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- Dvar Type : Bool | name="aim_input_graph_enabled" | desc="Use graph for adjusting view input
- Dvar Type : Bool | name="aim_input_graph_debug" | desc="Debug the view input graphs
- Dvar Type : Bool | name="aim_accel_turnrate_enabled" | desc="Enable/disable acceleration of the turnrates
- Dvar Type : Bool | name="aim_accel_turnrate_debug" | desc="Turn on debugging info for the acceleration
- Dvar Type : Bool | name="aim_slowdown_debug" | desc="Turn on debugging info for aim slowdown
- Dvar Type : Bool | name="aim_autoaim_debug" | desc="Turn on auto aim debugging
- Dvar Type : Bool | name="aim_automelee_enabled" | desc="Turn on auto melee
- Dvar Type : Bool | name="aim_automelee_debug" | desc="Turn on auto melee debugging
- Dvar Type : Bool | name="aim_lockon_debug" | desc="Turn on debugging info for aim lock on
- Dvar Type : Bool | name="aim_scale_view_axis" | desc="Scale the influence of each input axis so that the major axis has more influence on the control
- Dvar Type : Bool | name="cover_aim_slowdown_enabled" | desc="Slowdown the turn rate when the cross hair passes over a target
- Dvar Type : Bool | name="cover_corner_aim_enabled" | desc="Corner aim disabled
- Dvar Type : Bool | name="cover_hold_button_to_use" | desc="Use cover by holding a button
- Dvar Type : Bool | name="cover_stick_entry" | desc="Enables entry into cover by pushing in
- Dvar Type : Bool | name="cover_stick_exit" | desc="Enables exit from cover by pulling back
- Dvar Type : Bool | name="cover_stick_exit_locked_while_aim" | desc="Lock exit while we aim round corners
- Dvar Type : Bool | name="cover_stick_exit_locked_while_corner" | desc="Lock exit while traverse round corners or dash
- Dvar Type : Bool | name="cover_test_new_anims" | desc="for testing new animations
- Dvar Type : Bool | name="cover_use_foregrip_anims" | desc="enable anims for foregrip weapons
- Dvar Type : Bool | name="cover_restore_stance" | desc="Restore pre-cover stance upon exiting cover
- Dvar Type : Bool | name="cover_corner_trans_enabled" | desc="?
- Dvar Type : Bool | name="cover_corner_concave_trans_enabled" | desc="?
- Dvar Type : Bool | name="cover_corner_open_trans_enabled" | desc="?
- Dvar Type : Bool | name="cover_new_locomotion" | desc="Enables multiple loco animations for different speeds
- Dvar Type : Bool | name="cover_dash_enabled" | desc="Cover dash enabled
- Dvar Type : Bool | name="cover_dash_fromCover_enabled" | desc="Cover dash enabled (from cover)
- Dvar Type : Bool | name="cover_dash_from1stperson_enabled" | desc="Cover dash enabled (into cover)
- Dvar Type : Bool | name="cover_dash_coplaner_enabled_actual" | desc="Cover dash enabled (into cover)
- Dvar Type : Bool | name="cover_dash_coplaner_enabled" | desc="Cover dash enabled (into cover)
- Dvar Type : Bool | name="cover_dash_into_cover_pre_scan" | desc="Allow scan of cover for dash points before dashing
- Dvar Type : Bool | name="cover_disable" | desc="Disable Bond going into cover. 1 = disabled, 0 = enabled
- Dvar Type : Bool | name="cover_debug_draw" | desc="Draw debug lines etc.
- Dvar Type : Bool | name="cover_debug_camera" | desc="Allows view farther out and not affecting player facing
- Dvar Type : Bool | name="cover_debug_target_tracking" | desc="Debug rendering for view target tracking going into and out of aim
- Dvar Type : Bool | name="cover_debug_output_anims" | desc="Send anim names to console output
- Dvar Type : Bool | name="cover_autoaim_atpeek_with_ads" | desc="Use ADS button to aim at corner
- Dvar Type : Bool | name="cover_exit_by_dash_hold_time" | desc="?
- Dvar Type : Bool | name="cover_debug_link_draw" | desc="Draw all the cover_side_link nodes.
- Dvar Type : Bool | name="jump_slowdownEnable" | desc="Slow player movement after jumping
- Dvar Type : Bool | name="bg_customCameraCollision" | desc="if camera collision should be applied during custom cameras
- Dvar Type : Bool | name="bg_ladder_debug" | desc="Display 3D ladder detection display
- Dvar Type : Bool | name="inertiaDebug" | desc="Show inertia debug information
- Dvar Type : Bool | name="player_scopeExitOnDamage" | desc="Exit the scope if the player takes damage
- Dvar Type : Bool | name="player_debugHealth" | desc="Turn on debugging info for player health
- Dvar Type : Bool | name="player_sustainAmmo" | desc="Firing weapon will not decrease clip ammo.
- Dvar Type : Bool | name="player_speedScaleDebug" | desc="Enables the player_XXXSpeedScale dvars to override gdt and system speed scale settings
- Dvar Type : Bool | name="player_sprintEnabled" | desc="Enable player sprint
- Dvar Type : Bool | name="player_sprintInfinite" | desc="Allow the player to sprint without endurance limitations
- Dvar Type : Bool | name="player_disable_firstpers_anims" | desc="Disable first person anims
- Dvar Type : Bool | name="poison_movementEnabled" | desc="Enable player movement distortion while poisoned
- Dvar Type : Bool | name="wind_movementEnabled" | desc="Enable player movement affected by wind
- Dvar Type : Bool | name="player_turnAnims" | desc="Use animations to turn a player's model in multiplayer
- Dvar Type : Bool | name="bg_shock_sound" | desc="Play shell shock sound
- Dvar Type : Bool | name="bg_shock_lookControl" | desc="Alter player control during shellshock
- Dvar Type : Bool | name="bg_shock_movement" | desc="Affect player's movement speed duringi shellshock
- Dvar Type : Bool | name="player_types_active" | desc="Enable player types system
- Dvar Type : Bool | name="debug_player_types" | desc="Debug info for player types
- Dvar Type : Bool | name="debug_phone" | desc="Debug info for the phone
- Dvar Type : Bool | name="melee_enabled" | desc="enable melee attacks. true = melee allowed
- Dvar Type : Bool | name="bg_quick_kill_enabled" | desc="enable quick kills. true = quick kill allowed
- Dvar Type : Bool | name="qk_always_succeed" | desc="CHEAT: All QKs and Boss Fights will succeed regardless of button press.
- Dvar Type : Bool | name="bg_qk_vision_enable" | desc="Enables the use of vision sets through script on melee and boss battles
- Dvar Type : Bool | name="health_regen_enable" | desc="enable or disable health regeneration
- Dvar Type : Bool | name="ai_ragdoll_death_enable" | desc="Enable ragdoll on AI death
- Dvar Type : Bool | name="scene_anim_debug_draw" | desc="Activates debug drawing.
- Dvar Type : Bool | name="letterboxActive" | desc="Set when the Letterbox is active
- Dvar Type : Bool | name="movebody_debug" | desc="Show debug information for moving bodies
- Dvar Type : Bool | name="movebody_debug3D" | desc="Show onscreen debug information for moving bodies
- Dvar Type : Bool | name="movebody_grab_angle_include_vert" | desc="Include vertical in angle calculation
- Dvar Type : Bool | name="movebody_force_crouch" | desc="Force player to crouch while moving bodies
- Dvar Type : Bool | name="movebody_ragdoll_drag_enable" | desc="Drag bodies in ragdoll, instead of on shoulders
- Dvar Type : Bool | name="movebody_allow_hands" | desc="?
- Dvar Type : Bool | name="trav_enable" | desc="Enable player traversals
- Dvar Type : Bool | name="trav_debug" | desc="Show debug information for traversals
- Dvar Type : Bool | name="mantle_slanted" | desc="Mantle at the approach angle
- Dvar Type : Bool | name="mantle_through_glass" | desc="Mantle through destructible glass enabled
- Dvar Type : Bool | name="mantle_as_traversal" | desc="Handle mantling through traversal system
- Dvar Type : Bool | name="bal_force_constant" | desc="Force is constant for duration (if false, force is sinusoidal)
- Dvar Type : Bool | name="clientSideEffects" | desc="Enable loading _fx.gsc files on the client
- Dvar Type : Bool | name="compassClampIcons" | desc="If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.
- Dvar Type : Bool | name="compassRotation" | desc="Style of compass
- Dvar Type : Bool | name="compassObjectiveDrawLines" | desc="Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
- Dvar Type : Bool | name="cg_drawGun" | desc="Draw the view model
- Dvar Type : Bool | name="cg_readTitleStorageLocally" | desc="used to prevent XBL connection for map and gametype data
- Dvar Type : Bool | name="cg_draw2D" | desc="Draw 2D screen elements
- Dvar Type : Bool | name="cg_drawHealth" | desc="Draw health bar
- Dvar Type : Bool | name="cg_drawBreathHint" | desc="Draw a 'hold breath to steady' hint
- Dvar Type : Bool | name="cg_drawMantleHint" | desc="Draw a 'press key to mantle' hint
- Dvar Type : Bool | name="cg_drawLadderHint" | desc="Draw a 'press key to Ladder' hint
- Dvar Type : Bool | name="cg_drawFPSLabels" | desc="Draw FPS Info Labels
- Dvar Type : Bool | name="cg_drawScriptUsage" | desc="Draw debugging information for scripts
- Dvar Type : Bool | name="cg_drawMaterial" | desc="Draw debugging information for materials
- Dvar Type : Bool | name="cg_drawSnapshot" | desc="Draw debugging information for snapshots
- Dvar Type : Bool | name="cg_drawcenterdot" | desc="Turn on center dot
- Dvar Type : Bool | name="cg_debugDrawCenterDot" | desc="Turn on center dot (DEBUG)
- Dvar Type : Bool | name="cg_drawCrosshair" | desc="Turn on weapon crosshair
- Dvar Type : Bool | name="cg_drawTurretCrosshair" | desc="Draw a cross hair when using a turret
- Dvar Type : Bool | name="cg_drawCrosshairNames" | desc="Draw the name of an enemy under the crosshair
- Dvar Type : Bool | name="cg_drawShellshock" | desc="Draw shellshock & flashbang screen effects.
- Dvar Type : Bool | name="cg_viewPersBond" | desc="Draw a full body player character
- Dvar Type : Bool | name="cg_viewZeroRoll" | desc="Zero camera roll
- Dvar Type : Bool | name="cg_hudStanceHintPrints" | desc="Draw helpful text to say how to change stances
- Dvar Type : Bool | name="cg_hudDamageIconInScope" | desc="Draw damage icons when aiming down the sight of a scoped weapon
- Dvar Type : Bool | name="cg_hudGrenadeIconInScope" | desc="Show the grenade indicator when aiming down the sight of a scoped weapon
- Dvar Type : Bool | name="cg_hudGrenadeIconEnabledFlash" | desc="Show the grenade indicator for flash grenades
- Dvar Type : Bool | name="cg_drawLagometer" | desc="Enable the 'lagometer'
- Dvar Type : Bool | name="cg_drawSpreadDebug" | desc="Enable spread debug circle.
- Dvar Type : Bool | name="cg_crosshairDynamic" | desc="Crosshair is Dynamic
- Dvar Type : Bool | name="cg_crosshairEnemyColor" | desc="The crosshair color when over an enemy
- Dvar Type : Bool | name="cg_brass" | desc="Weapons eject brass
- Dvar Type : Bool | name="cg_debugposition" | desc="Output position debugging information
- Dvar Type : Bool | name="cg_debugevents" | desc="Output position debugging information
- Dvar Type : Bool | name="cg_debuglaser" | desc="Output position debugging information
- Dvar Type : Bool | name="cg_nopredict" | desc="Don't do client side prediction
- Dvar Type : Bool | name="cg_footsteps" | desc="Play footstep sounds
- Dvar Type : Bool | name="cg_laserForceOn" | desc="Force laser sights on in all possible places (for debug purposes).
- Dvar Type : Bool | name="cg_thirdPerson" | desc="Use third person view
- Dvar Type : Bool | name="cg_predictItems" | desc="Turn on client side prediction for item pickup
- Dvar Type : Bool | name="cg_teamChatsOnly" | desc="Allow chatting only on the same team
- Dvar Type : Bool | name="cg_drawpaused" | desc="Draw paused screen
- Dvar Type : Bool | name="g_synchronousClients" | desc="Client is synchronized to the server - allows smooth demos
- Dvar Type : Bool | name="con_minicon" | desc="Display the mini console on screen
- Dvar Type : Bool | name="cg_subtitles" | desc="Show subtitles
- Dvar Type : Bool | name="cg_deadChatWithTeam" | desc="If true, dead players can talk to living players on their team
- Dvar Type : Bool | name="cg_deadHearTeamLiving" | desc="If true, dead players can hear living players on their team talk
- Dvar Type : Bool | name="cg_deadHearAllLiving" | desc="If true, dead players can hear all living players talk
- Dvar Type : Bool | name="cg_deadChatWithDead" | desc="If true, dead players can all chat together, regardless of team
- Dvar Type : Bool | name="cg_everyoneHearsEveryone" | desc="If true, all players can all chat together, regardless of team or death
- Dvar Type : Bool | name="cg_descriptiveText" | desc="Draw descriptive spectator messages
- Dvar Type : Bool | name="cg_constantSizeHeadIcons" | desc="Head icons are the same size regardless of distance from the player
- Dvar Type : Bool | name="cg_drawFriendlyNames" | desc="Whether to show friendly names in game
- Dvar Type : Bool | name="cg_drawThroughWalls" | desc="Whether to draw friendly names through walls or not
- Dvar Type : Bool | name="cg_blood" | desc="Show Blood
- Dvar Type : Bool | name="weapcurrent_grenade" | desc="Have any grenades in inventory
- Dvar Type : Bool | name="weapmenu_open" | desc="Tracks if Weapon Carousel is open
- Dvar Type : Bool | name="cg_weapon_carousel" | desc="Enables Weapon Carousel
- Dvar Type : Bool | name="cg_gunswayOverride" | desc="Toggle gunsway override settings
- Dvar Type : Bool | name="cg_disableCustomLoadouts" | desc="Disables the in game menu selection for custom loadouts.
- Dvar Type : Bool | name="cg_debugParticles" | desc="Displays Particle Debug Statistics
- Dvar Type : Bool | name="cg_memPools" | desc="Renders Memory Pools
- Dvar Type : Bool | name="printMemPools" | desc="Output Memory Pools to Console
- Dvar Type : Bool | name="hud_showCoverCornerHint" | desc="Determines whether or not to show "Switch Cover" hints
- Dvar Type : Bool | name="hud_phoneMap" | desc="Signals the phone map to draw.
- Dvar Type : Bool | name="hud_phoneObjectives" | desc="Signals the phone objectives list to draw.
- Dvar Type : Bool | name="cg_scoreboardPingText" | desc="Whether to show numeric ping value
- Dvar Type : Bool | name="cg_scoreboardPingGraph" | desc="Whether to show graphical ping
- Dvar Type : Bool | name="vehDebugClient" | desc="Turn on debug information for vehicles
- Dvar Type : Bool | name="nightVisionDisableEffects" | desc="?
- Dvar Type : Bool | name="cg_water_fx_enabled" | desc="?
- Dvar Type : Bool | name="cg_water_fx_debug" | desc="?
- Dvar Type : Bool | name="cg_weapon_ragdoll_stop_bullets" | desc="Whether or not ragdolls stop client bullets from hitting the mark generated by the server
- Dvar Type : Bool | name="monkeytoy" | desc="Restrict console access
- Dvar Type : Bool | name="con_matchPrefixOnly" | desc="Only match the prefix when listing matching Dvars
- Dvar Type : Bool | name="cl_nodelta" | desc="The server does not send snapshot deltas
- Dvar Type : Bool | name="cl_noprint" | desc="Print nothing to the console
- Dvar Type : Bool | name="onlinegameandhost" | desc="true only if this is an xbox live game AND we're the host, otherwise false
- Dvar Type : Bool | name="onlineunrankedgameandhost" | desc="true only if this is an xbox live RANKED game AND we're the host, otherwise false
- Dvar Type : Bool | name="systemlink" | desc="Current game is a system link game
- Dvar Type : Bool | name="splitscreen" | desc="Current game is a splitscreen game
- Dvar Type : Bool | name="onlinegame" | desc="Current game is an online game with stats, custom classes, unlocks
- Dvar Type : Bool | name="cl_hudDrawsBehindUI" | desc="Should the HUD draw when the UI is up?
- Dvar Type : Bool | name="cl_shownuments" | desc="Show the number of entities
- Dvar Type : Bool | name="cl_showServerCommands" | desc="Enable debugging information for server commands
- Dvar Type : Bool | name="cl_showSend" | desc="Enable debugging information for sent commands
- Dvar Type : Bool | name="cl_showTimeDelta" | desc="Enable debugging information for time delta
- Dvar Type : Bool | name="cl_freezeDemo" | desc="cl_freezeDemo is used to lock a demo in place for single frame advances
- Dvar Type : Bool | name="cl_forceavidemo" | desc="Record AVI demo even if client is not active
- Dvar Type : Bool | name="cl_freelook" | desc="Enable looking with mouse
- Dvar Type : Bool | name="cl_showmouserate" | desc="Print mouse rate debugging information to the console
- Dvar Type : Bool | name="r_inGameVideo" | desc="Allow in game cinematics
- Dvar Type : Bool | name="cl_bypassMouseInput" | desc="Bypass UI mouse input and send directly to the game
- Dvar Type : Bool | name="m_filter" | desc="Allow mouse movement smoothing
- Dvar Type : Bool | name="input_coverViewSensitivity" | desc="Allow mouse movement smoothing
- Dvar Type : Bool | name="input_invertPitch" | desc="Invert gamepad pitch
- Dvar Type : Bool | name="input_invertPitch" | desc="Invert gamepad pitch
- Dvar Type : Bool | name="aim_lockon_enabled" | desc="Aim lock on helps the player to stay on target
- Dvar Type : Bool | name="aim_autoaim_enabled" | desc="Turn on auto aim
- Dvar Type : Bool | name="aim_slowdown_enabled" | desc="Slowdown the turn rate when the cross hair passes over a target
- Dvar Type : Bool | name="cover_hints" | desc="Draw cover hints.
- Dvar Type : Bool | name="cl_ingame" | desc="True if the game is active
- Dvar Type : Bool | name="cg_blood" | desc="Show blood
- Dvar Type : Bool | name="loc_translate" | desc="Turn on string translation
- Dvar Type : Bool | name="fs_ignoreLocalized" | desc="Ignore localized assets
- Dvar Type : Bool | name="party_timerVisible" | desc="party timer is visible in UI
- Dvar Type : Bool | name="party_vetoButtonVisible" | desc="The party veto button is visible in the UI
- Dvar Type : Bool | name="party_vetoPassed" | desc="Did the veto pass?
- Dvar Type : Bool | name="party_connectToOthers" | desc="If false, we will just start our own lobby rather than connect to another lobby, even if others exist
- Dvar Type : Bool | name="party_debug" | desc="Debug party functionality
- Dvar Type : Bool | name="party_host" | desc="True if we are the host of the party
- Dvar Type : Bool | name="party_editingsettings" | desc="True if the host is editing game settings
- Dvar Type : Bool | name="party_teambased" | desc="True if the current playlist is team based
- Dvar Type : Bool | name="party_autoteams" | desc="Enables/Disables auto team functionality
- Dvar Type : Bool | name="party_playervisible" | desc="Whether selected player in party is showing true info or not. Only valid when used with party feeders.
- Dvar Type : Bool | name="party_iamhost" | desc="True if selected player is you and if you are the host. Only valid when used with party feeders.
- Dvar Type : Bool | name="cg_hudSplitscreenOffsetsUseScale" | desc="Use splitscreen scaling for element offsets
- Dvar Type : Bool | name="ps3_shouldDoOButtonSwap" | desc="whether or not to swap ps3 buttons
- Dvar Type : Bool | name="fx_enable" | desc="Toggles all effects processing
- Dvar Type : Bool | name="fx_draw" | desc="Toggles drawing of effects after processing
- Dvar Type : Bool | name="fx_draw_sprite_effect" | desc="Toggles drawing of sprite portion of effects
- Dvar Type : Bool | name="fx_draw_nonsprite_effect" | desc="Toggles drawing of nonsprite portion of effects
- Dvar Type : Bool | name="fx_draw_trails_effect" | desc="Toggles drawing of effect trails
- Dvar Type : Bool | name="fx_cull" | desc="Toggles culling of effects on the CPU
- Dvar Type : Bool | name="fx_marks" | desc="Toggles whether bullet hits leave marks
- Dvar Type : Bool | name="fx_marks_smodels" | desc="Toggles whether bullet hits leave marks on static models
- Dvar Type : Bool | name="fx_marks_ents" | desc="Toggles whether bullet hits leave marks on entities
- Dvar Type : Bool | name="fx_freeze" | desc="Freeze effects
- Dvar Type : Bool | name="fx_count" | desc="Debug effects count
- Dvar Type : Bool | name="fx_profile" | desc="Turn on FX profiling
- Dvar Type : Bool | name="fx_drawClouds" | desc="Toggles the drawing of particle clouds
- Dvar Type : Bool | name="custom_camera_tool" | desc="Enable the tool to edit a custom camera
- Dvar Type : Bool | name="custom_camera_awareness_enable" | desc="Enable the tool to edit a custom camera
- Dvar Type : Bool | name="custom_camera_awareness_cover_only" | desc="Enable the tool to edit a custom camera
- Dvar Type : Bool | name="custom_camera_awareness_allow_behind" | desc="Enable the custom camera for the awareness system to look behind the player
- Dvar Type : Bool | name="custom_camera_awareness_show_all" | desc="Enable the custom camera for the awareness system to show all objects, or first only
- Dvar Type : Bool | name="custom_camera_awareness_require_los" | desc="Custom camera for the awareness system requires LOS
- Dvar Type : Bool | name="custom_camera_vehicle_use_drag_camera" | desc="Custom camera for the awareness system requires LOS
- Dvar Type : Bool | name="sv_cheats" | desc="Enable cheats
- Dvar Type : Bool | name="g_synchronousClients" | desc="Call 'client think' exactly once for each server frame to make smooth demos
- Dvar Type : Bool | name="g_logSync" | desc="Enable synchronous logging
- Dvar Type : Bool | name="g_weaponAmmoPools" | desc="Use shared ammunition
- Dvar Type : Bool | name="g_debugDamage" | desc="Show debug information for damage
- Dvar Type : Bool | name="g_eyePosFromTagEye" | desc="For player view pos/dir, use tag_eye rather than tag_camera
- Dvar Type : Bool | name="g_allowVote" | desc="Enable voting on this server
- Dvar Type : Bool | name="g_listEntity" | desc="List the entities
- Dvar Type : Bool | name="g_deadChat" | desc="Allow dead players to chat with living players
- Dvar Type : Bool | name="g_smoothClients" | desc="Enable extrapolation between client states
- Dvar Type : Bool | name="g_antilag" | desc="Turn on antilag checks for weapon hits
- Dvar Type : Bool | name="g_oldVoting" | desc="Use old voting method
- Dvar Type : Bool | name="g_no_script_spam" | desc="Turn off script debugging info
- Dvar Type : Bool | name="g_debugLocDamage" | desc="Turn on debugging information for locational damage
- Dvar Type : Bool | name="melee_debug" | desc="Turn on debug lines for melee traces
- Dvar Type : Bool | name="radius_damage_debug" | desc="Turn on debug lines for radius damage traces
- Dvar Type : Bool | name="g_compassShowEnemies" | desc="Whether enemies are visible on the compass at all times
- Dvar Type : Bool | name="pickupPrints" | desc="Print a message to the game window when picking up ammo, etc.
