· 7 years ago · Dec 09, 2018, 01:28 PM
1// game=csgo
2, version=1.36.6.6
3, appid=730
4, map=de_mirage, totalcvar=2651
5
6// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
7// Default: "2"
8BlendBonesMode "2"
9
10// Defines how frequently the server notifies clients that a player damaged a friend
11// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
12// Default: "3.0"
13CS_WarnFriendlyDamageInterval "3.0"
14
15// Flags: FCVAR_DEVELOPMENTONLY
16// Default: "0"
17PhysPMC "0"
18
19// Turn on achievement debug msgs.
20// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
21// Default: "0"
22achievement_debug "0"
23
24// Turn off achievements.
25// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
26// Default: "0"
27achievement_disable "0"
28
29// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
30// Default: "0"
31ai_LOS_mode "0"
32
33// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
34// Default: "1"
35ai_auto_contact_solver "1"
36
37// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
38// Default: "0"
39ai_block_damage "0"
40
41// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
42// Default: "0"
43ai_debug_assault "0"
44
45// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
46// Default: "0"
47ai_debug_avoidancebounds "0"
48
49// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
50// Default: "0"
51ai_debug_directnavprobe "0"
52
53// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
54// Default: "0"
55ai_debug_doors "0"
56
57// Debug the NPC dynamic interaction system.
58// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
59// Default: "0"
60ai_debug_dyninteractions "0"
61
62// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
63// Default: "0"
64ai_debug_efficiency "0"
65
66// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
67// Default: "0"
68ai_debug_enemies "0"
69
70// Show random expression decisions for NPCs.
71// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
72// Default: "0"
73ai_debug_expressions "0"
74
75// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
76// Default: "0"
77ai_debug_follow "0"
78
79// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
80// Default: "0"
81ai_debug_loners "0"
82
83// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
84// Default: "0"
85ai_debug_looktargets "0"
86
87// NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
88// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
89// Default: "0"
90ai_debug_los "0"
91
92// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
93// Default: "0"
94ai_debug_nav "0"
95
96// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
97// Default: "0"
98ai_debug_ragdoll_magnets "0"
99
100// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
101// Default: "0"
102ai_debug_shoot_positions "0"
103
104// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
105// Default: "0"
106ai_debug_speech "0"
107
108// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
109// Default: "0"
110ai_debug_squads "0"
111
112// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
113// Default: "0"
114ai_debug_think_ticks "0"
115
116// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
117// Default: "0"
118ai_debugscriptconditions "0"
119
120// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
121// Default: "0"
122ai_default_efficient "0"
123
124// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
125// Default: "0"
126ai_drawbattlelines "0"
127
128// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
129// Default: "0"
130ai_efficiency_override "0"
131
132// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
133// Default: "1"
134ai_enable_fear_behavior "1"
135
136// Maximum frametime to still play background expressions.
137// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
138// Default: "0.05"
139ai_expression_frametime "0.05"
140
141// Disable npc background expressions when you can't see them.
142// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
143// Default: "0"
144ai_expression_optimization "0"
145
146// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
147// Default: "720"
148ai_fear_player_dist "720"
149
150// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
151// Default: "1"
152ai_find_lateral_cover "1"
153
154// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
155// Default: "1"
156ai_find_lateral_los "1"
157
158// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
159// Default: "1"
160ai_follow_use_points "1"
161
162// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
163// Default: "1"
164ai_follow_use_points_when_moving "1"
165
166// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
167// Default: "0"
168ai_force_serverside_ragdoll "0"
169
170// frametime limit for min efficiency AIE_NORMAL (in sec's).
171// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
172// Default: "50"
173ai_frametime_limit "50"
174
175// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
176// Default: "0.0"
177ai_lead_time "0.0"
178
179// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
180// Default: "0"
181ai_moveprobe_debug "0"
182
183// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
184// Default: "0"
185ai_moveprobe_jump_debug "0"
186
187// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
188// Default: "0"
189ai_moveprobe_usetracelist "0"
190
191// Draw paths tried during search for bodysnatcher pathing
192// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
193// Default: "0"
194ai_nav_debug_experimental_pathing "0"
195
196// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
197// Default: "0"
198ai_navigator_generate_spikes "0"
199
200// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
201// Default: "8"
202ai_navigator_generate_spikes_strength "8"
203
204// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
205// Default: "0"
206ai_no_local_paths "0"
207
208// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
209// Default: "0"
210ai_no_node_cache "0"
211
212// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
213// Default: "0"
214ai_no_select_box "0"
215
216// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
217// Default: "0"
218ai_no_steer "0"
219
220// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
221// Default: "0"
222ai_no_talk_delay "0"
223
224// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
225// Default: "0"
226ai_norebuildgraph "0"
227
228// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
229// Default: "1"
230ai_path_adjust_speed_on_immediate_turns "1"
231
232// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
233// Default: "1"
234ai_path_insert_pause_at_est_end "1"
235
236// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
237// Default: "1"
238ai_path_insert_pause_at_obstruction "1"
239
240// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
241// Default: "0"
242ai_post_frame_navigation "0"
243
244// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
245// Default: "512"
246ai_radial_max_link_dist "512"
247
248// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
249// Default: "0.1"
250ai_reaction_delay_alert "0.1"
251
252// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
253// Default: "0.3"
254ai_reaction_delay_idle "0.3"
255
256// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
257// Default: "1"
258ai_rebalance_thinks "1"
259
260// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
261// Default: "0"
262ai_report_task_timings_on_limit "0"
263
264// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
265// Default: "0"
266ai_sequence_debug "0"
267
268// Shows that bones that are setup every think
269// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
270// Default: "0"
271ai_setupbones_debug "0"
272
273// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
274// Default: "1.0"
275ai_shot_bias "1.0"
276
277// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
278// Default: "1.0"
279ai_shot_bias_max "1.0"
280
281// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
282// Default: "-1.0"
283ai_shot_bias_min "-1.0"
284
285// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
286// Default: "0"
287ai_shot_stats "0"
288
289// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
290// Default: "1000"
291ai_shot_stats_term "1000"
292
293// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
294// Default: "0"
295ai_show_hull_attacks "0"
296
297// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
298// Default: "0"
299ai_show_think_tolerance "0"
300
301// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
302// Default: "0"
303ai_simulate_task_overtime "0"
304
305// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
306// Default: "0.6"
307ai_spread_cone_focus_time "0.6"
308
309// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
310// Default: "3.0"
311ai_spread_defocused_cone_multiplier "3.0"
312
313// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
314// Default: "0.8"
315ai_spread_pattern_focus_time "0.8"
316
317// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
318// Default: "0"
319ai_strong_optimizations "0"
320
321// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
322// Default: "0"
323ai_strong_optimizations_no_checkstand "0"
324
325// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
326// Default: "0"
327ai_task_pre_script "0"
328
329// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
330// Default: "0"
331ai_test_moveprobe_ignoresmall "0"
332
333// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
334// Default: "0"
335ai_think_limit_label "0"
336
337// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
338// Default: "1"
339ai_use_clipped_paths "1"
340
341// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
342// Default: "1"
343ai_use_efficiency "1"
344
345// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
346// Default: "1"
347ai_use_frame_think_limits "1"
348
349// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
350// Default: "1"
351ai_use_think_optimizations "1"
352
353// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
354// Default: "1"
355ai_use_visibility_cache "1"
356
357// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
358// Default: "1"
359ai_vehicle_avoidance "1"
360
361// The name of the AK47 in the shop menu.
362// Default: "AK47"
363ak47_name "AK47"
364
365// The amount of credits the AK47 costs. 0 to disable.
366// Default: "3000"
367ak47_price "3000"
368
369// The sorting priority of the AK47 in the shop menu.
370// Default: "0"
371ak47_sort_prio "0"
372
373// You must enable tweaking via tweak_ammo_impulses to use this value.
374// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
375// Default: "1.0"
376ammo_338mag_headshot_mult "1.0"
377
378// You must enable tweaking via tweak_ammo_impulses to use this value.
379// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
380// Default: "2800"
381ammo_338mag_impulse "2800"
382
383// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
384// Default: "30"
385ammo_338mag_max "30"
386
387// You must enable tweaking via tweak_ammo_impulses to use this value.
388// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
389// Default: "1.0"
390ammo_357sig_headshot_mult "1.0"
391
392// You must enable tweaking via tweak_ammo_impulses to use this value.
393// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
394// Default: "2000"
395ammo_357sig_impulse "2000"
396
397// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
398// Default: "52"
399ammo_357sig_max "52"
400
401// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
402// Default: "12"
403ammo_357sig_min_max "12"
404
405// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
406// Default: "26"
407ammo_357sig_p250_max "26"
408
409// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
410// Default: "24"
411ammo_357sig_small_max "24"
412
413// You must enable tweaking via tweak_ammo_impulses to use this value.
414// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
415// Default: "1.0"
416ammo_45acp_headshot_mult "1.0"
417
418// You must enable tweaking via tweak_ammo_impulses to use this value.
419// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
420// Default: "2100"
421ammo_45acp_impulse "2100"
422
423// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
424// Default: "100"
425ammo_45acp_max "100"
426
427// You must enable tweaking via tweak_ammo_impulses to use this value.
428// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
429// Default: "1.0"
430ammo_50AE_headshot_mult "1.0"
431
432// You must enable tweaking via tweak_ammo_impulses to use this value.
433// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
434// Default: "2400"
435ammo_50AE_impulse "2400"
436
437// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
438// Default: "35"
439ammo_50AE_max "35"
440
441// You must enable tweaking via tweak_ammo_impulses to use this value.
442// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
443// Default: "1.0"
444ammo_556mm_box_headshot_mult "1.0"
445
446// You must enable tweaking via tweak_ammo_impulses to use this value.
447// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
448// Default: "2400"
449ammo_556mm_box_impulse "2400"
450
451// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
452// Default: "200"
453ammo_556mm_box_max "200"
454
455// You must enable tweaking via tweak_ammo_impulses to use this value.
456// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
457// Default: "1.0"
458ammo_556mm_headshot_mult "1.0"
459
460// You must enable tweaking via tweak_ammo_impulses to use this value.
461// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
462// Default: "2400"
463ammo_556mm_impulse "2400"
464
465// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
466// Default: "90"
467ammo_556mm_max "90"
468
469// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
470// Default: "40"
471ammo_556mm_small_max "40"
472
473// You must enable tweaking via tweak_ammo_impulses to use this value.
474// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
475// Default: "1.0"
476ammo_57mm_headshot_mult "1.0"
477
478// You must enable tweaking via tweak_ammo_impulses to use this value.
479// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
480// Default: "2000"
481ammo_57mm_impulse "2000"
482
483// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
484// Default: "100"
485ammo_57mm_max "100"
486
487// You must enable tweaking via tweak_ammo_impulses to use this value.
488// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
489// Default: "1.0"
490ammo_762mm_headshot_mult "1.0"
491
492// You must enable tweaking via tweak_ammo_impulses to use this value.
493// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
494// Default: "2400"
495ammo_762mm_impulse "2400"
496
497// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
498// Default: "90"
499ammo_762mm_max "90"
500
501// You must enable tweaking via tweak_ammo_impulses to use this value.
502// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
503// Default: "1.0"
504ammo_9mm_headshot_mult "1.0"
505
506// You must enable tweaking via tweak_ammo_impulses to use this value.
507// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
508// Default: "2000"
509ammo_9mm_impulse "2000"
510
511// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
512// Default: "120"
513ammo_9mm_max "120"
514
515// You must enable tweaking via tweak_ammo_impulses to use this value.
516// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
517// Default: "1.0"
518ammo_buckshot_headshot_mult "1.0"
519
520// You must enable tweaking via tweak_ammo_impulses to use this value.
521// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
522// Default: "600"
523ammo_buckshot_impulse "600"
524
525// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
526// Default: "32"
527ammo_buckshot_max "32"
528
529// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
530// Default: "3"
531ammo_grenade_limit_breachcharge "3"
532
533// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
534// Default: "1"
535ammo_grenade_limit_default "1"
536
537// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
538// Default: "1"
539ammo_grenade_limit_flashbang "1"
540
541// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
542// Default: "3"
543ammo_grenade_limit_total "3"
544
545// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
546// Default: "4"
547ammo_item_limit_healthshot "4"
548
549// Toggle the 3-way animation blending code.
550// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
551// Default: "1"
552anim_3wayblend "1"
553
554// Enable procedural twist bones.
555// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
556// Default: "0"
557anim_twistbones_enabled "0"
558
559// Allow AsyncBegin/EndRead()
560// Flags: FCVAR_DEVELOPMENTONLY
561// Default: "1"
562async_allow_held_files "1"
563
564// Set the async filesystem mode (0 = async, 1 = synchronous)
565// Flags: FCVAR_DEVELOPMENTONLY
566// Default: "0"
567async_mode "0"
568
569// Force async reads to serialize for profiling
570// Flags: FCVAR_DEVELOPMENTONLY
571// Default: "0"
572async_serialize "0"
573
574// Simulate a delay of up to a set msec per file operation
575// Flags: FCVAR_DEVELOPMENTONLY
576// Default: "0"
577async_simulate_delay "0"
578
579// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
580// Default: "0.99"
581autoaim_max_deflect "0.99"
582
583// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
584// Default: "2160"
585autoaim_max_dist "2160"
586
587// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
588// Default: "1"
589autoaim_viewing_client "1"
590
591// The max. amount of shots of traitor awp.
592// Default: "3"
593awp_max_shots "3"
594
595// The min. amount of shots of traitor awp.
596// Default: "1"
597awp_min_shots "1"
598
599// The name of the AWP in the shop menu.
600// Default: "AWP"
601awp_name "AWP"
602
603// The amount of credits the AWP costs. 0 to disable.
604// Default: "3000"
605awp_price "3000"
606
607// The sorting priority of the AWP in the shop menu.
608// Default: "0"
609awp_sort_prio "0"
610
611// The name of the Axe in the shop menu.
612// Default: "Axe"
613axe_name "Axe"
614
615// The amount of credits the Axe costs. 0 to disable.
616// Default: "3000"
617axe_price "3000"
618
619// The sorting priority of the Axe in the shop menu.
620// Default: "0"
621axe_sort_prio "0"
622
623// Type of Axe configuration to use. 0 = Everyone, 1 = Traitor + Detective (Default), 2 = Traitor Only
624// Default: "1"
625axe_type "1"
626
627// The max. amount of breachcharges.
628// Default: "3"
629bc_max "2"
630
631// The min. amount of breachcharges.
632// Default: "1"
633bc_min "2"
634
635// The name of the Breachcharge in the shop menu.
636// Default: "Breachcharge"
637bc_name "Breachcharge"
638
639// The amount of credits the Breachcharge costs. 0 to disable.
640// Default: "3000"
641bc_price "3000"
642
643// The sorting priority of the Breachharge in the shop menu.
644// Default: "0"
645bc_sort_prio "0"
646
647// Flags: FCVAR_DEVELOPMENTONLY
648// Default: "1"
649blackbox "1"
650
651// Time in seconds until the blackout starts (from purchase).
652// Default: "3"
653blackout_delay "3"
654
655// Density of the fog
656// Min: "0"
657// Default: "0.999"
658blackout_fog_density "0.999"
659
660// Distance from fog_start until the end (visible field for players)
661// Default: "150"
662blackout_fog_end "150"
663
664// 0 Should be the middle of player(?))
665// Default: "0"
666blackout_fog_start "0"
667
668// The name of this in Shop
669// Default: "Blackout"
670blackout_name "Blackout"
671
672// The amount of credits blackout costs as traitor. 0 to disable.
673// Default: "9000"
674blackout_price "9000"
675
676// The sorting priority of the blackout in the shop menu.
677// Default: "0"
678blackout_sort_prio "0"
679
680// How long persists the blackout?
681// Min: "1"
682// Default: "10"
683blackout_time "10"
684
685// Plugin to block some usermessage messages
686// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
687// Default: "1.0.0"
688block_messages_version "1.0.0"
689
690// If nonzero, bots may use grenades.
691// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
692// Default: "1"
693bot_allow_grenades "1"
694
695// If nonzero, bots may use the machine gun.
696// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
697// Default: "1"
698bot_allow_machine_guns "1"
699
700// If nonzero, bots may use pistols.
701// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
702// Default: "1"
703bot_allow_pistols "1"
704
705// If nonzero, bots may use rifles.
706// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
707// Default: "1"
708bot_allow_rifles "1"
709
710// If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
711// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
712// Default: "1"
713bot_allow_rogues "1"
714
715// If nonzero, bots may use shotguns.
716// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
717// Default: "1"
718bot_allow_shotguns "1"
719
720// If nonzero, bots may use sniper rifles.
721// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
722// Default: "1"
723bot_allow_snipers "1"
724
725// If nonzero, bots may use sub-machine guns.
726// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
727// Default: "1"
728bot_allow_sub_machine_guns "1"
729
730// If nonzero, bots with high co-op may automatically follow a nearby human player.
731// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
732// Default: "0"
733bot_auto_follow "0"
734
735// If nonzero, bots will automatically leave to make room for human players.
736// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
737// Default: "1"
738bot_auto_vacate "1"
739
740// Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
741// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
742// Min: "-20" Max: "20"
743// Default: "5.0"
744bot_autodifficulty_threshold_high "0.0"
745
746// Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
747// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
748// Min: "-20" Max: "20"
749// Default: "-2.0"
750bot_autodifficulty_threshold_low "-2.0"
751
752// Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
753// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
754// Default: "normal"
755bot_chatter "off"
756
757// 0 = Use old bot chatter system, 1 = Use response rules
758// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
759// Default: "1"
760bot_chatter_use_rr "1"
761
762// Determines whether bots can be controlled by players
763// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
764// Default: "1"
765bot_controllable "1"
766
767// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
768// Default: "0.3"
769bot_coop_force_throw_grenade_chance "0.3"
770
771// Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.
772// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
773// Min: "-1"
774// Default: "1400"
775bot_coop_idle_max_vision_distance "1400"
776
777// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
778// Default: "0"
779bot_crouch "0"
780
781// For internal testing purposes.
782// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
783// Default: "0"
784bot_debug "0"
785
786// For internal testing purposes.
787// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
788// Default: "0"
789bot_debug_target "0"
790
791// If nonzero and there is a human on the team, the bots will not do the scenario tasks.
792// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
793// Default: "0"
794bot_defer_to_human_goals "0"
795
796// If nonzero and there is a human on the team, the bots will not get scenario items.
797// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
798// Default: "1"
799bot_defer_to_human_items "1"
800
801// Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
802// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
803// Default: "1"
804bot_difficulty "1"
805
806// If nonzero, bots will not fire weapons (for debugging).
807// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
808// Default: "0"
809bot_dont_shoot "0"
810
811// If nonzero, bots will not buy if their money falls below this amount.
812// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
813// Default: "2000"
814bot_eco_limit "2000"
815
816// If nonzero, bots use no CPU for AI. Instead, they run around randomly.
817// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
818// Default: "0"
819bot_flipout "0"
820
821// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
822// Default: "0"
823bot_force_duck "0"
824
825// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
826// Default: "0"
827bot_freeze "0"
828
829// the list of weapons that CT bots start with in gun game select
830// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
831// Default: "deagle awp p90 aug m4a1"
832bot_gungameselect_weapons_ct "deagle awp p90 aug m4a1"
833
834// the list of weapons that T bots start with in gun game select
835// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
836// Default: "deagle awp p90 ak47 sg556"
837bot_gungameselect_weapons_t "deagle awp p90 ak47 sg556"
838
839// Bots will not see non-bot players.
840// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
841// Default: "0"
842bot_ignore_players "1"
843
844// If nonzero, bots wait until a player joins before entering the game.
845// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
846// Default: "1"
847bot_join_after_player "0"
848
849// Prevents bots from joining the server for this many seconds after a map change.
850// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
851// Default: "0"
852bot_join_delay "0"
853
854// Prevents bots from joining the server while warmup phase is active.
855// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
856// Default: "1"
857bot_join_in_warmup "1"
858
859// Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
860// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
861// Default: "any"
862bot_join_team "any"
863
864// bots are given these items at round start
865// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
866// Default: ""
867bot_loadout ""
868
869// Max distance bots can see targets.
870// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
871// Min: "-1"
872// Default: "-1"
873bot_max_vision_distance_override "-1"
874
875// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
876// Default: "0"
877bot_mimic "0"
878
879// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
880// Default: "180"
881bot_mimic_yaw_offset "180"
882
883// This string is prefixed to the name of all bots that join the game.
884// <difficulty> will be replaced with the bot's difficulty.
885// <weaponclass> will be replaced with the bot's desired weapon class.
886// <skill> will be replaced with a 0-100 representation of the bot's skill.
887// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
888// Default: ""
889bot_prefix ""
890
891// The filename from which bot profiles will be read.
892// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
893// Default: "BotProfile.db"
894bot_profile_db "BotProfile.db"
895
896// Determines the total number of bots in the game.
897// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
898// Default: "10"
899bot_quota "0"
900
901// Determines the type of quota.
902// Allowed values: 'normal', 'fill', and 'match'.
903// If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
904// If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
905// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
906// Default: "normal"
907bot_quota_mode "normal"
908
909// should bots ignore their prefered weapons and just buy weapons at random?
910// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
911// Default: "0"
912bot_randombuy "0"
913
914// Show areas where rushing players will initially meet.
915// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
916// Default: "0"
917bot_show_battlefront "0"
918
919// For internal testing purposes.
920// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
921// Default: "0"
922bot_show_nav "0"
923
924// Show when each nav area can first be reached by each team.
925// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
926// Default: "0"
927bot_show_occupy_time "0"
928
929// If nonzero, immediately stops all bot processing.
930// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
931// Default: "0"
932bot_stop "1"
933
934// For internal testing purposes.
935// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
936// Default: "0"
937bot_traceview "0"
938
939// If nonzero, bots can only walk, not run.
940// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
941// Default: "0"
942bot_walk "0"
943
944// If nonzero, bots will stay in idle mode and not attack.
945// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
946// Default: "0"
947bot_zombie "0"
948
949// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
950// Default: "0"
951breakable_disable_gib_limit "0"
952
953// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
954// Default: "1"
955breakable_multiplayer "1"
956
957// The name of this in Shop
958// Default: "Bullets (Fire)"
959bullets_fire "Bullets (Fire)"
960
961// The number of fire bullets that the player can use per time
962// Default: "5"
963bullets_fire_number "5"
964
965// The amount of credits fire bullets costs as traitor. 0 to disable.
966// Default: "5000"
967bullets_fire_price "5000"
968
969// The sorting priority of the fire bullets in the shop menu.
970// Default: "0"
971bullets_fire_sort_prio "0"
972
973// The time the target should be burned
974// Default: "2.0"
975bullets_fire_timer "2.0"
976
977// The name of this in Shop
978// Default: "Bullets (Ice)"
979bullets_ice "Bullets (Ice)"
980
981// The number of ice bullets that the player can use
982// Default: "5"
983bullets_ice_number "5"
984
985// The amount of credits ice bullets costs as traitor. 0 to disable.
986// Default: "5000"
987bullets_ice_price "5000"
988
989// The sorting priority of the ice bullets in the shop menu.
990// Default: "0"
991bullets_ice_sort_prio "0"
992
993// The time the target should be frozen
994// Default: "2.0"
995bullets_ice_timer "2.0"
996
997// The name of this in Shop
998// Default: "Bullets (Poison)"
999bullets_poison "Bullets (Poison)"
1000
1001// The damage the target should receive per time
1002// Default: "5"
1003bullets_poison_dmg "5"
1004
1005// The number of poison bullets that the player can use per time
1006// Default: "5"
1007bullets_poison_number "5"
1008
1009// The amount of credits poison bullets costs as traitor. 0 to disable.
1010// Default: "5000"
1011bullets_poison_price "5000"
1012
1013// The sorting priority of the poison bullets in the shop menu.
1014// Default: "0"
1015bullets_poison_sort_prio "0"
1016
1017// The number of time the target should be poisened
1018// Default: "2"
1019bullets_poison_timer "2"
1020
1021// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
1022// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
1023// Default: "3.2020"
1024bullets_version "3.2020"
1025
1026// The name of the buy detective role in the Shop
1027// Default: "Buy Detective Role Instantly"
1028buyroles_detective_instantly_name "Buy Detective Role Instantly"
1029
1030// The amount of credits that cost to buy the detective instantly role. 0 to disable.
1031// Default: "10000"
1032buyroles_detective_instantly_price "10000"
1033
1034// The sorting priority of the buy detective instantly role in the shop menu.
1035// Default: "0"
1036buyroles_detective_instantly_prio "0"
1037
1038// The name of the buy detective role in the Shop
1039// Default: "Buy Detective Role"
1040buyroles_detective_name "Buy Detective Role"
1041
1042// The amount of credits that cost to buy the detective role. 0 to disable.
1043// Default: "9000"
1044buyroles_detective_price "9000"
1045
1046// The sorting priority of the buy detective role in the shop menu.
