_AI_BaseNPC
```
{
m_turretState: Int,
m_killCount: Int,
m_titanKillCount: Int,
m_eyeAttach: Int,
m_controlPanel: Int,
}
```
class DT_NPC_Titan extends DT_AI_BaseNPC
```
{
m_decalIndex: Int,
m_inventory: DT_WeaponInventory,
m_selectedOffhands: DataTable,
m_titanSoul: Int,
m_grappleHook: Int,
m_grapple: DT_GrappleData,
m_grappleActive: Int,
m_canStand: Int,
}
```
class DT_NearbyPushers
```
{
m_nearbyPushers: DataTable,
}
```
class DT_OverlayVars
```
{
m_AnimOverlay: DataTable,
m_AnimOverlayCount: Int,
}
```
class DT_ParticleSystem
```
{
m_localOrigin: Vector,
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_fEffects: Int,
m_visibilityFlags: Int,
m_iTeamNum: Int,
m_localAngles: Vector,
m_hOwnerEntity: Int,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
m_realmsBitMask: BitMask,
m_iEffectIndex: Int,
m_nStopType: Int,
m_bActive: Int,
m_bForceRenderAlways: Int,
m_flStartTime: Time,
m_bInSkybox: Int,
m_killForReplay: Int,
m_killIfOverLimit: Int,
m_vServerControlPoints: DataTable,
m_hControlPointEnts: DataTable,
m_controlPointAttachTypes: DataTable,
m_controlPoint1AttachmentIndex: Int,
m_vServerControlPointColorIds: DataTable,
m_parentAttachType: Int,
}
```
class DT_PhysicsProp extends DT_BreakableProp
```
{
m_spawnflags: Int,
m_bAwake: Int,
m_ignoresCollisionWithCombatCharacters: Int,
m_isRolling: Int,
m_networkTableRollSoundId: Int,
m_iPhysicsMode: Int,
m_fMass: Float,
m_collisionMins: Vector,
m_collisionMaxs: Vector,
}
```
class DT_Player extends DT_BaseCombatCharacter
```
{
localdata: DT_LocalPlayerExclusive,
teamshareddata: DT_PlayerTeamShared,
connectionQualityIndex: DT_ConnectionQualityIndex,
m_passives: Array,
portalnonlocaldata: DT_PortalNonLocalPlayerExclusive,
m_vecAbsOrigin: Vector,
isLocalOriginLocal: Int,
m_fFlags: Int,
m_hGroundEntity: Int,
m_iHealth: Int,
m_flMaxspeed: Float,
m_jumpPadDebounceExpireTime: Time,
m_iMaxHealth: Int,
m_lifeState: Int,
m_decalIndex: Int,
m_overlayEventParity: DataTable,
m_inventory: DT_WeaponInventory,
m_selectedOffhands: DataTable,
m_selectedOffhandsPendingHybridAction: DataTable,
m_titanSoul: Int,
m_bZooming: Int,
m_zoomToggleOnStartTime: Time,
m_zoomBaseFrac: Float,
m_zoomBaseTime: Time,
m_zoomFullStartTime: Time,
m_currentFramePlayer: DT_CurrentData_Player,
pl: DT_PlayerState,
m_ammoPoolCapacity: Int,
m_hasBadReputation: Int,
m_happyHourActive: Int,
m_hardwareIcon: String,
m_hardware: Int,
m_unspoofedHardware: Int,
m_platformUserId: BitMask,
m_unSpoofedPlatformUserId: BitMask,
m_EadpUserId: BitMask,
m_crossPlayChat: Int,
m_crossPlayChatFriends: Int,
m_classModsActive: BitMask,
m_passives[ 0 ]: BitMask,
m_bleedoutState: Int,
m_bleedoutStartTime: Float,
m_statusEffectsTimedPlayerNV: DataTable,
m_statusEffectsEndlessPlayerNV: DataTable,
m_damageComboLatestUpdateTime: Time,
m_damageComboStartHealth: Int,
m_gestureSequences: DataTable,
m_gestureStartTimes: DataTable,
m_gestureBlendInDuration: DataTable,
m_gestureBlendOutDuration: DataTable,
m_gestureFadeOutStartTime: DataTable,
m_gestureFadeOutDuration: DataTable,
m_gestureAutoKillBitfield: Int,
m_autoSprintForced: Int,
m_fIsSprinting: Int,
m_playerSettingForStickySprintForward: Int,
m_lastSprintPressTime: Time,
m_stickySprintForwardEnableTime: Time,
m_stickySprintForwardDisableTime: Time,
m_damageImpulseNoDecelEndTime: Time,
m_playerVehicles: DataTable,
m_playerVehicleCount: Int,
m_playerVehicleDriven: Int,
m_playerVehicleUseTime: Time,
m_duckState: Int,
m_leanState: Int,
m_canStand: Int,
m_StandHullMin: Vector,
m_StandHullMax: Vector,
m_DuckHullMin: Vector,
m_DuckHullMax: Vector,
m_entitySyncingWithMe: Int,
m_upDir: Vector,
m_traversalState: Int,
m_traversalType: Int,
m_traversalForwardDir: Vector,
m_traversalRefPos: Vector,
m_traversalYawDelta: Float,
m_traversalYawPoseParameter: Int,
m_wallClimbSetUp: Int,
m_wallHanging: Int,
m_grapple: DT_GrappleData,
m_grappleActive: Int,
m_turret: Int,
m_hViewModels: DataTable,
m_viewOffsetEntity: DT_Player_ViewOffsetEntityData,
m_animViewEntity: DT_Player_AnimViewEntityData,
m_activeZipline: Int,
m_ziplineValid3pWeaponLayerAnim: Int,
m_ziplineState: Int,
m_ziplineGrenadeBeginStationEntity: Int,
m_ziplineGrenadeBeginStationAttachmentIndex: Int,
m_isPerformingBoostAction: Int,
m_lastJumpPadTouched: Int,
m_launchCount: Int,
m_melee: DT_PlayerMelee_PlayerData,
m_useCredit: Int,
m_playerFlags: Int,
m_hasMic: Int,
m_inPartyChat: Int,
m_playerMoveSpeedScale: Float,
m_bShouldDrawPlayerWhileUsingViewEntity: Int,
m_iSpawnParity: Int,
m_flDeathTime: Time,
m_lastDodgeTime: Time,
m_timeJetpackHeightActivateCheckPassed: Time,
m_grappleHook: Int,
m_petTitan: Int,
m_xp: Int,
m_skill_mu: Float,
m_bHasMatchAdminRole: Int,
m_ubEFNoInterpParity: Int,
m_hColorCorrectionCtrl: Int,
m_title: String,
m_Shared: DT_PlayerShared,
m_pilotClassIndex: Int,
m_pilotClassActivityModifier: Int,
m_playerScriptNetDataGlobal: Int,
m_helmetType: Int,
m_armorType: Int,
m_controllerModeActive: Int,
m_skydiveForwardPoseValueTarget: Float,
m_skydiveSidePoseValueTarget: Float,
m_skydiveState: Int,
m_skydiveDiveAngle: Float,
m_skydiveIsDiving: Int,
m_skydiveSpeed: Float,
m_skydiveStrafeAngle: Float,
m_skydivePlayerPitch: Float,
m_skydivePlayerYaw: Float,
m_skydiveFromSkywardLaunch: Int,
m_skywardLaunchState: Int,
m_skywardLaunchSlowStartTime: Float,
m_skywardLaunchSlowEndTime: Float,
m_skywardLaunchFastEndTime: Float,
m_skywardLaunchEndTime: Float,
m_skywardLaunchSlowSpeed: Float,
m_skywardLaunchFastSpeed: Float,
m_skywardOffset: Vector,
m_skywardLaunchInterrupted: Int,
m_skywardLaunchFollowing: Int,
}
```
class DT_PlayerDecoy extends DT_BaseAnimating
```
{
m_cloakEndTime: Float,
m_cloakFadeInEndTime: Time,
m_cloakFadeOutStartTime: Float,
m_cloakFadeInDuration: Float,
m_cloakFlickerAmount: Float,
m_cloakFlickerEndTime: Time,
m_iHealth: Int,
m_iMaxHealth: Int,
m_nameVisibilityFlags: Int,
m_currentState: Int,
m_decoyFlags: Int,
m_lastPulseTime: Time,
m_currentClass: BitMask,
m_classModsActive: BitMask,
m_decoyVelocity: Vector,
}
```
class DT_PlayerMelee_PlayerData
```
{
meleeAttackParity: Int,
attackActive: Int,
attackRecoveryShouldBeQuick: Int,
isSprintAttack: Int,
attackStartTime: Time,
attackHitEntity: Int,
attackHitEntityTime: Time,
attackLastHitNonWorldEntity: Time,
scriptedState: Int,
pendingMeleePress: Int,
lungeBoost: Vector,
}
```
class DT_PlayerTasklist extends DT_BaseEntity
```
{
m_notifyTime: Time,
m_customInt: Int,
m_taskStatus: DataTable,
m_taskType: DataTable,
m_taskCountGoal: DataTable,
m_taskCountNow: DataTable,
m_taskFlags: DataTable,
m_taskGameTimes: DataTable,
m_taskInts: DataTable,
m_taskFloats: DataTable,
m_taskEnts: DataTable,
m_taskStringA: String,
m_taskStringB: String,
m_taskStringC: String,
m_taskStringD: String,
m_taskStringE: String,
m_taskStringF: String,
m_taskStringG: String,
m_taskStringH: String,
m_taskStringI: String,
m_taskStringJ: String,
m_taskStringK: String,
m_taskStringL: String,
m_taskStringM: String,
}
```
class DT_PlayerTeamShared
```
{
m_healResources_healthTarget: Int,
m_lastTimeDamagedByOtherPlayer: Time,
m_lastTimeDamagedByNPC: Time,
m_lastTimeDidDamageToOtherPlayer: Time,
m_lastTimeDidDamageToNPC: Time,
}
```
class DT_PlayerVehicle extends DT_BaseAnimatingOverlay
```
{
vehicledriverdata: DT_VehicleDriverExclusive,
vehiclenondriverdata: DT_VehicleNonDriverExclusive,
m_vehiclePlayers: Array,
m_vecViewOffset.x: Float,
m_vecViewOffset.y: Float,
m_vecViewOffset.z: Float,
m_iHealth: Int,
m_localAngles: Vector,
m_iMaxHealth: Int,
m_vehicleDriver: Int,
m_driverActivationTime: Time,
m_driverDeactivationTime: Time,
m_vehiclePlayers[0]: Int,
m_vehiclePlayerCount: Int,
m_vehicleActivated: Int,
m_blockDuckInput: Int,
m_vehicleFlags: Int,
m_vehicleType: Int,
m_vehicleLaunchTime: Float,
m_cameraVehicleMaxDist: Float,
m_cameraVehicleMaxVertDist: Float,
m_vehicleVelocity: Vector,
m_vehicleGroundEntity: Int,
m_vehicleGroundNormal: Vector,
m_hoverVehicleIsOnGround: Int,
m_hoverVehicleLastBoostTime: Time,
m_hoverVehicleIsParked: Int,
m_hoverVehicleIsMarkedAsDrivingForward: Int,
m_hoverVehicleStunTimeEnd: Float,
m_hoverVehicleThrottle: Float,
m_hoverVehicleBanking: Float,
m_hoverVehicleFrictionLastTime: Float,
m_hoverVehicleFrictionSurfPropOther: Int,
m_hoverVehicleFrictionNormal: Vector,
m_hoverVehicleFrictionPos: Vector,
m_hoverVehicleSeats: DataTable,
m_abilityAttachmentEnts: DataTable,
m_abilityAttachmentInts: DataTable,
m_overrideVehicleAngles: Vector,
m_overrideVehicleAnglesUntilTick: Int,
m_pushingEnt: Int,
m_materialDualColorMask: Int,
}
```
class DT_PlayerWaypoint
```
{
moveparent: Int,
m_parentAttachmentIndex: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_networkedFlags: Int,
m_visibilityFlags: Int,
m_iTeamNum: Int,
m_teamMemberIndex: Int,
m_hOwnerEntity: Int,
m_iSignifierName: String,
m_parentAttachmentModel: Int,
m_realmsBitMask: BitMask,
m_waypointType: Int,
m_waypointBitfield: Int,
m_waypointEnts: DataTable,
m_waypointVectors: DataTable,
m_waypointGameTimes: DataTable,
m_waypointInts: DataTable,
m_waypointFloats: DataTable,
m_objectivePackedInt: Int,
m_waypointGroupName: String,
m_waypointGroupFlags: Int,
m_waypointCustomType: String,
m_waypointStringA: String,
m_waypointStringB: String,
m_waypointAssetA: String,
m_waypointAssetB: String,
}
```
class DT_PlayerZipline
```
{
m_ziplineReenableWeapons: Int,
m_mountingZiplineDuration: Float,
m_mountingZiplineAlpha: Float,
m_ziplineStartTime: Time,
m_ziplineEndTime: Time,
m_mountingZiplineSourcePosition: Vector,
m_mountingZiplineSourceVelocity: Vector,
m_mountingZiplineTargetPosition: Vector,
m_ziplineUsePosition: Vector,
m_slidingZiplineAlpha: Float,
m_lastMoveDir2D: Vector,
m_ziplineReverse: Int,
}
```
class DT_Player_AnimViewEntityData
```
{
animViewEntityHandle: Int,
animViewEntityAngleLerpInDuration: Float,
animViewEntityOriginLerpInDuration: Float,
animViewEntityLerpOutDuration: Float,
animViewEntityStabilizePlayerEyeAngles: Int,
animViewEntityThirdPersonCameraParity: Int,
animViewEntityThirdPersonCameraAttachment: DataTable,
animViewEntityNumThirdPersonCameraAttachments: Int,
animViewEntityThirdPersonCameraVisibilityChecks: Int,
animViewEntityDrawPlayer: Int,
fovTarget: Float,
fovSmoothTime: Float,
animViewEntityParity: Int,
}
```
class DT_PortalNonLocalPlayerExclusive
```
{
m_pusher: Int,
m_originRelativeToPusher: Vector,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: VectorXY,
m_localOrigin.z: Float,
m_sliding: Int,
}
```
class DT_PortalPointPush extends DT_BaseEntity
```
{
m_bEnabled: Int,
m_flMagnitude: Float,
m_flRadius: Float,
m_flInnerRadius: Float,
m_flConeOfInfluence: Float,
}
```
class DT_PostProcessController extends DT_BaseEntity
```
{
m_flPostProcessParameters: DataTable,
m_bMaster: Int,
}
```
class DT_PredictedAnimEventData
```
{
m_predictedAnimEventTimes: DataTable,
m_predictedAnimEventIndices: DataTable,
m_predictedAnimEventCount: Int,
m_predictedAnimEventTarget: Int,
m_predictedAnimEventSequence: Int,
m_predictedAnimEventModel: Int,
m_predictedAnimEventsReadyToFireTime: Time,
}
```
class DT_Projectile
```
{
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_networkedFlags: Int,
m_iTeamNum: Int,
m_vecVelocity: Vector,
m_localAngles: Vector,
m_hOwnerEntity: Int,
m_CollisionGroup: Int,
m_PredictableID: Int,
m_realmsBitMask: BitMask,
m_weaponDataIsSet: Int,
m_forceAdjustToGunBarrelDisabled: Int,
m_weaponClassIndex: Int,
m_destructionDistance: Float,
m_passThroughDepthTotal: Int,
m_modBitfield: Int,
m_overrideMods: Int,
m_projectileTrailIndex: Int,
m_impactEffectTable: Int,
m_reducedEffects: Int,
m_projectileCreationTimeServer: Time,
m_weaponSource: Int,
m_passThroughModCount: Int,
m_passThroughPoints: DataTable,
m_preModdedTrailEffectIndices1p: DataTable,
m_preModdedTrailEffectIndices3p: DataTable,
m_launchOrigin: Vector,
}
```
class DT_PropSurvival
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_fEffects: Int,
m_usableType: Int,
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_nModelIndex: Int,
m_networkedFlags: Int,
m_visibilityFlags: Int,
m_localAngles: Vector,
m_Collision: DT_CollisionProperty,
m_CollisionGroup: Int,
m_iSignifierName: String,
m_parentAttachmentModel: Int,
m_usablePriority: Int,
m_usableDistanceOverride: Float,
m_usableFOV: Float,
m_usePromptSize: Float,
m_realmsBitMask: BitMask,
m_nSkin: Int,
m_skinMod: Int,
m_nBody: Int,
m_camoIndex: Int,
m_ammoInClip: Int,
m_customScriptInt: Int,
m_survivalProperty: Int,
m_weaponNameIndex: Int,
m_modBitField: Int,
m_survivalPropFadeDist: Float,
}
```
class DT_RopeKeyframe
```
{
m_localOrigin: Vector,
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_visibilityFlags: Int,
m_hOwnerEntity: Int,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
m_fadeDist: Float,
m_ropeZiplineAutoDetachDistance: Float,
m_ziplineSagEnable: Int,
m_ziplineSagHeight: Float,
m_ziplineMoveSpeedScale: Float,
m_wiggleFadeStartTime: Time,
m_wiggleEndTime: Time,
m_wiggleMaxLen: Float,
m_wiggleMagnitude: Float,
m_wiggleSpeed: Float,
m_flScrollSpeed: Float,
m_RopeFlags: Int,
m_iRopeMaterialModelIndex: Int,
m_nSegments: Int,
m_hStartPoint: Int,
m_hEndPoint: Int,
m_hPrevPoint: Int,
m_iStartAttachment: Int,
m_iEndAttachment: Int,
m_subdivStackCount: Int,
m_subdivSliceCount: Int,
m_ropeLength: Int,
m_constraintIterations: Int,
m_ropeDampening: Float,
m_Slack: Int,
m_TextureScale: Float,
m_TextureScale: Float,
m_fLockedPoints: Int,
m_lockDirectionCutoffLength: Int,
m_lockDirectionStrength: Float,
m_nChangeCount: Int,
m_Width: Float,
m_bConstrainBetweenEndpoints: Int,
}
```
class DT_ScriptMover extends DT_ScriptProp
```
{
m_parentAttachmentType: Int,
m_vecAngVelocity: Vector,
m_vecVelocity: Vector,
m_localAngles: Vector,
m_parentAttachmentHitbox: Int,
}
```
class DT_ScriptMoverLightweight
```
{
moveparent: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_fEffects: Int,
m_moverNetworkCellX: Int,
m_moverNetworkCellY: Int,
m_moverNetworkCellZ: Int,
m_moverNetworkLocalOrigin: Vector,
m_nModelIndex: Int,
m_moverNetworkAngularVelocity: Vector,
m_networkedFlags: Int,
m_moverNetworkLinearVelocity: Vector,
m_moverNetworkLocalAngles: Vector,
m_scriptNameIndex: Int,
m_parentAttachmentHitbox: Int,
m_parentAttachmentModel: Int,
m_fadeDist: Float,
m_moveModeNonPhysics: Int,
m_moveModeIsLocal: Int,
m_moveToStartPos: Vector,
m_moveToEndPos: Vector,
m_moveToTimeStart: Time,
m_moveToTimeEnd: Time,
m_moveToTimeEaseIn: Float,
m_moveToTimeEaseOut: Float,
m_moveVelocity: Vector,
m_moveGravity: Vector,
m_trainStartTime: Time,
m_trainStopTime: Time,
m_trainStartDistance: Float,
m_trainCurrentNode: Int,
m_trainStopNode: Int,
m_trainInitialSpeed: Float,
m_trainGoalSpeed: Float,
m_trainAcceleration: Float,
m_trainLastNode: Int,
m_trainLastDistance: Float,
m_trainLastSpeed: Float,
m_trainFollowMover: Int,
m_trainFollowDistance: Float,
m_trainBreadcrumb: DataTable,
m_trainBreadcrumbBegin: Int,
m_trainBreadcrumbCount: Int,
m_trainAutoRollStrength: Float,
m_trainAutoRollLookAheadDistance: Float,
m_trainAutoRollMax: Float,
m_trainSimulateBeforeMeEntity: Int,
m_rotateModeNonPhysics: Int,
m_rotateModeIsLocal: Int,
m_RotateToAnglesStart: Vector,
m_RotateToAnglesEnd: Vector,
m_rotateToTimeStart: Time,
m_rotateToTimeEnd: Time,
m_rotateToTimeEaseIn: Float,
m_rotateToTimeEaseOut: Float,
m_rotateAxis: Vector,
m_rotateSpeed: Float,
m_trainPitchMax: Float,
m_useNonPhysicsMoveInterpolation: Int,
}
```
class DT_ScriptMoverTrainNode
```
{
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: Vector,
m_scriptNameIndex: Int,
m_firstChildEntityLink: Int,
m_firstParentEntityLink: Int,
m_numSmoothPoints: Int,
m_trainNodeMakeSmoothPointsParity: Int,
m_tangentType: Int,
m_perfectCircularRotation: Int,
}
```
class DT_ScriptNetData_SNDC_DEATH_BOX extends DT_ScriptNetData
```
{
m_bools: Array,
m_ranges: Array,
m_int32s: Array,
m_times: Array,
m_entities: Array,
m_bools[0]: Int,
m_ranges[0]: Int,
m_int32s[0]: Int,
m_times[0]: Time,
m_entities[0]: Int,
}
```
class DT_ScriptNetData_SNDC_GLOBAL extends DT_ScriptNetData
```
{
m_bools: Array,
m_ranges: Array,
m_int32s: Array,
m_times: Array,
m_entities: Array,
m_bools[0]: Int,
m_ranges[0]: Int,
m_int32s[0]: Int,
m_times[0]: Time,
m_entities[0]: Int,
}
```
class DT_ScriptNetData_SNDC_GLOBAL_NON_REWIND extends DT_ScriptNetData
```
{
m_bools: Array,
m_ranges: Array,
m_int32s: Array,
m_times: Array,
m_entities: Array,
m_bools[0]: Int,
m_ranges[0]: Int,
m_int32s[0]: Int,
m_times[0]: Time,
m_entities[0]: Int,
}
```
class DT_ScriptNetData_SNDC_PLAYER_EXCLUSIVE extends DT_ScriptNetData
```
{
m_bools: Array,
m_ranges: Array,
m_int32s: Array,
m_times: Array,
m_entities: Array,
m_bools[0]: Int,
m_ranges[0]: Int,
m_int32s[0]: Int,
m_times[0]: Time,
m_entities[0]: Int,
}
```
class DT_ScriptNetData_SNDC_PLAYER_EXCLUSIVE_EXPANDED extends DT_ScriptNetData
```
{
m_bools: Array,
m_ranges: Array,
m_int32s: Array,
m_times: Array,
m_entities: Array,
m_bools[0]: Int,
m_ranges[0]: Int,
m_int32s[0]: Int,
m_times[0]: Time,
m_entities[0]: Int,
}
```
class DT_ScriptNetData_SNDC_PLAYER_GLOBAL extends DT_ScriptNetData
```
{
m_bools: Array,
m_ranges: Array,
m_int32s: Array,
m_times: Array,
m_entities: Array,
m_bools[0]: Int,
m_ranges[0]: Int,
m_int32s[0]: Int,
m_times[0]: Time,
m_entities[0]: Int,
}
```
class DT_ScriptNetData_SNDC_TITAN_SOUL extends DT_ScriptNetData
```
{
m_bools: Array,
m_ranges: Array,
m_int32s: Array,
m_times: Array,
m_entities: Array,
m_bools[0]: Int,
m_ranges[0]: Int,
m_int32s[0]: Int,
m_times[0]: Time,
m_entities[0]: Int,
}
```
class DT_ScriptProp extends DT_DynamicProp
```
{
m_networkedFlags: Int,
m_iHealth: Int,
m_iMaxHealth: Int,
m_minimapData: DT_MinimapBaseEntityData,
m_nameVisibilityFlags: Int,
m_title: String,
m_footstepType: String,
m_renderColorFriendlyIsValid: Int,
m_renderColorFriendly: Int,
m_armorType: Int,
m_scriptPropFlags: Int,
m_scriptPropSmartAmmoLockType: Int,
}
```
class DT_ScriptTraceVolume extends DT_BaseEntity
```
{
m_shapeType: Int,
m_sphereRadius: Float,
m_boxMins: Vector,
m_boxMaxs: Vector,
m_drawDebug: Int,
}
```
class DT_SequenceTransitioner
```
{
m_sequenceTransitionerLayers: DataTable,
m_sequenceTransitionerLayerCount: Int,
}
```
class DT_SequenceTransitionerLayer
```
{
m_sequenceTransitionerLayerActive: Int,
m_sequenceTransitionerLayerStartCycle: Cycle,
m_sequenceTransitionerLayerSequence: Int,
m_sequenceTransitionerLayerPlaybackRate: Float,
m_sequenceTransitionerLayerStartTime: Time,
m_sequenceTransitionerLayerFadeOutDuration: Cycle,
}
```
class DT_SoundData
```
{
m_targetEnt: Int,
m_soundID: BitMask,
m_networkTableID: Int,
m_soundIsStart: Int,
m_seek: Float,
}
```
class DT_StatueProp extends DT_PhysicsProp
```
{
m_hInitBaseAnimating: Int,
m_bShatter: Int,
m_nShatterFlags: Int,
m_vShatterPosition: Vector,
m_vShatterForce: Vector,
}
```
class DT_StatusEffectPlugin
```
{
m_hOwnerEntity: Int,
m_statusEffectsTimedPluginNV: DataTable,
m_statusEffectsEndlessPluginNV: DataTable,
}
```
class DT_TEBreakModel extends DT_BaseTempEntity
```
{
m_vecOrigin: Vector,
m_angRotation.x: Float,
m_angRotation.y: Float,
m_angRotation.z: Float,
m_vecSize: Vector,
m_vecVelocity: Vector,
m_nRandomization: Int,
m_nModelIndex: Int,
m_nCount: Int,
m_fTime: Float,
m_nFlags: Int,
}
```
class DT_TEExplosion extends DT_TEParticleSystem
```
{
m_fScale: Float,
m_nFrameRate: Int,
m_nFlags: Int,
m_vecNormal: Vector,
m_chMaterialType: Int,
m_nRadius: Int,
m_nInnerRadius: Int,
m_nMagnitude: Int,
m_impactEffectTableIndex: Int,
m_surfaceProp: Int,
m_owner: Int,
m_victim: Int,
}
```
class DT_TEPhysicsProp extends DT_BaseTempEntity
```
{
m_vecOrigin: Vector,
m_angRotation.x: Float,
m_angRotation.y: Float,
m_angRotation.z: Float,
m_vecVelocity: Vector,
m_nModelIndex: Int,
m_nSkin: Int,
m_nFlags: Int,
m_nEffects: Int,
}
```
class DT_TEProjectileTrail extends DT_BaseTempEntity
```
{
m_owner: Int,
m_startPos: Vector,
m_endPos: Vector,
m_weaponClassIndex: Int,
m_modBitfield: Int,
m_projectileTrailIndex: Int,
m_impactEffectTable: Int,
}
```
class DT_TEScriptParticleSystem extends DT_BaseTempEntity
```
{
m_effectIndex: Int,
m_origin: Vector,
m_angles: Vector,
m_controlPoint1: Vector,
}
```
class DT_TEScriptParticleSystemOnEntity extends DT_BaseTempEntity
```
{
m_effectIndex: Int,
m_ent: Int,
m_attachType: Int,
m_attachmentIndex: Int,
m_attachType2: Int,
m_attachmentIndex2: Int,
}
```
class DT_TEShatterSurface extends DT_BaseTempEntity
```
{
m_vecOrigin: Vector,
m_vecAngles: Vector,
m_vecForce: Vector,
m_vecForcePos: Vector,
m_flWidth: Float,
m_flHeight: Float,
m_flShardSize: Float,
m_nSurfaceType: Int,
}
```
class DT_Team
```
{
player_array_element: Int,
"player_array": Array,
m_score: Int,
m_score2: Int,
m_kills: Int,
m_deaths: Int,
m_iRoundsWon: Int,
m_iTeamTeamNum: Int,
m_teamColor: Vector,
m_szTeamname: String,
m_reservedPlayerCount: Int,
m_connectingPlayerCount: Int,
m_loadingPlayerCount: Int,
}
```
class DT_Tether
```
{
pos: Vector,
health: Float,
strength: Float,
healthDrainDelay: Float,
healthDrainCutoffPct: Float,
healthDrainPerSec: Float,
healthStretchDamageScale: Float,
healthVelocityDamageScale: Float,
radius: Float,
}
```
class DT_ThirdPersonView
```
{
m_thirdPersonEntViewOffset.x: Float,
m_thirdPersonEntViewOffset.y: Float,
m_thirdPersonEntViewOffset.z: Float,
m_thirdPersonEntShouldViewAnglesFollowThirdPersonEnt: Int,
m_thirdPersonEntPitchIsFreelook: Int,
m_thirdPersonEntYawIsFreelook: Int,
m_thirdPersonEntUseFixedDist: Int,
m_thirdPersonEntFixedClientOnly: Int,
m_thirdPersonEntPushedInByGeo: Int,
m_thirdPersonEntDrawViewmodel: Int,
m_thirdPersonEntEnableCameraLag: Int,
m_thirdPersonEntFreezeLookControls: Int,
m_thirdPersonEntBlendInTotalDuration: Float,
m_thirdPersonEntBlendInEaseInDuration: Float,
m_thirdPersonEntBlendInEaseOutDuration: Float,
m_thirdPersonEntBlendOutDuration: Float,
m_thirdPersonEntFixedPitch: Float,
m_thirdPersonEntFixedYaw: Float,
m_thirdPersonEntFixedDist: Float,
m_thirdPersonEntFixedHeight: Float,
m_thirdPersonEntFixedRight: Float,
m_thirdPersonEntMinYaw: Float,
m_thirdPersonEntMaxYaw: Float,
m_thirdPersonEntMinPitch: Float,
m_thirdPersonEntMaxPitch: Float,
m_thirdPersonEntSpringToCenterRate: Float,
m_thirdPersonEntSpringToCenterDelay: Float,
m_thirdPersonEntLookaheadLowerEntSpeed: Float,
m_thirdPersonEntLookaheadUpperEntSpeed: Float,
m_thirdPersonEntLookaheadMaxAngle: Float,
m_thirdPersonEntLookaheadLerpAheadRate: Float,
m_thirdPersonEntLookaheadLerpToCenterRate: Float,
}
```
class DT_TitanSoul
```
{
statuseffectsdata_soul: DT_TitanSoul_StatusEffects,
m_bossPlayer: Int,
m_shieldHealth: Int,
m_shieldHealthMax: Int,
m_networkedFlags: Int,
m_titan: Int,
m_titanSoulScriptNetData: Int,
m_lastRodeoHitTime: Time,
m_nextCoreChargeAvailable: Time,
m_coreChargeExpireTime: Time,
m_coreChargeStartTime: Time,
m_coreUseDuration: Time,
m_damageComboLatestUpdateTime: Time,
m_damageComboStartHealth: Int,
m_stance: Int,
m_doomed: Int,
m_playerSettingsNum: BitMask,
m_invalidHealthBarEnt: Int,
m_bEjecting: Int,
m_isValidRodeoTarget: Int,
}
```
class DT_TitanSoul_StatusEffects
```
{
m_statusEffectsTimedTitanSoulNV: DataTable,
m_statusEffectsEndlessTitanSoulNV: DataTable,
}
```
class DT_TriggerCylinderHeavy extends DT_BaseTrigger
```
{
m_triggerFilterMask: BitMask,
m_radius: Float,
m_aboveHeight: Float,
m_belowHeight: Float,
m_triggerType: Int,
m_vertOverride: Float,
m_launchPower: Float,
m_punchSoftAmount: Float,
m_punchHardAmount: Float,
m_punchRandomBoost: Float,
m_nextLaunchTime: Float,
m_launchFlightTime: Float,
m_launchDelayAmount: Float,
m_gravityLiftUpSpeed: Float,
m_gravityLiftMoveSpeed: Float,
m_gravityLiftMoveAccel: Float,
m_gravityLiftToCenterSpeed: Float,
m_gravityLiftToCenterAccel: Float,
m_gravityLiftEjectUpSpeed: Float,
m_gravityLiftEjectForwardSpeed: Float,
m_gravityLiftMaxEjectTime: Float,
m_gravityLiftMaxHoverTime: Float,
m_blackholeIsStrongPulling: Int,
m_blackholeStrongPullAddlSpeed: Float,
m_blackholeOuterPullSpeed: Float,
m_blackholeInnerPullSpeed: Float,
m_blackholeOuterMoveSpeed: Float,
m_blackholeInnerMoveSpeed: Float,
m_blackholeInnerRadius: Float,
m_teslaTrapFXVisible: Int,
m_teslaTrapBaseHeight: Float,
m_teslaTrapObstructedEndTime: Time,
m_teslaTrapStart: Int,
m_teslaTrapEnd: Int,
m_teslaTrapUp: Vector,
m_launchDir: Vector,
m_mortarRingSegementStart: Int,
m_mortarRingSegementEnd: Int,
}
```
class DT_TriggerPointGravity extends DT_BaseTrigger
```
{
m_pullOuterRadius: Float,
m_pullInnerRadius: Float,
m_reduceSpeedOuterRadius: Float,
m_reduceSpeedInnerRadius: Float,
m_pullAccel: Float,
m_pullSpeed: Float,
m_constantPullStregnth: Int,
}
```
class DT_Turret extends DT_BaseAnimatingOverlay
```
{
m_iHealth: Int,
m_iMaxHealth: Int,
m_overlayEventParity: DataTable,
m_settingsIndex: Int,
m_driver: Int,
m_forceAimPitch: Float,
m_forceAimYaw: Float,
m_driverDetachTime: Float,
m_driverState: Int,
m_turretWeapon: Int,
m_title: String,
}
```
class DT_VGuiScreen extends DT_BaseEntity
```
{
m_flWidth: Float,
m_flHeight: Float,
m_nPanelName: Int,
m_nAttachmentIndex: Int,
m_nOverlayMaterial: Int,
m_fScreenFlags: Int,
m_hPlayerOwner: Int,
}
```
class DT_VehicleDriverExclusive
```
{
m_hoverVehicleHoverOffsetPrev: Array,
m_localOrigin: VectorXY,
m_localOrigin.z: Float,
m_hoverVehicleHoverOffsetPrev[0]: Float,
m_hoverVehicleSmoothTilt: Vector,
m_hoverVehicleSmoothTiltVelocity: Vector,
m_hoverVehicleSmoothYaw: Float,
m_hoverVehicleSmoothYawVelocity: Float,
m_hoverVehicleLookAheadAcceleration: Vector,
m_hoverVehicleDebugFlyMode: Int,
m_hoverVehiclePhysPush: Vector,
m_pushedFixedPointOffset: DataTable,
}
```
class DT_VehicleNonDriverExclusive
```
{
m_cellX: Int,
m_cellY: Int,
m_cellZ: Int,
m_localOrigin: VectorXY,
m_localOrigin.z: Float,
}
```
class DT_VortexSphere extends DT_BaseEntity
```
{
m_spawnflags: Int,
m_iHealth: Int,
m_enabled: Int,
m_radius: Float,
m_height: Float,
m_bulletFov: Float,
m_bulletAbsorbedCount: Int,
m_projectileAbsorbedCount: Int,
m_ownerWeapon: Int,
m_vortexEffect: Int,
m_vortexLocalAngles: Vector,
m_gunAttachment: String,
}
```
class DT_WeaponInventory
```
{
weapons: DataTable,
offhandWeapons: DataTable,
activeWeapons: DataTable,
}
```
class DT_WeaponInventoryActiveWeaponOnly
```
{
activeWeapons: DataTable,
}
```
class DT_WeaponPlayerData
```
{
m_moveSpread: Float,
m_spreadStartTime: Time,
m_spreadStartFracHip: Float,
m_spreadStartFracADS: Float,
m_kickSpreadHipfire: Float,
m_kickSpreadADS: Float,
m_kickTime: Time,
m_kickScaleBasePitch: Float,
m_kickScaleBaseYaw: Float,
m_kickPatternScaleBase: Float,
m_kickSpringHeatBaseTime: Time,
m_kickSpringHeatBaseValue: Float,
m_semiAutoTriggerHoldTime: Time,
m_semiAutoTriggerDown: Int,
m_pendingTriggerPull: Int,
m_semiAutoNeedsRechamber: Int,
m_pendingReloadAttempt: Int,
m_offhandHybridNormalMode: Int,
m_pendingoffhandHybridToss: Int,
m_fastHolster: Int,
m_didFirstDeploy: Int,
m_shouldCatch: Int,
m_clipModelIsHidden: Int,
m_segmentedReloadEndSeqRequired: Int,
m_reloadStartedEmpty: Int,
m_segmentedAnimStartedOneHanded: Int,
m_segmentedReloadCanRestartLoop: Int,
m_segmentedReloadLoopFireLocked: Int,
m_realtimeModCmds: DataTable,
m_realtimeModCmdHead: Int,
m_realtimeModCmdCount: Int,
m_realtimeModCanADS: Int,
m_customActivityAttachedModelIndex: Int,
m_customActivityAttachedModelAttachmentIndex: Int,
m_fireRateLerp_startTime: Time,
m_fireRateLerp_startFraction: Float,
m_fireRateLerp_stopTime: Time,
m_fireRateLerp_stopFraction: Float,
m_chargeAnimIndex: Int,
m_chargeAnimIndexOld: Int,
m_proScreen_owner: Int,
m_proScreen_int0: Int,
m_proScreen_int1: Int,
m_proScreen_int2: Int,
m_proScreen_float0: Float,
m_proScreen_float1: Float,
m_proScreen_float2: Float,
m_reloadMilestone: Int,
m_rechamberMilestone: Int,
m_cooldownMilestone: Int,
m_prevSeqWeight: Int,
m_fullReloadStartTime: Time,
m_scriptTime0: Time,
m_scriptTime1: Time,
m_scriptFlags0: Int,
m_scriptInt0: Int,
m_scriptInt1: Int,
m_curZoomFOV: Float,
m_targetZoomFOV: Float,
m_zoomFOVLerpTime: Float,
m_zoomFOVLerpEndTime: Time,
m_latestDryfireTime: Time,
m_requestedAttackEndTime: Time,
m_currentAltFireAnimIndex: Int,
m_legendaryModelIndex: Int,
m_charmModelIndex: Int,
m_charmAttachment: Int,
m_charmScriptIndex: Int,
}
```
class DT_WeaponX extends DT_BaseAnimating
```
{
LocalWeaponData: DT_WeaponX_LocalWeaponData,
predictingClientOnly: DT_WeaponX_PredictingClientOnly,
m_networkedFlags: Int,
m_bClientSideAnimation: Int,
m_weaponOwner: Int,
m_worldModelIndexOverride: Int,
m_iWorldModelIndex: Int,
m_holsterModelIndex: Int,
m_droppedModelIndex: Int,
m_nIdealSequence: Int,
m_IdealActivity: Int,
m_weaponActivity: Int,
m_ActiveState: Int,
m_weapState: Int,
m_allowedToUse: Int,
m_discarded: Int,
m_forcedADS: Int,
m_tossRelease: Int,
m_offhandSwitchSlot: Int,
m_customActivity: Int,
m_customActivitySequence: Int,
m_customActivityOwner: Int,
m_customActivityEndTime: Time,
m_customActivityFlags: Int,
m_playerData: DT_WeaponPlayerData,
m_lastTossedGrenade: Int,
m_targetingLaserEnabledScript: Int,
m_needsReloadCheck: Int,
m_needsEmptyCycleCheck: Int,
m_skinOverride: Int,
m_skinOverrideIsValid: Int,
m_chargeStartTime: Time,
m_chargeEndTime: Time,
m_lastChargeFrac: Float,
m_sustainedDischargeEndTime: Time,
m_sustainedLaserCurrentSpread: Float,
m_sustainedDischargeIsInPrimaryAttack: Int,
m_sustainedLaserNextRandomSeed: Int,
m_modBitfieldFromPlayer: Int,
m_modBitfieldInternal: Int,
m_modBitfieldCurrent: Int,
m_curSharedEnergyCost: Int,
m_grappleWeaponNeedsDryfire: Int,
m_scriptFloat0: Float,
m_shouldPlayIdleAnims: Int,
m_scriptActivated: Int,
m_isLoadoutPickup: Int,
m_utilityEnt: Int,
m_weaponNameIndex: Int,
m_oaActiveOverride: Int,
m_parentTurret: Int,
}
```
class DT_WeaponX_LocalWeaponData
```
{
m_nNextThinkTick: Int,
m_lastPrimaryAttackTime: Time,
m_nextReadyTime: Time,
m_nextPrimaryAttackTime: Time,
m_attackTimeThisFrame: Time,
m_ammoInClip: Int,
m_ammoInStockpile: Int,
m_lifetimeShots: Int,
m_flTimeWeaponIdle: Time,
m_bInReload: Int,
}
```
class DT_WeaponX_PredictingClientOnly
```
{
m_lastRegenTime: Time,
m_cooldownEndTime: Time,
m_stockPileWasDraining: Int,
m_weaponIsCharging: Int,
m_weaponChargeLevelIncreasedAnimPlaying: Int,
m_lastChargeLevel: Int,
m_chargeEnergyDepleteStepCounter: Int,
m_burstFireCount: Int,
m_burstFireIndex: Int,
m_shotIndexForSpread: Int,
m_shotCount: Int,
m_animModelIndexPredictingClientOnly: Int,
m_animSequencePredictingClientOnly: Int,
}
```
class DT_World extends DT_BaseEntity
```
{
m_WorldMins: Vector,
m_WorldMaxs: Vector,
m_bStartDark: Int,
m_statusEffectsGenerationNV: Int,
m_worldFlags: Int,
m_timeshiftArmDeviceSkin: Int,
m_spTitanLoadoutUnlocks: Int,
m_deathFieldIsActive: DataTable,
m_deathFieldOrigin: DataTable,
m_deathFieldRadiusStart: DataTable,
m_deathFieldRadiusEnd: DataTable,
m_deathFieldTimeStart: DataTable,
m_deathFieldTimeEnd: DataTable,
m_teamRelationRulesForPVE: Int,
m_civilTeamsMaskA: DataTable,
m_civilTeamsMaskB: DataTable,
m_rabidTeamsMask: DataTable,
}
```
class DT_Zipline extends DT_BaseEntity
```
{
m_numZiplinePoints: Int,
m_ziplinePositions: DataTable,
m_ziplinePhysics: DT_ZiplinePhysics,
m_ziplineMaterialIndex: Int,
m_prevZipline: Int,
m_nextZipline: Int,
m_detachEndOnUse: Int,
m_dropToBottom: Int,
m_ziplineAutoDetachDistance: Float,
m_ziplineVerticalPushOffInDirectionX: Int,
m_ziplineVerticalPreserveVelocity: Int,
m_ziplineWidth: Float,
m_ziplineEnabled: Int,
m_ziplineRestPositions: DataTable,
m_numZiplineRestPositions: Int,
m_ziplineFadeDist: Float,
m_ziplineSpeedScale: Float,
}
```
class DT_ZiplinePhysics
```
{
ziplinephysicsexclusive: DT_ZiplinePhysicsExlusive,
m_isInit: Int,
m_ziplineType: Int,
m_ziplineStart: Vector,
m_ziplineEnd: Vector,
m_springDistance: Float,
m_springDistanceScale: Float,
m_outerZiplineEntity: Int,
m_attachedEntities: DataTable,
m_numAttachedEntities: Int,
m_ziplineOwner: Int,
}
```
class DT_ZiplinePhysicsExlusive
```
{
m_nodes: DataTable,
m_numNodes: Int,
m_remainingUnsimulatedTime: Float,
}
```
## Datamaps
class CBaseGrenade extends C_BaseAnimating
```
{
m_vecVelocity: Vector,
m_doesExplode: Bool,
m_DmgRadius: Bool,
m_grenadeCreationTime: Float,
m_grenadeCreationOrigin: Vector,
m_useMaskAbility: Bool,
m_grenadeStatusFlags: Int,
m_flDamage: Float,
m_hThrower: EHANDLE,
}
```
class CBaseViewModel
```
{
m_currentFrame.modelIndex: Short,
m_currentFrame.animCycle: Float,
m_angAbsRotation: Vector,
m_vecAbsOrigin: Vector,
m_localOrigin: Vector,
m_localAngles: Vector,
m_fEffects: Int,
m_angNetworkAngles: Vector,
m_nBody: Int,
m_nResetEventsParity: Int,
m_bSequenceFinished: Bool,
m_currentFrameBaseAnimating.animStartTime: Float,
m_currentFrameBaseAnimating.animStartCycle: Float,
m_currentFrameBaseAnimating.animPlaybackRate: Float,
m_currentFrameBaseAnimating.animModelIndex: Int,
m_currentFrameBaseAnimating.animSequence: Int,
m_currentFrameBaseAnimating.animSequenceParity: Int,
m_currentFrameAnimatingOverlay.animOverlayIsActive: Bool,
m_currentFrameAnimatingOverlay.animOverlayStartTime: Float,
m_currentFrameAnimatingOverlay.animOverlayStartCycle: Float,
m_currentFrameAnimatingOverlay.animOverlayPlaybackRate: Float,
m_currentFrameAnimatingOverlay.animOverlayModelIndex: Int,
m_currentFrameAnimatingOverlay.animOverlaySequence: Int,
m_currentFrameAnimatingOverlay.animOverlayWeight: Float,
m_currentFrameAnimatingOverlay.animOverlayAnimTime: Float,
m_currentFrameAnimatingOverlay.animOverlayFadeInDuration: Float,
m_currentFrameAnimatingOverlay.animOverlayFadeOutDuration: Float,
m_currentFrameAnimatingOverlay.animOverlayCycle: Float,
m_viewModelOwner: EHANDLE,
m_projectileIsVisible: Bool,
m_bBlockEventLayer: Bool,
m_isAdsTransition: Bool,
m_hWeapon: EHANDLE,
m_tracerAttachments: Int,
m_tracerAttachments: Int,
m_tracerAttachmentsScoped: Int,
m_tracerAttachmentsScoped: Int,
}
```
class CCollisionProperty
```
{
m_vecMins: Vector,
m_vecMaxs: Vector,
m_usSolidFlags: Int,
m_nSolidType: Char,
m_triggerBloat: Char,
m_collisionDetailLevel: Char,
}
```
class CGrappleHook
```
{
m_pMoveParent: EHANDLE,
m_localOrigin: Vector,
m_localAngles: Vector,
m_visibilityFlags: Int,
m_parentAttachmentType: Int,
m_parentAttachmentIndex: Int,
m_parentAttachmentHitbox: Int,
m_grappleZipline: EHANDLE,
}
```
class CPlayerShared
```
{
m_nPlayerCond: Int,
}
```
class CPlayerState
```
{
deadflag: Bool,
}
```
class CPredictedFirstPersonProxy extends C_BaseAnimating
```
{
m_localOrigin: Vector,
m_localAngles: Vector,
m_vecVelocity: Vector,
m_angNetworkAngles: Vector,
m_SequenceTransitioner: C_SequenceTransitioner,
m_camoIndex: Int,
}
```
class CRagdoll
```
{
m_ragdoll.listCount: Int,
m_ragdoll.allowStretch: Bool,
m_ragdoll.list[0 + 0].originParentSpace: Vector,
m_ragdoll.list[0 + 0].pObject: Custom,
m_ragdoll.list[0 + 0].pConstraint: Custom,
m_ragdoll.list[0 + 0].parentIndex: Int,
m_ragdoll.list[0 + 1].originParentSpace: Vector,
m_ragdoll.list[0 + 1].pObject: Custom,
m_ragdoll.list[0 + 1].pConstraint: Custom,
m_ragdoll.list[0 + 1].parentIndex: Int,
m_ragdoll.list[0 + 2].originParentSpace: Vector,
m_ragdoll.list[0 + 2].pObject: Custom,
m_ragdoll.list[0 + 2].pConstraint: Custom,
m_ragdoll.list[0 + 2].parentIndex: Int,
m_ragdoll.list[0 + 3].originParentSpace: Vector,
m_ragdoll.list[0 + 3].pObject: Custom,
m_ragdoll.list[0 + 3].pConstraint: Custom,
m_ragdoll.list[0 + 3].parentIndex: Int,
m_ragdoll.list[0 + 4].originParentSpace: Vector,
m_ragdoll.list[0 + 4].pObject: Custom,
m_ragdoll.list[0 + 4].pConstraint: Custom,
m_ragdoll.list[0 + 4].parentIndex: Int,
m_ragdoll.list[0 + 5].originParentSpace: Vector,
m_ragdoll.list[0 + 5].pObject: Custom,
m_ragdoll.list[0 + 5].pConstraint: Custom,
m_ragdoll.list[0 + 5].parentIndex: Int,