- Dvar Type : Bool | name="g_playerShadow" | desc="Use a PLAYER_SHADOW entity for the player's shadow
- Dvar Type : Bool | name="g_redCrosshairs" | desc="Whether red crosshairs are enabled
- Dvar Type : Bool | name="missileDebugDraw" | desc="Draw guided missile trajectories.
- Dvar Type : Bool | name="missileDebugText" | desc="Print debug missile info to console.
- Dvar Type : Bool | name="missileDebugAttractors" | desc="Draw the attractors and repulsors. Attractors are green, and repulsors are yellow.
- Dvar Type : Bool | name="vehHelicopterScaleMovement" | desc="Scales down the smaller of the left stick axes.
- Dvar Type : Bool | name="vehHelicopterSoftCollisions" | desc="Player helicopters have soft collisions (slow down before they collide).
- Dvar Type : Bool | name="vehHelicopterInvertUpDown" | desc="Invert the altitude control on the player helicopter.
- Dvar Type : Bool | name="vehHelicopterHeadSwayDontSwayTheTurret" | desc="If set, the turret will not fire through the crosshairs, but straight ahead of the vehicle, when the player is not freelooking.
- Dvar Type : Bool | name="scr_vehicle_enable_collision_notify" | desc="?
- Dvar Type : Bool | name="vehDebugServer" | desc="Turn on debug information for vehicles
- Dvar Type : Bool | name="com_useConfig" | desc="Use configuration files
- Dvar Type : Bool | name="developer_script" | desc="Enable developer script comments
- Dvar Type : Bool | name="com_scripterrordialog" | desc="Enable on screen display of script runtime error dialogs
- Dvar Type : Bool | name="com_statmon" | desc="Draw stats monitor
- Dvar Type : Bool | name="com_fileReadError" | desc="dvar set from the filesystem when there's an error reading a fastfile
- Dvar Type : Bool | name="useMapPreloading" | desc="Whether to start loading the map before connecting to server
- Dvar Type : Bool | name="useSvMapPreloading" | desc="Whether to start loading the map before starting the server
- Dvar Type : Bool | name="cl_ignoreinput" | desc="Ignore button and stick presses (except in UI)
- Dvar Type : Bool | name="sv_running" | desc="Server is running
- Dvar Type : Bool | name="com_filter_output" | desc="Use console filters for filtering output.
- Dvar Type : Bool | name="com_introPlayed" | desc="Intro movie has been played
- Dvar Type : Bool | name="com_animCheck" | desc="Check anim tree
- Dvar Type : Bool | name="hiDef" | desc="True if the game video is running in high-def.
- Dvar Type : Bool | name="wideScreen" | desc="True if the game video is running in 16x9 aspect, false if 4x3.
- Dvar Type : Bool | name="com_bullet_penetrationEnabled" | desc="Enable/Disable bullet penetration.
- Dvar Type : Bool | name="com_attractmode" | desc="Run attract mode
- Dvar Type : Bool | name="?" | desc="External Dvar
- Dvar Type : Bool | name="showdrop" | desc="Show dropped packets
- Dvar Type : Bool | name="packetDebug" | desc="Enable packet debugging information
- Dvar Type : Bool | name="net_lanauthorize" | desc="Authorise CD keys when using a LAN
- Dvar Type : Bool | name="msg_printEntityNums" | desc="Print entity numbers
- Dvar Type : Bool | name="msg_dumpEnts" | desc="Print snapshot entity info
- Dvar Type : Bool | name="msg_hudelemspew" | desc="Debug hudelem fields changing
- Dvar Type : Bool | name="sv_endGameIfISuck" | desc="End the match if most of the players are lagged out
- Dvar Type : Bool | name="sv_clientSideBullets" | desc="If true, clients will synthesize tracers and bullet impacts
- Dvar Type : Bool | name="sv_floodProtect" | desc="Prevent malicious lagging by flooding the server with commands
- Dvar Type : Bool | name="sv_showCommands" | desc="Print client commands in the log file
- Dvar Type : Bool | name="sv_cheats" | desc="Enable cheats on the server
- Dvar Type : Bool | name="sv_packet_info" | desc="Enable packet info debugging information
- Dvar Type : Bool | name="sv_showAverageBPS" | desc="Show average bytes per second for net debugging
- Dvar Type : Bool | name="sv_botsPressAttackBtn" | desc="Allow testclients to press attack button
- Dvar Type : Bool | name="sv_debugRate" | desc="Enable snapshot rate debugging info
- Dvar Type : Bool | name="sv_debugReliableCmds" | desc="Enable debugging information for 'reliable' commands
- Dvar Type : Bool | name="sv_smp" | desc="Enable server multithreading
- Dvar Type : Bool | name="sv_clientArchive" | desc="Have the clients archive data to save bandwidth on the server
- Dvar Type : Bool | name="clientSideEffects" | desc="Enable loading _fx.gsc files on the client
- Dvar Type : Bool | name="loc_forceEnglish" | desc="Force english localized strings
- Dvar Type : Bool | name="loc_translate" | desc="Enable translations
- Dvar Type : Bool | name="loc_warnings" | desc="Enable localization warnings
- Dvar Type : Bool | name="loc_warningsAsErrors" | desc="Throw an error for any unlocalized string
- Dvar Type : Bool | name="g_allowvote" | desc="?
- Dvar Type : Bool | name="cg_brass" | desc="?
- Dvar Type : Bool | name="fx_marks" | desc="?
- Dvar Type : Bool | name="ui_showList" | desc="Show onscreen list of currently visible menus
- Dvar Type : Bool | name="ui_3dwaypointtext" | desc="Show 3d waypoint icons
- Dvar Type : Bool | name="ui_partyFull" | desc="True if the current party is full.
- Dvar Type : Bool | name="ui_cinematicsTimestamp" | desc="Shows cinematics timestamp on subtitle UI elements.
- Dvar Type : Bool | name="ui_drawCrosshair" | desc="Whether to draw crosshairs.
- Dvar Type : Bool | name="ui_hud_hardcore" | desc="Whether the HUD should be suppressed for hardcore mode
- Dvar Type : Bool | name="ui_uav_allies" | desc="Whether the UI should show UAV to allies
- Dvar Type : Bool | name="ui_uav_axis" | desc="Whether the UI should show UAV to axis
- Dvar Type : Bool | name="ui_uav_client" | desc="Whether the UI should show UAV to this client
- Dvar Type : Bool | name="ui_allow_classchange" | desc="Whether the UI should allow changing class
- Dvar Type : Bool | name="ui_allow_teamchange" | desc="Whether the UI should allow changing team
- Dvar Type : Bool | name="ui_multiplayer" | desc="True if the game is multiplayer
- Dvar Type : Bool | name="sv_cheats" | desc="External Dvar
- Dvar Type : Bool | name="phys_impact_render" | desc="Render a star at the impact origin.
- Dvar Type : Bool | name="phys_impact_fx" | desc="Enable/Disable the physics impact effects.
- Dvar Type : Bool | name="phys_drawcontacts" | desc="Debug draw contact points
- Dvar Type : Bool | name="phys_drawCollisionWorld" | desc="Debug draw collision brushes and terrain triangles
- Dvar Type : Bool | name="phys_drawCollisionObj" | desc="Debug draw collision geometry for each physics object
- Dvar Type : Bool | name="phys_drawAwake" | desc="Debug draw a box indicating which bodies are disabled
- Dvar Type : Bool | name="phys_drawDebugInfo" | desc="Print info about the physics objects
- Dvar Type : Bool | name="phys_drawNitrousVehicle" | desc="Print info about the nitrous vehicles
- Dvar Type : Bool | name="phys_terrain_collision" | desc="Disable to turn off all collision with the world
- Dvar Type : Bool | name="phys_interBodyCollision" | desc="Disable to turn off all inter-body collisions
- Dvar Type : Bool | name="phys_entityCollision" | desc="Enable to turn on entity collision.
- Dvar Type : Bool | name="phys_ragdoll_self_collision" | desc="Enables self collision for ragdolls.
- Dvar Type : Bool | name="phys_userRigidBodies" | desc="Enables user rigid bodies.
- Dvar Type : Bool | name="phys_buoyancyFastComputation" | desc="Simplify the buoyancy calculations
- Dvar Type : Bool | name="phys_buoyancyFovOptimization" | desc="Fov optimize the buoyancy calculations.
- Dvar Type : Bool | name="xblive_anymappacks" | desc="Set to true if the player has any content packs
- Dvar Type : Bool | name="xblive_allmappacks" | desc="Set to true if the player has all the content packs available
- Dvar Type : Bool | name="gpad_rumble" | desc="Enable game pad rumble
- Dvar Type : Bool | name="lb_isgettingdata" | desc="Set when the leaderboards are being updated so the UI can display a dialog.
- Dvar Type : Bool | name="xblive_loggedin" | desc="User is logged into xbox live
- Dvar Type : Bool | name="xenon_voiceDebug" | desc="Debug voice communication
- Dvar Type : Bool | name="xenon_voiceDegrade" | desc="Degrade voice quality
- Dvar Type : Bool | name="session_nonblocking" | desc="Non-blocking Session code
- Dvar Type : Bool | name="systemUiActive" | desc="Is the system UI active
- Dvar Type : Bool | name="xblive_showmarketplace" | desc="true if the player doesn't have all the map packs
- Dvar Type : Bool | name="xblive_rankedmatch" | desc="Current game is a ranked match
- Dvar Type : Bool | name="xblive_privatematch" | desc="Current game is a private match
- Dvar Type : Bool | name="xblive_hostingprivateparty" | desc="true only if we're hosting a party
- Dvar Type : Bool | name="xblive_privatepartyclient" | desc="true only if we're in a party and not the host
- Dvar Type : Bool | name="party_simulateLongQoS" | desc="simulate a real QoS which takes around 30 seconds
- Dvar Type : Bool | name="meet_debug" | desc="Turn on met player packet debugging
- Dvar Type : Bool | name="matchmaking_debug" | desc="Enable matchmaking debugging information
- Dvar Type : Bool | name="debugStats" | desc="Print messages showing when persistent stats are set
- Dvar Type : Bool | name="ps3_voiceBandwidth" | desc="Print voice bandwidth stats (avg bytes/sec)
- Dvar Type : Bool | name="snd_errorOnMissing" | desc="Cause a Com_Error if a sound file is missing.
- Dvar Type : Bool | name="snd_stereo" | desc="Sets whether to use stereo or mono
- Dvar Type : Bool | name="snd_enable2D" | desc="Enable 2D sounds
- Dvar Type : Bool | name="snd_enable3D" | desc="Enable 3D sounds
- Dvar Type : Bool | name="snd_enableStream" | desc="Enable streamed sounds
- Dvar Type : Bool | name="snd_enableReverb" | desc="Enable sound reverberation
- Dvar Type : Bool | name="snd_enableEq" | desc="Enable equalization filter
- Dvar Type : Bool | name="snd_drawEqEnts" | desc="Show which ents can have EQ turned on/off, which ones are on (green) and off (magenta)
- Dvar Type : Bool | name="ragdoll_enable" | desc="Turn on ragdoll death animations
- Dvar Type : Bool | name="ik_enable" | desc="Turn on/off IK
- Dvar Type : Bool | name="ik_optimization" | desc="Turn on/off IK optimizations
- Dvar Type : Bool | name="ik_pelvis_test" | desc="Turn on/off IK pelvis test
- Dvar Type : Bool | name="ik_foot_test" | desc="Turn on/off IK foot test
- Dvar Type : Bool | name="ik_hand_test" | desc="Turn on/off IK hand test
- Dvar Type : Bool | name="ik_left_hand_lerp_test" | desc="Turn on/off left-hand lerp test
- Dvar Type : Bool | name="ik_right_hand_lerp_test" | desc="Turn on/off right-hand lerp test
- Dvar Type : Bool | name="ik_enable_player_hand" | desc="Turn on/off player hand IK
- Dvar Type : Bool | name="ik_enable_player_terrain" | desc="Turn on/off player terrain IK
- Dvar Type : Bool | name="ik_enable_ai_hand" | desc="Turn on/off AI hand IK
- Dvar Type : Bool | name="ik_enable_ai_terrain" | desc="Turn on/off AI terrain IK
- Dvar Type : Bool | name="ik_weapon_offset_enable" | desc="Turn on/off weapon offset
- Dvar Type : Bool | name="ik_recoil_override" | desc="Turn on/off weapon recoil tuning
- Dvar Type : Bool | name="ik_wrist_enable_tweaks" | desc="Turn on/off left-wrist tuning
- Dvar Type : Bool | name="ik_weapon_drop_wall_offset_enable" | desc="Turn on/off weapon drop at wall tuning
- Dvar Type : Bool | name="sf_enable_ingame" | desc="Turn on Scaleform In-Game
- Dvar Type : Bool | name="sf_enable_igvideo" | desc="Turn on Scaleform Bink In-Game
- Dvar Type : Bool | name="sf_enable" | desc="Turn on Scaleform
- Dvar Type : Bool | name="sf_objective_visible" | desc="True when a Scaleform video is playing In-Game
- Dvar Type : Bool | name="sf_scope_visible" | desc="True when the flash scope should be visible
- Dvar Type : Bool | name="sf_hud_visible" | desc="True when the flash hud should be visible
- Dvar Type : Bool | name="sf_memory_stats" | desc="Dump memory statistics.
- Dvar Type : Bool | name="sf_time_stats" | desc="Dump time statistics.
- Dvar Type : Bool | name="sf_rollCredits" | desc="Roll credits when we reach the frontend
- Dvar Type : Bool | name="?" | desc="?
- Dvar Type : Int | name="aim_input_graph_index" | desc="Which input graph to use
- Dvar Type : Int | name="cover_aim_input_graph_index" | desc="Which input graph to use for cover
- Dvar Type : Int | name="cover_stick_entry_vec_len_min" | desc="Min stick vector length for pushing into cover
- Dvar Type : Int | name="cover_stick_exit_vec_len_min" | desc="Min stick vector length for pulling out of cover
- Dvar Type : Int | name="cover_entry_test_times" | desc="Number of tests performed looking for gap in enter-cover automatic peek
- Dvar Type : Int | name="cover_push_vec_len_min" | desc="Minimum length of stick vector for pushing to register (dead zone)
- Dvar Type : Int | name="cover_rightmove_run_enter_min" | desc="Minimum rightmove value from stick to force running facing change
- Dvar Type : Int | name="cover_rightmove_run_exit_max" | desc="Maximum rightmove value from stick to release running facing change
- Dvar Type : Int | name="cover_low_cover_side_move_min" | desc="Minimum rightmove value from stick to strafe while aiming over low cover
- Dvar Type : Int | name="cover_aim_mode_duration_min" | desc="Minimum time in aim mode even if stick is released
- Dvar Type : Int | name="cover_walk_right_move_min" | desc="Min right move while completing a walk animation
- Dvar Type : Int | name="cover_walk_right_move_anim_finish" | desc="Right move value to use to finish the walk animation
- Dvar Type : Int | name="cover_enter_cover_duration_crch" | desc="character model's aiming yaw lerp rate in angles per second
- Dvar Type : Int | name="cover_enter_cover_duration_stnd" | desc="character model's aiming yaw lerp rate in angles per second
- Dvar Type : Int | name="cover_exit_cover_duration_crch" | desc="min cos of angle between inverted surface normal and player dir entering cover to use middle idle
- Dvar Type : Int | name="cover_exit_cover_duration_stnd" | desc="min cos of angle between inverted surface normal and player dir entering cover to use middle idle
- Dvar Type : Int | name="cover_exit_cover_trans_frames" | desc="Temporary (?) - number of client frames to hide model and keep old cam after exit cover
- Dvar Type : Int | name="cover_corner_trans_duration" | desc="duration of transition to other side of corner
- Dvar Type : Int | name="cover_autoaim_trans_duration" | desc="duration of transition from move to aim
- Dvar Type : Int | name="cover_anim_idle_fidgets_interval_min" | desc="Min time between fidgets playing
- Dvar Type : Int | name="cover_anim_idle_fidgets_interval_max" | desc="Max time between fidgets playing
- Dvar Type : Int | name="cover_anim_idle_fidgets_num_variants" | desc="Number of fidget variants per idle type
- Dvar Type : Int | name="cover_dash_button_window" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Int | name="cover_dash_avoid_duration_initial" | desc="Time for initial avoidance behavior
- Dvar Type : Int | name="cover_dash_avoid_duration_max" | desc="Dash collision max duration before exit cover
- Dvar Type : Int | name="cover_dash_locked_stick_duration" | desc="If stick locked after dash, release after this time
- Dvar Type : Int | name="cover_dash_finish_duration_crch" | desc="Maximum width of gap that can be covered by coplanar dash
- Dvar Type : Int | name="cover_dash_finish_duration_stnd" | desc="Maximum width of gap that can be covered by coplanar dash
- Dvar Type : Int | name="cover_dash_stop_time_milli" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Int | name="cover_blend_moveidle2moveidlefadetype" | desc="?
- Dvar Type : Int | name="cover_blend_moveidle2moveidlefadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_moveaimidle2moveaimidlefadetype" | desc="?
- Dvar Type : Int | name="cover_blend_moveaimidle2moveaimidlefadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_entercoverfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_entercoverfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_dashentercoverfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_dashentercoverfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_peektodashfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_peektodashfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_entercovertoidlefadetype" | desc="?
- Dvar Type : Int | name="cover_blend_entercovertoidlefadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_idletowalkfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_idletowalkfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_walktoidlefadetype" | desc="?
- Dvar Type : Int | name="cover_blend_walktoidlefadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_walktowalkfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_walktowalkfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_stancefadetype" | desc="?
- Dvar Type : Int | name="cover_blend_stancefadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_todashfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_todashfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_fromdashfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_fromdashfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_peektoaimfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_peektoaimfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_moveidletoaimfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_moveidletoaimfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_peektomoveidlefadetype" | desc="?
- Dvar Type : Int | name="cover_blend_peektomoveidlefadegraphindex" | desc="?
- Dvar Type : Int | name="cover_blend_moveidletopeekfadetype" | desc="?
- Dvar Type : Int | name="cover_blend_moveidletopeekfadegraphindex" | desc="?
- Dvar Type : Int | name="cover_exit_by_dash_hold_time" | desc="The time to hold down the 'cover/sprint' button to leave cover by dashing
- Dvar Type : Int | name="cover_link_min_push_length" | desc="Minimum length that the analog stick needs to be pressed out to in order to allow a cover link.
- Dvar Type : Int | name="bg_shadowEntityNum" | desc="entnum of playerShadowEntity in MP
- Dvar Type : Int | name="bg_foliagesnd_slowinterval" | desc="The time between each foliage sound when moving slowly
- Dvar Type : Int | name="bg_foliagesnd_fastinterval" | desc="The time between each foliage sound when moving quickly
- Dvar Type : Int | name="bg_foliagesnd_resetinterval" | desc="The time interval before foliage sounds are reset after the player has stopped moving
- Dvar Type : Int | name="player_adsExitDelay" | desc="Delay before exiting aim down sight
- Dvar Type : Int | name="player_sprintForwardMinimum" | desc="The minimum forward deflection required to maintain a sprint
- Dvar Type : Int | name="poison_camRollLerpTime" | desc="Lerp time for camera roll representing amount poison is affecting player movement (msec)
- Dvar Type : Int | name="player_dmgtimer_stumbleTime" | desc="Maximum time to play stumble animations
- Dvar Type : Int | name="player_dmgtimer_flinchTime" | desc="Maximum time to play flinch animations
- Dvar Type : Int | name="bg_quick_kill_default_num_anims" | desc="Number of unarmed quick kill variations
- Dvar Type : Int | name="bg_quick_kill_pistol_num_anims" | desc="Number of pistol quick kill variations
- Dvar Type : Int | name="p99_ammo_chance" | desc="Chance for an enemy who can drop a weapon to drop P99 ammo
- Dvar Type : Int | name="bg_quick_kill_one_press_kill" | desc="Quick Kill - 1 button for guaranteed kill. 1 = on, 0 = off
- Dvar Type : Int | name="bg_qk_branching" | desc="Quick Kill - Branching reward system. 1 = on, 0 = off
- Dvar Type : Int | name="qk_random_select" | desc="Quick Kill - Set which animation you want to play. 1 through 10.
- Dvar Type : Int | name="bg_mk_enable" | desc="Melee Kill enabled. 1 = on, 0 = off
- Dvar Type : Int | name="qk_enable_nonzero_base_ts" | desc="enable non-basic timescaled QKs through script.