1047// Default: "0"
1048buyroles_detective_prio "0"
1049
1050// The name of the buy traitor role in the Shop
1051// Default: "Buy Traitor Role Instantly"
1052buyroles_traitor_instantly_name "Buy Traitor Role Instantly"
1053
1054// The amount of credits that cost to buy the traitor instantly role. 0 to disable.
1055// Default: "40000"
1056buyroles_traitor_instantly_price "40000"
1057
1058// The sorting priority of the buy traitor instantly role in the shop menu.
1059// Default: "0"
1060buyroles_traitor_instantly_prio "0"
1061
1062// The name of the buy traitor role in the Shop
1063// Default: "Buy Traitor Role"
1064buyroles_traitor_name "Buy Traitor Role"
1065
1066// The amount of credits that cost to buy the traitor role. 0 to disable.
1067// Default: "9000"
1068buyroles_traitor_price "9000"
1069
1070// The sorting priority of the buy traitor role in the shop menu.
1071// Default: "0"
1072buyroles_traitor_prio "0"
1073
1074// Volume of c4 beep sound (0.0 - no sound)
1075// Min: "0" Max: "1"
1076// Default: "0.6"
1077c4_beep_volume "0.6"
1078
1079// The amount of c4's a traitor can buy.
1080// Default: "3"
1081c4_count "3"
1082
1083// The damage radius of the C4 explosion.
1084// Default: "850"
1085c4_damage_radius "850"
1086
1087// Enable wires to defuse c4?
1088// Min: "0" Max: "1"
1089// Default: "1"
1090c4_enable_wires "1"
1091
1092// The kill radius of the C4 explosion.
1093// Default: "275.0"
1094c4_kill_radius "275.0"
1095
1096// The amount of damage done by the explosion. For C4
1097// Default: "850"
1098c4_magnitude "850"
1099
1100// The name of the C4 in the Shop
1101// Default: "C4"
1102c4_name "C4"
1103
1104// Plant seconds (Separate numbers with ,)
1105// Default: "20,30,40,50,60"
1106c4_plant_seconds "20,30,40,50,60"
1107
1108// The amount of credits a c4 costs as traitor. 0 to disable.
1109// Default: "9000"
1110c4_price "9000"
1111
1112// Punishment for the player who cut the wrong wire. 0 - Slay player, 1 - (Instant) Bomb explode, 2 - Menu (Players choice)
1113// Min: "0" Max: "3"
1114// Default: "0"
1115c4_punishment "0"
1116
1117// The 'shake' radius of the C4 explosion.
1118// Default: "5000"
1119c4_shake_radius "5000"
1120
1121// The sorting priority of the C4 in the shop menu.
1122// Default: "0"
1123c4_sort_prio "0"
1124
1125// How many wires for defusing?
1126// Min: "1"
1127// Default: "4"
1128c4_wire_count "4"
1129
1130// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1131// Default: "300"
1132cash_player_bomb_defused "200"
1133
1134// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1135// Default: "300"
1136cash_player_bomb_planted "200"
1137
1138// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1139// Default: "-30"
1140cash_player_damage_hostage "-30"
1141
1142// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1143// Default: "0"
1144cash_player_get_killed "0"
1145
1146// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1147// Default: "150"
1148cash_player_interact_with_hostage "300"
1149
1150// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1151// Default: "300"
1152cash_player_killed_enemy_default "200"
1153
1154// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1155// Default: "1"
1156cash_player_killed_enemy_factor "0.5"
1157
1158// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1159// Default: "-1000"
1160cash_player_killed_hostage "-1000"
1161
1162// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1163// Default: "-300"
1164cash_player_killed_teammate "-300"
1165
1166// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1167// Default: "1000"
1168cash_player_rescued_hostage "1000"
1169
1170// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1171// Default: "0"
1172cash_player_respawn_amount "0"
1173
1174// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1175// Default: "3250"
1176cash_team_elimination_bomb_map "2700"
1177
1178// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1179// Default: "2000"
1180cash_team_elimination_hostage_map_ct "2300"
1181
1182// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1183// Default: "1000"
1184cash_team_elimination_hostage_map_t "2000"
1185
1186// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1187// Default: "0"
1188cash_team_hostage_alive "0"
1189
1190// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1191// Default: "500"
1192cash_team_hostage_interaction "500"
1193
1194// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1195// Default: "1400"
1196cash_team_loser_bonus "2400"
1197
1198// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1199// Default: "500"
1200cash_team_loser_bonus_consecutive_rounds "0"
1201
1202// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1203// Default: "800"
1204cash_team_planted_bomb_but_defused "200"
1205
1206// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1207// Default: "0"
1208cash_team_rescued_hostage "0"
1209
1210// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1211// Default: "1000"
1212cash_team_survive_guardian_wave "1000"
1213
1214// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1215// Default: "3500"
1216cash_team_terrorist_win_bomb "2700"
1217
1218// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1219// Default: "3250"
1220cash_team_win_by_defusing_bomb "2700"
1221
1222// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1223// Default: "3500"
1224cash_team_win_by_hostage_rescue "3000"
1225
1226// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1227// Default: "3250"
1228cash_team_win_by_time_running_out_bomb "2700"
1229
1230// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1231// Default: "3250"
1232cash_team_win_by_time_running_out_hostage "2000"
1233
1234// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
1235// Default: "0"
1236cash_team_winner_bonus_consecutive_rounds "0"
1237
1238// In multiplayer games, don't repeat captions more often than this many seconds.
1239// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1240// Default: "5"
1241cc_norepeat "5"
1242
1243// Show missing closecaption entries.
1244// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
1245// Default: "0"
1246cc_showmissing "0"
1247
1248// If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
1249// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
1250// Default: "0"
1251chet_debug_idle "0"
1252
1253// Spew choreo. Use a sub-string or * to display all events.
1254// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
1255// Default: ""
1256choreo_spew_filter ""
1257
1258// Client downloads customization files
1259// Flags: FCVAR_ARCHIVE
1260// Default: "1"
1261cl_allowdownload "1"
1262
1263// Current clan ID for name decoration
1264// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_ARCHIVE|FCVAR_USERINFO
1265// Default: "0"
1266cl_clanid "0"
1267
1268// Enable/disable clock correction on the client.
1269// Flags: FCVAR_CHEAT
1270// Default: "1"
1271cl_clock_correction "1"
1272
1273// Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
1274// Flags: FCVAR_CHEAT
1275// Default: "200"
1276cl_clock_correction_adjustment_max_amount "200"
1277
1278// As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
1279// Flags: FCVAR_CHEAT
1280// Default: "90"
1281cl_clock_correction_adjustment_max_offset "90"
1282
1283// If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
1284// Flags: FCVAR_CHEAT
1285// Default: "10"
1286cl_clock_correction_adjustment_min_offset "10"
1287
1288// Force clock correction to match the server tick + this offset (-999 disables it).
1289// Flags: FCVAR_CHEAT
1290// Default: "999"
1291cl_clock_correction_force_server_tick "999"
1292
1293// Show debugging info about the clock drift.
1294// Flags: FCVAR_CHEAT
1295// Default: "0"
1296cl_clock_showdebuginfo "0"
1297
1298// Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
1299// Flags: FCVAR_CHEAT
1300// Default: "150"
1301cl_clockdrift_max_ms "150"
1302
1303// Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
1304// Flags: FCVAR_CHEAT
1305// Default: "0"
1306cl_clockdrift_max_ms_threadmode "0"
1307
1308// Preferred teammate color
1309// Flags: FCVAR_ARCHIVE|FCVAR_USERINFO
1310// Min: "0" Max: "4"
1311// Default: "0"
1312cl_color "0"
1313
1314// Configuration layout version. Bump this to force a reset of the PS3 save game / settings.
1315// Flags: FCVAR_DEVELOPMENTONLY
1316// Default: "8"
1317cl_configversion "8"
1318
1319// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1320// Default: "1"
1321cl_csm_auto_entity "1"
1322
1323// Key to decrypt encrypted GOTV messages
1324// Flags: FCVAR_RELEASE
1325// Default: ""
1326cl_decryptdata_key ""
1327
1328// Key to decrypt public encrypted GOTV messages
1329// Flags: FCVAR_RELEASE
1330// Default: ""
1331cl_decryptdata_key_pub ""
1332
1333// Force connection attempts to time out
1334// Flags: FCVAR_DEVELOPMENTONLY
1335// Default: "0"
1336cl_failremoteconnections "0"
1337
1338// If set to 1, server IPs will be hidden in the console (except when you type 'status')
1339// Flags: FCVAR_RELEASE
1340// Default: "0"
1341cl_hideserverip "0"
1342
1343// Enables or disables interpolation on listen servers or during demo playback
1344// Flags: FCVAR_RELEASE
1345// Default: "1"
1346cl_interpolate "1"
1347
1348// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1349// Default: "1"
1350cl_remove_old_ugc_downloads "1"
1351
1352// Delay in seconds before the client will resend the 'connect' attempt
1353// Flags: FCVAR_RELEASE
1354// Min: "1.5" Max: "20"
1355// Default: "2"
1356cl_resend "2"
1357
1358// Total time allowed for the client to resend the 'connect' attempt
1359// Flags: FCVAR_RELEASE
1360// Min: "1.5" Max: "20000"
1361// Default: "60"
1362cl_resend_timeout "60"
1363
1364// Use SIMD bone setup.
1365// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
1366// Default: "0"
1367cl_simdbones "0"
1368
1369// Set to 1 to skip any models that don't go through the model fast path
1370// Flags: FCVAR_CHEAT|FCVAR_MATERIAL_SYSTEM_THREAD
1371// Default: "0"
1372cl_skipslowpath "0"
1373
1374// Flags: FCVAR_DEVELOPMENTONLY
1375// Default: "248 246 45"
1376cl_teammate_color_1 "248 246 45"
1377
1378// Flags: FCVAR_DEVELOPMENTONLY
1379// Default: "161 25 240"
1380cl_teammate_color_2 "161 25 240"
1381
1382// Flags: FCVAR_DEVELOPMENTONLY
1383// Default: "0 181 98"
1384cl_teammate_color_3 "0 181 98"
1385
1386// Flags: FCVAR_DEVELOPMENTONLY
1387// Default: "92 168 255"
1388cl_teammate_color_4 "92 168 255"
1389
1390// Flags: FCVAR_DEVELOPMENTONLY
1391// Default: "255 155 37"
1392cl_teammate_color_5 "255 155 37"
1393
1394// stats for console title data block1 i/o version.
1395// Flags: FCVAR_DEVELOPMENTONLY
1396// Default: "14"
1397cl_titledataversionblock1 "14"
1398
1399// stats for console title data block2 i/o version.
1400// Flags: FCVAR_DEVELOPMENTONLY
1401// Default: "8"
1402cl_titledataversionblock2 "8"
1403
1404// stats for console title data block3 i/o version.
1405// Flags: FCVAR_DEVELOPMENTONLY
1406// Default: "48"
1407cl_titledataversionblock3 "48"
1408
1409// 1 use SIMD bones 0 use scalar bones.
1410// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
1411// Default: "1"
1412cl_use_simd_bones "1"
1413
1414// Host game client port
1415// Flags: FCVAR_RELEASE
1416// Default: "27005"
1417clientport "27005"
1418
1419// Enable close captioning.
1420// Flags: FCVAR_ARCHIVE|FCVAR_ARCHIVE_XBOX
1421// Default: "0"
1422closecaption "0"
1423
1424// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1425// Default: "0.2"
1426collision_shake_amp "0.2"
1427
1428// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1429// Default: "0.5"
1430collision_shake_freq "0.5"
1431
1432// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1433// Default: "0.5"
1434collision_shake_time "0.5"
1435
1436// Desired commentary mode state.
1437// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1438// Default: "0"
1439commentary "0"
1440
1441// Automatically set by the game when a commentary file is available for the current map.