m_ragdoll.list[0 + 6].originParentSpace: Vector,
m_ragdoll.list[0 + 6].pObject: Custom,
m_ragdoll.list[0 + 6].pConstraint: Custom,
m_ragdoll.list[0 + 6].parentIndex: Int,
m_ragdoll.list[0 + 7].originParentSpace: Vector,
m_ragdoll.list[0 + 7].pObject: Custom,
m_ragdoll.list[0 + 7].pConstraint: Custom,
m_ragdoll.list[0 + 7].parentIndex: Int,
m_ragdoll.list[8 + 0].originParentSpace: Vector,
m_ragdoll.list[8 + 0].pObject: Custom,
m_ragdoll.list[8 + 0].pConstraint: Custom,
m_ragdoll.list[8 + 0].parentIndex: Int,
m_ragdoll.list[8 + 1].originParentSpace: Vector,
m_ragdoll.list[8 + 1].pObject: Custom,
m_ragdoll.list[8 + 1].pConstraint: Custom,
m_ragdoll.list[8 + 1].parentIndex: Int,
m_ragdoll.list[8 + 2].originParentSpace: Vector,
m_ragdoll.list[8 + 2].pObject: Custom,
m_ragdoll.list[8 + 2].pConstraint: Custom,
m_ragdoll.list[8 + 2].parentIndex: Int,
m_ragdoll.list[8 + 3].originParentSpace: Vector,
m_ragdoll.list[8 + 3].pObject: Custom,
m_ragdoll.list[8 + 3].pConstraint: Custom,
m_ragdoll.list[8 + 3].parentIndex: Int,
m_ragdoll.list[8 + 4].originParentSpace: Vector,
m_ragdoll.list[8 + 4].pObject: Custom,
m_ragdoll.list[8 + 4].pConstraint: Custom,
m_ragdoll.list[8 + 4].parentIndex: Int,
m_ragdoll.list[8 + 5].originParentSpace: Vector,
m_ragdoll.list[8 + 5].pObject: Custom,
m_ragdoll.list[8 + 5].pConstraint: Custom,
m_ragdoll.list[8 + 5].parentIndex: Int,
m_ragdoll.list[8 + 6].originParentSpace: Vector,
m_ragdoll.list[8 + 6].pObject: Custom,
m_ragdoll.list[8 + 6].pConstraint: Custom,
m_ragdoll.list[8 + 6].parentIndex: Int,
m_ragdoll.list[8 + 7].originParentSpace: Vector,
m_ragdoll.list[8 + 7].pObject: Custom,
m_ragdoll.list[8 + 7].pConstraint: Custom,
m_ragdoll.list[8 + 7].parentIndex: Int,
m_ragdoll.list[16 + 0].originParentSpace: Vector,
m_ragdoll.list[16 + 0].pObject: Custom,
m_ragdoll.list[16 + 0].pConstraint: Custom,
m_ragdoll.list[16 + 0].parentIndex: Int,
m_ragdoll.list[16 + 1].originParentSpace: Vector,
m_ragdoll.list[16 + 1].pObject: Custom,
m_ragdoll.list[16 + 1].pConstraint: Custom,
m_ragdoll.list[16 + 1].parentIndex: Int,
m_ragdoll.list[16 + 2].originParentSpace: Vector,
m_ragdoll.list[16 + 2].pObject: Custom,
m_ragdoll.list[16 + 2].pConstraint: Custom,
m_ragdoll.list[16 + 2].parentIndex: Int,
m_ragdoll.list[16 + 3].originParentSpace: Vector,
m_ragdoll.list[16 + 3].pObject: Custom,
m_ragdoll.list[16 + 3].pConstraint: Custom,
m_ragdoll.list[16 + 3].parentIndex: Int,
m_ragdoll.list[16 + 4].originParentSpace: Vector,
m_ragdoll.list[16 + 4].pObject: Custom,
m_ragdoll.list[16 + 4].pConstraint: Custom,
m_ragdoll.list[16 + 4].parentIndex: Int,
m_ragdoll.list[16 + 5].originParentSpace: Vector,
m_ragdoll.list[16 + 5].pObject: Custom,
m_ragdoll.list[16 + 5].pConstraint: Custom,
m_ragdoll.list[16 + 5].parentIndex: Int,
m_ragdoll.list[16 + 6].originParentSpace: Vector,
m_ragdoll.list[16 + 6].pObject: Custom,
m_ragdoll.list[16 + 6].pConstraint: Custom,
m_ragdoll.list[16 + 6].parentIndex: Int,
m_ragdoll.list[16 + 7].originParentSpace: Vector,
m_ragdoll.list[16 + 7].pObject: Custom,
m_ragdoll.list[16 + 7].pConstraint: Custom,
m_ragdoll.list[16 + 7].parentIndex: Int,
m_ragdoll.list[24 + 0].originParentSpace: Vector,
m_ragdoll.list[24 + 0].pObject: Custom,
m_ragdoll.list[24 + 0].pConstraint: Custom,
m_ragdoll.list[24 + 0].parentIndex: Int,
m_ragdoll.list[24 + 1].originParentSpace: Vector,
m_ragdoll.list[24 + 1].pObject: Custom,
m_ragdoll.list[24 + 1].pConstraint: Custom,
m_ragdoll.list[24 + 1].parentIndex: Int,
m_ragdoll.list[24 + 2].originParentSpace: Vector,
m_ragdoll.list[24 + 2].pObject: Custom,
m_ragdoll.list[24 + 2].pConstraint: Custom,
m_ragdoll.list[24 + 2].parentIndex: Int,
m_ragdoll.list[24 + 3].originParentSpace: Vector,
m_ragdoll.list[24 + 3].pObject: Custom,
m_ragdoll.list[24 + 3].pConstraint: Custom,
m_ragdoll.list[24 + 3].parentIndex: Int,
m_ragdoll.list[24 + 4].originParentSpace: Vector,
m_ragdoll.list[24 + 4].pObject: Custom,
m_ragdoll.list[24 + 4].pConstraint: Custom,
m_ragdoll.list[24 + 4].parentIndex: Int,
m_ragdoll.list[24 + 5].originParentSpace: Vector,
m_ragdoll.list[24 + 5].pObject: Custom,
m_ragdoll.list[24 + 5].pConstraint: Custom,
m_ragdoll.list[24 + 5].parentIndex: Int,
m_ragdoll.list[24 + 6].originParentSpace: Vector,
m_ragdoll.list[24 + 6].pObject: Custom,
m_ragdoll.list[24 + 6].pConstraint: Custom,
m_ragdoll.list[24 + 6].parentIndex: Int,
m_ragdoll.list[24 + 7].originParentSpace: Vector,
m_ragdoll.list[24 + 7].pObject: Custom,
m_ragdoll.list[24 + 7].pConstraint: Custom,
m_ragdoll.list[24 + 7].parentIndex: Int,
m_ragdoll.boneIndex: Int,
}
```
class CTurret extends C_BaseAnimatingOverlay
```
{
m_aimAngle: Float,
m_minConeAngle: Float,
m_maxConeAngle: Float,
}
```
class CWeaponX extends C_BaseAnimating
```
{
m_localOrigin: Vector,
m_nNextThinkTick: Int,
m_SequenceTransitioner: C_SequenceTransitioner,
m_weaponOwner: EHANDLE,
m_lastPrimaryAttackTime: Time,
m_nextReadyTime: Time,
m_nextPrimaryAttackTime: Time,
m_attackTimeThisFrame: Time,
m_worldModelIndexOverride: Int,
m_iWorldModelIndex: Int,
m_holsterModelIndex: Int,
m_droppedModelIndex: Int,
m_nIdealSequence: Int,
m_IdealActivity: Int,
m_weaponActivity: Int,
m_ActiveState: Int,
m_ammoInClip: Int,
m_ammoInStockpile: Int,
m_lifetimeShots: Int,
m_flTimeWeaponIdle: Time,
m_weapState: Int,
m_discarded: Bool,
m_bInReload: Bool,
m_tossRelease: Int,
m_offhandSwitchSlot: Int,
m_customActivity: Int,
m_customActivitySequence: Int,
m_customActivityOwner: EHANDLE,
m_customActivityEndTime: Time,
m_customActivityFlags: Char,
m_playerData: WeaponPlayerData,
m_targetingLaserEnabledScript: Bool,
m_needsReloadCheck: Bool,
m_needsEmptyCycleCheck: Bool,
m_skinOverride: Int,
m_skinOverrideIsValid: Bool,
m_chargeStartTime: Time,
m_chargeEndTime: Time,
m_lastChargeFrac: Float,
m_lastRegenTime: Time,
m_cooldownEndTime: Time,
m_stockPileWasDraining: Bool,
m_weaponIsCharging: Bool,
m_weaponChargeLevelIncreasedAnimPlaying: Bool,
m_lastChargeLevel: Int,
m_chargeEnergyDepleteStepCounter: Int,
m_burstFireCount: Int,
m_burstFireIndex: Int,
m_shotIndexForSpread: Int,
m_shotCount: Int,
m_sustainedDischargeEndTime: Time,
m_sustainedLaserCurrentSpread: Float,
m_sustainedDischargeIsInPrimaryAttack: Bool,
m_sustainedLaserNextRandomSeed: Char,
m_modBitfieldFromPlayer: Int,
m_modBitfieldInternal: Int,
m_modBitfieldCurrent: Int,
m_curSharedEnergyCost: Int,
m_grappleWeaponNeedsDryfire: Bool,
m_scriptFloat0: Float,
m_shouldPlayIdleAnims: Bool,
m_scriptActivated: Bool,
m_flNextEmptySoundTime: Float,
m_bRemoveable: Bool,
}
```
class C_BaseAnimating extends C_BaseEntity
```
{
m_currentFrame.animCycle: Float,
m_animNetworkFlags: Int,
m_networkAnimActive: Bool,
m_animActive: Bool,
m_animCollisionEnabled: Bool,
m_animRelativeToGroundEnabled: Bool,
m_animPlantingEnabled: Bool,
m_predictedAnimEventData: PredictedAnimEventData,
m_SequenceTransitioner: C_SequenceTransitioner,
m_nSkin: Int,
m_skinMod: Short,
m_nBody: Int,
m_nResetEventsParity: Int,
m_bSequenceFinished: Bool,
m_bSequenceLooped: Bool,
m_bSequenceLoops: Bool,
m_bSequenceReadyForBreakout: Bool,
m_flModelScale: Float,
m_currentFrameBaseAnimating.animStartTime: Float,
m_currentFrameBaseAnimating.animStartCycle: Float,
m_currentFrameBaseAnimating.animPlaybackRate: Float,
m_currentFrameBaseAnimating.animModelIndex: Int,
m_currentFrameBaseAnimating.animSequence: Int,
m_currentFrameBaseAnimating.animSequenceParity: Int,
m_currentFrameBaseAnimating.m_flPoseParameters: Float,
}
```
class C_BaseAnimatingOverlay extends C_BaseAnimating
```
{
m_AnimOverlay: C_AnimationLayer,
m_AnimOverlayCount: Int,
m_currentFrameAnimatingOverlay.animOverlayIsActive: Bool,
m_currentFrameAnimatingOverlay.animOverlayStartTime: Float,
m_currentFrameAnimatingOverlay.animOverlayStartCycle: Float,
m_currentFrameAnimatingOverlay.animOverlayPlaybackRate: Float,
m_currentFrameAnimatingOverlay.animOverlayModelIndex: Int,
m_currentFrameAnimatingOverlay.animOverlaySequence: Int,
m_currentFrameAnimatingOverlay.animOverlayWeight: Float,
m_currentFrameAnimatingOverlay.animOverlayOrder: Int,
m_currentFrameAnimatingOverlay.animOverlayAnimTime: Float,
m_currentFrameAnimatingOverlay.animOverlayFadeInDuration: Float,
m_currentFrameAnimatingOverlay.animOverlayFadeOutDuration: Float,
m_currentFrameAnimatingOverlay.animOverlayCycle: Float,
}
```
class C_BaseCombatCharacter extends C_BaseAnimatingOverlay
```
{
m_currentFrame.weaponGettingSwitchedOut: EHANDLE,
m_currentFrame.showActiveWeapon3p: Bool,
m_deathVelocity: Float,
m_phaseShiftFlags: Int,
m_flNextAttack: Time,
m_lastFiredTime: Time,
m_lastFiredWeapon: EHANDLE,
m_raiseFromMeleeEndTime: Time,
m_sharedEnergyCount: Int,
m_sharedEnergyTotal: Int,
m_sharedEnergyLockoutThreshold: Int,
m_lastSharedEnergyRegenTime: Time,
m_sharedEnergyRegenRate: Time,
m_sharedEnergyRegenDelay: Float,
m_lastSharedEnergyTakeTime: Time,
m_inventory: WeaponInventory_Client,
m_selectedWeapons: Char,
m_latestPrimaryWeapons: EHANDLE,
m_latestPrimaryWeaponsIndexZeroOrOne: EHANDLE,
m_latestNonOffhandWeapons: Char,
m_selectedOffhands: Char,
m_selectedOffhandsPendingHybridAction: Char,
m_lastCycleSlot: Char,
m_latestMeleeWeapon: EHANDLE,
m_weaponPermission: Int,
m_weaponDelayEnableTime: Time,
m_weaponDisabledInScript: Bool,
m_weaponDisabledFlags: Char,
m_weaponTypeDisabledFlags: Int,
m_weaponTypeDisabledRefCount: Char,
m_weaponAmmoRegenDisabled: Bool,
m_weaponAmmoRegenDisabledRefCount: Int,
m_hudInfo_visibilityTestAlwaysPasses: Bool,
m_contextAction: Int,
m_phaseShiftTimeStart: Time,
m_phaseShiftTimeEnd: Time,
}
```
class C_BaseEntity
```
{
m_iEFlags: Int,
m_fFlags: Int,
m_currentFrame.modelIndex: Short,
m_currentFrame.viewOffset: Vector,
m_vecAngVelocity: Vector,
m_angAbsRotation: Vector,
m_vecAbsVelocity: Vector,
m_vecAbsOrigin: Vector,
m_localOrigin: Vector,
m_localAngles: Vector,
m_flGravity: Float,
m_flProxyRandomValue: Float,
m_hGroundEntity: EHANDLE,
m_flMaxspeed: Float,
m_visibilityFlags: Int,
m_fEffects: Int,
m_iTeamNum: Int,
m_passThroughFlags: Int,
m_passThroughThickness: Int,
m_passThroughDirection: Float,
m_deathVelocity: Vector,
m_bIsSoundCodeControllerValueSet: Bool,
m_flSoundCodeControllerValue: Float,
m_vecVelocity: Vector,
m_angNetworkAngles: Vector,
m_flFriction: Float,
m_hOwnerEntity: EHANDLE,
m_bRenderWithViewModels: Bool,
m_nRenderFX: Char,
m_nRenderMode: Char,
m_MoveType: Char,
m_MoveCollide: Char,
m_Collision: CCollisionProperty,
}
```
class C_BaseEntity
```
{
m_ModelName: String,
m_fFlags: Int,
m_angAbsRotation: Vector,
m_vecAbsOrigin: PositionVector,
m_vecPrevAbsOrigin: PositionVector,
m_flGravity: Float,
m_rgflCoordinateFrame: Float,
}
```
class C_BreakableSurface extends C_BaseEntity
```
{
m_nPanelBits: Char,
}
```
class C_ClientRagdoll extends C_BaseEntity
```
{
m_clrRender: Color32,
m_nRenderFX: Char,
m_nRenderMode: Char,
m_pRagdoll: CRagdoll,
m_nSkin: Int,
m_skinMod: Short,
m_nBody: Int,
m_bFadeOut: Bool,
m_bImportant: Bool,
m_flEffectTime: Time,
m_iCurrentFriction: Int,
m_iMinFriction: Int,
m_iMaxFriction: Int,
m_flFrictionModTime: Float,
m_flFrictionTime: Time,
m_iFrictionAnimState: Int,
m_bReleaseRagdoll: Bool,
m_bFadingOut: Bool,
m_flScaleEnd: Float,
m_flScaleTimeStart: Float,
m_flScaleTimeEnd: Float,
}
```
class C_CrossbowBolt extends C_Projectile
```
{
m_bounceCount: Int,
m_maxBounceCount: Int,
m_doesGrow: Bool,
m_growStartSize: Float,
m_growStage1Tick: Tick,
m_growStage1Size: Float,
m_growStage2Tick: Tick,
m_growStage2Size: Float,
m_growStageFinalTick: Tick,
m_growStageFinalSize: Float,
}
```
class C_DynamicProp extends C_BaseEntity
```
{
m_bClientSide: Bool,
}
```
class C_EnvWindShared
```
{
m_flStartTime: Float,
m_iWindSeed: Int,
m_iMinWind: Int,
m_iMaxWind: Int,
m_windRadius: Int,
m_iMinGust: Int,
m_iMaxGust: Int,
m_flMinGustDelay: Float,
m_flMaxGustDelay: Float,
m_flGustDuration: Float,
m_iGustDirChange: Int,
m_location: Vector,
m_iszGustSound: Int,
m_iWindDir: Int,
m_flWindSpeed: Float,
m_currentWindVector: Vector,
m_CurrentSwayVector: Vector,
m_PrevSwayVector: Vector,
m_iInitialWindDir: Int,
m_flInitialWindSpeed: Float,
m_flVariationTime: Float,
m_flSimTime: Float,
m_flSwitchTime: Float,
m_flAveWindSpeed: Float,
m_bGusting: Bool,
m_flWindAngleVariation: Float,
m_flWindSpeedVariation: Float,
m_iEntIndex: Int,
m_Stream: Void,
m_WindVariationStream: Void,
m_WindAveQueue: Void,
m_WindVariationQueue: Void,
}
```
class C_ExposureController extends C_BaseEntity
```
{
m_autoCompensation: Float,
m_autoForceValue: Float,
m_autoMin: Float,
m_autoMax: Float,
m_autoSpeed: Float,
m_minFadeTime: Float,
m_isDirectional: Bool,
m_directionalHalfAngle: Float,
}
```
class C_ExposureVolume extends C_BaseEntity
```
{
m_volumeTester: Outer,
m_exposureTarget: ClassPtr,
m_exposureTargetName: String,
m_exposurePriority: Float,
}
```
class C_FogController extends C_BaseEntity
```
{
m_fogParams: fogplayerparamsstate_t,
m_fogAngles: Vector,
m_useAbsAngles: Bool,
}
```
class C_FogVolume extends C_BaseEntity
```
{
m_volumeTester: Outer,
m_fogTarget: ClassPtr,
m_fogTargetName: String,
m_fogPriority: Int,
}
```
class C_GlobalNonRewinding extends C_BaseEntity
```
{
m_playerObserver: C_ObserverMode,
m_playerMiscData: C_NonRewindMiscData,
}
```
class C_KnockBack
```
{
velocity: Vector,
beginTime: Time,
endTime: Time,
}
```
class C_Missile extends C_Projectile
```
{
m_hasPlayedWhizby: Bool,
m_whizByStart: Vector,
m_whizBySoundName: Char,
m_homingSpeed: Float,
m_homingSpeedDodgingPlayer: Float,
m_launchDir: Vector,
m_hSpecificTarget: EHANDLE,
m_targetOffset: Vector,
m_targetPosition: Vector,
m_useTargetPosition: Bool,
m_postIgnitionSpeed: Float,
m_flGracePeriodEndsAt: Time,
m_pathSettingsInitialized: Bool,
m_expandContractMissile: Bool,
m_spiralMissile: Bool,
m_spiralSettings: Void,
m_expandContractSettings: MissilePathExpandContractSettings_Client,
m_lastThinkTime: Time,
m_explosionIgnoreEntity: EHANDLE,
}
```
class C_NPC_SentryTurret extends C_BaseEntity
```
{
m_killCount: Int,
m_titanKillCount: Int,
}
```
class C_NonRewindMiscData
```
{
m_nextRespawnTime: Float,
m_musicPackAssigned: Int,
}
```
class C_ObserverMode
```
{
m_observerMode: Int,
m_observerTarget: EHANDLE,
}
```
class C_ParticleSystem extends C_BaseEntity
```
{
m_bClientSide: Bool,
m_bActive: Bool,
m_warmUpTime: Float,
m_pauseAfterWarmup: Bool,
m_bInSkybox: Bool,
m_killForReplay: Bool,
m_killIfOverLimit: Bool,
}
```
class C_Player extends C_BaseCombatCharacter
```
{
m_fFlags: Int,
m_currentFrame.animCycle: Float,
m_pMoveParent: EHANDLE,
m_vecAbsVelocity: Vector,
m_hGroundEntity: EHANDLE,
m_flMaxspeed: Int,
m_jumpPadDebounceExpireTime: Time,
m_vecVelocity: Vector,
m_flFriction: Float,
m_nNextThinkTick: Int,
m_SequenceTransitioner: C_SequenceTransitioner,
m_currentFrameBaseAnimating.animStartTime: Float,
m_currentFrameBaseAnimating.animStartCycle: Float,
m_currentFrameBaseAnimating.animPlaybackRate: Float,
m_currentFrameBaseAnimating.animSequence: Int,
m_currentFrameBaseAnimating.animSequenceParity: Int,
m_currentFrameBaseAnimating.m_flPoseParameters: Float,
m_bZooming: Bool,
m_zoomToggleOnStartTime: Time,
m_zoomBaseFrac: Float,
m_zoomBaseTime: Time,
m_zoomFullStartTime: Time,
m_lastUCmdSimulationTicks: Int,
m_lastUCmdSimulationRemainderTime: Float,
m_Local: C_PlayerLocalData,
m_currentFramePlayer.timeBase: Float,
m_currentFramePlayer.statusEffectsTimedPlayerCUR: StatusEffectTimedData,
m_currentFramePlayer.statusEffectsEndlessPlayerCUR: StatusEffectEndlessData,
m_currentFramePlayer.m_flHullHeight: Float,
m_currentFramePlayer.m_traversalAnimProgress: Float,
m_currentFramePlayer.m_sprintTiltFrac: Float,
m_currentFramePlayer.m_ammoPoolCount: Int,
m_currentFrameLocalPlayer.m_stepSmoothingOffset: Vector,
m_currentFrameLocalPlayer.m_duckTransitionRemainderMsec: Int,
m_currentFrameLocalPlayer.m_vecPunchBase_Angle: Vector,
m_currentFrameLocalPlayer.m_vecPunchBase_AngleVel: Vector,
m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle: Vector,
m_currentFrameLocalPlayer.m_vecPunchWeapon_AngleVel.x: Float,
m_currentFrameLocalPlayer.m_vecPunchWeapon_AngleVel.y: Float,
m_currentFrameLocalPlayer.m_vecPunchWeapon_AngleVel.z: Float,
m_currentFrameLocalPlayer.m_localGravityRotation: Quaternion,
pl: CPlayerState,
m_ammoPoolCapacity: Int,
m_classModsActive: 29,
m_gestureSequences: Int,
m_gestureStartTimes: Time,
m_gestureBlendInDuration: Float,
m_gestureBlendOutDuration: Float,
m_gestureFadeOutStartTime: Time,
m_gestureFadeOutDuration: Float,
m_gestureAutoKillBitfield: Int,
m_afButtonLast: Int,
m_afButtonPressed: Int,
m_afButtonReleased: Int,
m_nButtons: Int,
m_nImpulse: Int,
m_flPhysics: Int,
m_flStepSoundTime: Float,
m_flTimeAllSuitDevicesOff: Float,
m_fStickySprintMinTime: Float,
m_bPlayedSprintStartEffects: Bool,
m_fIsSprinting: Bool,
m_fIsWalking: Bool,
m_lastSprintPressTime: Time,
m_stickySprintForwardEnableTime: Time,
m_stickySprintForwardDisableTime: Time,
m_sprintStartedTime: Time,
m_sprintStartedFrac: Float,
m_sprintEndedTime: Time,
m_sprintEndedFrac: Float,
m_stickySprintStartTime: Time,
m_damageImpulseNoDecelEndTime: Time,
m_duckState: Int,
m_leanState: Int,
m_doingHalfDuck: Bool,
m_canStand: Bool,
m_StandHullMin: Vector,
m_StandHullMax: Vector,
m_DuckHullMin: Vector,
m_DuckHullMax: Vector,
m_upDir: Vector,
m_upDirPredicted: Vector,
m_lastWallRunStartPos: Vector,
m_wallRunCount: Int,
m_wallRunWeak: Bool,
m_shouldBeOneHanded: Bool,
m_oneHandFraction: Float,
m_animAimPitch: Float,
m_animAimYaw: Float,
m_wallRunPushAwayTime: Float,
m_wallrunRetryTime: Time,
m_wallrunRetryPos: Vector,
m_wallrunRetryNormal: Vector,
m_wallHangTime: Float,
m_traversalState: Int,
m_traversalType: Int,
m_traversalBegin: Vector,
m_traversalMid: Vector,
m_traversalEnd: Vector,
m_traversalMidFrac: Float,
m_traversalForwardDir: Vector,
m_traversalRefPos: Vector,
m_traversalProgress: Float,
m_traversalStartTime: Time,
m_traversalHandAppearTime: Time,
m_traversalReleaseTime: Time,
m_traversalBlendOutStartTime: Time,
m_traversalBlendOutStartOffset: Vector,
m_traversalYawDelta: Float,
m_wallDangleJumpOffTime: Time,
m_wallDangleMayHangHere: Bool,
m_wallDangleForceFallOff: Bool,
m_wallDangleLastPushedForward: Bool,
m_wallDangleDisableWeapon: Int,
m_wallDangleClimbProgressFloor: Float,
m_wallClimbSetUp: Bool,
m_wallHanging: Bool,
m_gravityLiftActive: Bool,
m_gravityLiftEnterTime: Float,
m_gravityLiftEjectTime: Float,
m_gravityLiftHoverTime: Float,
m_gravityLiftLastOrigin: Vector,
m_gravityLiftEjectVelocity: Vector,
m_blackholeActive: Bool,
m_grapple: GrappleData,
m_grapple: GrappleData,
m_grappleActive: Bool,
m_grappleActive: Bool,
m_grappleNeedWindowCheck: Bool,
m_grappleNextWindowHint: EHANDLE,
m_slowMoEnabled: Bool,
m_sliding: Bool,
m_slideLongJumpAllowed: Bool,
m_lastSlideTime: Time,
m_lastSlideBoost: Float,
m_gravityGrenadeStatusEffect: Int,
m_bIsStickySprinting: Bool,
m_prevMoveYaw: Float,
m_sprintTiltVel: Float,
m_turret: EHANDLE,
m_hViewModels: EHANDLE,
m_viewOffsetEntity: Player_ViewOffsetEntityData,
m_activeZipline: EHANDLE,
m_lastZipline: EHANDLE,
m_lastZiplineDetachTime: Time,
m_ziplineValid3pWeaponLayerAnim: Bool,
m_ziplineState: Int,
m_zipline: PlayerZiplineData_Client,
m_ziplineViewOffsetPosition: Vector,
m_ziplineViewOffsetVelocity: Vector,
m_ziplineGrenadeEntity: EHANDLE,
m_ziplineGrenadeBeginStationEntity: EHANDLE,
m_ziplineGrenadeBeginStationAttachmentIndex: Int,
m_sameZiplineCooldownTime: Float,
m_playAnimationType: Int,
m_detachGrappleOnPlayAnimationEnd: Bool,
m_playAnimationNext: Int,
m_boosting: Bool,
m_activateBoost: Bool,
m_repeatedBoost: Bool,
m_boostMeter: Float,
m_jetpack: Bool,
m_activateJetpack: Bool,
m_jetpackAfterburner: Bool,
m_gliding: Bool,
m_glideMeter: Float,
m_glideRechargeDelayAccumulator: Float,
m_hovering: Bool,
m_isPerformingBoostAction: Bool,
m_lastJumpHeight: Float,
m_touchingUpdraftTriggers: EHANDLE,
m_touchingUpdraftTriggersCount: Int,
m_touchingSlipTriggers: EHANDLE,
m_touchingSlipTriggersCount: Int,
m_slipAirRestrictDirection: Vector,
m_slipAirRestrictTime: Time,
m_melee: PlayerMelee_PlayerData,
m_useCredit: Bool,
m_wallRunStartTime: Time,
m_wallRunClearTime: Time,
m_onSlopeTime: Float,
m_lastWallNormal: Vector,
m_dodging: Bool,
m_lastDodgeTime: Time,
m_vecPreviouslyPredictedOrigin: Vector,
m_flTimeLastTouchedWall: Float,
m_timeJetpackHeightActivateCheckPassed: Time,
m_flTimeLastTouchedGround: Float,
m_flTimeLastJumped: Float,
m_flTimeLastJumpGraceTap: Float,
m_flJumpGraceMultiTapFactor: Float,
m_flTimeLastLanded: Float,
m_flLastLandFromHeight: Float,
m_usePressedTime: Float,
m_lastUseTime: Float,
m_lastFakeFloorPos: Vector,
m_bHasJumpedSinceTouchedGround: Bool,
m_bDoMultiJumpPenalty: Bool,
m_dodgingInAir: Bool,
m_activeViewmodelModifiers: Bool,
m_lastMoveInputTime: Time,
m_ignoreEntityForMovementUntilNotTouching: EHANDLE,
m_gameMovementUtil.m_surfaceFriction: Float,
m_lungeTargetEntity: EHANDLE,
m_isLungingToPosition: Bool,
m_lungeTargetPosition: Vector,
m_lungeStartPositionOffset: Vector,
m_lungeEndPositionOffset: Vector,
m_lungeStartTime: Time,
m_lungeEndTime: Time,
m_lungeCanFly: Bool,
m_lungeLockPitch: Bool,
m_lungeStartPitch: Float,
m_lungeSmoothTime: Float,
m_lungeMaxTime: Float,
m_lungeMaxEndSpeed: Float,
m_vPrevGroundNormal: Vector,
m_prepClimbPusher: EHANDLE,
m_pushAwayFromTopAcceleration: Vector,
m_controllerModeActive: Bool,
m_skydiveForwardPoseValueVelocity: Float,
m_skydiveForwardPoseValueTarget: Float,
m_skydiveForwardPoseValueCurrent: Float,
m_skydiveSidePoseValueVelocity: Float,
m_skydiveSidePoseValueTarget: Float,
m_skydiveSidePoseValueCurrent: Float,
m_skydiveYawVelocity: Float,
m_skydiveIsNearLeviathan: Bool,
m_skydiveState: Int,
m_skydiveStartTime: Time,
m_skydiveEndTime: Time,
m_skydiveAnticipateStartTime: Time,
m_skydiveAnticipateEndTime: Time,
m_skydiveDistanceToLand: Float,
m_skydiveDiveAngle: Float,
m_skydiveIsDiving: Bool,
m_skydiveSpeed: Float,
m_skydiveStrafeAngle: Float,
m_skydiveFreelookEnabled: Bool,
m_skydiveFreelookLockedAngle: Vector,
m_skydivePlayerPitch: Float,
m_skydivePlayerYaw: Float,
m_skydiveFollowing: Bool,
m_skydiveUnfollowVelocity: Vector,
m_skydiveLeviathanHitPosition: Vector,
m_skydiveLeviathanHitNormal: Vector,
m_skydiveSlipVelocity: Vector,
m_skydiveFromUpdraft: Bool,
m_skydiveFromSkywardLaunch: Bool,
m_skywardLaunchState: Int,
m_skywardDeployStartPos: Vector,
m_skywardLaunchSlowStartTime: Float,
m_skywardLaunchSlowEndTime: Float,
m_skywardLaunchFastEndTime: Float,
m_skywardDeployEndTime: Float,
m_skywardLaunchEndTime: Float,
m_skywardDeploySpeed: Float,
m_skywardLaunchSlowSpeed: Float,
m_skywardLaunchFastSpeed: Float,
m_skywardOffset: Vector,
m_skywardOffsetSpeed: Float,
m_skywardLaunchInterrupted: Bool,
m_skywardLaunchFollowing: Bool,
m_playerKnockBacks: C_KnockBack,
m_updraftCount: Int,
m_updraftStage: Int,
m_updraftEnterTime: Time,
m_updraftLeaveTime: Time,
m_updraftMinShakeActivationHeight: Float,
m_updraftMaxShakeActivationHeight: Float,
m_updraftLiftActivationHeight: Float,
m_updraftLiftSpeed: Float,
m_updraftLiftAcceleration: Float,
m_updraftLiftExitDuration: Float,
m_updraftSlowTime: Time,
}
```
class C_PlayerLocalData
```
{
m_nStepside: Int,
m_nOldButtons: Int,
m_nOldVehicleButtons: Int,
m_iHideHUD: Int,
m_superJumpsUsed: Int,
m_jumpedOffRodeo: Bool,
m_jumpPressTime: Time,
m_prevJumpPressTime: Time,
m_jetpackActivateTime: Time,
m_jetpackDeactivateTime: Time,
m_flSuitPower: Float,
m_flSuitJumpPower: Float,
m_flSuitGrapplePower: Float,
m_flFallVelocity: Float,
m_flStepSize: Float,
m_airSlowMoFrac: Float,
predictableFlags: Int,
m_bitsActiveDevices: Int,
m_forceStance: Int,
m_duckToggleOn: Bool,
m_bDrawViewmodel: Bool,
m_bAllowAutoMovement: Bool,
m_airMoveBlockPlanes: Vector,
m_airMoveBlockPlaneTime: Time,
m_airMoveBlockPlaneCount: Int,
m_queuedMeleePressTime: Time,
m_queuedGrappleMeleeTime: Time,
m_disableMeleeUntilRelease: Bool,
m_meleePressTime: Time,
m_meleeDisabledCounter: Int,
m_meleeInputIndex: Int,
m_oneHandedWeaponUsage: Bool,
m_prevOneHandedWeaponUsage: Bool,
m_titanEmbarkEnabled: Bool,
m_titanDisembarkEnabled: Bool,
m_playerAnimStationaryGoalFeetYaw: Float,
m_playerAnimJumping: Bool,
m_playerAnimJumpStartTime: Time,
m_playerAnimFirstJumpFrame: Bool,
m_playerAnimDodging: Bool,
m_playerAnimJumpActivity: Int,
m_playerAnimLanding: Bool,
m_playerAnimShouldLand: Bool,
m_playerAnimLandStartTime: Time,
m_playerAnimInAirWalk: Bool,
m_playerAnimPrevFrameSequenceMotionYaw: Float,
m_playerAnimMeleeParity: Int,
m_playerAnimMeleeStartTime: Time,
m_playerLocalGravityToWorldTransform: Quaternion,
m_playerLocalGravityBlendStartRotation: Quaternion,
m_playerLocalGravityBlendEndRotation: Quaternion,
m_playerLocalGravityBlendEndDirection: Vector,
m_playerLocalGravityBlendStartTime: Time,
m_playerLocalGravityBlendEndTime: Time,
m_playerLocalGravityBlendStrength: Float,
m_playerLocalGravityStrength: Float,
m_playerLocalGravityType: Int,
m_playerLocalGravityPoint: Vector,
m_playerLocalGravityLineStart: Vector,
m_playerLocalGravityLineEnd: Vector,
m_playerLocalGravityEntity: EHANDLE,
m_playerLocalGravityLineStartEntity: EHANDLE,
m_playerLocalGravityLineEndEntity: EHANDLE,
m_playerFloatLookStartTime: Time,
m_playerFloatLookEndTime: Time,
m_wallrunLatestFloorHeight: Float,
m_wallrunFromJetpack: Bool,
m_groundNormal: Vector,
m_continuousUseBlocked: Bool,
m_useEnt: EHANDLE,
}
```
class C_PlayerVehicle extends C_BaseAnimatingOverlay
```
{
m_localOrigin: Vector,
m_SequenceTransitioner: C_SequenceTransitioner,
m_vehicleDriver: EHANDLE,
m_vehicleActivated: Bool,
m_blockDuckInput: Bool,
m_vehicleLaunchTime: Float,
m_vehicleVelocity: Vector,
m_vehicleGroundEntity: EHANDLE,
m_vehicleGroundNormal: Vector,
m_vehicleGroundDist: Float,
m_hoverVehicleHoverOffsetPrev: Float,
m_hoverVehicleGroundAngles: Vector,
m_hoverVehicleIsOnGround: Bool,
m_hoverVehicleHoverSimulationIsAwake: Bool,
m_hoverVehicleSmoothTilt: Vector,
m_hoverVehicleSmoothTiltVelocity: Vector,
m_hoverVehicleSmoothYaw: Float,
m_hoverVehicleSmoothYawVelocity: Float,
m_hoverVehicleLookAheadAcceleration: Vector,
m_hoverVehicleLastBoostTime: Time,
m_hoverVehicleIsMarkedAsDrivingForward: Bool,
m_hoverVehicleStunTimeEnd: Float,
m_hoverVehicleThrottle: Float,
m_hoverVehicleBanking: Float,
m_hoverVehicleFrictionLastTime: Float,
m_hoverVehicleFrictionSurfPropOther: Int,
m_hoverVehicleFrictionNormal: Vector,
m_hoverVehicleFrictionPos: Vector,
m_hoverVehiclePhysPush: Vector,
}
```
class C_Projectile extends C_BaseEntity
```
{
m_weaponDataIsSet: Bool,
m_forceAdjustToGunBarrelDisabled: Bool,
m_weaponClassIndex: Int,
m_destructionDistance: Float,
m_passThroughDepthTotal: Int,
m_modBitfield: Int,
m_overrideMods: Int,
m_projectileTrailIndex: Int,
m_impactEffectTable: Int,
m_reducedEffects: Bool,
m_projectileCreationTimeServer: Float,
m_weaponSource: EHANDLE,
m_passThroughModCount: Int,
m_passThroughPoints: Vector,
m_preModdedTrailEffectIndices1p: Int,
m_preModdedTrailEffectIndices3p: Int,
m_launchOrigin: Vector,
m_wpnData: Outer,
m_hWeaponFileInfo: Short,
m_weaponChargeLevel: Int,
m_weaponChargeFraction: Float,
m_modVars: Void,
m_modVarsAreValid: Bool,
m_launchVel: Vector,
m_scriptCB: Void,
m_hasPlayedTrailEffect: Bool,
m_projectileLifeTimeEndTick: Tick,
m_projectileCreationTime: Float,
m_isVortexRefired: Bool,
m_damageAliveOnly: Bool,
m_usesPositionFunction: Bool,
m_lastCollisionNormal: Vector,
m_bounceIndex: Int,
m_randomInt: Int,
m_thrownByAI: Bool,
m_perPolyRadius: Float,
m_posBeforePhysicsSimulate: Vector,
m_hasIgnited: Bool,
m_inLagCompensation: Bool,
m_passEntities: EHANDLE,
m_projectileSpeed: Float,
m_wantStartTrailEffect: Bool,
m_hasCalledPostDataUpdate: Bool,
}
```
class C_PropDoor
```
{
m_localOrigin: Vector,
m_localAngles: Vector,
m_nNextThinkTick: Int,
m_angle: Float,
m_startAngle: Float,
m_startAngleVel: Float,
m_startMoveTime: Time,
m_nextHitSoundTime: Float,
m_lastThinkTime: Float,
m_interactingPlayer: EHANDLE,
m_interactingPlayerWantsOpen: Bool,
m_useDebounceEndTime: Time,
m_prevAngle: Float,
}
```
class C_SequenceTransitioner
```
{
m_sequenceTransitionerLayers: C_SequenceTransitionerLayer,
m_sequenceTransitionerLayerCount: Int,
}
```
class C_SequenceTransitionerLayer
```
{
m_sequenceTransitionerLayerActive: Bool,
m_sequenceTransitionerLayerStartCycle: Float,
m_sequenceTransitionerLayerSequence: Int,
m_weight: Float,
m_sequenceTransitionerLayerPlaybackRate: Float,
m_sequenceTransitionerLayerStartTime: Time,
m_sequenceTransitionerLayerFadeOutDuration: Float,
}
```
class C_Team extends C_BaseEntity
```
{
m_score: Int,
m_score2: Int,
m_kills: Int,
m_deaths: Int,
m_iRoundsWon: Int,
m_iTeamTeamNum: Int,
m_szTeamname: Char,
}
```
class C_TriggerCylinderHeavy
```
{
m_nextLaunchTime: Time,
m_teslaTrapObstructedEndTime: Time,
}
```
class C_VortexSphere extends C_BaseEntity
```
{
m_enabled: Bool,
m_radius: Float,
m_height: Float,
m_bulletFov: Float,
m_bulletAbsorbedCount: Int,
m_projectileAbsorbedCount: Int,
m_ownerWeapon: EHANDLE,
m_vortexEffect: EHANDLE,
m_vortexLocalAngles: Vector,
m_gunAttachment: String,
m_listPrev: Outer,
m_listNext: Outer,
}
```
class C_WallrunCurve extends C_GameplayHint
```
{
width: Int,
height: Int,
}
```
class C_WindowHint extends C_GameplayHint
```
{
normal: Vector,
right: Vector,
halfSize: Float,
halfSize[0]: Float,
halfSize[1]: Float,
}
```
class C_Zipline extends C_BaseEntity
```
{
m_ziplinePhysics: C_ZiplinePhysics,
m_detachEndOnUse: Bool,
m_currentFrameZipline.numZiplinePoints: Int,
m_currentFrameZipline.ziplinePositions: Vector,
m_currentFrameZipline.ziplinePreviousPositions: Vector,
m_currentFrameZipline.ziplineDistances: Float,
}
```
class C_ZiplinePhysics
```
{
m_ziplineType: Int,
m_ziplineStart: Vector,
m_ziplineEnd: Vector,
m_nodes: C_ZiplinePhysicsNode,
m_numNodes: Int,
m_springDistance: Int,
m_remainingUnsimulatedTime: Float,
m_attachedEntities: C_ZiplinePhysicsAttachedEntity,
m_numAttachedEntities: Int,
m_ziplineOwner: EHANDLE,
}
```
class C_ZiplinePhysicsAttachedEntity
```
{
entity: EHANDLE,
attachAcceleration: Vector,
attachTime: Float,
}
```
class C_ZiplinePhysicsNode
```
{
position: Vector,
prevPosition: Vector,
}
```
class GrappleData
```
{
m_grappleVel: Vector,
m_grapplePoints: Vector,
m_grapplePointCount: Int,
m_grappleAttached: Bool,
m_grapplePulling: Bool,
m_grappleSwinging: Bool,
m_grappleRetracting: Bool,
m_grappleForcedRetracting: Bool,
m_grappleGracePeriodFinished: Bool,
m_grappleUsedPower: Float,
m_grappleActivateTime: Time,
m_grapplePullTime: Time,
m_grappleAttachTime: Time,
m_grappleDetachTime: Time,
m_grappleMeleeTarget: EHANDLE,
m_grappleAutoAimTarget: EHANDLE,
m_grappleSwingDetachLowSpeed: Float,
m_grappleSwingHoldTime: Time,
}
```
class MissilePathExpandContractSettings_Client
```
{
launchOutVec: Vector,
launchInVec: Vector,
launchOutTime: Time,
launchInLerpTime: Time,
launchInTime: Time,
launchStraightLerpTime: Time,
endPos: Vector,
applyRandSpread: Bool,
}
```
class PlayerMelee_PlayerData
```
{
meleeAttackParity: Int,
attackActive: Bool,
attackRecoveryShouldBeQuick: Bool,
isSprintAttack: Bool,
attackStartTime: Time,
attackHitEntity: EHANDLE,
attackHitEntityTime: Time,
attackLastHitNonWorldEntity: Time,
scriptedState: Int,
pendingMeleePress: Bool,
lungeBoost: Vector,
}
```
class PlayerZiplineData_Client
```
{
m_ziplineReenableWeapons: Bool,
m_mountingZiplineDuration: Float,
m_mountingZiplineAlpha: Float,
m_ziplineStartTime: Time,
m_ziplineEndTime: Time,
m_mountingZiplineSourcePosition: Vector,
m_mountingZiplineSourceVelocity: Vector,
m_mountingZiplineTargetPosition: Vector,
m_ziplineUsePosition: Vector,
m_slidingZiplineAlpha: Float,
m_lastMoveDir2D: Vector,
m_ziplineReverse: Bool,
}
```
class Player_ViewOffsetEntityData
```
{
viewOffsetEntityHandle: EHANDLE,
lerpInDuration: Float,
lerpOutDuration: Float,
stabilizePlayerEyeAngles: Bool,
}
```
class PredictedAnimEventData
```
{
m_predictedAnimEventTimes: Time,
m_predictedAnimEventIndices: Int,
m_predictedAnimEventCount: Int,
m_predictedAnimEventTarget: EHANDLE,
m_predictedAnimEventSequence: Int,
m_predictedAnimEventModel: Int,
m_predictedAnimEventsReadyToFireTime: Time,
}
```
class StatusEffectEndlessData
```
{
seComboVars: Int,
}
```
class StatusEffectTimedData
```
{
seComboVars: Int,
seTimeEnd: Float,
seEaseOut: Float,
}
```
class WeaponInventory_Client
```
{
weapons: EHANDLE,
activeWeapons: EHANDLE,
}
```
class WeaponPlayerData
```
{
m_moveSpread: Float,
m_spreadStartTime: Time,
m_spreadStartFracHip: Float,
m_spreadStartFracADS: Float,
m_kickSpreadHipfire: Float,
m_kickSpreadADS: Float,
m_kickTime: Time,
m_kickScaleBasePitch: Float,
m_kickScaleBaseYaw: Float,
m_kickPatternScaleBase: Float,
m_kickSpringHeatBaseTime: Time,
m_kickSpringHeatBaseValue: Float,
m_semiAutoTriggerHoldTime: Time,
m_semiAutoTriggerDown: Bool,
m_pendingTriggerPull: Bool,
m_semiAutoNeedsRechamber: Bool,
m_pendingReloadAttempt: Bool,
m_offhandHybridNormalMode: Bool,
m_pendingoffhandHybridToss: Bool,
m_fastHolster: Bool,
m_didFirstDeploy: Bool,
m_shouldCatch: Bool,
m_clipModelIsHidden: Bool,
m_segmentedReloadEndSeqRequired: Bool,
m_reloadStartedEmpty: Bool,
m_segmentedAnimStartedOneHanded: Bool,
m_segmentedReloadCanRestartLoop: Bool,
m_segmentedReloadLoopFireLocked: Bool,
m_realtimeModCmds: Char,
m_realtimeModCmdHead: Char,
m_realtimeModCmdCount: Char,
m_realtimeModCanADS: Bool,
m_customActivityAttachedModelIndex: Int,
m_customActivityAttachedModelAttachmentIndex: Int,
m_fireRateLerp_startTime: Time,
m_fireRateLerp_startFraction: Float,
m_fireRateLerp_stopTime: Time,
m_fireRateLerp_stopFraction: Float,
m_chargeAnimIndex: Int,
m_chargeAnimIndexOld: Int,
m_reloadMilestone: Int,
m_rechamberMilestone: Int,
m_cooldownMilestone: Int,
m_prevSeqWeight: Int,
m_fullReloadStartTime: Time,
m_scriptTime0: Time,
m_scriptTime1: Time,
m_scriptFlags0: Int,
m_scriptInt0: Short,
m_scriptInt1: Short,
m_curZoomFOV: Float,
m_targetZoomFOV: Float,
m_zoomFOVLerpTime: Float,
m_zoomFOVLerpEndTime: Time,
m_latestDryfireTime: Time,
m_requestedAttackEndTime: Time,
m_currentAltFireAnimIndex: Int,
m_legendaryModelIndex: Int,
m_charmModelIndex: Int,
m_charmAttachment: Int,
m_charmScriptIndex: Int,
}
```
class fogplayerparamsstate_t
```
{
enable: Bool,
botAlt: Float,
topAlt: Float,
halfDistBot: Float,
halfDistTop: Float,
distOffset: Float,
densityScale: Float,
halfAngleDeg: Float,
distColorStr: Float,
dirColorStr: Float,
HDRColorScale: Float,
minFadeTime: Float,
forceOntoSky: Bool,
distColor: Color32,
dirColor: Color32,
vlParams.color: Vector,
vlParams.distFalloff: Float,
vlParams.intensity: Float,
vlParams.scatter: Float,
vlParams.inShadowScatter: Float,
direction: Vector,
id: Int,
}
```
## ConVars
default: `"1.0"`
flags: `0x0`
Allow_auto_Party
default: `"0"`
flags: `0x2`
AutoRejectInviteToPlay
default: `"0"`
flags: `0x80000`
AutoRejectNewRules
default: `"1"`
flags: `0x2`
BlendBonesMode
default: `"2"`
flags: `0x2002`
Clubs_QueryPrefersFriend
Use friend on clubs querry
default: `"1"`
flags: `0x2`
Communities_TextUseLocalName
default: `"1"`
flags: `0x2`
CrossPlay_user_optin
Our Crossplay opt-in preference
default: `"1"`
flags: `0x1000200`
DigiCertGlobalRoot_usable
default: `"1"`
flags: `0x2`
DoorSoundPrefixDouble
Sound prefix for door sounds for double doors
default: `"Door_Single_"`
flags: `0x2`
DoorSoundPrefixSingle
Sound prefix for door sounds for single doors
default: `"Door_Single_"`
flags: `0x2`
EADP_AcceptInvite_Check_isAcceptingInvite
default: `"1"`
flags: `0x2`
EADP_RTM_DELAY_QUERRY_SCRIPT_SECONDS
default: `"1"`
flags: `0x2`
EADP_RTM_DELAY_QUERRY_SECONDS
default: `"2"`
flags: `0x2`
EADP_RTM_Enabled
Allow RTM code to work!