- Dvar Type : Int | name="qk_debug" | desc="QK debugging
- Dvar Type : Int | name="qk_ignorefront" | desc="QK ignore front/back collision
- Dvar Type : Int | name="qk_ignoreside" | desc="QK ignore left right collision
- Dvar Type : Int | name="qk_diff_tweak_easy" | desc="Adjust the button press window for quick kill and boss battles for easy mode (in ms)
- Dvar Type : Int | name="qk_diff_tweak_norm" | desc="Adjust the button press window for quick kill and boss battles for normal mode (in ms)
- Dvar Type : Int | name="qk_diff_tweak_hard" | desc="Adjust the button press window for quick kill and boss battles for hard mode (in ms)
- Dvar Type : Int | name="qk_diff_tweak_xprt" | desc="Adjust the button press window for quick kill and boss battles for expert mode (in ms)
- Dvar Type : Int | name="interaction_button_x" | desc="X value of button icons
- Dvar Type : Int | name="interaction_button_y" | desc="Y value of button icons
- Dvar Type : Int | name="interaction_bar_x" | desc="X offset for progress bar centering
- Dvar Type : Int | name="bg_quick_kill_pushback_distance" | desc="How far back you get pushed after failing a quick kill
- Dvar Type : Int | name="movebody_limbs_to_grab" | desc="The amount to scale the movement speed when moving bodies
- Dvar Type : Int | name="bal_cam_relative" | desc="Treats controls as controller relative (0), camera relative (1), camera rel 2d (2)
- Dvar Type : Int | name="ledge_pre_peek_delay" | desc="How long the player will pause at reaching a window before peeking
- Dvar Type : Int | name="cg_buyable_items_balance" | desc="Your current balance for the weapon store
- Dvar Type : Int | name="cg_buyable_items_total_money" | desc="The total amount of money you've earned
- Dvar Type : Int | name="cg_weapon_store_current_category" | desc="The current weapon store category
- Dvar Type : Int | name="cg_current_attachment_screen_weapon" | desc="the currently selected weapon to edit attachments
- Dvar Type : Int | name="cg_currentlySelectedBuyableItem" | desc="?
- Dvar Type : Int | name="compassObjectiveNumRings" | desc="The number of rings when a new objective appears
- Dvar Type : Int | name="compassObjectiveRingTime" | desc="The amount of time between each ring when an objective appears
- Dvar Type : Int | name="cg_cursorHints" | desc="Draw cursor hints where:
- 0: no hints
- 1: sin size pulse
- 2: one way size pulse
- 3: alpha pulse
- 4: static image
- Dvar Type : Int | name="cg_hintFadeTime" | desc="Time in milliseconds for the cursor hint to fade
- Dvar Type : Int | name="cg_drawMemOnScreen" | desc="Draw mem info on screen
- Dvar Type : Int | name="cg_drawCrosshairNamesPosX" | desc="Draw mem info on screen
- Dvar Type : Int | name="cg_drawCrosshairNamesPosY" | desc="Draw mem info on screen
- Dvar Type : Int | name="cg_hudDamageIconTime" | desc="The amount of time for the damage icon to stay on screen after damage is taken
- Dvar Type : Int | name="cg_weaponCycleDelay" | desc="The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast
- Dvar Type : Int | name="cg_showmiss" | desc="Show prediction errors
- Dvar Type : Int | name="cg_drawBulletTrace" | desc="Draw a debug line following client side bullet trace
- Dvar Type : Int | name="cg_chatTime" | desc="The amount of time that a chat message is visible
- Dvar Type : Int | name="cg_chatHeight" | desc="The font height of a chat message
- Dvar Type : Int | name="cl_paused" | desc="Pause the game
- Dvar Type : Int | name="cg_dumpAnims" | desc="Output animation info for the given entity id
- Dvar Type : Int | name="developer" | desc="Turn on Development systems
- Dvar Type : Int | name="cg_subtitleWidthStandard" | desc="The width of the subtitles on a non wide-screen
- Dvar Type : Int | name="cg_subtitleWidthWidescreen" | desc="The width of the subtitle on a wide-screen
- Dvar Type : Int | name="cg_gameMessageWidth" | desc="The maximum character width of the game messages
- Dvar Type : Int | name="cg_gameBoldMessageWidth" | desc="The maximum character width of the bold game messages
- Dvar Type : Int | name="cg_voicePipesDuration" | desc="How long in seconds killer and victim can talk over voicepipes
- Dvar Type : Int | name="cg_rival" | desc="The entity number of the rival for this client
- Dvar Type : Int | name="cg_enemyNameFadeTime" | desc="Time in milliseconds to fade in enemy names and fade out friendly names
- Dvar Type : Int | name="cg_friendlyNameFadeTime" | desc="Time in milliseconds to fade in friendly names and fade out enemy names
- Dvar Type : Int | name="weapimage_order" | desc="Tracks current order of carousel
- Dvar Type : Int | name="weapon_selection" | desc="Weapon selection index
- Dvar Type : Int | name="firetype" | desc="Currently selected weapon firetype.
- Dvar Type : Int | name="cg_slot1PrimaryWeapon" | desc="slot1 primary weapon
- Dvar Type : Int | name="cg_slot1SecondaryWeapon" | desc="slot1 secondary weapon
- Dvar Type : Int | name="cg_slot1Grenade" | desc="slot1 Grenade
- Dvar Type : Int | name="cg_slot1Gadget1" | desc="slot1 Gadget 1
- Dvar Type : Int | name="cg_slot1Gadget2" | desc="slot1 Gadget 2
- Dvar Type : Int | name="cg_slot1PrimaryAttachment" | desc="slot1 Primary Attachments
- Dvar Type : Int | name="cg_slot1SecondaryAttachment" | desc="slot1 Secondary Attachments
- Dvar Type : Int | name="cg_slot2PrimaryWeapon" | desc="slot2 primary weapon
- Dvar Type : Int | name="cg_slot2SecondaryWeapon" | desc="slot2 secondary weapon
- Dvar Type : Int | name="cg_slot2Grenade" | desc="slot2 Grenade
- Dvar Type : Int | name="cg_slot2Gadget1" | desc="slot2 Gadget 1
- Dvar Type : Int | name="cg_slot2Gadget2" | desc="slot2 Gadget 2
- Dvar Type : Int | name="cg_slot2PrimaryAttachment" | desc="slot2 Primary Attachments
- Dvar Type : Int | name="cg_slot2SecondaryAttachment" | desc="slot2 Secondary Attachments
- Dvar Type : Int | name="cg_slot3PrimaryWeapon" | desc="slot3 primary weapon
- Dvar Type : Int | name="cg_slot3SecondaryWeapon" | desc="slot3 secondary weapon
- Dvar Type : Int | name="cg_slot3Grenade" | desc="slot3 Grenade
- Dvar Type : Int | name="cg_slot3Gadget1" | desc="slot3 Gadget 1
- Dvar Type : Int | name="cg_slot3Gadget2" | desc="slot3 Gadget 2
- Dvar Type : Int | name="cg_slot3PrimaryAttachment" | desc="slot3 Primary Attachments
- Dvar Type : Int | name="cg_slot3SecondaryAttachment" | desc="slot3 Secondary Attachments
- Dvar Type : Int | name="cg_slot4PrimaryWeapon" | desc="slot4 primary weapon
- Dvar Type : Int | name="cg_slot4SecondaryWeapon" | desc="slot4 secondary weapon
- Dvar Type : Int | name="cg_slot4Grenade" | desc="slot4 Grenade
- Dvar Type : Int | name="cg_slot4Gadget1" | desc="slot4 Gadget 1
- Dvar Type : Int | name="cg_slot4Gadget2" | desc="slot4 Gadget 2
- Dvar Type : Int | name="cg_slot4PrimaryAttachment" | desc="slot4 Primary Attachments
- Dvar Type : Int | name="cg_slot4SecondaryAttachment" | desc="slot4 Secondary Attachments
- Dvar Type : Int | name="cg_slot5PrimaryWeapon" | desc="slot5 primary weapon
- Dvar Type : Int | name="cg_slot5SecondaryWeapon" | desc="slot5 secondary weapon
- Dvar Type : Int | name="cg_slot5Grenade" | desc="slot5 Grenade
- Dvar Type : Int | name="cg_slot5Gadget1" | desc="slot5 Gadget 1
- Dvar Type : Int | name="cg_slot5Gadget2" | desc="slot5 Gadget 2
- Dvar Type : Int | name="cg_slot5PrimaryAttachment" | desc="slot5 Primary Attachments
- Dvar Type : Int | name="cg_slot5SecondaryAttachment" | desc="slot5 Secondary Attachments
- Dvar Type : Int | name="cg_slot6PrimaryWeapon" | desc="slot6 primary weapon
- Dvar Type : Int | name="cg_slot6SecondaryWeapon" | desc="slot6 secondary weapon
- Dvar Type : Int | name="cg_slot6Grenade" | desc="slot6 Grenade
- Dvar Type : Int | name="cg_slot6Gadget1" | desc="slot6 Gadget 1
- Dvar Type : Int | name="cg_slot6Gadget2" | desc="slot6 Gadget 2
- Dvar Type : Int | name="cg_slot6PrimaryAttachment" | desc="slot6 Primary Attachments
- Dvar Type : Int | name="cg_slot6SecondaryAttachment" | desc="slot6 Secondary Attachments
- Dvar Type : Int | name="hud_deathQuoteFadeTime" | desc="The time for the death quote to fade
- Dvar Type : Int | name="hud_stance_team_index" | desc="The team icon to show in the stance icon; 0: bond, 1: mi6, 2: org
- Dvar Type : Int | name="hud_healthOverlay_regenPauseTime" | desc="The time in milliseconds before the health regeneration kicks in
- Dvar Type : Int | name="hud_healthOverlay_phaseOne_pulseDuration" | desc="Time in milliseconds to ramp up to the first alpha value (the peak of the pulse)
- Dvar Type : Int | name="hud_healthOverlay_phaseTwo_pulseDuration" | desc="Time in milliseconds to fade the alpha to hud_healthOverlay_phaseTwo_toAlphaMultiplier
- Dvar Type : Int | name="hud_healthOverlay_phaseThree_pulseDuration" | desc="Time in milliseconds to fade the alpha to hud_healthOverlay_phaseThree_toAlphaMultiplier
- Dvar Type : Int | name="hud_healthOverlay_phaseEnd_pulseDuration" | desc="Time in milliseconds to fade out the health overlay after it is done flashing
- Dvar Type : Int | name="cg_ScoresPing_MaxBars" | desc="Number of bars to show in ping graph
- Dvar Type : Int | name="cg_ScoresPing_Interval" | desc="Number of milliseconds each bar represents
- Dvar Type : Int | name="cg_scoreboardScrollStep" | desc="Scroll step amount for the scoreboard
- Dvar Type : Int | name="cg_scoreboardBannerHeight" | desc="Banner height of the scoreboard
- Dvar Type : Int | name="cg_scoreboardItemHeight" | desc="Item height of each item
- Dvar Type : Int | name="cg_scoreboardFont" | desc="Scoreboard font enum ( see menudefinition.h )
- Dvar Type : Int | name="cl_deathMessageWidth" | desc="Pixel width of the obituary area
- Dvar Type : Int | name="?" | desc="?
- Dvar Type : Int | name="con_miniconlines" | desc="Number of lines in the minicon message window
- Dvar Type : Int | name="con_typewriter_printspeed" | desc="Time (in milliseconds) to print each letter in the line.
- Dvar Type : Int | name="con_typewriter_decaystarttime" | desc="Time (in milliseconds) to spend between the build and disolve phases.
- Dvar Type : Int | name="con_typewriter_decayduration" | desc="Time (in milliseconds) to spend disolving the line away.
- Dvar Type : Int | name="cl_stanceHoldTime" | desc="The time to hold the stance button before the player goes prone
- Dvar Type : Int | name="playlist" | desc="The playlist number
- Dvar Type : Int | name="cl_connectionAttempts" | desc="Maximum number of connection attempts before aborting
- Dvar Type : Int | name="cl_shownet" | desc="Display network debugging information
- Dvar Type : Int | name="cl_avidemo" | desc="AVI demo frames per second
- Dvar Type : Int | name="cl_maxpackets" | desc="Maximum number of packets sent per frame
- Dvar Type : Int | name="cl_packetdup" | desc="Enable packet duplication
- Dvar Type : Int | name="cl_match_warmup" | desc="Boolean to turn on/off the warmup screen during match countdown.
- Dvar Type : Int | name="cl_serverStatusResendTime" | desc="Time in milliseconds to resend a server status message
- Dvar Type : Int | name="cl_maxPing" | desc="Maximum ping for the client
- Dvar Type : Int | name="rate" | desc="Player's preferred baud rate
- Dvar Type : Int | name="snaps" | desc="Snapshot rate
- Dvar Type : Int | name="loc_language" | desc="The current language locale
- Dvar Type : Int | name="party_minplayers" | desc="Minimum number of players in a party
- Dvar Type : Int | name="party_maxplayers" | desc="Maximum number of players in a party
- Dvar Type : Int | name="party_gameStartTimerLength" | desc="Time in seconds before a game start once enough party members are ready
- Dvar Type : Int | name="party_pregameStartTimerLength" | desc="Time in seconds before showing and starting the game start timer
- Dvar Type : Int | name="party_timer" | desc="Time until game begins in seconds, for UI display
- Dvar Type : Int | name="party_vetoDelayTime" | desc="Delay time in seconds for a successful map vote to execute
- Dvar Type : Int | name="party_matchedPlayerCount" | desc="Number of matched players before revealing their true names
- Dvar Type : Int | name="party_maxTeamDiff" | desc="Maximum difference allowed between teams before starting a match
- Dvar Type : Int | name="party_minLobbyTime" | desc="Minimum time (in seconds) for a lobby to be open before auto starting a match
- Dvar Type : Int | name="party_connectTimeout" | desc="Connect timeout
- Dvar Type : Int | name="party_firstSubpartyIndex" | desc="Determines sort order and coloring of parties in lobbies. Randomly set by code. Dvar provided for debugging.
- Dvar Type : Int | name="dynEnt_explodeMaxEnts" | desc="The maximum number of dynents that can be awakened by one explosion
- Dvar Type : Int | name="sv_maxclients" | desc="The maximum number of clients that can connect to a server
- Dvar Type : Int | name="g_banIPs" | desc="The maximum number of clients that can connect to a server
- Dvar Type : Int | name="g_speed" | desc="Player speed
- Dvar Type : Int | name="g_maxDroppedWeapons" | desc="Maximum number of dropped weapons
- Dvar Type : Int | name="g_inactivity" | desc="Time delay before player is kicked for inactivity
- Dvar Type : Int | name="g_debugBullets" | desc="Show debug information for bullets
- Dvar Type : Int | name="g_playerCollisionEjectSpeed" | desc="Speed at which to push intersecting players away from each other
- Dvar Type : Int | name="g_voiceChatTalkingDuration" | desc="Time after the last talk packet was received that the player is considered by the server to still be talking in milliseconds
- Dvar Type : Int | name="g_ScoresPing_MaxBars" | desc="Number of bars to show in ping graph
- Dvar Type : Int | name="g_ScoresPing_Interval" | desc="Number of milliseconds each bar represents
- Dvar Type : Int | name="g_drawEntBBoxes" | desc="Draw entity bounding boxes
- Dvar Type : Int | name="g_dumpAnims" | desc="Animation debugging info for the given character number
- Dvar Type : Int | name="g_useholdtime" | desc="Time to hold the 'use' button to activate use
- Dvar Type : Int | name="g_useholdspawndelay" | desc="Time in milliseconds that the player is unable to 'use' after spawning
- Dvar Type : Int | name="g_mantleBlockTimeBuffer" | desc="Time that the client think is delayed after mantling
- Dvar Type : Int | name="?" | desc="Time that the client think is delayed after mantling
- Dvar Type : Int | name="scr_vehicle_collision_frame_delay" | desc="?
- Dvar Type : Int | name="scr_vehicle_collision_lines" | desc="?
- Dvar Type : Int | name="scr_vehicle_slam_pre_frames" | desc="?
- Dvar Type : Int | name="scr_vehicle_slam_frames" | desc="?
- Dvar Type : Int | name="scr_vehicle_slam_post_frames" | desc="?
- Dvar Type : Int | name="?" | desc="?
- Dvar Type : Int | name="?" | desc="?
- Dvar Type : Int | name="?" | desc="Feb 16 2009
- Dvar Type : Int | name="com_maxfps" | desc="Cap frames per second
- Dvar Type : Int | name="developer" | desc="Enable development options
- Dvar Type : Int | name="logfile" | desc="Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write
- Dvar Type : Int | name="fixedtime" | desc="Use a fixed time rate for each frame
- Dvar Type : Int | name="sv_paused" | desc="Pause the server
- Dvar Type : Int | name="cl_paused" | desc="Pause the client
- Dvar Type : Int | name="com_attractmodeduration" | desc="Time when controller is unused before attract mode is enabled
- Dvar Type : Int | name="assert" | desc="?
- Dvar Type : Int | name="?" | desc="External Dvar
- Dvar Type : Int | name="showpackets" | desc="Show packets
- Dvar Type : Int | name="net_profile" | desc="Profile network performance
- Dvar Type : Int | name="net_showprofile" | desc="Show network profiling display
- Dvar Type : Int | name="protocol" | desc="Protocol version
- Dvar Type : Int | name="mapcrc" | desc="crc of the map file
- Dvar Type : Int | name="sv_privateClients" | desc="Maximum number of private clients allowed on the server
- Dvar Type : Int | name="sv_maxclients" | desc="Maximum number of clients on the server
- Dvar Type : Int | name="sv_privateClientsForClients" | desc="The # of private clients (we send this to clients)
- Dvar Type : Int | name="sv_maxHappyPingTime" | desc="Max ping that a player can have that we consider acceptable when calculating if the server is swamped
- Dvar Type : Int | name="sv_maxRate" | desc="Maximum bit rate
- Dvar Type : Int | name="sv_minPing" | desc="Minimum ping allowed on the server
- Dvar Type : Int | name="sv_maxPing" | desc="Maximum ping allowed on the server
- Dvar Type : Int | name="sv_voiceQuality" | desc="Voice quality
- Dvar Type : Int | name="sv_serverid" | desc="Server identification
- Dvar Type : Int | name="sv_fps" | desc="Server frames per second
- Dvar Type : Int | name="sv_timeout" | desc="seconds without any message
- Dvar Type : Int | name="sv_connectTimeout" | desc="seconds without any message when a client is loading
- Dvar Type : Int | name="sv_zombietime" | desc="seconds to sync messages after disconnect
- Dvar Type : Int | name="sv_reconnectlimit" | desc="minimum seconds between connect messages
- Dvar Type : Int | name="sv_padPackets" | desc="add nop bytes to messages
- Dvar Type : Int | name="sv_drawBulletTrace" | desc="Draw bullet traces for this number of frames.
- Dvar Type : Int | name="sv_network_fps" | desc="Number of times per second the server checks for net messages
- Dvar Type : Int | name="sv_maxclients" | desc="Maximum amount of clients on the server
- Dvar Type : Int | name="loc_language" | desc="Language
- Dvar Type : Int | name="ui_netSource" | desc="The network source where:
- 0:Local
- 1:Internet
- 2:Favourites
- Dvar Type : Int | name="ui_currentMap" | desc="Current map index
- Dvar Type : Int | name="ui_serverStatusTimeOut" | desc="Time in milliseconds before a server status request times out
- Dvar Type : Int | name="uiscript_debug" | desc="spam debug info for the ui script
- Dvar Type : Int | name="phys_impact_max_pfx_per_frame" | desc="Maximum number of particle effects spawned on physics object impact. The value is per frame.
- Dvar Type : Int | name="phys_impact_max_sfx_per_frame" | desc="Maximum number of sound effects spawned on physics objects impact. The value is per frame.
- Dvar Type : Int | name="phys_msecstep" | desc="Physics simulation update increment in milliseconds
- Dvar Type : Int | name="phys_maxFloatTime" | desc="Maximum time objects can float (in ms)
- Dvar Type : Int | name="phys_floatTimeVariance" | desc="Variance in time (in ms) objects will float for
- Dvar Type : Int | name="phys_buoyancyRippleFrequency" | desc="How often (in ms) floating objects will play the ripple fx
- Dvar Type : Int | name="phys_buoyancyRippleVariance" | desc="How late (in ms) the ripple fx can be played
- Dvar Type : Int | name="xblive_knownmappacks" | desc="Bitmask of all known map packs
- Dvar Type : Int | name="xblive_foundmappacks" | desc="Bitmask of installed map packs
- Dvar Type : Int | name="gpad_menu_scroll_delay_first" | desc="Menu scroll key-repeat delay, for the first repeat, in milliseconds
- Dvar Type : Int | name="gpad_menu_scroll_delay_rest" | desc="Menu scroll key-repeat delay, for repeats after the first, in milliseconds
- Dvar Type : Int | name="lb_minrefresh" | desc="Minimum time (in seconds) between leaderboard fetches
- Dvar Type : Int | name="lb_maxrows" | desc="Maximum number of rows to fetch
- Dvar Type : Int | name="xenon_maxVoicePacketsPerSec" | desc="Max voice packets per second a client will send
- Dvar Type : Int | name="xenon_maxVoicePacketsPerSecForServer" | desc="Max voice packets per second the server will send
- Dvar Type : Int | name="xblive_mappacks" | desc="0 = original maps only, 1 = new maps only, 2 = both original and new
- Dvar Type : Int | name="invite_waitPeriod" | desc="time in msec you have to wait between sending invites to the same friend
- Dvar Type : Int | name="net_port" | desc="Network port
- Dvar Type : Int | name="stat_version" | desc="Stats version number
- Dvar Type : Int | name="ps3_voiceLoopback" | desc="Loop back local mic to local headset
- Dvar Type : Int | name="ps3_voiceDump" | desc="Dump N frames of microphone input (slow)
- Dvar Type : Int | name="ps3_voiceSensitivity" | desc="Microphone voice detection sensitivity
- Dvar Type : Int | name="ps3_dumpMic" | desc="Output raw mic samples
- Dvar Type : Int | name="snd_khz" | desc="The game sound frequency.