1442// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1443// Default: "0"
1444commentary_available "0"
1445
1446// Console output gets written to this file
1447// Flags: FCVAR_RELEASE
1448// Default: ""
1449con_logfile ""
1450
1451// Prefix console.log entries with timestamps
1452// Flags: FCVAR_RELEASE
1453// Default: "0"
1454con_timestamp "0"
1455
1456// amount of contribution score added for an assist
1457// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1458// Default: "1"
1459contributionscore_assist "1"
1460
1461// amount of contribution score for defusing a bomb while at least one enemy remains alive
1462// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1463// Default: "3"
1464contributionscore_bomb_defuse_major "3"
1465
1466// amount of contribution score for defusing a bomb after eliminating enemy team
1467// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1468// Default: "1"
1469contributionscore_bomb_defuse_minor "1"
1470
1471// amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round
1472// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1473// Default: "1"
1474contributionscore_bomb_exploded "1"
1475
1476// amount of contribution score for planting a bomb
1477// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1478// Default: "2"
1479contributionscore_bomb_planted "2"
1480
1481// amount of contribution score for picking up a cash bundle
1482// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1483// Default: "0"
1484contributionscore_cash_bundle "0"
1485
1486// amount of contribution score for breaking an item crate
1487// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1488// Default: "0"
1489contributionscore_crate_break "0"
1490
1491// amount of contribution score for killing a hostage, normally negative
1492// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1493// Default: "-2"
1494contributionscore_hostage_kill "-2"
1495
1496// amount of contribution score added to rescuer per hostage rescued
1497// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1498// Default: "3"
1499contributionscore_hostage_rescue_major "3"
1500
1501// amount of contribution score added to all alive CTs per hostage rescued
1502// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1503// Default: "1"
1504contributionscore_hostage_rescue_minor "1"
1505
1506// amount of contribution score added for a kill
1507// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1508// Default: "2"
1509contributionscore_kill "2"
1510
1511// percentage of victim's contribution score to award to their killer as a bonus
1512// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1513// Default: "0"
1514contributionscore_kill_factor "0"
1515
1516// amount of contribution score added for an objective related kill
1517// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1518// Default: "3"
1519contributionscore_objective_kill "3"
1520
1521// amount of contribution score for a suicide, normally negative
1522// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1523// Default: "-2"
1524contributionscore_suicide "-2"
1525
1526// amount of contribution score for a team kill, normally negative
1527// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1528// Default: "-2"
1529contributionscore_team_kill "-2"
1530
1531// Cooperative play.
1532// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_NOTIFY
1533// Default: "0"
1534coop "0"
1535
1536// CPU Level - Default: High
1537// Flags: FCVAR_DEVELOPMENTONLY
1538// Default: "3"
1539cpu_level "3"
1540
1541// cs_AssistDamageThreshold defines the amount of damage needed to score an assist
1542// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1543// Default: "40.0"
1544cs_AssistDamageThreshold "40.0"
1545
1546// cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
1547// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
1548// Default: "-2"
1549cs_ShowStateTransitions "-2"
1550
1551// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
1552// Default: "0"
1553cs_enable_player_physics_box "0"
1554
1555// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
1556// Default: "2000"
1557cs_hostage_near_rescue_music_distance "2000"
1558
1559// Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST
1560// Flags: FCVAR_DEVELOPMENTONLY
1561// Default: "0"
1562csm_quality_level "0"
1563
1564// Bot difficulty for offline play.
1565// Flags: FCVAR_GAMEDLL|FCVAR_CLIENTDLL|FCVAR_REPLICATED|FCVAR_RELEASE
1566// Default: "0"
1567custom_bot_difficulty "0"
1568
1569// Size in MB.
1570// Flags: FCVAR_DEVELOPMENTONLY
1571// Min: "0" Max: "128"
1572// Default: "32"
1573datacachesize "32"
1574
1575// Flags: FCVAR_DEVELOPMENTONLY
1576// Default: "0"
1577dbg_demofile "0"
1578
1579// The name of the Deagle in the shop menu.
1580// Default: "Deagle"
1581deagle_name "Deagle"
1582
1583// The amount of credits the Deagle costs. 0 to disable.
1584// Default: "3000"
1585deagle_price "3000"
1586
1587// The sorting priority of the Deagle in the shop menu.
1588// Default: "0"
1589deagle_sort_prio "0"
1590
1591// Running a deathmatch server.
1592// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_NOTIFY
1593// Default: "0"
1594deathmatch "1"
1595
1596// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
1597// Default: "0"
1598debug_aim_angle "0"
1599
1600// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1601// Default: "0"
1602debug_dispatch_server_dump "0"
1603
1604// Prints CRC for each map lump loaded
1605// Flags: FCVAR_RELEASE
1606// Default: "0"
1607debug_map_crc "0"
1608
1609// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1610// Default: "0"
1611debug_materialmodifycontrol "0"
1612
1613// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1614// Default: "0"
1615debug_overlay_fullposition "0"
1616
1617// Flags: FCVAR_DEVELOPMENTONLY
1618// Default: "0"
1619debug_paint_alpha "0"
1620
1621// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1622// Default: "0"
1623debug_physimpact "0"
1624
1625// Spew touch link activity
1626// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1627// Default: "0"
1628debug_touchlinks "0"
1629
1630// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
1631// Default: "0"
1632debug_visibility_monitor "0"
1633
1634// Allow decoy bodies with fake bodies
1635// Min: "0" Max: "1"
1636// Default: "1"
1637decoy_body_allow_on_fake_body "1"
1638
1639// Allow decoy bodies with real bodies
1640// Min: "0" Max: "1"
1641// Default: "1"
1642decoy_body_allow_on_real_body "1"
1643
1644// Volume of beep sound
1645// Min: "0" Max: "1"
1646// Default: "0.6"
1647decoy_body_beep_volume "0.6"
1648
1649// How much time in seconds until explode?
1650// Min: "0"
1651// Default: "3"
1652decoy_body_countdown "3"
1653
1654// The size of the explosion. (Def. 350)
1655// Default: "350"
1656decoy_body_explosion_size "350"
1657
1658// Volume of explosion sound
1659// Min: "0" Max: "1"
1660// Default: "0.6"
1661decoy_body_explosion_volume "0.6"
1662
1663// The damage the grenade does at the explosions center point. (Def. 99)
1664// Default: "99"
1665decoy_body_grenade_damage "99"
1666
1667// Instant explode for decoy bodies?
1668// Min: "0" Max: "1"
1669// Default: "0"
1670decoy_body_instant_explode "0"
1671
1672// The name of this in Shop
1673// Default: "Decoy Body"
1674decoy_body_name "Decoy Body"
1675
1676// The amount of credits decoy body costs as traitor. 0 to disable.
1677// Default: "9000"
1678decoy_body_price "9000"
1679
1680// Remove the fake body on explosion?
1681// Min: "0" Max: "1"
1682// Default: "1"
1683decoy_body_remove_fake_body_on_explosion "1"
1684
1685// Remove the real body on explosion?
1686// Min: "0" Max: "1"
1687// Default: "1"
1688decoy_body_remove_real_body_on_explosion "1"
1689
1690// Show message on decoy body found?
1691// Min: "0" Max: "1"
1692// Default: "1"
1693decoy_body_show_message "1"
1694
1695// The sorting priority of the decoy body in the shop menu.
1696// Default: "0"
1697decoy_body_sort_prio "0"
1698
1699// Demo debug info.
1700// Flags: FCVAR_DEVELOPMENTONLY
1701// Default: "0"
1702demo_debug "0"
1703
1704// Flags: FCVAR_RELEASE
1705// Default: "0"
1706demo_strict_validation "0"
1707
1708// Displays money account changes for players in the console
1709// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
1710// Default: "0"
1711dev_reportmoneychanges "0"
1712
1713// Set developer message level
1714// Flags: FCVAR_RELEASE
1715// Default: "0"
1716developer "0"
1717
1718// Discord/Slack attachment accelerator color.
1719// Default: "#FFFF00"
1720discord_accelerator_color "#FFFF00"
1721
1722// Config key from configs/discord.cfg.
1723// Default: "Accelerator"
1724discord_accelerator_webhook "accelerator"
1725
1726// Set the bot token
1727// Flags: FCVAR_PROTECTED
1728// Default: "bot token..."
1729discord_chat_bot_token "NDgyNjg1NjQ0MjA5MTI3NDM0.DtGxsA.W5FN9vdPvSndC-FPkX1eX-mJYD0"
1730
1731// Channel ID that will be read
1732// Flags: FCVAR_PROTECTED
1733// Default: "channel id..."
1734discord_chat_get_channel_id "482696817499308039"
1735
1736// Channel name that will be read
1737// Flags: FCVAR_PROTECTED
1738// Default: "channel name..."
1739discord_chat_get_channel_name "just-a-test"
1740
1741// Flags: FCVAR_DEVELOPMENTONLY
1742// Default: "0"
1743disp_dynamic "0"
1744
1745// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1746// Default: "0"
1747dispcoll_drawplane "0"
1748
1749// Flags: FCVAR_CHEAT
1750// Default: "0"
1751display_game_events "0"
1752
1753// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1754// Default: "0"
1755displaysoundlist "0"
1756
1757// Limited the free dna scanner to X usages? (0 - disabled/unlimited)
1758// Min: "0"
1759// Default: "3"
1760dna_free_scanner_count "3"
1761
1762// The name of the Dnascanner in the Shop
1763// Default: "Dnascanner"
1764dna_name "Dnascanner"
1765
1766// The amount of credits a dna scanner costs as detective. 0 to disable.
1767// Default: "9000"
1768dna_price "9000"
1769
1770// Print scanner to... 0 - Nothing just detective, 1 - All detectives, 2 - All players (Default: 0)
1771// Min: "0" Max: "2"
1772// Default: "0"
1773dna_print_message_to "0"
1774
1775// Show role color on dna scan message?
1776// Min: "0" Max: "1"
1777// Default: "0"
1778dna_role_color "0"
1779
1780// The sorting priority of the dna scanner in the shop menu.
1781// Default: "0"
1782dna_sort_prio "0"
1783
1784// Spawn with dna scanner?
1785// Min: "0" Max: "1"
1786// Default: "1"
1787dna_spawn_with "1"
1788
1789// Cooldown to allow pickup again (drop_drop_mode must be higher as 0)
1790// Default: "9"
1791drop_cooldown "9"
1792
1793// Distance between client and target
1794// Default: "500"
1795drop_distance "500"
1796
1797// Usages per round
1798// Min: "1"
1799// Default: "1"
1800drop_max_usage "1"
1801
1802// 0 - Just drop primary weapons, 1 - Drop primary weapons (no pickup for x seconds)
1803// Min: "0" Max: "1"
1804// Default: "1"
1805drop_mode "1"
1806
1807// The name of this in Shop
1808// Default: "Drop"
1809drop_name "Drop"
1810
1811// The amount of credits a Drop costs as traitor. 0 to disable.
1812// Default: "9000"
1813drop_price "9000"
1814
1815// The sorting priority of the Drop in the shop menu.
1816// Default: "0"
1817drop_sort_prio "0"
1818
1819// Drop all traitor weapons? If it true just the caller does not drop his weapons
1820// Min: "0" Max: "1"
1821// Default: "0"
1822drop_traitor_weapons "0"
1823
1824// (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
1825// Flags: FCVAR_DEVELOPMENTONLY
1826// Default: "0"
1827dt_ShowPartialChangeEnts "0"
1828
1829// (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
1830// Flags: FCVAR_DEVELOPMENTONLY
1831// Default: "1"
1832dt_UsePartialChangeEnts "1"
1833
1834// The amount of usages for decoy teleporters per round as detective. 0 to disable.
1835// Default: "1"
1836dt_detective_count "1"
1837
1838// The amount of credits for decoy teleporter costs as detective. 0 to disable.
1839// Default: "9000"
1840dt_detective_price "9000"
1841
1842// The sorting priority of the decoy teleporter (Detective) in the shop menu.
1843// Default: "0"
1844dt_detective_sort_prio "0"
1845
1846// The name of the Decoy Teleporter in the Shop
1847// Default: "Decoy Teleporter"
1848dt_name "Decoy Teleprter"
1849
1850// Refund after a fail teleporter? 0 = Disabled/Nothing, 1 = Credits back, 2 = New decoy
1851// Default: "0"
1852dt_refund "0"
1853
1854// The amount of usages for decoy teleporters per round as traitor. 0 to disable.
1855// Default: "1"
1856dt_traitor_count "1"
1857
1858// The amount of credits for decoy teleporter costs as traitor. 0 to disable.
1859// Default: "9000"
1860dt_traitor_price "9000"
1861
1862// The sorting priority of the decoy teleporter (Traitor) in the shop menu.
1863// Default: "0"
1864dt_traitor_sort_prio "0"
1865
1866// Print data table warnings?
1867// Flags: FCVAR_DEVELOPMENTONLY
1868// Default: "0"
1869dtwarning "0"
1870
1871// Watch all fields encoded with this table.
1872// Flags: FCVAR_DEVELOPMENTONLY
1873// Default: ""
1874dtwatchclass ""
1875
1876// When watching show decode.
1877// Flags: FCVAR_DEVELOPMENTONLY
1878// Default: "1"
1879dtwatchdecode "1"
1880
1881// When watching show encode.
1882// Flags: FCVAR_DEVELOPMENTONLY
1883// Default: "1"
1884dtwatchencode "1"
1885
1886// Watch this entities data table encoding.
1887// Flags: FCVAR_DEVELOPMENTONLY
1888// Default: "-1"
1889dtwatchent "-1"
1890
1891// Watch the named variable.