default: `"1"`
flags: `0x2`
EADP_RTM_Productid
default: `"r5"`
flags: `0x2`
EADP_SEARCH_Enabled
Allow EADP SEARCH code to work!
default: `"1"`
flags: `0x2`
EADP_code_redemption_enabled
Allows code redemption requests to be made
default: `"1"`
flags: `0x2`
EADP_code_redemption_hostname
default: `"proxy/commerce_gateway/coderedemption/redeem"`
flags: `0x2`
EADP_http_inbound_friend_invite_can_use_commentforname
default: `"1"`
flags: `0x2`
EADP_optin_datachange_throttle
default: `"2"`
flags: `0x2`
min value: `0.1`
max value: `5`
EADP_search_accountname_count
The Number of responce from a name search.
default: `"20"`
flags: `0x2`
EADP_search_use_starts_with
default: `"1"`
flags: `0x2`
EADP_server_enviorment
default: `"INT"`
flags: `0x2`
EADP_um_debug
default: `"0"`
flags: `0x2`
EADP_um_dev_persistence_domain
Value used to construct marketplace alias sent to UM in dev
default: `"r5dev_a"`
flags: `0x2`
EADP_um_enabled
Allows requests to be made the UM service
default: `"1"`
flags: `0x2`
EADP_um_forceError
default: `"0"`
flags: `0x2`
EADP_um_path
default: `"em/v4.5/action"`
flags: `0x2`
EADP_um_promo_id
The trigger id for promos
default: `"fetchpromo"`
flags: `0x2`
EAPD_friends_invite_has_platform
default: `"1"`
flags: `0x2`
Invite_Flyout_Off
Used to disable ****** Fly Outs.
default: `"0"`
flags: `0x1000000`
OriginAllowRebootClientAuthTokens
default: `"1"`
flags: `0x2`
OriginRebootClientAuthTokens_Retryinterval
default: `"1"`
flags: `0x2`
ScriptDisallowedToUsePersistenceOnSP
default: `"0"`
flags: `0x2002`
ScriptSaveAllowed
default: `"1"`
flags: `0x2002`
StreamMicDisabled
default: `"0"`
flags: `0x2`
TLS_trust_cert
default: `"0"`
flags: `0x2`
TalkIsStream
default: `"0"`
flags: `0x80`
TextDataFromCommunityOnlyInLobby
default: `"1"`
flags: `0x2`
VoiceDataFromCommunityOnlyInLobby
default: `"1"`
flags: `0x2`
VoiceNeedsReset
default: `"0"`
flags: `0x2`
XLOG_DigiCertGlobalRoot_usable
default: `"1"`
flags: `0x2`
XLOG_TLS_hostname
default: `""`
flags: `0x2`
XLOG_TLS_secure_conn
default: `"1"`
flags: `0x2`
XLOG_TLS_trust_cert
default: `"0"`
flags: `0x2`
XLOG_telemetry_buffer_sends_per_second
default: `"60"`
flags: `0x2`
XLOG_telemetry_shortcircuit
Allow customers to turn off xlog.
default: `"0"`
flags: `0x80000`
XLOG_telemetry_socket_recv_freq
default: `"0.3"`
flags: `0x2`
XLOG_telemetry_socket_send_freq
default: `"30"`
flags: `0x2`
XLOG_telemetry_streams
default: `""`
flags: `0x2`
adjustableCharacterBoostBias
Change the character boost bias
default: `"0.1"`
flags: `0x2`
ai_titan_grapple_max_len
default: `"3000"`
flags: `0x2002`
airslowmo_enabled
Enables air slowmo
default: `"0"`
flags: `0x2002`
airslowmo_enter_time
Duration it takes to reach full slowmo
default: `"0.25"`
flags: `0x2002`
airslowmo_ground_immediate_end
Controls whether air slowmo fades out after landing or immediately stops
default: `"0"`
flags: `0x2002`
airslowmo_leave_time
Duration it takes to leave full slowmo
default: `"1.0"`
flags: `0x2002`
airslowmo_scripted_speed
default: `"0.8"`
flags: `0x2002`
airslowmo_when_hovering
Replaces hovering with air slowmo
default: `"1"`
flags: `0x2002`
always_touch_triggers_cl
default: `"0"`
flags: `0x2`
animEvent_debug
1 = sparse, 2 = verbose
default: `"0"`
flags: `0x2002`
animEvent_debugEnt
default: `"0"`
flags: `0x2`
animEvent_debug_cl
1 = sparse, 2 = verbose
default: `"0"`
flags: `0x2`
anim_estimateVelocity
default: `"0"`
flags: `0x2002`
anim_playerMovementAngleMargin
default: `"10"`
flags: `0x2002`
anim_player_ragdoll_fix
default: `"1"`
flags: `0x2002`
anim_print_transition_overflow
default: `"0"`
flags: `0x2002`
anim_runGestureAnimEventsToCompletionOnReset_client
default: `"0"`
flags: `0x6000`
anim_showstate
Show the (client) animation state for the specified entity (-1 for none).
default: `"-1"`
flags: `0x6002`
anim_showstatelog
1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
default: `"0"`
flags: `0x6002`
anim_transitionsequences
Enables blended transitions between sequences.
default: `"1"`
flags: `0x2002`
anim_view_entity_third_person_camera_use_move_parent
default: `"0"`
flags: `0x2002`
anim_window_debug
default: `"0"`
flags: `0x2`
announcement
default: `""`
flags: `0x12`
announcementImage
default: `""`
flags: `0x12`
announcementVersion
default: `"0"`
flags: `0x12`
assetdownloads_desiredState
default: `"1"`
flags: `0x2`
assetdownloads_enabled
default: `"1"`
flags: `0x2`
assetdownloads_forceError
default: `"0"`
flags: `0x2`
assetdownloads_hostname
default: `"r5-assets.stryder.respawn.com"`
flags: `0x2`
async_serialize
Force async reads to serialize for profiling
default: `"0"`
flags: `0x2`
attachment_orthogonal_warnings
default: `"0"`
flags: `0x2`
automantle_backoff_anim_maxfrac
Fraction of mantle after which pulling back simply aborts the mantle
default: `"0.7"`
flags: `0x2002`
automantle_cooldown
Minimum time between mantles
default: `".25"`
flags: `0x2002`
automantle_dangle_required_space
Required space under the ledge to dangle
default: `"60"`
flags: `0x2002`
automantle_debug
Debugs player auto-mantle behavior
default: `"0"`
flags: `0x2002`
automantle_disable_hang
disables the hang mantle behavior
default: `"0"`
flags: `0x2002`
automantle_enable
Enables player auto-mantle behavior
default: `"1"`
flags: `0x2002`
automantle_forwarddist
Distance forward to do the ground check from when auto-mantling
default: `"26.f"`
flags: `0x2002`
automantle_gun_enable_height
Eye height above ledge at which gun is reenabled
default: `"33"`
flags: `0x2002`
automantle_height_above
Mantle height above ledge below which the "above" animation is used and above which the "high" animation is used
default: `"30"`
flags: `0x2002`
automantle_height_below
Mantle height above ledge below which the "below" animation is used
default: `"-10"`
flags: `0x2002`
automantle_height_level
Mantle height above ledge below which the "level" animation is used
default: `"10"`
flags: `0x2002`
automantle_jumpoff_anim_maxfrac
Maximum fraction of mantle at which jump off animation is played
default: `"0.5"`
flags: `0x2002`
automantle_jumpoff_duration
Duration of jump off animation when jumping off
default: `"0.1"`
flags: `0x2002`
automantle_max_frac
Fractional amount (0-1) player can move forward without hitting jump.
default: `"0.5"`
flags: `0x2002`
automantle_maxangle_push
Max angle the player can be pushing from the wall normal to auto-mantle
default: `"50"`
flags: `0x2002`
automantle_maxangle_view
Max angle the player can be facing from the wall to auto-mantle
default: `"50"`
flags: `0x2002`
automantle_min_frac
Fractional amount (0-1) player can move backward without hitting jump.
default: `"0.1"`
flags: `0x2002`
automantle_mindist
Minimum forward distance when auto-mantling
default: `"18.f"`
flags: `0x2002`
automantle_rest_frac
Fractional amount (0-1) player will tend toward when no input is given.
default: `"0.4"`
flags: `0x2002`
automantle_rest_frac_below
Replaces rest_frac when using the "below" animation
default: `"0.3"`
flags: `0x2002`
automantle_searchdist
Forward distance within which to look for a ledge to auto-mantle
default: `"5.f"`
flags: `0x2002`
automantle_trace_debug
Debugs the traces of player auto-mantle behavior
default: `"0"`
flags: `0x2002`
automantle_view_correction_speed
Speed at which view direction is clamped when mantling
default: `"180"`
flags: `0x4000`
automantle_view_high_yaw_max
Max view yaw when mantling with the "high" mantle animation
default: `"90"`
flags: `0x4000`
automantle_view_pitch_max
Max view pitch when mantling
default: `"35"`
flags: `0x4000`
automantle_view_pitch_min
Min view pitch when mantling
default: `"-80"`
flags: `0x4000`
automantle_view_yaw_max
Max view yaw when mantling
default: `"60"`
flags: `0x4000`
automantle_wallrun_maxangle_view
Max angle the player can be facing from the wall to auto-mantle while wall running
default: `"45"`
flags: `0x2002`
baseanimatingoverlay_playbackRateThreshold
default: `"0.05"`
flags: `0x2`
baselines_print
default: `"0"`
flags: `0x2`
bhit_enable
Enables bhit commands from the client
default: `"0"`
flags: `0x2002`
bhit_reliable
Makes bhit commands reliable messages
default: `"1"`
flags: `0x2002`
bink_materials_enabled
Allows materials with 'Emissive Uses Video' checked to play video on the material
default: `"1"`
flags: `0x2`
bink_preload_videopanel_movies
Preload Bink movies used by VideoPanel.
default: `"1"`
flags: `0x2`
boost_jetwash_prediction_factor
Factor used to scale player's velocity when finding jetwash trace point.
default: `"20.0f"`
flags: `0x2002`
bot_lagOut
Cause bots to lag out
default: `"0"`
flags: `0x2`
bot_num_exclusive_teams
Number of teams to reserve and fill with bots(autoplayers)
default: `"0"`
flags: `0x2`
budget_animatingEntities
default: `"5000"`
flags: `0x2`
budget_animationOverlayEntities
default: `"260"`
flags: `0x2`
budget_combatCharEntities
default: `"200"`
flags: `0x2`
budget_weaponEntities
default: `"1200"`
flags: `0x2`
budget_ziplineEntities
default: `"250"`
flags: `0x2`
bug_reproNum
default: `"0"`
flags: `0x2002`
build_nonmerged
default: `"1"`
flags: `0x2`
buildcubemaps_async
default: `"1"`
flags: `0x4000`
buildcubemaps_index
default: `"-1"`
flags: `0x4000`
buildcubemaps_pvs_start_early
default: `"1"`
flags: `0x4000`
buildcubemaps_single_step
default: `"0"`
flags: `0x4000`
building_cubemaps
default: `"0"`
flags: `0x4000`
bulletPredictionDebug
default: `"0"`
flags: `0x2002`
bullet_trace_test_debug
default: `"0"`
flags: `0x2002`
bullet_trace_test_enable
default: `"0"`
flags: `0x2002`
c_dropship_ground_fx_dist_interval
default: `"256"`
flags: `0x2`
c_dropship_ground_fx_time_interval
default: `"0.25"`
flags: `0x2`
c_dropship_rope_debug
Used to visualize the drop ship rope interaction.
default: `"0"`
flags: `0x2`
c_dropship_rope_events
Turn on client side drop ship rope interaction detection.
default: `"1"`
flags: `0x2`
c_dropship_rope_magnitude
Used to scale the interaction of a drop ship and a rope.
default: `"128"`
flags: `0x2`
c_dropship_rope_range
Max distance away from a drop ship that a Rope is effected.
default: `"1024"`
flags: `0x2`
c_maxdistance
default: `"400"`
flags: `0x2`
c_maxpitch
default: `"90"`
flags: `0x2`
c_maxyaw
default: `"135"`
flags: `0x2`
c_mindistance
default: `"30"`
flags: `0x2`
c_minpitch
default: `"0"`
flags: `0x2`
c_minyaw
default: `"-135"`
flags: `0x2`
c_orthoheight
default: `"100"`
flags: `0x2`
c_orthowidth
default: `"100"`
flags: `0x2`
c_thirdpersonshoulderaimdistADS_110
default: `"35.0"`
flags: `0x2`
c_thirdpersonshoulderaimdistADS_70
default: `"50.0"`
flags: `0x2`
c_thirdpersonshoulderaimdistADS_90
default: `"40.0"`
flags: `0x2`
c_thirdpersonshoulderaimdist_110
default: `"60.0"`
flags: `0x2`
c_thirdpersonshoulderaimdist_70
default: `"100.0"`
flags: `0x2`
c_thirdpersonshoulderaimdist_90
default: `"75.0"`
flags: `0x2`
c_thirdpersonshoulderdist
default: `"0.0"`
flags: `0x2`
c_thirdpersonshouldergetsviewpunch
default: `"1"`
flags: `0x2`
c_thirdpersonshoulderheight
default: `"0.0"`
flags: `0x2`
c_thirdpersonshoulderoffset
default: `"17.0"`
flags: `0x2`
c_threadedAnimPostData
default: `"1"`
flags: `0x2`
cam_collision
When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
default: `"1"`
flags: `0x2`
cam_idealdelta
Controls the speed when matching offset to ideal angles in thirdperson view
default: `"4.0"`
flags: `0x2`
cam_idealdist
default: `"150"`
flags: `0x2`
cam_ideallag
Amount of lag used when matching offset to ideal angles in thirdperson view
default: `"4.0"`
flags: `0x2`
cam_idealpitch
default: `"0"`
flags: `0x2`
cam_idealyaw
default: `"0"`
flags: `0x2`
cam_pitchLock_feetRelative
default: `"0"`
flags: `0x2`
cam_pitchlock_on
default: `"0"`
flags: `0x2`
cam_pitchlock_period
default: `"1.0"`
flags: `0x2`
cam_pitchlock_phase
default: `"0.0"`
flags: `0x2`
cam_pitchlock_pitchBase
default: `"0.0"`
flags: `0x2`
cam_pitchlock_pitchRange
default: `"0.0"`
flags: `0x2`
cam_pitchlock_pitchWiggleRoom
default: `"0.0"`
flags: `0x2`
cam_player_viewheight_scale
default: `"1.0"`
flags: `0x2`
cam_showangles
When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
default: `"0"`
flags: `0x2`
cc_captiontrace
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
default: `"1"`
flags: `0x2`
cc_global_norepeat
How often a caption can repeat, unless overriden by norepeat. (or 0)
default: `"5"`
flags: `0x2`
cc_linger_time
Close caption linger time in seconds.
default: `"1.0"`
flags: `0x80`
cc_max_duration
The max duration in seconds for a closed caption if event doesn't stop playing.
default: `"30.0"`
flags: `0x2`
cc_minvisibleitems
Minimum number of caption items to show.
default: `"1"`
flags: `0x2`
cc_predisplay_time
Close caption delay in seconds before showing caption.
default: `"0.25"`
flags: `0x80`
cc_rui
Use RUI to draw closecaption text.
default: `"1"`
flags: `0x2`
cc_text_size
Changes the size of subtitles and closed captions text. 0 = normal, 1 = large, 2 = huge.
default: `"0"`
flags: `0x1000000`
cc_timeshift_norepeat
How often a caption can repeat, unless overriden by norepeat. (timeshift only) (or 0)
default: `"5"`
flags: `0x2`
chasecam_distanceMax_override
default: `"0"`
flags: `0x2`
chat_rules_MuteIsMute
Ignore Difrences between text and Voice muting.
default: `"1"`
flags: `0x2`
chat_rules_log_details
default: `"0"`
flags: `0x2`
chatroom_console_ptt
default: `"0"`
flags: `0x2`
chatroom_debug
default: `"0"`
flags: `0x2`
chatroom_min_status_send_interval
default: `"16"`
flags: `0x2`
chatroom_nameLength
default: `"-1"`
flags: `0x2`
chatroom_namePaddingX
default: `"12"`
flags: `0x2`
chatroom_nameWidth
default: `"-1"`
flags: `0x2`
chatroom_onlyWhenActive
default: `"1"`
flags: `0x2`
chatroom_sendServerMutes
default: `"0"`
flags: `0x2`
chatroom_useSlopSpace
default: `"0"`
flags: `0x2`
chatroom_use_deprecated_isfriends
default: `"0"`
flags: `0x2`
chatroom_voiceMode
default: `"0"`
flags: `0x2`
chatroom_voiceMode
default: `"0"`
flags: `0x2`
cheap_captions_fadetime
default: `"0.5"`
flags: `0x2`
cheap_captions_test
default: `"0"`
flags: `0x2`
check_PSN_ByName_BlockList
default: `"1"`
flags: `0x2`
chroma_enable
default: `"1"`
flags: `0x80`
cl_NotifyAllLevelAssetsLoaded_endframe
default: `"1"`
flags: `0x2`
cl_RunClientConnectScripts_Before_ProcessOnDataChangedEvents
default: `"1"`
flags: `0x2`
cl_SetupAllBones
default: `"0"`
flags: `0x2`
cl_ShowBoneSetupEnts
Show which entities are having their bones setup each frame.
default: `"0"`
flags: `0x2`
cl_adjustTimeEntsPerJob
default: `"10"`
flags: `0x2`
cl_aggregate_particles
default: `"1"`
flags: `0x2`
cl_allowABSCalculationDuringSnapshotScriptCalls
default: `"1"`
flags: `0x2`
cl_allowABSDuringSnapshotScriptCalls
default: `"1"`
flags: `0x2`
cl_allowAnimsToInterpolateBackward
default: `"0"`
flags: `0x2`
cl_always_draw_3p_player
Always draw the 3p player model, even when in first-person view
default: `"0"`
flags: `0x2`
cl_always_ragdoll_radius
Always create client ragdoll if within this distance to viewer
default: `"500"`
flags: `0x2`
cl_anglespeedkey
default: `"0.67"`
flags: `0x2`
cl_anim_blend_transition_dist
default: `"2500"`
flags: `0x2`
cl_anim_detail_dist
default: `"1500"`
flags: `0x2`
cl_anim_face_dist
default: `"250"`
flags: `0x2`
cl_anim_sequence_transition_full_weight_optimization
default: `"0"`
flags: `0x2`
cl_anim_sounds_seek
default: `"1"`
flags: `0xa`
cl_approx_footstep_origin
default: `"1"`
flags: `0x2`
cl_approx_tracer_origin
default: `"1"`
flags: `0x2`
cl_async_bone_setup
default: `"1"`
flags: `0x2`
cl_base_entity_effect_lock
default: `"0"`
flags: `0x2`
cl_bones_incremental_blend
Don't reblend bones which we don't need to in SetupBones.
default: `"0"`
flags: `0x2`
cl_bones_incremental_transform
Don't retransform bones which we don't need to in SetupBones.
default: `"1"`
flags: `0x2`
cl_bones_oldhack
Redo all previously transformed bones in SetupBones--old 'hack'.
default: `"0"`
flags: `0x2`
cl_bounds_show_errors
default: `"0"`
flags: `0x2`
cl_burninggibs
A burning player that gibs has burning gibs.
default: `"0"`
flags: `0x2`
cl_clock_correction
Enable/disable clock correction on the client.
default: `"1"`
flags: `0x4000`
cl_clock_correction_ahead_correct_interval
Minimum interval over which the clock will try to correct to ideal when it's ahead
default: `"20"`
flags: `0x4000`
cl_clock_correction_behind_correct_interval
Interval over which the clock will try to correct to ideal when it's behind
default: `"200"`
flags: `0x4000`
cl_clock_correction_force_server_tick
Force clock correction to match the server tick + this offset (-999 disables it).
default: `"999"`
flags: `0x4000`
cl_cmdbackup
Number of redundant usercmds to send, to cover client->server packet loss
default: `"2"`
flags: `0x2`
cl_cmdrate
Max number of command packets sent to server per second
default: `"60"`
flags: `0x2`
cl_configversion
Configuration layout version.
default: `"1"`
flags: `0x2`
cl_configversion_dummy
Configuration layout version dummy.
default: `"0"`
flags: `0x2`
cl_cull_weapon_fx
default: `"1"`
flags: `0x2`
cl_dataBlockFragmentPL
default: `"0.0"`
flags: `0x2`
min value: `0`
max value: `1`
cl_deathhints_enabled
default: `"1"`
flags: `0x1000000`
cl_debugClientEntities
default: `"0"`
flags: `0x2`
cl_debug_deferred_trace
default: `"0"`
flags: `0x2`
cl_debug_deferred_trace_overlay
default: `"0"`
flags: `0x2`
cl_debug_model_fx_sounds
default: `"0"`
flags: `0x2`
cl_decal_alwayswhite
Force FX decals to white (1), or white full alpha (2).
default: `"1"`
flags: `0x2`
cl_decal_backoff
Amount to back off FX decal trace by.
default: `"4"`
flags: `0x2`
cl_deferred_effects
default: `"1"`
flags: `0x2`
cl_deferred_trace_normal_priority
default: `"1"`
flags: `0x2`
cl_demoviewoverride
Override view during demo playback
default: `"0"`
flags: `0x2`
cl_disable_ragdolls
default: `"0"`
flags: `0x4000`
cl_disable_splitscreen_cpu_level_cfgs_in_pip
default: `"1"`
flags: `0x2`
cl_disconnectOnTooManySnapshotFrames
Disconnect when the client gets too many snapshot messages from the server without the server getting any messages from the client.
default: `"0"`
flags: `0x2`
cl_doNetworkAsserts
Turn off to disable some client asserts that fail rarely, presumably due to network bugs.
default: `"0"`
flags: `0x2`
cl_doRecreateEnts
default: `"1"`
flags: `0x2`
cl_draw_player_model
default: `"1"`
flags: `0x2`
cl_drawhud
Enable the rendering of the hud
default: `"1"`
flags: `0x40004000`
cl_drawmonitors
default: `"1"`
flags: `0x2`
cl_ejectbrass
default: `"1"`
flags: `0x2`
cl_enable_remote_splitscreen
Allows viewing of nonlocal players in a split screen fashion
default: `"0"`
flags: `0x2`
cl_entCreateDeleteDebug
If true, print out when we create or delete an entity on the client
default: `"0"`
flags: `0x2`
cl_events_ignore_invalidate
default: `"1"`
flags: `0x2`
cl_failremoteconnections
Force connection attempts to time out
default: `"0"`
flags: `0x2`
cl_fasttempentcollision
default: `"5"`
flags: `0x2`
cl_flip_vis_bits
default: `"0"`
flags: `0x2`
cl_flushentitypacket
For debugging. Force the engine to flush an entity packet.
default: `"0"`
flags: `0x4000`
cl_footstep_event_max_dist
default: `"4000"`
flags: `0x2`
cl_footstep_event_max_dist_titan
default: `"4000"`
flags: `0x2`
cl_forceAdjustTime
default: `"0"`
flags: `0x2`
cl_fovScale
default: `"1.27216005"`
flags: `0x41000200`
min value: `1`
max value: `1.7`
cl_gib_allow
default: `"1"`
flags: `0x40000000`
cl_gib_attack_dir_scale
default: `"1.0"`
flags: `0x2`
cl_gib_lifetime
default: `"3"`
flags: `0x4000`
cl_idealpitchscale
0 to turn off. 0.8 is a good starting value
default: `"0"`
flags: `0x2`
cl_ignorepackets
Force client to ignore packets (for debugging).
default: `"0"`
flags: `0x4000`
cl_interp_all
Disable interpolation list optimizations.
default: `"0"`
flags: `0x2`
cl_interpolate
Interpolate entities on the client.
default: `"1.0"`
flags: `0x2`
cl_interpolate
Interpolate entities on the client.
default: `"1.0f"`
flags: `0x2`
cl_interpolateSoAllAnimsLoop
default: `"1"`
flags: `0x2`
cl_interpolation_before_prediction
Interpolate entities before doing prediction
default: `"1"`
flags: `0x2`
cl_ipgeo_country
IP Geo based country code of the client
default: `""`
flags: `0x2`
cl_isUnderAge
default: `"0"`
flags: `0x80000200`
cl_is_softened_locale
default: `"0"`
flags: `0x80000`
cl_jiggle_bone_debug
Display physics-based 'jiggle bone' debugging information
default: `"0"`
flags: `0x4000`
cl_jiggle_bone_debug_pitch_constraints
Display physics-based 'jiggle bone' debugging information
default: `"0"`
flags: `0x4000`
cl_jiggle_bone_debug_yaw_constraints
Display physics-based 'jiggle bone' debugging information
default: `"0"`
flags: `0x4000`
cl_jiggle_bone_invert
default: `"0"`
flags: `0x4000`
cl_jiggle_bone_sanity
Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
default: `"0"`
flags: `0x2`
cl_keepPersistentDataOnDisconnect
default: `"0"`
flags: `0x2`
cl_lagcompensation
Perform server side lag compensation of weapon firing events.
default: `"1"`
flags: `0x200`
cl_language
Language
default: `"english"`
flags: `0x2`
cl_leafsystemvis
default: `"0"`
flags: `0x4000`
cl_lerpIfChildrenLerp
default: `"1"`
flags: `0x2`
cl_liveapi_dir
[LiveAPI] Log directory
default: `"live_api"`
flags: `0x2`
cl_liveapi_enabled
[LiveAPI] Global State
default: `"0"`
flags: `0x80000`
cl_liveapi_spectator_only
[LiveAPI] Spectator only (dev mode only)
default: `"1"`
flags: `0x2`
cl_loadBspFromServerInfo
default: `"0"`
flags: `0x2`
cl_loadPostProcessShadersEarly
default: `"0"`
flags: `0x2`
cl_loadStaticPropsInJob
default: `"0"`
flags: `0x2`
cl_matchmaking_timeout
Total time allowed for the client to resend the 'connect' attempt when matchmaking
default: `"1"`
flags: `0x80000`
min value: `0.5`
max value: `20000`
cl_model_fx_gib_cull_front_dist
default: `"3000"`
flags: `0x2`
cl_model_fx_gib_cull_radius
default: `"1000"`
flags: `0x2`
cl_mouseenable
default: `"1"`
flags: `0x2`
cl_move_use_dt
Use the actual delta time for motion instead some super complicated system based on the server frame rate.
default: `"1"`
flags: `0x2`
cl_noTimeoutLocalHost
default: `"1"`
flags: `0x2`
cl_overrideEventTimes
default: `"0"`
flags: `0x2`
cl_parallelParticlePreDrawWork
default: `"1"`
flags: `0x2`
cl_parallel_clientside_animations
default: `"1"`
flags: `0x2`
cl_particle_batch_mode
default: `"1"`
flags: `0x2`
cl_particle_control_snap_dist
default: `"2000.0"`
flags: `0x4000`
cl_particle_control_snap_mode
0 - Off, 1 - By Distance, 2 - Force on
default: `"0"`
flags: `0x4000`
cl_particle_fallback_base
Base for falling back to cheaper effects under load.
default: `"0"`
flags: `0x40000000`
cl_particle_fallback_multiplier
Multiplier for falling back to cheaper effects under load.
default: `"1"`
flags: `0x40000000`
cl_particle_limiter_display_killed
Display a red box around killed fx.
default: `"0"`
flags: `0x4000`
cl_particle_limiter_hide_killable
Hide fx than could be killed if over limit.
default: `"0"`
flags: `0x2002`
cl_particle_limiter_max_particle_count
Limit the total number of active particles. 0 to not limit.
default: `"10000"`
flags: `0x4000`
cl_particle_limiter_max_system_count
Limit the total number of active particle systems. 0 to not limit.
default: `"0"`
flags: `0x4000`
cl_particle_limiter_min_kill_distance
Only kill fx that are further than this distance from the player.
default: `"4000"`
flags: `0x4000`
cl_particle_limiter_overlay
Display particle limiter infos.
default: `"0"`
flags: `0x4000`
cl_particle_max_count
default: `"0"`
flags: `0x2`
cl_particle_sim_fallback_base_multiplier
How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive.
default: `"5"`
flags: `0x2`
cl_particle_sim_fallback_threshold_ms
Amount of simulation time that can elapse before new systems start falling back to cheaper versions
default: `"6.0"`
flags: `0x2`
cl_particle_snoozetime
Particle snooze time in seconds (0 is off)
default: `"0.166667"`
flags: `0x4000`
cl_particles_show_bbox
default: `"0"`
flags: `0x4000`
cl_particles_show_bbox_name
show the bounding box of only particles with this name
default: `""`
flags: `0x2`
cl_particles_show_controlpoints
1 to show parent effects, 2 shows all children effects too
default: `"0"`
flags: `0x4000`
cl_pclass
Dump entity by prediction classname.
default: `""`
flags: `0x4000`
cl_pdump
Dump info about this entity to screen.
default: `"-1"`
flags: `0x4000`
cl_phys_maxticks
Sets the max number of physics ticks allowed for client-side physics (ragdolls)
default: `"3"`
flags: `0x2`
cl_phys_show_active
default: `"0"`
flags: `0x4000`
cl_phys_timescale
Sets the scale of time for client-side physics (ragdolls)
default: `"1.0"`
flags: `0x4000`
cl_physics_invalidate_ents
default: `"0"`
flags: `0x2`
cl_physics_maxvelocity
Max velocity of a vphysics object on the client
default: `"4000.0"`
flags: `0x4000`
cl_physicsshadowupdate_render
default: `"0"`
flags: `0x2`
cl_pitchspeed
default: `"225"`
flags: `0x2`
cl_playback_screenshots
Allows the client to playback screenshot and jpeg commands in demos.
default: `"0"`
flags: `0x2`
cl_player_fullupdate_predicted_origin_fix
default: `"1"`
flags: `0x2`
cl_postSnapshotTransitionBlockCount
default: `"20"`
flags: `0x2`
cl_preSnapshotTransitionBlockCount
default: `"10"`
flags: `0x2`
cl_precache_player_models
pre load player models into the streaming system
default: `"1"`
flags: `0x2`
cl_pred_error_verbose
Show more field info when spewing prediction errors.
default: `"0"`
flags: `0x2`
cl_pred_optimize
Optimize for not rerunning prediction if there was no difference between what we predicted and the incoming networked state
default: `"1"`
flags: `0x2`
cl_predict
Perform client side prediction.
default: `"1"`
flags: `0x200`
cl_predict_basetoggles
default: `"1"`
flags: `0x2`
cl_predict_cmdlimit
Artificially limits the number of remembered commands that can be used for prediction
default: `"750"`
flags: `0x4000`
cl_predict_error_icon_duration
Duration for prediction error icon to stay visible
default: `"0.5"`
flags: `0x4000`
cl_predict_error_icon_show
Whether to show the prediction error icon
default: `"1"`
flags: `0x4000`
cl_predict_error_icon_threshold_angle
Angle error required to show prediction error icon
default: `"0.01"`
flags: `0x4000`
cl_predict_error_icon_threshold_dist
Distance error required to show prediction error icon
default: `"1.0"`
flags: `0x4000`
cl_predict_motioncontrol
default: `"0"`
flags: `0x2`
cl_predict_viewangles
Predict view angles even if cl_predict is 0.
default: `"1"`
flags: `0x2`
cl_prediction_error_timestamps
default: `"0"`
flags: `0x2`
cl_predictionlist
Show which entities are predicting
default: `"0"`
flags: `0x4000`
cl_predictweapons
Perform client side prediction of weapon effects.
default: `"1"`
flags: `0x200`
cl_prevent_weapon_text_hints
stops weapon text hints from appearing
default: `"1"`
flags: `0x2`
cl_ragdoll_force_fade_time
Fade out ragdoll even if in players view after this many seconds
default: `"5"`
flags: `0x2`
cl_ragdoll_force_fade_time_local_view_player
If the ragdoll is of the local view player then use the max of this and cl_ragdoll_force_fade_time for the fade time
default: `"20"`
flags: `0x2`
cl_ragdoll_force_fade_time_on_moving_geo
Fade out ragdoll even if in players view after this many seconds when touching moving geo.
default: `"5"`
flags: `0x2`
cl_ragdoll_force_fade_time_titan
Fade out titan ragdoll even if in players view after this many seconds
default: `"5"`
flags: `0x2`
cl_ragdoll_maxcount
default: `"8"`
flags: `0x40000000`
min value: `0`
max value: `8`
cl_ragdoll_self_collision
default: `"1"`
flags: `0x40000002`
cl_ranked_reconnect_timeout
Total time allowed for the client to resend the 'connect' attempt when reconnecting to ranked matches
default: `"15"`
flags: `0x80000`
min value: `0.5`
max value: `20000`
cl_replayDelayTolerance
default: `"4"`
flags: `0x2`
cl_requireAnimForAnimEventsHdr
default: `"1"`
flags: `0x2`
cl_resend
Delay in seconds before the client will resend the 'connect' attempt
default: `"0.5"`
flags: `0x80000`
min value: `0.5`
max value: `20`
cl_resend_timeout
Total time allowed for the client to resend the 'connect' attempt
default: `"10"`
flags: `0x80000`
min value: `0.5`
max value: `20000`
cl_retire_low_priority_lights
Low priority dlights are replaced by high priority ones
default: `"0"`
flags: `0x2`
cl_runWeaponCloneThinkWhenHidden
default: `"1"`
flags: `0x2`
cl_safearea
default: `"0"`
flags: `0x1000000`
cl_screenshotname
Custom Screenshot name
default: `""`
flags: `0x2`
cl_scriptCompileAsync
default: `"1"`
flags: `0x2`
cl_script_perf_dump_on_shutdown
default: `"0"`
flags: `0x2`
cl_shadowupdatespacing
default: `"10.0"`
flags: `0x2`
cl_showClanTags
Only change this while disconnected from a server
default: `"1"`
flags: `0x2`
cl_show_splashes
default: `"1"`
flags: `0x2`
cl_showfiredbullets
default: `"0"`
flags: `0x2`
cl_showfps
Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, +10 = detailed )
default: `"0"`
flags: `0x2`
cl_showfps_altframetime
Use the showfps_enabled time instead of the old cl_showfps time.
default: `"1"`
flags: `0x2`
cl_showpausedimage
Show the 'Paused' image when game is paused.
default: `"1"`
flags: `0x2`
cl_showpos
Draw current position at top of screen
default: `"0"`
flags: `0x80000`
cl_showsounds
Print server to client networked sounds to the console
default: `"0"`
flags: `0x4000`
cl_showtime
Draw current demo time if recording a demo
default: `"0"`
flags: `0x80000`
cl_simulateAllModelsRegardless
default: `"0"`
flags: `0x2`
cl_simulationtimefix
default: `"1"`
flags: `0x2`
cl_skipAnimEventsOnProps
default: `"1"`
flags: `0x2`
cl_skipfastpath
Set to 1 to stop all models that go through the model fast path from rendering
default: `"0"`
flags: `0x4000`
cl_smooth
Smooth view/eye origin after prediction errors
default: `"1"`
flags: `0x2`
cl_smooth_debug
Show prediction errors that are being smoothed
default: `"0"`
flags: `0x2`
cl_smoothtime
Smooth client's view after prediction error over this many seconds
default: `"0.25"`
flags: `0x2`
min value: `0.01`
max value: `2`
cl_threaded_bone_setup
Enable parallel processing of C_BaseAnimating::SetupBones()
default: `"1"`
flags: `0x2`
cl_update_visibility_for_non_predicted_local_player_always
default: `"1"`
flags: `0x2`
cl_updatedirty_async
Call UpdateDirtySpatialPartitionEntities on a worker thread.
default: `"0"`
flags: `0x2`
cl_updatedirty_early
default: `"0"`
flags: `0x2`
cl_updaterate_mp
Number of packets per second of updates you are requesting from the server in mp
default: `"20"`
flags: `0x10202`
cl_upspeed
default: `"320"`
flags: `0x4000`
cl_useFutureSnapForEvents
default: `"0"`
flags: `0x2`
cl_useLobbyTypeForChatroom
default: `"1"`
flags: `0x2`
cl_view_cone
Enable clamping view to animated/scripted viewcone
default: `"1"`
flags: `0x4000`
cl_view_cone_debug
Show view cone debugging window
default: `"0"`
flags: `0x4000`
cl_viewmodel_pre_animate
default: `"0"`
flags: `0x2`
cl_warnAboutSoundsOnInvalidEntities
default: `"1"`
flags: `0x2`
cl_yawspeed
default: `"210"`
flags: `0x2`
clampHostFrameTimeToOneTick_enable
default: `"0"`
flags: `0x2`
clearOnAnimChange
default: `"1"`
flags: `0x2`
client_boostCount
Value should be set by script, Will be Shared with party in the bootsCount field of members.
default: `"0"`
flags: `0x2`
client_deferredSnapshotScriptCalls
default: `"1"`
flags: `0x2`
clientport
Host game client port
default: `"0"`
flags: `0x80000`
cloak_enabled
default: `"1"`
flags: `0x4000`
cloak_pilotNoiseFactor
Intensity of noise in pilot cloak aberration
default: `"0.25"`
flags: `0x2002`
cloak_pilotTint1
Brightness factor for center-left sample
default: `"0.35"`
flags: `0x2002`
cloak_pilotTint2
Brightness factor for upper-right sample
default: `"0.5"`
flags: `0x2002`
cloak_pilotTint3
Brightness factor for lower-right sample
default: `"0.65"`
flags: `0x2002`
clock_bias_mp
default: `"-18.0"`
flags: `0x2`
clock_bias_sp
default: `"-2.0"`
flags: `0x2`
clock_showcorrections
default: `"0"`
flags: `0x2`
clock_showdebuginfo
default: `"0"`
flags: `0x2`
closecaption
Enable close captioning. 1 = dialogue only, 2 = dialogue and sound effects.
default: `"0"`
flags: `0x1000000`
clubs_allow_text_to_speech
Enables text-to-speech for club chat. hudchat_play_text_to_speech must also be enabled!
default: `"1"`
flags: `0x80000`
clubs_batch_querry_size
default: `"20"`
flags: `0x2`
clubs_showInvites
Whether to show club invites or not
default: `"1"`
flags: `0x1000000`
cockpitDrift_scalePitch
default: `"0.0"`
flags: `0x2`
cockpitDrift_scaleYaw
default: `"0.0"`
flags: `0x2`
cockpitDrift_speedPitch
default: `"0.0"`
flags: `0x2`
cockpitDrift_speedYaw
default: `"0.0"`
flags: `0x2`
cockpitShake_sourceRollRange
The range of weapon kick roll that will be sampled for cockpit shake.
default: `"3"`
flags: `0x2`
cockpitShake_translateRange
Max amount of cockpit shake.
default: `"0.6"`
flags: `0x2`
cockpit_damage_chroma_scale
default: `"0.4"`
flags: `0x2`
cockpit_hit_chroma_max_time
Time to get rid of the most recent hit_chroma adjustment when at near 0 health.
default: `"0.6"`
flags: `0x2`
cockpit_hit_chroma_scale
default: `"0.2"`
flags: `0x2`
cockpit_pitch_down_frac
fractional amount that cockpit pitches as you look down
default: `"1.0"`
flags: `0x2`
cockpit_pitch_up_frac
fractional amount that cockpit pitches as you look up
default: `"1.0"`
flags: `0x2`
cockpit_screen_boot_chroma_scale
default: `"0.0"`
flags: `0x2`
cockpit_screen_boot_delay_bottom
default: `"1.25"`
flags: `0x2`
cockpit_screen_boot_delay_left
default: `"0.25"`
flags: `0x2`
cockpit_screen_boot_delay_mid
default: `"0.5"`
flags: `0x2`
cockpit_screen_boot_delay_right
default: `"0.75"`
flags: `0x2`
cockpit_screen_boot_delay_top
default: `"1.0"`
flags: `0x2`
coll_spatial_entry_limit_client
How many entries are used in the spatial acceleration structure for dynamic entities on the client.
default: `"140"`
flags: `0x2`
coll_spatial_optimize_prefetch
Prefetch memory into the cache before optimizing spatial acceleration trees. This does more work, but tends to be faster overall.
default: `"1"`
flags: `0x2`
coll_use_bolt_size
default: `"1"`
flags: `0x2002`
colorblind_mode
default: `"0"`
flags: `0x41000000`
min value: `0`
max value: `3`
communities_enabled
Enable communities
default: `"0"`
flags: `0x2`
communities_hostname
default: `""`
flags: `0x2`
community
Our current community
default: `""`
flags: `0x200`
community_abortCommunitySettingsTime
default: `"20"`
flags: `0x2`
community_abortUserInfoTime
default: `"20"`
flags: `0x2`
community_browse_excludeMine
default: `"0"`
flags: `0x2`
community_clantags
put community name in the clan tag
default: `"1"`
flags: `0x2`
community_frame_run
Communities should run it's frame update.
default: `"1"`
flags: `0x2`
community_queryServerWhenOrphaned
default: `"1"`
flags: `0x2`
community_replaceInboxTokens
default: `"1"`
flags: `0x2`
community_resolveNames
default: `"1"`
flags: `0x2`
community_send_server_voice
Communities will route voice data to the chat server!
default: `"1"`
flags: `0x2`
community_spam
Whether communities should spam to the console log
default: `"0"`
flags: `0x2`
community_staleCommunitySettingsTime
default: `"60"`
flags: `0x2`
community_staleUserInfoTime
default: `"120"`
flags: `0x2`
con_logfile
Console output gets written to this file
default: `""`
flags: `0x2`
con_timestamp
Prefix console.log entries with timestamps
default: `"0"`
flags: `0x2`
cpu_level
CPU Level - Default: High
default: `"2"`
flags: `0x2`
cpu_level
CPU Level - Default: High
default: `"2"`
flags: `0x2`
createentitydecals
default: `"1"`
flags: `0x4000`
crossPlay_Enabled
Allow crossPlay code to work!
default: `"1"`
flags: `0x2`
csm0_on_worker
default: `"0"`
flags: `0x2`
csm_cascade_res
Set the cascading shadow maps rendertarget resolution
default: `"1024"`
flags: `0x2`
csm_cascade_res
Set the cascading shadow maps rendertarget resolution
default: `"1024"`
flags: `0x2`
csm_coverage
Set the cascading shadow maps coverage
default: `"2"`
flags: `0x2`
csm_culling_use_base_planes
default: `"1"`
flags: `0x2`
csm_culling_use_exclusion_planes
default: `"1"`
flags: `0x2`
csm_culling_use_inclusion_planes
default: `"1"`
flags: `0x2`
csm_culling_use_planes
default: `"1"`
flags: `0x2`
csm_debug_2d
default: `"0"`
flags: `0x2`
csm_debug_culling
default: `"0"`
flags: `0x2`
csm_debug_vis_hi_range
default: `"1.0"`
flags: `0x2`
csm_debug_vis_lo_range
default: `".35"`
flags: `0x2`
csm_depth_bias
default: `"-0.000005f"`
flags: `0x2`
csm_dropsequence_adjusted_coverage
Coverage for csm_dropsequence_adjustment
default: `"6400"`
flags: `0x2`
csm_dropsequence_adjustment
Adjust CSM 2 coverage during drop sequence for STATICSHADOWMODE_GENERATE_ONCE in order to prevent drop ship shadow from being clamped.
default: `"1"`
flags: `0x2`
csm_enabled
Set whether to render cascading shadow maps
default: `"1"`
flags: `0x2`
csm_fadeModels
default: `"1"`
flags: `0x2`
csm_force_no_csm_in_reflections
default: `"0"`
flags: `0x2`
csm_frustum_draw
default: `"0"`
flags: `0x2`
csm_frustum_draw_lock
default: `"0"`
flags: `0x2`
csm_ignore_cascade12
default: `"0"`
flags: `0x2`
csm_ignore_edge_planes
default: `"0"`
flags: `0x2`
csm_ignore_face_planes
default: `"0"`
flags: `0x2`
csm_max_z_offset
Note csm_z_cover_world expands Z range as well
default: `"1000"`
flags: `0x2`
csm_min_z_offset
Note csm_z_cover_world expands Z range as well
default: `"-1000"`
flags: `0x2`
csm_renderable_shadows
default: `"1"`
flags: `0x2`
csm_rope_shadows
default: `"1"`
flags: `0x2`
csm_rot_override
map_settings_override MUST BE ENABLED FOR THIS TO BE FUNCTIONAL.
default: `"0"`
flags: `0x2`
csm_rot_x
map_settings_override MUST BE ENABLED FOR THIS TO BE FUNCTIONAL.
default: `"50"`
flags: `0x2`
csm_rot_y
map_settings_override MUST BE ENABLED FOR THIS TO BE FUNCTIONAL.
default: `"43"`
flags: `0x2`
csm_shadow_split_lerp_factor_range
default: `".1"`
flags: `0x2`
csm_texel_size_cascade_0
default: `"0.25"`
flags: `0x2`
csm_texel_size_cascade_1
default: `"1.0"`
flags: `0x2`
csm_texel_size_cascade_2
default: `"4.0"`
flags: `0x2`
csm_texel_size_cascade_onecascade
default: `"2.0"`
flags: `0x2`
csm_use_env_light_direction
default: `"1"`
flags: `0x2`
csm_world_shadow_meshes
default: `"1"`
flags: `0x2`
csm_world_shadows
default: `"1"`
flags: `0x2`
csm_z_cover_world
Expands CSM Depth coverage. 1 - Sea Height to Jump Height by Script, 2 - Static shadow's depth range
default: `"2"`
flags: `0x2`
curl_allowHTTPS
default: `"1"`
flags: `0x2`
curl_preloadDlls
default: `"0"`
flags: `0x2`
curl_spamAllQueryStates
default: `"0"`
flags: `0x2`
cursorWide
default: `"2"`
flags: `0x2`
damageIndicatorReplayTimeOffset
Artificial delay of damage indicator in replay
default: `"0.0"`
flags: `0x2`
damage_indicator_style_pilot
default: `"2"`
flags: `0x1000000`
damageinfo_defendInvalidValues
default: `"0"`
flags: `0x2002`
dataDump_killswitch
A value of 1 means S2S_PDATA_DUMP_REQUEST is deactivated.
default: `"0"`
flags: `0x2`
debugFootstepEffects
default: `"0"`
flags: `0x2`
debug_debug_overlay
Enable debug of the debug overlays
default: `"0"`
flags: `0x4004`
debug_force_textRestriction
default: `"-1"`
flags: `0x2`
debug_force_ugcRestriction
default: `"-1"`
flags: `0x2`
debug_force_voiceRestriction
default: `"-1"`
flags: `0x2`
debug_map_crc
Prints CRC for each map lump loaded
default: `"0"`
flags: `0x2`
decal_clip_debug_draw
default: `"0"`
flags: `0x2`
decal_clip_debug_groups
this kicks off this many work groups when a decal is spawned instead of one for each triangle on the model. 0 is disabled
default: `"0"`
flags: `0x2`
defer_weapon_effects
default: `"1"`
flags: `0x2`
delayPostSnapshotNotificationsToAfterInterpolation
default: `"1"`
flags: `0x2`
deltaBuf_dump_includeFields
default: `"0"`
flags: `0x2`
deltaBuf_forceOverflow
Simulate an overflow of the client delta buffer
default: `"0"`
flags: `0x2`
deltaBuf_fullUpdateOnOverflow
Ask the server for a FullUpdate when the delta buffer overflows. This may cause a client death spiral
default: `"0"`
flags: `0x2`
deltaBuf_restrictSizePercent
When testing budget limits, assume the delta buffer is smaller than it actually is by this percent
default: `"100"`
flags: `0x2`
demo_autoRecord
default: `"1"`
flags: `0x2`
demo_autoRecordName
default: `"demo"`
flags: `0x2`
demo_connect_string
Connect string for demo UI
default: `""`
flags: `0x2`
demo_ui_enable
Suffix for the demo UI
default: `""`
flags: `0x2`
depth_prepass_dist_cutouts
default: `"100"`
flags: `0x2`
depth_prepass_dist_opaques
default: `"30"`
flags: `0x2`
depth_prepass_include_opaques
default: `"1"`
flags: `0x2`
devStats
True if game should report dev stats.
default: `"0"`
flags: `0x2002`
developer
Set developer message level
default: `"0"`
flags: `0x80000`
disable_player_use_prompts
default: `"0"`
flags: `0x1000000`
discord_largeImage
default: `"default"`
flags: `0x2`
discord_smallImage
default: `"default_small"`
flags: `0x2`
discord_updatePresence
default: `"0"`
flags: `0x2`
dlight_default_falloff
default half-distance fraction for legacy dlights.