- Dvar Type : Int | name="snd_bits" | desc="The game sound bit rate.
- Dvar Type : Int | name="snd_slaveFadeTime" | desc="The amount of time in milliseconds for a 'slave' sound to fade its volumes when a master sound starts or stops
- Dvar Type : Int | name="snd_levelFadeTime" | desc="The amout of time in milliseconds for all audio to fade in at the start of a level
- Dvar Type : Int | name="ragdoll_debug" | desc="Draw ragdoll debug info
- Dvar Type : Int | name="ragdoll_fps" | desc="Ragdoll update frames per second
- Dvar Type : Int | name="ragdoll_max_life" | desc="Max lifetime of a ragdoll system in msec
- Dvar Type : Int | name="ragdoll_baselerp_time" | desc="Default time ragdoll baselerp bones take to reach the base pose
- Dvar Type : Int | name="ragdoll_jointlerp_time" | desc="Default time taken to lerp down ragdoll joint friction
- Dvar Type : Int | name="ik_debug" | desc="?
- Dvar Type : Int | name="ik_debug_asserts" | desc="?
- Dvar Type : Float | name="aim_turnrate_pitch" | desc="Which input graph to use
- Dvar Type : Float | name="aim_turnrate_pitch_ads" | desc="Which input graph to use
- Dvar Type : Float | name="aim_turnrate_pitch_sniper" | desc="Which input graph to use
- Dvar Type : Float | name="aim_turnrate_yaw" | desc="Which input graph to use
- Dvar Type : Float | name="aim_turnrate_yaw_ads" | desc="Which input graph to use
- Dvar Type : Float | name="aim_turnrate_yaw_sniper" | desc="Which input graph to use
- Dvar Type : Float | name="aim_turnrate_yaw_sprint" | desc="Which input graph to use
- Dvar Type : Float | name="aim_accel_turnrate_lerp" | desc="Which input graph to use
- Dvar Type : Float | name="aim_accel_turnrate_lerp_cover" | desc="Which input graph to use
- Dvar Type : Float | name="aim_accel_turnrate_lerp_cover_dash" | desc="Which input graph to use
- Dvar Type : Float | name="aim_accel_turnrate_lerp_cover_ads" | desc="Which input graph to use
- Dvar Type : Float | name="aim_slowdown_region_width" | desc="The screen width of the aim slowdown region
- Dvar Type : Float | name="aim_slowdown_region_height" | desc="The screen height of the aim assist slowdown region
- Dvar Type : Float | name="aim_slowdown_pitch_scale" | desc="The screen height of the aim assist slowdown region
- Dvar Type : Float | name="aim_slowdown_pitch_scale_ads" | desc="The screen height of the aim assist slowdown region
- Dvar Type : Float | name="aim_slowdown_yaw_scale" | desc="The screen height of the aim assist slowdown region
- Dvar Type : Float | name="aim_slowdown_yaw_scale_ads" | desc="The screen height of the aim assist slowdown region
- Dvar Type : Float | name="aim_autoaim_lerp" | desc="The rate in degrees per second that the auto aim will converge to its target
- Dvar Type : Float | name="aim_autoaim_region_width" | desc="The width of the auto aim region in virtual screen coordinates (0 - 640)
- Dvar Type : Float | name="aim_autoaim_region_height" | desc="The height of the auto aim region in virtual screen coordinates (0 - 480)
- Dvar Type : Float | name="aim_autoaim_delta_epsilon" | desc="The angular delta within which the autoaim will be considered complete
- Dvar Type : Float | name="aim_automelee_lerp" | desc="The rate in degrees per second that the auto melee will converge to its target
- Dvar Type : Float | name="aim_automelee_region_width" | desc="The width of the auto melee region in virtual screen coordinates (0 - 640)
- Dvar Type : Float | name="aim_automelee_region_height" | desc="The height of the auto melee region in virtual screen coordinates (0 - 480)
- Dvar Type : Float | name="aim_automelee_range" | desc="The range of the auto melee
- Dvar Type : Float | name="aim_autobayonet_range" | desc="The range of the auto bayonet
- Dvar Type : Float | name="aim_lockon_deflection" | desc="The amount of stick deflection for the lockon to activate
- Dvar Type : Float | name="aim_lockon_strengthPitch" | desc="The amount of aim assistance given by the target lock on (pitch)
- Dvar Type : Float | name="aim_lockon_strengthYaw" | desc="The amount of aim assistance given by the target lock on (yaw)
- Dvar Type : Float | name="aim_lockon_region_width" | desc="The width of the auto aim region in virtual screen coordinates(0-640)
- Dvar Type : Float | name="aim_lockon_region_height" | desc="The height of the auto aim region in virtual screen coordinates(0-480)
- Dvar Type : Float | name="aim_lockon_reduction" | desc="Amount of reduction to apply based on player speed
- Dvar Type : Float | name="aim_lockon_reduction_player_speed_min" | desc="Player speed at which to begin lockon reduction
- Dvar Type : Float | name="aim_lockon_reduction_player_speed_max" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_turnrate_pitch" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_turnrate_pitch_ads" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_turnrate_pitch_sniper" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_turnrate_yaw" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_turnrate_yaw_ads" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_turnrate_yaw_sniper" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_turnrate_yaw_dash" | desc="Player speed at which full lockon reduction is applied
- Dvar Type : Float | name="cover_aim_slowdown_pitch_scale" | desc="Which input graph to use for cover
- Dvar Type : Float | name="cover_aim_slowdown_pitch_scale_ads" | desc="Which input graph to use for cover
- Dvar Type : Float | name="cover_aim_slowdown_yaw_scale" | desc="Which input graph to use for cover
- Dvar Type : Float | name="cover_aim_slowdown_yaw_scale_ads" | desc="Which input graph to use for cover
- Dvar Type : Float | name="aim_target_sentient_radius" | desc="The radius used to calculate target bounds for a sentient(actor or player)
- Dvar Type : Float | name="cover_stick_entry_duration_min" | desc="Time pushing toward cover it takes to enter
- Dvar Type : Float | name="cover_stick_entry_cos_min" | desc="Min cosine of angle between stick dir and toward cover dir for push into cover
- Dvar Type : Float | name="cover_stick_exit_duration_min" | desc="Time pulling from cover it takes to exit
- Dvar Type : Float | name="cover_stick_exit_cos_min" | desc="Min cosine of angle between stick dir and away from cover dir for pull out of cover
- Dvar Type : Float | name="cover_surface_offset" | desc="How far player root is physically from cover surface
- Dvar Type : Float | name="cover_surface_offset_draw" | desc="How far player root is rendered from cover surface
- Dvar Type : Float | name="cover_surface_offset_exit" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_ahead" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_ahead_aim_lc" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_behind" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_ahead_peek" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_ahead_aim_lc_peek" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_ahead_anim" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_ahead_aim_lc_anim" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_test_offset_behind_anim" | desc="Offset from cover surface for determining player exit cover destination
- Dvar Type : Float | name="cover_trace_dist" | desc="Distance of cover-scanning traces
- Dvar Type : Float | name="cover_test_height_knee" | desc="Trace height low
- Dvar Type : Float | name="cover_test_height_stand_min" | desc="Trace height high
- Dvar Type : Float | name="cover_test_height_low_cover" | desc="Trace height just too high for low cover
- Dvar Type : Float | name="cover_entry_side_dist_min" | desc="Minimum distance that cover must extend to either side of entry nearest position
- Dvar Type : Float | name="cover_entry_test_dist_delta" | desc="Side distance increments by this delta during enter-cover automatic peek tests
- Dvar Type : Float | name="cover_surface_variance_max" | desc="Max surface variance
- Dvar Type : Float | name="cover_next_surf_width_min" | desc="Min width of next cover surface
- Dvar Type : Float | name="cover_offset_side_peek" | desc="Peek mode distance from corner along right axis
- Dvar Type : Float | name="cover_offset_side_aim" | desc="Aim mode distance from corner along right axis
- Dvar Type : Float | name="cover_offset_side_aim_next" | desc="Aim position from next surface corner (around corner aiming)
- Dvar Type : Float | name="cover_offset_side_corner_trans" | desc="Corner trans final position from next surface corner
- Dvar Type : Float | name="cover_around_corner_midway_offset" | desc="Offset from next corner to imaginary edge when midway around corner
- Dvar Type : Float | name="cover_view_rel_input_scale" | desc="How view-relative is the stick input? 0 = not at all, 1 = fully view-relative
- Dvar Type : Float | name="cover_push_angle_tol_max_fwd" | desc="Angle tolerance plus/minus for forward stick push to register
- Dvar Type : Float | name="cover_push_angle_tol_max_fwd_aim" | desc="Angle tolerance plus/minus for forward push while in low cover aim
- Dvar Type : Float | name="cover_push_angle_tol_max_side" | desc="Angle tolerance plus/minus for side stick push to register
- Dvar Type : Float | name="cover_push_angle_tol_max_side_aim" | desc="Angle tolerance plus/minus for side stick push to register
- Dvar Type : Float | name="cover_facing_chg_angle_tol_toward_surf" | desc="Angle tolerance plus/minus for side stick push to register
- Dvar Type : Float | name="cover_facing_chg_angle_tol_from_surf" | desc="Angle tolerance plus/minus for side stick push to register
- Dvar Type : Float | name="cover_movement_scale_stnd" | desc="Minimum rightmove value from stick to strafe while aiming over low cover
- Dvar Type : Float | name="cover_movement_scale_crch" | desc="Minimum rightmove value from stick to strafe while aiming over low cover
- Dvar Type : Float | name="cover_movement_scale_aim_stnd" | desc="Minimum rightmove value from stick to strafe while aiming over low cover
- Dvar Type : Float | name="cover_movement_scale_aim_crch" | desc="Minimum rightmove value from stick to strafe while aiming over low cover
- Dvar Type : Float | name="cover_movement_scale_old" | desc="Minimum rightmove value from stick to strafe while aiming over low cover
- Dvar Type : Float | name="cover_corner_cos_min" | desc="Corner must be at least this sharp to peek at or transition around
- Dvar Type : Float | name="cover_mode_enter_angle_for_anims" | desc="angle to determine which enter cover anim to play
- Dvar Type : Float | name="cover_mode_move_aim_angle_max" | desc="angle to determine which enter cover anim to play
- Dvar Type : Float | name="cover_mode_move_aim_angle_max_over_low_cover" | desc="angle to determine which enter cover anim to play
- Dvar Type : Float | name="cover_mode_move_aim_view_slide_ang_max" | desc="angle range for sliding of side offsets of camera in move aim mode
- Dvar Type : Float | name="cover_mode_move_aim_alpha_slide_ang_min" | desc="min angle range for sliding of player alpha level in move aim mode
- Dvar Type : Float | name="cover_mode_move_aim_alpha_slide_ang_max" | desc="max angle range for sliding of player alpha level in move aim mode
- Dvar Type : Float | name="cover_aim_next_surf_angle_delta_max" | desc="max angle range for sliding of player alpha level in move aim mode
- Dvar Type : Float | name="cover_aim_next_surf_angle_delta_max_blind_fire" | desc="max angle range for sliding of player alpha level in move aim mode
- Dvar Type : Float | name="cover_aim_around_corner_angle_max" | desc="max angle range for sliding of player alpha level in move aim mode
- Dvar Type : Float | name="cover_aim_around_corner_angle_max_thin_wall" | desc="max angle range for sliding of player alpha level in move aim mode
- Dvar Type : Float | name="cover_wall_thickness_max" | desc="How wide we can assume next edge will be and still be able to aim around it
- Dvar Type : Float | name="cover_wall_lip_width_max" | desc="Use for corner transitions to help determine entry point
- Dvar Type : Float | name="cover_peek_to_aim_delay" | desc="Use for corner transitions to help determine entry point
- Dvar Type : Float | name="cover_peek_to_aim_delay2" | desc="Use for corner transitions to help determine entry point
- Dvar Type : Float | name="cover_invalid_aim_yaw_delay" | desc="time that must pass in aim when yaw is invalid (i.e. into wall) before going to peek
- Dvar Type : Float | name="cover_low_cover_facing_chg_delay" | desc="Delay after aim-low-cover to move transition for facing chg (to prevent view tracking from changing facing)
- Dvar Type : Float | name="cover_walk_anim_fac_stnd" | desc="Delay after aim-low-cover to move transition for facing chg (to prevent view tracking from changing facing)
- Dvar Type : Float | name="cover_walk_anim_fac_crch" | desc="Delay after aim-low-cover to move transition for facing chg (to prevent view tracking from changing facing)
- Dvar Type : Float | name="cover_walk_anim_fac_stnd_un" | desc="Delay after aim-low-cover to move transition for facing chg (to prevent view tracking from changing facing)
- Dvar Type : Float | name="cover_walk_anim_fac_crch_un" | desc="Delay after aim-low-cover to move transition for facing chg (to prevent view tracking from changing facing)
- Dvar Type : Float | name="cover_strafe_right_move_anim_fac" | desc="Factor for converting right move value into rate of change of normalized low cover strafe anim time
- Dvar Type : Float | name="cover_pos_lerp_duration_peek" | desc="duration of lerp to peek position
- Dvar Type : Float | name="cover_pos_lerp_duration_aim" | desc="duration of lerp to aim position
- Dvar Type : Float | name="cover_blind_fire_wait_initial" | desc="Initial delay going into blind fire before allowing transition out.
- Dvar Type : Float | name="cover_blind_fire_wait" | desc="Delay after each fire in blind fire mode, before allowing transition out
- Dvar Type : Float | name="cover_blind_fire_spread_factor" | desc="spread muliplied by this if blind firing
- Dvar Type : Float | name="cover_shotgun_fire_partial_anim_speed_scaler" | desc="spread muliplied by this if blind firing
- Dvar Type : Float | name="cover_shotgun_fire_anim_speed_scaler" | desc="spread muliplied by this if blind firing
- Dvar Type : Float | name="cover_model_yaw_lerp_rate" | desc="character model's aiming yaw lerp rate in angles per second
- Dvar Type : Float | name="cover_enter_cover_mid_cos_min" | desc="min cos of angle between inverted surface normal and player dir entering cover to use middle idle
- Dvar Type : Float | name="cover_exit_cover_offset_stnd" | desc="Temporary (?) - number of client frames to hide model and keep old cam after exit cover
- Dvar Type : Float | name="cover_exit_cover_offset_crch" | desc="Temporary (?) - number of client frames to hide model and keep old cam after exit cover
- Dvar Type : Float | name="cover_tween_dur_total_autoaim_trans" | desc="duration of transition from move to aim
- Dvar Type : Float | name="cover_tween_dur_delay_autoaim_trans" | desc="duration of transition from move to aim
- Dvar Type : Float | name="cover_aim_around_anim_angle_min" | desc="Angle threshold for return to regular aim anim from around-corner aim anim
- Dvar Type : Float | name="cover_aim_around_anim_angle_max" | desc="Angle threshold for to go to around-corner aim anim from regular aim anim
- Dvar Type : Float | name="cover_dash_finish_duration" | desc="Length of time we remain in dash finish
- Dvar Type : Float | name="cover_dash_recover_duration" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_walk_speed_min_stnd" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_walk_speed_min_crch" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_walk_speed_max_stnd" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_walk_speed_max_crch" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_jog_speed_min_stnd" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_jog_speed_min_crch" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_jog_speed_max_stnd" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_jog_speed_max_crch" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_aim_walk_anim_speed_fac_stnd" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_aim_walk_anim_speed_fac_crch" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_walk_anim_speed_fac_stnd" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_walk_anim_speed_fac_crch" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_jog_anim_speed_fac_stnd" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_jog_anim_speed_fac_crch" | desc="Length of time we remain in dash recover
- Dvar Type : Float | name="cover_dash_dist_min" | desc="?
- Dvar Type : Float | name="cover_dash_dist_max" | desc="?
- Dvar Type : Float | name="cover_dash_dist_min_actual" | desc="Min dist of cover dash from current camera pos to desired cover surface
- Dvar Type : Float | name="cover_dash_dist_max_actual" | desc="Min dist of cover dash from current camera pos to desired cover surface
- Dvar Type : Float | name="cover_dash_dist_max_actual_1st" | desc="Min dist of cover dash from current camera pos to desired cover surface
- Dvar Type : Float | name="cover_dash_same_surf_dist_min" | desc="Min dist of dash to coplanar surface
- Dvar Type : Float | name="cover_dash_dist_collide_min" | desc="Where to start collision test along ray from view origin
- Dvar Type : Float | name="cover_dash_test_height_max" | desc="How high from near ground can test point on surface be
- Dvar Type : Float | name="cover_dash_ground_test_spacing" | desc="Spacing along trace vector of ground tests for dash
- Dvar Type : Float | name="cover_dash_ground_test_delta_max" | desc="Maximum difference in elevation between current player origin and next surface near position
- Dvar Type : Float | name="cover_dash_extents_xy" | desc="Maximum difference in elevation between current player origin and next surface near position
- Dvar Type : Float | name="cover_dash_extents_z_min" | desc="Maximum difference in elevation between current player origin and next surface near position
- Dvar Type : Float | name="cover_dash_extents_z_max" | desc="Maximum difference in elevation between current player origin and next surface near position
- Dvar Type : Float | name="cover_dash_max_speed" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Float | name="cover_dash_start_speed" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Float | name="cover_dash_max_speed_coplaner" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Float | name="cover_dash_max_speed_coplaner_short" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Float | name="cover_dash_max_speed_coplaner_long" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Float | name="cover_dash_accel" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Float | name="cover_dash_accel_coplaner" | desc="Time window for pushing cover dash button again after releasing it to do cover dash
- Dvar Type : Float | name="cover_dash_decel" | desc="Decel of dash
- Dvar Type : Float | name="cover_dash_anim_fac" | desc="Factor multiplied with dash speed to get anim speed
- Dvar Type : Float | name="cover_dash_avoid_speed" | desc="Speed to slide to avoid collision
- Dvar Type : Float | name="cover_dash_avoid_speed_initial" | desc="Slide to avoid collision speed during initial collision
- Dvar Type : Float | name="cover_dash_coplanar_gap_dist_min" | desc="Minimum width of gap that can be covered by coplanar dash
- Dvar Type : Float | name="cover_dash_coplanar_gap_dist_max" | desc="Maximum width of gap that can be covered by coplanar dash
- Dvar Type : Float | name="cover_dash_coplanar_short_dist" | desc="Maximum width of gap that can be covered by coplanar dash
- Dvar Type : Float | name="cover_dash_coplanar_long_dist" | desc="Maximum width of gap that can be covered by coplanar dash
- Dvar Type : Float | name="cover_dash_coplanar_exit_anim_speed" | desc="speed of coplanar exit animation.
- Dvar Type : Float | name="cover_dash_coplanar_exit_distance" | desc="distance to start the coplanar exit anim from.
- Dvar Type : Float | name="cover_dash_finish_test_dist" | desc="Maximum distance from destination to enter dash finish mode
- Dvar Type : Float | name="cover_view_dash_fov" | desc="dash fov while in cover
- Dvar Type : Float | name="cover_anim_fade_time_stance" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_mid_to_lr_crch" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_mid_to_lr_stnd" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_r_to_l_idle_crch" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_r_to_l_idle_stnd" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_r_to_l_walk_crch" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_r_to_l_walk_stnd" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_idle_to_walk_crch" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_walk_to_idle_crch" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_move_to_peek_crch" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_move_to_peek_stnd" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_peek_to_aim_old" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_peek_to_aim_trans" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_peek_to_aim" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_peek_to_blind_crch" | desc="Time between stopping cover dash and exiting cover.
- Dvar Type : Float | name="cover_anim_fade_time_peek_to_blind_stnd" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_crch_to_lc_aim" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_crch_to_lc_blind" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_corner_trans" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_dash" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_loco_idle_to_walk" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_loco_idle_to_jog" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_loco_walk_to_jog" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_loco_jog_to_walk" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_loco_walk_to_idle" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_loco_jog_to_idle" | desc="?
- Dvar Type : Float | name="cover_anim_fade_time_loco_idle_to_aimidle" | desc="?
- Dvar Type : Float | name="cover_blend_moveidle2moveidlefadetime" | desc="?
- Dvar Type : Float | name="cover_blend_moveaimidle2moveaimidlefadetime" | desc="?
- Dvar Type : Float | name="cover_blend_entercoverfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_dashentercoverfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_peektodashfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_entercovertoidlefadetime" | desc="?
- Dvar Type : Float | name="cover_blend_idletowalkfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_walktoidlefadetime" | desc="?
- Dvar Type : Float | name="cover_blend_walktowalkfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_stancefadetime" | desc="?
- Dvar Type : Float | name="cover_blend_todashfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_fromdashfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_peektoaimfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_moveidletoaimfadetime" | desc="?
- Dvar Type : Float | name="cover_blend_peektomoveidlefadetime" | desc="?
- Dvar Type : Float | name="cover_blend_moveidletopeekfadetime" | desc="?
- Dvar Type : Float | name="cover_anim_dur_crch_r_to_l_walk" | desc="?
- Dvar Type : Float | name="cover_anim_dur_peek_to_aim" | desc="?
- Dvar Type : Float | name="cover_view_non_ads_scope_fov" | desc="non-ads fov while in cover, but aiming around back (used to match fov of other weapons without scopes)
- Dvar Type : Float | name="cover_view_ads_fov_non_aim" | desc="ads fov while not aiming in cover
- Dvar Type : Float | name="cover_view_track_tgt_dist_min" | desc="Min target distance for view angle tracking (see cg_view)
- Dvar Type : Float | name="cover_view_track_tgt_dist_max" | desc="Max target distance for view angle tracking (see cg_view)
- Dvar Type : Float | name="cover_view_lc_pitch_clamped_max" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_base_height_crch" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_base_height_stnd" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_move_base_fwd" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_move_base_up" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_move_cam_fwd_crch" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_move_cam_fwd_stnd" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_move_cam_up_crch" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_move_cam_up_stnd" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_base_fwd" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_base_rt_crch" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_base_rt_stnd" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_base_rt_crch_blind" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_base_rt_stnd_blind" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_base_up_crch" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_base_up_stnd" | desc="If clamping initial view pitch in aim over low cover, use this max (+ = low pitch)
- Dvar Type : Float | name="cover_view_peek_cam_fwd_crch" | desc="?