1892// Flags: FCVAR_DEVELOPMENTONLY
1893// Default: ""
1894dtwatchvar ""
1895
1896// Turns Denormals-Are-Zeroes and Flush-to-Zero on or off
1897// Flags: FCVAR_RELEASE
1898// Default: "1"
1899enable_fast_math "1"
1900
1901// Flags: FCVAR_ARCHIVE
1902// Default: "50"
1903engine_no_focus_sleep "50"
1904
1905// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1906// Default: ""
1907ent_debugkeys ""
1908
1909// Visualizes all entity input/output activity.
1910// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
1911// Default: "0"
1912ent_messages_draw "0"
1913
1914// Show entity contexts in ent_text display
1915// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
1916// Default: "0"
1917ent_show_contexts "0"
1918
1919// The number of fakename that the player can use in a round
1920// Default: "5"
1921fakename_count "5"
1922
1923// Which role should be ignored when traitor use fakename? -1 - Disabled ( https://github.com/Bara/TroubleinTerroristTown/wiki/CVAR-Masks )
1924// Min: "2"
1925// Default: "4"
1926fakename_ignore_role "4"
1927
1928// The name of this in Shop
1929// Default: "Fake Name"
1930fakename_name "Fake Name"
1931
1932// The amount of credits fakename costs as traitor. 0 to disable.
1933// Default: "5000"
1934fakename_price "5000"
1935
1936// The sorting priority of the fakename in the shop menu.
1937// Default: "0"
1938fakename_sort_prio "0"
1939
1940// The time the target should be renamed
1941// Default: "15.0"
1942fakename_timer "15.0"
1943
1944// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
1945// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
1946// Default: "3.2020"
1947fakename_version "3.2020"
1948
1949// Flags: FCVAR_DEVELOPMENTONLY
1950// Default: "1"
1951fast_poly_convert "1"
1952
1953// Allow fake body scan for traitors players?
1954// Default: "1"
1955fb_allow_proof_by_all "1"
1956
1957// The amount of usages for fake bodys per round as traitor. 0 to disable.
1958// Default: "1"
1959fb_count "1"
1960
1961// Delete fake body after found?
1962// Default: "0"
1963fb_delete_fakebody_after_found "0"
1964
1965// The name of the Fakebody in the Shop
1966// Default: "Fakebody"
1967fb_name "Fakebody"
1968
1969// The amount of credits a fake body costs as traitor. 0 to disable.
1970// Default: "9000"
1971fb_price "9000"
1972
1973// Show the fake message (XXX has found a fake body)?
1974// Default: "0"
1975fb_show_fake_message "0"
1976
1977// Show traitor as dead after fakebody found?
1978// Default: "1"
1979fb_show_traitor_as_dead "1"
1980
1981// The sorting priority of the fake body in the shop menu.
1982// Default: "0"
1983fb_sort_prio "0"
1984
1985// If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player
1986// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
1987// Min: "0" Max: "1"
1988// Default: "0"
1989ff_damage_bullet_penetration "0"
1990
1991// How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
1992// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
1993// Default: "0.1"
1994ff_damage_reduction_bullets "0"
1995
1996// How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
1997// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
1998// Default: "0.25"
1999ff_damage_reduction_grenade "0"
2000
2001// How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
2002// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2003// Default: "1"
2004ff_damage_reduction_grenade_self "0"
2005
2006// How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
2007// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2008// Default: "0.25"
2009ff_damage_reduction_other "0"
2010
2011// Size of per file buffers. 0 for none
2012// Flags: FCVAR_DEVELOPMENTONLY
2013// Default: "0"
2014filesystem_buffer_size "0"
2015
2016// Flags: FCVAR_DEVELOPMENTONLY
2017// Default: "16"
2018filesystem_max_stdio_read "16"
2019
2020// Use native FS or STDIO
2021// Flags: FCVAR_DEVELOPMENTONLY
2022// Default: "1"
2023filesystem_native "1"
2024
2025// Flags: FCVAR_DEVELOPMENTONLY
2026// Default: "0"
2027filesystem_report_buffered_io "0"
2028
2029// Flags: FCVAR_DEVELOPMENTONLY
2030// Default: "1"
2031filesystem_unbuffered_io "1"
2032
2033// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2034// Default: "3"
2035fire_absorbrate "3"
2036
2037// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2038// Default: "1"
2039fire_dmgbase "1"
2040
2041// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2042// Default: "1.0"
2043fire_dmginterval "1.0"
2044
2045// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2046// Default: "0.1"
2047fire_dmgscale "0.1"
2048
2049// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2050// Default: "5"
2051fire_extabsorb "5"
2052
2053// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2054// Default: "12"
2055fire_extscale "12"
2056
2057// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2058// Default: "1.0"
2059fire_growthrate "1.0"
2060
2061// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2062// Default: "1.0"
2063fire_heatscale "1.0"
2064
2065// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2066// Default: "0.1"
2067fire_incomingheatscale "0.1"
2068
2069// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2070// Default: "50"
2071fire_maxabsorb "50"
2072
2073// Turns off interactive fish behavior. Fish become immobile and unresponsive.
2074// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
2075// Default: "0"
2076fish_dormant "0"
2077
2078// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2079// Default: "-"
2080flex_expression "-"
2081
2082// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2083// Default: "5"
2084flex_looktime "5"
2085
2086// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2087// Default: "1.0"
2088flex_maxawaytime "1.0"
2089
2090// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2091// Default: "7"
2092flex_maxplayertime "7"
2093
2094// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2095// Default: "0.5"
2096flex_minawaytime "0.5"
2097
2098// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2099// Default: "5"
2100flex_minplayertime "5"
2101
2102// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2103// Default: "0"
2104flex_talk "0"
2105
2106// Flags: FCVAR_CHEAT
2107// Default: "1"
2108fog_enable_water_fog "1"
2109
2110// If enabled, prints diagnostic information about the current fog volume
2111// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2112// Default: "0"
2113fog_volume_debug "0"
2114
2115// Frame rate limiter
2116// Flags: FCVAR_RELEASE
2117// Default: "300"
2118fps_max "300"
2119
2120// Frame rate limiter, splitscreen
2121// Flags: FCVAR_DEVELOPMENTONLY
2122// Default: "300"
2123fps_max_splitscreen "300"
2124
2125// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2126// Default: "0"
2127free_pass_peek_debug "0"
2128
2129// 0:Off, 1:Any, 2:Sync only
2130// Flags: FCVAR_DEVELOPMENTONLY
2131// Default: "0"
2132fs_monitor_read_from_pack "0"
2133
2134// 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threshold
2135// Flags: FCVAR_DEVELOPMENTONLY
2136// Default: "0"
2137fs_report_long_reads "0"
2138
2139// 0:Off, 1:Always, 2:Not during map load
2140// Flags: FCVAR_RELEASE
2141// Default: "0"
2142fs_report_sync_opens "0"
2143
2144// 0 to not display the call-stack when we hit a fs_report_sync_opens warning. Set to 1 to display the call-stack.
2145// Flags: FCVAR_DEVELOPMENTONLY
2146// Default: "0"
2147fs_report_sync_opens_callstack "0"
2148
2149// 0:Off, 1:Warn main thread, 2:Warn other threads
2150// Flags: FCVAR_DEVELOPMENTONLY
2151// Default: "0"
2152fs_warning_mode "0"
2153
2154// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_REPLICATED
2155// Default: "15"
2156func_break_max_pieces "15"
2157
2158// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2159// Default: ".5"
2160func_break_reduction_factor ".5"
2161
2162// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2163// Default: "0.5"
2164func_breakdmg_bullet "0.5"
2165
2166// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2167// Default: "1.5"
2168func_breakdmg_club "1.5"
2169
2170// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2171// Default: "1.25"
2172func_breakdmg_explosive "1.25"
2173
2174// Use new style sparks.
2175//
2176// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2177// Default: "1"
2178fx_new_sparks "1"
2179
2180// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
2181// Default: "0"
2182g_Language "0"
2183
2184// If true, use experimental threaded node graph building.
2185// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2186// Default: "0"
2187g_ai_threadedgraphbuild "0"
2188
2189// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2190// Default: "0"
2191g_debug_angularsensor "0"
2192
2193// Enable debug printing about constraint sounds.
2194// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2195// Default: "0"
2196g_debug_constraint_sounds "0"
2197
2198// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2199// Default: "0"
2200g_debug_doors "0"
2201
2202// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2203// Default: "0"
2204g_debug_npc_vehicle_roles "0"
2205
2206// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
2207// Default: "0"
2208g_debug_ragdoll_removal "0"
2209
2210// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2211// Default: "0"
2212g_debug_trackpather "0"
2213
2214// Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
2215// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2216// Default: "0"
2217g_debug_transitions "0"
2218
2219// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2220// Default: "0"
2221g_debug_vehiclebase "0"
2222
2223// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2224// Default: "0"
2225g_debug_vehicledriver "0"
2226
2227// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2228// Default: "0"
2229g_debug_vehicleexit "0"
2230
2231// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2232// Default: "0"
2233g_debug_vehiclesound "0"
2234
2235// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2236// Default: "100"
2237g_jeepexitspeed "100"
2238
2239// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
2240// Default: "2"
2241g_ragdoll_important_maxcount "2"
2242
2243// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
2244// Default: "8"
2245g_ragdoll_maxcount "8"
2246
2247// The current game mode (based on game type). See GameModes.txt.
2248// Flags: FCVAR_GAMEDLL|FCVAR_CLIENTDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2249// Default: "0"
2250game_mode "0"
2251
2252// The current game is online.
2253// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CLIENTDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
2254// Default: "1"
2255game_online "1"
2256
2257// The current game is public.
2258// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CLIENTDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
2259// Default: "1"
2260game_public "1"
2261
2262// The current game type. See GameModes.txt.
2263// Flags: FCVAR_GAMEDLL|FCVAR_CLIENTDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2264// Default: "0"
2265game_type "0"
2266
2267// When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
2268//
2269// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2270// Default: ""
2271gamestats_file_output_directory ""
2272
2273// Admin flags to get access for gbm_show_name
2274// Default: "z"
2275gbm_admin_flags "z"
2276
2277// Allow freeze while grabbing?
2278// Min: "0" Max: "1"
2279// Default: "1"
2280gbm_allow_freeze "1"
2281
2282// Allow throwing of props?
2283// Min: "0" Max: "1"
2284// Default: "1"
2285gbm_allow_throw "1"
2286
2287// Block jump on "grabbed" entities to prevent abusing?
2288// Min: "0" Max: "1"
2289// Default: "1"
2290gbm_block_jump "1"
2291
2292// Block props with the MoveType MOVETYPE_PUSH (no clip to world, push and crush)?
2293// Min: "0" Max: "1"
2294// Default: "1"
2295gbm_block_push_props "1"
2296
2297// Colored laser beam for grab (new color every second)?
2298// Min: "0" Max: "1"
2299// Default: "1"
2300gbm_colored "1"
2301
2302// Grab living players?
2303// Min: "0" Max: "1"
2304// Default: "0"
2305gbm_grab_alive "0"
2306
2307// How long should be max the grab distance?
2308// Default: "150.0"
2309gbm_grab_distance "150.0"
2310
2311// Grab living non moveable players?
2312// Min: "0" Max: "1"
2313// Default: "0"
2314gbm_grab_non_move_alive "0"
2315
2316// Log blacklist?
2317// Min: "0" Max: "1"
2318// Default: "1"
2319gbm_log_blacklist "1"
2320
2321// Log blacklist models?
2322// Min: "0" Max: "1"
2323// Default: "1"
2324gbm_log_blacklist_models "1"
2325
2326// Log whitelist?
2327// Min: "0" Max: "1"
2328// Default: "1"
2329gbm_log_whitelist "1"
2330
2331// Sound when player grab something (blank = disabled)
2332// Default: "ui/item_drop.wav"
2333gbm_on_grab_sound "ui/item_drop.wav"
2334
2335// Volume of the grab sound
2336// Min: "0.1" Max: "1"
2337// Default: "0.1"
2338gbm_on_grab_sound_volume "0.1"
2339
2340// Sound when player throw a prop (blank = disabled)
2341// Default: "weapons/hegrenade/grenade_throw.wav"
2342gbm_on_throw_sound "weapons/hegrenade/grenade_throw.wav"
2343
2344// Volume of the throw sound
2345// Min: "0.1" Max: "1"
2346// Default: "1.0"
2347gbm_on_throw_sound_volume "1.0"
2348
2349// Admin flags to reload the white/blacklist
2350// Default: "z"
2351gbm_reload_flag "z"
2352
2353// Show names of entities? Useful to add this on blacklist(models)/whitelist.