default: `"0.3"`
flags: `0x2`
dlight_early_clear
default: `"1"`
flags: `0x2`
dlight_enable
default: `"1"`
flags: `0x2`
dlight_overlay
Draw debug overlay of dlight array
default: `"0"`
flags: `0x4000`
dodge_cockpitHack
Hack to avoid eye moving too far back in cockpit
default: `"0"`
flags: `0x2002`
dodge_cockpitOffsetMax
Cockpit translation while dodging
default: `"3"`
flags: `0x2002`
dodge_cockpitTiltMax
Additional view tilt applied to the cockpit while dodging
default: `"4"`
flags: `0x2002`
dodge_vertical_enable
Enables vertical dodge
default: `"0"`
flags: `0x2002`
dodge_vertical_horzspeedscale
Horizontal speed retained when dodging vertically
default: `"0.5"`
flags: `0x2002`
dodge_vertical_in_air
Allow dodge to still apply vertical acceleration when player is in the air
default: `"1"`
flags: `0x2002`
dodge_vertical_threshold
Stick deflection before dodge becomes vertical
default: `"0.1"`
flags: `0x2002`
dodge_viewTiltDecreaseSpeed
Speed at which view tilt decreases while dodging (degrees/sec)
default: `"2.5"`
flags: `0x2002`
dodge_viewTiltFalloffTime
Time during which view tilt decays to zero while dodging
default: `".7"`
flags: `0x2002`
dodge_viewTiltIncreaseSpeed
Speed at which view tilt increases while dodging (degrees/sec)
default: `"5"`
flags: `0x2002`
dodge_viewTiltMax
Amount of view tilt while dodging in degrees
default: `"10"`
flags: `0x2002`
dof_enable
default: `"1"`
flags: `0x2`
dof_farDepthEnd
default: `"3000"`
flags: `0x2`
dof_farDepthStart
default: `"2000"`
flags: `0x2`
dof_monitorFarDepthEnd
default: `"3000"`
flags: `0x2`
dof_monitorFarDepthStart
default: `"2000"`
flags: `0x2`
dof_monitorNearDepthEnd
default: `"7.7"`
flags: `0x2`
dof_monitorNearDepthStart
default: `"7.5"`
flags: `0x2`
dof_nearDepthEnd
default: `"7.7"`
flags: `0x2`
dof_nearDepthStart
default: `"7.5"`
flags: `0x2`
dof_overrideParams
default: `"0"`
flags: `0x2`
dof_variable_blur
default: `"0"`
flags: `0x2`
dormant_debug
default: `"0"`
flags: `0x2`
draw_target_info_offscreen
default: `"0"`
flags: `0x2`
dtwatchclass
Watch all fields encoded with this table.
default: `""`
flags: `0x2`
dtwatchdecode
When watching show decode.
default: `"1"`
flags: `0x2`
dtwatchencode
When watching show encode.
default: `"1"`
flags: `0x2`
dtwatchent
Watch this entities data table encoding.
default: `"-1"`
flags: `0x2`
dtwatchvar
Watch the named variable.
default: `""`
flags: `0x2`
dump_varsights_calculations
Dumps one frame of variable sights calculations and turns itself off.
default: `"0"`
flags: `0x2`
durango_voice_chat_team_only
Only turn on voice chat for players on the same team
default: `"1"`
flags: `0x2`
dvs_enable
Enable dynamic viewport scaling.
default: `"1"`
flags: `0x2`
dvs_enable_in_lobby
Paired with dvs_enable. Both have to be true if we want to enable DVS in Lobby.
default: `"0"`
flags: `0x2`
dvs_gpuframetime_max
GPU frametime threshold above which DVS will start decreasing the scale. Specified in microseconds.
default: `"16500"`
flags: `0x2`
dvs_gpuframetime_min
GPU frametime threshold below which DVS will start increasing the scale. Specified in microseconds.
default: `"15000"`
flags: `0x2`
dvs_scale_min
Smallest scale the viewport dimensions can be scaled by.
default: `"0.5f"`
flags: `0x2`
min value: `0.01`
max value: `1`
eadpAuth_hostname
default: `""`
flags: `0x80000`
eadpCodeRedemption_hostname
default: `""`
flags: `0x80000`
eadpFriends_hostname
default: `""`
flags: `0x80000`
eadpGroups_Enabled
Allow EADP Groups to run
default: `"1"`
flags: `0x2`
eadpGroups_hostname
default: `""`
flags: `0x80000`
eadpGroups_lastActive_min_difference
(hours) If difference between the current time and the club's lastActive time is at least this, we will send an update to the club. Negative values disble this feature.
default: `"3"`
flags: `0x2`
eadpRtm_hostname
default: `""`
flags: `0x80000`
eadpSearch_hostname
default: `""`
flags: `0x80000`
eadpUM_hostname
default: `""`
flags: `0x80000`
eadp_force_nxNameDiscoverable
default: `"1"`
flags: `0x2`
eadp_persistence
default: `"R5"`
flags: `0x80000`
eadp_presence_encode_gamesessiondata
base64 encode the entirety of gamesessiondata! Less stable for older clients, but eliminates possibility of anything getting messed up. - workaround for current eadp rtm limitations.
default: `"0"`
flags: `0x2`
eadp_presence_encode_presence_state
base64 encode the presence state RTM message. More stable for old clients compared to encoding gamesessiondata. - workaround for current eadp rtm limitations.
default: `"1"`
flags: `0x2`
eadp_rtm_spam_log
default: `"1"`
flags: `0x2`
effect_update_array_spam
default: `"0"`
flags: `0x2`
enable_KVFileOverrides
default: `"1"`
flags: `0x2`
enable_debug_overlays
Enable rendering of debug overlays
default: `"1"`
flags: `0x4004`
enable_height_based_land_anims
Enables different land animations based on the height of the fall. These may just be duplicates of each other.
default: `"1"`
flags: `0x2002`
enable_height_based_land_anims_titans
default: `"0"`
flags: `0x2002`
enable_skeleton_draw
Render skeletons in wireframe
default: `"0"`
flags: `0x4000`
encrypt_multiKey
default: `"1"`
flags: `0x2`
ent_lightweightEnts
default: `"1"`
flags: `0x2`
ent_repack_almostFull
default: `"3000"`
flags: `0x2`
ent_repack_threshhold
default: `"0.0001"`
flags: `0x2`
entity_error_on_hitbox_count_mismatch
If set to true, SetModel will trigger a script error if any hitbox attachments will become invalid.
default: `"1"`
flags: `0x2002`
entity_skipRedundantAddEffects
default: `"1"`
flags: `0x2`
entity_useNetworkFieldBuffer
default: `"1"`
flags: `0x400002`
equip_all_emotes
default: `"0"`
flags: `0x2002`
error_if_non_standard_ent_create
default: `"0"`
flags: `0x2`
eula_version
What the current version of the EULA is
default: `"1"`
flags: `0x2`
eula_version_accepted
default: `"0"`
flags: `0x1000000`
eventseq_debug
default: `"0"`
flags: `0x2`
everything_unlocked
default: `"0"`
flags: `0x2002`
fast_intro
default: `"0"`
flags: `0x2002`
fatal_error_signal_abort
default: `"1"`
flags: `0x80000`
fatal_script_error_prompt
default: `""`
flags: `0x2002`
fatal_script_errors
default: `"1"`
flags: `0x2002`
fatal_script_errors_client
Enable fatal errors for client script. -1 will revert to using "fatal_script_errors"
default: `"-1"`
flags: `0x2`
fatal_script_errors_server
Enable fatal errors for server script. -1 will revert to using "fatal_script_errors"
default: `"-1"`
flags: `0x2`
filesystem_buffer_size
Size of per file buffers. 0 for none
default: `"0"`
flags: `0x2`
filesystem_max_stdio_read
default: `"16"`
flags: `0x2`
filesystem_native
Use native FS or STDIO
default: `"1"`
flags: `0x2`
filesystem_report_buffered_io
default: `"0"`
flags: `0x2`
filesystem_unbuffered_io
default: `"1"`
flags: `0x2`
filesystem_use_overlapped_io
default: `"1"`
flags: `0x2`
fire_animevents_overlay_not_active
fires anim events even if the overlay isn't active
default: `"0"`
flags: `0x2002`
first_person_bullet_delay
Set the amount of additional delay for first person bullets fired with net_optimize_weapons in seconds. Required so bullets match animations with cl_predict 0 and in kill replay
default: `"0.1f"`
flags: `0x2002`
first_person_proxy_blend_distance
default: `"-60"`
flags: `0x2`
first_person_proxy_debug
default: `"0"`
flags: `0x6000`
firsttime_mp_message
first time joining multiplayer
default: `"0"`
flags: `0x1000000`
fog_enable
map_settings_override MUST BE ENABLED FOR THIS TO BE FUNCTIONAL.
default: `"1"`
flags: `0x40000002`
fog_enable_water_fog
default: `"1"`
flags: `0x4000`
fog_enableskybox
default: `"1"`
flags: `0x2`
force3PLaserAttachment
default: `"HEADFOCUS"`
flags: `0x2002`
force_EAAccess
default: `"-1"`
flags: `0x2`
fov_disableAbilityScaling
Disable fov scaling for abilities
default: `"0"`
flags: `0x41000000`
fps_absolute_max
fps_max can't rise above this absolute ***
default: `"300.0"`
flags: `0x2002`
fps_input_max
Max movement updates run per second - Set well above fps_absolute_max to not lose variable frames!
default: `"350.0"`
flags: `0x2002`
fps_max
Frame rate limiter. -1 indicates use the desktop refresh. 0 is unlocked.
default: `"-1"`
flags: `0x80000`
fps_max_use_refresh
Use refresh rate for fps_max.
default: `"0"`
flags: `0x2`
fps_max_vsync
Frame rate limiter with vsync is enabled.
default: `"0"`
flags: `0x2`
freecam_swallowButtonInput
default: `"1"`
flags: `0x2`
freefall_sound_autoplay_time
If the player falls for longer than this amount of time freefall sounds will automatically start playing.
default: `"1.0"`
flags: `0x2002`
freefall_sound_height
Height player must be falling from to trigger freefall sound effects.
default: `"200.0"`
flags: `0x2002`
friends_joinUsePresence
default: `"1"`
flags: `0x2`
friends_onlineUpdateInterval
default: `"10"`
flags: `0x2`
fs_intralevel_reads
Internal var to tell the file system that we are in an intraread state...
default: `"0"`
flags: `0x2`
fs_monitor_read_from_pack
0:Off, 1:Any, 2:Sync only
default: `"0"`
flags: `0x2`
fs_report_intra_level_readopens
0:Off, 1:NotAudio, 2:All
default: `"0"`
flags: `0x2`
fs_report_long_reads
0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threshold
default: `"0"`
flags: `0x2`
fs_report_sync_opens
0:Off, 1:Always, 2:Not during map load
default: `"0"`
flags: `0x2`
fs_report_sync_opens_callstack
0 to not display the call-stack when we hit a fs_report_sync_opens warning. Set to 1 to display the call-stack.
default: `"0"`
flags: `0x2`
fs_report_sync_opens_fatal
default: `"0"`
flags: `0x40000002`
fs_showAllReads
0:Off, 1:On
default: `"0"`
flags: `0x2`
fs_vpk_file_open
0: No reporting, 1: Patch:VPKFilePath, 2: Patch:VPKFilePath:PartialPath
default: `"0"`
flags: `0x2`
fs_warning_mode
0:Off, 1:Warn main thread, 2:Warn other threads
default: `"0"`
flags: `0x2`
func_break_max_pieces
default: `"15"`
flags: `0x2080`
fx_debug
default: `"0"`
flags: `0x2002`
fx_deferWorldTraceConstraint
'Collision via traces' ops using collision mode 0 use deferred traces.
default: `"1"`
flags: `0x2`
fx_glass_velocity_cap
Maximum downwards speed of shattered glass particles
default: `"0"`
flags: `0x2`
fx_impact_ally
default: `"0.49 0.76 1.0 1.0"`
flags: `0x2`
fx_impact_enemy
default: `"1.0 0.47 0.13 1.0"`
flags: `0x2`
fx_impact_neutral
default: `"0.86 0.86 0.86 1.0"`
flags: `0x2`
fx_screenspacepass
default: `"1"`
flags: `0x2002`
g_debug_ragdoll_removal
default: `"0"`
flags: `0x6000`
g_ragdoll_fadespeed
default: `"600"`
flags: `0x2`
g_ragdoll_important_maxcount
default: `"2"`
flags: `0x2002`
g_ragdoll_lvfadespeed
default: `"100"`
flags: `0x2`
gameCursor_ModeActive
Globally activates/deactivates game cursor mode
default: `"1"`
flags: `0x2`
gameCursor_Velocity
Game cursor velocity under joystick control
default: `"1300.0"`
flags: `0x1000000`
gamepad_ads_advanced_sensitivity_scalar_0
Gamepad ads sensitivity for 1x scopes / ironsights.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_ads_advanced_sensitivity_scalar_1
Gamepad ads sensitivity for 2x scopes.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_ads_advanced_sensitivity_scalar_2
Gamepad ads sensitivity for 3x scopes.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_ads_advanced_sensitivity_scalar_3
Gamepad ads sensitivity for 4x scopes.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_ads_advanced_sensitivity_scalar_4
Gamepad ads sensitivity for 6x scopes.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_ads_advanced_sensitivity_scalar_5
Gamepad ads sensitivity for 8x scopes.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_ads_advanced_sensitivity_scalar_6
Gamepad ads sensitivity for 10x scopes.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_ads_advanced_sensitivity_scalar_7
Gamepad ads sensitivity for an unused scope.
default: `"1.0"`
flags: `0x1000000`
min value: `0.1`
max value: `20`
gamepad_aim_assist_ads_high_power_scopes
Gamepad uses aim assist in ADS with high powered scopes
default: `"1"`
flags: `0x1000000`
gamepad_aim_assist_ads_low_power_scopes
Gamepad uses aim assist in ADS with low powered scopes
default: `"1"`
flags: `0x1000000`
gamepad_aim_assist_hip_high_power_scopes
Gamepad uses aim assist in Hip with high powered scopes
default: `"1"`
flags: `0x1000000`
gamepad_aim_assist_hip_low_power_scopes
Gamepad uses aim assist in Hip with low powered scopes
default: `"1"`
flags: `0x1000000`
gamepad_aim_assist_melee
Gamepad uses aim assist with melee weapons
default: `"1"`
flags: `0x1000000`
gamepad_aim_speed
default: `"2"`
flags: `0x1000000`
min value: `0`
max value: `7`
gamepad_aim_speed_ads_0
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_aim_speed_ads_1
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_aim_speed_ads_2
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_aim_speed_ads_3
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_aim_speed_ads_4
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_aim_speed_ads_5
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_aim_speed_ads_6
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_aim_speed_ads_7
default: `"-1"`
flags: `0x1000000`
min value: `-1`
max value: `7`
gamepad_button_layout
Gamepad button layout (used by menus)
default: `"0"`
flags: `0x1000000`
gamepad_buttons_are_southpaw
Gamepad button layouts should use southpaw variants (used by menus)
default: `"0"`
flags: `0x1000000`
gamepad_custom_ads_pitch
default: `"75.0"`
flags: `0x1000000`
gamepad_custom_ads_turn_delay
default: `"0.25"`
flags: `0x1000000`
gamepad_custom_ads_turn_pitch
default: `"30.0"`
flags: `0x1000000`
gamepad_custom_ads_turn_time
default: `"1.0"`
flags: `0x1000000`
gamepad_custom_ads_turn_yaw
default: `"30.0"`
flags: `0x1000000`
gamepad_custom_ads_yaw
default: `"110.0"`
flags: `0x1000000`
gamepad_custom_assist_on
default: `"1"`
flags: `0x1000000`
gamepad_custom_assist_style
default: `"0"`
flags: `0x1000000`
gamepad_custom_curve
default: `"10.0"`
flags: `0x1000000`
gamepad_custom_deadzone_in
default: `"0.15"`
flags: `0x1000000`
gamepad_custom_deadzone_out
default: `"0.02"`
flags: `0x1000000`
gamepad_custom_enabled
default: `"0"`
flags: `0x1000000`
gamepad_custom_hip_pitch
default: `"120.0"`
flags: `0x1000000`
gamepad_custom_hip_turn_delay
default: `"0.0"`
flags: `0x1000000`
gamepad_custom_hip_turn_pitch
default: `"0.0"`
flags: `0x1000000`
gamepad_custom_hip_turn_time
default: `"0.33"`
flags: `0x1000000`
gamepad_custom_hip_turn_yaw
default: `"220.0"`
flags: `0x1000000`
gamepad_custom_hip_yaw
default: `"160.0"`
flags: `0x1000000`
gamepad_custom_pilot
default: `"0,1,2,3,4,5,6,7,8,9,10,11,12,13"`
flags: `0x1000000`
gamepad_custom_titan
default: `"0,1,2,3,4,5,6,7,8,9,10,11,12,13"`
flags: `0x1000000`
gamepad_deadzone_index_look
default: `"1"`
flags: `0x1000000`
gamepad_deadzone_index_move
default: `"1"`
flags: `0x1000000`
gamepad_enabled
True if the gamepad is enabled, false otherwise.
default: `"1"`
flags: `0x2`
min value: `0`
max value: `1`
gamepad_look_curve
default: `"0"`
flags: `0x1000000`
min value: `0`
max value: `4`
gamepad_stick_layout
Gamepad stick layout (used by menus)
default: `"0"`
flags: `0x1000000`
gamepad_toggle_ads
default: `"0"`
flags: `0x1000000`
gamepad_toggle_survivalSlot_to_weaponInspect
default: `"0"`
flags: `0x1000000`
gamepad_togglecrouch_hold
default: `"0"`
flags: `0x1000000`
gamepad_trigger_threshold
default: `"30"`
flags: `0x1000000`
gamepad_use_per_scope_ads_settings
default: `"0"`
flags: `0x1000000`
gamepad_use_per_scope_sensitivity_scalars
Gamepad uses the per scope scalars
default: `"0"`
flags: `0x1000000`
gamepad_use_type
Gamepad use scheme (used by menus), 0: hold use, tap reload, 1: tap use, hold reload, 2: tap use/reload
default: `"2"`
flags: `0x1000000`
gameui_xbox
default: `"0"`
flags: `0x2`
gamma_adjusted
Whether player has done gamma adjustment
default: `"0"`
flags: `0x1000000`
gatherprops_no_wait
default: `"1"`
flags: `0x2`
gfx_desaturate_force
default: `"0"`
flags: `0x2`
gfx_nvnUseLowLatency
enables Nvidia Low Latency SDK
default: `"1"`
flags: `0x80080`
gfx_nvnUseLowLatencyBoost
enables Low Latency Boost
default: `"1"`
flags: `0x80080`
gl_clear_color_buffer
Enable or disable the clearing of the main color buffer.
default: `"0"`
flags: `0x4000`
gl_clear_fogcolor
default: `"1"`
flags: `0x4000`
gl_clear_mrt4
Enable or disable the clearing of mrt4.
default: `"0"`
flags: `0x4000`
gl_clear_randomcolor
Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
default: `"0"`
flags: `0x4000`
glass_break_required_speed
default: `"150"`
flags: `0x6000`
glass_shatter_direction_force_scale
default: `"1.0"`
flags: `0x2`
glass_shatter_force_scale
default: `"1.0"`
flags: `0x2`
glass_shatter_size_scale
default: `"1.0"`
flags: `0x2`
glass_shatter_use_real_direction
default: `"0"`
flags: `0x2`
glitch_aberrationScale
How far apart the glitch cloak samples should be.
default: `"10"`
flags: `0x2002`
global_lighting_partial_update
Allow partial uploads of GPU lights (optimization.)
default: `"1"`
flags: `0x2`
gpu_count
default: `"0"`
flags: `0x2`
gpu_driven_tex_stream
default: `"1"`
flags: `0x2`
gpu_driven_tex_stream_single_thread
default: `"1"`
flags: `0x2`
gpu_level
GPU Level - Default: High
default: `"3"`
flags: `0x2`
gpu_level
GPU Level - Default: High
default: `"3"`
flags: `0x2`
gpu_mem_level
Memory Level - Default: Normal
default: `"0"`
flags: `0x2`
gpu_mem_level
Memory Level - Default: Normal
default: `"0"`
flags: `0x2`
gpu_vram_size_mb
default: `"0"`
flags: `0x2`
grapple_accel_human
Speed added per second from grapple, up to the grapple_speedRamp* speed
default: `"1000"`
flags: `0x2002`
grapple_accel_titan
Speed added per second from grapple, up to the grapple_speedRamp* speed
default: `"1800"`
flags: `0x2002`
grapple_around_obstacle_accel
Acceleration around obstacles while grappling
default: `"1000"`
flags: `0x2002`
grapple_autoMantle
After detaching from grapple, how long to keep trying to automantle
default: `"0.25"`
flags: `0x2002`
grapple_autoMeleeConvergeTime
Simplify relative velocities when the enemy is this many seconds away from hitting us (increases chances of a hit)
default: `"1.0"`
flags: `0x2002`
grapple_autoMeleeOnDetach
Starts a melee sequence when the grapple detaches.
default: `"1"`
flags: `0x2002`
grapple_autoMeleePredict
Whether to run grapple melee logic on the client (tends to mispredict anyway)
default: `"0"`
flags: `0x2002`
grapple_autoMeleePredictTime
Melee begins when the enemy is this many seconds away from hitting us
default: `"0.13"`
flags: `0x2002`
grapple_autoMeleeViewRotateSpeedFar
Speed at which view rotates toward grapple melee target
default: `"1"`
flags: `0x2002`
grapple_autoMeleeViewRotateSpeedNear
Speed at which view rotates toward grapple melee target
default: `"3"`
flags: `0x2002`
grapple_debug
Show grapple debug info
default: `"0"`
flags: `0x2002`
grapple_decelMeleeStrength
Strength of extra deceleration that forces melee targets to come to you
default: `"1"`
flags: `0x2002`
grapple_decel_human
Deceleration of player's speed that doesn't go toward the grapple point
default: `"425"`
flags: `0x2002`
grapple_decel_titan
Deceleration of player's speed that doesn't go toward the grapple point
default: `"200"`
flags: `0x2002`
grapple_detachExtraAllowedLength
Extra allowed grapple length before detaching once it's attached
default: `"256"`
flags: `0x2002`
grapple_disableMeleeWhenActive
Disallows melee when the grapple is out.
default: `"0"`
flags: `0x2002`
grapple_dontFightGravity
Ignores downward speed when applying deceleration, so that gravity continues to pull you down
default: `"1"`
flags: `0x2002`
grapple_fallSpeed
Fall speed of the grapple hook while it's returning
default: `"300"`
flags: `0x2002`
grapple_forcedRetractVel
Return speed of grapple hook when grapple is finished or cancelled
default: `"3000"`
flags: `0x2002`
grapple_gracePeriod
Length of time player can grapple without using a charge, in case they mess up
default: `"0.25"`
flags: `0x2002`
grapple_gravityPushUnderContribution
Pushing forward while looking "under" the grapple point increases gravity this much
default: `"2"`
flags: `0x2002`
grapple_initialImpulseOffGround_human
Initial launch speed off the ground when grapple connects
default: `"50"`
flags: `0x2002`
grapple_initialImpulseOffGround_human_npc
Initial launch speed off the ground when grapple connects
default: `"150"`
flags: `0x2002`
grapple_initialImpulseOffGround_titan
Initial launch speed off the ground when grapple connects
default: `"0"`
flags: `0x2002`
grapple_initialImpulse_human
Initial launch speed when grapple connects
default: `"350"`
flags: `0x2002`
grapple_initialImpulse_titan
Initial launch speed when grapple connects
default: `"350"`
flags: `0x2002`
grapple_initialSlowFracVert_human
Fraction of vertical speed that is retained when grapple connects
default: `"0.4"`
flags: `0x2002`
grapple_initialSlowFracVert_titan
Fraction of vertical speed that is retained when grapple connects
default: `"0.1"`
flags: `0x2002`
grapple_initialSlowFrac_human
Fraction of XY speed that is retained when grapple connects
default: `"1"`
flags: `0x2002`
grapple_initialSlowFrac_titan
Fraction of XY speed that is retained when grapple connects
default: `"0.5"`
flags: `0x2002`
grapple_initialSpeedMin_human
When grapple connects, player speed is immediately set to at least this value (negative = away, positive = towards)
default: `"0"`
flags: `0x2002`
grapple_initialSpeedMin_titan
When grapple connects, player speed is immediately set to at least this value (negative = away, positive = towards)
default: `"0"`
flags: `0x2002`
grapple_jumpFrac
Jump velocity multiplier when grappled
default: `"1.0"`
flags: `0x2002`
grapple_letGravityHelpCosAngle
Don't ignore gravity when grappling downward this much (0 is horizontal, 1 is straight down)
default: `"0.8"`
flags: `0x2002`
grapple_lift
Distance above grapple hook that player is pulled to
default: `"25"`
flags: `0x2002`
grapple_pullDelay_human
Grapple delay between attachment and acceleration
default: `"0.2"`
flags: `0x2002`
grapple_pullDelay_titan
Grapple delay between attachment and acceleration
default: `"0.2"`
flags: `0x2002`
grapple_retractVel
Return speed of grapple hook when it hasn't hit anything yet
default: `"6000"`
flags: `0x2002`
grapple_rodeoVerticalImpulse
Vertical impulse applied to the player when grappling off of a rodeo.
default: `"750"`
flags: `0x2002`
grapple_shootVel
Outward speed of grapple hook
default: `"2000"`
flags: `0x2002`
grapple_speedRampMax_human
Player will accelerate to this speed after grapple_speedRampTime has passed
default: `"400"`
flags: `0x2002`
grapple_speedRampMax_titan
Player will accelerate to this speed after grapple_speedRampTime has passed
default: `"750"`
flags: `0x2002`
grapple_speedRampMin_human
Player will accelerate to this speed while grappling; lerps to grapple_speedRampMax over grapple_speedRampTime
default: `"50"`
flags: `0x2002`
grapple_speedRampMin_titan
Player will accelerate to this speed while grappling; lerps to grapple_speedRampMax over grapple_speedRampTime
default: `"400"`
flags: `0x2002`
grapple_speedRampTime_human
Time from grapple_speedRampMin to grapple_speedRampMax
default: `"1.5"`
flags: `0x2002`
grapple_speedRampTime_titan
Time from grapple_speedRampMin to grapple_speedRampMax
default: `"1.0"`
flags: `0x2002`
grapple_swingAngle
Maximum angle from vertical that swinging will generate acceleration (it will tend to zero acceleration at this angle)
default: `"45"`
flags: `0x2002`
grapple_swingPullAngle
If the player is pushing forward within this angle of the pull direction, then switch out of swinging mode.
default: `"0"`
flags: `0x2002`
grapple_swingPullSpeedLength
When swinging, the grapple pull speed scale begins to scale back to 1.0 at lengths below this
default: `"300.0"`
flags: `0x2002`
grapple_swingPullSpeedScale
When swinging, the grapple pull speed is scaled by this much
default: `"0.025"`
flags: `0x2002`
grapple_titanEmbarkDist
Distance at which to begin embark when grappling to your own titan.
default: `"250"`
flags: `0x2002`
grapple_windowCheckDist
Check for window hints at this distance from grapple point
default: `"150"`
flags: `0x2002`
gravity_grenade_decel
Deceleration applied by gravity grenade to nearby objects
default: `"20000"`
flags: `0x2002`
gravity_grenade_projectile_min_speed
Gravity grenade never slows projectiles below this speed
default: `"600"`
flags: `0x2002`
ground_debug
default: `"0"`
flags: `0x2002`
ground_trace_hull_radius
How wide of a sphere is the trace for getting a character's ground surface
default: `"12.0f"`
flags: `0x2002`
grx_hasUnknownItems
default: `"0"`
flags: `0x2002`
gtao_angle_bias
angle in degree [0-90)
default: `"0"`
flags: `0x2`
gtao_intensity
default: `"2"`
flags: `0x2`
gtao_intensity_in_lobby
default: `"3"`
flags: `0x2`
gtao_thickness_heuristic
in range of [0,1)
default: `"0.2"`
flags: `0x2`
hasAnyAssetsWithDiscardedStreamableData
default: `"0"`
flags: `0x200`
hasMic
default: `"0"`
flags: `0x200`
hasPartialInstall
default: `"0"`
flags: `0x200`
hbao_angle_bias
angle in degree [0-90)
default: `"6"`
flags: `0x2`
hbao_intensity
default: `"3"`
flags: `0x2`
hbao_stepsize_random
default: `"0.5"`
flags: `0x2`
hbaobasic_tangent_bias
angle in degree [0-90)
default: `"25"`
flags: `0x2`
hidehud
default: `"0"`
flags: `0x4000`
highlight_deferred_update
default: `"1"`
flags: `0x2`
highlight_draw
highlight_draw 0|1
default: `"1"`
flags: `0x2`
highlight_enable_discard
Enable discard function in highlight geo pass 0|1
default: `"1"`
flags: `0x2`
highlight_lazy_clear_buffers
highlight_lazy_clear_buffers 0|1
default: `"0"`
flags: `0x2`
highlight_object_max_count
highlight_object_max_count OBJECT_MAX_COUNT
default: `"255"`
flags: `0x2`
hitbox_bodygroup_check
default: `"0"`
flags: `0x2`
hitch_alert_active
default: `"1"`
flags: `0x2`
hitch_alert_color
The hitch/choke allerts will use this color.
default: `"255 255 0 255"`
flags: `0x2`
hitch_alert_show_large_snapshots
default: `"0"`
flags: `0x2`
host_RunFrameServerAlways
default: `"0"`
flags: `0x2`
host_ShowIPCCallCount
Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
default: `"0"`
flags: `0x2`
host_flush_threshold
Memory threshold below which the host should flush caches between server instances
default: `"12"`
flags: `0x80000`
host_forceTakeHomeBuild
default: `"0"`
flags: `0x2`
host_framerate
Set to lock per-frame time elapse.
default: `"0"`
flags: `0x2`
host_hasIrreversibleShutdown
default: `"1"`
flags: `0x2`
host_limitlocal
Apply cl_cmdrate and cl_updaterate to loopback connection
default: `"0"`
flags: `0x2`
host_map
Current map name.
default: `""`
flags: `0x80000`
host_print_frame_times
default: `"0"`
flags: `0x2`
host_profile
default: `"0"`
flags: `0x2`
host_runframe_input_parcelremainder
default: `"1"`
flags: `0x2`
host_server_thread_min_ticks
Only run the server thread when it needs this many ticks.
default: `"1"`
flags: `0x2`
host_sleep
Force the host to sleep a certain number of milliseconds each frame.
default: `"0"`
flags: `0x4000`
host_speeds
Show general system running times.
default: `"0"`
flags: `0x2`
host_syncfps
Synchronize real render time to host_framerate if possible.
default: `"0"`
flags: `0x2`
host_thread_join_fast
If true we force the server thread join before existing '_Host_RunFrame'
default: `"0"`
flags: `0x2`
host_thread_mode
Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
default: `"1"`
flags: `0x40000002`
host_threaded_sound
Run the sound on a thread (independent of mix)
default: `"0"`
flags: `0x2`
host_timescale
Prescale the clock by this amount.
default: `"1.0"`
flags: `0x6000`
hostname
Hostname for server.
default: `""`
flags: `0x80000`
hover_vehicle_acceleration
default: `"750.0"`
flags: `0x2002`
hover_vehicle_air_acceleration
default: `"250.0"`
flags: `0x2002`
hover_vehicle_boost_cooldown
default: `"25.0"`
flags: `0x2002`
hover_vehicle_boost_speed_max
default: `"2000.0"`
flags: `0x2002`
hover_vehicle_boost_speed_min
default: `"1200.0"`
flags: `0x2002`
hover_vehicle_deceleration
default: `"550.0"`
flags: `0x2002`
hover_vehicle_deceleration_powerbreaking
default: `"1000.0"`
flags: `0x2002`
hover_vehicle_invisible_when_camera_is_too_close
default: `"1"`
flags: `0x2`
hover_vehicle_passenger_left_attachment_name
default: `"passenger1"`
flags: `0x2002`
hover_vehicle_speed
default: `"1000.0"`
flags: `0x2002`
http_StryderKey
default: `"LABj38NWSTxHUhdYaP62ZU6HtutCas3L"`
flags: `0x12`
http_debug
default: `"0"`
flags: `0x2`
http_debug_forceFailRate
default: `"0"`
flags: `0x2`
http_debug_forceFailStatus
default: `"429"`
flags: `0x2`
http_expoBackoff_Enabled
0 - Linear backoff, 1 - Powers of two, 2 - DecorrJitterV2
default: `"2"`
flags: `0x2`
http_expoBackoff_Factor
Factor used within expoBackoff formula to help smooth the first calculated delay
default: `"4.0"`
flags: `0x2`
http_expoBackoff_FirstDelay
Median approx. of delay for first retry in seconds
default: `"4.0"`
flags: `0x2`
http_expoBackoff_MaxFailureWait
Longest possible wait between retry attempts
default: `"30"`
flags: `0x2`
http_expoBackoff_ScaleFactor
Factor that allows the median values of retry waits to fall near whole seconds
default: `"0.7142857"`
flags: `0x2`
http_failuresAsErrors
default: `"0"`
flags: `0x2`
http_maxAllocateAttempts
default: `"10"`
flags: `0x2`
http_recv_fail_realloc
default: `"0"`
flags: `0x2`
http_sandbox
default: `"EARW.50"`
flags: `0x2`
http_showQueries
default: `"0"`
flags: `0x2`
hud_autoreloadscript
Automatically reloads the animation script each time one is ran
default: `"0"`
flags: `0x2`
hud_setting_accessibleChat
default: `"0"`
flags: `0x1000000`
hud_setting_adsDof
default: `"1"`
flags: `0x1000000`
hud_setting_anonymousMode
default: `"0"`
flags: `0x1000200`
hud_setting_compactOverHeadNames
default: `"0"`
flags: `0x1000000`
hud_setting_damageIndicatorStyle
default: `"2"`
flags: `0x1000000`
hud_setting_damageTextStyle
default: `"1"`
flags: `0x1000000`
hud_setting_enableModWheel
default: `"0"`
flags: `0x1000000`
hud_setting_healthUseOnHold
use health by holding button
default: `"0"`
flags: `0x1000000`
hud_setting_healthWheelToggle
toggle health wheel on press
default: `"0"`
flags: `0x1000000`
hud_setting_healthWheelUseOnRelease
use health after selecting it
default: `"0"`
flags: `0x1000000`
hud_setting_lootPromptStyle
default: `"0"`
flags: `0x1000000`
hud_setting_minimapRotate
default: `"0"`
flags: `0x1000000`
hud_setting_ordnanceUseOnHold
use ordnance by holding button
default: `"0"`
flags: `0x1000000`
hud_setting_ordnanceWheelToggle
toggle ordnance wheel on press
default: `"0"`
flags: `0x1000000`
hud_setting_ordnanceWheelUseOnRelease
use ordnance after selecting it
default: `"0"`
flags: `0x1000000`
hud_setting_pingAlpha
default: `"1.0"`
flags: `0x1000000`
hud_setting_pingDoubleTapEnemy
default: `"1"`
flags: `0x1000000`
hud_setting_pingWheelToggle
toggle ping wheel on press
default: `"0"`
flags: `0x1000000`
hud_setting_showButtonHints
default: `"1"`
flags: `0x1000000`
hud_setting_showCallsigns
default: `"1"`
flags: `0x1000000`
hud_setting_showHopUpPopUp
default: `"1"`
flags: `0x1000000`
hud_setting_showLevelUp
default: `"1"`
flags: `0x1000000`
hud_setting_showMedals
default: `"1"`
flags: `0x1000000`
hud_setting_showMeter
default: `"1"`
flags: `0x1000000`
hud_setting_showObituary
default: `"1"`
flags: `0x1000000`
hud_setting_showTips
default: `"1"`
flags: `0x1000000`
hud_setting_showWeaponFlyouts
default: `"1"`
flags: `0x1000000`
hud_setting_streamerMode
default: `"0"`
flags: `0x1000000`
hudchat_enable_old_history_handling
default: `"0"`
flags: `0x2`
hudchat_new_message_fade_duration
How long messages added to the text chat will take to fade from opaque to not visible
default: `"1.0"`
flags: `0x2`
hudchat_new_message_shown_duration
How long messages added to the text chat stick around with the panel not focused
default: `"12"`
flags: `0x2`
hudchat_play_text_to_speech
default: `"0"`
flags: `0x1000000`
hudchat_text_check_teams
default: `"1"`
flags: `0x2`
hudchat_text_to_speech_max_age
Maximum age in seconds for text chat that is played as audio speech
default: `"900"`
flags: `0x2`
hudchat_transition_message_mode_fade_duration
When switching message mode of the text chat panel how long it takes to transition visibility
default: `"0.25"`
flags: `0x2`
hudchat_visibility
default: `"1"`
flags: `0x1000000`
hudwarp_chopsize
Number of pixels to a primitive before chopping for warping.
default: `"60.0"`
flags: `0x4000`
hudwarp_override
Use convar settings for hud warp (instead of script-provided settings)
default: `"0"`
flags: `0x4000`
hudwarp_viewDist
Distance back from sphere center to use when 2d projecting.
default: `"1.0"`
flags: `0x4000`
hudwarp_xScale
Final scale for X (after projecting sphere surface to 2d.)
default: `"1.2"`
flags: `0x4000`
hudwarp_xWarp
Degrees of arc of sphere to use (0-90, low distortion to high.)
default: `"45.0"`
flags: `0x4000`
hudwarp_yScale
Final scale for Y (after projecting sphere surface to 2d.)
default: `"1.1"`
flags: `0x4000`
hudwarp_yWarp
Degrees of arc for Y warp (0-90, low distortion to high.)
default: `"30.0"`
flags: `0x4000`
idcolor_ally
default: `"0.34 0.59 0.86 3"`
flags: `0x2`
idcolor_ally_cb1
default: `"0.24 0.50 0.96 3"`
flags: `0x2`
idcolor_ally_cb2
default: `"0.0 0.58 0.77 3"`
flags: `0x2`
idcolor_ally_cb3
default: `"0.28 0.52 0.97 3"`
flags: `0x2`
idcolor_enemy
default: `"0.8 0.25 0.15 3"`
flags: `0x2`
idcolor_enemy_cb1
default: `"0.89 0.78 0.0 3"`
flags: `0x2`
idcolor_enemy_cb2
default: `"1.0 0.627 0.68 3"`
flags: `0x2`
idcolor_enemy_cb3
default: `"0.82 0.74 0.06 3"`
flags: `0x2`
idcolor_neutral
default: `"1.0 1.0 1.0 0.6"`
flags: `0x2`
ignore_fatal_errors
Don't exit on fatal errors.
default: `"0"`
flags: `0x2`
ignore_script_errors
Ignore script errors.
default: `"0"`
flags: `0x2`
ik_debug
Enables debug lines for IK
default: `"0"`
flags: `0x2002`
ik_debug_chain
Allows specifying a single IK chain name for IK debugging
default: `""`
flags: `0x2002`
ik_debug_ent
Allows specifying a single entity for IK debugging
default: `""`
flags: `0x2002`
ik_debug_text
Enables IK debug text; requires ik_debug
default: `"0"`
flags: `0x2002`
ik_enable
Enables IK
default: `"1"`
flags: `0x2002`
ik_enable_client
Enables IK on the client
default: `"1"`
flags: `0x2002`
ik_height_adjust
Enable ik height adjustment
default: `"1"`
flags: `0x2002`
ik_height_adjust_debug
Debugging for ik height adjustment
default: `"0"`
flags: `0x2002`
ik_height_adjust_move_speed
IK height adjustment speed per unit of horizontal velocity in units per second
default: `"2.0"`
flags: `0x2002`
ik_height_adjust_sine
Test ik height adjustment with a sine wave
default: `"0"`
flags: `0x2002`
ik_height_adjust_speed
IK height adjustment speed as a fraction of step size per second
default: `"2.0"`
flags: `0x2002`
ik_latch
Enables IK latching to ground during footsteps
default: `"1"`
flags: `0x2002`
ik_normal_lerp_rate
Rate at which feet adjust to a new ground orientation in angles per second
default: `"100"`
flags: `0x2002`
ik_unlatch_max_rate
Maximum rate an IK'd bone can unlatch; prevents pop on animation transition
default: `"5"`
flags: `0x2002`
ime_enabled
Enabled the IME
default: `"1"`
flags: `0x2`
imgui_buildmode
Show the imgui implementation of the Build Mode dialog
default: `"0"`
flags: `0x2`
imgui_buildmode
Show the imgui implementation of the Build Mode dialog
default: `"0"`
flags: `0x2`
impact_allow
default: `"1"`
flags: `0x2`
impact_debug_info
default: `"0"`
flags: `0x2`
impact_victim_offset_dist
Distance to offset impact sounds from the victim, when requested
default: `"256"`
flags: `0x2`
impulse_low_decel_duration_scalar
Impulse magnitude is multiplied by this to give a length of time that the player can't decelerate
default: `"0.003"`
flags: `0x2002`
inPartyChat
default: `"0"`
flags: `0x200`
in_forceuser
Force user input to this split screen player.
default: `"0"`
flags: `0x4000`
in_syncRT
default: `"0"`
flags: `0x2`
in_usekeyboardsampletime
Use keyboard sample time smoothing.
default: `"1"`
flags: `0x2`
inbox_enabled
default: `"0"`
flags: `0x2`
infoblock_requestInterval
Time between info block requests
default: `"300"`
flags: `0x2`
input_did_turn_threshold
Degrees per second.
default: `"1.0f"`
flags: `0x2`
intro_viewed
Whether the introduction video has been viewed by this player
default: `"0"`
flags: `0x1000000`
ip
Overrides IP for multihomed hosts
default: `"localhost"`
flags: `0x80000`
joy_advaxisr
default: `"2"`
flags: `0x2`
joy_advaxisu
default: `"4"`
flags: `0x2`
joy_advaxisv
default: `"6"`
flags: `0x2`
joy_advaxisx
default: `"3"`
flags: `0x2`
joy_advaxisy
default: `"1"`
flags: `0x2`
joy_advaxisz
default: `"5"`
flags: `0x2`
joy_inverty
Whether to invert the Y axis of the joystick for looking.
default: `"0"`
flags: `0x1000000`
joy_legacy
Turn on/off 'Legacy' mapping for control sticks.
default: `"0"`
flags: `0x40000000`
joy_movement_stick
Which stick controls movement (0 is left stick)
default: `"0"`
flags: `0x40000000`
joy_requireFocus
default: `"1"`
flags: `0x2`
joy_rumble
Controller rumble.
default: `"1"`
flags: `0x1000000`
joy_xcontroller_cfg_loaded
If 0, the 360controller.cfg file will be executed on startup & option changes.
default: `"0"`
flags: `0x2`
jpeg_quality
jpeg screenshot quality.
default: `"90"`
flags: `0x2`
jt_help_with_anything_ignore_preference
This let's JT_HelpWithAnything() work on tasks that are not preferred.
default: `"0"`
flags: `0x2`
jump_grace_jump
If disable this will use last time on ground instead of last jump time for jump grace.
default: `"0"`
flags: `0x2002`
jump_grace_max
Amount of velocity change allowed during jump_graceperiod, as a fraction of sprinting speed
default: `"0.7"`
flags: `0x2002`
jump_grace_min_tap_period
Minimum time between grace taps in seconds.
default: `"0.5"`
flags: `0x2002`
jump_grace_multi_tap_factor
Multiply the power of the normal grace jump by this amount for each grace jump.
default: `"1.0"`
flags: `0x2002`
jump_grace_require_tap
Allow jump grace air movement requires taps instead of working with joysticks and keyboard holds.
default: `"1"`
flags: `0x2002`
jump_grace_strength
Fraction of change toward the new direction when pressing a direction during jump_graceperiod
default: `"0.7"`
flags: `0x2002`
jump_graceperiod
Extra time during which a player can jump after falling off a ledge
default: `"0.2"`
flags: `0x2002`
jump_graceperiodmax
Extra time during which a player can change their direction with after jumping (fades to 0 strength at this time)
default: `"0.5"`
flags: `0x2002`
jump_graceperiodmin
Extra time during which a player can change their direction with after jumping (at full strength)
default: `"0.2"`
flags: `0x2002`
jumppad_vert_override_ducked_scalar
When a player triggers a jump pad while crouched, scale vert override by this amount
default: `"1"`
flags: `0x2002`
killReplay_lagCompensate
Adjust player timing to try to match what the client saw rather than what the server saw.
default: `"1"`
flags: `0x2`
killReplay_playNonReplayRemoteCallsOnLocalClientPlayer
default: `"1"`
flags: `0x2`
leaf_threadedRecompute
default: `"1"`
flags: `0x2`
leaf_threadedRecompute_batchSize
default: `"12"`
flags: `0x2`
leech_npc_angle_cos
Cos(angle) allowed for leeching npcs
default: `"-1"`
flags: `0x2002`
lerp_careAboutAttachmentBonePosition
default: `"0"`
flags: `0x2`
lerp_debugEnt
default: `"-2"`
flags: `0x2002`
lerp_opt
default: `"1"`
flags: `0x2`
lerp_threaded
default: `"1"`
flags: `0x2`
lerp_threaded_numEntsPerTask
default: `"6"`
flags: `0x2`
light_maxcone
Max light cone limit. Cone limit is half angle in degrees.
default: `"85"`
flags: `0x2`
lightmap_realtimelight
If true use the real-time light lightmap for selecting real-time lights.
default: `"1"`
flags: `0x2`
lightmap_realtimeshadows
default: `"1"`
flags: `0x2`
load_during_video
default: `"1"`
flags: `0x2`
loaderrorsCount
default: `"0"`
flags: `0x2`
loaderrorsNeedShown
default: `"0"`
flags: `0x2`
lobby_flicker_fix_disable
default: `"0"`
flags: `0x2`
localClientPlayerCachedLevel
default: `"1"`
flags: `0x1000010`
locationInfo
What OS(on PC and Durango) or PSN account(on PS4) reports as the user's location
default: `""`
flags: `0x210`
locationInfo_nucleus
What origin(on PC) or nucleus(on console) reports as the user's location
default: `""`
flags: `0x210`
locator_background_border_color
The default color for the border.
default: `"255 255 255 15"`
flags: `0x2`
locator_background_border_thickness
How many pixels the background borders the left and right.
default: `"3"`
flags: `0x2`
locator_background_color
The default color for the background.
default: `"255 255 255 5"`
flags: `0x2`
locator_background_shift_x
How many pixels the background is shifted right.
default: `"3"`
flags: `0x2`
locator_background_shift_y
How many pixels the background is shifted down.
default: `"1"`
flags: `0x2`
locator_background_style
Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
default: `"0"`
flags: `0x2`
locator_background_thickness_x
How many pixels the background borders the left and right.
default: `"8"`
flags: `0x2`
locator_background_thickness_y
How many pixels the background borders the top and bottom.
default: `"0"`
flags: `0x2`
locator_fade_time
Number of seconds it takes for a lesson to fully fade in/out.
default: `"0.3"`
flags: `0x2`
locator_icon_max_size_non_ss
Minimum scale of the icon on the screen
default: `"2"`
flags: `0x2`
locator_icon_min_size_non_ss
Minimum scale of the icon on the screen
default: `"1.0"`
flags: `0x2`
locator_lerp_rest
Number of seconds before moving from the center.
default: `"2.25f"`
flags: `0x2`
locator_lerp_speed
Speed that static lessons move along the Y axis.
default: `"5.0f"`
flags: `0x2`
locator_lerp_time
Number of seconds to lerp before reaching final destination
default: `"1.75f"`
flags: `0x2`
locator_pulse_time
Number of seconds to pulse after changing icon or position
default: `"1.0f"`
flags: `0x2`
locator_split_len
default: `"0.5f"`
flags: `0x4000`
locator_split_maxwide_percent
default: `"0.80f"`
flags: `0x4000`
locator_start_at_crosshair
Start position at the crosshair instead of the top middle of the screen.
default: `"0"`
flags: `0x2`
locator_target_offset_x
How many pixels to offset the locator from the target position.
default: `"0"`
flags: `0x2`
locator_target_offset_y
How many pixels to offset the locator from the target position.
default: `"0"`
flags: `0x2`
locator_topdown_style
Topdown games set this to handle distance and offscreen location differently.
default: `"0"`
flags: `0x2`
lookspring
default: `"0"`
flags: `0x80`
lookstrafe
default: `"0"`
flags: `0x80`
m_acceleration
Mouse acceleration.
default: `"0"`
flags: `0x80`
m_forward
Mouse forward factor.
default: `"1.0"`
flags: `0x2`
m_invert_pitch
Whether to invert the pitch axis of the mouse.
default: `"0"`
flags: `0x1000000`
m_side
Mouse side factor.
default: `"1.0"`
flags: `0x2`
mainmenu_background_movie
default: `"media/frontend.bik"`
flags: `0x2`
map_settings_override
If this is enabled then the following ConVars will be functional and override the maps current value: fog_enable, mat_bloomscale
default: `"0"`
flags: `0x40004002`
mat_autoexposure_compensation
This works like exposure compensation on a camera, in EV units. 0EV is no compensation, -1EV gives half the light, +2EV gives 4x the light, etc. The exposure range is still subject to the min/max, so you might want to use mat_autoexposure_uncap 1.
default: `"0"`
flags: `0x2`
mat_autoexposure_debug
Shows current exposure value.
default: `"0"`
flags: `0x2`
mat_autoexposure_force_value
default: `"0.0"`
flags: `0x40004000`
mat_autoexposure_max
default: `"3"`
flags: `0x2`
mat_autoexposure_max_multiplier
default: `"1.0"`
flags: `0x2`
mat_autoexposure_min
default: `"0.5"`
flags: `0x2`
mat_autoexposure_min_multiplier
default: `"1.0"`
flags: `0x2`
mat_autoexposure_speed
Changes the speed at which exposure adapts to changes in scene luminance.
default: `"0.1"`
flags: `0x2`
mat_autoexposure_uncap
mat_autoexposure_min and mat_autoexposure_max are ignored when this is set.
default: `"0"`
flags: `0x2`
mat_bloom_clamp
default: `"10"`
flags: `0x2`
mat_bloom_cutoff
default: `"2.0"`
flags: `0x2`
mat_bloom_max_lighting_value
default: `"99999"`
flags: `0x4000`
mat_bloom_scalefactor_scalar
default: `"0.1"`
flags: `0x80000`
mat_bloom_streak_amount
default: `"0.0"`
flags: `0x2`
mat_bloom_streak_clamp
default: `"5"`
flags: `0x2`
mat_bloom_streak_cutoff
default: `"5.0f"`
flags: `0x2`
mat_bloom_streak_cutoff_exposure_adapt
Whether streak cutoff value should scale with exposure values. R2 behavior is 0.0, R5 behavior is 1.0
default: `"0.0"`
flags: `0x2`
mat_bloom_streak_exponent_post
default: `"1.0"`
flags: `0x2`
mat_bloom_streak_exponent_pre
default: `"1.0f"`
flags: `0x2`
mat_bloom_wide_amount
default: `"1.5"`
flags: `0x2`
mat_bloom_wide_exponent_pre
default: `"1.5f"`
flags: `0x2`
mat_bloomamount_rate
default: `"0.05f"`
flags: `0x4000`
mat_bloomscale
map_settings_override MUST BE ENABLED FOR THIS TO BE FUNCTIONAL.
default: `"1"`
flags: `0x2`
mat_checkStalls
If true, flushes then syncs the render thread to the GPU at various spots of code to find hidden GPU stalls.
default: `"0"`
flags: `0x4000`
mat_cloudmask
default: `"1"`
flags: `0x2`
mat_colcorrection_disableentities
default: `"0"`
flags: `0x2`
mat_colcorrection_disableentities
default: `"0"`
flags: `0x2`
mat_colcorrection_disableentities
Disable map color-correction entities
default: `"0"`
flags: `0x2`
mat_colcorrection_editor
default: `"0"`
flags: `0x2`
mat_colcorrection_editor
default: `"0"`
flags: `0x2`
mat_colcorrection_forceentitiesclientside
Forces color correction entities to be updated on the client
default: `"0"`
flags: `0x4000`
mat_colorcorrection
default: `"1"`
flags: `0x4002`
mat_debug_postprocess_allowed
Allow postprocessing when debug views are enabled.
default: `"0"`
flags: `0x2`
mat_debug_postprocessing_effects
0 = off, 1 = show post-processing in top left corner of screen
default: `"0"`
flags: `0x2`
mat_debug_tonemapping
default: `"4"`
flags: `0x2`
mat_debug_tonemapping_disable
default: `"0"`
flags: `0x2`
mat_debug_tonemapping_mid1
default: `"10.0"`
flags: `0x2`
mat_debug_tonemapping_mid2
default: `"1.5"`
flags: `0x2`
mat_debug_tonemapping_shoulder
default: `"0.5"`
flags: `0x2`
mat_debug_tonemapping_toe
default: `"0.3"`
flags: `0x2`
mat_debugalttab
default: `"0"`
flags: `0x4000`
mat_depthbias_decal
use integer value
default: `"-16"`
flags: `0x4002`
mat_depthbias_normal
use integer value
default: `"0"`
flags: `0x4002`
mat_depthbias_shadowmap
use integer value
default: `"0"`
flags: `0x4002`
mat_depthbias_tightshadowmap
use integer value. effective on View model selfshadow
default: `"10000"`
flags: `0x4002`
mat_depthbias_ui
use integer value
default: `"-50"`
flags: `0x4002`
mat_depthbias_zfill
use integer value
default: `"16"`
flags: `0x4002`
mat_depthbiasclamp_decal
default: `"-0.001"`
flags: `0x4002`
mat_depthbiasclamp_normal
default: `"0"`
flags: `0x4002`
mat_depthbiasclamp_shadowmap
default: `"0"`
flags: `0x4002`
mat_depthbiasclamp_ui
default: `"-0.001"`
flags: `0x4002`
mat_depthbiasclamp_zfill
default: `"0"`
flags: `0x4002`
mat_depthtest_force_disabled
only works on PC and XB1 for now
default: `"0"`
flags: `0x4002`
mat_detail_tex
default: `"1"`
flags: `0x2`
mat_diffuse
default: `"1"`
flags: `0x2`
mat_disable_bloom
default: `"0"`
flags: `0x40000002`
mat_disable_lightmap_ambient
default: `"0"`
flags: `0x4000`
mat_disable_lightmaps
default: `"0"`
flags: `0x4000`
mat_disable_model_ambient
default: `"0"`
flags: `0x4000`
mat_drawMenuGrid
Enable menu grid guide overlay. Only accurate for 16:9 aspect ratio.
default: `"0"`
flags: `0x2`
mat_drawTitleSafe
Enable title safe overlay
default: `"0"`
flags: `0x2`
mat_drawflat
default: `"0"`
flags: `0x4000`
mat_dxlevel
default: `"0"`
flags: `0x2`
mat_dynamic_tonemapping
default: `"1"`
flags: `0x4000`
mat_dynamic_tonemapping
default: `"1"`
flags: `0x4000`
mat_enable_ssr
NOTE - UNABLE TO ENABLE - Toggle Screen Space Reflections.