- Dvar Type : Float | name="cover_view_peek_cam_fwd_stnd" | desc="?
- Dvar Type : Float | name="cover_view_peek_cam_rt" | desc="?
- Dvar Type : Float | name="cover_view_peek_cam_up_crch" | desc="?
- Dvar Type : Float | name="cover_view_peek_cam_up_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_fwd_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_fwd_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_rt_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_rt_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_up_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_up_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_ads_fwd_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_ads_fwd_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_ads_rt_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_ads_rt_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_ads_up_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_base_ads_up_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_fwd_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_fwd_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_fwd_crch_un" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_fwd_stnd_un" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_rt_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_rt_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_up_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_up_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_ads_fwd_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_ads_fwd_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_ads_rt_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_ads_rt_stnd" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_ads_up_crch" | desc="?
- Dvar Type : Float | name="cover_view_aim_cam_ads_up_stnd" | desc="?
- Dvar Type : Float | name="cover_view_lc_base_fwd" | desc="?
- Dvar Type : Float | name="cover_view_lc_base_rt" | desc="?
- Dvar Type : Float | name="cover_view_lc_base_up" | desc="?
- Dvar Type : Float | name="cover_view_lc_base_ads_fwd" | desc="?
- Dvar Type : Float | name="cover_view_lc_base_ads_rt" | desc="?
- Dvar Type : Float | name="cover_view_lc_base_ads_lt" | desc="?
- Dvar Type : Float | name="cover_view_lc_base_ads_up" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_fwd" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_rt" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_lt" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_up" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_ads_fwd" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_ads_rt" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_ads_lt" | desc="?
- Dvar Type : Float | name="cover_view_lc_cam_ads_up" | desc="?
- Dvar Type : Float | name="cover_view_lc_bf_cam_fwd" | desc="?
- Dvar Type : Float | name="cover_view_lc_bf_cam_rt" | desc="?
- Dvar Type : Float | name="cover_view_lc_bf_cam_up" | desc="?
- Dvar Type : Float | name="cover_view_dash_base_fwd" | desc="?
- Dvar Type : Float | name="cover_view_dash_base_up" | desc="?
- Dvar Type : Float | name="cover_view_dash_cam_fwd" | desc="?
- Dvar Type : Float | name="cover_view_dash_cam_up" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_base_fwd_crch" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_base_fwd_stnd" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_base_rt_crch" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_base_rt_stnd" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_base_up_crch" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_base_up_stnd" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_cam_fwd_crch" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_cam_fwd_stnd" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_cam_rt_crch" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_cam_rt_stnd" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_cam_up_crch" | desc="?
- Dvar Type : Float | name="cover_view_dash_coplanar_cam_up_stnd" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_move_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_move_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_move_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_peek_to_move" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_peek_to_move" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_peek_to_move" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_peek_to_aim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_peek_to_aim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_peek_to_aim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_aim_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_aim_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_aim_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_aac_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_aac_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_aac_to_peek" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_enter_cover_crch" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_enter_cover_crch" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_enter_cover_crch" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_enter_cover_stnd" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_enter_cover_stnd" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_enter_cover_stnd" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_exit_cover_crch" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_exit_cover_crch" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_exit_cover_crch" | desc="?
- Dvar Type : Float | name="cover_tween_dur_delay_exit_cover_meleed" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_exit_cover_stnd" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_exit_cover_stnd" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_exit_cover_stnd" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_corner_trans" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_corner_trans" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_corner_trans" | desc="?
- Dvar Type : Float | name="cover_tween_dur_delay_corner_trans" | desc="?
- Dvar Type : Float | name="cover_tween_yaw_offset_corner_trans" | desc="?
- Dvar Type : Float | name="cover_tween_yaw_offset_corner_trans_concave" | desc="?
- Dvar Type : Float | name="cover_tween_yaw_offset_autoaim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_corner_trans_aim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_corner_trans_aim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_corner_trans_aim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_delay_corner_trans_aim" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_dash" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_dash" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_dash" | desc="?
- Dvar Type : Float | name="cover_tween_dur_delay_dash" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_move_aim_facing" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_move_aim_facing" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_move_aim_facing" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_stance_chg" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_stance_chg" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_stance_chg" | desc="?
- Dvar Type : Float | name="cover_tween_dur_total_mode_chg" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampup_mode_chg" | desc="?
- Dvar Type : Float | name="cover_tween_dur_rampdown_mode_chg" | desc="?
- Dvar Type : Float | name="cover_minimum_dash_time" | desc="seconds the player is required to dash for
- Dvar Type : Float | name="cover_allowed_dash_time" | desc="seconds the player is allowed to dash for
- Dvar Type : Float | name="cover_allowed_dash_wait_time" | desc="seconds the player must wait after dashing before dashing again
- Dvar Type : Float | name="cover_link_tolerance_for_push_dir" | desc="Tolerance cone for figuring out when player is pressing analog stick towards a cover link target. Use cos( angle ) value. So if you want 15 degrees, change this to cos( 15 ) = 0.965
- Dvar Type : Float | name="jump_height" | desc="The maximum height of a player's jump
- Dvar Type : Float | name="jump_stepSize" | desc="The maximum step up to the top of a jump arc
- Dvar Type : Float | name="jump_ladderPushVel" | desc="The velocity of a jump off of a ladder
- Dvar Type : Float | name="jump_spreadAdd" | desc="The amount of spread scale to add as a side effect of jumping
- Dvar Type : Float | name="?" | desc="?
- Dvar Type : Float | name="bg_viewKickScale" | desc="The scale to apply to the damage done to caluclate damage view kick
- Dvar Type : Float | name="bg_viewKickMax" | desc="The maximum view kick
- Dvar Type : Float | name="bg_viewKickMin" | desc="The minimum view kick
- Dvar Type : Float | name="bg_viewKickRandom" | desc="The random direction scale view kick
- Dvar Type : Float | name="player_view_pitch_up" | desc="Maximum angle that the player can look up
- Dvar Type : Float | name="player_view_pitch_down" | desc="Maximum angle that the player can look down
- Dvar Type : Float | name="player_cover_view_pitch_up" | desc="Maximum angle that the player can look up while in cover
- Dvar Type : Float | name="player_cover_view_pitch_down" | desc="Maximum angle that the player can look down while in cover
- Dvar Type : Float | name="player_ladder_view_pitch_up" | desc="Maximum angle that the player can look up while on a ladder
- Dvar Type : Float | name="player_ladder_view_pitch_down" | desc="Maximum angle that the player can look down while on a ladder
- Dvar Type : Float | name="player_mantle_view_pitch_up" | desc="Maximum angle that the player can look up while on a mantle
- Dvar Type : Float | name="player_mantle_view_pitch_down" | desc="Maximum angle that the player can look down while on a mantle
- Dvar Type : Float | name="player_pipe_view_pitch_up" | desc="Maximum angle that the player can look up while on a pipe
- Dvar Type : Float | name="player_pipe_view_pitch_down" | desc="Maximum angle that the player can look down while on a pipe
- Dvar Type : Float | name="bg_prone_yawcap" | desc="The maximum angle that a player can look around quickly while prone
- Dvar Type : Float | name="bg_foliagesnd_minspeed" | desc="The speed that a player must be going to make minimum noise while moving through foliage
- Dvar Type : Float | name="bg_foliagesnd_maxspeed" | desc="The speed that a player must be going to make maximum noise while moving through foliage
- Dvar Type : Float | name="bg_fallMotionBlurMinHeight" | desc="The height that a player will start witnessing motion blur if they fall
- Dvar Type : Float | name="bg_fallMotionBlurMaxAtVel" | desc="The range over which motion blur will go from 0 to max
- Dvar Type : Float | name="bg_fallMotionBlurMaxVecMod" | desc="Max size for extra modifier to the blur motion vector
- Dvar Type : Float | name="bg_fallDamageMinHeight" | desc="The height that a player will start to take minimum damage if they fall
- Dvar Type : Float | name="bg_fallDamageMaxHeight" | desc="The height that a player will take maximum damage when falling
- Dvar Type : Float | name="inertiaMax" | desc="Maximum player inertia
- Dvar Type : Float | name="inertiaAngle" | desc="The cosine of the angle at which inertia occurs
- Dvar Type : Float | name="friction" | desc="Player friction
- Dvar Type : Float | name="stopspeed" | desc="The player deceleration
- Dvar Type : Float | name="bg_swingSpeed" | desc="The rate at which the player's legs swing around when strafing(multi-player only)
- Dvar Type : Float | name="bg_bobAngleScaleDucked" | desc="?
- Dvar Type : Float | name="bg_bobAngleScaleStanding" | desc="?
- Dvar Type : Float | name="bg_bobAngleScaleSprinting" | desc="?
- Dvar Type : Float | name="bg_bobMax" | desc="The maximum allowed bob amplitude
- Dvar Type : Float | name="bg_swayScale" | desc="The turning weapon sway amplitude
- Dvar Type : Float | name="bg_aimSpreadMoveSpeedThreshold" | desc="When player is moving faster than this speed, the aim spread will increase
- Dvar Type : Float | name="player_breath_hold_time" | desc="The maximum time a player can hold his breath
- Dvar Type : Float | name="player_breath_gasp_time" | desc="The amount of time a player will gasp once they can breath again
- Dvar Type : Float | name="player_breath_fire_delay" | desc="The amount of time subtracted from the player remaining breath time when a weapon is fired
- Dvar Type : Float | name="player_breath_gasp_scale" | desc="Scale value to apply to the target waver during a gasp
- Dvar Type : Float | name="player_breath_hold_lerp" | desc="The interpolation rate for the target waver amplitude when holding breath
- Dvar Type : Float | name="player_breath_gasp_lerp" | desc="The interpolation rate for the target waver amplitude when gasping
- Dvar Type : Float | name="player_breath_snd_lerp" | desc="The interpolation rate for the player hold breath sound
- Dvar Type : Float | name="player_breath_snd_delay" | desc="The delay before playing the breathe in sound
- Dvar Type : Float | name="player_pain_snd_delay" | desc="The delay between consecutive plays of the pain sound
- Dvar Type : Float | name="player_move_factor_on_torso" | desc="The contribution movement direction has on player torso direction(multi-player only)
- Dvar Type : Float | name="player_runbkThreshhold" | desc="The speed threshold before a player is considered to be running backwards
- Dvar Type : Float | name="player_runThreshhold" | desc="The speed threshold before a player is considered to be running forwards
- Dvar Type : Float | name="player_sprintThreshhold" | desc="The speed threshhold before a player is considered to be sprinting
- Dvar Type : Float | name="player_moveThreshhold" | desc="The speed at which the player is considered to be moving for the purposes of view model bob and multiplayer model movement"
- Dvar Type : Float | name="player_footstepsThreshhold" | desc="The minimum speed at which the player makes loud footstep noises
- Dvar Type : Float | name="player_strafeAnimCosAngle" | desc="Cosine of the angle which player starts using strafe animations
- Dvar Type : Float | name="player_strafeSpeedScale" | desc="Cosine of the angle which player starts using strafe animations
- Dvar Type : Float | name="player_backSpeedScale" | desc="The scale applied to the player speed when moving backwards
- Dvar Type : Float | name="player_crouchSpeedScale" | desc="The scale applied to the player speed when moving backwards
- Dvar Type : Float | name="player_walkSpeedScale" | desc="The scale applied to the player speed when moving backwards
- Dvar Type : Float | name="player_runSpeedScale" | desc="The scale applied to the player speed when moving backwards
- Dvar Type : Float | name="player_spectateSpeedScale" | desc="The scale applied to the player speed when spectating
- Dvar Type : Float | name="player_sprintSpeedScale" | desc="The scale applied to the player speed when sprinting
- Dvar Type : Float | name="player_sprintTime" | desc="The base length of time a player can sprint
- Dvar Type : Float | name="player_sprintRechargePause" | desc="The length of time the meter will pause before starting to recharge after a player sprints
- Dvar Type : Float | name="player_sprintStrafeSpeedScale" | desc="The speed at which you can strafe while sprinting
- Dvar Type : Float | name="player_sprintCameraBob" | desc="The speed the camera bobs while you sprint
- Dvar Type : Float | name="poison_camRollAngleMax" | desc="Max camera roll representing amount poison is affecting player movement
- Dvar Type : Float | name="poison_chanceSway" | desc="Chance of a new sway (#/sec)
- Dvar Type : Float | name="poison_speedMaxMult" | desc="poison effect scales up to this player forwardmove value (0-127)
- Dvar Type : Float | name="poison_overCompThreshhold" | desc="pct controller to the side to be considered compensating (0-1)
- Dvar Type : Float | name="poison_overCompFrac" | desc="percent chance of overcompensation jerk (0-1)
- Dvar Type : Float | name="poison_yawmove" | desc="players last yaw move (-1,1)
- Dvar Type : Float | name="poison_pitchmove" | desc="players last pitch move (-1,1)
- Dvar Type : Float | name="poison_movespeed" | desc="players last move (travel) speed
- Dvar Type : Float | name="poison_moveside" | desc="players last right/left move portion of poison_movespeed (-1,1)
- Dvar Type : Float | name="poison_moveforward" | desc="players last fore/back move portion of poison_movespeed (-1,1)
- Dvar Type : Float | name="wind_gust_chance" | desc="frequency of gusts (#/sec)
- Dvar Type : Float | name="player_dmgtimer_timePerPoint" | desc="The time in milliseconds that the player is slowed down per point of damage
- Dvar Type : Float | name="player_dmgtimer_maxTime" | desc="The maximum time that the player is slowed due to damage
- Dvar Type : Float | name="player_dmgtimer_minScale" | desc="The minimum scale value to slow the player by when damaged
- Dvar Type : Float | name="bg_shock_screenBlurBlendTime" | desc="The amount of time in seconds for the shellshock effect to blend
- Dvar Type : Float | name="bg_shock_screenBlurBlendFadeTime" | desc="The amount of time in seconds for the shellshock effect to fade
- Dvar Type : Float | name="bg_shock_screenFlashWhiteFadeTime" | desc="In seconds, how soon from the end of the effect to start blending out the whiteout layer.
- Dvar Type : Float | name="bg_shock_screenFlashShotFadeTime" | desc="In seconds, how soon from the end of the effect to start blending out the screengrab layer.
- Dvar Type : Float | name="bg_shock_viewKickPeriod" | desc="The period of the shellshock view kick effect
- Dvar Type : Float | name="bg_shock_viewKickRadius" | desc="Shell shock kick radius
- Dvar Type : Float | name="bg_shock_viewKickFadeTime" | desc="The time for the shellshock kick effect to fade
- Dvar Type : Float | name="bg_shock_soundFadeInTime" | desc="Shell shock sound fade in time in seconds
- Dvar Type : Float | name="bg_shock_soundFadeOutTime" | desc="Shell shock sound fade out time in seconds
- Dvar Type : Float | name="bg_shock_soundLoopFadeTime" | desc="Shell shock sound loop fade time in seconds
- Dvar Type : Float | name="bg_shock_soundLoopEndDelay" | desc="Sound loop end offset time from the end of the shellshock in seconds
- Dvar Type : Float | name="bg_shock_soundDryLevel" | desc="Shell shock sound dry level
- Dvar Type : Float | name="bg_shock_soundWetLevel" | desc="Shell shock sound wet level
- Dvar Type : Float | name="bg_shock_soundModEndDelay" | desc="The delay from the end of the shell shock to the end of the sound modification
- Dvar Type : Float | name="bg_shock_lookControl_maxpitchspeed" | desc="Maximum pitch movement rate while shellshocked in degrees per second
- Dvar Type : Float | name="bg_shock_lookControl_maxyawspeed" | desc="Maximum yaw movement rate while shell shocked in degrees per second
- Dvar Type : Float | name="bg_shock_lookControl_mousesensitivityscale" | desc="Sensitivity scale to apply to a shellshocked player
- Dvar Type : Float | name="bg_shock_lookControl_fadeTime" | desc="The time for the shellshock player control to fade in seconds
- Dvar Type : Float | name="player_meleeRange" | desc="The maximum range of the player's mellee attack
- Dvar Type : Float | name="player_meleeWidth" | desc="The width of the player's melee attack
- Dvar Type : Float | name="player_meleeHeight" | desc="The height of the player's melee attack
- Dvar Type : Float | name="player_meleeChargeScale" | desc="Scales the target dist to determine the melee charge velocity
- Dvar Type : Float | name="player_burstFireCooldown" | desc="Seconds after a burst fire before weapons can be fired again.
- Dvar Type : Float | name="bullet_penetrationMinFxDist" | desc="Min distance a penetrated bullet must travel before it'll trigger the effects
- Dvar Type : Float | name="stealth_level" | desc="The opacity of the stance icon to indicate stealth
- Dvar Type : Float | name="bg_quick_kill_range_stand" | desc="Standing Quick Kill range (inches)
- Dvar Type : Float | name="bg_quick_kill_range_move" | desc="Moving Quick Kill range (inches)
- Dvar Type : Float | name="bg_melee_kill_range_stand" | desc="Standing Melee Kill range (inches)
- Dvar Type : Float | name="bg_quick_kill_angle_range" | desc="Quick Kill Angle (radians)
- Dvar Type : Float | name="bg_melee_kill_angle_range" | desc="Melee Kill Angle (radians)
- Dvar Type : Float | name="sniper_zoom_speed" | desc="Speed at which Sniper scope can zoom in and out
- Dvar Type : Float | name="bg_quick_kill_favored_camera" | desc="Which Camera is favored by Quick Kill (0-4)
- Dvar Type : Float | name="bg_quick_kill_favored_camera_weight" | desc="Percentage scale (0-100) how favored the camera is for QK
- Dvar Type : Float | name="qk_fov_tweak" | desc="Quick Kill - FOV change during button prompt. 1 to 100
- Dvar Type : Float | name="cg_laser_override_brightness" | desc="Brightness value to override all lasers with
- Dvar Type : Float | name="qk_timescale_tweak" | desc="Adjust the speed at which quick kill animations play
- Dvar Type : Float | name="bg_quick_kill_fov_time" | desc="FOV adjustment speed for note tracks. Less = slower.
- Dvar Type : Float | name="bg_quick_kill_timescale_value" | desc="Quick Kill - Timescale amount during slowdown. 1.0 = full speed, 0.01 = 1% speed
- Dvar Type : Float | name="bg_quick_kill_bar_duration" | desc="Duration (seconds) of how long the bar will be up on screen (max: 5.0 seconds)
- Dvar Type : Float | name="bg_quick_kill_button_duration" | desc="Duration (seconds) of how long the button will be up on screen (max: 5.0 seconds)
- Dvar Type : Float | name="interaction_exit_frame_count" | desc="Time (seconds) to delay activating the camera after an interaction ends
- Dvar Type : Float | name="cg_interactionuifadetime" | desc="Interaction UI Fade Out Time (seconds)
- Dvar Type : Float | name="movebody_check_radius" | desc="The radius to check for bodies to move
- Dvar Type : Float | name="movebody_check_height" | desc="The height to check for bodies to move
- Dvar Type : Float | name="movebody_grab_radius" | desc="The radius to check for bodies to grab
- Dvar Type : Float | name="movebody_grab_angle" | desc="The full angle of the arc to check for bodies to grab
- Dvar Type : Float | name="movebody_speed_scale" | desc="The amount to scale the movement speed when moving bodies
- Dvar Type : Float | name="movebody_rumble_speed" | desc="The player move speed at which the movebody rumble activates
- Dvar Type : Float | name="movebody_min_lookdown_angle" | desc="The degrees needed to look-down to initiate a body drag
- Dvar Type : Float | name="perk_weapReloadMultiplier" | desc="PERK_FASTRELOAD percentage of weapon reload time to use
- Dvar Type : Float | name="perk_weapRateMultiplier" | desc="PERK_RATEOFFIRE percentage of weapon firing rate to use
- Dvar Type : Float | name="perk_bulletPenetrationMultiplier" | desc="PERK_EXTRABP percentage of extra bullet penetration
- Dvar Type : Float | name="perk_damageScale" | desc="PERK_EXTRA_HEALTH actually scales damage down
- Dvar Type : Float | name="perk_flakVestScale" | desc="PERK_FLAK_VEST scales all bullet damage down if in cover
- Dvar Type : Float | name="perk_flakJacketScale" | desc="PERK_FLACK_JACKET scales all bullet damage down
- Dvar Type : Float | name="perk_blindFoldScale" | desc="PERK_BLIND_FIRE_ACCURACY scales down spread when firing blind from cover
- Dvar Type : Float | name="perk_hipFireScale" | desc="PERK_HIP_FIRE_ACCURACY scales down spread when firing from the hip
- Dvar Type : Float | name="perk_weapSpreadStability" | desc="PERK_STABILITY Percentage of weapon spread to use
- Dvar Type : Float | name="perk_weapSpreadGloves" | desc="PERK_GLOVES Percentage of weapon spread to use
- Dvar Type : Float | name="perk_extraBulletDamage" | desc="PERK_EXTRA_DAMAGE increases bullet damage
- Dvar Type : Float | name="perk_explosionDamageScale" | desc="PERK_EXPLOSIVE_DMG increases grenade/explosive damage
- Dvar Type : Float | name="perk_quickKillRadiusScale" | desc="PERK_QUICK_KILL_RADIUS increases the quick kill activation radius
- Dvar Type : Float | name="perk_enduranceSpeedScale" | desc="PERK_ENDURANCE increases bond movement speed of all types
- Dvar Type : Float | name="perk_weapSpreadMultiplier" | desc="Percentage of weapon spread to use
- Dvar Type : Float | name="perk_extraBreath" | desc="Number of extra seconds a player can hold his breath
- Dvar Type : Float | name="perk_parabolicRadius" | desc="Parabolic perk's effective radius
- Dvar Type : Float | name="perk_parabolicAngle" | desc="Parabolic perk's effective FOV angle
- Dvar Type : Float | name="trav_teleport_dist" | desc="The movement distance beyond which the EF_TELEPORT bit will be toggled
- Dvar Type : Float | name="trav_no_exit_time" | desc="The player will not exit this traversal for at least this amount of time after starting
- Dvar Type : Float | name="trav_view_yawcap" | desc="The angle at which to restrict a sideways turn during traversals
- Dvar Type : Float | name="trav_ladder_up_speed" | desc="Desired speed multiplier for climbing ladders going up
- Dvar Type : Float | name="trav_ladder_down_speed" | desc="Desired speed multiplier for climbing ladders going down
- Dvar Type : Float | name="trav_pipe_up_speed" | desc="Desired speed multiplier for climbing pipes going up
- Dvar Type : Float | name="trav_pipe_down_speed" | desc="Desired speed multiplier for climbing pipes going down
- Dvar Type : Float | name="trav_climb_up_var_speed_min" | desc="Min climb up speed multiplier from controller input
- Dvar Type : Float | name="trav_climb_down_var_speed_min" | desc="Min climb down speed multiplier from controller input
- Dvar Type : Float | name="trav_climb_speed_lerp" | desc="Lerp factor for climbing speed
- Dvar Type : Float | name="mantle_check_angle" | desc="The minimum angle from the player to a mantle surface to allow a mantle
- Dvar Type : Float | name="bal_move_speed" | desc="Desired speed in units/sec for balance traversals
- Dvar Type : Float | name="bal_move_level" | desc="The threshhold at which the player advances or retreats during a balance traversal
- Dvar Type : Float | name="bal_wobble_sensitivity" | desc="The rate at which the player loses balance on a balance traversal
- Dvar Type : Float | name="bal_wobble_accel" | desc="The multiplier with which the player loses balance from simply already being off balance on a balance traversal
- Dvar Type : Float | name="bal_wobble_decel" | desc="The multiplier with which the player regains balance on a balance traversal by pressing forward
- Dvar Type : Float | name="bal_wobble_idle_chance" | desc="The chance per second that the idle wobble (safe) animation will play
- Dvar Type : Float | name="ledge_peek_dist" | desc="How far ahead of the player checked for end of ledge surface
- Dvar Type : Float | name="lowAmmoWarningPulseFreq" | desc="Frequency of the pulse (oscilation between the 2 colors)
- Dvar Type : Float | name="lowAmmoWarningPulseMax" | desc="Min of oscilation range: 0 is color1 and 1.0 is color2. Can be < 0, and the wave will clip at 0.