2354// Min: "0" Max: "1"
2355// Default: "0"
2356gbm_show_name "0"
2357
2358// How strong should the throw of a prop?
2359// Default: "1000.0"
2360gbm_throw_force "1000.0"
2361
2362// 0 = knife kill in gungame has no effect on player level, 1 = knife kill demotes player by one level
2363// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
2364// Default: "1"
2365gg_knife_kill_demotes "1"
2366
2367// Map/mode-specific responserules criteria used by calls to UTIL_GlobalChatter
2368// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
2369// Default: ""
2370global_chatter_info ""
2371
2372// Enables the global event log system
2373// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2374// Default: "0"
2375global_event_log_enabled "0"
2376
2377// Detectives see the glows of other detectives. 0 to disable.
2378// Min: "0" Max: "1"
2379// Default: "1"
2380glow_detective_enable "1"
2381
2382// Traitors see the glows of other traitors. 0 to disable.
2383// Min: "0" Max: "1"
2384// Default: "1"
2385glow_traitor_enable "1"
2386
2387// GPU Level - Default: High
2388// Flags: FCVAR_DEVELOPMENTONLY
2389// Default: "3"
2390gpu_level "3"
2391
2392// Memory Level - Default: High
2393// Flags: FCVAR_DEVELOPMENTONLY
2394// Default: "3"
2395gpu_mem_level "3"
2396
2397// The name of the Hammer in the shop menu.
2398// Default: "Hammer"
2399hammer_name "Hammer"
2400
2401// The amount of credits the Hammer costs. 0 to disable.
2402// Default: "3000"
2403hammer_price "3000"
2404
2405// The sorting priority of the Hammer in the shop menu.
2406// Default: "0"
2407hammer_sort_prio "0"
2408
2409// Type of hammer configuration to use. 0 = Everyone, 1 = Traitor + Detective (Default), 2 = Traitor Only
2410// Default: "1"
2411hammer_type "1"
2412
2413// The sorting priority of the Health Station in the shop menu.
2414// Default: "0"
2415health_sort_prio "0"
2416
2417// The amount of charges that the health station should start off with.
2418// Default: "10"
2419health_station_charges "10"
2420
2421// The distance that the health station should reach.
2422// Default: "200.0"
2423health_station_distance "200.0"
2424
2425// The amount of health the health station should heal each second.
2426// Default: "15"
2427health_station_heal "15"
2428
2429// What's the max health for a health station that the player can get?
2430// Default: "125"
2431health_station_max_health "125"
2432
2433// The name of the health station in the menu.
2434// Default: "Health Station"
2435health_station_name "Health Station"
2436
2437// The price of the Health Station in the shop for detectives. 0 to disable.
2438// Default: "3000"
2439health_station_price "3000"
2440
2441// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2442// Default: "1"
2443healthshot_allow_use_at_full "1"
2444
2445// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2446// Default: "50"
2447healthshot_health "50"
2448
2449// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2450// Default: "1"
2451healthshot_healthboost_damage_multiplier "1"
2452
2453// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2454// Default: "1"
2455healthshot_healthboost_speed_multiplier "1"
2456
2457// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2458// Default: "0"
2459healthshot_healthboost_time "0"
2460
2461// The max amount of times a player can purchase heavy in one round. 0 for unlimited.
2462// Default: "5"
2463heavy_max "5"
2464
2465// The name of the heavy in the shop menu.
2466// Default: "Heavy"
2467heavy_name "Heavy"
2468
2469// The amount of credits the heavy costs. 0 to disable.
2470// Default: "10000"
2471heavy_price "10000"
2472
2473// The sorting priority of the heavy in the shop menu.
2474// Default: "0"
2475heavy_sort_prio "0"
2476
2477// Type of heavy configuration to use. 0 = Everyone, 1 = Traitor + Detective (Default), 2 = Traitor Only
2478// Default: "1"
2479heavy_type "1"
2480
2481// The max amount of times a player can purchase helm in one round. 0 for unlimited.
2482// Default: "5"
2483helm_max "5"
2484
2485// The name of the helm in the shop menu.
2486// Default: "Helm"
2487helm_name "Helm"
2488
2489// The amount of credits the helm costs. 0 to disable.
2490// Default: "2000"
2491helm_price "2000"
2492
2493// The sorting priority of the helm in the shop menu.
2494// Default: "0"
2495helm_sort_prio "0"
2496
2497// Type of helm configuration to use. 0 = Everyone, 1 = Traitor + Detective (Default), 2 = Traitor Only
2498// Default: "1"
2499helm_type "1"
2500
2501// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
2502// Default: "0"
2503hl2_episodic "0"
2504
2505// Enables and disables the ability to move bots
2506// Flags: FCVAR_NOTIFY
2507// Min: "0" Max: "1"
2508// Default: "1"
2509hl_goto_allow_bots "1"
2510
2511// Enables and disables the goto plugin
2512// Flags: FCVAR_NOTIFY
2513// Min: "0" Max: "1"
2514// Default: "1"
2515hl_goto_enabled "1"
2516
2517// Flag for command access (default is slay)
2518// Flags: FCVAR_NOTIFY
2519// Min: "0" Max: "1"
2520// Default: "f"
2521hl_goto_flags "f"
2522
2523// Enable to ignore immunity permissions
2524// Flags: FCVAR_NOTIFY
2525// Min: "0" Max: "1"
2526// Default: "0"
2527hl_goto_ignore_immunity "0"
2528
2529// Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
2530// Flags: FCVAR_DEVELOPMENTONLY
2531// Default: "0"
2532host_ShowIPCCallCount "0"
2533
2534// Memory threshold below which the host should flush caches between server instances
2535// Flags: FCVAR_RELEASE
2536// Default: "12"
2537host_flush_threshold "12"
2538
2539// Set to lock per-frame time elapse.
2540// Flags: FCVAR_REPLICATED|FCVAR_CHEAT
2541// Default: "0"
2542host_framerate "0"
2543
2544// How server info gets disclosed in server queries: 0 - query disabled, 1 - show only general info, 2 - show full info
2545// Flags: FCVAR_RELEASE
2546// Default: "1"
2547host_info_show "1"
2548
2549// Apply cl_cmdrate and cl_updaterate to loopback connection
2550// Flags: FCVAR_DEVELOPMENTONLY
2551// Default: "0"
2552host_limitlocal "0"
2553
2554// Current map name.
2555// Flags: FCVAR_RELEASE
2556// Default: ""
2557host_map "de_mirage.bsp"
2558
2559// Flags: FCVAR_DEVELOPMENTONLY
2560// Default: "1"
2561host_maplist_recurse_subdirs "1"
2562
2563// Whether hostname is recorded in game events and GOTV.
2564// Flags: FCVAR_RELEASE
2565// Default: "1"
2566host_name_store "1"
2567
2568// How players are disclosed in server queries: 0 - query disabled, 1 - show only max players count, 2 - show all players
2569// Flags: FCVAR_RELEASE
2570// Default: "1"
2571host_players_show "2"
2572
2573// Flags: FCVAR_DEVELOPMENTONLY
2574// Default: "0"
2575host_print_frame_times "0"
2576
2577// Flags: FCVAR_DEVELOPMENTONLY
2578// Default: "0"
2579host_profile "0"
2580
2581// How server rules get disclosed in server queries: 0 - query disabled, 1 - query enabled
2582// Flags: FCVAR_RELEASE
2583// Default: "1"
2584host_rules_show "1"
2585
2586// Flags: FCVAR_DEVELOPMENTONLY
2587// Default: "1"
2588host_runframe_input_parcelremainder "1"
2589
2590// Print a debug message when the client or server cache is missed.
2591// Flags: FCVAR_DEVELOPMENTONLY
2592// Default: "0"
2593host_showcachemiss "0"
2594
2595// Force the host to sleep a certain number of milliseconds each frame.
2596// Flags: FCVAR_CHEAT
2597// Default: "0"
2598host_sleep "0"
2599
2600// Show general system running times.
2601// Flags: FCVAR_DEVELOPMENTONLY
2602// Default: "0"
2603host_speeds "0"
2604
2605// Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
2606// Flags: FCVAR_DEVELOPMENTONLY
2607// Default: "0"
2608host_thread_mode "0"
2609
2610// Run the sound on a thread (independent of mix)
2611// Flags: FCVAR_DEVELOPMENTONLY
2612// Default: "0"
2613host_threaded_sound "0"
2614
2615// Run the sound on a simple thread not a jobthread
2616// Flags: FCVAR_DEVELOPMENTONLY
2617// Default: "0"
2618host_threaded_sound_simplethread "0"
2619
2620// Prescale the clock by this amount.
2621// Flags: FCVAR_REPLICATED|FCVAR_CHEAT
2622// Default: "1.0"
2623host_timescale "1.0"
2624
2625// Show hostage AI debug information
2626// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2627// Default: "0"
2628hostage_debug "0"
2629
2630// Time for the hostage before it fully drops to ground
2631// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2632// Default: "1"
2633hostage_drop_time "1"
2634
2635// How many degrees per second that hostages can turn their feet or upper body.
2636// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
2637// Default: "720"
2638hostage_feetyawrate "720"
2639
2640// When set, the hostage won't play any code driven response rules lines
2641// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2642// Default: "0"
2643hostage_is_silent "0"
2644
2645// The HOST file to load.
2646// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
2647// Default: "host.txt"
2648hostfile "host.txt"
2649
2650// Host game server ip
2651// Flags: FCVAR_RELEASE
2652// Default: ""
2653hostip "90730477"
2654
2655// Hostname for server.
2656// Flags: FCVAR_RELEASE
2657// Default: ""
2658hostname "Bara's TTT Test Server"
2659
2660// Host game server port
2661// Flags: FCVAR_RELEASE
2662// Default: "27015"
2663hostport "27055"
2664
2665// The amount of usages for healthshots per round as detective. 0 to disable.
2666// Default: "1"
2667hs_detective_count "1"
2668
2669// The amount of credits for healthshot costs as detective. 0 to disable.
2670// Default: "9000"
2671hs_detective_price "9000"
2672
2673// The sorting priority of the healthshots (Detective) in the shop menu.
2674// Default: "0"
2675hs_detective_sort_prio "0"
2676
2677// The amount of usages for healthshots per round as innocent. 0 to disable.
2678// Default: "1"
2679hs_innocent_count "1"
2680
2681// The amount of credits for healthshot costs as innocent. 0 to disable.
2682// Default: "9000"
2683hs_innocent_price "9000"
2684
2685// The sorting priority of the healthshots (Innocent) in the shop menu.
2686// Default: "0"
2687hs_innocent_sort_prio "0"
2688
2689// The name of the Healtshot in the Shop
2690// Default: "Healthshot"
2691hs_name "Healthshot"
2692
2693// The amount of usages for healthshots per round as traitor. 0 to disable.
2694// Default: "1"
2695hs_traitor_count "1"
2696
2697// The amount of credits for healthshot costs as traitor. 0 to disable.
2698// Default: "9000"
2699hs_traitor_price "9000"
2700
2701// The sorting priority of the healthshots (Traitor) in the shop menu.
2702// Default: "0"
2703hs_traitor_sort_prio "0"
2704
2705// The hint text that is displayed to a detective. Use {Name} {PlayerName} {Health} {PlayerHealth} {Karma} {PlayerKarma}(See translation)
2706// Default: "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2707hud_display_detective "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2708
2709// Which health display you want. 0 - Number (Old), 1 - Name (New)
2710// Min: "0" Max: "1"
2711// Default: "1"
2712hud_display_health_type "1"
2713
2714// The hint text that is displayed to a innocent. Use {Name} {PlayerName} {Health} {PlayerHealth} {Karma} {PlayerKarma}(See translation)
2715// Default: "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2716hud_display_innocent "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2717
2718// Which karma display you want. 0 - Number (Old), 1 - Name (New)
2719// Min: "0" Max: "1"
2720// Default: "1"
2721hud_display_karma_type "1"
2722
2723// The hint text that is displayed to a traitor. Use {Name} {PlayerName} {Health} {PlayerHealth} {Karma} {PlayerKarma}(See translation)
2724// Default: "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2725hud_display_traitor "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2726
2727// The hint text that is displayed to a unassigned. Use {Name} {PlayerName} {Health} {PlayerHealth} {Karma} {PlayerKarma}(See translation)
2728// Default: "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2729hud_display_unassigned "{NAME}: {PLAYERNAME}<br>{KARMA}: {PLAYERKARMA}"
2730
2731// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2732// Default: "10"
2733hud_jeephint_numentries "10"
2734
2735// Check each x seconds.