If you want to use SSR again, uncomment the line with (1u << MTLENVOPT_SSR) in shader.*** of bakery and then rebuild shaders.
default: `"0"`
flags: `0x2`
max value: `1`
mat_envmap_scale
default: `"1.0"`
flags: `0x2`
mat_envmaptgasize
Final envmap size for "envmap" console command; should be <= 128.
default: `"CUBEMAP_SCREENSHOT_RES"`
flags: `0x2`
mat_fastnobump
default: `"0"`
flags: `0x4000`
mat_fastspecular
Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
default: `"1"`
flags: `0x2`
mat_filterlightmaps
default: `"1"`
flags: `0x2`
mat_filtertextures
default: `"1"`
flags: `0x2`
mat_force_bloom
default: `"0"`
flags: `0x4000`
mat_forceaniso
default: `"2"`
flags: `0x40000000`
min value: `0`
max value: `16`
mat_frame_color_bias
Add a constant value to the average frame color.
default: `"0.0"`
flags: `0x2`
mat_frame_color_enabled
Update the average frame color each frame.
default: `"1"`
flags: `0x2`
mat_frame_color_scale
Scale the average frame color.
default: `"5.0"`
flags: `0x2`
mat_frame_color_spot_metering_screen_ratio
Use a percentage of the screen around the center to compute the average frame color.
default: `"0.8"`
flags: `0x2`
mat_fullbright
default: `"0"`
flags: `0x4000`
mat_fxaa_enable
default: `"0"`
flags: `0x2`
mat_global_lighting
default: `"0"`
flags: `0x2`
mat_global_lighting
default: `"0"`
flags: `0x2`
mat_global_lighting
default: `"0"`
flags: `0x2`
mat_hdr_level
Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
default: `"2"`
flags: `0x2`
mat_hdrcolcorrection_editor
default: `"0"`
flags: `0x2`
mat_hdrcolorcorrection
default: `"1"`
flags: `0x2`
mat_hide_sun_in_last_cascade
default: `"0"`
flags: `0x2`
mat_instancing
default: `"1"`
flags: `0x2`
mat_letterbox_aspect_goal
Letterbox when the window aspect ratio is below this threshold
default: `"1.6"`
flags: `0x2`
mat_letterbox_aspect_threshold
Letterbox when the window aspect ratio is below this threshold
default: `"1.59"`
flags: `0x2`
mat_lightcull_subview
default: `"0"`
flags: `0x2`
mat_lightcull_subviews
Re-cull lighting for subviews (monitors etc.)
default: `"0"`
flags: `0x4000`
mat_local_contrast_edge_scale_override
default: `"-1000.0"`
flags: `0x2`
mat_local_contrast_midtone_mask_override
default: `"-1.0"`
flags: `0x2`
mat_local_contrast_scale_override
default: `"0.0"`
flags: `0x2`
mat_local_contrast_vignette_end_override
default: `"-1.0"`
flags: `0x2`
mat_local_contrast_vignette_start_override
default: `"-1.0"`
flags: `0x2`
mat_materialmip_character_0
default: `"0 0 0 0"`
flags: `0x2`
mat_materialmip_character_1
default: `"0 0 1 1"`
flags: `0x2`
mat_materialmip_character_2
default: `"1 0 1 1"`
flags: `0x2`
mat_materialmip_character_3
default: `"1 1 2 2"`
flags: `0x2`
mat_materialmip_character_4
default: `"3 3 3 3"`
flags: `0x2`
mat_materialmip_cockpit_0
default: `"0 0 0 0"`
flags: `0x2`
mat_materialmip_cockpit_1
default: `"0 0 0 0"`
flags: `0x2`
mat_materialmip_cockpit_2
default: `"0 0 0 0"`
flags: `0x2`
mat_materialmip_cockpit_3
default: `"1 0 0 1"`
flags: `0x2`
mat_materialmip_cockpit_4
default: `"3 3 3 3"`
flags: `0x2`
mat_materialmip_model_0
default: `"0 0 0 0"`
flags: `0x2`
mat_materialmip_model_1
default: `"1 0 1 1"`
flags: `0x2`
mat_materialmip_model_2
default: `"1 1 1 1"`
flags: `0x2`
mat_materialmip_model_3
default: `"1 1 2 2"`
flags: `0x2`
mat_materialmip_model_4
default: `"3 3 3 3"`
flags: `0x2`
mat_materialmip_other_0
default: `"0 0 0 0"`
flags: `0x2`
mat_materialmip_other_1
default: `"1 1 1 1"`
flags: `0x2`
mat_materialmip_other_2
default: `"1 1 1 1"`
flags: `0x2`
mat_materialmip_other_3
default: `"1 1 1 1"`
flags: `0x2`
mat_materialmip_other_4
default: `"3 3 3 3"`
flags: `0x2`
mat_materialmip_world_0
default: `"0 0 0 0"`
flags: `0x2`
mat_materialmip_world_1
default: `"0 0 1 1"`
flags: `0x2`
mat_materialmip_world_2
default: `"0 1 1 1"`
flags: `0x2`
mat_materialmip_world_3
default: `"1 1 2 2"`
flags: `0x2`
mat_materialmip_world_4
default: `"3 3 3 3"`
flags: `0x2`
mat_maxframelatency
default: `"1"`
flags: `0x2`
mat_mip_linear
default: `"1"`
flags: `0x40000000`
mat_mipmaptextures
default: `"1"`
flags: `0x2`
mat_norendering
default: `"0"`
flags: `0x4000`
mat_norendering
default: `"0"`
flags: `0x4000`
mat_phong
default: `"1"`
flags: `0x2`
mat_picmip
default: `"0"`
flags: `0x40000000`
min value: `0`
max value: `4`
mat_postprocess_enable
default: `"1"`
flags: `0x4000`
mat_postprocess_enable
default: `"1"`
flags: `0x4000`
mat_proxy
default: `"0"`
flags: `0x4000`
mat_reducefillrate
default: `"0"`
flags: `0x2`
mat_report_queue_status
default: `"0"`
flags: `0x800002`
mat_reversedepth
default: `"0"`
flags: `0x4000`
mat_screen_blur_enabled
Enables screen blur render step
default: `"1"`
flags: `0x2`
mat_screen_blur_override
default: `"-1.0"`
flags: `0x2`
mat_shadowstate
default: `"1"`
flags: `0x2`
mat_sharpen_amount
default: `"1.0"`
flags: `0x2`
mat_sharpen_threshold
default: `"0.5"`
flags: `0x2`
mat_sharpen_width
default: `"1.0"`
flags: `0x2`
mat_show_texture_memory_usage
Display the texture memory usage on the HUD.
default: `"0"`
flags: `0x5000`
mat_showenvmapmask
default: `"0"`
flags: `0x2`
mat_showlowresimage
default: `"0"`
flags: `0x4000`
mat_showmiplevels
color-code miplevels 2: normalmaps, 1: everything else
default: `"0"`
flags: `0x4000`
mat_skipid
Don't draw a particular mesh id. Helps track down which mesh you care about.
default: `"-1"`
flags: `0x4000`
mat_slopescaledepthbias_decal
default: `"-4"`
flags: `0x4002`
mat_slopescaledepthbias_normal
default: `"0.0f"`
flags: `0x4002`
mat_slopescaledepthbias_shadowmap
default: `"2"`
flags: `0x4002`
mat_slopescaledepthbias_ui
default: `"-1.7"`
flags: `0x4002`
mat_slopescaledepthbias_zfill
default: `"2"`
flags: `0x4002`
mat_surfacefilter
If set, limits surfaces shown by mat_surfaceid and mat_surfacemat to those containing the substring.
default: `""`
flags: `0x4000`
mat_surfaceid
Draws the index of world surfaces. Can be filtered with mat_surfacefilter.
default: `"0"`
flags: `0x4000`
mat_surfacemat
Draws the material name of world surfaces. Can be filtered with mat_surfacefilter.
default: `"0"`
flags: `0x4000`
mat_syncGPU
If true, syncs the render thread to the GPU at the end of each frame, instead of letting the render thread get one frame ahead.
default: `"0"`
flags: `0x80000`
mat_syncInterval
Number of frames to skip per sync. 0 = novsync, 1 = 60 fps, 2 = 30, 3 == 20, 4 = 15, etc.
default: `"1"`
flags: `0x2`
mat_sync_rt
Sync the render thread after each queued call. This is really slow, but makes debugging much easier.
default: `"0"`
flags: `0x4000`
mat_sync_rt_flushes_gpu
default: `"0"`
flags: `0x2`
mat_texture_list
For debugging, show a list of used textures per frame
default: `"0"`
flags: `0x2`
mat_texture_list_view
If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.
default: `"1"`
flags: `0x1002`
mat_translucency_errors
default: `"0"`
flags: `0x2`
mat_vignette_enable
default: `"0"`
flags: `0x2`
match_allowMapRotationPreloading
Allow the server to change currently loaded map based on map rotation times
default: `"1"`
flags: `0x80000`
match_backingOutMaxTimeToWait
default: `"60"`
flags: `0x2`
match_backoutslow
Forces empty server queries (for backing out of a lobby) to take this long
default: `"0"`
flags: `0x2`
match_connect
If set to 0, we won't actually connect to any matchmaking results we get back
default: `"1"`
flags: `0x2`
match_defaultMap_party
Default map to load if the dedicated server is empty
default: `"mp_lobby"`
flags: `0x2`
match_dir
What dir to look in for the matchmaking scripts
default: `""`
flags: `0x2`
match_dumpSearchResults
Dumps search result text to the console
default: `"0"`
flags: `0x2`
match_emptyUpdateRate
default: `"30"`
flags: `0x2`
match_enabled
default: `"1"`
flags: `0x2`
match_fakePort
Lie about our port number (so players can't connect)
default: `"-1"`
flags: `0x2`
match_fakeS2SPort
Lie about our s2s port number (so servers can't connect)
default: `"-1"`
flags: `0x2`
match_forceVerboseSearches
default: `"0"`
flags: `0x2`
match_goodReputation
default: `"1"`
flags: `0x202`
match_maxPingsSent
default: `"50"`
flags: `0x2`
match_myBestDatacenter
Which datacenter we have the lowest ping to
default: `""`
flags: `0x80200`
match_myDatacenter
Which datacenter we prefer (same as match_myBestDatacenter unless user changes it)
default: `""`
flags: `0x80080200`
match_myRankedDatacenter
Which datacenter we prefer for Ranked play (same as match_myBestDatacenter unless user changes it)
default: `""`
flags: `0x80200`
match_myTeam
default: `"0"`
flags: `0x200`
match_partyChangeNum
The int that represents the change num of our party struct (did it change?)
default: `""`
flags: `0x200`
match_partySize
The size of our party
default: `""`
flags: `0x200`
match_partySub
The name of our party subscription
default: `""`
flags: `0x200`
match_pingWaveInterval
default: `"0.2"`
flags: `0x2`
match_playlist
The playlist we are looking for
default: `""`
flags: `0x80200`
match_precachemap
Whether to precache the map for the selected playlist
default: `"1"`
flags: `0x2002`
match_precachemapOnMismatch
Whether to re-precache the map on mismatch between engine and matchmaking
default: `"1"`
flags: `0x80000`
match_privateMatchListWithStryder
default: `"1"`
flags: `0x2`
match_rankedMaxPing
default: `"200"`
flags: `0x2002`
match_rankedSwitchETA
default: `"300"`
flags: `0x2002`
match_resetPlaylistBetweenMatches
default: `"1"`
flags: `0x2`
match_roleToken
The role token used when matchmaking (e.g. for private match).
default: `""`
flags: `0x80200`
match_searchInterval
How often to repeat searches
default: `"2"`
flags: `0x80000`
match_searching
Whether or not we want the system to be actively searching right now
default: `"0"`
flags: `0x80200`
match_skipRedundantServerResets
default: `"1"`
flags: `0x2`
match_teamNoFill
If set, matchmaking won't fill the player's team with non-party members
default: `"0"`
flags: `0x80200`
match_trackMMR
default: `"1"`
flags: `0x80000`
match_updateNotableRate
default: `"5"`
flags: `0x2`
match_updateRate
default: `"30"`
flags: `0x2`
match_useMatchmaking
This dedi is a matchmaking dedi
default: `"0"`
flags: `0x2`
match_verbosePrintsInterval
default: `"60"`
flags: `0x2`
match_visiblePlaylists
default: `""`
flags: `0x2002`
matchmaking_hostname
default: `""`
flags: `0x80000`
max_explosive_damage_mass
Anything heavier than this will be clamped. (units kg)
default: `"100"`
flags: `0x2002`
max_explosive_damage_velocity
inches/sec
default: `"200"`
flags: `0x2002`
max_tweak_shadow_updates
default: `"8"`
flags: `0x2`
melee_aim_assist_can_lock_pitch
default: `"0"`
flags: `0x2002`
melee_aim_assist_use_target_velocity
default: `"0"`
flags: `0x2002`
melee_attack_trace_can_use_lunge_distance
default: `"0.5"`
flags: `0x2002`
melee_cone_trace_box_check
default: `"0.5"`
flags: `0x2002`
melee_lunge_abort_distance
Abort the lunge if the distance moved in one frame is less than this much of the expected lunge distance.
default: `"0.25"`
flags: `0x2002`
melee_lunge_abort_if_blocked
Lunging can abort if the player hits something that blocks their lunge movement.
default: `"1"`
flags: `0x2002`
melee_lunge_adjust_trace_distance
default: `"0"`
flags: `0x2002`
melee_lunge_align_eye_position
default: `"1"`
flags: `0x2002`
melee_lunge_dot_check
default: `"1"`
flags: `0x2002`
melee_lunge_force_enable_flying
Lunging will always ignore gravity.
default: `"1"`
flags: `0x2002`
melee_lunge_lag_compensate_target
Lunging will apply lag compensation the target's position.
default: `"1"`
flags: `0x2002`
melee_lunge_scale_by_speed
Increase lunge range (by up to the given scale) if the player is going fast enough.
default: `"2.0"`
flags: `0x2002`
melee_lunge_slide
When lunging, try slide along surfaces
default: `"1"`
flags: `0x2002`
melee_lunge_use_closest_distance_between_cylinders
When calculating distance to the lunge target, treat them as cylinders rather than points.
default: `"1"`
flags: `0x2002`
melee_lunge_use_command_time
default: `"1"`
flags: `0x2002`
melee_queue_attack_anim_event
Run melee attacks after the player has moved this frame
default: `"1"`
flags: `0x2002`
mem_dumpstats
Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
default: `"0"`
flags: `0x2`
mem_incremental_compact_rate
Rate at which to attempt internal heap compaction
default: `".1"`
flags: `0x4000`
mem_level
Memory Level - Default: High
default: `"2"`
flags: `0x2`
mem_level
Memory Level - Default: High
default: `"2"`
flags: `0x2`
mem_runheapchecks
default: `"0"`
flags: `0x2`
mem_test_each_frame
Run heap check at end of every frame
default: `"0"`
flags: `0x2`
mem_test_every_n_seconds
Run heap check at a specified interval
default: `"0"`
flags: `0x2`
mem_test_quiet
Don't print stats when memtesting
default: `"0"`
flags: `0x2`
menu_faq_community_version
default: `"-1"`
flags: `0x1000000`
menu_faq_patchnotes_version
default: `"-1"`
flags: `0x1000000`
menu_faq_viewed
default: `"0"`
flags: `0x1000000`
menu_was_multiplayer_played_last
default: `"0"`
flags: `0x1000000`
migrate_attempt_interval
default: `"2.5"`
flags: `0x2`
migrate_attempt_max_retries
default: `"5"`
flags: `0x2`
miles_actor_occlusion_radius
Distance which must be penetrated for one of the entity check points to be considered occluded.
default: `"8.0"`
flags: `0x2`
miles_channels
Number of audio channels, commonly 2(stereo), 6(5.1), 8(7.1). (0 is default)
default: `"0"`
flags: `0x40000000`
miles_devnet_screenshot_attach_dump
Attach miles dump file to each DevNet screenshot
default: `"0"`
flags: `0x2`
miles_devnet_screenshot_attach_samples
Attach recent miles output sample file to each DevNet screenshot
default: `"0"`
flags: `0x2`
miles_error_counter_display
Show error icons when we exceed sound playback error thresholds.
default: `"0"`
flags: `0x2`
miles_flip_active_window_logic
Only hear audio when NOT the active window.
default: `"0"`
flags: `0x2002`
miles_force_emitter_environment
Force Environment on played sounds and entities (per-event controllers and suffixes.)
default: `""`
flags: `0x2`
miles_force_listener_environment
Force environment on listener (i.e., global controller changes only)
default: `""`
flags: `0x2`
miles_freeze
When 1, sound is paused and incoming play events are ignored.
default: `"0"`
flags: `0x2`
miles_initial_occlusion_delay
Time (in msec) to delay new sounds when we defer their traces.
default: `"0"`
flags: `0x2`
miles_language
Language to use for audio (requires a miles restart to change.)
default: `""`
flags: `0x1000000`
miles_listener_freeze
When 1, stop updating listener position.
default: `"0"`
flags: `0x2`
miles_nonactor_occlusion
Do traces to determine when non-entity sounds are occluded.
default: `"1"`
flags: `0x2`
miles_nonactor_occlusion_radius
Distance which must be penetrated for a non-entity sound to be considered occluded.
default: `"8.0"`
flags: `0x2`
miles_nopandist
Distance at which panning is forced to center-front.
default: `"10"`
flags: `0x2`
miles_occlusion
When nonzero, perform occlusion checks
default: `"1"`
flags: `0x2`
miles_occlusion_force
0 to 100: Force all sounds to have occlusion values of 0 (unoccluded) to 100 (completely occluded). -1 for normal.
default: `"-1"`
flags: `0x2`
miles_occlusion_partial
When zero, occlusion state is binary. When nonzero, allow partial occlusion of audio.
default: `"1"`
flags: `0x2`
miles_occlusion_use_reset_after_deferred_initial
For A/B testing feature. Enable permanently eventually.
default: `"1"`
flags: `0x2`
miles_replay_transition_enable_early_cleanup
default: `"1"`
flags: `0x2002`
miles_samplerate
Sample rate, commonly 48000, 44100, 22050, or 11025 (0 is default)
default: `"0"`
flags: `0x2`
miles_samples_dither
Enable dithering for dumped audio samples
default: `"1"`
flags: `0x2`
miles_samples_folddown
Fold down dumped audio samples
default: `"0"`
flags: `0x2`
miles_samples_noise_shape
Enable noise shaping for dumped audio samples
default: `"0"`
flags: `0x2`
miles_server_sounds_debug
default: `"0"`
flags: `0x2`
miles_server_sounds_print
default: `"0"`
flags: `0x2`
miles_solo_ents
Only play sounds from this entity index (or space-separated list of indices.)
default: `""`
flags: `0x2`
miles_soundscape_imgui
Show imgui-based soundscape debugging window
default: `"0"`
flags: `0x2`
miles_spatialize_front_degrees
Front panning field angle
default: `"45.0"`
flags: `0x2`
miles_spatialize_offplane_strength
Offplane omni-fication strength
default: `"0.7"`
flags: `0x2`
miles_spatialize_on
Enable hard spatialization test
default: `"1"`
flags: `0x2`
miles_spatialize_rear_degrees
Rear panning field angle
default: `"120.0"`
flags: `0x2`
miles_suffixes
Use emitter suffixed versions of sounds.
default: `"1"`
flags: `0x2`
min_explosive_damage_mass
Anything lighter than this will be clamped. (units kg)
default: `"20"`
flags: `0x2002`
missile_default_speed
default: `"2500"`
flags: `0x2002`
missile_homing_speed
default: `"150"`
flags: `0x2002`
mod_trace_load
default: `"0"`
flags: `0x2`
model_defaultFadeDistMin
Default minimum fade distance.
default: `"400"`
flags: `0x4000`
model_defaultFadeDistMin
Default minimum fade distance.
default: `"400"`
flags: `0x4000`
model_defaultFadeDistScale
Factor that is multiplied by the model's radius to get the default fade distance.
default: `"40"`
flags: `0x4000`
model_defaultFadeDistScale
Factor that is multiplied by the model's radius to get the default fade distance.
default: `"40"`
flags: `0x4000`
model_fadeRangeFraction
Fraction of the fade distance to fade over.
default: `"0.1"`
flags: `0x4000`
model_fadeRangeFractionNear
Fraction of the near fade distance at which impostors are invisible.
default: `"0.9"`
flags: `0x4000`
monitor_cc
default: `"1"`
flags: `0x2`
monitor_mat_sharpen_amount
default: `"2.0"`
flags: `0x2`
monitor_postfx
default: `"1"`
flags: `0x2`
monitor_rui_world_enabled
default: `"0"`
flags: `0x2`
monitor_snapshot_frame_delay
default: `"20"`
flags: `0x2`
monitor_zfar_default
default: `"642"`
flags: `0x2`
monitor_zfar_override
default: `"0"`
flags: `0x2`
monitor_zfar_override_enabled
default: `"0"`
flags: `0x2`
motd
default: `""`
flags: `0x12`
mouse_sensitivity
Mouse sensitivity.
default: `"5"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_use_per_scope_sensitivity_scalars
Uses the per scope scalars
default: `"0"`
flags: `0x80`
mouse_zoomed_sensitivity_scalar_0
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_zoomed_sensitivity_scalar_1
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_zoomed_sensitivity_scalar_2
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_zoomed_sensitivity_scalar_3
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_zoomed_sensitivity_scalar_4
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_zoomed_sensitivity_scalar_5
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_zoomed_sensitivity_scalar_6
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
mouse_zoomed_sensitivity_scalar_7
Mouse sensitivity.
default: `"1.0"`
flags: `0x80`
min value: `0.1`
max value: `20`
move_one_cmd_per_client_frame
Force clients to generate exactly one user command per client frame. There will not be a one-to-one relationship between cmds and ticks.
default: `"1"`
flags: `0x2002`
movement_anim_downed_playback_maxrate
default: `"2.5"`
flags: `0x2002`
movement_anim_playback_maxrate
default: `"10"`
flags: `0x2002`
movement_anim_playback_minrate
default: `"0.25"`
flags: `0x2002`
movement_anim_sprint_playback_maxrate
default: `"1.25"`
flags: `0x2002`
mp_accountLink_requestInterval
default: `"3"`
flags: `0x2`
mp_allowed
default: `"-1"`
flags: `0x2`
mp_bodyyawrate
default: `"400"`
flags: `0x2002`
mp_countRRNobodyAsLobby
default: `"0"`
flags: `0x2`
mp_enablematchending
When set to 0, match will not end
default: `"1"`
flags: `0x2002`
mp_enabletimelimit
enable mp_timelimit timer in games
default: `"1"`
flags: `0x2002`
mp_gamemode
Current game mode name
default: `""`
flags: `0x12002`
mp_linkingAccountTime
default: `"0"`
flags: `0x2`
mp_linkingAccountWindow
default: `"300"`
flags: `0x2`
mp_maxbodyyaw
default: `"60"`
flags: `0x2002`
mp_permission_requestInterval
default: `"30"`
flags: `0x2`
mp_permission_rerequestInterval
default: `"21600"`
flags: `0x2`
mp_player_level
To read mp player level in SP
default: `"0"`
flags: `0x1000000`
mp_scaleAnimationSpeeds
default: `"1"`
flags: `0x2002`
mp_showgestureslots
Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
default: `"-1"`
flags: `0x6002`
mtx_svEdition
default: `"1010"`
flags: `0x2002`
multiplay_serverid
Multiplay-assigned server-identifier
default: `""`
flags: `0x2002`
muteWeaponSounds
default: `"0"`
flags: `0x2002`
name
Current user name
default: `"unnamed"`
flags: `0x480`
net_RunInvalidatePhysics
default: `"0"`
flags: `0x2`
net_async_sendto
default: `"0"`
flags: `0x2`
net_autoUnthrottle
default: `"0"`
flags: `0x2`
net_bandwidthPrintThreshold
Percentage where it's worth printing spam about this message in the bandwidth tracker prints
default: `"1"`
flags: `0x2`
net_bindToSpecificAddress
Only bind to a certain interface
default: `"0"`
flags: `0x80000`
net_blockmsg
Discards incoming message: <0|1|name>
default: `"none"`
flags: `0x4000`
net_chatThroughChatserver
default: `"0"`
flags: `0x2`
net_chokeloop
Apply bandwidth choke to loopback packets (only in MP)
default: `"1"`
flags: `0x2`
net_clearReliableDataOnReset
Whether we should erase unsent reliable data when we call netchan->Reset()
default: `"0"`
flags: `0x2`
net_client_side_weapon_animations
Enable/disable client side weapon animations. Only apply to already optimized weapons, eg. rapid fire instant hit weapons like xo16, r101 etc.
default: `"1"`
flags: `0x2002`
net_compressDataBlock
default: `"1"`
flags: `0x2`
net_compressLZValue
default: `"1"`
flags: `0x2`
net_compresspackets
Use lz compression on game packets.
default: `"0"`
flags: `0x2`
net_compresspackets_minsize
Don't bother compressing packets below this size.
default: `"1000"`
flags: `0x2`
net_connectPacketWarningThreshhold
default: `"0.9"`
flags: `0x2`
net_createUndoDeltas
default: `"1"`
flags: `0x2`
net_dataRate
default: `"256000"`
flags: `0x2`
net_dataRateDev
default: `"81920"`
flags: `0x2`
net_dataRateDev_enabled
default: `"1"`
flags: `0x2`
net_data_block_enabled
Enable/disable net data block optimization for load times. When disabled large chunks are sent down via existing netchan reliability system instead of net data blocks.
default: `"1"`
flags: `0x2002`
net_datablockPrintSummaries
default: `"0"`
flags: `0x2`
net_datablock_fastRate
default: `"128000"`
flags: `0x2`
net_datablock_longSendTime
default: `"10"`
flags: `0x2`
net_datablock_minResendInterval
default: `"0.1"`
flags: `0x2`
net_datablock_networkLossForSlowSpeed
default: `"0.1"`
flags: `0x2`
net_datablock_resendRateForSlowSpeed
default: `"3"`
flags: `0x2`
net_datablock_slowRate
default: `"64000"`
flags: `0x2`
net_debugDataBlockReceiver
default: `"0"`
flags: `0x2`
net_debugDataBlockSender
default: `"0"`
flags: `0x2`
net_debugLerping
default: `"-1"`
flags: `0x2`
net_deltaFieldEntityBlockSize
default: `"5"`
flags: `0x2`
net_drawslider
Draw completion slider during signon
default: `"0"`
flags: `0x2`
net_droppackets
Drops next n packets on client
default: `"0"`
flags: `0x4000`
net_dumpChangesPrecise
Prints floats at full precision
default: `"0"`
flags: `0x2`
net_encrypt_copyCtx
default: `"1"`
flags: `0x2`
net_encryptionDebug
default: `"0"`
flags: `0x2`
net_forceUnnecessaryUndoDeltas
default: `"0"`
flags: `0x2`
net_forcetimeout
default: `"0"`
flags: `0x4000`
net_frames_max_gap
Maximum gap allowable between packets.
default: `"1000"`
flags: `0x2`
net_highPacketLatencyThreshold
default: `"0.200"`
flags: `0x2`
net_highPacketLossThreshold
default: `"0.05"`
flags: `0x2`
net_ignoreAllSnapshots
Drop all snapshot messages
default: `"0"`
flags: `0x2`
net_largeSnapshotThreshold
The size of a snapshot that qualifies as a large snapshot
default: `"15000"`
flags: `0x2`
net_lerpFields
default: `"1"`
flags: `0x2`
net_maxAccumulatedClearTimeBalance
Max time (in seconds) to count not sending data to this player towards their 'remaining bandwidth' balance [if we haven't sent a packet in 2 minutes, that doesn't mean they have 2 minutes of bandwidth remaining to use]
default: `"0.5"`
flags: `0x2`
net_maxRecvCall
default: `"1000"`
flags: `0x80000`
net_maxRecvPacket
default: `"10000"`
flags: `0x80000`
net_maxcleartime
Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
default: `"4.0"`
flags: `0x2`
net_maxfilesize
Maximum allowed file size for uploading in MB
default: `"16"`
flags: `0x2`
min value: `0`
max value: `64`
net_maxfragments
Max fragment bytes per packet
default: `"1200"`
flags: `0x2`
min value: `256`
max value: `1200`
net_maxroutable
Requested max packet size before packets are 'split'.
default: `"1200"`
flags: `0x202`
min value: `576`
max value: `1200`
net_minConnectionTimeForSpam
default: `"10"`
flags: `0x2`
net_minQueuedPacketsForPrint
default: `"5"`
flags: `0x2`
net_minResetIdleTimerInterval
default: `"10"`
flags: `0x2`
net_minimumPacketLossDC
The lowest packet loss we have to any datacenter
default: `"100"`
flags: `0x200`
net_minroutable
Forces larger payloads.
default: `"16"`
flags: `0x2`
net_netGraph2
default: `"0"`
flags: `0x41080000`
net_noPostDataForDeletedEnts
default: `"1"`
flags: `0x2`
net_old_seed_generation
default: `"0"`
flags: `0x2002`
net_optimize_persistent_data
default: `"1"`
flags: `0x2002`
net_optimize_playlists
default: `"1"`
flags: `0x2002`
net_optimize_weapons
Enable/disable bandwidth optimizations made to weapons. Additional experimental optimizations can be enabled values 2 (weapon player data) and 3 (client side weapon animation)
default: `"2"`
flags: `0x2002`
net_ping_debug
Debug latency calculation.
default: `"0"`
flags: `0x2`
net_predictParentEntities
default: `"0"`
flags: `0x2`
net_predictedEntsUseFirstAvailableSnapshot
default: `"1"`
flags: `0x2`
net_predictionDebug
default: `"0"`
flags: `0x2`
net_pretendSnapshotArrayFull
Pretend the client snapshot array is full even when it isn't
default: `"0"`
flags: `0x2`
net_printCompression
default: `"1"`
flags: `0x2`
net_printOutOfSnapshots
default: `"1"`
flags: `0x2`
net_printUnnecessaryDeltas
default: `"0"`
flags: `0x2`
net_processSocketStats_trigger
Print out stats of what packets we receive during the next process of sockets. Set to the enum of the socket you care about ie. ESocketIndex_t
default: `"-1"`
flags: `0x2`
net_queue_trace
default: `"0"`
flags: `0x2000002`
net_queuedPackets_PrintOversleeps
default: `"0"`
flags: `0x2`
net_queuedPackets_SkipSmallSleeps
default: `"2"`
flags: `0x2`
net_queued_packet_sender_nopacket_sleep
default: `"10"`
flags: `0x80000`
net_queued_packet_thread
Use a high priority thread to send queued packets out instead of sending them each frame.
default: `"1"`
flags: `0x2`
net_recentNetworkGapWindow
default: `"2.0"`
flags: `0x2`
net_recentNetworkGapsNeeded
default: `"2"`
flags: `0x2`
net_recreateScriptInstanceOnReplayTransition
default: `"1"`
flags: `0x2`
net_recvBufferSizeOverride
Override the default receive socket buffer size
default: `"0"`
flags: `0x80000`
net_recv_dumpChanges
default: `"0"`
flags: `0x2`
net_recv_dumpNetworkedChangesOnEntCreate
default: `"0"`
flags: `0x2`
net_recv_watchEnt
default: `"-1"`
flags: `0x2`
net_recv_watchField1
default: `""`
flags: `0x2`
net_recv_watchField2
default: `""`
flags: `0x2`
net_resourcePrintMinimum
Minimum count for printing bandwidth info about a resource (sound, effect)
default: `"2"`
flags: `0x2`
net_sendFloatDeltas
default: `"1"`
flags: `0x2`
net_sendProfileTotals
default: `"0"`
flags: `0x2`
net_sendtoInJob
default: `"1"`
flags: `0x2`
net_showFailedAuth
default: `"1"`
flags: `0x2`
net_showLargeSnapshot
Show console spam when we get large snapshots from the server
default: `"1"`
flags: `0x2`
net_showQueued
default: `"0"`
flags: `0x2`
net_showServerStruggle
Print when the server is struggling.
default: `"1"`
flags: `0x2`
net_showUndoDeltas
default: `"0"`
flags: `0x2`
net_showUserWarnings
default: `"1"`
flags: `0x2`
net_showchoke
Show console spam when we get choked snapshots from the server
default: `"0"`
flags: `0x2`
net_showchokeInterval
The minimum time interval between spam about going above our network budget
default: `"5"`
flags: `0x2`
net_showdrop
Show dropped packets in console
default: `"0"`
flags: `0x2`
net_showfragments
Show netchannel fragments
default: `"0"`
flags: `0x2`
net_showmsg
Show incoming message: <0|1|name>
default: `"0"`
flags: `0x2`
net_showpeaks
Show messages for large packets only:
default: `"0"`
flags: `0x2`
net_showsendrecv
Show sendto and recvfrom calls
default: `"0"`
flags: `0x2`
net_showsplits
Show info about packet splits
default: `"0"`
flags: `0x80000`
net_showudp
Dump UDP packets summary to console
default: `"0"`
flags: `0x80000`
net_showudp_oob
Dump OOB UDP packets summary to console
default: `"0"`
flags: `0x80000`
net_showudp_remoteonly
Dump non-loopback udp only
default: `"0"`
flags: `0x80000`
net_showusercmd
Show user command encoding
default: `"0"`
flags: `0x2`
net_skipUnnecessaryDeltas
default: `"1"`
flags: `0x2`
net_splitrate
Number of fragments for a splitpacket that can be sent per frame
default: `"3"`
flags: `0x80000`
net_splitrateDefaultMP
Default MP number of fragments for a splitpacket that can be sent per frame
default: `"3"`
flags: `0x80000`
net_splitrateDefaultSP
Default SP number of fragments for a splitpacket that can be sent per frame
default: `"10000"`
flags: `0x80000`
net_tamperPackets
default: `"0"`
flags: `0x2`
net_threadedEntityDeltas
default: `"1"`
flags: `0x2`
net_threadedProcessPacket
default: `"1"`
flags: `0x2`
net_timeoutUsesLastReadTime
Don't let us time out if we haven't been actually checking the socket for packets (inside a loop, for example)
default: `"1"`
flags: `0x2`
net_trackerWarningInterval
default: `"5"`
flags: `0x2`
net_transmission_events_enabled
Record and report network transmission events for I/O bandwidth estimation
default: `"1"`
flags: `0x2`
net_usesocketsforloopback
Use network sockets layer even for listen server local player's packets (multiplayer only).
default: `"0"`
flags: `0x2`
net_verifyEncryption
default: `"0"`
flags: `0x2`
net_voiceEchoFromChatServer
default: `"0"`
flags: `0x2`
net_warnAboutSocketReadGaps
Warn if we are waiting longer than this to check a socket for new packets
default: `"0.200"`
flags: `0x2`
net_warnGapTime
default: `"0.4"`
flags: `0x2`
net_wifi
0 = ethernet, 1 = wifi, -1 = unknown
default: `"-1"`
flags: `0x80200`
net_worldHitchSlopTime
default: `"0.031"`
flags: `0x2`
next
Set to 1 to advance to next frame ( when singlestep == 1 )
default: `"0"`
flags: `0x4000`
noReloadAfterUse
Disables reloads for "+useAndReload" input if a use is triggered.
default: `"1"`
flags: `0x2002`
noise_filter_scale
default: `"0.006"`
flags: `0x1000000`
not_focus_sleep
MS to sleep while window doesn't have focus
default: `"50"`
flags: `0x80000`
notification_displayTime
How long notifications should wait before auto-hiding
default: `"10"`
flags: `0x2`
nucleus_id
default: `"0"`
flags: `0x80000200`
nucleus_pid
default: `"unknown"`
flags: `0x80000200`
number_shortenToMillionsAfter
default: `"2000000"`
flags: `0x2`
nx_allow_ditherfade
default: `"0"`
flags: `0x2`
nx_static_lobby_capture_debug
Force lobby capture every frame to debug capture process.
default: `"0"`
flags: `0x2`
nx_static_lobby_capture_delay_frames
Delay frames when capturing the lobby to allow texture streaming to finish
default: `"30"`
flags: `0x4000`
nx_static_lobby_mode
Enable capturing the static elements of the lobby to reduce GPU workload. 0 = disabled, 1 = only in handheld, 2 = always on
default: `"1"`
flags: `0x4000`
nx_subtile_override
Override for subtile size. (0 to disable)
default: `"2"`
flags: `0x4000`
nx_viewportscale_max_handheld
Sets the max viewportscale value on Switch handheld
default: `"1.0"`
flags: `0x80000`
max value: `1`
nx_viewportscale_max_handheld_lobby
Sets the max viewportscale value on Switch handheld
default: `"1.0"`
flags: `0x80000`
max value: `1`
nx_viewportscale_min_handheld
Sets the min viewportscale value on Switch handheld
default: `"0.7"`
flags: `0x80000`
max value: `1`
nx_viewportscale_min_handheld_lobby
Sets the min viewportscale value on Switch handheld
default: `"1.0"`
flags: `0x80000`
max value: `1`
object_placement_debug
Enable/disable debug lines for object placement
default: `"0"`
flags: `0x4002`
offhandTossOverheadPitchThreshold
default: `"-1.0"`
flags: `0x2002`
offhand_alignEndAnim1p3p
default: `"1"`
flags: `0x2`
old_culling
default: `"0"`
flags: `0x2`
old_gather_props
default: `"0"`
flags: `0x80000`
one_handed_change_rate
The rate at which the transition to and from one handed weapon usage takes place
default: `"1.25"`
flags: `0xa`
opaque_renderable_worker
default: `"1"`
flags: `0x2`
openInvite_spam
Whether open invites should spam to the console log
default: `"1"`
flags: `0x2`
openInvites_filterByLanguage
default: `"1"`
flags: `0x2`
openInvites_filterByRegion
default: `"1"`
flags: `0x2`
openinvite_duration_default
default: `"10"`
flags: `0x2`
ordnanceSwapSelectCooldown
default: `"0.25"`
flags: `0x2`
origin_Errorlevel_OldBehaviour
Enables Setting errorlevel for as in the old code base did.
default: `"1"`
flags: `0x2`
origin_Errorlevel_Telementry
Enables sending host Telemetry event for Origin errorLevel
default: `"1"`
flags: `0x2`
origin_authCodeFailureMaxBackoffSeconds
default: `"10"`
flags: `0x2`
origin_autoRefreshTokenClient
default: `"1"`
flags: `0x2`
origin_autoRefreshTokenServer
default: `"0"`
flags: `0x2`
origin_debug
Enable Origin HTTP debug logging (all HTTP queries and responses, token data etc.)
default: `"0"`
flags: `0x2`
origin_disconnectWhenOffline
default: `"1"`
flags: `0x2`
origin_ignoreInvitesOnLoadScreen
default: `"0"`
flags: `0x2`
origin_igo_mutes_sound_enabled
Enables feature for optionally muting game sound when Origin overlays are launched.
default: `"1"`
flags: `0x2`
origin_igo_mutes_sound_enabled
Enables feature for optionally muting game sound when Origin overlays are launched.
default: `"1"`
flags: `0x2`
origin_igo_muting_sound
True if game sound was muted when launching an Origin overlay.
default: `"0"`
flags: `0x2`
origin_keepOldPresence
default: `"1"`
flags: `0x2`
origin_presense_updateRate
Minimum time between origin updates in seconds.
default: `"1"`
flags: `0x2`
origin_tokenFailureMaxBackoffSeconds
default: `"10"`
flags: `0x2`
panel_showVisChanges
default: `"0"`
flags: `0x2`
panel_test_title_safe
Test vgui panel positioning with title safe indentation
default: `"0"`
flags: `0x4000`
parenting_debug
default: `"0"`
flags: `0x2`
particleEffect_checkShouldStillPlay
default: `"1"`
flags: `0x2`
particle_alwayswakeonstop
default: `"1"`
flags: `0x2002`
particle_cpu_level
default: `"0"`
flags: `0x40000000`
min value: `0`
max value: `2`
particle_delete_all_except
default: `""`
flags: `0x2`
particle_dlights_enable
default: `"1"`
flags: `0x2`
particle_dlights_spew
default: `"0"`
flags: `0x2`
particle_gpu_level
default: `"0"`
flags: `0x2`
particle_lighting_clear_enable
default: `"0"`
flags: `0x2`
particle_lighting_size
The size of each particle in the atlas
default: `"32"`
flags: `0x2`
particle_lighting_viewmodel_enable
default: `"0"`
flags: `0x2`
particle_overlay
Show particle overlay (2 for same as particle_overlay_list_tally)
default: `"0"`
flags: `0x2`
particle_overlay_detail_attributes
Space separated list of attributes to show per particle - 'all id duration xyz prev_xyz radius color alpha length'
default: `"id"`
flags: `0x2`
particle_overlay_detail_filter
Filters which particles to see in detail - can be id or substring or *
default: `""`
flags: `0x2`
particle_overlay_detail_list_particles
List individual particles in detail view
default: `"0"`
flags: `0x2`
particle_overlay_detail_scroll
Skip this many rows in particle overlay detail
default: `"0"`
flags: `0x2`
particle_overlay_hide_sleeping
Hide sleeping effects in particle overlay
default: `"0"`
flags: `0x2`
particle_overlay_list_filter
Filters which particles to see in list - can be id or substring or *
default: `"*"`
flags: `0x2`
particle_overlay_list_tally
Show tally of particle counts, rather than list (same as particle_overlay 2)
default: `"0"`
flags: `0x2`
particle_overlay_list_tally_collapse_children
Collapse children in tally-- only show totals at top level.
default: `"1"`
flags: `0x2`
particle_overlay_old
Draw particle overlay the old way (no imgui)
default: `"0"`
flags: `0x2`
particle_overlay_scroll
Skip this many rows in particle overlay
default: `"0"`
flags: `0x2`
particle_remap_vol2cp_debug
default: `"0"`
flags: `0x2`
particle_script_dump
particle_script_dump SCRIPT_HANDLE
default: `"-1"`
flags: `0x2002`
particle_script_list
default: `""`
flags: `0x2002`
particle_script_log
particle_script_log SCRIPT_HANDLE
default: `"-1"`
flags: `0x2002`
particle_scrub_debug
default: `"0"`
flags: `0x2`
particle_scrub_debug_effect
default: `"0"`
flags: `0x2`
particle_scrub_is_using_time_scrub
default: `"0"`
flags: `0x2002`
particle_scrub_max_dt
default: `"0.02"`
flags: `0x2`
particle_scrub_play_speed
default: `"1"`
flags: `0x2`
particle_scrub_quality
default: `"6"`
flags: `0x2`
particle_scrub_time
default: `"-1"`
flags: `0x2`
particle_simulateoverflow
Used for stress-testing particle systems. Randomly denies creation of particles.