- Dvar Type : Float | name="lowAmmoWarningPulseMin" | desc="Max of oscilation range: 0 is color1 and 1.0 is color2. Can be > 1.0, and the wave will clip at 1.0.
- Dvar Type : Float | name="compassSize" | desc="Scale the compass
- Dvar Type : Float | name="compassZoom" | desc="Zoom the compass
- Dvar Type : Float | name="compassMaxRange" | desc="The maximum range from the player in world space that objects will be shown on the compass
- Dvar Type : Float | name="compassMinRange" | desc="The minimum range from the player in world space that objects will appear on the compass
- Dvar Type : Float | name="compassMinRadius" | desc="The minimum radius from the center of the compass that objects will appear.
- Dvar Type : Float | name="compassSoundPingFadeTime" | desc="The time in seconds for the sound overlay on the compass to fade
- Dvar Type : Float | name="compassFriendlyWidth" | desc="The time in seconds for the sound overlay on the compass to fade
- Dvar Type : Float | name="compassFriendlyHeight" | desc="The time in seconds for the sound overlay on the compass to fade
- Dvar Type : Float | name="compassPlayerWidth" | desc="The time in seconds for the sound overlay on the compass to fade
- Dvar Type : Float | name="compassPlayerHeight" | desc="The time in seconds for the sound overlay on the compass to fade
- Dvar Type : Float | name="compassECoordCutoff" | desc="Left cutoff for the scrolling east-west coords
- Dvar Type : Float | name="compassTickertapeStretch" | desc="How far the tickertape should stretch from its center.
- Dvar Type : Float | name="compassRadarPingFadeTime" | desc="How long an enemy is visible on the compass after it is detected by radar
- Dvar Type : Float | name="compassRadarUpdateTime" | desc="Time between radar updates
- Dvar Type : Float | name="compassRadarLineThickness" | desc="Thickness, relative to the compass size, of the radar texture that sweeps across the map
- Dvar Type : Float | name="compassObjectiveWidth" | desc="Thickness, relative to the compass size, of the radar texture that sweeps across the map
- Dvar Type : Float | name="compassObjectiveHeight" | desc="Thickness, relative to the compass size, of the radar texture that sweeps across the map
- Dvar Type : Float | name="compassObjectiveArrowWidth" | desc="Thickness, relative to the compass size, of the radar texture that sweeps across the map
- Dvar Type : Float | name="compassObjectiveArrowHeight" | desc="Thickness, relative to the compass size, of the radar texture that sweeps across the map
- Dvar Type : Float | name="compassObjectiveArrowOffset" | desc="The offset of the objective arrow inward from the edge of the compass map
- Dvar Type : Float | name="compassObjectiveArrowRotateDist" | desc="Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
- Dvar Type : Float | name="compassObjectiveMaxRange" | desc="The maximum range at which an objective is visible on the compass
- Dvar Type : Float | name="compassObjectiveMinAlpha" | desc="The minimum alpha for an objective at the edge of the compass
- Dvar Type : Float | name="compassObjectiveRingSize" | desc="The maximum objective ring sige when a new objective appears on the compass
- Dvar Type : Float | name="compassObjectiveTextScale" | desc="Scale to apply to hud objectives
- Dvar Type : Float | name="compassObjectiveTextHeight" | desc="Objective text height
- Dvar Type : Float | name="compassObjectiveIconWidth" | desc="Objective text height
- Dvar Type : Float | name="compassObjectiveIconHeight" | desc="Objective text height
- Dvar Type : Float | name="compassObjectiveNearbyDist" | desc="When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
- Dvar Type : Float | name="compassObjectiveMinDistRange" | desc="The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
- Dvar Type : Float | name="compassObjectiveDetailDist" | desc="When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
- Dvar Type : Float | name="compassObjectiveMinHeight" | desc="The minimum height that an objective is considered to be on this level
- Dvar Type : Float | name="compassObjectiveMaxHeight" | desc="The maximum height that an objective is considered to be on this level
- Dvar Type : Float | name="cg_hudMapRadarLineThickness" | desc="Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
- Dvar Type : Float | name="cg_hudMapFriendlyWidth" | desc="Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
- Dvar Type : Float | name="cg_hudMapFriendlyHeight" | desc="Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
- Dvar Type : Float | name="cg_hudMapPlayerWidth" | desc="Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
- Dvar Type : Float | name="cg_hudMapPlayerHeight" | desc="Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
- Dvar Type : Float | name="cg_hudMapBorderWidth" | desc="The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
- Dvar Type : Float | name="cg_fov" | desc="The field of view angle in degrees
- Dvar Type : Float | name="cg_fovScale" | desc="Scale applied to the field of view
- Dvar Type : Float | name="cg_fovMin" | desc="The minimum possible field of view
- Dvar Type : Float | name="cg_viewHeadFadeDistMin" | desc="Dist from cam to player's head within which we fade in/out the head, show the body
- Dvar Type : Float | name="cg_viewHeadFadeDistMax" | desc="Dist from cam to player's head within which we fade in/out the head and body
- Dvar Type : Float | name="cg_viewHeadFadeRate" | desc="Rate at which we fade the head and body
- Dvar Type : Float | name="cg_mikeViewPosX" | desc="Rate at which we fade the head and body
- Dvar Type : Float | name="cg_mikeViewPosY" | desc="Rate at which we fade the head and body
- Dvar Type : Float | name="cg_mikeViewPosZ" | desc="Offset camera along camera's z axis
- Dvar Type : Float | name="cg_mikeViewAngX" | desc="Rotate camera along camera's x axis
- Dvar Type : Float | name="cg_mikeViewAngY" | desc="Rotate camera along camera's y axis
- Dvar Type : Float | name="cg_mikeViewAngZ" | desc="Rotate camera along camera's z axis
- Dvar Type : Float | name="cg_hudDamageIconWidth" | desc="The width of the damage icon
- Dvar Type : Float | name="cg_hudDamageIconHeight" | desc="The height of the damage icon
- Dvar Type : Float | name="cg_hudDamageIconOffset" | desc="The offset from the center of the damage icon
- Dvar Type : Float | name="cg_hudGrenadeIconMaxRangeFrag" | desc="The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
- Dvar Type : Float | name="cg_hudGrenadeIconMaxRangeFlash" | desc="The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
- Dvar Type : Float | name="cg_hudGrenadeIconMaxHeight" | desc="The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
- Dvar Type : Float | name="cg_hudGrenadeIconOffset" | desc="The offset from the center of the screen for a grenade icon
- Dvar Type : Float | name="cg_hudGrenadeIconHeight" | desc="The height of the grenade indicator icon
- Dvar Type : Float | name="cg_hudGrenadeIconWidth" | desc="The width of the grenade indicator icon
- Dvar Type : Float | name="cg_hudGrenadePointerHeight" | desc="The height of the grenade indicator pointer
- Dvar Type : Float | name="cg_hudGrenadePointerWidth" | desc="The width of the grenade indicator pointer
- Dvar Type : Float | name="cg_hudGrenadePointerPulseFreq" | desc="The number of times per second that the grenade indicator flashes in Hertz
- Dvar Type : Float | name="cg_hudGrenadePointerPulseMax" | desc="The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer
- Dvar Type : Float | name="cg_hudGrenadePointerPulseMin" | desc="The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer
- Dvar Type : Float | name="cg_centerPrintY" | desc="Y coordinate of center printed text
- Dvar Type : Float | name="cg_hudProneY" | desc="Virtual screen y coordinate of the prone blocked message
- Dvar Type : Float | name="cg_mapLocationSelectionCursorSpeed" | desc="Speed of the cursor when selecting a location on the map
- Dvar Type : Float | name="cg_hudSplitscreenCompassScale" | desc="Scale value to apply to the compass in splitscreen
- Dvar Type : Float | name="cg_hudSplitscreenCompassElementScale" | desc="Scale value to apply to compass elements in splitscreen
- Dvar Type : Float | name="cg_hudSplitscreenStanceScale" | desc="Scale value to apply to the stance HUD element in splitscreen
- Dvar Type : Float | name="cg_hudSplitscreenScoreboardScale" | desc="Scale value to apply to the scoreboard in splitscreen
- Dvar Type : Float | name="cg_hudSplitscreenBannerScoreboardScale" | desc="Scale value to apply to the splitscreen banner scoreboard
- Dvar Type : Float | name="cg_splitscreenSpectatorScaleIncrease" | desc="Scale value to apply to the spectator message in splitscreen
- Dvar Type : Float | name="cg_crosshairAlpha" | desc="The alpha value of the crosshair
- Dvar Type : Float | name="cg_crosshairAlphaMin" | desc="The minimum alpha value of the crosshair when it fades in
- Dvar Type : Float | name="cg_gun_x" | desc="x position of the viewmodel
- Dvar Type : Float | name="cg_gun_y" | desc="y position of the viewmodel
- Dvar Type : Float | name="cg_gun_z" | desc="z position of the viewmodel
- Dvar Type : Float | name="cg_gun_move_f" | desc="Weapon movement forward due to player movement
- Dvar Type : Float | name="cg_gun_move_r" | desc="Weapon movement right due to player movement
- Dvar Type : Float | name="cg_gun_move_u" | desc="Weapon movement up due to player movement
- Dvar Type : Float | name="cg_gun_ofs_f" | desc="Forward weapon offset when prone/ducked
- Dvar Type : Float | name="cg_gun_ofs_r" | desc="Right weapon offset when prone/ducked
- Dvar Type : Float | name="cg_gun_ofs_u" | desc="Up weapon offset when prone/ducked
- Dvar Type : Float | name="cg_gun_rot_p" | desc="Pitch gun rotation with movement
- Dvar Type : Float | name="cg_gun_rot_y" | desc="Yaw gun rotation with movement
- Dvar Type : Float | name="cg_gun_rot_r" | desc="Gun roll rotation with movement
- Dvar Type : Float | name="cg_gun_move_rate" | desc="The base weapon movement rate
- Dvar Type : Float | name="cg_gun_move_minspeed" | desc="The minimum weapon movement rate
- Dvar Type : Float | name="cg_gun_rot_rate" | desc="The base weapon rotation rate
- Dvar Type : Float | name="cg_gun_rot_minspeed" | desc="The minimum weapon rotation speed
- Dvar Type : Float | name="cg_centertime" | desc="The time for a center printed message to fade
- Dvar Type : Float | name="cg_bobWeaponAmplitude" | desc="The weapon bob amplitude
- Dvar Type : Float | name="cg_bobWeaponRollAmplitude" | desc="The amplitude of roll for weapon bobbing
- Dvar Type : Float | name="cg_bobWeaponMax" | desc="The maximum weapon bob
- Dvar Type : Float | name="cg_bobWeaponLag" | desc="The lag on the weapon bob
- Dvar Type : Float | name="cg_errordecay" | desc="Decay for predicted error
- Dvar Type : Float | name="cg_spinin_distance" | desc="The distance the camera will orbit the player during the spin-in effect
- Dvar Type : Float | name="cg_spinin_accel" | desc="Camera rotation rate acceleration through spinin effect
- Dvar Type : Float | name="cg_firstPersonTracerChance" | desc="The probability that a bullet is a tracer round for your bullets
- Dvar Type : Float | name="cg_laserRange" | desc="The maximum range of a laser beam
- Dvar Type : Float | name="cg_laserRangePlayer" | desc="The maximum range of the player's laser beam
- Dvar Type : Float | name="cg_laserRangePlayerCover" | desc="The maximum range of the player's laser beam while in cover
- Dvar Type : Float | name="cg_laserRadius" | desc="The size (radius) of a laser beam
- Dvar Type : Float | name="cg_laserLightRadius" | desc="The radius of the light at the far end of a laser beam
- Dvar Type : Float | name="cg_laserLightBeginOffset" | desc="How far from the true beginning of the beam the light at the beginning is.
- Dvar Type : Float | name="cg_laserLightEndOffset" | desc="How far from the true end of the beam the light at the end is.
- Dvar Type : Float | name="cg_laserEndOffset" | desc="How far from the point of collision the end of the beam is.
- Dvar Type : Float | name="cg_laserFlarePct" | desc="Percentage laser widens over distance from viewer.
- Dvar Type : Float | name="cg_tracerchance" | desc="The probability that a bullet is a tracer round
- Dvar Type : Float | name="cg_tracerwidth" | desc="The width of the tracer round
- Dvar Type : Float | name="cg_tracerSpeed" | desc="The speed of a tracer round in units per second
- Dvar Type : Float | name="cg_tracerlength" | desc="The length of a tracer round
- Dvar Type : Float | name="cg_tracerScale" | desc="Scale the tracer at a distance, so it's still visible
- Dvar Type : Float | name="cg_tracerScaleMinDist" | desc="The minimum distance to scale a tracer
- Dvar Type : Float | name="cg_tracerScaleDistRange" | desc="The range at which a tracer is scaled to its maximum amount
- Dvar Type : Float | name="cg_tracerScrewDist" | desc="The length a tracer goes as it completes a full corkscrew revolution
- Dvar Type : Float | name="cg_tracerScrewRadius" | desc="The radius of a tracer's corkscrew motion
- Dvar Type : Float | name="cg_thirdPersonRange" | desc="The range of the camera from the player in third person view
- Dvar Type : Float | name="cg_thirdPersonAngle" | desc="The angle of the camera from the player in third person view
- Dvar Type : Float | name="cg_subtitleMinTime" | desc="The minimum time that the subtitles are displayed on screen in seconds
- Dvar Type : Float | name="cg_voiceDistLimit" | desc="Distance inside which you can hear enemy voice
- Dvar Type : Float | name="cg_youInKillCamSize" | desc="Size of the 'you' Icon in the kill cam
- Dvar Type : Float | name="cg_scriptIconSize" | desc="Size of Icons defined by script
- Dvar Type : Float | name="cg_connectionIconSize" | desc="Size of the connection icon
- Dvar Type : Float | name="cg_voiceIconSize" | desc="Size of the 'voice' icon
- Dvar Type : Float | name="cg_headIconMinScreenRadius" | desc="The minumum radius of a head icon on the screen
- Dvar Type : Float | name="cg_overheadNamesMaxDist" | desc="The maximum distance for showing friendly player names
- Dvar Type : Float | name="cg_overheadNamesSize" | desc="The maximum size to show friendly names
- Dvar Type : Float | name="cg_viewZSmoothing" | desc="How much to smooth the Z component of the camera movement
- Dvar Type : Float | name="cg_viewZSmoothingMin" | desc="Threshhold for the minimum smoothing distance it must move to smooth
- Dvar Type : Float | name="cg_viewZSmoothingMax" | desc="Threshhold for the maximum smoothing distance we'll do
- Dvar Type : Float | name="cg_viewZSmoothingTime" | desc="Amount of time to spread the smoothing over
- Dvar Type : Float | name="mike_view" | desc="MikeA Test View
- Dvar Type : Float | name="mike_view_reset" | desc="Reset MikeA Test View
- Dvar Type : Float | name="cg_gunsway" | desc="Apply gun sway to view
- Dvar Type : Float | name="cg_gunswayHorizScale" | desc="Gun sway horizontal scale
- Dvar Type : Float | name="cg_gunswayVertScale" | desc="Gun sway vertical scale
- Dvar Type : Float | name="cg_gunswayLerpSpeed" | desc="Gun sway lerp speec
- Dvar Type : Float | name="cg_gunswayMaxAngle" | desc="Gun sway max angle
- Dvar Type : Float | name="cg_customCameraLagValue" | desc="Custom camera camera lag value
- Dvar Type : Float | name="hud_fadeout_speed" | desc="The speed that the HUD will fade at
- Dvar Type : Float | name="hud_fade_ammodisplay" | desc="The time for the ammo display to fade in seconds
- Dvar Type : Float | name="hud_fade_healthbar" | desc="The time for the health bar to fade in seconds
- Dvar Type : Float | name="hud_fade_compass" | desc="The time for the compass to fade in seconds
- Dvar Type : Float | name="hud_fade_stance" | desc="The time for the stance to fade in seconds
- Dvar Type : Float | name="hud_fade_offhand" | desc="The time for the offhand weapons to fade in seconds
- Dvar Type : Float | name="hud_fade_sprint" | desc="The time for the sprint meter to fade in seconds
- Dvar Type : Float | name="hud_health_startpulse_injured" | desc="The health level at which to start the 'injured' pulse effect
- Dvar Type : Float | name="hud_health_startpulse_critical" | desc="The health level at which to start the 'critical' pulse effect
- Dvar Type : Float | name="hud_health_pulserate_injured" | desc="The pulse rate of the 'injured' pulse effect
- Dvar Type : Float | name="hud_health_pulserate_critical" | desc="The pulse rate of the 'critical' pulse effect
- Dvar Type : Float | name="hud_healthOverlay_pulseStart" | desc="The percentage of full health at which the low-health warning overlay begins flashing
- Dvar Type : Float | name="hud_healthOverlay_phaseTwo_toAlphaMultiplier" | desc="Alpha multiplier for the second health overlay phase (percentage of the pulse peak)
- Dvar Type : Float | name="hud_healthOverlay_phaseThree_toAlphaMultiplier" | desc="Alpha multiplier for the third health overlay phase (percentage of the pulse peak)
- Dvar Type : Float | name="hud_healthOverlay_phaseEnd_toAlpha" | desc="Alpha multiplier to fade to before turning off the overlay (percentage of the pulse peak)
- Dvar Type : Float | name="cg_healthBackgroundTransparency" | desc="The translucency of the background of the health bar
- Dvar Type : Float | name="cg_scoreboardPingWidth" | desc="Width of the ping graph as a % of the scoreboard
- Dvar Type : Float | name="cg_scoreboardPingHeight" | desc="Height of the ping graph as a % of the scoreboard row height
- Dvar Type : Float | name="cg_scoreboardRankFontScale" | desc="Scale of rank font
- Dvar Type : Float | name="cg_scoreboardWidth" | desc="Width of the scoreboard
- Dvar Type : Float | name="cg_scoreboardHeight" | desc="Height of the scoreboard
- Dvar Type : Float | name="cg_scoreboardTextOffset" | desc="Scoreboard text offset
- Dvar Type : Float | name="cg_scoreboardHeaderFontScale" | desc="Scoreboard header font scale
- Dvar Type : Float | name="vehDriverViewDist" | desc="How far away the driver's view is from the focus point
- Dvar Type : Float | name="vehDriverViewFocusRange" | desc="How far the driver's view focus will travel vertically
- Dvar Type : Float | name="heli_barrelRotation" | desc="How much to rotate the turret barrel when a helicopter fires
- Dvar Type : Float | name="heli_barrelMaxVelocity" | desc="How much to rotate the turret barrel when a helicopter fires
- Dvar Type : Float | name="heli_barrelSlowdown" | desc="How much to rotate the turret barrel when a helicopter fires
- Dvar Type : Float | name="nightVisionFadeInOutTime" | desc="How long the fade to/from black lasts when putting on or removing night vision goggles.
- Dvar Type : Float | name="nightVisionPowerOnTime" | desc="How long the black-to-nightvision fade lasts when turning on the goggles.
- Dvar Type : Float | name="darknessVisionFadeInOutTime" | desc="Vision set transition time when entering/exiting darkness.
- Dvar Type : Float | name="cg_secondaryVisionSet" | desc="Ratio of secondary vision set to primary vision set when secondary set is enabled.
- Dvar Type : Float | name="cg_water_fx_character_height" | desc="?
- Dvar Type : Float | name="cg_water_fx_water_depth_for_splash" | desc="?
- Dvar Type : Float | name="cg_water_fx_character_depth_for_wading" | desc="?
- Dvar Type : Float | name="cg_water_fx_min_velocity_for_wading" | desc="?
- Dvar Type : Float | name="cg_water_fx_character_depth_for_foot_splash" | desc="?
- Dvar Type : Float | name="hud_flash_time_offhand" | desc="Offhand weapons flash duration on changing weapon
- Dvar Type : Float | name="hud_flash_period_offhand" | desc="Offhand weapons flash period on changing weapon
- Dvar Type : Float | name="con_inputBoxColor" | desc="?