2736// Default: "0.2"
2737hud_timer_check "0.2"
2738
2739// The sorting priority of the Hurt Station in the shop menu.
2740// Default: "0"
2741hurt_sort_prio "0"
2742
2743// The amount of charges that the hurt station should start off with.
2744// Default: "15"
2745hurt_station_charges "15"
2746
2747// The damage the hurt station should do each second.
2748// Default: "25"
2749hurt_station_damage "25"
2750
2751// The distance that the hurt station should reach.
2752// Default: "200.0"
2753hurt_station_distance "200.0"
2754
2755// Hurt other traitors with a hurtstation?
2756// Min: "0" Max: "1"
2757// Default: "0"
2758hurt_station_hurt_other_traitors "0"
2759
2760// The name of the hurt station in the menu.
2761// Default: "Hurt Station"
2762hurt_station_name "Hurt Station"
2763
2764// The price of the Hurt Station in the shop for traitors. 0 to disable. Recommended is double health price.
2765// Default: "0"
2766hurt_station_price "0"
2767
2768// The name of the Hurtshot in the Shop
2769// Default: "Hurtshot"
2770hurtshot_name "Hurtshot"
2771
2772// The amount of usages for hurtshots per round as traitor. 0 to disable.
2773// Default: "1"
2774hurtshot_traitor_count "1"
2775
2776// The damage of the hurtshot
2777// Default: "50"
2778hurtshot_traitor_damage "50"
2779
2780// The amount of credits for hurtshots costs as traitor. 0 to disable.
2781// Default: "5000"
2782hurtshot_traitor_price "5000"
2783
2784// The sorting priority of the hurtshots (Traitor) in the shop menu.
2785// Default: "0"
2786hurtshot_traitor_sort_prio "0"
2787
2788// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
2789// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
2790// Default: "3.2020"
2791hurtshot_version "3.2020"
2792
2793// The amount of usages for Ice Knifes per round as traitor. 0 to disable.
2794// Default: "1"
2795iceknife_count "1"
2796
2797// Amount of damage with a ice knife. 0 to disable.
2798// Default: "0"
2799iceknife_damage "0"
2800
2801// Length of the freeze time. 0.0 - Disabled
2802// Default: "5.0"
2803iceknife_freeze_time "5.0"
2804
2805// Allow to freeze other traitors?
2806// Min: "0" Max: "1"
2807// Default: "0"
2808iceknife_freeze_traitors "0"
2809
2810// Volume of freeze sound
2811// Min: "0.1" Max: "1"
2812// Default: "0.7"
2813iceknife_freeze_volume "0.7"
2814
2815// Gag client during freeze time?
2816// Min: "0" Max: "1"
2817// Default: "1"
2818iceknife_gag "1"
2819
2820// Hide PlayerHUD during freeze
2821// Min: "0" Max: "1"
2822// Default: "1"
2823iceknife_hide_playerhud "1"
2824
2825// Set player into a ice cube during freeze?
2826// Min: "0" Max: "1"
2827// Default: "1"
2828iceknife_ice_cube "1"
2829
2830// Mute client during freeze time?
2831// Min: "0" Max: "1"
2832// Default: "1"
2833iceknife_mute "1"
2834
2835// The name of the Ice Knife in the Shop
2836// Default: "Ice Knife"
2837iceknife_name "Ice Knife"
2838
2839// The amount of credits a Ice Knife costs as traitor. 0 to disable.
2840// Default: "9000"
2841iceknife_price "9000"
2842
2843// The sorting priority of the Ice Knife in the shop menu.
2844// Default: "0"
2845iceknife_sort_prio "0"
2846
2847// Volume of unfreeze sound
2848// Min: "0.1" Max: "1"
2849// Default: "0.7"
2850iceknife_unfreeze_volume "0.7"
2851
2852// The cooldown for the !id command. Set it to 0.0 to disable the cooldown
2853// Default: "0.0"
2854id_cooldown_time "0.0"
2855
2856// The amount of credits for ID costs as innocent. 0 to disable.
2857// Default: "1000"
2858id_innocent_price "1000"
2859
2860// The sorting priority of the ID in the shop menu.
2861// Default: "0"
2862id_innocent_sort_prio "0"
2863
2864// The name of this in Innocent Shop
2865// Default: "ID"
2866id_name_innocent "ID"
2867
2868// The name of this in Traitor Shop
2869// Default: "(Fake) ID"
2870id_name_traitor "(Fake) ID"
2871
2872// The amount of credits for fake ID costs as traitor. 0 to disable.
2873// Default: "1000"
2874id_traitor_price "1000"
2875
2876// The sorting priority of the fake ID in the shop menu.
2877// Default: "0"
2878id_traitor_sort_prio "0"
2879
2880// Force user input to this split screen player.
2881// Flags: FCVAR_CHEAT
2882// Default: "0"
2883in_forceuser "0"
2884
2885// Amount spawn interval increases for each child
2886// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2887// Default: "0.1"
2888inferno_child_spawn_interval_multiplier "0.1"
2889
2890// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2891// Default: "4"
2892inferno_child_spawn_max_depth "4"
2893
2894// Damage per second
2895// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2896// Default: "40"
2897inferno_damage "40"
2898
2899// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2900// Default: "0"
2901inferno_debug "0"
2902
2903// Average lifetime of each flame in seconds
2904// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2905// Default: "7"
2906inferno_flame_lifetime "7"
2907
2908// Minimum distance between separate flame spawns
2909// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2910// Default: "42"
2911inferno_flame_spacing "42"
2912
2913// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2914// Default: "0.9"
2915inferno_forward_reduction_factor "0.9"
2916
2917// For this long, FF is credited back to the thrower.
2918// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2919// Default: "6"
2920inferno_friendly_fire_duration "6"
2921
2922// Time between spawning flames for first fire
2923// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2924// Default: "0.02"
2925inferno_initial_spawn_interval "0.02"
2926
2927// Largest time interval for child flame spawning
2928// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2929// Default: "0.5"
2930inferno_max_child_spawn_interval "0.5"
2931
2932// Maximum number of flames that can be created
2933// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2934// Default: "16"
2935inferno_max_flames "16"
2936
2937// Maximum distance flames can spread from their initial ignition point
2938// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
2939// Default: "150"
2940inferno_max_range "150"
2941
2942// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
2943// Default: "16"
2944inferno_max_trace_per_tick "16"
2945
2946// Duration each new flame will attempt to spawn new flames
2947// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2948// Default: "3"
2949inferno_per_flame_spawn_duration "3"
2950
2951// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2952// Default: "1"
2953inferno_scorch_decals "1"
2954
2955// Angular change from parent
2956// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2957// Default: "45"
2958inferno_spawn_angle "45"
2959
2960// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2961// Default: "20"
2962inferno_surface_offset "20"
2963
2964// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2965// Default: "0.2"
2966inferno_velocity_decay_factor "0.2"
2967
2968// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2969// Default: "0.003"
2970inferno_velocity_factor "0.003"
2971
2972// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
2973// Default: "0"
2974inferno_velocity_normal_factor "0"
2975
2976// The number of invisiblename that the player can use in a round
2977// Default: "5"
2978invisible_name_count "5"
2979
2980// The name of this in Shop
2981// Default: "Invisible Name"
2982invisible_name_name "Fake Name"
2983
2984// The amount of credits invisiblename costs as traitor. 0 to disable.
2985// Default: "5000"
2986invisible_name_price "5000"
2987
2988// The sorting priority of the invisiblename in the shop menu.
2989// Default: "0"
2990invisible_name_sort_prio "0"
2991
2992// The time the target should have a invisible name
2993// Default: "15.0"
2994invisible_name_timer "15.0"
2995
2996// Overrides IP for multihomed hosts
2997// Flags: FCVAR_RELEASE
2998// Default: "localhost"
2999ip "5.104.111.237"
3000
3001// Overrides IP used to redirect TV relay connections for NAT hosts
3002// Flags: FCVAR_RELEASE
3003// Default: ""
3004ip_relay ""
3005
3006// Overrides IP used to bind Steam port for multihomed hosts
3007// Flags: FCVAR_RELEASE
3008// Default: ""
3009ip_steam ""
3010
3011// Overrides IP used to bind TV port for multihomed hosts
3012// Flags: FCVAR_RELEASE
3013// Default: ""
3014ip_tv ""
3015
3016// Overrides IP used to bind TV1 port for multihomed hosts
3017// Flags: FCVAR_RELEASE
3018// Default: ""
3019ip_tv1 ""
3020
3021// The name of this in Shop
3022// Default: "Jammer"
3023jammer_name "Jammer"
3024
3025// The amount of credits jammer costs as traitor. 0 to disable.
3026// Default: "9000"
3027jammer_price "9000"
3028
3029// The sorting priority of the jammer in the shop menu.
3030// Default: "0"
3031jammer_sort_prio "0"
3032
3033// The damage radius of the Jihad explosion.
3034// Default: "600"
3035jihad_damage_radius "600"
3036
3037// The amount of damage done by the explosion. For Jihad
3038// Default: "1000"
3039jihad_magnitude "1000"
3040
3041// The name of the Jihad in the Shop
3042// Default: "Jihad Bomb"
3043jihad_name "Jihad Bomb"
3044
3045// The amount of time in seconds until the jihad bomb is ready after buying it. 0.0 - immediately
3046// Default: "60.0"
3047jihad_preparing_time "60.0"
3048
3049// The amount of credits a jihad costs as traitor. 0 to disable.
3050// Default: "9000"
3051jihad_price "9000"
3052
3053// Slay player on own jihad explosion?
3054// Min: "0" Max: "1"
3055// Default: "1"
3056jihad_slay_player "1"
3057
3058// The sorting priority of the Jihad in the shop menu.
3059// Default: "0"
3060jihad_sort_prio "0"
3061
3062// The max amount of times a player can purchase kevlar+helm in one round. 0 for unlimited.
3063// Default: "5"
3064kevhelm_max "5"
3065
3066// The name of the kevlar+helm in the shop menu.
3067// Default: "Kevlar+Helm"
3068kevhelm_name "Kevlar+Helm"
3069
3070// The amount of credits the kevlar+helm costs. 0 to disable.
3071// Default: "2000"
3072kevhelm_price "2000"
3073
3074// The sorting priority of the kevlar+helm in the shop menu.
3075// Default: "0"
3076kevhelm_sort_prio "0"
3077
3078// Type of kevlar+helm configuration to use. 0 = Everyone, 1 = Traitor + Detective (Default), 2 = Traitor Only
3079// Default: "1"
3080kevhelm_type "1"
3081
3082// The max amount of times a player can purchase kevlar in one round. 0 for unlimited.
3083// Default: "5"
3084kevlar_max "5"
3085
3086// The name of the kevlar in the shop menu.
3087// Default: "Kevlar"
3088kevlar_name "Kevlar"
3089
3090// The amount of credits the kevlar costs. 0 to disable.
3091// Default: "3000"
3092kevlar_price "3000"
3093
3094// The sorting priority of the kevlar in the shop menu.
3095// Default: "0"
3096kevlar_sort_prio "0"
3097
3098// Type of kevlar configuration to use. 0 = Everyone, 1 = Traitor + Detective (Default), 2 = Traitor Only
3099// Default: "1"
3100kevlar_type "1"
3101
3102// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
3103// Default: "100"
3104knife_damage_scale "100"
3105
3106// The name of this in Shop
3107// Default: "Knockout"
3108knockout_name "Knockout"
3109
3110// The amount of credits a knockout costs as detective. 0 to disable.
3111// Default: "9000"
3112knockout_price "9000"
3113
3114// The sorting priority of the knockout in the shop menu.
3115// Default: "0"
3116knockout_sort_prio "0"
3117
3118// Set a secret string that will be hashed when using logaddress with explicit token hash.
3119// Flags: FCVAR_RELEASE
3120// Default: ""
3121logaddress_token_secret ""
3122
3123// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
3124// Default: "0"
3125loopsingleplayermaps "0"
3126
3127// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
3128// Default: "listenserver.cfg"
3129lservercfgfile "listenserver.cfg"
3130
3131// The name of the M4A1-S in the shop menu.
3132// Default: "M4A1-S"
3133m4a1_name "M4A1-S"
3134
3135// The amount of credits the M4A1-S costs. 0 to disable.
3136// Default: "3000"
3137m4a1_price "3000"
3138
3139// The sorting priority of the M4A1-S in the shop menu.
3140// Default: "0"
3141m4a1_sort_prio "0"
3142
3143// Disable area to area connection testing.