default: `"0"`
flags: `0x4000`
particles_cull_dlights
default: `"1"`
flags: `0x2002`
particles_max_passes
default: `"10"`
flags: `0x2002`
particles_spawncull
default: `"1"`
flags: `0x2002`
particles_spawncull_report
default: `"0"`
flags: `0x2002`
parties_alwaysReadSubs
default: `"1"`
flags: `0x2`
party_autoCreatePartyAlways
default: `"1"`
flags: `0x2`
party_autoCreatePartyDelay
default: `"3"`
flags: `0x2`
party_color_enabled
default: `"0"`
flags: `0x1000000`
party_hostname
default: `""`
flags: `0x2`
party_httpHandleTimeout
default: `"10.0f"`
flags: `0x2`
party_keepAliveTime
How often party clients should send a keepalive packet
default: `"60"`
flags: `0x2`
party_keepAliveTime
How often party clients should send a keepalive packet
default: `"60"`
flags: `0x2`
party_leaderAlwaysDetectsChanges
default: `"1"`
flags: `0x2`
party_leaderReadyOnly
default: `"0"`
flags: `0x2`
party_leaveMatchOnJoin
Whether a player should quit the match they're in when they join a party
default: `"0"`
flags: `0x2002`
party_minSize
default: `"3"`
flags: `0x2`
party_nofill_selected
default: `"0"`
flags: `0x80200`
party_privacy
our privacy setting for parties
default: `"open"`
flags: `0x2`
party_readyToSearch
our ready-up status
default: `"0"`
flags: `0x2`
party_relyOnPartyForMemberUserInfo
If true, we won't re-request userinfo speculatively, only when their version changes in our party block
default: `"1"`
flags: `0x2`
party_requireConsensusForSearch
Whether everyone in the party has to ready up before finding a match
default: `"1"`
flags: `0x2`
party_userinfo_allowstale
If true, stale userinfo for party members will continue to be used until the new info is fetched
default: `"1"`
flags: `0x40000000`
perTriangleCollisionForced
Forces all traces on static models to use high detail traces.
default: `"0"`
flags: `0x2`
perfcharts_killswitch
A value of 1 means perfcharts is deactivated.
default: `"0"`
flags: `0x2`
perfcharts_pin_enabled
Enable telemetry events (pin).
default: `"1"`
flags: `0x2`
perfcharts_pin_print
Print telemetry events (pin).
default: `"0"`
flags: `0x2`
persistenceDef_hostname
default: `""`
flags: `0x80000`
persistenceDef_queryMaxHttpRetries
default: `"4"`
flags: `0x6`
persistenceDef_readMaxHttpRetries
default: `"2"`
flags: `0x6`
persistenceDef_retryReadAfterErrorTime
default: `"15"`
flags: `0x6`
persistenceDef_writeMaxHttpRetries
default: `"4"`
flags: `0x6`
persistence_clForceNew
default: `"0"`
flags: `0x200`
persistence_disableForBuildProcess
default: `"0"`
flags: `0x6`
persistence_enforce_manifest
Enable validating against manifest.
default: `"1"`
flags: `0x2`
persistence_hostname
default: `""`
flags: `0x80000`
persistence_new_player_if_upgrade_fails
Create a new player if upgrade fails. (dev only)
default: `"0"`
flags: `0x2`
persistence_upload_def
default: `"1"`
flags: `0x6`
persistence_upload_failure_is_error
default: `"1"`
flags: `0x6`
persistent_warningRate
default: `"1"`
flags: `0x2`
pertrianglecollision
Enables per-triangle collision with TRACEDETAILLEVEL_HIGH (i.e., bullets) on static models.
default: `"1"`
flags: `0x2`
phys_bounce
default: `"0.2"`
flags: `0x2002`
phys_cfm
Constraint Force Mixing value. Softens the force applied to resolve constraints. ode.org/ode-latest-userguide.html: "If CFM is set to zero, the constraint will be hard .... the constraint is allowed to be violated by an amount proportional to CFM times the restoring force that is needed to enforce the constraint"
default: `"0.0001"`
flags: `0x2002`
phys_cfm_anglejointstop
default: `"0.0001"`
flags: `0x2002`
phys_drawContacts
default: `"0"`
flags: `0x2002`
phys_drawContactsDuration
default: `"0.016666"`
flags: `0x2002`
phys_drawGeoms
default: `"0"`
flags: `0x2002`
phys_drawTunnelChecks
default: `"0"`
flags: `0x2002`
phys_enableObjectPairCollidePrototype
default: `"0"`
flags: `0x2`
phys_erp
Fraction of penetration that physics tries to resolve per time step. At 1.0, all contacts add a velocity that will end the penetration in a single frame, though this is unstable. At 0.0, contacts create no outward force (though they still provide friction).
default: `"0.05"`
flags: `0x2002`
phys_erp_anglejointstop
default: `"0.05"`
flags: `0x2002`
phys_frictionDefault
default: `"0.82"`
flags: `0x2002`
phys_showObjectCount
default: `"0"`
flags: `0x2`
phys_threadGoWide
Go wide across threads with Physics.
default: `"1"`
flags: `0x2`
physics_async_cl
Run physics simulation asynchronously from the main thread.
default: `"1"`
flags: `0x2`
physics_autoSleepAngularThreshold
Angular speed below which a physic object goes to sleep. (in degrees / second)
default: `"120"`
flags: `0x2002`
physics_autoSleepDebug
default: `"0"`
flags: `0x2002`
physics_autoSleepGroundHysteresis
default: `"0"`
flags: `0x2002`
physics_autoSleepSpeedThreshold
Speed below which a physic object goes to sleep.
default: `"20"`
flags: `0x2002`
physics_collideWithMovingGeo
default: `"1"`
flags: `0x2002`
physics_collision_speed_threshold
default: `"10"`
flags: `0x2002`
physics_defaultMaxAngularSpeed
default: `"10000"`
flags: `0x2002`
physics_defaultMaxSpeed
default: `"10000"`
flags: `0x2002`
physics_scaled_mem
Amout of extra memory taken by scaled collision meshes
default: `"0"`
flags: `0x2`
physics_tunnelChecks
Do traces to prevent physics objects from falling through the world.
default: `"1"`
flags: `0x2002`
physics_tunnelChecksForceAlways
Require objects to do tunnel checks every frame.
default: `"0"`
flags: `0x2002`
pin_opt_in
Enables sending PIN telemetry data to EA
default: `"1"`
flags: `0x1000000`
pin_plat_id
Platform user id for PIN
default: `"0"`
flags: `0x80000202`
pin_sid
session id
default: `"unknown"`
flags: `0x80000200`
pin_telemetry_actually_send
default: `"1"`
flags: `0x2`
pin_telemetry_debug_code
Shows unformatted json of all messages
default: `"0"`
flags: `0x2`
pin_telemetry_debug_http_requests
Track down pin http requests lifetime
default: `"1"`
flags: `0x2`
pin_telemetry_debug_payload
Shows final payloads being sent to PIN server, including header
default: `"0"`
flags: `0x2`
pin_telemetry_debug_script
Shows nicely formatted json of script messages
default: `"0"`
flags: `0x2`
pin_telemetry_dont_send_events
List of PIN events to suppress
default: `""`
flags: `0x2002`
pin_telemetry_hostname
default: `""`
flags: `0x2`
pin_telemetry_inactivity_send_time
Interval at which client PIN messages are sent. (Client only)
default: `"300"`
flags: `0x2`
pin_telemetry_max_payload_size
default: `"30720"`
flags: `0x2`
pin_telemetry_send_debug
Enables x-ea-lint-level 2 for useful error messages
default: `"0"`
flags: `0x2`
ping_max_green
default: `"70"`
flags: `0x2`
ping_max_red
default: `"250"`
flags: `0x2`
ping_max_yellow
default: `"140"`
flags: `0x2`
ping_minSentForChoice
Minimum number of pings sent to this target (not received) before we are willing to say the player can matchmake because we're confident that this data is useful
default: `"10"`
flags: `0x2`
ping_qos_units
Divisor to use for pings, so we don't think a 3 ping is wildly better than a 4 ping, but we do think a 33 ping is worse than a 31 ping (at 60fps, that's another frame of latency)
default: `"32"`
flags: `0x2`
ping_usePacketLoss
default: `"1"`
flags: `0x2`
pixvis_enable
default: `"1"`
flags: `0x2`
pixvis_maxquads
Change the upper bound on how many 2x2 quads to sample for pixel visibility
default: `"256"`
flags: `0x4000`
pixvis_spew
default: `"0"`
flags: `0x2`
plat_environment
default: `""`
flags: `0x2`
platform_user_id
Platform user id (origin user id on PC, xuid on xboxone)
default: `"0"`
flags: `0x2`
playerListPartyColorB
default: `"204"`
flags: `0x2`
playerListPartyColorG
default: `"255"`
flags: `0x2`
playerListPartyColorR
default: `"179"`
flags: `0x2`
playerListUseFriendColor
default: `"1"`
flags: `0x2`
player_ADS_buffer_time_seconds
How long (in seconds) will the game buffer a Toggle Zoom attempt if the player cannot ADS when they press the button.
default: `"1"`
flags: `0x2002`
player_debugPredictedPosition
default: `"0"`
flags: `0x2`
player_deltaAnimsMakeMeUnpredicted
default: `"0"`
flags: `0x2`
player_doJetwashEffects
default: `"0"`
flags: `0x2`
player_extraairaccelleration
Extra air acceleration given to players, even if they're already at max speed. Helps to start wall running
default: `"2.0"`
flags: `0x2002`
player_highFrequencyThinkDistance
default: `"6000"`
flags: `0x2`
player_melee_clear_on_button_pair_pressed
When the user presses the ultimate button pair combination, clear the melee attack state along with clearing weapons.
default: `"1"`
flags: `0x2002`
player_movementBounds_predictionShare
default: `"1"`
flags: `0x2002`
player_movingDeathThreshold
default: `"50"`
flags: `0x6000`
player_offhand_input_validate_every_frame
Check for disabled weapons and validate offhand input every frame.
default: `"1"`
flags: `0x2002`
player_respawnInputDebounceDuration
How long after respawning will certain player inputs be debounced for
default: `"0.5"`
flags: `0x2`
player_setting_autosprint
Automatically sprint when walking forward.
default: `"0"`
flags: `0x41000000`
player_setting_damage_closes_deathbox_menu
Controls whether death box automatically closes when taking damage (used for menus).
default: `"1"`
flags: `0x1000000`
player_setting_enable_heartbeat_sounds
Enables heartbeat sensor heartbeat sounds.
default: `"1"`
flags: `0x1000000`
player_setting_stickysprintforward
Double-tapping sprint will keep the player sprinting forward.
default: `"0"`
flags: `0x41000200`
player_showEyePosition
default: `"0"`
flags: `0x2`
player_useMovementBounds
default: `"1"`
flags: `0x2002`
player_usercmd_skipping_enabled
Allows server to skip simulating certain UserCmds to save CPU
default: `"1"`
flags: `0x2002`
player_viewchange_debug_pitch
default: `"20"`
flags: `0x2`
player_viewchange_debug_roll
default: `"9"`
flags: `0x2`
player_viewchange_debug_yaw
default: `"160"`
flags: `0x2`
playlist_allowGameDediToPatch
Allow game dedi to apply patch playlist
default: `"1"`
flags: `0x2`
playlist_changeGamemodeAutomatically
default: `"1"`
flags: `0x2`
playlist_debug
default: `"0"`
flags: `0x2`
playlist_debug_getvar
default: `"0"`
flags: `0x2`
playlist_debug_localization
default: `"0"`
flags: `0x2`
playlist_debug_validateQueryVersusKV
Until we're confident in PlaylistQuery, validate that we get the same results as the KV search
default: `"0"`
flags: `0x2`
playlist_debug_varByName
default: `""`
flags: `0x2`
playlist_dump
Dump contents of playlists file (and patches) when we parse it
default: `"0"`
flags: `0x2`
playlist_mapRotationIgnoreFakeTime
Ignore FakeTime computing what is the current map in the rotation cycle
default: `"0"`
flags: `0x2002`
playlist_rotationGroup
Current rotation group among playlists
default: `""`
flags: `0x2002`
playlist_rotationInterval
How often to rotate playlist groups in minutes
default: `"5"`
flags: `0x2`
playlist_rotationIntervalDefault
Default value of how often to rotate playlist groups in minutes
default: `"150"`
flags: `0x2`
playlist_rotationIntervalOverride
Override value (if > 0) of how often to rotate playlist groups in minutes
default: `"0"`
flags: `0x2`
playlist_rotationNextTime
Next rotation time for playlist group
default: `"0"`
flags: `0x2002`
playlist_variableErrorsChecks
default: `"1"`
flags: `0x2002`
playlistquery_enabled
default: `"1"`
flags: `0x2`
portal_pointpush_debug
Debug the portal_pointpush.
default: `"0"`
flags: `0x6000`
portal_pointpush_think_rate
The amount of time between thinks for the portal_pointpush.
default: `"0.05f"`
flags: `0x6000`
portal_use_player_avoidance
default: `"0"`
flags: `0x2002`
postdataupdate_threaded
default: `"1"`
flags: `0x2`
postdataupdate_threaded_chunksize
default: `"2"`
flags: `0x2`
printConnectTimings
default: `"0"`
flags: `0x2`
print_timeprefix
default: `"0"`
flags: `0x2`
process_pending_vm_effects
default: `"1"`
flags: `0x2`
progressbar_allow_wrap
Allow loading bar to wrap.
default: `"1"`
flags: `0x2`
progressbar_high_precision
Use a higher precision bar.
default: `"0"`
flags: `0x2`
progressbar_single_bar
Use a single bar.
default: `"1"`
flags: `0x2`
projectile_debug_arc_client_offset
Offset client arc drawing vertically by this much
default: `"0"`
flags: `0x2`
projectile_fake_prediction_in_kill_replay
Calls weapon primary-attack callbacks on client during replay to create predicted projectiles
default: `"1"`
flags: `0x2002`
projectile_faketrails
Enables fake projectile trails when the projectile impacts on the server before lag compensation is complete
default: `"1"`
flags: `0x2`
projectile_filltrails
Fill the gap between the gun barrel and the first seen projectile position for trail Fx (1: 1st person only, 2: 3rd person only, 3: 1st and 3rd persons)
default: `"3"`
flags: `0x2`
projectile_lagCompensationDebug
Draws lag compensation on projectiles
default: `"0"`
flags: `0x2002`
projectile_lagCompensationDebugDrawNoReg
Debug draw when NoReg is detected. Set >= 2 to notify all clients
default: `"1"`
flags: `0x2002`
projectile_lagCompensationDebugDrawTime
Amount of time debug drawing persists with projectile_lagCompensationDebug enabled.
default: `"3.0"`
flags: `0x2002`
projectile_lagCompensationDebugExtra
Draws the "real" arc the projectile would take, as well as an extra simple simulation to compare with the actual path
default: `"0"`
flags: `0x2002`
projectile_lagCompensationDebugForceNoReg
Force no reg on all shots.
default: `"0"`
flags: `0x2002`
projectile_lagCompensationDebugServerOffset
Offset the server debug lines by this many units vertically
default: `"0"`
flags: `0x2002`
projectile_lagCompensationMissileTimeStepScalar
Scales the time step used for seeking missiles in lag compensation
default: `"1.0"`
flags: `0x2002`
projectile_muzzleOffsetFirstPersonDecayDist
Distance over which projectiles fake their origin to come out of the gun muzzle
default: `"1000"`
flags: `0x2`
projectile_muzzleOffsetFirstPersonDecayMaxTime
Max time over which projectiles fake their origin to come out of the gun muzzle
default: `"0.3"`
flags: `0x2`
projectile_muzzleOffsetThirdPersonDecayDist
Distance over which projectiles fake their origin to come out of the gun muzzle
default: `"1000"`
flags: `0x2`
projectile_muzzleOffsetThirdPersonDecayMaxTime
Max time over which projectiles fake their origin to come out of the gun muzzle
default: `"0.1"`
flags: `0x2`
projectile_prediction
Performs client-side prediction and lag compensation on projectiles
default: `"1"`
flags: `0x2002`
projectile_predictionErrorCorrectTime
Time over which prediction errors are corrected for projectiles
default: `"0.3"`
flags: `0x2`
projectile_prediction_move_to_impact
When impact predicted, move projectile to the predicted impact point to ensure the trail ends at the impact point
default: `"1"`
flags: `0x2`
prop_front_to_back_opt
Front to Back optimization for props (ex. Grass). It works for the models that are built with it enabled.
default: `"1"`
flags: `0x2`
prop_lightweightPropsSkipAnimData
default: `"0"`
flags: `0x2`
prop_survivalSkipsAnimData
default: `"1"`
flags: `0x2`
props_break_burst_rotation
Rate of rotation in degrees per second.
default: `"100"`
flags: `0x2002`
props_break_max_pieces
Maximum prop breakable piece count (-1 = model default)
default: `"-1"`
flags: `0x2002`
props_break_max_pieces_perframe
Maximum prop breakable piece count per frame (-1 = model default)
default: `"20"`
flags: `0x2002`
publication_hostname
default: `""`
flags: `0x2`
push_cl
1: Moving geo pushes client entities, 0: Client entities do not get pushed
default: `"1"`
flags: `0x2`
push_cl_always_update_prev_matrix
default: `"0"`
flags: `0x2`
push_debug
Debug all pushing entities
default: `"0"`
flags: `0x2002`
push_debug_ent
Debug pushing entity
default: `"-1"`
flags: `0x2002`
push_ragdolls
Toggles whether to push ragdoll entities
default: `"1"`
flags: `0x2002`
pve_debug
default: `""`
flags: `0x2002`
pvs_addWorkItemsAccum
Accumulate this many work items from the main PVS job before adding them to the worker thread array, which can be slow
default: `"100"`
flags: `0x2`
pvs_addWorkItemsThreshold_edges
load balancing threshold; if a node has more than this many leaves, it will spread the work across threads
default: `"50"`
flags: `0x2`
pvs_addWorkItemsThreshold_leaves
load balancing threshold; if a node has more than this many leaves, it will spread the work across threads
default: `"5000"`
flags: `0x2`
pvs_cullBoxes
default: `"1"`
flags: `0x2`
pvs_debug
default: `"0"`
flags: `0x2`
pvs_frustumCullOnly
0 - Off, 1 - On by Script, 2 - forced On
default: `"0"`
flags: `0x2`
pvs_start_early
0 not early, 1 after view setup, 2 after threaded bone setup
default: `"2"`
flags: `0x2`
r_AirboatViewDampenDamp
default: `"1.0"`
flags: `0x6000`
r_AirboatViewDampenFreq
default: `"7.0"`
flags: `0x6000`
r_AirboatViewZHeight
default: `"0.0"`
flags: `0x6000`
r_JeepViewDampenDamp
default: `"1.0"`
flags: `0x6000`
r_JeepViewDampenFreq
default: `"7.0"`
flags: `0x6000`
r_VehicleViewDampen
default: `"1"`
flags: `0x6000`
r_WaterDrawReflection
Enable water reflection
default: `"1"`
flags: `0x2`
r_WaterDrawRefraction
Enable water refraction
default: `"1"`
flags: `0x2`
r_aspectratio
default: `"0"`
flags: `0x2`
r_blurmenubg
Blurs background when menus are open
default: `"1"`
flags: `0x2`
r_bone_matrix_bulk_update_threshold
default: `"64"`
flags: `0x2`
r_brush_queue_mode
default: `"0"`
flags: `0x4000`
r_createmodeldecals
default: `"1"`
flags: `0x40000000`
r_cullshadowworldmeshes
default: `"1"`
flags: `0x2`
r_debug_draw_box_depth_test
Toggle depth test for debug draw box functionality
default: `"1"`
flags: `0x2`
r_decal_cover_count
default: `"4"`
flags: `0x2`
r_decal_cull_stretch_limit
Reciprocal of per-tri limit on decal stretching (0 is most permissive, 1 is most restrictive.)
default: `"0.707"`
flags: `0x4000`
r_decal_draw_basis
default: `"0"`
flags: `0x2`
r_decal_drawclipped
A bit-field! 1:Draw decal debug triangle overlays of *all* potential hits, 2:Draw actual hits, 4:Draw clipped hits
default: `"0"`
flags: `0x4000`
r_decal_overlap_area
default: `"1.0"`
flags: `0x2`
r_decal_overlap_count
default: `"3"`
flags: `0x2`
r_decal_test_scale
default: `"1.0"`
flags: `0x2`
r_decals
default: `"256"`
flags: `0x40000000`
min value: `0`
max value: `256`
r_deferred_decals
default: `"1"`
flags: `0x2`
r_deferredlighting
default: `"0"`
flags: `0x2`
r_delay_texture_destroy
immediate call on Destroy() may cause GPU hang as it can still be used by GPU. this will make it delayed by one frame.
default: `"1"`
flags: `0x2`
r_ditherFade
default: `"1"`
flags: `0x4000`
r_ditherFade
default: `"1"`
flags: `0x4000`
r_ditherFadeShadows
default: `"1"`
flags: `0x4000`
r_drawallrenderables
Draw all renderables, even ones inside solid leaves.
default: `"0"`
flags: `0x4000`
r_drawalphasort
default: `"1"`
flags: `0x4000`
r_drawbrushmodels
Render brush models. 0=Off, 1=Normal, 2=Wireframe
default: `"1"`
flags: `0x4000`
r_drawbrushmodels
Render brush models. 0=Off, 1=Normal, 2=Wireframe
default: `"1"`
flags: `0x4000`
r_drawdecals
Render decals.
default: `"1"`
flags: `0x4000`
r_drawdepth_of_blend2transparent
default: `"1"`
flags: `0x2`
r_drawdlights
whether to debug draw dlights
default: `"0"`
flags: `0x4000`
r_drawentities
0: dont' draw; 1: draw normal; 2: draw bones; 3: draw hulls
default: `"1"`
flags: `0x4000`
r_drawlight_simple
simple shape. useful when too many lights are drawn.
default: `"0"`
flags: `0x4000`
r_drawlight_ztest
default: `"1"`
flags: `0x4000`
r_drawlightdist
If r_drawstaticlight is -1, only include draw lights within this radius
default: `"4000"`
flags: `0x4000`
r_drawlightinfo
default: `"0"`
flags: `0x4000`
r_drawmodelsinzfill
Draw models in the zfill pass where they will affect light tile culling
default: `"1"`
flags: `0x4000`
r_drawopaquerenderables
default: `"1"`
flags: `0x4000`
r_drawparticles
Enable/disable particle rendering
default: `"1"`
flags: `0x4000`
r_drawrenderboxes
default: `"0"`
flags: `0x4000`
r_drawscreenspaceparticles
default: `"1"`
flags: `0x2`
r_drawsky
Enable the rendering of sky
default: `"1"`
flags: `0x4000`
r_drawstaticlight
0 = none, -1 = all within r_drawlightdist, other draws that light index
default: `"0"`
flags: `0x4000`
r_drawstaticprops
Toggle drawing of static props
default: `"1"`
flags: `0x4000`
r_drawtracers
default: `"1"`
flags: `0x4000`
r_drawtransrenderables
default: `"1"`
flags: `0x4000`
r_drawvgui
Enable the rendering of vgui panels
default: `"1"`
flags: `0x4000`
r_drawviewmodel
default: `"1"`
flags: `0x4000`
r_drawworld
Render the world (0 = none, 1 = opaque only, 2 = trans only, 3 = both).
default: `"3"`
flags: `0x40004000`
r_dynamic
default: `"1"`
flags: `0x80000`
r_earlyRenderables
default: `"1"`
flags: `0x2`
r_enableOriginSort
default: `"1"`
flags: `0x4000`
r_fadeincode
default: `"0"`
flags: `0x2`
r_farz
Override the far clipping plane. -1 means to use the value in env_fog_controller.
default: `"-1"`
flags: `0x4000`
r_fastzreject
Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
default: `"0"`
flags: `0x2`
r_forcecheapwater
Force all water to be cheap water, will show old renders if enabled after water has been seen
default: `"0"`
flags: `0x4008`
r_jiggle_bones
default: `"1"`
flags: `0x2`
r_lightmap
default: `"-1"`
flags: `0x804000`
r_lightprobe_force_trans_dist
if an entity moves this distance or greater in one frame it is automatically transitioned to a new probe
default: `"2000"`
flags: `0x2`
r_lightstyle
default: `"-1"`
flags: `0x804000`
r_lod
default: `"-1"`
flags: `0x2`
r_lod
default: `"-1"`
flags: `0x2`
min value: `-1`
r_lod
default: `"-1"`
flags: `0x2`
r_lod_shift
Shifts the quality of LODs towards higher LOD levels
default: `"0"`
flags: `0x2`
min value: `0`
r_lod_shift
Shifts the quality of LODs towards higher LOD levels
default: `"0"`
flags: `0x2`
min value: `0`
r_lod_switch_scale
default: `"1"`
flags: `0x40000000`
r_mapextents
Set the max dimension for the map. This determines the far clipping plane
default: `"16384"`
flags: `0x4000`
r_modeldecal_maxtotal
default: `"75"`
flags: `0x2`
r_nearz
Near clipping plane distance
default: `"7"`
flags: `0x2`
r_no_stalls
default: `"0"`
flags: `0x2`
r_no_stalls
default: `"0"`
flags: `0x2`
r_no_stalls
default: `"0"`
flags: `0x2`
r_norefresh
default: `"0"`
flags: `0x2`
r_particle_lighting_debug
Toggle Particle Lighting Debug Texture
default: `"0"`
flags: `0x2`
r_particle_lighting_enable
Toggle Particle Lighting
default: `"1"`
flags: `0x2`
r_particle_lighting_enable
Toggle Particle Lighting
default: `"1"`
flags: `0x2`
r_particle_lighting_force
Force all particles to be lit
default: `"0"`
flags: `0x2`
r_particle_lighting_force
Force all particles to be lit
default: `"0"`
flags: `0x2`
r_particle_low_res_debug
Toggle Low Res Paricle Debug Texture
default: `"0"`
flags: `0x2`
r_particle_low_res_draw_weight_tex
default: `"0"`
flags: `0x2`
r_particle_low_res_enable
default: `"1"`
flags: `0x2`
r_particle_low_res_force
default: `"0"`
flags: `0x2`
r_particle_low_res_tiled_composite
default: `"1"`
flags: `0x2`
r_particle_sim_spike_increment_ms
default: `"0.25"`
flags: `0x2`
r_particle_sim_spike_threshold_ms
default: `"0"`
flags: `0x2`
r_particle_timescale
default: `"1.0"`
flags: `0x2`
r_particles_early_distance_cull
default: `"1"`
flags: `0x2`
r_pos_debug
default: `""`
flags: `0x2`
r_render_pos_debug
default: `""`
flags: `0x2`
r_rimlight
default: `"0"`
flags: `0x2`
r_rootlod
Root LOD
default: `"0"`
flags: `0x4800002`
min value: `0`
max value: `2`
r_ropetranslucent
default: `"1"`
flags: `0x2`
r_setupBoneWorkSize
work size for SetupBone_Worker
default: `"10"`
flags: `0x4000`
r_setupBoneWorkerThreadhold
minimum ModelListByType_t::m_nSetupBoneCount value to be threaded for SetupBoneForModelList() call
default: `"1"`
flags: `0x4000`
r_setupBoneWortSort
Sort bone work.
default: `"1"`
flags: `0x4000`
r_shadowrendertotexture
default: `"0"`
flags: `0x2`
r_sky_ignoreAngles
Ignore the angle of the sky (for debugging)
default: `"0"`
flags: `0x4000`
r_sort_trans_debug
default: `"0"`
flags: `0x2`
r_sort_trans_debug_dist
default: `"2000"`
flags: `0x2`
r_threaded_particles
default: `"1"`
flags: `0x2`
r_updaterefracttexture
When disabled, supresses any update of refract texture.
default: `"1"`
flags: `0x4000`
r_updaterefracttexture_allowmultiple
Allows multiple updates of refract texture per frame.
default: `"0"`
flags: `0x2`
r_visambient
Draw leaf ambient lighting samples. Mask of VIS_AMBIENT = 1, VIS_SKY = 2, VIS_SUN = 4, VIS_CLOUDMASK = 8, VIS_LIGHTS_1ST = 16, etc.
default: `"0"`
flags: `0x2`
r_visambient_orig
Show original lighting probes instead of the improved ones the game actually uses
default: `"0"`
flags: `0x2`
r_visambient_point
Draw leaf ambient lighting samples, for a point (like particles).
default: `"0"`
flags: `0x2`
r_vismodellighting_lightpos
Draw a line from the point light to the model lighting origin for this many of the closest lights that have r_vismodellighting enabled.
default: `"0"`
flags: `0x4000`
r_vismodellighting_maxdist
default: `"1000.0"`
flags: `0x4000`
r_vismodellighting_mindist
default: `"48.0"`
flags: `0x4000`
r_vismodellighting_offset_x
Offset the model lighting spheres by this amount.
default: `"0"`
flags: `0x4000`
r_vismodellighting_offset_y
Offset the model lighting spheres by this amount.
default: `"0"`
flags: `0x4000`
r_vismodellighting_offset_z
Offset the model lighting spheres by this amount.
default: `"0"`
flags: `0x4000`
r_vissun_transitions
Shows which lightprobes receive total sunlight (red), partial sunlight (purple), and none (blue).
default: `"0"`
flags: `0x2`
r_visualizeproplightcaching
default: `"0"`
flags: `0x2`
r_visualizetraces
default: `"0"`
flags: `0x4000`
r_visualizetraces_duration
default: `"0.5"`
flags: `0x2`
r_volumetric_lighting_blur_count
default: `"2"`
flags: `0x2`
r_volumetric_lighting_blur_type
default: `"1"`
flags: `0x2`
r_volumetric_lighting_defer_init
Init Volumetric Textures Dynamically
default: `"0"`
flags: `0x4000`
r_volumetric_lighting_enabled
Toggle Volumetric Light
default: `"2"`
flags: `0x2`
r_volumetric_lighting_numSteps
default: `"10"`
flags: `0x2`
r_volumetric_lighting_rotate_dither
default: `"0"`
flags: `0x2`
r_waterforceexpensive
default: `"0"`
flags: `0x2`
r_waterforcereflectentities
default: `"0"`
flags: `0x2`
r_zfill
default: `"1"`
flags: `0x2`
ragdoll_debug
default: `"0"`
flags: `0x2002`
ragdoll_sleepaftertime
After this many seconds of being basically stationary, the ragdoll will go to sleep.
default: `"5"`
flags: `0x2`
rankedplay_display_enabled
default: `"0"`
flags: `0x1000000`
rankedplay_voice_enabled
default: `"0"`
flags: `0x1000000`
rate
Max bytes/sec the host can receive data
default: `"128000"`
flags: `0x2`
reactive_wakeOnStop
default: `"1"`
flags: `0x2`
real_time_update_dt
default: `"0.001"`
flags: `0x2`
realms_add_child_to_parent_by_default
default: `"0"`
flags: `0x2002`
realms_script_error_on_parenting_mismatch
default: `"0"`
flags: `0x2002`
recalculateOrigin_threaded_chunksize
default: `"50"`
flags: `0x2`
reconnect_available_timespan
Amount of seconds for which reconnect is available since last save.
default: `"2400"`
flags: `0x2`
reconnect_check_platform_id
Check platform id from local file. Useful when testing with multiple local win64 clients.
default: `"1"`
flags: `0x2`
reconnect_debug
Never disconnect a player having lost connection.
default: `"0"`
flags: `0x2`
reconnect_delay
Amount of seconds for which reconnect is waiting before connecting.
default: `"5"`
flags: `0x2`
reconnect_enabled
Whether disconnecting keeps the player around to allow reconnecting
default: `"1"`
flags: `0x2`
reconnect_party_enabled
Reconnect to your party (if any) when reconnecting to the match.
default: `"1"`
flags: `0x2`
reconnect_timeout
Seconds after a disconnected client is completely removed from the server, stopping it from reconnecting
default: `"300"`
flags: `0x2`
remoteCalls_requireConnectionScriptsForViewPlayer
default: `"0"`
flags: `0x2`
remoteMatchInfo_print
default: `"0"`
flags: `0x2`
replay_enable
Enable Replay recording on server
default: `"1"`
flags: `0x402002`
replay_prediction_smooth
default: `"1"`
flags: `0x2`
report_cliententitysim
List all clientside simulations and time - will report and turn itself off.
default: `"0"`
flags: `0x4000`
report_clientthinklist
List all clientside entities thinking and time - will report and turn itself off.
default: `"0"`
flags: `0x4000`
roamingcam_cameraspacemotion
default: `"0"`
flags: `0x2`
roamingcam_downSpeedMult
default: `"0.5"`
flags: `0x2`
roamingcam_forwardSpeed
default: `"1000"`
flags: `0x2`
roamingcam_forwardSpeed_fast
default: `"10000"`
flags: `0x2`
roamingcam_forwardSpeed_slow
default: `"10"`
flags: `0x2`
roamingcam_moveCollisionThreshold
default: `"5"`
flags: `0x2`
roamingcam_movecollision
default: `"0"`
flags: `0x2`
roamingcam_movesmoothing
default: `"1"`
flags: `0x2`
roamingcam_rollSpeed
default: `"40"`
flags: `0x2`
roamingcam_serverupdateinterval
default: `"1.0"`
flags: `0x2`
roamingcam_sideSpeedMult
default: `"1"`
flags: `0x2`
roamingcam_smoothtime
default: `"0.15"`
flags: `0x2`
roamingcam_viewsmoothing
default: `"0"`
flags: `0x2`
rodeo_camera_smooth_blend_out_time
default: `"0.4"`
flags: `0x2`
rodeo_camera_smooth_enable
default: `"1"`
flags: `0x2`
rodeoed_anims_enabled
default: `"0"`
flags: `0x2`
rope_collide
Collide rope with the world
default: `"1"`
flags: `0x2`
rope_debug_shake
Helps visualize ropes effected by a shake.
default: `"0"`
flags: `0x2`
rope_parallelMeshBuilder
default: `"1"`
flags: `0x2`
rope_regenMeshEachDraw
default: `"0"`
flags: `0x2`
rope_shake
default: `"0"`
flags: `0x2`
rope_texels_per_world_unit
default: `"8"`
flags: `0x2`
rope_wiggle_harmonic_falloff
Falloff for oscillation magnitude of wave of increasing frequency (ropes and grapple)
default: `"0.75"`
flags: `0x2`
rope_wiggle_magnitude_loose
Fraction of rope (including grapple) distance used as max wiggle distance while the rope is loose (shooting)
default: `".04"`
flags: `0x2`
rope_wiggle_magnitude_tight
Fraction of rope (including grapple) distance used as max wiggle distance while the rope is tight (pulling or retracting)
default: `".002"`
flags: `0x2`
rope_wiggle_oscillate_speed
Speed at which rope (including grapple) wiggle oscillates
default: `"64"`
flags: `0x2`
rope_wiggle_rotate_speed
Speed at which rope (including grapple) wiggle rotates
default: `"2"`
flags: `0x2`
rope_wiggle_zipline_min_points
Increases point count for ziplines that are wiggling
default: `"80"`
flags: `0x2`
rope_wind_dist
Don't use CPU applying small wind gusts to ropes when they're past this distance.
default: `"1000"`
flags: `0x2`
rotate_ents
default: `"0"`
flags: `0x2`
rspn_motd
default: `""`
flags: `0x2`
rt_sleep
default: `"1"`
flags: `0x80000`
rt_sync_message_pump
If 1 render thread with process message queue before starting main thread processing. If 2 then main thread will wait for the next frames message queue processing before gathering mouse input. If 3 then the main thread will wait for the current frames message queue processing before gathering mouse input...this may have a problem with the queue message pump sometimes starting before gathering mouse input and sometimes after causing hitches, but it has less latency and lower frame times when compared to the other methods. If 0 then gathering mouse input may happen before, during, or after the last frames mouse messages were process causing horrible hitch mouse response.
default: `"1"`
flags: `0x2`
rt_worker
default: `"1"`
flags: `0x80000`
ruiPanel_resArgName
default: `"actualRes"`
flags: `0x2`
rui_asyncTracks
Toggles async update of RUI tracks
default: `"0"`
flags: `0x2`
rui_defaultDebugFontFace
Default font face for rui text in debug messages
default: `"ArameMono"`
flags: `0x2`
rui_defaultFontFace
Default font face for rui text
default: `"DefaultRegularFont"`
flags: `0x2`
rui_defaultFontHeight
Default font height for rui text
default: `"28"`
flags: `0x2`
rui_overrideVguiTextRendering
Use rui for rendering all vgui text
default: `"1"`
flags: `0x2`
rui_padDist
default: `"0.7"`
flags: `0x2`
rui_safeAreaFrac
Fraction of safe area to use
default: `"0.0"`
flags: `0x2`
max value: `1`
rui_standardTextHeight
default: `"64.0"`
flags: `0x2`
rui_staticPropLimit
Arbitrarily limit static props in rui.
default: `"51"`
flags: `0x2`
rui_useWidgetDraws
default: `"0"`
flags: `0x2`
save_enable
default: `"0"`
flags: `0x2`
scheme_manager_font_debug
0:Off, 1:On
default: `"0"`
flags: `0x2`
scr_centertime
default: `"2"`
flags: `0x2`
screen_indicator_back_range
Number of degrees behind the player that is considered more behind than to the side
default: `"60.0"`
flags: `0x2`
screen_indicator_ellipse_height
default: `"0.75"`
flags: `0x2`
screen_indicator_ellipse_width
default: `"0.85"`
flags: `0x2`
screen_indicator_pitch_limit
The maximum pitch difference that will affect the indicator position
default: `"75.0"`
flags: `0x2`
screen_indicator_pitch_scale
default: `"2.0"`
flags: `0x2`
screenfade_debug
default: `"0"`
flags: `0x2`
scriptNetVar_categoryAsserts
default: `"1"`
flags: `0x2`
script_compile_all_levels
Compiles all level scripts when loading a map.
default: `"0"`
flags: `0x2`
script_debugger_connect_client_on_mapspawn
default: `"0"`
flags: `0x2`
script_debugger_connect_ui_auto
Only takes effect after uiscript_reset. Use command line argument -script_debugger_connect_ui for startup.
default: `""`
flags: `0x2`
script_debugger_host
default: `"localhost"`
flags: `0x2002`
script_debugger_port_client
default: `"15101"`
flags: `0x2`
script_debugger_port_server
default: `"15100"`
flags: `0x2`
script_debugger_port_ui
default: `"15102"`
flags: `0x2`
script_disallow_newslot_on_globals
Throws compile errors for global variables assigned with <-
default: `"0"`
flags: `0x2002`
script_div_0_script_error
default: `"0"`
flags: `0x2`
script_dump_simple
If enabled then script dump format will skip null array/table entries and display each non-container value on a single line with the fully scoped key name.
default: `"1"`
flags: `0x2002`
script_error_on_midgame_load
default: `"1"`
flags: `0x2002`
script_infinite_loop_ms
If script runs for more than this many milliseconds at one time then you will get a script error.
default: `"10000"`
flags: `0x2002`
script_obfuscated_id_technique
default: `"3"`
flags: `0x2`
script_parallel_trace_LOS_multiple
default: `"1"`
flags: `0x2002`
script_precache_errors
default: `"1"`
flags: `0x6000`
script_printDeferredCalls
default: `"0"`
flags: `0x2002`
script_retry_after_compile_errors
After a compile error, tries compiling again immediately.
default: `"0"`
flags: `0x2`
script_seasonNameQueryInterval
default: `"600"`
flags: `0x2`
script_showErrorDialogs
default: `"1"`
flags: `0x2`
script_slopTimeBeforeBudgetEnforcement
How long to wait before we start complaining about slow budgets
default: `"30"`
flags: `0x2`
script_window_client_precache
default: `"1"`
flags: `0x2`
scriptremotefunctions_debug
Enable debug print around remote functions
default: `"0"`
flags: `0x4002`
scriptremotefunctions_resetOnlyUi
Only UI function can be reset
default: `"1"`
flags: `0x2`
scriptremotefunctions_saveFuncName
Save script function name for easier debugging
default: `"0"`
flags: `0x2`
seasonquest_force_missionscleared_count
default: `"-1"`
flags: `0x2002`
seasonquest_force_treasurepacks_count
default: `"-1"`
flags: `0x2002`
sequence_transitioner_enable
default: `"1"`
flags: `0x2002`
serverFilter
Only connects to servers with the same value
default: `""`
flags: `0x80000`
serverReports_hostname
default: `""`
flags: `0x2`
server_build_datenum
Server compile date number.
default: `"0"`
flags: `0x2002`
server_concommands_allways_network
When set to 1 , server commands with listen server pass down the network layer.
default: `"1"`
flags: `0x2`
server_query_interval
default: `"0.5"`
flags: `0x2`
sfm_record_hz
default: `"30"`
flags: `0x2`
shader_lod_static_prop_scaled_dist
default: `"4000"`
flags: `0x2`
shader_lod_world_mesh_scaled_dist
default: `"4000"`
flags: `0x2`
shader_lods_enable
default: `"0"`
flags: `0x40000000`
shadow_always_update
Set to 1 to make shadow maps regenerate every frame.
default: `"0"`
flags: `0x4000`
shadow_bleedfudge
Fudge value to decrease shadow map light bleeding
default: `"0.0"`
flags: `0x4000`
shadow_capable
default: `"1"`
flags: `0x2`
shadow_clear_dist
default: `"1.0"`
flags: `0x4000`
shadow_dbg_cone_depthtest
for shadow_dbg_cones
default: `"0"`
flags: `0x4000`
shadow_dbg_cones
Visualize shadow cones. Color-coded per shadow status.
default: `"0"`
flags: `0x4000`
shadow_dbg_draw
Visualize shadow atlas texture (1 .. 4, larger numbers for smaller sizes)Tweak - Purple, Dirty - Red, Dynamic - Green, Old Dynamic - Blue
default: `"0"`
flags: `0x4000`
shadow_default_filter_size
Size of the blur filter applied to spot shadows that don't request a different size. Odd integer only.
default: `"3"`
flags: `0x4000`
shadow_depth_dimen_min
Minimum resolution of a spot shadow map in width and height
default: `"256"`
flags: `0x40000000`
shadow_depth_upres_factor_max
Maximum requested upres factor of spot shadows (dimen_min << this) == largest spot shadow dimen
default: `"2"`
flags: `0x40000000`
shadow_drawfrustum
default: `"0"`
flags: `0x2`
shadow_dynamic_blendfactor
Blend dynamic shadows over time. Low value: long history, 1: no history
default: `"1"`
flags: `0x2`
shadow_enable
default: `"1"`
flags: `0x40000000`
shadow_esm_enable
(EXPERIMENTAL) Use exponential spot shadow maps instead of variance maps
default: `"0"`
flags: `0x4000`
shadow_filter_maxstep
Max step threshold for shadow map blend
default: `"0.18"`
flags: `0x4000`
shadow_format_16_bit
Use 16-bit float format for shadows
default: `"0"`
flags: `0x4000`
shadow_info
Information about currently active depth shadows
default: `"0"`
flags: `0x2`
shadow_lobby_mode_allowed
allow special mode for lobby that does some tricks to improve spotlight shadow quality. 0 - disallowed, 1- allowed, 2 - forced
default: `"1"`
flags: `0x4000`
shadow_lobby_player_intersect_scalar
Priority scalar for shadows in lobby whose cone intersects the player. (Lower is higher priority)
default: `"1.0f"`
flags: `0x40000000`
shadow_max_downsizing_spot_updates
Downsizing shadows are exceptions. We want to update more of them than shadow_max_spot_updates
default: `"24"`
flags: `0x4000`
shadow_max_dynamic_lobby
Maximum number of shadows that should update every frame in Lobby.
default: `"10"`
flags: `0x40000000`
shadow_max_old_dynamic
Maximum number of old shadows that should update every frame. It's a part of shadow_maxdynamic
default: `"1"`
flags: `0x2`
shadow_max_spot_updates
Maximum number of dynamic shadow maps to update on any given frame
default: `"4"`
flags: `0x4000`
shadow_maxdynamic
Maximum number of shadows that should update every frame.
default: `"4"`
flags: `0x40000000`
shadow_maxdynamic
Maximum number of shadows that should update every frame.
default: `"4"`
flags: `0x40000000`
shadow_min_count_smallest
Represents the minimum number of min resolution spot shadows to allocate in the shadow atlas.This will be adjusted upward to a multiple of the max sized spot shadow to find legal sized atlas dimensions.
default: `"576"`
flags: `0x4000`
shadow_minvariance
Minimum variance for shadow maps (controls edge softness)
default: `"0.00001"`
flags: `0x4000`
shadow_multisampled
Enable multisampling for shadows.
default: `"1"`
flags: `0x4000`
shadow_noLOD
default: `"1"`
flags: `0x2`
shadow_show_spot_udpate_infos
default: `"0"`
flags: `0x4000`
shadow_tools_depth_dimen_min
Minimum tools mode (lightedit) resolution of a spot shadow map in width and height
default: `"256"`
flags: `0x4000`
shadow_tools_depth_upres_factor_max
Maximum requested tools mode upres factor of spot shadows (dimen_min << this) == largest spot shadow dimen
default: `"3"`
flags: `0x4000`
shadow_tools_min_count_smallest
Represents the minimum number of min resolution spot shadows to allocate in the shadow atlas in tools mode.This will be adjusted upward to a multiple of the max sized spot shadow to find legal sized atlas dimensions.
default: `"4096"`
flags: `0x4000`
shadow_tools_mode
Turn on shadow tools mode rendering (higher atlas size limits, running out of shadows does not spam
default: `"0"`
flags: `0x4000`
shadow_update_culling
Don't update shadows that aren't in the view frustum.
default: `"1"`
flags: `0x4000`
shake_angleFactor_human
default: `"1.0"`
flags: `0x2`
shake_angleFactor_titan
default: `"1.0"`
flags: `0x2`
shake_basicPitchFactor
default: `"0.20"`
flags: `0x2`
shake_basicRandomRollFactor
default: `"0.15"`
flags: `0x2`
shake_offsetFactor_human
default: `"1.0"`
flags: `0x2`
shake_offsetFactor_titan
default: `"1.0"`
flags: `0x2`
shake_viewmodelFactor_ads_human
default: `"0.01"`
flags: `0x2`
shake_viewmodelFactor_ads_titan
default: `"0.10"`
flags: `0x2`
shake_viewmodelFactor_human
default: `"0.10"`
flags: `0x2`
shake_viewmodelFactor_titan
default: `"0.10"`
flags: `0x2`
showfps_enabled
default: `"0"`
flags: `0x80000`
showfps_heightpercent
default: `"0.25"`
flags: `0x2`
showfps_max_ms
Maximum time in ms that will fit on the showfps graph.
default: `"0.1"`
flags: `0x80000`
showfps_mouse_latency
If 1 showfps_enabled will show mouse input latency instead of the time from before the move command.
default: `"1"`
flags: `0x2`
showfps_smoothtime
default: `"0.5"`
flags: `0x2`
showfps_spinner
default: `"0"`
flags: `0x2`
showmem_enabled
default: `"0"`
flags: `0x80000`
showmem_mode_bottom
Mode 0 is total free memory(excluding garlic), 1 is small block heap, 2 is total small block heap, 3 is Client Script, 4 is UI Script, 5 is Server Script (on PC)
default: `"3"`
flags: `0x80000`
showmem_mode_top
Mode 0 is total free memory(excluding garlic), 1 is small block heap, 2 is total small block heap, 3 is Client Script, 4 is UI Script, 5 is Server Script (on PC)
default: `"0"`
flags: `0x80000`
showmemnumstats
Display On-Screen Numerical Memory Information
default: `"0"`
flags: `0x2`
min value: `0`
showmemnumstatsrefresh
Refresh rate of querying the os for memory information in milliseconds.
default: `"500"`
flags: `0x2`
min value: `0`
shownet_enabled
default: `"0"`
flags: `0x80000`
showsnapshot_enabled
default: `"0"`
flags: `0x80000`
sidearmSwapSelectCooldown
default: `"0.25"`
flags: `0x2`
sidearmSwapSelectDoubleTapTime
default: `"0.25"`
flags: `0x2`
single_frame_shutdown_for_reload
default: `"1"`
flags: `0x2`
singlestep
Run engine in single step mode ( set next to 1 to advance a frame )
default: `"0"`
flags: `0x4000`
skill_arena
The arena that skill should be read from / written to (eg. fnf, experimental, etc)
default: `""`
flags: `0x2`
skill_dediOnly
Only do skill for dedicated servers
default: `"0"`
flags: `0x2`
skill_enabled
default: `"1"`
flags: `0x2`
skill_hostname
default: `""`
flags: `0x80000`
skip_jump_height_fraction
Jump height fraction when skipping
default: `"1.0"`
flags: `0x2002`
skip_jump_height_speed
Jump height loss only applies above this speed
default: `"450"`
flags: `0x2002`
skip_replenish_double_jump
Whether the player can double jump after skipping
default: `"1"`
flags: `0x2002`
skip_sounds
Enables skip-specific sounds
default: `"0"`
flags: `0x2002`
skip_speed_reduce
Speed lost when skipping
default: `"100"`
flags: `0x2002`
skip_speed_retain
Speed loss doesn't go below this
default: `"-1"`
flags: `0x2002`
skip_time
Time after landing that is considered "skipping" if the player jumps again
default: `"1.0"`
flags: `0x2002`
sleep_when_meeting_framerate
Sleep instead of spinning if we're meeting the desired framerate.