- Dvar Type : Float | name="?" | desc="?
- Dvar Type : Float | name="?" | desc="?
- Dvar Type : Float | name="?" | desc="?
- Dvar Type : Float | name="?" | desc="?
- Dvar Type : Float | name="con_errormessagetime" | desc="Onscreen time for error messages in seconds
- Dvar Type : Float | name="con_minicontime" | desc="Onscreen time for minicon messages in seconds
- Dvar Type : Float | name="con_MiniConSplitscreenScale" | desc="Splitscreen scale value for the mini console
- Dvar Type : Float | name="cl_analog_attack_threshold" | desc="The threshold before firing
- Dvar Type : Float | name="cl_timeout" | desc="Seconds with no received packets until a timeout occurs
- Dvar Type : Float | name="cl_connectTimeout" | desc="Timeout time in seconds while connecting to a server
- Dvar Type : Float | name="cl_yawspeed" | desc="Max yaw speed in degrees for game pad and keyboard
- Dvar Type : Float | name="cl_pitchspeed" | desc="Max pitch speed in degrees for game pad
- Dvar Type : Float | name="cl_yawspeed_ads" | desc="Max ads yaw speed in degrees for game pad and keyboard
- Dvar Type : Float | name="cl_pitchspeed_ads" | desc="Max ads pitch speed in degrees for game pad
- Dvar Type : Float | name="cl_anglespeedkey" | desc="Multiplier for max angle speed for game pad and keyboard
- Dvar Type : Float | name="sensitivity" | desc="Mouse sensitivity
- Dvar Type : Float | name="cl_mouseAccel" | desc="Mouse acceleration
- Dvar Type : Float | name="m_pitch" | desc="Default pitch
- Dvar Type : Float | name="m_yaw" | desc="Default yaw
- Dvar Type : Float | name="m_forward" | desc="Forward speed in units per second
- Dvar Type : Float | name="m_side" | desc="Sideways motion in units per second
- Dvar Type : Float | name="input_viewSensitivity" | desc="Sideways motion in units per second
- Dvar Type : Float | name="input_coverViewSensitivity" | desc="Sideways motion in units per second
- Dvar Type : Float | name="vehDriverViewHeightMin" | desc="Min orbit altitude for driver's view
- Dvar Type : Float | name="vehDriverViewHeightMax" | desc="Max orbit altitude for driver's view
- Dvar Type : Float | name="party_vetoPercentRequired" | desc="The fraction of the waiting players who need to veto for a map to be skipped
- Dvar Type : Float | name="safeArea_horizontal" | desc="Horizontal safe area as a fraction of the screen width
- Dvar Type : Float | name="safeArea_vertical" | desc="Vertical safe area as a fraction of the screen height
- Dvar Type : Float | name="cg_hudLegacySplitscreenScale" | desc="Screen scale for hud elements in splitscreen
- Dvar Type : Float | name="dynEnt_bulletForce" | desc="Force applied from bullet hit
- Dvar Type : Float | name="dynEnt_explodeForce" | desc="Force applied from explosion hit
- Dvar Type : Float | name="dynEnt_explodeUpbias" | desc="Upward bias applied to force directions from explosion hits
- Dvar Type : Float | name="dynEnt_explodeSpinScale" | desc="Scale of the random offset from the center of mass for explosion forces.
- Dvar Type : Float | name="dynEnt_explodeMinForce" | desc="Force below which dynents won't even bother waking up
- Dvar Type : Float | name="dynEntPieces_impactForce" | desc="Force applied when breakable is destroyed
- Dvar Type : Float | name="dynEnt_damageRadiusScale" | desc="Scale applied to radius for radius damage
- Dvar Type : Float | name="fx_debugBolt" | desc="Debug effects bolt
- Dvar Type : Float | name="fx_visMinTraceDist" | desc="Minimum visibility trace size
- Dvar Type : Float | name="custom_camera_awareness_max_range" | desc="Custom camera for the awareness system search range
- Dvar Type : Float | name="custom_camera_awareness_lerp_to_time" | desc="Time for custom camera lerp towards object
- Dvar Type : Float | name="custom_camera_awareness_lerp_back_time" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_pos_lag" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_pos_lag_max" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_angle_lag" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_rail_angle_factor" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_angle_lag_max" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_angle_offset_max" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_angle_offset_speed" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_angle_offset_accel" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="custom_camera_vehicle_angle_offset_decel" | desc="Time for custom camera lerp from object
- Dvar Type : Float | name="g_gravity" | desc="Game gravity in inches per second per second
- Dvar Type : Float | name="g_knockback" | desc="Maximum knockback
- Dvar Type : Float | name="g_dropForwardSpeed" | desc="Forward speed of a dropped item
- Dvar Type : Float | name="g_dropUpSpeedBase" | desc="Base component of the initial vertical speed of a dropped item
- Dvar Type : Float | name="g_dropUpSpeedRand" | desc="Random component of the initial vertical speed of a dropped item
- Dvar Type : Float | name="g_dropHorzSpeedRand" | desc="Random component of the initial horizontal speed of a dropped item
- Dvar Type : Float | name="g_clonePlayerMaxVelocity" | desc="Maximum velocity in each axis of a cloned player (for death animations)"
- Dvar Type : Float | name="g_voteAbstainWeight" | desc="How much an abstained vote counts as a 'no' vote
- Dvar Type : Float | name="g_friendlyfireDist" | desc="Maximum range for disabling fire at a friendly
- Dvar Type : Float | name="g_friendlyNameDist" | desc="Maximum range for seeing a friendly's name
- Dvar Type : Float | name="player_maxGrenadeCatchHeight" | desc="The maximum height difference from grenade to player viewheight at which the player can catch a grenade
- Dvar Type : Float | name="player_throwbackInnerRadius" | desc="The radius to a live grenade player must be within initially to do a throwback
- Dvar Type : Float | name="player_throwbackOuterRadius" | desc="The radius player is allow to throwback a grenade once the player has been in the inner radius
- Dvar Type : Float | name="g_minGrenadeDamageSpeed" | desc="Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage)
- Dvar Type : Float | name="missileHellfireMaxSlope" | desc="This limits how steeply the hellfire missile can turn upward when climbing
- Dvar Type : Float | name="missileHellfireUpAccel" | desc="The rate at which the hellfire missile curves upward
- Dvar Type : Float | name="missileJavClimbHeightDirect" | desc="In direct-fire mode, how far above the target the rocket will aim for when climbing.
- Dvar Type : Float | name="missileJavClimbHeightTop" | desc="In top-fire mode, how far above the target the rocket will aim for when climbing.
- Dvar Type : Float | name="missileJavClimbAngleDirect" | desc="In direct-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
- Dvar Type : Float | name="missileJavClimbAngleTop" | desc="In top-fire mode, the minimum angle between the rocket and target until the rocket stops climbing. Smaller angles make for higher climbs.
- Dvar Type : Float | name="missileJavClimbCeilingDirect" | desc="In direct-fire mode, how high the missile needs to reach before it descends.
- Dvar Type : Float | name="missileJavClimbCeilingTop" | desc="In top-fire mode, how high the missile needs to reach before it descends.
- Dvar Type : Float | name="missileJavTurnRateDirect" | desc="In direct-fire mode, how sharp the rocket can turn, in angles/sec.
- Dvar Type : Float | name="missileJavTurnRateTop" | desc="In top-fire mode, how sharp the rocket can turn, in angles/sec.
- Dvar Type : Float | name="missileJavAccelClimb" | desc="Rocket acceleration when climbing.
- Dvar Type : Float | name="missileJavAccelDescend" | desc="Rocket acceleration when descending towards target.
- Dvar Type : Float | name="missileJavSpeedLimitClimb" | desc="Rocket's speed limit when climbing.
- Dvar Type : Float | name="missileJavSpeedLimitDescend" | desc="Rocket's speed limit when descending towards target.
- Dvar Type : Float | name="missileJavTurnDecel" | desc="Rocket's speed limit when descending towards target.
- Dvar Type : Float | name="missileJavClimbToOwner" | desc="Rocket's speed limit when descending towards target.
- Dvar Type : Float | name="vehHelicopterMaxSpeed" | desc="Maximum horizontal speed of the player helicopter (in MPH)
- Dvar Type : Float | name="vehHelicopterMaxSpeedVertical" | desc="Maximum vertical speed of the player helicopter (in MPH)
- Dvar Type : Float | name="vehHelicopterMaxAccel" | desc="Maximum horizontal acceleration of the player helicopter (in MPH per second)
- Dvar Type : Float | name="vehHelicopterMaxAccelVertical" | desc="Maximum vertical acceleration of the player helicopter (in MPH per second)
- Dvar Type : Float | name="vehHelicopterMaxYawRate" | desc="Maximum yaw speed of the player helicopter
- Dvar Type : Float | name="vehHelicopterMaxYawAccel" | desc="Maximum yaw acceleration of the player helicopter
- Dvar Type : Float | name="vehHelicopterMaxPitch" | desc="Maximum pitch of the player helicopter
- Dvar Type : Float | name="vehHelicopterMaxRoll" | desc="Maximum roll of the player helicopter
- Dvar Type : Float | name="vehHelicopterLookaheadTime" | desc="How far ahead (in seconds) the player helicopter looks ahead, to avoid hard collisions. (Like driving down the highway, you should keep 2 seconds distance between you and the vehicle in front of you)
- Dvar Type : Float | name="vehHelicopterHoverSpeedThreshold" | desc="The speed below which the player helicopter begins to jitter the tilt, for hovering
- Dvar Type : Float | name="vehHelicopterRightStickDeadzone" | desc="Dead-zone for the axes of the right thumbstick. This helps to better control the two axes separately.
- Dvar Type : Float | name="vehHelicopterStrafeDeadzone" | desc="Dead-zone so that you can fly straight forward easily without accidentally strafing (and thus rolling).
- Dvar Type : Float | name="vehHelicopterDecelerationFwd" | desc="Set the deceleration of the player helicopter (as a fraction of acceleration) in the direction the chopper is facing. So 1.0 makes it equal to the acceleration.
- Dvar Type : Float | name="vehHelicopterDecelerationSide" | desc="Set the side-to-side deceleration of the player helicopter (as a fraction of acceleration). So 1.0 makes it equal to the acceleration.
- Dvar Type : Float | name="vehHelicopterYawOnLeftStick" | desc="The yaw speed created by the left stick when pushing the stick diagonally (e.g., moving forward and strafing slightly).
- Dvar Type : Float | name="vehHelicopterTiltSpeed" | desc="The rate at which the player helicopter's tilt responds
- Dvar Type : Float | name="vehHelicopterTiltFromAcceleration" | desc="The amount of tilt caused by acceleration
- Dvar Type : Float | name="vehHelicopterTiltFromDeceleration" | desc="The amount of tilt caused by deceleration
- Dvar Type : Float | name="vehHelicopterTiltFromVelocity" | desc="The amount of tilt caused by the current velocity
- Dvar Type : Float | name="vehHelicopterTiltFromControllerAxes" | desc="The amount of tilt caused by the desired velocity (i.e., the amount of controller stick deflection)
- Dvar Type : Float | name="vehHelicopterTiltFromFwdAndYaw" | desc="The amount of roll caused by yawing while moving forward.
- Dvar Type : Float | name="vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt" | desc="The forward speed (as a fraction of top speed) at which the tilt due to yaw reaches is maximum value.
- Dvar Type : Float | name="vehHelicopterJitterJerkyness" | desc="Specifies how jerky the tilt jitter should be
- Dvar Type : Float | name="vehHelicopterTiltMomentum" | desc="The amount of rotational momentum the helicopter has with regards to tilting.
- Dvar Type : Float | name="scr_vehicle_velocity_lerp" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_velocity_lerp" | desc="?
- Dvar Type : Float | name="scr_vehicle_velocity_lerp_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_velocity_lerp_decel" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_decel_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_brake_decel_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_gas_accel_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_grind_decel_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_grind_min_speed_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_max_rail_turn_offset" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_offset" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_back_percent" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_back_rate" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_decel" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_low" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_low_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_low_decel" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_high" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_high_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_high_decel" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_low_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_high_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_rate_control_exponential" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_decel" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_low" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_low_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_low_decel" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_high" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_high_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_high_decel" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_low_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_high_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_powerslide_turn_rate_control_exponential" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_min_relative_speed_MPH" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_max_relative_speed_MPH" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_jolt_intensity" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_jolt_speed_frac" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_wheel_force" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_wheel_force_duration" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_wheel_force_inner_radius" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_wheel_force_outer_radius" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_min_relative_speed_MPH" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_max_relative_speed_MPH" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_jolt_intensity" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_jolt_speed_frac" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_wheel_force" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_wheel_force_duration" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_wheel_force_inner_radius" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_NPC_wheel_force_outer_radius" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_height" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_distance" | desc="?
- Dvar Type : Float | name="scr_vehicle_collision_turn_rate" | desc="?
- Dvar Type : Float | name="scr_vehicle_accel_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_decel_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_return_accel_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_return_decel_mph" | desc="?
- Dvar Type : Float | name="scr_vehicle_drift_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_speed_drift_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_angle_drift_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_pre_distance" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_pre_steer_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_pre_turn_rate" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_distance" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_steer_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_turn_rate" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_post_distance" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_post_steer_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_post_turn_rate" | desc="?
- Dvar Type : Float | name="scr_vehicle_slam_collision_wheel_force" | desc="?
- Dvar Type : Float | name="scr_vehicle_turn_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_sync_accel_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_wheel_rotation_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_wheel_rotation_speed" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_min_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_max_accel" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_min_turn" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_max_turn" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_pitch_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_pitch_accel_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_roll_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_suspension_roll_accel_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_steer_angle" | desc="?
- Dvar Type : Float | name="scr_vehicle_steer_factor" | desc="?
- Dvar Type : Float | name="scr_vehicle_steer_factor_accel" | desc="?
- Dvar Type : Float | name="vehTextureScrollScale" | desc="Scale vehicle texture scroll scale by this amount (debug only)
- Dvar Type : Float | name="vehTestHorsepower" | desc="Scale vehicle texture scroll scale by this amount (debug only)
- Dvar Type : Float | name="vehTestWeight" | desc="lbs
- Dvar Type : Float | name="vehTestMaxMPH" | desc="lbs
- Dvar Type : Float | name="timescale" | desc="Scale time of each frame
- Dvar Type : Float | name="?" | desc="External Dvar
- Dvar Type : Float | name="sv_kickBanTime" | desc="Time in seconds for a player to be banned from the server after being kicked
- Dvar Type : Float | name="ui_smallFont" | desc="Small font scale
- Dvar Type : Float | name="ui_bigFont" | desc="Big font scale
- Dvar Type : Float | name="ui_extraBigFont" | desc="Extra big font scale
- Dvar Type : Float | name="ui_buildSize" | desc="Font size to use for the build number
- Dvar Type : Float | name="ui_borderLowLightScale" | desc="Scales the border color for the lowlight color on certain UI borders
- Dvar Type : Float | name="phys_impact_intensity_limit" | desc="Lower limit for the intensity of the impact sounds that the engine triggers.
- Dvar Type : Float | name="phys_impact_silence_window" | desc="The length of the silence window. When a body triggers an impact sound it will not trigger new sounds for the duration of this silence window.
- Dvar Type : Float | name="phys_impact_distance_cutoff" | desc="Disable effects that are further than distance_cutoff value. Uses the distance /in inches/ to the closes active player.
- Dvar Type : Float | name="phys_reeval_frequency" | desc="Controls how often the engine reevalutes the piority of the physics object. If the object has low priority /its too far or smth/ we dont play effect.
- Dvar Type : Float | name="phys_gravity" | desc="Physics gravity in units/sec^2.
- Dvar Type : Float | name="phys_bulletUpBias" | desc="Up Bias for the direction of the bullet impact.
- Dvar Type : Float | name="phys_bulletSpinScale" | desc="Scale of the effective offset from the center of mass for the bullet impacts.
- Dvar Type : Float | name="phys_ragdoll_joint_damp_scale" | desc="Sets the phys joint damp for ragdolls.
- Dvar Type : Float | name="phys_frictionScale" | desc="Scales the amount of physics friction globally.
- Dvar Type : Float | name="phys_dragLinear" | desc="The amount of linear drag, applied globally
- Dvar Type : Float | name="phys_dragAngular" | desc="The amount of angular drag, applied globally
- Dvar Type : Float | name="phys_waterDragLinear" | desc="The amount of linear drag for buoyant objects
- Dvar Type : Float | name="phys_waterDragAngular" | desc="The amount of angular drag for buoyant objects
- Dvar Type : Float | name="gpad_button_lstick_deflect_max" | desc="?
- Dvar Type : Float | name="gpad_button_rstick_deflect_max" | desc="?
- Dvar Type : Float | name="gpad_button_deadzone" | desc="Game pad button deadzone threshhold
- Dvar Type : Float | name="gpad_stick_deadzone_min" | desc="Game pad minimum stick deadzone
- Dvar Type : Float | name="gpad_stick_deadzone_max" | desc="Game pad maximum stick deadzone
- Dvar Type : Float | name="gpad_stick_pressed" | desc="Game pad stick pressed threshhold
- Dvar Type : Float | name="gpad_stick_pressed_hysteresis" | desc="Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing
- Dvar Type : Float | name="ps3_voiceSpeakerGain" | desc="Gain applied to incoming speaker voice audio samples before mixing
- Dvar Type : Float | name="snd_volume" | desc="Game sound master volume
- Dvar Type : Float | name="snd_musicvolume" | desc="Music volume (final music volume is additionally affected by snd_volume
- Dvar Type : Float | name="snd_omnidirectionalPercentage" | desc="Percentage of sound volume that is 'directionless'
- Dvar Type : Float | name="ragdoll_explode_force" | desc="Explosive force applied to ragdolls
- Dvar Type : Float | name="ragdoll_explode_upbias" | desc="Upwards bias applied to ragdoll explosion effects
- Dvar Type : Float | name="ragdoll_bullet_force" | desc="Bullet force applied to ragdolls
- Dvar Type : Float | name="ragdoll_bullet_upbias" | desc="Upward bias applied to ragdoll bullet effects
- Dvar Type : Float | name="ragdoll_hitBoneForceScale" | desc="force scale applied to ragdoll hit bone
- Dvar Type : Float | name="ragdoll_bullet_force_min" | desc="force min value
- Dvar Type : Float | name="ragdoll_bullet_force_max" | desc="force max value
- Dvar Type : Float | name="ragdoll_bullet_distance_min" | desc="ragdoll death distance to attacker min value
- Dvar Type : Float | name="ragdoll_bullet_distance_max" | desc="ragdoll death distance to attacker max value
- Dvar Type : Float | name="ragdoll_filter_tau" | desc="Ragdoll low pass filter constant (values nearer to 1 reduce jitter but cause sponginess)
- Dvar Type : Float | name="ragdoll_jitter_scale" | desc="Scale up or down the effect of physics jitter on ragdolls
- Dvar Type : Float | name="ragdoll_self_collision_scale" | desc="Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating
- Dvar Type : Float | name="ik_camera_z_offset_1st_person" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_hip_force" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_hip_force_decel" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_hip_return_base_rate" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_hip_return_max_rate" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_hip_angular_cap" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_ads_force" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_ads_force_decel" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_ads_return_base_rate" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_ads_return_max_rate" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_ads_angular_cap" | desc="Offset the view when in 1st person by this value
- Dvar Type : Float | name="ik_recoil_torso_amp" | desc="?
- Dvar Type : Float | name="ik_bob_pelvis_scale_1st" | desc="Movement bob pelvis amplification, 1st person
- Dvar Type : Float | name="ik_bob_pelvis_scale_3rd" | desc="Movement bob pelvis amplification, 3rd person
- Dvar Type : Float | name="ik_bob_weapon_scale_1st" | desc="Movement bob weapon amplification, 1st person
- Dvar Type : Float | name="ik_bob_weapon_scale_3rd" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Float | name="ik_wrist_left_twist_rot_up" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Float | name="ik_wrist_left_twist_rot_dn" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Float | name="ik_wrist_left_twist_rot_mid" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Float | name="ik_wrist_right_twist_rot_up" | desc="?
- Dvar Type : Float | name="ik_wrist_right_twist_rot_dn" | desc="?
- Dvar Type : Float | name="ik_wrist_right_twist_rot_mid" | desc="?
- Dvar Type : Float | name="sf_objective_duration" | desc="How long should objectives stay on screen?
- Dvar Type : Float | name="sf_objectiveupdate_duration" | desc="How long should objective updates (CP reached / OBJ complete) stay on screen?
- Dvar Type : Float | name="?" | desc="?
- Dvar Type : Enum | name="bg_shock_screenType" | desc="Shell shock screen effect type
- Dvar Type : Enum | name="bg_shock_soundRoomType" | desc="Shell shock sound room type
- Dvar Type : Enum | name="trav_debug3D" | desc="Show onscreen debug information for traversals
- Dvar Type : Enum | name="cg_drawFPS" | desc="Draw frames per second
- Dvar Type : Enum | name="snd_drawInfo" | desc="Draw debugging information for sounds
- Dvar Type : Enum | name="cg_viewPlayerFade" | desc="Player body part fade mode
- Dvar Type : Enum | name="g_entinfo" | desc="Display entity information
- Dvar Type : Enum | name="lb_filter" | desc="Filter applied to the leaderboard display: ('none','friends')
- Dvar Type : Enum | name="lb_type" | desc="Leaderboard type to display
- Dvar Type : Enum | name="snd_draw3D" | desc="Draw the position and info of world sounds
- Dvar Type : Enum | name="snd_speakerConfiguration" | desc="Speaker configuration
- Dvar Type : Enum | name="snd_panConfiguration" | desc="Speaker panning configuration
- Dvar Type : Enum | name="?" | desc="?
- Dvar Type : Color | name="lowAmmoWarningColor1" | desc="Color 1 of 2 to oscilate between
- Dvar Type : Color | name="lowAmmoWarningColor2" | desc="Color 2 of 2 to oscilate between
- Dvar Type : Color | name="lowAmmoWarningNoReloadColor1" | desc="Like lowAmmoWarningColor1, but when no ammo to reload with.