default: `"1"`
flags: `0x2`
sleep_when_meeting_framerate_headroom_ms
Only sleep if the current frame has at least this much time remaining, otherwise spin.
default: `"2.25"`
flags: `0x2`
slide_auto_stand
Automatically stand when slide ends
default: `"0"`
flags: `0x2002`
slide_max_angle_dot
Cosine of max angle from forward that you can slide when sprinting
default: `"0.6"`
flags: `0x2002`
slide_max_duck_frac_to_start
Required max duck fraction to start a slide
default: `"1.0"`
flags: `0x2002`
slide_step_velocity_reduction
Velocity reduction when going up a step (is multiplied by step height)
default: `"10"`
flags: `0x2002`
slide_viewTiltDecreaseSpeed
Speed at which view tilt decreases while sliding in degrees per second
default: `"2.5"`
flags: `0x2`
slide_viewTiltIncreaseSpeed
Speed at which view tilt increases while sliding in degrees per second
default: `"5"`
flags: `0x2`
slide_viewTiltPlayerSpeed
Speed at which view tilt is full while sliding
default: `"400"`
flags: `0x2`
slide_viewTiltSide
View tilt when looking to the side while sliding in degrees
default: `"15"`
flags: `0x2`
slide_whileInAir
Allows beginning a slide (including the boost) while still in the air
default: `"0"`
flags: `0x2002`
slowconsolelog_old_logic
Flush console.log after each write.
default: `"0"`
flags: `0x2`
smoothstairs_lunge
default: `"0"`
flags: `0x2002`
snapshot_recipient_code_affects_tick_last_changed
When a SendProp updates its Recipient Code refresh its tick last changed
default: `"1"`
flags: `0x2`
snapshot_tlc_sorted_props_enabled
default: `"1"`
flags: `0x2`
sort_opaque_meshes
Sort opaque meshes front to back to try to improve rendering speed. This may not be worth the CPU cost.
default: `"0"`
flags: `0x2`
sound_classic_music
classic music volume
default: `"0"`
flags: `0x1000000`
sound_entity_seek_snap
Play C_ImporantOnEntSound entity sound from beginning if we get it within this many seconds of its begin time.
default: `"1.0"`
flags: `0x2`
sound_musicReduced
default: `"0"`
flags: `0x1000000`
sound_num_speakers
2 - headphones or stereo, 6 - 5.1 surround, 8 - 7.1 surround. All other values invalid
default: `"2"`
flags: `0x80`
sound_only_warn_on_missing_sound_events_in_client_script
default: `"1"`
flags: `0x2`
sound_printloaderrors
Set to 1 to print sound errors on load.
default: `"1"`
flags: `0x2`
sound_volume
master game volume
default: `"1"`
flags: `0x1000000`
sound_volume_dialogue
dialogue volume (mp)
default: `"1"`
flags: `0x1000000`
sound_volume_dialogue_sp
dialogue volume (sp)
default: `"1"`
flags: `0x2`
sound_volume_music_game
music volume in game (mp)
default: `"1"`
flags: `0x1000000`
sound_volume_music_game_sp
music volume in game (sp)
default: `"1"`
flags: `0x2`
sound_volume_music_lobby
music volume in lobby
default: `"1"`
flags: `0x1000000`
sound_volume_sfx
sound effect volume (mp)
default: `"1"`
flags: `0x1000000`
sound_volume_sfx_sp
sound effect volume (sp)
default: `"1"`
flags: `0x2`
sound_volume_voice
voice chat volume
default: `"1"`
flags: `0x80`
sound_without_focus
Play sounds even when the app doesn't have focus.
default: `"0"`
flags: `0x1000000`
soundscape_fadetime
Time to crossfade sounds between soundscapes
default: `"2.0"`
flags: `0x4000`
soundscape_message
default: `"0"`
flags: `0x2`
soundscape_radius_debug
Prints current volume of radius sounds
default: `"0"`
flags: `0x4000`
soundtrigger_repeat_interval
Decides how long to wait before repeating a soundtrigger event on the given player. Set to 0 to wait until the current sound ends.
default: `"0"`
flags: `0x2`
sp_not_focus_pause
Pause the singleplayer game when the window is not in focus
default: `"1"`
flags: `0x2`
spam_skinning_matrices_used
default: `"0"`
flags: `0x2`
spam_skinning_matrices_used_detailed
default: `"0"`
flags: `0x2`
spatial_partition_deadlock_assert
default: `"1"`
flags: `0x2002`
spectator_command_interval
Specify the minimum time between spectator command.
default: `"0"`
flags: `0x2`
speech_queue_bytes
default: `"33000"`
flags: `0x2`
speechtotext_audioenabled
default: `"0"`
flags: `0x2`
speechtotext_enabled
default: `"0"`
flags: `0x1000000`
speechtotext_forcedisabled
default: `"0"`
flags: `0x2`
speechtotext_hostname
default: `"api.us-east.speech-to-text.watson.cloud.ibm.com"`
flags: `0x2`
speechtotext_msg_droptimeout
default: `"30.0"`
flags: `0x2`
speechtotext_path
default: `"instances/b7fc6d53-24c8-4594-978c-2e19bc484d00/v1/recognize?profanity_filter=true&smart_formatting=true"`
flags: `0x2`
speechtotext_quiettime
default: `"1.0"`
flags: `0x2`
speechtotext_stats_errorspermin
default: `"5"`
flags: `0x2`
speechtotext_stats_interval
default: `"60.0"`
flags: `0x2`
speechtotext_stats_senderrors
default: `"1"`
flags: `0x2`
speechtotext_stats_sendrequests
default: `"1"`
flags: `0x2`
speechtotext_stats_sendsuccess
default: `"1"`
flags: `0x2`
speechtotexttoken_hostname
default: `""`
flags: `0x80000`
speex_audio_recording
default: `"0"`
flags: `0x2`
speex_audio_value
default: `"0"`
flags: `0x2`
speex_preprocess_agc_max_gain
Set maximal gain in dB. ( High values Risks swamping noise filter)
default: `"13"`
flags: `0x2`
speex_preprocess_noise_suppress
Set maximum attenuation of the noise in dB (negative number)
default: `"-20"`
flags: `0x2`
speex_preprocess_set_agc_decrenment
Set maximal gain decrease in dB/second.
default: `"-10"`
flags: `0x2`
speex_preprocess_set_agc_increment
Set maximal gain increase in dB/second.
default: `"1"`
flags: `0x2`
speex_preprocess_set_agc_target
Set Automatic Gain Control target. 0/32767
default: `"8000"`
flags: `0x2`
speex_quiet_threshold
default: `"1300"`
flags: `0x80`
speex_quiet_window
default: `"40"`
flags: `0x2`
speex_set_enh
Set enhancement on/off (decoder only)
default: `"1"`
flags: `0x2`
speex_use_highpass
Controlls the running o a lowpass filter do help remove DC.
default: `"1"`
flags: `0x2`
speex_use_preproser
Controls the running of voice preprocessor.
default: `"1"`
flags: `0x2`
spinner_debug_info
default: `"0"`
flags: `0x80000`
sprint_powerdrain
default: `"0"`
flags: `0x2002`
sprint_view_shake_style
default: `"0"`
flags: `0x41000000`
sprinttilt_accel
Acceleration of sprint view tilt fraction
default: `"35"`
flags: `0x2002`
sprinttilt_maxvel
Maximum speed of sprint view tilt
default: `"2"`
flags: `0x2002`
sprinttilt_turnrange
Max turn rate that creates view tilt when sprinting
default: `"120"`
flags: `0x2002`
ss_enable
Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
default: `"0"`
flags: `0x2`
ss_force_primary_fullscreen
If enabled, all splitscreen users will only see the first user's screen full screen
default: `"0"`
flags: `0x2`
ss_mimic
Split screen users mimic base player's CUserCmds
default: `"0"`
flags: `0x4002`
ss_splitmode
Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescreen)
default: `"0"`
flags: `0x2`
ss_verticalsplit
Two player split screen uses vertical split (do not set this directly, use ss_splitmode instead).
default: `"0"`
flags: `0x2`
ss_viewmodelfov
Client-side viewmodel fov control that is global for all splitscreen players on this machine. This gets overridden via splitscreen_config.txt for splitscreen.
default: `"54"`
flags: `0x2002`
ss_voice_hearpartner
Route voice between splitscreen players on same system.
default: `"0"`
flags: `0x2`
ssao_allow_partial
When it's enabled, Partial SSAO could run when dynamic viewport is smaller than SSAO targets.
It doesn't look good and has a problem of some flickering. Try it with viewportscale_rand to see the problem.
default: `"0"`
flags: `0x2`
ssao_blur
default: `"1"`
flags: `0x2`
ssao_blur_edge_sharpness
default: `"0"`
flags: `0x2`
ssao_depth_max
default: `"10000"`
flags: `0x2`
ssao_downsample
0 = 1:1, 1 = 2:1, 2 = 4:1
default: `"0"`
flags: `0x40000000`
ssao_enabled
default: `"1"`
flags: `0x40000000`
ssao_exponent
default: `"1.5"`
flags: `0x2`
ssao_jitter_scale
in range of [0,1]
default: `"0.5"`
flags: `0x2`
ssao_max_res
SSAO render target size will be enforced to be this size when it's going to be ssao_max_res_threshold or greater
default: `"1080"`
flags: `0x2`
ssao_max_res_threshold
ssao_max_res is enforced when SSAO render target size is at this size or greater
default: `"1440"`
flags: `0x2`
ssao_num_directions
default: `"8"`
flags: `0x2`
ssao_num_steps
default: `"4"`
flags: `0x2`
ssao_on_everything
default: `"0"`
flags: `0x2`
ssao_radius
occlusion hemisphere radius in world space unit
default: `"118"`
flags: `0x2`
ssao_radius_in_lobby
occlusion hemisphere radius in world space unit
default: `"4"`
flags: `0x2`
ssao_show
default: `"0"`
flags: `0x2`
ssao_show
default: `"0"`
flags: `0x2`
ssao_show
default: `"0"`
flags: `0x2`
ssao_snap_uv
default: `"1"`
flags: `0x2`
ssao_tech
0 = Off, 1 = HBAO, 2 = GTAO uni, 3 = GTAO cos, 4 = HBAO basic, 5 = HBAO1x1, 6 = GTAOuni1x1, 7 = GTAOcos1x1
default: `"2"`
flags: `0x2`
ssao_tech
0 = Off, 1 = HBAO, 2 = GTAO uni, 3 = GTAO cos, 4 = HBAO basic, 5 = HBAO1x1, 6 = GTAOuni1x1, 7 = GTAOcos1x1
default: `"2"`
flags: `0x2`
ssao_upsample_ranged
It improves downsampled SSAO quality. it works for GTAO 4x4 mode only.
default: `"1"`
flags: `0x2`
startButtonCommand
What command to send when start is pressed
default: `"ingamemenu_activate"`
flags: `0x2`
staticPropUseDepthEarlySortBulkGrab
default: `"0"`
flags: `0x2`
staticPropUseDepthSortBulkGrab
default: `"0"`
flags: `0x2`
staticProp_SkipEarlyDepthOnlyTranslucent
default: `"0"`
flags: `0x2`
staticProp_budget
The maximum number of static props that will be drawn.
default: `"8192"`
flags: `0x2`
min value: `100`
max value: `8192`
staticProp_buildlists_on_worker
default: `"0"`
flags: `0x2`
staticProp_debug_draw
Orange - regular culled prop. Red - "do not fade" prop Green - out of range
default: `"0"`
flags: `0x2`
staticProp_earlyDepthPrepass
default: `"1"`
flags: `0x2`
staticProp_gather_size_weight
default: `"5"`
flags: `0x2`
staticProp_max_scaled_dist
default: `"2500"`
flags: `0x2`
staticProp_no_fade_scalar
default: `"0.7"`
flags: `0x2`
staticProp_refineDrawOnWorker
0 - none, 1 - mainview, 2 - depth-prepass, 3 - mainview & depth-prepass
default: `"3"`
flags: `0x2`
static_prop_dist_debug_draw
default: `"0"`
flags: `0x2`
static_shadow
0 : off, 1 : generate once, 2 : minimum update with cache, 3 : update dirty rects with cache, 4 : update dirty rects without cache, 5 : always refresh
default: `"3"`
flags: `0x2`
static_shadow
0 : off, 1 : generate once, 2 : minimum update with cache, 3 : update dirty rects with cache, 4 : update dirty rects without cache, 5 : always refresh
default: `"3"`
flags: `0x2`
static_shadow_bounds_per_env
0 - use world min/max, 1 - use current light environment's head box
default: `"1"`
flags: `0x2`
static_shadow_debug_2d
default: `"0"`
flags: `0x2`
static_shadow_debug_dirty_rects
only works with static_shadow_debug_2d = 1
default: `"0"`
flags: `0x2`
static_shadow_depth_bias_scale
only effective on materials with non-zero shadowBiasStatic values
default: `"1"`
flags: `0x2`
static_shadow_expand_z
z range should be inflated to be able to cover flying objects higher than world min/max
default: `"30000"`
flags: `0x2`
static_shadow_good_merge_ratio
merge ratio = merged extent / bigger one's extent. when merge ratio is less than this value, the pair can be merged even when merged extent > m_StaticShadowMaxExtentForDirtyRect
default: `"1.01"`
flags: `0x2`
static_shadow_good_merge_score
score = merged extent + wasted extent, where 4.0 is full screen
default: `"0.1"`
flags: `0x2`
static_shadow_prop_min_size
Minimum size of prop to be drawn in static shadow
default: `"40.0"`
flags: `0x2`
static_shadow_res
Set the static shadow maps rendertarget resolution
default: `"4096"`
flags: `0x2`
static_shadow_shrink_culler
default: `"1"`
flags: `0x2`
static_shadow_use_d16
default: `"1"`
flags: `0x2`
static_shadow_uses_shadow_lod
default: `"1"`
flags: `0x2`
staticfile_hostname
default: `""`
flags: `0x80000`
stats_hostname
default: `""`
flags: `0x80000`
status_effect_warning_level
Set to 0 for nothing, 1 for warnings, 2 for script errors
default: `"1"`
flags: `0x2002`
steam_debug
Enable Steam HTTP debug logging
default: `"0"`
flags: `0x2`
steam_environment
default: `"production"`
flags: `0x80000`
steam_id
default: `""`
flags: `0x12`
steam_name
default: `""`
flags: `0x12`
steam_presence_player_group_issession
default: `"0"`
flags: `0x2`
steam_presence_updateRate
Minimum time between steam updates in seconds.
default: `"1"`
flags: `0x2`
steam_spoofPCInGetUserInfo
default: `"1"`
flags: `0x2`
steamlink_hostname
default: `""`
flags: `0x2`
stream_addnoise
Adds corruption to streamed-in MIP levels for debugging.
default: `"0"`
flags: `0x2`
stream_bsp_bucket_bias
Tweak MIP of BSP coverage (higher = blurrier mips)
default: `"-0.5"`
flags: `0x2`
stream_bsp_dist_scale
Scale BSP coverage (relative to models) (higher = more important)
default: `"100"`
flags: `0x2`
stream_cache_capacity_animseq
Stream Cache Capacity in MiB
default: `"25"`
flags: `0x2`
stream_cache_capacity_mdl
Stream Cache Capacity in MiB
default: `"300"`
flags: `0x2`
stream_cache_capacity_while_loading
Stream Cache Capacity in MiB while loading, if < 0 will be ignored.
default: `"200"`
flags: `0x2`
stream_cache_high_priority_animations
Try never to drop (and always prioritize loading) animations.
default: `"1"`
flags: `0x2`
stream_cache_high_priority_static_models
Try never to drop (and always prioritize loading) static model geo.
default: `"1"`
flags: `0x2`
stream_cache_mdl_freeze_threshlold
(KB) threshold below which static models are loaded and frozen by the streamcache system
default: `"16"`
flags: `0x2`
stream_cache_multithreaded
Use jobs to do upload for model geo.
default: `"1"`
flags: `0x2`
stream_cache_preload_from_rpak
0 = Never preload; 1 = Preload static models
default: `"1"`
flags: `0x2`
stream_cache_read_buffer_cap
Concurrent read buffer capacity in MiB.
default: `"32"`
flags: `0x2`
stream_cache_read_count_cap
Concurrent read limit.
default: `"24"`
flags: `0x2`
stream_cache_speculative_drop_animseq
Attempt to drop models to reach this fraction of stream_cache_capacity.
default: `"0.8"`
flags: `0x2`
stream_cache_speculative_drop_mdl
Attempt to drop models to reach this fraction of stream_cache_capacity.
default: `"0.9"`
flags: `0x2`
stream_drop_unused
Drop unused textures aggressively
default: `"0"`
flags: `0x2`
stream_enable
Enable texture streaming
default: `"1"`
flags: `0x2`
stream_freeze_camera
Freezes camera for purposes of streaming map textures.
default: `"0"`
flags: `0x2`
stream_load_after_drop
Allow us to continue loading in a frame after dropping any textures.
default: `"0"`
flags: `0x2`
stream_memory
Stream memory to target (in kb).
default: `"300000"`
flags: `0x40000000`
stream_memory_ignore
Ignore stream_memory limit when streaming is enabled.
default: `"0"`
flags: `0x40000002`
stream_memory_ignore_vram
Ignore vram size when setting streaming buffer size.
default: `"0"`
flags: `0x2`
stream_memory_min
Minimum streaming memory (in kb).
default: `"0"`
flags: `0x40000000`
stream_memory_while_loading
Stream memory to target (in kb).
default: `"0"`
flags: `0x2`
stream_mode
Stream mode: default all none
default: `"default"`
flags: `0x40000002`
stream_never_high_priority_frac
Never assign 'high priority' to a texture that uses more than this fraction of total streaming buffer.
default: `"0.0125"`
flags: `0x2`
stream_overlay
Texture streaming debug overlay.
default: `"0"`
flags: `0x2`
stream_overlay_mode
Which debug view to show (tex mtl bsp short)
default: `"short"`
flags: `0x2`
stream_pause
Pause texture streaming
default: `"0"`
flags: `0x2`
stream_picmip
Picmip used when stream mode is picmip. (Or the map doesn't have streaming data.)
default: `"2"`
flags: `0x2`
stream_resource_max_commits_per_frame
*** on number of streaming texture commits allowed in a GPU frame. (0 disables ***)
default: `"2"`
flags: `0x2`
stream_resource_thread
Create resources on separate thread, and delay copy and binding of those resources.
default: `"1"`
flags: `0x2`
stream_resource_wait_copy_to_commit
Number of frames to wait between copying old texture data and actually using a new texture.
default: `"0"`
flags: `0x2`
stream_resource_wait_creation_to_copy
Number of frames to wait between creating a texture and copying old texture data in.
default: `"0"`
flags: `0x2`
stream_resource_wait_for_additional_gpus
Enable to reset the commit counter less frequently when you have multiple GPUs.
default: `"1"`
flags: `0x2`
stream_temp_abort_old_inner_loop
Temp stability - don't check for IST_ABORTED before calling Gfx_TextureAsset_EndAddMipLevels_Failed
default: `"0"`
flags: `0x2`
stream_temp_old_abort_all_behavior
Temp stability - StreamedDataManager_AbortStreamingTexture( true ) has broken (abort just one) behavior.
default: `"0"`
flags: `0x2`
stream_temp_skip_abort_all
Temp stability - call to StreamedDataManager_AbortStreamingTexture( true ) does nothing
default: `"0"`
flags: `0x2`
stringtable_alwaysrebuilddictionaries
Rebuild dictionary file on every level load
default: `"0"`
flags: `0x2`
stringtable_compress
Compress string table for networking
default: `"1"`
flags: `0x2`
stryder_forceOriginUsersInvisible
default: `"0"`
flags: `0x2`
stryder_security
default: `""`
flags: `0x80000200`
stuck_debugging
Debug getting stuck
default: `"0"`
flags: `0x2002`
stuck_debugging_world_only
Only check for stuck in world geo
default: `"0"`
flags: `0x2002`
studiobonecache_unlimited
default: `"1"`
flags: `0x2002`
subscription_hostname
default: `""`
flags: `0x2`
superjump_disabled_from_water
default: `"0"`
flags: `0x2002`
superjump_drain_power_onfail
default: `"0"`
flags: `0x2002`
superjump_fail_sound_when_jump_limit
default: `"1"`
flags: `0x2002`
superjump_limit
default: `"0"`
flags: `0x2002`
superjump_limitreset_onwallrun
default: `"1"`
flags: `0x2002`
superjump_max_power_use
default: `"100"`
flags: `0x2002`
superjump_min_height_fraction
Minimum fraction of desired superjump height that is acheived, even if already moving quickly upwards
default: `"0.25"`
flags: `0x2002`
superjump_min_power_use
default: `"0"`
flags: `0x2002`
superjump_powerreset_onground
default: `"1"`
flags: `0x2002`
sv_airaccelerate
default: `"10"`
flags: `0x2002`
sv_allTicksFinal
default: `"0"`
flags: `0x2`
sv_allowSendTableTransmitToClients
Allow transmission of sendtable data to clients.
default: `"1"`
flags: `0x2`
sv_allowSpectatorClients
default: `"0"`
flags: `0x2`
sv_asyncSendSnapshot
default: `"0"`
flags: `0x2`
sv_backspeed
How much to slow down backwards motion
default: `"0.6"`
flags: `0x2002`
sv_balanceTeams
default: `"1"`
flags: `0x2`
sv_bounce
Bounce multiplier for when physically simulated objects collide with other objects.
default: `"0"`
flags: `0x2002`
sv_cheats
Allow cheats on server
default: `"0"`
flags: `0x82000`
sv_compressPlaylists
default: `"1"`
flags: `0x2`
sv_compressTimeValEpsilon
default: `"0.0005"`
flags: `0x2`
sv_compressTimeVals
default: `"1"`
flags: `0x2`
sv_connectingClientDelay
Amount of time to wait between resends of data to a connecting client
default: `"3"`
flags: `0x2`
sv_debug_prop_send
default: `"0"`
flags: `0x2`
sv_debugmanualmode
Make sure entities correctly report whether or not their network data has changed.
default: `"0"`
flags: `0x2`
sv_disconnectOnScriptError
default: `"1"`
flags: `0x2`
sv_dumpstringtables
default: `"1"`
flags: `0x4000`
sv_earlyPersistenceRead
Should the server try to read persistence earlier in the connection process
default: `"0"`
flags: `0x80000`
sv_everyThirdTick
Do networking every third tick, regardless of how backed up we are
default: `"0"`
flags: `0x2`
sv_extra_client_connect_time
Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
default: `"60.0"`
flags: `0x2`
sv_fakeClientBaseId
Base platform user ID for created fake clients. Useful, for example, when running multiple dedis with matchmaking bots; create a different base for each dedi to get unique IDs -- matchmaking uses user IDs as a primary key.
default: `"9990000"`
flags: `0x26`
sv_footsteps
Play footstep sound for players
default: `"1"`
flags: `0x2002`
sv_friction
World friction. (Equivalent player setting is in player settings files)
default: `"4"`
flags: `0x2002`
sv_gravity
World gravity.
default: `"750"`
flags: `0x2002`
sv_hibernate_ms
# of milliseconds to sleep per frame while hibernating
default: `"5"`
flags: `0x2`
sv_hibernate_ms_vgui
# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
default: `"5"`
flags: `0x2`
sv_hibernate_postgame_delay
# of seconds to wait after final client leaves before hibernating.
default: `"5"`
flags: `0x2`
sv_hibernate_when_empty
Puts the server into extremely low CPU usage mode when no clients connected
default: `"0"`
flags: `0x2`
sv_ignoreAllNewConnections
default: `"0"`
flags: `0x2`
sv_infinite_ammo
default: `"0"`
flags: `0x2002`
sv_instancebaselines
Enable instanced baselines. Saves network overhead.
default: `"1"`
flags: `0x2`
sv_loadMapModelEarly
default: `"0"`
flags: `0x2`
sv_lobbyType
default: `"0"`
flags: `0x2002`
sv_max_prop_data_dwords_lobby
Maximum amount of prop data per-snapshot in dwords (huge lobby)
default: `"300000"`
flags: `0x2`
sv_max_prop_data_dwords_multiplayer
Maximum amount of prop data per-snapshot in dwords (huge multiplayer)
default: `"2500000"`
flags: `0x2`
sv_max_prop_data_dwords_singleplayer
Maximum amount of prop data per-snapshot in dwords (singleplayer)
default: `"400000"`
flags: `0x2`
sv_max_props_lobby
Maximum amount of props per-snapshot (lobby)
default: `"250000"`
flags: `0x2`
sv_max_props_multiplayer
Maximum number of props per-snapshot (huge multiplayer)
default: `"1250000"`
flags: `0x2`
sv_max_props_singleplayer
Maximum number of props per-snapshot (singleplayer)
default: `"300000"`
flags: `0x2`
sv_max_snapshots_lobby
Maximum number of snapshots for the lobby
default: `"100"`
flags: `0x2`
sv_max_snapshots_multiplayer
Maximum number of snapshots for multiplayer levels
default: `"100"`
flags: `0x2`
sv_max_snapshots_singleplayer
Maximum number of snapshots for singleplayer levels
default: `"10"`
flags: `0x2`
sv_maxclientframes
default: `"300"`
flags: `0x2`
sv_maxrate
Max bandwidth rate allowed on server, 0 == unlimited
default: `"0"`
flags: `0x82000`
min value: `0`
max value: `1000000000`
sv_maxroutable
Server upper bound on net_maxroutable that a client can use.
default: `"1200"`
flags: `0x2`
min value: `576`
max value: `1200`
sv_maxspeed
default: `"320"`
flags: `0x2002`
sv_maxupdaterate
Maximum updates per second that the server will allow
default: `"60"`
flags: `0x2002`
sv_maxvelocity
Maximum speed any ballistically moving object is allowed to attain per axis.
default: `"34000"`
flags: `0x2002`
sv_minrate
Min bandwidth rate allowed on server, 0 == unlimited
default: `"128000"`
flags: `0x82000`
min value: `0`
max value: `1000000000`
sv_minupdaterate
Minimum updates per second that the server will allow
default: `"1"`
flags: `0x2002`
sv_optimizedmovement
default: `"1"`
flags: `0x2002`
sv_parallel_sendsnapshot
default: `"1"`
flags: `0x2`
sv_partyDediOnlyMaxClients
Client limit for party dedi only
default: `"124"`
flags: `0x2`
sv_pausable
Whether the server is allowed to pause
default: `"0"`
flags: `0x4000`
sv_playerNameAppendCheater
default: `"1"`
flags: `0x2`
sv_players
default: `"1"`
flags: `0x2012`
sv_printHighWaterMark
default: `"0"`
flags: `0x2`
sv_pushaway_accel
How hard physics objects are pushed away from the players.
default: `"400"`
flags: `0x2002`
sv_pushaway_clientside
Clientside physics push away (0=off, 1=only localplayer, 2=all players)
default: `"2"`
flags: `0x2002`
sv_pushaway_clientside_size
Physics props below this size are made client side
default: `"1000"`
flags: `0x2002`
sv_pushaway_debug
Debug physics object pushaway
default: `"0"`
flags: `0x2002`
sv_pushaway_dist
Max distance at which physics objects are pushed from players.
default: `"15"`
flags: `0x2002`
sv_pushaway_min_player_speed
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
default: `"75"`
flags: `0x2002`
sv_pushaway_player_accel
How hard the player is pushed away from physics objects
default: `"3000"`
flags: `0x6002`
sv_pushaway_player_dist
Max distance at which player is pushed from physics objects
default: `"5"`
flags: `0x6002`
sv_rejectClientConnects
default: `"0"`
flags: `0x2`
sv_rejectConnections
default: `"0"`
flags: `0x2`
sv_rejectInvalidStryderSecurityToken
default: `"1"`
flags: `0x22`
sv_requireOriginToken
default: `"1"`
flags: `0x2`
sv_resendSignonData
default: `"0"`
flags: `0x2`
sv_rollangle
Max view roll angle
default: `"0"`
flags: `0x2002`
sv_rollspeed
default: `"200"`
flags: `0x2002`
sv_runSpatialOptimizeInJob
default: `"1"`
flags: `0x2`
sv_scarySnapDeltaPrints
default: `"50"`
flags: `0x2`
sv_sendEarlyServerInfo
default: `"0"`
flags: `0x2`
sv_sendReplayNetMessagesOnNoDeltaSnaps
default: `"0"`
flags: `0x2`
sv_separate_freq_change_prop_send
default: `"1"`
flags: `0x2`
sv_showClientTickCmds
default: `"0"`
flags: `0x2`
sv_showLargeSnapshotSize
default: `"10000"`
flags: `0x2`
sv_showSnapshots
default: `"0"`
flags: `0x2`
sv_showUserCmds
default: `"0"`
flags: `0x2`
sv_single_core_dedi
default: `"0"`
flags: `0x2`
sv_skipSendingUnnecessaryPersistence
default: `"0"`
flags: `0x2`
sv_snapshot_uniform_interval
A snapshot is created at uniform intervals, rather than according to final_tick
default: `"1"`
flags: `0x2`
sv_specaccelerate
default: `"1000.0"`
flags: `0x2080`
sv_specnoclip
default: `"1"`
flags: `0x2080`
sv_specspeed
default: `"5.0"`
flags: `0x2080`
sv_stats
Collect CPU usage stats
default: `"1"`
flags: `0x2`
sv_stopspeed
Minimum stopping speed when on ground. (Equivalent player setting is in player settings files)
default: `"100"`
flags: `0x2002`
sv_stressbots
If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
default: `"1"`
flags: `0x2`
sv_struggleCheck
How long ago the 20th server frame can have been. 1.0 means the server is running in realtime. Higher means small hitches are ok.
default: `"1.050"`
flags: `0x2`
sv_struggleSpam
How long ago the 20th server frame can have been before it starts yelling. 1.0 means the server is running in realtime. Higher means small hitches are ok.
default: `"1.4"`
flags: `0x2`
sv_struggleSpamInterval
default: `"5"`
flags: `0x2`
sv_tempents_send_from_delta
Causes snapshot send code to walk back to delta, instead of always sending just current snapshot.
default: `"0"`
flags: `0x2`
sv_tempents_send_from_last_sent
Causes snapshot send code to walk back to last m_lastSnapshotTick, instead of always sending just current snapshot.
default: `"1"`
flags: `0x2`
sv_testLargeDatablock
default: `"0"`
flags: `0x2`
sv_teststepsimulation
default: `"0"`
flags: `0x2002`
sv_tournament_assist_style_override
Overrides the player's aim assist style
default: `"0"`
flags: `0x2002`
sv_transmitToAllPlayersMask_allBitsSet
This enables the legacy behavior of setting all bits inside of PerPlayerBitMask when we want to transmit an entities to all clients. This includes setting bits to clients that can't even exist(compare GetMaxClients to ABSOLUTE_PLAYER_LIMIT)
default: `"0"`
flags: `0x2`
sv_unnecessaryConnectDelay
Amount of time to wait before responding to a connecting client (or malicious hacker)
default: `"60"`
flags: `0x2`
sv_unreliableSnapMaxSize
If we're sending a snapshot this size or larger, send it via the datablock sender. If a player has 4% packet loss, 10k of data would have a 40% chance of making it across with no resends
default: `"10000"`
flags: `0x2`
sv_updaterate_mp
Maximum update rate at which server sends packets to clients in MP (updates per-second).
default: `"20"`
flags: `0x2`
sv_updaterate_sp
Maximum update rate at which server sends packets to clients in SP (updates per-second).
default: `"20"`
flags: `0x2`
sv_useReputation
default: `"1"`
flags: `0x2`
sv_voiceEcho
Server will return a voice chat message back to the sending client.
default: `"0"`
flags: `0x2`
sv_voiceenable
default: `"1"`
flags: `0x80080`
sv_warnAboutCmdNumJumps
default: `"20"`
flags: `0x2`
sv_watchdogTimer
default: `"20"`
flags: `0x2`
sv_wateraccelerate
default: `"10"`
flags: `0x2002`
sv_waterdist
Vertical view fixup when eyes are near water plane.
default: `"12"`
flags: `0x2002`
sv_writePersistenceOnShutdown
default: `"1"`
flags: `0x2`
svperf_query_hitch_frametime_msec
A server frametime that exceeds this is considered a hitch
default: `"150"`
flags: `0x2`
svperf_query_packetchoke_threshold
Average percent of choked packets to trigger warning flag
default: `"15"`
flags: `0x2`
svperf_query_packetloss_threshold
Average percent of lost packets to trigger warning flag
default: `"10"`
flags: `0x2`
svperf_query_player_subset_size
The minimum subset of players experiencing packet loss or choke to trigger the warning flag
default: `"5"`
flags: `0x2`
svperf_query_slow_frametime_msec
Server frametimes that exceed this are considered slow
default: `"45"`
flags: `0x2`
svperf_query_slow_frametime_threshold
Average percent of recent server frames considered slow to trigger warning flag
default: `"30"`
flags: `0x2`
sys_attract_mode_timeout
default: `"30"`
flags: `0x2`
system_alt_f4_closes_window
If set to true, alt+f4 will close the window
default: `"1"`
flags: `0x2`
teams_unassigned_are_friendly
default: `"0"`
flags: `0x2002`
telemetry_client_debug
default: `"0"`
flags: `0x2`
telemetry_client_enable
Enable sending telemetry data
default: `"1"`
flags: `0x2`
telemetry_client_sendInterval
How often to send telemetry data (seconds)
default: `"10.0"`
flags: `0x2`
telemetryevent_client_enable
Enable sending client telemetry events
default: `"1"`
flags: `0x2`
tencent_restricted
default: `"0"`
flags: `0x2`
test_fakeTimeDays
Days worth of seconds that will be added to the result of GetUnixTimestamp() for script and playlist rotation. Server authoritive.
default: `"0"`
flags: `0x2002`
tether_default_damageScale
amount that stretching the tether damages it
default: `"0.00"`
flags: `0x2002`
tether_default_healthDrain
rate at which tether health drains even if it isn't stretched
default: `"200"`
flags: `0x2002`
tether_default_healthDrainCutoffPct
health percent at which the healthDrain stops applying.
default: `"0"`
flags: `0x2002`
tether_default_healthDrainDelay
time delay before the health drain starts applying
default: `"0"`
flags: `0x2002`
tether_default_radius
default radius below which the tether does nothing
default: `"250"`
flags: `0x2002`
tether_default_strength
strength with which tether pulls back (per unit past the radius)
default: `"25"`
flags: `0x2002`
tether_dodge_damage
Damage done to tether by dodging away from it
default: `"0"`
flags: `0x2002`
tether_healthDrainNPC
rate at which tether health drains even if it isn't stretched (when attached to an NPC)
default: `"200"`
flags: `0x2002`
tether_maxStretchDamag
max dmg a tether can take from a stretch
default: `"50"`
flags: `0x2002`
tether_maxvel
max velocity with which tether pulls you back
default: `"200"`
flags: `0x2002`
tether_strength_healthScale
scales the strength of the tether based on the current health. a value of 0.5 means the tether will be at half strength when at 0 health
default: `"1"`
flags: `0x2002`
thirdperson_mayamode
Set to 1 to enable maya-like controls in game (only in third person) [Also don't move the camera when the mouse moves.]
default: `"0"`
flags: `0x4000`
thirdperson_override
Set to -1 to stop overriding. Set to 0 to force first person, 1 to force third person
default: `"-1"`
flags: `0x4000`
thirdperson_screenspace
Movement will be relative to the camera, eg: left means screen-left
default: `"0"`
flags: `0x2`
timeout
Seconds without communication before clients or servers will decide to disconnect.
default: `"10"`
flags: `0x2`
timeout_during_load
Seconds without communication during a level load before clients or servers will decide to disconnect.
default: `"60"`
flags: `0x2`
titan_sprint_sound
default: `"titan_eject_servos_3p"`
flags: `0x2`
toggle_on_jump_to_deactivate
Toggle or release jump to deactivate the offhand weapon
default: `"1"`
flags: `0x1000200`
toggle_on_jump_to_deactivate_changed
If Toggle or release jump to deactivate the offhand weapon changed by the player
default: `"0"`
flags: `0x1000000`
tracehull_height_error_check
Error checking for hull traces requiring extents with larger heights than widths. 0 = none, 1 = warnings, 2 = assert and script errors
default: `"0"`
flags: `0x2002`
tracer_debug
default: `"0"`
flags: `0x4000`
trail_optimizedRemove
default: `"1"`
flags: `0x2`
traversal_anim
Enables automantle animation
default: `"1"`
flags: `0x2002`
traversal_cooldown
Minimum time between traversals (in seconds)
default: `"0.5"`
flags: `0x2002`
traversal_enable
Enables player traversals
default: `"1"`
flags: `0x2002`
traversal_hand_debug
Enables debugging of traversal hand positioning
default: `"0"`
flags: `0x2002`
traversal_hand_required_width
Required width of geometry for hands (from center)
default: `"6"`
flags: `0x2002`
traversal_viewLerpInDuration
Duration of view lerp from normal at the start of a traversal
default: `"0.15"`
flags: `0x2002`
traversal_viewLerpOut
Controls whether traversal view position and angle lerp back to normal at the end of a traversal
default: `"1"`
flags: `0x2`
traversal_viewLerpOutAngle
Controls whether traversal view angle lerps back to normal at the end of a traversal
default: `"1"`
flags: `0x2`
traversal_viewLerpOutDebug
Debugs traversal view position lerping
default: `"0"`
flags: `0x2`
traversal_viewLerpOutPos
Controls whether traversal view position lerps back to normal at the end of a traversal
default: `"1"`
flags: `0x2`
traversal_window_duration
Duration of window side traversal animation
default: `"0.3"`
flags: `0x2002`
traversal_window_enable
Enables window traversals
default: `"1"`
flags: `0x2002`
traversal_window_finish_angle
Finishing yaw relative to the window's forward direction when starting at a 90 degree angle
default: `"45"`
flags: `0x2002`
traversal_window_forward_offset
Distance of player through the window after completing window traversal
default: `"6"`
flags: `0x2002`
traversal_window_hand_vertical_offset
Vertical distance from hand position to eye position at start and end of window traversal
default: `"22"`
flags: `0x2002`
traversal_window_sideways_offset
Distance of player from the edge of the window toward the center of the window after completing window traversal
default: `"18"`
flags: `0x2002`
traversal_window_view_pitch_max
Max view pitch when doing window traversal
default: `"35"`
flags: `0x4000`
traversal_window_view_pitch_min
Min view pitch when doing window traversal
default: `"-80"`
flags: `0x4000`
traversal_window_yaw_max
Max view yaw when doing window traversal
default: `"80"`
flags: `0x4000`
trigger_ignore_nonsolids
If set to false, non solid objects will activate triggers.
default: `"1"`
flags: `0x2002`
tsaa_blendfactorincreaseatmaxvelocity
default: `"4.0"`
flags: `0x2`
tsaa_blendfactorincreasewhenunoccluded
default: `"5.0"`
flags: `0x2`
tsaa_blendfactormaxesoutatvelocity
default: `"0.25"`
flags: `0x2`
tsaa_blendfactormodulationonsparklesandunocclusion
default: `"1"`
flags: `0x2`
tsaa_blendfactoroverride
default: `"-1"`
flags: `0x2`
tsaa_curframeblendamount
default: `"0.05"`
flags: `0x2`
tsaa_debugresponsiveflag
default: `"0"`
flags: `0x2`
tsaa_neighborhoodclamping
default: `"1"`
flags: `0x2`
tsaa_neighborhoodclampingsoftened
default: `"1"`
flags: `0x2`
tsaa_numsamples
default: `"64"`
flags: `0x2`
tweak_light_shadows_every_frame
default: `"0"`
flags: `0x2`
twitch_check_interval
How often we ask if this user has a linked twitch account if we think they don't have one
default: `"3600"`
flags: `0x2`
twitch_drops
Entitlements user has recieved through the Twitch Drops program
default: `""`
flags: `0x210`
twitch_drops_initialized
Whether the user has received any twitch drop info from stryder
default: `"0"`
flags: `0x210`
twitch_drops_simulate_failure
Set to 1 to simulate not being able to get a response from stryder
default: `"0"`
flags: `0x2`
twitch_prime_rewards
Entitlements user has recieved through the Twitch Prime rewards program
default: `""`
flags: `0x210`
twitch_shouldQuery
True if we should check to see if this user has a linked twitch account
default: `"1"`
flags: `0x2`
ui_DpadNavigationDeActive
default: `"1"`
flags: `0x2`
ui_fadecloud_time
default: `"1.5"`
flags: `0x2`
ui_fadexui_time
default: `"0.5"`
flags: `0x2`
ui_gameui_ctrlr_title
default: `"0"`
flags: `0x2`
ui_gameui_modal
If set, the game UI pages will take modal input focus.
default: `"0"`
flags: `0x2`
ui_loadingscreen_autotransition_time
default: `"5.0"`
flags: `0x2`
ui_loadingscreen_fadein_time
default: `"1.0"`
flags: `0x2`
ui_loadingscreen_fadeout_time
default: `"0.2"`
flags: `0x2`
ui_loadingscreen_fadeout_time
default: `"1.0"`
flags: `0x2`
ui_loadingscreen_mintransition_time
default: `"0.5"`
flags: `0x2`
ui_loadingscreen_transition_time
default: `"1.0"`
flags: `0x2`
ui_lobby_jointimeout
default: `"75"`
flags: `0x2`
ui_lobby_noautostart
default: `"0"`
flags: `0x2`
ui_lobby_noresults_create_msg_time
default: `"2.5"`
flags: `0x2`
ui_posedebug_fade_in_time
Time during which a new pose activity layer is shown in green in +posedebug UI
default: `"0.2"`
flags: `0x24000`
ui_posedebug_fade_out_time
Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
default: `"0.8"`
flags: `0x24000`
ui_virtualnav_render
default: `"0"`
flags: `0x2`
unique_entity_names
Should entities have permanently unique entity names. Or just concurrently unique?
default: `"0"`
flags: `0x2002`
universal_weapon_disable
Apply more restrictive weapon disable logic
default: `"1"`
flags: `0x2002`
usePromptBaseColor
default: `"255 255 255 255"`
flags: `0x2`
usePromptButtonTextColor
default: `"255 255 255 255"`
flags: `0x2`
usePromptImageScale
default: `"1.5"`
flags: `0x2`
usePromptImageYOffset
default: `"0"`
flags: `0x2`
usePromptTextColor
default: `"220 215 210 255"`
flags: `0x2`
use_monitors
default: `"1"`
flags: `0x2`
use_presence_to_refresh_userInfoCache
default: `"1"`
flags: `0x2`
use_valve_auto_gain
default: `"0"`
flags: `0x2`
use_vm_cloak_offset
default: `"1.0"`
flags: `0x2`
user_tracking_enabled
default: `"0"`
flags: `0x12`
users_hostname
default: `""`
flags: `0x80000`
v_centermove
default: `"0.15"`
flags: `0x2`
v_centerspeed
default: `"500"`
flags: `0x2`
variable_sights_gravity_scale_override
Projectile Gravity Scale to be used for variable sights.
default: `"1.0"`
flags: `0x2`
vehicle_predictViaPlayer
Predict this vehicle if the player's data says they're driving this vehicle...rather than checking if this vehicle has a driver
default: `"0"`
flags: `0x2`
vgui_EnableFixedAspectScaling
Enables fixed screen size for vgui elements
default: `"1"`
flags: `0x2`
vgui_drawPolyShapes
default: `"0"`
flags: `0x2`
vgui_drawfocus
Report which panel is under the mouse.
default: `"0"`
flags: `0x2`
vgui_drawfocus
Report which panel is under the mouse.
default: `"0"`
flags: `0x2`
vgui_drawkeyfocus
Report which panel has keyboard focus.
default: `"0"`
flags: `0x2`
vgui_interactive
default: `"0"`
flags: `0x2`
vgui_noquads
default: `"0"`
flags: `0x4000`
vgui_notext
default: `"0"`
flags: `0x4000`
vgui_resize_on_resolution_change
default: `"0"`
flags: `0x2`
vgui_show_glyph_miss
default: `"0"`
flags: `0x2`
vgui_simulate_during_bone_setup
default: `"1"`
flags: `0x2`
video_menu_uiscript_reset
default: `"1"`
flags: `0x2`
viewDrift
default: `"1"`
flags: `0x2002`
viewDrift_ads_delay_debounce_time
Time between zoom-out and zoom-in before viewdrift_ads_delay is reset.
default: `"0.5"`
flags: `0x2002`
viewDrift_pitch_base1_amp
default: `"0"`
flags: `0x2002`
viewDrift_pitch_base1_freq
default: `"0"`
flags: `0x2002`
viewDrift_pitch_base1_phase
default: `"0"`
flags: `0x2002`
viewDrift_pitch_base2_amp
default: `"0"`
flags: `0x2002`
viewDrift_pitch_base2_freq
default: `"0"`
flags: `0x2002`
viewDrift_pitch_base2_phase
default: `"0"`
flags: `0x2002`
viewDrift_pitch_scaler_amp
default: `"0"`
flags: `0x2002`
viewDrift_pitch_scaler_base
default: `"0"`
flags: `0x2002`
viewDrift_pitch_scaler_freq
default: `"0"`
flags: `0x2002`
viewDrift_pitch_scaler_phase
default: `"0"`
flags: `0x2002`
viewDrift_pitch_shifter_amp
default: `"0.6"`
flags: `0x2002`
viewDrift_pitch_shifter_freq
default: `"2.0"`
flags: `0x2002`
viewDrift_pitch_shifter_phase
default: `"1.6"`
flags: `0x2002`
viewDrift_yaw_base1_amp
default: `"0"`
flags: `0x2002`
viewDrift_yaw_base1_freq
default: `"0"`
flags: `0x2002`
viewDrift_yaw_base1_phase
default: `"0"`
flags: `0x2002`
viewDrift_yaw_base2_amp
default: `"0"`
flags: `0x2002`
viewDrift_yaw_base2_freq
default: `"0"`
flags: `0x2002`
viewDrift_yaw_base2_phase
default: `"0"`
flags: `0x2002`
viewDrift_yaw_scaler_amp
default: `"0"`
flags: `0x2002`
viewDrift_yaw_scaler_base
default: `"0"`
flags: `0x2002`
viewDrift_yaw_scaler_freq
default: `"0"`
flags: `0x2002`
viewDrift_yaw_scaler_phase
default: `"0"`
flags: `0x2002`
viewDrift_yaw_shifter_amp
default: `"0.7"`
flags: `0x2002`
viewDrift_yaw_shifter_freq
default: `"1.0"`
flags: `0x2002`
viewDrift_yaw_shifter_phase
default: `"-0.6"`
flags: `0x2002`
view_models_draw_early
default: `"0"`
flags: `0x2`
view_offset_entity_enable
Whether to apply camera animations from the view offset entity
default: `"1"`
flags: `0x6000`
viewangle_debug
default: `"0"`
flags: `0x4002`
viewangles_simpler
default: `"1"`
flags: `0x2`
viewmodelShake
Enables viewmodel shake.
default: `"1"`
flags: `0x2`
viewmodelShake_sourceRollRange
The range of weapon kick roll that will be sampled for viewmodel shake.
default: `"3"`
flags: `0x2`
viewmodel_attachment_fov_fix
default: `"1"`
flags: `0x2`
viewmodel_bounds_draw
default: `"0"`
flags: `0x2`
viewmodel_bounds_draw_lock
default: `"0"`
flags: `0x2`
viewmodel_selfshadow
Set whether to use viewmodel self shadow
default: `"1"`
flags: `0x2`
viewmodel_selfshadow_debug_2d
default: `"0"`
flags: `0x2`
viewmodel_selfshadow_tightbounds
Viewmodel bounds are sliced by Main view frustum
default: `"1"`
flags: `0x2`
viewportscale
Scale down the main viewport (to reduce GPU impact on CPU profiling)
default: `"1.0"`
flags: `0x80000`
min value: `0.0015625`
max value: `2`
viewpunch_base_springConstantX
Default. Bigger number increases the speed at which the view corrects.
default: `"65.0"`
flags: `0x2002`
viewpunch_base_springConstantY
Default. Bigger number increases the speed at which the view corrects.
default: `"65.0"`
flags: `0x2002`
viewpunch_base_springConstantZ
Default. Bigger number increases the speed at which the view corrects.
default: `"65.0"`
flags: `0x2002`
viewpunch_base_springDampingX
Default. Bigger number makes the response more damped.
default: `"9.0"`
flags: `0x2002`
viewpunch_base_springDampingY
Default. Bigger number makes the response more damped.
default: `"9.0"`
flags: `0x2002`
viewpunch_base_springDampingZ
Default. Bigger number makes the response more damped.
default: `"9.0"`
flags: `0x2002`
violence_ablood
Draw alien blood
default: `"1"`
flags: `0x2`
violence_ablood
Draw alien blood
default: `"1"`
flags: `0x2`
violence_agibs
Show alien gib entities
default: `"1"`
flags: `0x2`
violence_agibs
Show alien gib entities
default: `"1"`
flags: `0x2`
violence_hblood
Draw human blood
default: `"1"`
flags: `0x2`
violence_hblood
Draw human blood
default: `"1"`
flags: `0x2`
violence_hgibs
Show human gib entities
default: `"1"`
flags: `0x2`
violence_hgibs
Show human gib entities
default: `"1"`
flags: `0x2`
visible_ent_cone_debug_duration_client
default: `"0"`
flags: `0x2`
vm_effect_format_attachments
default: `"0"`
flags: `0x2`
voice_absTriggerAmount
default: `"2"`
flags: `0x2`
voice_allow_mute_self
default: `"0"`
flags: `0x2`
voice_avggain
default: `"0.5"`
flags: `0x2`
voice_clientdebug
default: `"0"`
flags: `0x2`
voice_debugAddSecondTalker
default: `"0"`
flags: `0x2`
voice_debugThresholds
default: `"0"`
flags: `0x2`
voice_debugfeedback
default: `"0"`
flags: `0x2`
voice_decimate_at_bytes
default: `"22050"`
flags: `0x2`
voice_decimate_rate
default: `"10"`
flags: `0x2`
voice_enabled
Toggle voice transmit and receive.
default: `"1"`
flags: `0x1000000`
voice_energyPerZeroThreshold
default: `"8000"`
flags: `0x2`
voice_energyThreshold
default: `"12000"`
flags: `0x2`
voice_forcemicrecord
default: `"1"`
flags: `0x80`
voice_inputfromfile
Get voice input from 'voice_input.wav' rather than from the microphone.
default: `"0"`
flags: `0x80000`
voice_late_update
default: `"1"`
flags: `0x2`
voice_loopback
default: `"0"`
flags: `0x200`
voice_maxgain
default: `"10"`
flags: `0x2`
voice_minEnergyPerZeroThreshold
default: `"1000"`
flags: `0x2`
voice_mixer_boost
default: `"0"`
flags: `0x80`
voice_mixer_mute
default: `"0"`
flags: `0x80`
voice_mixer_volume
default: `"1.0"`
flags: `0x80`
voice_modenable
Enable/disable voice in this mod.
default: `"1"`
flags: `0x40000080`
voice_noxplat
Only send voice data to players on the same platform as the talker
default: `"0"`
flags: `0x2`
voice_profile
default: `"0"`
flags: `0x2`
voice_recordtofile
Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
default: `"0"`
flags: `0x80000`
voice_scale
default: `"1"`
flags: `0x80`
voice_showchannels
default: `"0"`
flags: `0x2`
voice_showincoming
default: `"0"`
flags: `0x2`
voice_threshold_delay
default: `"0.3"`
flags: `0x2`
voice_triggerCrossingRate
default: `"0"`
flags: `0x2`
voice_triggerRate
default: `"50"`
flags: `0x2`
voice_turn_off_new_filters
default: `"0"`
flags: `0x2`
voice_vox
Voice chat uses a vox-style always on
default: `"1"`
flags: `0x80`
max value: `1`
voice_writevoices
Saves each speaker's voice data into separate .wav files
default: `"0"`
flags: `0x2`
voice_xsend_debug
default: `"0"`
flags: `0x2`
voice_zeroCrossingThreshold
default: `"0.02"`
flags: `0x2`
vortex_damageimpulsescale
Scales impulse force from bullets when using the vortex
default: `"0.5"`
flags: `0x6000`
vprof_server_spike_threshold
default: `"999.0"`
flags: `0x2`
vprof_server_thread
default: `"0"`
flags: `0x2`
vscript_ui_do_delay_init
default: `"1"`
flags: `0x12`
vsm_culling
default: `"1"`
flags: `0x2`
vsm_ignore_edge_planes
default: `"0"`
flags: `0x2`
vsm_ignore_face_planes
default: `"0"`
flags: `0x2`
vtx_environment
default: `"production"`
flags: `0x80000`
vx_do_not_throttle_events
Force VXConsole updates every frame; smoother vprof data but at a slight (~0.2ms) perf cost.
default: `"0"`
flags: `0x2`
wall_climb_pose_paramteter_hands_enabled
default: `"1"`
flags: `0x2002`
wallclimb_vertical_gain_reduction
Amount of height the player loses when falling off a wall climb that can't be regained by future wall climbs before touching the ground.
default: `"128"`
flags: `0x2002`
wallrun_angleChangeMinCos
Cosine of maximum angle the wall can change away from you without falling off
default: `"0.8"`
flags: `0x2002`
wallrun_avoid_wall_top_decel
Deceleration applied to prevent the player from wall running too close to the top of a wall and falling off
default: `"3000"`
flags: `0x2002`
wallrun_curveDebug
Draws debugging information for wallrun curves
default: `"0"`
flags: `0x2002`
wallrun_curveEnable
Enables usage of wallrun curve hints
default: `"1"`
flags: `0x2002`
wallrun_debug
Shows wall run debug info
default: `"0"`
flags: `0x2002`
wallrun_enable
Enables wall running
default: `"1"`
flags: `0x2002`
wallrun_fallAwaySpeed
Velocity away from the wall when falling off
default: `"70.0"`
flags: `0x2002`
wallrun_hangStopTime
Length of time to come to a stop when zooming
default: `"0.5"`
flags: `0x2002`
wallrun_hangslipduration
Time it takes for slipping to become completely gravity based
default: `"1.0"`
flags: `0x2002`
wallrun_hangslipstarttime
Time wall hanging before you start to slip down
default: `"3.0"`
flags: `0x2002`
wallrun_hangslipvel
Impulse downward when slipping starts while wall hanging
default: `"70"`
flags: `0x2002`
wallrun_maxViewTilt
Amount of roll applied to the view in degrees while wall running
default: `"10.0"`
flags: `0x2002`
wallrun_minAngle_air
Angle at which you can start wall running when hitting a wall from a jump (0 to 180)
default: `"180.0"`
flags: `0x2002`
wallrun_noInputSlipFrac
Min fraction of slip behavior when not pushing in any direction (applies more gravity)
default: `"0.7"`
flags: `0x2002`
wallrun_pushAwayFallOffTime
Pushing away from the wall for this many seconds causes you to fall off
default: `"0.05"`
flags: `0x2002`
wallrun_repelEnable
Enables repelling players from walls they have jumped off of
default: `"1"`
flags: `0x2002`
wallrun_repelSoftness
Softness of wall jump repel: higher values make it easier for players to reduce their speed away from the wall
default: `"5.0"`
flags: `0x2002`
wallrun_repelTimeMax
Time after jumping off the wall that player is no longer repelled from the wall
default: `"0.4"`
flags: `0x2002`
wallrun_repelTimeMin
Time after jumping off the wall that player is repelled from the wall
default: `"0.2"`
flags: `0x2002`
wallrun_retry_interval
Length of time between checking for the ability to wallrun after hitting a wall in air movement
default: `"0.07"`
flags: `0x2002`
wallrun_rotateMaxRate
Maximum rotation speed around a wall in radians per second; avoids sticking to walls that do tight curves
default: `"3"`
flags: `0x2002`
wallrun_sameWallDist
Within this distance of the previous wall run, wall run is prevented at a higher point on the same wall
default: `"100"`
flags: `0x2002`
wallrun_sameWallDot
Dot product threshold for preventing wall running on the same wall twice
default: `"0.9"`
flags: `0x2002`
wallrun_sameWallSlope
Beyond wallrun_samewalldist, wall running is permitted at higher points with this slope
default: `"0"`
flags: `0x2002`
wallrun_slipduration
Time it takes for slipping to become completely gravity based
default: `"1.0"`
flags: `0x2002`
wallrun_slipslowdown
Fraction of velocity lost when slipping starts
default: `"0.5"`
flags: `0x2002`
wallrun_slipstarttime
Time wall running before you start to slip down
default: `"1.5"`
flags: `0x2002`
wallrun_slipvel
Impulse downward when slipping starts
default: `"70"`
flags: `0x2002`
wallrun_strengthLossEnd
Number of wall runs at which point upward strength is fully lost (scales upWallBoost, jumpUpSpeed, and gravityRampUpTime to zero)
default: `"1000"`
flags: `0x2002`
wallrun_strengthLossStart
Number of wall runs allowed before starting to lose upward strength (scales upWallBoost, jumpUpSpeed, and gravityRampUpTime)
default: `"1000"`
flags: `0x2002`
wallrun_upwardAutoPush
The amount of automatic up-the-wall input applied when the player pushes forward along the wall. Helps to fight gravity when pushing forward.
default: `"0.65"`
flags: `0x2002`
wallrun_viewTiltPredictTime
Time before you start wall running where your view starts tilting. Predicts upcoming wall running
default: `"0.25"`
flags: `0x2002`
wallrun_viewTiltSpeed
Speed at which the view tilts while wall running
default: `"6.0"`
flags: `0x2002`
was_loaded
Current game from a restore?
default: `""`
flags: `0x12002`
weaponFastHolsterScale
Scales holster animations if swapping to a weapon with "fast_swap_to" enabled.
default: `"0.25"`
flags: `0x2002`
weaponSwitch3p_checkNewWeapon
Only play 3p weapon switch if there is a new weapon.
default: `"1"`
flags: `0x2002`
weaponSwitch3p_onHolster
Start third person weapon switch animation as soon as the current weapon starts being holstered.
default: `"1"`
flags: `0x2002`
weapon_activity_modifier_fully_charged_weapon_specific
default: `"1"`
flags: `0x2002`
weapon_auto_swap_ordnance_no_ammo
If you touch a new ordnance weapon with no ammo in your current it will auto replace it
default: `"0"`
flags: `0x2002`
weapon_debugScript
default: `"0"`
flags: `0x2002`
weapon_doIdleForSurvivalMelee
default: `"0"`
flags: `0x2`
weapon_friendly_fire_prevent_ui
UI to show on friendly fire prevention
default: `""`
flags: `0x2`
weapon_meleeButtonPressProtection
default: `"1"`
flags: `0x2002`
weapon_parentingFixLerp
default: `"1"`
flags: `0x2`
weapon_pickup_allow_dupes
Whether or not you are allowed 2 of the same weapon in your inventory
default: `"1"`
flags: `0x2002`
weapon_poseParamMaxDistance
default: `"6000"`
flags: `0x2`
weapon_render_with_fastpath
Allow weapons to draw using the fast path.
default: `"1"`
flags: `0x2`
weapon_setting_autocycle_on_empty
default: `"1"`
flags: `0x41000200`
weapon_sprint_raise_delay
Enables weapon delay between sprint and shooting
default: `"1"`
flags: `0x2002`
weaponx_predicting_client_only_optimization
Enable/disable weaponx optimization for burst fire, shot count and charge data only being sent to predicting client
default: `"1"`
flags: `0x2002`
weaponx_smartammo_data_optimization
Enable/disable weaponx smartammo data optimization. Only applies with net_optimize_weapons >= 2
default: `"0"`
flags: `0x2002`
window_hint_debug
Debugs search for window hints
default: `"0"`
flags: `0x2002`
window_hint_fov_down
Window hints below this vertical FOV will be ignored
default: `"0"`
flags: `0x2002`
window_hint_fov_horz
Window hints beyond this horizontal FOV will be ignored
default: `"60"`
flags: `0x2002`
window_hint_fov_up
Window hints above this vertical FOV will be ignored
default: `"60"`
flags: `0x2002`
window_hint_keyboard_fov_horz
Window hints beyond this horizontal FOV will be ignored
default: `"7"`
flags: `0x2002`
window_hint_lookahead_time
Lookahead prediction time for window checks
default: `"0.8"`
flags: `0x2002`
window_hint_max_horz_vel_change_dot
Min dot product of velocity change when adjusting for windows
default: `"0.966f"`
flags: `0x2002`
window_hint_max_vel_change_down
Max removed vertical velocity when adjusting for windows
default: `"150"`
flags: `0x2002`
window_hint_max_vel_change_up
Max added vertical velocity when adjusting for windows
default: `"80"`
flags: `0x2002`
window_hint_min_horz_vel
Horizontal velocity is increased to at least this when adjusting for windows
default: `"100"`
flags: `0x2002`
window_hint_permissive_max_horz_vel_change_dot
Min dot product of velocity change when adjusting for windows (off grapple)
default: `"0.88f"`
flags: `0x2002`
window_hint_permissive_max_vel_change_down
Max removed vertical velocity when adjusting for windows (off grapple)
default: `"300"`
flags: `0x2002`
window_hint_permissive_max_vel_change_up
Max added vertical velocity when adjusting for windows (off grapple)
default: `"300"`
flags: `0x2002`
z_ragdoll_impact_strength
default: `"500"`
flags: `0x2`
zipline_check_usable_before_deploy
For Zipline grenades, check if the zipline will be usable before allowing the player to deploy it.
default: `"1"`
flags: `0x2002`
zipline_cooldown_time_0
Zipline Cooldown.
default: `"0.1"`
flags: `0x2`
min value: `0`
zipline_cooldown_time_1
Zipline Cooldown.
default: `"0.2"`
flags: `0x2`
min value: `0`
zipline_cooldown_time_2
Zipline Cooldown.
default: `"1.0"`
flags: `0x2`
min value: `0`
zipline_cooldown_time_3
Zipline Cooldown.
default: `"3.0"`
flags: `0x2`
min value: `0`
zipline_cooldown_time_4
Zipline Cooldown.
default: `"5.0"`
flags: `0x2`
min value: `0`
zipline_fade_dist
default: `"6000"`
flags: `0x2`
zipline_subdiv_lod_dist_base
The base distance that ziplines will begin using zipline_subdiv_slices_lod. This value is scaled by the diameter of the zipline.
default: `"150"`
flags: `0x2`
zipline_subdiv_slices
Zipline subdivision amount around the rope, affects roundedness.
default: `"6"`
flags: `0x2`
min value: `1`
max value: `12`
zipline_subdiv_slices_lod
Zipline subdivision amount around the rope when lod is active, affects roundedness.
default: `"4"`
flags: `0x2`
min value: `0`
max value: `12`
zipline_subdiv_stacks
Zipline subdivision amount between each zipline node.
default: `"6"`
flags: `0x2`
min value: `1`
max value: `24`
## ConCommands
+ability
flags: `0x400a0000`
+ability_held
flags: `0x400a0000`
+attack
flags: `0x40080000`
+backward
flags: `0x400a0000`
+break
flags: `0x40080000`
+camdistance
flags: `0x2`
+camin
flags: `0x2`
+cammousemove
flags: `0x2`
+camout
flags: `0x2`
+campitchdown
flags: `0x2`
+campitchup
flags: `0x2`
+camyawleft
flags: `0x2`
+camyawright
flags: `0x2`
+commandermousemove
flags: `0x80000`
+csm_rot_x_neg
flags: `0x2`
+csm_rot_x_plus
flags: `0x2`
+csm_rot_y_neg
flags: `0x2`
+csm_rot_y_plus
flags: `0x2`
+displayFullscreenMap
flags: `0x40080000`
+dodge
flags: `0x400a0000`
+duck
flags: `0x400a0000`
+forward
flags: `0x400a0000`
+graph
flags: `0x40080000`
+jump
flags: `0x400a0000`
+klook
flags: `0x40080000`
+left
flags: `0x40080000`
+lookdown
flags: `0x80000`
+lookup
flags: `0x80000`
+mat_texture_list
flags: `0x2`
+melee
flags: `0x40080000`
+movedown
flags: `0x40080000`
+moveleft
flags: `0x400a0000`
+moveright
flags: `0x400a0000`
+moveup
flags: `0x40080000`
+offhand0
flags: `0x40080000`
+offhand1
flags: `0x40080000`
+offhand2
flags: `0x40080000`
+offhand3
flags: `0x40080000`
+offhand4
flags: `0x40080000`
+pause_menu
flags: `0x40080000`
+ping
flags: `0x400a0000`
+posedebug
Turn on pose debugger or add ents to pose debugger UI
flags: `0x4000`
+pushtotalk
flags: `0x40000000`
+reload
flags: `0x40080000`
+right
flags: `0x40080000`
+score
flags: `0x40080000`
+scriptCommand1
flags: `0x40080000`
+scriptCommand2
flags: `0x40080000`
+scriptCommand3
flags: `0x40080000`
+scriptCommand4
flags: `0x40080000`
+scriptCommand5
flags: `0x40080000`
+scriptCommand6
flags: `0x40080000`
+scriptCommand7
flags: `0x40080000`
+scriptCommand8
flags: `0x40080000`
+scriptCommand9
flags: `0x40080000`
+showscores
flags: `0x40080000`
+speed
flags: `0x40080000`
+strafe
flags: `0x40080000`
+toggle_duck
flags: `0x400a0000`
+toggle_zoom
flags: `0x40080000`
+use
flags: `0x40080000`
+useAndReload
flags: `0x40080000`
+use_alt
flags: `0x40080000`
+use_long
flags: `0x40080000`
+variableScopeToggle
flags: `0x400a0000`
+voicerecord
flags: `0x2`
+walk
flags: `0x40080000`
+weaponCycle
flags: `0x40080000`
+weapon_discard
flags: `0x40080000`
+zoom
flags: `0x40080000`
-ability
flags: `0x400a0000`
-ability_held
flags: `0x400a0000`
-attack
flags: `0x40080000`
-backward
flags: `0x400a0000`
-break
flags: `0x40080000`
-camdistance
flags: `0x2`
-camin
flags: `0x2`
-cammousemove
flags: `0x2`
-camout
flags: `0x2`
-campitchdown
flags: `0x2`
-campitchup
flags: `0x2`
-camyawleft
flags: `0x2`
-camyawright
flags: `0x2`
-commandermousemove
flags: `0x80000`
-csm_rot_x_neg
flags: `0x2`
-csm_rot_x_plus
flags: `0x2`
-csm_rot_y_neg
flags: `0x2`
-csm_rot_y_plus
flags: `0x2`
-displayFullscreenMap
flags: `0x40080000`
-dodge
flags: `0x400a0000`
-duck
flags: `0x400a0000`
-forward
flags: `0x400a0000`
-graph
flags: `0x40080000`
-jump
flags: `0x400a0000`
-klook
flags: `0x40080000`
-left
flags: `0x40080000`
-lookdown
flags: `0x80000`
-lookup
flags: `0x80000`
-mat_texture_list
flags: `0x2`
-melee
flags: `0x40080000`
-movedown
flags: `0x40080000`
-moveleft
flags: `0x400a0000`
-moveright
flags: `0x400a0000`
-moveup
flags: `0x40080000`
-offhand0
flags: `0x40080000`
-offhand1
flags: `0x40080000`
-offhand2
flags: `0x40080000`
-offhand3
flags: `0x40080000`
-offhand4
flags: `0x40080000`
-pause_menu
flags: `0x40080000`
-ping
flags: `0x400a0000`
-posedebug
Turn off pose debugger or hide ents from pose debugger UI
flags: `0x4000`
-pushtotalk
flags: `0x40000000`
-reload
flags: `0x40080000`
-right
flags: `0x40080000`
-score
flags: `0x40080000`
-scriptCommand1
flags: `0x40080000`
-scriptCommand2
flags: `0x40080000`
-scriptCommand3
flags: `0x40080000`
-scriptCommand4
flags: `0x40080000`
-scriptCommand5
flags: `0x40080000`
-scriptCommand6
flags: `0x40080000`
-scriptCommand7
flags: `0x40080000`
-scriptCommand8
flags: `0x40080000`
-scriptCommand9
flags: `0x40080000`
-showscores
flags: `0x40080000`
-speed
flags: `0x40080000`
-strafe
flags: `0x40080000`
-toggle_duck
flags: `0x400a0000`
-toggle_zoom
flags: `0x40080000`
-use
flags: `0x40080000`
-useAndReload
flags: `0x40080000`
-use_alt
flags: `0x40080000`
-use_long
flags: `0x40080000`
-variableScopeToggle
flags: `0x400a0000`
-voicerecord
flags: `0x2`
-walk
flags: `0x40080000`
-weaponCycle
flags: `0x40080000`
-weapon_discard
flags: `0x40080000`
-zoom
flags: `0x40000000`
BindToggle
Performs a bind "increment var 0 1 1"
flags: `0x2`
CMaterialSystem_clear_loading
flags: `0x20002`
CMaterialSystem_set_loading
flags: `0x20002`
DebugPrintUsedTextures
flags: `0x2`
DumpClientDataBlockReceiver
flags: `0x2`
EADP_RTM_FORCE_TLS_ERROR
flags: `0x2`
EADP_RTM_send_presence
flags: `0x2`
EADP_RTM_test_subscribe
flags: `0x2`
EADP_dump_MyPresence
flags: `0x2`
EADP_dump_friends
flags: `0x2`
EADP_get_friend_test
flags: `0x2`
EADP_is_friend_user_test
flags: `0x2`
EADP_presence_subscribe_all_club_members
flags: `0x2`
EADP_search_test2
flags: `0x2`
EADP_unfriend_user_test
flags: `0x2`
MemTrackDeltaSnapshot
Debug command compares two snapshots. Takes indices into the snapshot array, negative means from end
flags: `0x2`
MemTrackPrintStats
Debug command prints current mem stats & creates a named snapshot - first param is snapshot name
flags: `0x2`
OriginRebootCLientAuthTokens_Test
flags: `0x2`
RTM_FORCE_shutdown
flags: `0x2`
ReloadAimAssistSettings
Reloads aimassist config files.
flags: `0xa`
XLOG_TLS_close_connections
flags: `0x2`
adminmsg
Send text to the current community (if you are an admin)
flags: `0x2`
aisettings_reparse_client
Reloads the AI settings files
flags: `0xa`
alias
Alias a command.
flags: `0x2`
applyVideoChangesDeferred
Workaround for applying video changes using controller buttons shortcuts.
flags: `0x40000008`
bind
Bind a key to TAPPED.
flags: `0x40000000`
bind_US_standard
Bind a key to TAPPED. Given a key on a standard US keyboard, this function will translate that key to the appropriate key on the user's current keyboard.
flags: `0x40000000`
bind_held
Bind a key to HELD.
flags: `0x40000000`
bind_held_US_standard
Bind a key to HELD.. Given a key on a standard US keyboard, this function will translate that key to the appropriate key on the user's current keyboard.
flags: `0x40000000`
bind_list
List all current bindings.
flags: `0x2`
bind_list_abilities
List all ability bindings and what commands they resolve to
flags: `0x2`
bink_dump_precached_movies
Dumps information about all precached Bink movies
flags: `0x2`
bot_loadout
Override bot loadout
flags: `0x4008`
box
Draw a debug box.
flags: `0x4000`
buildcubemaps
Rebuild cubemaps.
flags: `0x2`
cam_command
Tells camera to change modes
flags: `0x4008`
cancelselect
flags: `0x10000002`
cc_emit
Emits a closed caption
flags: `0xa`
centerview
flags: `0x2`
changelevel
Change server to the specified map
flags: `0x20002`
chaosmonkeydisconnect
Server tells us to crash. The monkey server has spoken.
flags: `0x40000008`
chat
Send text to the current chatroom
flags: `0x2`
chat_wheel
Opens the chat wheel
flags: `0x40000008`
chatroom_adminsOnly
Set the chatroom to be admins-only
flags: `0x2`
chatroom_away
Tell the chatserver you are away from the room
flags: `0x2`
chatroom_freetalk
Set the chatroom to be free talk
flags: `0x2`
chatroom_present
Tell the chatserver you are present in the room
flags: `0x2`
chatserver
Connect to a chatserver
flags: `0x40000000`
chroma_base
Transitions to a new base layer for chroma hardware
flags: `0x2`
chroma_layer
Adds an overlay layer for chroma hardware
flags: `0x2`
cl_dump_particle_stats
dump particle profiling info to particle_profile.csv
flags: `0x2`
cl_ent_absbox
Displays the client's absbox for the entity under the crosshair.
flags: `0x4008`
cl_ent_bbox
Displays the client's bounding box for the entity under the crosshair.
flags: `0x4008`
cl_ent_rbox
Displays the client's render box for the entity under the crosshair.
flags: `0x4008`
cl_find_ent
Find and list all client entities with classnames that contain the specified substring.
Format: cl_find_ent
flags: `0x4000`
cl_find_ent_index
Display data for clientside entity matching specified index.
Format: cl_find_ent_index
flags: `0x4000`
cl_flip_visibility
Flips the visibilityBits of all Entities
flags: `0x4000`
cl_fullupdate
Forces the server to send a full update packet
flags: `0x4000`
cl_interpolation_report
Prints all entities being interpolated on the next frame
flags: `0xa`
cl_panelanimation
Shows panel animation variables: .
flags: `0xa`
cl_particles_dumplist
Dump all new particles, optional name substring.
flags: `0xa`
cl_precacheinfo
Show precache info (client).
flags: `0x2`
cl_removedecals
Remove the decals from the entity under the crosshair.
flags: `0x4000`
cl_showents
Dump entity list to console.
flags: `0x4000`
cl_soundscape_flush
Flushes the client side soundscapes
flags: `0x10004008`
cl_trace_start_solid
Trace with given parameters and return start solid result
flags: `0xa`
cl_trace_test_hitbox_with_non_zero_start_offset
flags: `0xa`
cl_updatevisibility
Updates visibility bits.
flags: `0xa`
clear_loading_progress_detente
Clears the detente for the load screen.
flags: `0x20002`
clear_loading_progress_sp_text
Clears the sp text for the load screen.
flags: `0x20002`
cm_query_log_record
Start recording a log of all queries
flags: `0x2`
cm_query_log_replay
Play back a query log for performance testing
flags: `0x2`
cmd
Forward command to server.
flags: `0x2`
cmd1
sets userinfo string for split screen player in slot 1
flags: `0x40000000`
cmd2
sets userinfo string for split screen player in slot 2
flags: `0x2`
cmd3
sets userinfo string for split screen player in slot 3
flags: `0x2`
cmd4
sets userinfo string for split screen player in slot 4
flags: `0x2`
collision_debug
Sends a collision ray from player and gathers info.
flags: `0x4008`
colorcorrectionui
Show/hide the color correction tools UI.
flags: `0x4000`
community_browse
Browse available communities
flags: `0x2`
community_getPendingJoinRequest
Get a random pending join request to answer
flags: `0x2`
community_join
Join a community
flags: `0x2`
community_leave
Leave a community
flags: `0x2`
community_list
list my communities
flags: `0x2`
community_report
Report a community
flags: `0x2`
community_showerror
Get a random pending join request to answer
flags: `0x40000000`
connect
Connect to specified server.
flags: `0x20002`
connectAsSpectator
Connect to specified server as a spectator
flags: `0x20002`
connectWithKey
Connect to specified server with an explicit encryption key.
flags: `0x20002`
connectwithtoken
Connect to specified server with a reservation token.
flags: `0xa0000`
convar_differences
Show all convars which are not at their default values.
flags: `0x2`
convar_findByFlags
Find concommands by flags.
flags: `0x2`
convar_list
Show the list of convars/concommands.
flags: `0x2`
createparty
Create a party
flags: `0x2`
createpartyifnotinone
Create a party if we aren't in one
flags: `0x2`
csm_status
Usage:
csm_status
flags: `0x2`
damagedefs_reparse_client
Reloads the damage defs
flags: `0xa`
debugModelPurge
Debug command to purge unused models...
flags: `0x2`
devshots_nextmap
Used by the devshots system to go to the next map in the devshots maplist.
flags: `0x2`
devshots_screenshot
Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.
flags: `0x20002`
dfs_print_flag_states
Prints all dfs flag states to console
flags: `0x2`
dfs_print_true_flags
Prints all true feature flags to console
flags: `0x2`
disconnect
Disconnect game from server.
flags: `0x48000000`
display_elapsedtime
Displays how much time has elapsed since the game started
flags: `0x4000`
dlight_debug
Creates a dlight in front of the player
flags: `0x4008`
do_InvitePeople_test
flags: `0x2`
do_Invite_friend_test
flags: `0x2`
do_joinPeople_test
flags: `0x2`
do_origin_test_presence
flags: `0x2`
downloadPlaylists
Re-download the playlists
flags: `0x2`
dumpClientStringTable
Dump the contents of the client's game string table to the console.
flags: `0x4000`
dumpstringtables
Print string tables to console.
flags: `0x2`
eadp_groups_send_lastactive
Change current club's lastActive field. This sends to EADP too!
flags: `0x2`
echo
Echo text to console.
flags: `0x10000002`
echo_error
Echo error text to console.
flags: `0x10000002`
editor_toggle
Disables the simulation and returns focus to the editor
flags: `0x4000`
endmovie
Stop recording movie frames.
flags: `0x20002`
entitlements_send
Send client's entitlements to the server
flags: `0x2`
envmap
flags: `0x2`
escape
Escape key pressed.
flags: `0x40000000`
exec
Execute script file.
flags: `0x40000000`
execPlayerConfig
Load player settings.
flags: `0x80000`
execifexists
Execute script file if file exists.
flags: `0x2`
exit
Exit the engine.
flags: `0x2`
eyeInfo
gets info about the current view
flags: `0x2`
firstperson
Switch to firstperson camera.
flags: `0x2`
force_centerview
flags: `0x40080000`
fps_stats_dump
flags: `0x2`
fps_stats_reset
flags: `0x2`
fps_stats_start
flags: `0x2`
fps_stats_stop
flags: `0x2`
friends_update
flags: `0x2`
fs_clear_open_duplicate_times
Clear the list of files that have been opened.
flags: `0x2`
fs_dump_open_duplicate_times
Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.
flags: `0x2`
fs_fios_cancel_prefetches
Cancels all the prefetches in progress.
flags: `0x2`
fs_fios_flush_cache
Flushes the FIOS HDD cache.
flags: `0x2`
fs_fios_prefetch_file
Prefetches a file: .
The preftech is medium priority and persistent.
flags: `0x2`
fs_fios_prefetch_file_in_pack
Prefetches a file in a pack: .
The preftech is medium priority and non-persistent.
flags: `0x2`
fs_fios_print_prefetches
Displays all the prefetches currently in progress.
flags: `0x2`
fs_printopenfiles
Show all files currently opened by the engine.
flags: `0x2`
fs_warning_level
Set the filesystem warning level.
flags: `0x2`
fx_impact_reparse
Reloads the weapon impact effect table files
flags: `0x4008`
gameui_activate
Shows the game UI
flags: `0x40000000`
gameui_allowescape
Escape key allowed to hide game UI
flags: `0x40000000`
gameui_allowescapetoshow
Escape key allowed to show game UI
flags: `0x2`
gameui_hide
Hides the game UI
flags: `0x40000000`
gameui_preventescape
Escape key doesn't hide game UI
flags: `0x40000000`
gameui_preventescapetoshow
Escape key doesn't show game UI
flags: `0x2`
getNewAuthToken
Ask for a new auth token.
flags: `0x2`
getfov
Gets info about the current FOV
flags: `0x2`
gethttpdatacenterlist
Gets the list of datacenters
flags: `0x2`
getpos
dump position and angles to the console
flags: `0xa`
getpos_bind
Binds the given key to a setpos/setang command of your current position.
flags: `0xa`
getposvec
dump position and angles to the console in 'Vector( x, y, z ), Vector( pitch, yaw, roll )' format
flags: `0xa`
give
Give weapon to player.
flags: `0x4008`
help
Find help about a convar/concommand.
flags: `0x2`
hidepanel
Hides a viewport panel
flags: `0xa`
hidevideos
Hides video panels playing to the screen
flags: `0xa`
highlight_log
Log Highlight
flags: `0x2`
host_runofftime
Run off some time without rendering/updating sounds
flags: `0x2`
hud_subtitles
Plays the Subtitles:
flags: `0xa`
huffman_readProps
Read the huffman file and regenerate huffman trees
flags: `0x2`
impulse
flags: `0x40080000`
inboxmessage_report
Report an inbox message as abusive
flags: `0x2`
incrementvar
Increment specified convar value.
flags: `0x20002`
ingamemenu_activate
Shows the in-game menu
flags: `0x40080008`
initMatchmaking
flags: `0x2`
invnext
flags: `0x40080000`
is_considered_sony_multiplayer
Checks the value for whether the game is currently telling sony it's in multiplayer
flags: `0xa`
joinopeninvite
Join the active open ****** in the chat room
flags: `0x2`
joystick_initialize
flags: `0x40000000`
jpeg
Take a jpeg screenshot: jpeg .
flags: `0x40080000`
key_updatelayout
Updates game keyboard layout to current windows keyboard setting.
flags: `0x2`
launchplaylist
flags: `0x2`
leaveopeninvite
Leave the active open ****** in the chat room
flags: `0x2`
listClientFXScriptHandles
Lists all active effects tracked by script.
flags: `0xa`
listmodels
List loaded models.
flags: `0x2`
loadPlaylists
Reload the playlists
flags: `0x2`
map
Start playing on specified map.
flags: `0x20002`
map_background
Runs a map as the background to the main menu.
flags: `0x20002`
maps
Displays list of maps.
flags: `0x2`
mat_antialias_mode
Set antialias mode
flags: `0x2`
mat_configcurrent
show the current video control panel config for the material system
flags: `0x2`
mat_crosshair
Display the name of the material under the crosshair
flags: `0x4000`
mat_crosshair_edit
open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
flags: `0x4000`
mat_crosshair_explorer
open the material under the crosshair in explorer and highlight the file
flags: `0x4000`
mat_crosshair_printmaterial
print the material under the crosshair
flags: `0x4000`
mat_crosshair_reloadmaterial
reload the material under the crosshair
flags: `0x4000`
mat_gamma
Set gamma ramp
flags: `0x40000000`
mat_hdr_enabled
Report if HDR is enabled for debugging
flags: `0x2`
mat_printLiveTex
Print stats of all known live textures.
flags: `0x2`
mat_savechanges
saves current video configuration
flags: `0x40000000`
mat_setvideomode
sets the width, height, windowed state of the material system, as well as borderless state
flags: `0x40000000`
mat_vsync
Set vsync enabled
flags: `0x2`
match_abortAllSearches
flags: `0x2`
match_showAllSearches
flags: `0x2`
matchmake
flags: `0x40000000`
matchmake_cancel
flags: `0x40000000`
matchmake_cleanupforparty
flags: `0x40000000`
maxplayers
Change the maximum number of players allowed on this server.
flags: `0x2`
mem_compact
flags: `0x2`
mem_dump
Dump memory stats to text file.
flags: `0x2`
mem_dump_vm
Dump vm allocations to console.
flags: `0x2`
mem_eat
flags: `0x2`
mem_incremental_compact
flags: `0x2`
mem_leak_vm
**** specified amount of virtual memory (in MB or 'oom' to deliberately run out.)
flags: `0x2`
mem_test
flags: `0x2`
mem_textures
flags: `0x2`
mem_verify
Verify the validity of the heap
flags: `0x2`
mem_vram
flags: `0x2`
memory
Print memory stats.
flags: `0x2`
migrateme
Ask your server to migrate you over to another server
flags: `0x10080000`
miles_dump
Writes out milesdump file and perf CSV for current session.
flags: `0xa`
miles_event_info
Shows information about a particular event.
flags: `0x2`
miles_insert_bug_marker
Fires a unique 'bug marker' event that will be visible in Miles dumps.
flags: `0x40080008`
miles_pauseui_byname
Pauses any sound played on the listener for this client with the given name.
flags: `0xa`
miles_play
Plays a given alias at an optional given position
flags: `0x2`
miles_reboot
restarts the audio engine
flags: `0x40000008`
miles_record
Enable or disable continuous recording (including previous buffer if available) of audio output to WAV file.
flags: `0xa`
miles_record_that
Writes audio output from the last minute or so to WAV file.
flags: `0xa`
miles_stop_all
stops all playing sounds
flags: `0x40000008`
miles_unpauseui_byname
Resumes any paused sound played on the listener for this client with the given name.
flags: `0xa`
miles_write_passive_dumpfile
Writes out milesdump file for current session.
flags: `0xa`
mmdevinit
flags: `0x20002`
multvar
Multiply specified convar value.
flags: `0x20002`
muteroom
Mute the chatroom
flags: `0x2`
net_channels
Shows info for each Net Channel. '+fake' to include bot connections
flags: `0x2`
net_dumpIncomingStats
Dump incoming traffic stats
flags: `0x2`
net_dumpOutgoingStats
Dump outgoing traffic stats
flags: `0x2`
net_dumpStats
Dump all traffic stats
flags: `0x2`
net_force_datarate
Force all Net Channels to a specific data/choke rate in KiB/s
flags: `0x2`
net_status
Shows current network status
flags: `0x2`
net_transmission_events_dump_incoming
Dump total history of incoming net transmission events
flags: `0x2`
net_transmission_events_dump_outgoing
Dump total history of outgoing net transmission events
flags: `0x2`
net_writeStatsFile
Write out networking info to a file
flags: `0x2`
openinvite
Send an open ****** to the chat room
flags: `0x2`
openinvitecomplete
Open ****** is complete (we have our search results and reservation is done)
flags: `0x2`
openinvitelaunch
Open ****** should launch
flags: `0x2`
origin_friendlist_dump
flags: `0x2`
particle_create
Creates the named particle effect at the location under the crosshair.
flags: `0x4000`
particle_create_on_me
Creates a particle effect on my location
flags: `0x4000`
particle_create_ss
Creates a screen space particle effect
flags: `0x4000`
particle_dump
dumps particles matching provided filter (id or defname substring or *)
flags: `0xa`
particle_kill
Destroys the particle effect created with the particle_create console command.
flags: `0x4000`
particle_list
lists particles all, or matching optional filter (id or defname substring)
flags: `0xa`
particle_recreate
Replays the last particle effect created with the particle_create console command.
flags: `0x4000`
particle_remove_all
flags: `0x2`
particle_scrub_bake
flags: `0x2`
particle_scrub_play
flags: `0x2`
particle_scrub_stop
flags: `0x2`
party_leave
quit the current party
flags: `0x2`
party_serverChange
update the party with new server info
flags: `0x40000000`
path
Show the engine filesystem path.
flags: `0x2`
pause
Toggle the server pause state.
flags: `0x2`
pausevideos
Pauses all videos playing to the screen
flags: `0xa`
perfcharts_record
Start / Stop perfcharts recording
flags: `0x50020000`
phys_objectDump
Dump a list of the active objects on the client.
flags: `0x2000a`
phys_throw_client
Throws an entity of the given model where the player is looking. Model must already be loaded.
flags: `0x4008`
ping
Display ping to server.
flags: `0x6`
ping_specific_type
Pings a specific ping
flags: `0x40000008`
pingdatacenters
Re-pings the datacenters
flags: `0x2`
pixelvis_debug
Dump debug info
flags: `0xa`
playerSettings_reparse
Reload player class settings from .set files
flags: `0x40004002`
playlistdump
Dump contents of playlist to console (Without changing any state.)
flags: `0x2`
playsoundscape
Forces a soundscape to play
flags: `0x4008`
playvideo
Plays a video: [width height]
flags: `0xa`
playvideo_end_level_transition
Plays a video fullscreen without ability to skip (unless dev 1) and fades in:
playvideo_exitcommand
Plays a video and fires and exit command when it is stopped or finishes:
flags: `0xa`
playvideo_exitcommand_nointerrupt
Plays a video (without interruption) and fires and exit command when it is stopped or finishes:
flags: `0xa`
playvideo_nointerrupt
Plays a video without ability to skip: [width height]
flags: `0xa`
playvideo_scaled
Plays a video at position using coordinates scaled relative to the base screen resolution: [pinPos posX posY width height]
flags: `0xa`
print_colorcorrection
Display the color correction layer information.
flags: `0x4000`
print_texture_count
Print number of linked textures with streaming data to the console
flags: `0x2`
progress_enable
flags: `0x2`
quit
Exit the engine.
flags: `0x40000000`
r_cheapwaterend
flags: `0xa`
r_cheapwaterstart
flags: `0xa`
r_cleardecals
Usage r_cleardecals .
flags: `0x40000000`
r_dxgi_max_frame_latency
Set the max number of command buffers in flight. 0 will set it to the DXGI default of 3. Make sure you are not forcing "Maximum pre-rendered frames" in the driver settings, but leave it application controlled.
flags: `0x2`
r_printdecalinfo
flags: `0x2`
readMsgs
Read your messages
flags: `0x2`
recompute_speed
Recomputes clock speed (for debugging purposes).
flags: `0x4000`
reload
Reload the game (add setpos to jump to current view position on reload).
flags: `0x2`
reload_localization
Reloads all the localization data files
flags: `0x2`
reload_script_callbacks
Reloads script callback function pointers for client and server.
flags: `0x4008`
reset_cam_ideal_angles
Resets camera ideal angles to its default
flags: `0x2`
restart
Restart the game on the same level, to the beginning of the level (add setpos to jump to current view position on restart).
flags: `0x2`
restart_checkpoint
Restart the game on the same level, to the last checkpoint (add setpos to jump to current view position on restart).
flags: `0x2`
roamingcam_setang
Rotate roamingcam to the specified angles.( Yaw and pitch only )
flags: `0x40004008`
roamingcam_setpos
Move roamingCam to the specified origin.
flags: `0x40004008`
roamingcam_setroll
Set the roll value for the roamingCam.
flags: `0x4008`
rumble_print
Print current list of active rumbles
flags: `0xa`
savePlayerConfig
Store player settings.
flags: `0x40000000`
scoreboard_down
Select next scoreboard player
flags: `0x40000000`
scoreboard_focus
Focus on scoreboard
flags: `0x2`
scoreboard_mute
Toggle the scoreboard player's muted status
flags: `0x40000000`
scoreboard_profile
Show the scoreboard player's profile
flags: `0x40000000`
scoreboard_toggle_focus
Toggle scoreboard focus
flags: `0x40000000`
scoreboard_up
Select previous scoreboard player
flags: `0x40000000`
screenshot
Take a screenshot.
flags: `0x40000000`
script_mem_report
Print total script memory use to the console.
flags: `0x2`
scriptremotefunctions_client_dump
Dump remote functions client
flags: `0x2000a`
scriptremotefunctions_print_client_stats
Print remote functions client stats
flags: `0x2000a`
server_single_frame
Single step a frame for server
flags: `0x6`
serverinfo
Request serverinfo from a remote ip and port
flags: `0x2`
set
Change a variable in the class settings (does not save out to disk)
flags: `0x40004002`
set_loading_progress_background
Sets the background for load screen. This is cleared to the default after each load.
flags: `0x20002`
set_loading_progress_detente
Set the keyboard and controller strings for the detentes. This is cleared to the default after each load.
flags: `0x20002`
set_loading_progress_fadeout_enabled
Sets whether or not to fade out of loading. This is cleared to the default after each load. (Default is = true )
flags: `0x20002`
set_loading_progress_sp_text
Set the sp text for the load sreen. This is cleared to the default after each load.
flags: `0x20002`
setinfo
Adds a new user info value
flags: `0x40000000`
settype
Sets a type for a Convar/ConCommand. This affects UI rendering for the convar. Examples: 'text', 'bool', 'int 0 10', 'float 0.0 100.0', 'enum apple orange banana'. Move these to code eventually.
flags: `0x2`
shake_stop
Stops all active screen shakes.
flags: `0x4000`
shake_testpunch
Test a punch-style screen shake.
flags: `0x4000`
show_loading_progress
Prints all debug information regarding the state of the loading progress.
flags: `0x2`
showpanel
Shows a viewport panel
flags: `0xa`
showvideos
Makes video panels playing to the screen visible (if they were hidden)
flags: `0xa`
silentconnect
Silently connect to specified server, without disconnecting from our current server unless it succeeds.
flags: `0xa0000`
skill_writeTrainingData
Write training gauntlet skill data
flags: `0x6`
soundscape_dumpclient
Dumps the client's soundscape data.
flags: `0x4000`
spawn_as_pilot
Spawn as Pilot
flags: `0x2`
spawn_as_titan
Spawn as Titan
flags: `0x2`
ss_map
Start playing on specified map with max allowed splitscreen players.
flags: `0x20002`
ss_reloadletterbox
ss_reloadletterbox
flags: `0xa`
sssss_enable
Enable screen-space subsurface scattering. 0 - off, 1 - enabled in lobby, 2 - always enabled
flags: `0xa`
star_memory
Dump memory stats
flags: `0x2`
startmovie
Start recording movie frames.
flags: `0x20002`
status
Display map and connection status.
flags: `0x2`
steam_printid
flags: `0x2`
steam_testOverlay
flags: `0x2`
steamlink
flags: `0x2`
steamunlink
flags: `0x2`
stop_transition_videos_fadeout
Fades out all transition videos playing to the screen:
stopsoundscape
Stops all soundscape processing and fades current looping sounds
flags: `0x4008`
stopvideos
Stops all videos playing to the screen
flags: `0xa`
stopvideos_fadeout
Fades out all videos playing to the screen:
sv_precacheinfo
Show precache info.
flags: `0x2`
sv_showents
Prints the server entity list
flags: `0x2`
sv_shutdown
Sets the server to shutdown when all games have completed
flags: `0x4004`
sv_writeSendTableStreamFile
flags: `0x2`
testCockpitJoltAngles
flags: `0xa`
testCockpitJoltOrigin
flags: `0xa`
test_freezeframe
Test the freeze frame code.
flags: `0x4000`
testhudanim
Test a hud element animation.
Arguments:
flags: `0x4008`
thread_test_tslist
flags: `0x2`
thread_test_tsqueue
flags: `0x2`
titan_loadout_select
Titan loadout select
flags: `0x2`
toggle
Toggles a convar on or off, or cycles through a set of values.
flags: `0x80000`
toggle_enemy_minimap_visibility
Toggles whether enemy icons are visible on the mini-map
flags: `0x40080008`
toggle_inventory
Toggle the inventory menu
flags: `0x40080008`
toggle_map
Toggle the big map
flags: `0x40080008`
toggle_observer_highlight
Toggle highlighting for the observer
flags: `0x40000000`
toggle_observer_player_tags
Toggle the mode for viewing player tags
flags: `0x40080000`
ui_reloadscheme
Reloads the resource files for the active UI window
flags: `0xa`
uiscript_reset
Resets all UI script state
flags: `0x40000000`
uiscript_resolutionchanged
Notifies UI script that the resolution has changed
flags: `0x40000000`
unbind
Unbind a key's TAPPED binding.
flags: `0x40000000`
unbind_US_standard
Unbind a key's TAPPED binding. Given a key on a standard US keyboard, this function will translate that key to the appropriate key on the user's current keyboard and unbind that key.
flags: `0x40000000`
unbind_all_gamepad
Unbinds all gamepad binds
flags: `0x40000000`
unbind_batch
Unbind all bindings (tapped/held) from all specified keys (no keyboard layout translation).
flags: `0x40000000`
unbind_held
Unbind a key's HELD binding.
flags: `0x40000000`
unbind_held_US_standard
Unbind a key's HELD binding. Given a key on a standard US keyboard, this function will translate that key to the appropriate key on the user's current keyboard and unbind that key.
flags: `0x40000000`
unbindall
Unbind all keys.
flags: `0x40000000`
unbindall_ignoreGamepad
Unbind all keys, skip gamepad binds.
flags: `0x40000000`
unload_level_loadscreen
Unloads the loadscreen for the current level
flags: `0x40000000`
unmuteroom
Unmute the chatroom
flags: `0x2`
unpausevideos
Unpauses all videos playing to the screen
flags: `0xa`
use_consumable
Uses a specific consumable
flags: `0x80008`
user
Show user data.
flags: `0x2`
users
Show user info for players on server.
flags: `0x2`
version
Print version info string.
flags: `0x2`
vgui_spew_fonts
flags: `0xa`
vgui_togglepanel
show/hide vgui panel by name.
flags: `0x2`
voicerecord_toggle
flags: `0x80000`
vx_model_list
Dump models to VXConsole
flags: `0x2`
weaponSelectOrdnance
flags: `0x40080000`
weaponSelectPrimary0
flags: `0x40080000`
weaponSelectPrimary1
flags: `0x40080000`
weaponSelectPrimary2
flags: `0x40080000`
weapon_activity
Play a custom animation activity on the active weapon.
flags: `0x40000000`
weapon_inspect
flags: `0x40080000`
weapon_list
Lists all weapons owned by the local player
flags: `0x2`
weapon_reparse
Reloads the weapon script files
flags: `0x4008`
xlog_list
List all xlogs, and various stats
flags: `0x2`
xlog_record
Start writing log file to disk (including any previously buffered data)
flags: `0x2`
xlog_record_that
Write buffered data (if any)
flags: `0x2`
xlog_stop
Stop writing it to disk. (resume buffering if buffering enabled on log)
flags: `0x2`
xlook
flags: `0x40080000`
xmove
flags: `0x40080000`