- Dvar Type : Color | name="lowAmmoWarningNoReloadColor2" | desc="lowAmmoWarningColor2, but when no ammo to reload with.
- Dvar Type : Color | name="cg_hudStanceFlash" | desc="The background color of the flash when the stance changes
- Dvar Type : Color | name="cg_ScoresPing_HighColor" | desc="Color for high ping
- Dvar Type : Color | name="cg_ScoresPing_MedColor" | desc="Color for medium ping
- Dvar Type : Color | name="cg_ScoresPing_LowColor" | desc="Color for low ping
- Dvar Type : Color | name="cg_ScoresPing_BgColor" | desc="Background color of ping
- Dvar Type : Color | name="cg_scoreboardMyColor" | desc="The local player's font color when shown in scoreboard
- Dvar Type : Color | name="g_ScoresPing_HighColor" | desc="Color for high ping
- Dvar Type : Color | name="g_ScoresPing_MedColor" | desc="Color for medium ping
- Dvar Type : Color | name="g_ScoresPing_LowColor" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColor_Allies" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColor_Axis" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColor_Spectator" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColor_Free" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColorOdd_Allies" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColorOdd_Axis" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColorOdd_Spectator" | desc="Color for low ping
- Dvar Type : Color | name="g_ScoresColorOdd_Free" | desc="Color for low ping
- Dvar Type : Color | name="g_TeamColor_MyTeam" | desc="Player team color
- Dvar Type : Color | name="g_TeamColor_EnemyTeam" | desc="Enemy team color
- Dvar Type : Color | name="g_TeamColor_Spectator" | desc="Spectator team color
- Dvar Type : Color | name="g_TeamColor_Free" | desc="Free Team color
- Dvar Type : Color | name="ui_playerPartyColor" | desc="The local player's font color when shown in lobbies and parties
- Dvar Type : Color | name="?" | desc="?
- Dvar Type : String | name="bg_shock_soundLoop" | desc="Shellshock loop alias
- Dvar Type : String | name="bg_shock_soundLoopSilent" | desc="The sound that gets blended with the shellshock loop alias
- Dvar Type : String | name="bg_shock_soundEnd" | desc="Shellshock end sound alias
- Dvar Type : String | name="bg_shock_soundEndAbort" | desc="Shellshock aborted end sound alias
- Dvar Type : String | name="phone_context_available" | desc="Set to text to be displayed or 'no' when no mode available.
- Dvar Type : String | name="bg_qk_rewardtype" | desc="Reward type for getting the good quick kill
- Dvar Type : String | name="perk_grenadeDeath" | desc="Name of the grenade weapon to drop
- Dvar Type : String | name="lowAmmoWarningText" | desc="The text shown when the player's ammo is low
- Dvar Type : String | name="lowAmmoWarningNoReloadText" | desc="Like lowAmmoWarningText but when no ammo to reload with.
- Dvar Type : String | name="cg_viewModelWeapBone" | desc="Which bone the player's weapon is attached to.
- Dvar Type : String | name="cg_viewPlayerBone" | desc="Bone on player's character model to draw axes.
- Dvar Type : String | name="cg_weaponleftbone" | desc="Left hand weapon bone name
- Dvar Type : String | name="cg_weaponrightbone" | desc="Right handed weapon bone name
- Dvar Type : String | name="weapimage_bottom" | desc="Image for bottom box in carousel
- Dvar Type : String | name="weapimage_middle" | desc="Image for middle box in carousel
- Dvar Type : String | name="weapimage_top" | desc="Image for top box in carousel
- Dvar Type : String | name="weapimage_temp" | desc="Image for temp box in carousel
- Dvar Type : String | name="weapimage_op2" | desc="Current weapon for op2 box in carousel
- Dvar Type : String | name="weapimage_op1" | desc="Current weapon for op1 box in carousel
- Dvar Type : String | name="weapname_bottom" | desc="Name of current weapon for bottom box in carousel
- Dvar Type : String | name="weapname_middle" | desc="Name of current weapon for middle box in carousel
- Dvar Type : String | name="weapname_top" | desc="Name of current weapon for top box in carousel
- Dvar Type : String | name="weapname_temp" | desc="temp name of weapon
- Dvar Type : String | name="weapname_op1" | desc="Name of current weapon for op1 box
- Dvar Type : String | name="weapname_op2" | desc="Name of current weapon for op2 box
- Dvar Type : String | name="weapon_displayname" | desc="Display name of current selection in carousel.
- Dvar Type : String | name="weaponammo_bottom" | desc="Ammo remaining: bottom
- Dvar Type : String | name="weaponammo_middle" | desc="Ammo remaining: middle
- Dvar Type : String | name="weaponammo_top" | desc="Ammo remaining: top
- Dvar Type : String | name="cg_slot1PrimaryWeaponName" | desc="slot1 primary weapon name
- Dvar Type : String | name="cg_slot1SecondaryWeaponName" | desc="slot1 secondary weapon name
- Dvar Type : String | name="cg_slot1GrenadeName" | desc="slot1 Grenade name
- Dvar Type : String | name="cg_slot1Gadget1Name" | desc="slot1 Gadget 1 name
- Dvar Type : String | name="cg_slot1Gadget2Name" | desc="slot1 Gadget 2 name
- Dvar Type : String | name="cg_slot1PrimaryAttachmentName" | desc="slot1 Primary Attachment name
- Dvar Type : String | name="cg_slot1SecondaryAttachmentName" | desc="slot1 Secondary Attachment name
- Dvar Type : String | name="cg_slot2PrimaryWeaponName" | desc="slot2 primary weapon name
- Dvar Type : String | name="cg_slot2SecondaryWeaponName" | desc="slot2 secondary weapon name
- Dvar Type : String | name="cg_slot2GrenadeName" | desc="slot2 Grenade name
- Dvar Type : String | name="cg_slot2Gadget1Name" | desc="slot2 Gadget 1 name
- Dvar Type : String | name="cg_slot2Gadget2Name" | desc="slot2 Gadget 2 name
- Dvar Type : String | name="cg_slot2PrimaryAttachmentName" | desc="slot2 Primary Attachment name
- Dvar Type : String | name="cg_slot2SecondaryAttachmentName" | desc="slot2 Secondary Attachment name
- Dvar Type : String | name="cg_slot3PrimaryWeaponName" | desc="slot3 primary weapon name
- Dvar Type : String | name="cg_slot3SecondaryWeaponName" | desc="slot3 secondary weapon name
- Dvar Type : String | name="cg_slot3GrenadeName" | desc="slot3 Grenade name
- Dvar Type : String | name="cg_slot3Gadget1Name" | desc="slot3 Gadget 1 name
- Dvar Type : String | name="cg_slot3Gadget2Name" | desc="slot3 Gadget 2 name
- Dvar Type : String | name="cg_slot3PrimaryAttachmentName" | desc="slot3 Primary Attachment name
- Dvar Type : String | name="cg_slot3SecondaryAttachmentName" | desc="slot3 Secondary Attachment name
- Dvar Type : String | name="cg_slot4PrimaryWeaponName" | desc="slot4 primary weapon name
- Dvar Type : String | name="cg_slot4SecondaryWeaponName" | desc="slot4 secondary weapon name
- Dvar Type : String | name="cg_slot4GrenadeName" | desc="slot4 Grenade name
- Dvar Type : String | name="cg_slot4Gadget1Name" | desc="slot4 Gadget 1 name
- Dvar Type : String | name="cg_slot4Gadget2Name" | desc="slot4 Gadget 2 name
- Dvar Type : String | name="cg_slot4PrimaryAttachmentName" | desc="slot4 Primary Attachment name
- Dvar Type : String | name="cg_slot4SecondaryAttachmentName" | desc="slot4 Secondary Attachment name
- Dvar Type : String | name="cg_slot5PrimaryWeaponName" | desc="slot5 primary weapon name
- Dvar Type : String | name="cg_slot5SecondaryWeaponName" | desc="slot5 secondary weapon name
- Dvar Type : String | name="cg_slot5GrenadeName" | desc="slot5 Grenade name
- Dvar Type : String | name="cg_slot5Gadget1Name" | desc="slot5 Gadget 1 name
- Dvar Type : String | name="cg_slot5Gadget2Name" | desc="slot5 Gadget 2 name
- Dvar Type : String | name="cg_slot5PrimaryAttachmentName" | desc="slot5 Primary Attachment name
- Dvar Type : String | name="cg_slot5SecondaryAttachmentName" | desc="slot5 Secondary Attachment name
- Dvar Type : String | name="cg_slot6PrimaryWeaponName" | desc="slot6 primary weapon name
- Dvar Type : String | name="cg_slot6SecondaryWeaponName" | desc="slot6 secondary weapon name
- Dvar Type : String | name="cg_slot6GrenadeName" | desc="slot6 Grenade name
- Dvar Type : String | name="cg_slot6Gadget1Name" | desc="slot6 Gadget 1 name
- Dvar Type : String | name="cg_slot6Gadget2Name" | desc="slot6 Gadget 2 name
- Dvar Type : String | name="cg_slot6PrimaryAttachmentName" | desc="slot6 Primary Attachment name
- Dvar Type : String | name="cg_slot6SecondaryAttachmentName" | desc="slot6 Secondary Attachment name
- Dvar Type : String | name="?" | desc="?
- Dvar Type : String | name="activeAction" | desc="Action to execute in first frame
- Dvar Type : String | name="cl_menu_skin" | desc="Used by script to set a skin for the menus (mainly for what team the player is on).
- Dvar Type : String | name="cl_objective_text" | desc="Used to communicate with the menus what the objective for the game mode is
- Dvar Type : String | name="cl_motdString" | desc="Draw cover hints.
- Dvar Type : String | name="name" | desc="Player name
- Dvar Type : String | name="password" | desc="?
- Dvar Type : String | name="nextdemo" | desc="The next demo to play
- Dvar Type : String | name="motd" | desc="Show blood
- Dvar Type : String | name="?" | desc="?
- Dvar Type : String | name="con_default_console_filter" | desc="Default channel filter for the console destination.
- Dvar Type : String | name="party_vetoStatus" | desc="Veto progress (localized )
- Dvar Type : String | name="party_gametype" | desc="Current gametype
- Dvar Type : String | name="party_gamesize" | desc="Current maximum game size
- Dvar Type : String | name="party_mapname" | desc="Current map name
- Dvar Type : String | name="party_kickplayerquestion" | desc="String to store the question about kicking the selected player
- Dvar Type : String | name="party_lobbyPlayerCount" | desc="Number of players currently in the party/lobby in lobby format (x/y players)
- Dvar Type : String | name="party_partyPlayerCount" | desc="Number of players currently in the party/lobby in party format (x players in y's party)
- Dvar Type : String | name="party_hostname" | desc="The name of the host player
- Dvar Type : String | name="party_mappacks" | desc="The string for the current combination of map packs in use
- Dvar Type : String | name="mapname" | desc="Current map name
- Dvar Type : String | name="sv_mapname" | desc="The current map name
- Dvar Type : String | name="g_gametype" | desc="The current campaign
- Dvar Type : String | name="g_log" | desc="Log file name
- Dvar Type : String | name="g_password" | desc="Password
- Dvar Type : String | name="g_banIPs" | desc="IP addresses to ban from playing
- Dvar Type : String | name="g_motd" | desc="The message of the day
- Dvar Type : String | name="g_ScoresBanner_Allies" | desc="Shader name for the allied scores banner
- Dvar Type : String | name="g_ScoresBanner_Axis" | desc="Shader name for the axis scores banner
- Dvar Type : String | name="g_ScoresBanner_None" | desc="Shader name for the scores of players with no team
- Dvar Type : String | name="g_ScoresBanner_Spectators" | desc="Shader name for the scores of players who are spectators
- Dvar Type : String | name="g_TeamName_Allies" | desc="Allied team name
- Dvar Type : String | name="g_TeamName_Axis" | desc="Axis team name
- Dvar Type : String | name="g_TeamIcon_Allies" | desc="Allied team icon
- Dvar Type : String | name="g_TeamIcon_Axis" | desc="Axis team icon
- Dvar Type : String | name="g_roundEndReason" | desc="Which reason string to display on round end summary
- Dvar Type : String | name="?" | desc="Script defined user info dvar
- Dvar Type : String | name="mapname" | desc="The current map name
- Dvar Type : String | name="com_errorMessage" | desc="Most recent error message
- Dvar Type : String | name="com_errorTitle" | desc="Title of the most recent error message
- Dvar Type : String | name="consoleGame" | desc="True if running on a console
- Dvar Type : String | name="ps3Game" | desc="True if running on PS3
- Dvar Type : String | name="version" | desc="Game version
- Dvar Type : String | name="shortversion" | desc="Short game version
- Dvar Type : String | name="g_gametype" | desc="Game Type
- Dvar Type : String | name="g_gametype" | desc="Current game type
- Dvar Type : String | name="mapname" | desc="Current map name
- Dvar Type : String | name="sv_hostname" | desc="Host name of the server
- Dvar Type : String | name="sv_allowedClan1" | desc="?
- Dvar Type : String | name="sv_allowedClan2" | desc="?
- Dvar Type : String | name="sv_mapRotation" | desc="List of maps for the server to play
- Dvar Type : String | name="sv_mapRotationCurrent" | desc="Current map in the map rotation
- Dvar Type : String | name="nextmap" | desc="Next map to play
- Dvar Type : String | name="ui_customModeName" | desc="Custom game mode name
- Dvar Type : String | name="ui_customModeEditName" | desc="Name to give the currently edited custom game mode when editing is complete
- Dvar Type : String | name="ui_customClassName" | desc="Custom Class name
- Dvar Type : String | name="server1" | desc="?
- Dvar Type : String | name="server2" | desc="?
- Dvar Type : String | name="server3" | desc="?
- Dvar Type : String | name="server4" | desc="?
- Dvar Type : String | name="server5" | desc="?
- Dvar Type : String | name="server6" | desc="?
- Dvar Type : String | name="server7" | desc="?
- Dvar Type : String | name="server8" | desc="?
- Dvar Type : String | name="server9" | desc="?
- Dvar Type : String | name="server10" | desc="?
- Dvar Type : String | name="server11" | desc="?
- Dvar Type : String | name="server12" | desc="?
- Dvar Type : String | name="server13" | desc="?
- Dvar Type : String | name="server14" | desc="?
- Dvar Type : String | name="server15" | desc="?
- Dvar Type : String | name="server16" | desc="?
- Dvar Type : String | name="ui_gametype" | desc="Current game type
- Dvar Type : String | name="ui_mapname" | desc="Current map name
- Dvar Type : String | name="ui_showMenuOnly" | desc="If set, only menus using this name will draw.
- Dvar Type : String | name="selectedFriendName" | desc="The name of the currently selected friend in your online friends list
- Dvar Type : String | name="e:/nerve/jb/src/src/universal/dvar.cpp" | desc="External Dvar
- Dvar Type : String | name="e:/nerve/jb/src/src/universal/dvar.cpp" | desc="External Dvar
- Dvar Type : String | name="e:/nerve/jb/src/src/universal/dvar.cpp" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="?" | desc="External Dvar
- Dvar Type : String | name="gpad_buttonsConfig" | desc="Game pad button configuration
- Dvar Type : String | name="gpad_sticksConfig" | desc="Game pad stick configuration
- Dvar Type : String | name="inviteText" | desc="Text to display for the game invite
- Dvar Type : String | name="clanName" | desc="Your clan abbreviation
- Dvar Type : String | name="net_ip" | desc="Network IP Address
- Dvar Type : String | name="?" | desc="?
- Dvar Type : Vec4 | name="bg_shadowEntityNum" | desc="Positional offset from tag_aim for camera on turrets
- Dvar Type : Vec4 | name="bg_shadowEntityNum" | desc="bg_turret_camera_angles
- Dvar Type : Vec4 | name="hud_healthOverlay_phaseEnd_pulseDuration" | desc="The color of the sprint meter when the sprint meter is full
- Dvar Type : Vec4 | name="hud_healthOverlay_phaseEnd_pulseDuration" | desc="The color of the sprint meter when the sprint meter is empty
- Dvar Type : Vec4 | name="hud_healthOverlay_phaseEnd_pulseDuration" | desc="The color of the sprint meter when the sprint meter is disabled
- Dvar Type : Vec4 | name="hud_healthOverlay_phaseEnd_pulseDuration" | desc="The color of the health bar at 1%-33% health
- Dvar Type : Vec4 | name="hud_healthOverlay_phaseEnd_pulseDuration" | desc="The color of the health bar at 33%-66% health
- Dvar Type : Vec4 | name="hud_healthOverlay_phaseEnd_pulseDuration" | desc="The color of the health bar at 33%-66% health
- Dvar Type : Vec4 | name="con_inputBoxColor" | desc=" %f %f %f
- Dvar Type : Vec4 | name="con_inputBoxColor" | desc="con_inputHintBoxColor
- Dvar Type : Vec4 | name="con_inputBoxColor" | desc="Color of the console output slider bar
- Dvar Type : Vec4 | name="con_inputBoxColor" | desc="Color of the console slider
- Dvar Type : Vec4 | name="con_inputBoxColor" | desc="Color of the console output
- Dvar Type : Vec4 | name="con_typewriter_decayduration" | desc="Color of typewritten "updated objective" text.
- Dvar Type : Vec4 | name="con_typewriter_decayduration" | desc="Color of typewritten "completed objective" text.
- Dvar Type : Vec4 | name="con_typewriter_decayduration" | desc="Color of typewritten "completed objective" text.
- Dvar Type : Vec4 | name="ui_cinematicsTimestamp" | desc="The local player's font color when shown in lobbies and parties
- Dvar Type : Vec4 | name="?" | desc="?
- Dvar Type : Vec3 | name="poison_timeRampUp" | desc="Chance of a new sway (#/sec)
- Dvar Type : Vec3 | name="poison_timeMaintain" | desc="Chance of a new sway (#/sec)
- Dvar Type : Vec3 | name="poison_timeRampDown" | desc="Chance of a new sway (#/sec)
- Dvar Type : Vec3 | name="poison_speedGoal" | desc="Chance of a new sway (#/sec)
- Dvar Type : Vec3 | name="wind_gust_duration" | desc="frequency of gusts (#/sec)
- Dvar Type : Vec3 | name="wind_gust_multiplier" | desc="frequency of gusts (#/sec)
- Dvar Type : Vec3 | name="bal_wobble_levels" | desc="The threshhold at which the player advances or retreats during a balance traversal
- Dvar Type : Vec3 | name="bal_force_freq_range" | desc="The chance per second that the idle wobble (safe) animation will play
- Dvar Type : Vec3 | name="bal_force_duration_range" | desc="The chance per second that the idle wobble (safe) animation will play
- Dvar Type : Vec3 | name="bal_force_magnitude_range" | desc="The chance per second that the idle wobble (safe) animation will play
- Dvar Type : Vec3 | name="compassCoords" | desc="The time in seconds for the sound overlay on the compass to fade
- Dvar Type : Vec3 | name="dynEntPieces_velocity" | desc="?
- Dvar Type : Vec3 | name="dynEntPieces_angularVelocity" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_vec" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_reload_vec" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_ads_vec" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_ads_3rd_vec" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_ang" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_reload_ang" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_ads_ang" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_offset_ads_3rd_ang" | desc="?
- Dvar Type : Vec3 | name="ik_recoil_torso_spine1" | desc="Offset the view when in 1st person by this value
- Dvar Type : Vec3 | name="ik_recoil_torso_spine2" | desc="Offset the view when in 1st person by this value
- Dvar Type : Vec3 | name="ik_recoil_torso_spine3" | desc="Offset the view when in 1st person by this value
- Dvar Type : Vec3 | name="ik_recoil_torso_neck" | desc="Offset the view when in 1st person by this value
- Dvar Type : Vec3 | name="ik_recoil_torso_head" | desc="Offset the view when in 1st person by this value
- Dvar Type : Vec3 | name="ik_weapon_pitch_up_offset" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_pitch_down_offset_stand" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_pitch_down_offset_crouch" | desc="?
- Dvar Type : Vec3 | name="ik_pelvis_stand_pitch_up_offset" | desc="?
- Dvar Type : Vec3 | name="ik_pelvis_stand_pitch_down_offset" | desc="?
- Dvar Type : Vec3 | name="ik_pelvis_crouch_pitch_up_offset" | desc="?
- Dvar Type : Vec3 | name="ik_pelvis_crouch_pitch_down_offset" | desc="?
- Dvar Type : Vec3 | name="ik_wrist_left_clavicle_rot_up" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_left_clavicle_rot_dn" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_left_clavicle_rot_mid" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_left_shoulder_rot_up" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_left_shoulder_rot_dn" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_left_shoulder_rot_mid" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_right_clavicle_rot_up" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_right_clavicle_rot_dn" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_right_clavicle_rot_mid" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_right_shoulder_rot_up" | desc="Movement bob weapon amplification, 3rd person
- Dvar Type : Vec3 | name="ik_wrist_right_shoulder_rot_dn" | desc="?
- Dvar Type : Vec3 | name="ik_wrist_right_shoulder_rot_mid" | desc="?
- Dvar Type : Vec3 | name="ik_weapon_drop_wall_offset" | desc="?
- Dvar Type : Vec3 | name="?" | desc="?
- Dvar Type : Vec2 | name="bg_bobAmplitudeSprinting" | desc="@@
- Dvar Type : Vec2 | name="bg_bobAmplitudeStandingPersBond" | desc="@@
- Dvar Type : Vec2 | name="bg_bobAmplitudeStandingWalkPersBond" | desc="@@
- Dvar Type : Vec2 | name="bg_bobAmplitudeStanding" | desc="@@
- Dvar Type : Vec2 | name="bg_bobAmplitudeDucked" | desc="@@
- Dvar Type : Vec2 | name="bg_bobAmplitudeProne" | desc="@@
- Dvar Type : Vec2 | name="cg_debugInfoCornerOffset" | desc="Draw frames per second
- Dvar Type : Vec2 | name="cg_hudGrenadePointerPivot" | desc="?
- Dvar Type : Vec2 | name="cg_hudChatPosition" | desc="?
- Dvar Type : Vec2 | name="cg_hudSayPosition" | desc="?
- Dvar Type : Vec2 | name="ui_buildLocation" | desc="?
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