3144// Flags: FCVAR_DEVELOPMENTONLY
3145// Default: "0"
3146map_noareas "0"
3147
3148// repeats the same map after each match instead of using the map cycle
3149// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
3150// Default: "0"
3151mapcycledisabled "0"
3152
3153// Name of the .txt file used to cycle the maps on multiplayer servers
3154// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
3155// Default: "mapcycle.txt"
3156mapcyclefile "mapcycle.txt"
3157
3158// The name of this item in the shop.
3159// Default: "Martydom"
3160martydom_name "Martydom"
3161
3162// Flags: FCVAR_DEVELOPMENTONLY
3163// Default: "0"
3164mat_aaquality "0"
3165
3166// Flags: FCVAR_DEVELOPMENTONLY
3167// Default: "0"
3168mat_antialias "0"
3169
3170// Cutoff time (in ms) spent in ServiceAsyncTextureLoads
3171// Flags: FCVAR_DEVELOPMENTONLY
3172// Default: "0.5"
3173mat_async_tex_maxtime_ms "0.5"
3174
3175// Flags: FCVAR_DEVELOPMENTONLY
3176// Default: "0"
3177mat_bufferprimitives "0"
3178
3179// Flags: FCVAR_CHEAT
3180// Default: "0"
3181mat_bumpbasis "0"
3182
3183// Flags: FCVAR_DEVELOPMENTONLY
3184// Default: "1"
3185mat_bumpmap "1"
3186
3187// Flags: FCVAR_DEVELOPMENTONLY
3188// Default: "1"
3189mat_compressedtextures "1"
3190
3191// Flags: FCVAR_CHEAT
3192// Default: "0"
3193mat_debugalttab "0"
3194
3195// Flags: FCVAR_DEVELOPMENTONLY
3196// Default: "0"
3197mat_debugdepth "0"
3198
3199// Flags: FCVAR_CHEAT
3200// Default: "0.0f"
3201mat_depthbias_normal "0.0f"
3202
3203// Flags: FCVAR_DEVELOPMENTONLY
3204// Default: "1"
3205mat_detail_tex "1"
3206
3207// Flags: FCVAR_DEVELOPMENTONLY
3208// Default: "1"
3209mat_diffuse "1"
3210
3211// Flags: FCVAR_CHEAT
3212// Default: "0"
3213mat_draw_resolution "0"
3214
3215// Flags: FCVAR_CHEAT
3216// Default: "3072"
3217mat_draw_resolution_threshold "3072"
3218
3219// Flags: FCVAR_CHEAT
3220// Default: "0"
3221mat_drawflat "0"
3222
3223// Flags: FCVAR_CHEAT
3224// Default: "0"
3225mat_drawgray "0"
3226
3227// Flags: FCVAR_DEVELOPMENTONLY
3228// Min: "90" Max: "100"
3229// Default: "100"
3230mat_dxlevel "95"
3231
3232// Flags: FCVAR_CHEAT
3233// Default: "0"
3234mat_dynamicPaintmaps "0"
3235
3236// Flags: FCVAR_CHEAT
3237// Default: "0"
3238mat_dynamiclightmaps "0"
3239
3240// Flags: FCVAR_DEVELOPMENTONLY
3241// Default: "128"
3242mat_envmapsize "128"
3243
3244// Flags: FCVAR_DEVELOPMENTONLY
3245// Default: "32.0"
3246mat_envmaptgasize "32.0"
3247
3248// Flags: FCVAR_DEVELOPMENTONLY
3249// Default: "1"
3250mat_exclude_async_update "1"
3251
3252// Flags: FCVAR_DEVELOPMENTONLY
3253// Default: "0"
3254mat_excludetextures "0"
3255
3256// Flags: FCVAR_CHEAT
3257// Default: "0"
3258mat_fastnobump "0"
3259
3260// Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
3261// Flags: FCVAR_DEVELOPMENTONLY
3262// Default: "1"
3263mat_fastspecular "1"
3264
3265// Flags: FCVAR_CHEAT
3266// Default: "0"
3267mat_fillrate "0"
3268
3269// Flags: FCVAR_DEVELOPMENTONLY
3270// Default: "1"
3271mat_filterlightmaps "1"
3272
3273// Flags: FCVAR_DEVELOPMENTONLY
3274// Default: "1"
3275mat_filtertextures "1"
3276
3277// Flags: FCVAR_DEVELOPMENTONLY
3278// Default: "0"
3279mat_force_vertexfog "0"
3280
3281// Flags: FCVAR_DEVELOPMENTONLY
3282// Default: "1"
3283mat_forceaniso "1"
3284
3285// Flags: FCVAR_CHEAT
3286// Default: "0"
3287mat_forcedynamic "0"
3288
3289// Flags: FCVAR_DEVELOPMENTONLY
3290// Default: "0"
3291mat_forcehardwaresync "0"
3292
3293// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_CHEAT
3294// Default: "1"
3295mat_forcemanagedtextureintohardware "0"
3296
3297// Flags: FCVAR_CHEAT
3298// Default: "0"
3299mat_fullbright "0"
3300
3301// Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
3302// Flags: FCVAR_DEVELOPMENTONLY
3303// Default: "2"
3304mat_hdr_level "2"
3305
3306// Flags: FCVAR_DEVELOPMENTONLY
3307// Default: "1"
3308mat_levelflush "1"
3309
3310// Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
3311// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM_THREAD
3312// Default: "0"
3313mat_lightmap_pfms "0"
3314
3315// Flags: FCVAR_CHEAT
3316// Default: "1"
3317mat_loadtextures "1"
3318
3319// Flags: FCVAR_CHEAT
3320// Default: "0"
3321mat_luxels "0"
3322
3323// Flags: FCVAR_DEVELOPMENTONLY
3324// Default: "1"
3325mat_maxframelatency "1"
3326
3327// Flags: FCVAR_CHEAT
3328// Default: "0"
3329mat_measurefillrate "0"
3330
3331// Flags: FCVAR_DEVELOPMENTONLY
3332// Default: "1"
3333mat_mipmaptextures "1"
3334
3335// monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
3336// Flags: FCVAR_ARCHIVE|FCVAR_ARCHIVE_XBOX
3337// Min: "1.6" Max: "2.6"
3338// Default: "2.2"
3339mat_monitorgamma "2.2"
3340
3341// Flags: FCVAR_ARCHIVE|FCVAR_ARCHIVE_XBOX
3342// Default: "0"
3343mat_monitorgamma_tv_enabled "0"
3344
3345// Flags: FCVAR_DEVELOPMENTONLY
3346// Min: "1" Max: "4"
3347// Default: "2.5"
3348mat_monitorgamma_tv_exp "2.5"
3349
3350// Flags: FCVAR_DEVELOPMENTONLY
3351// Default: "235"
3352mat_monitorgamma_tv_range_max "235"
3353
3354// Flags: FCVAR_DEVELOPMENTONLY
3355// Default: "16"
3356mat_monitorgamma_tv_range_min "16"
3357
3358// Flags: FCVAR_CHEAT
3359// Default: "0"
3360mat_morphstats "0"
3361
3362// Flags: FCVAR_DEVELOPMENTONLY
3363// Default: "0"
3364mat_motion_blur_enabled "0"
3365
3366// Flags: FCVAR_CHEAT
3367// Default: "0"
3368mat_norendering "0"
3369
3370// Flags: FCVAR_CHEAT
3371// Default: "0"
3372mat_normalmaps "0"
3373
3374// Flags: FCVAR_CHEAT
3375// Default: "0"
3376mat_normals "0"
3377
3378// Flags: FCVAR_DEVELOPMENTONLY
3379// Default: "0"
3380mat_paint_enabled "0"
3381
3382// Flags: FCVAR_DEVELOPMENTONLY
3383// Default: "1"
3384mat_parallaxmap "1"
3385
3386// Flags: FCVAR_DEVELOPMENTONLY
3387// Default: "1"
3388mat_phong "1"
3389
3390// Flags: FCVAR_DEVELOPMENTONLY
3391// Min: "-10" Max: "4"
3392// Default: "0"
3393mat_picmip "0"
3394
3395// Power Savings Mode
3396// Flags: FCVAR_ARCHIVE
3397// Default: "0"
3398mat_powersavingsmode "0"
3399
3400// Constantly print to screen the top N models as measured by total faces rendered this frame
3401// Flags: FCVAR_DEVELOPMENTONLY
3402// Default: "0"
3403mat_print_top_model_vert_counts "0"
3404
3405// Flags: FCVAR_DEVELOPMENTONLY
3406// Default: "0"
3407mat_processtoolvars "0"
3408
3409// Flags: FCVAR_CHEAT
3410// Default: "0"
3411mat_proxy "0"
3412
3413// The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
3414// Flags: FCVAR_RELEASE
3415// Default: "-1"
3416mat_queue_mode "-1"
3417
3418// Whether QMS can be enabled on single threaded CPU
3419// Flags: FCVAR_DEVELOPMENTONLY
3420// Default: "0"
3421mat_queue_mode_force_allow "0"
3422
3423// Flags: FCVAR_RELEASE
3424// Default: "1"
3425mat_queue_priority "1"
3426
3427// Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
3428// Flags: FCVAR_ARCHIVE
3429// Default: "0"
3430mat_queue_report "0"
3431
3432// Flags: FCVAR_DEVELOPMENTONLY
3433// Default: "0"
3434mat_reducefillrate "0"
3435
3436// Flags: FCVAR_DEVELOPMENTONLY
3437// Default: "0"
3438mat_reduceparticles "0"
3439
3440// Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use 'mat_rendered_faces_spew' to spew all models rendered in the current frame)
3441// Flags: FCVAR_CHEAT
3442// Default: "0"
3443mat_rendered_faces_count "0"
3444
3445// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM_THREAD
3446// Default: "0"
3447mat_report_queue_status "0"
3448
3449// Enable depth resolve to a texture. 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra depth only pass
3450// Flags: FCVAR_DEVELOPMENTONLY
3451// Min: "1" Max: "2"
3452// Default: "1"
3453mat_resolveFullFrameDepth "1"
3454
3455// Flags: FCVAR_CHEAT
3456// Default: "0"
3457mat_reversedepth "0"
3458
3459// Flags: FCVAR_DEVELOPMENTONLY
3460// Default: "1"
3461mat_shadowstate "1"
3462
3463// Flags: FCVAR_DEVELOPMENTONLY
3464// Default: "0"
3465mat_showenvmapmask "0"
3466
3467// Flags: FCVAR_CHEAT
3468// Default: "0"
3469mat_showlowresimage "0"
3470
3471// color-code miplevels 2: normalmaps, 1: everything else
3472// Flags: FCVAR_CHEAT
3473// Default: "0"
3474mat_showmiplevels "0"
3475
3476// Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 - off), (1.0 - full)
3477// Flags: FCVAR_DEVELOPMENTONLY
3478// Default: "-1.0"
3479mat_software_aa_strength "-1.0"
3480
3481// Flags: FCVAR_DEVELOPMENTONLY
3482// Default: "0"
3483mat_softwarelighting "0"
3484
3485// Flags: FCVAR_CHEAT
3486// Default: "0"
3487mat_softwareskin "0"
3488
3489// Enable/Disable specularity for perf testing. Will cause a material reload upon change.
3490// Flags: FCVAR_DEVELOPMENTONLY
3491// Default: "1"
3492mat_specular "1"
3493
3494// Flags: FCVAR_ARCHIVE
3495// Default: "0"
3496mat_spewalloc "0"
3497
3498// 0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported
3499// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_CHEAT
3500// Default: "-1"
3501mat_supportflashlight "-1"
3502
3503// Flags: FCVAR_CHEAT
3504// Default: "0"
3505mat_tessellation_accgeometrytangents "0"
3506
3507// Flags: FCVAR_CHEAT
3508// Default: "1"
3509mat_tessellation_cornertangents "1"
3510
3511// Flags: FCVAR_CHEAT
3512// Default: "1"
3513mat_tessellation_update_buffers "1"
3514
3515// Flags: FCVAR_DEVELOPMENTONLY
3516// Default: "0"
3517mat_texture_tracking "0"
3518
3519// Flags: FCVAR_DEVELOPMENTONLY
3520// Default: "0"
3521mat_tonemapping_occlusion_use_stencil "0"
3522
3523// This means we want triple buffering if we are fullscreen and vsync'd
3524// Flags: FCVAR_DEVELOPMENTONLY
3525// Default: "0"
3526mat_triplebuffered "0"
3527
3528// Flags: FCVAR_DEVELOPMENTONLY
3529// Default: "0"
3530mat_verbose_texture_gen "0"
3531
3532// Force sync to vertical retrace
3533// Flags: FCVAR_DEVELOPMENTONLY
3534// Min: "0" Max: "1"
3535// Default: "0"
3536mat_vsync "0"
3537
3538// Flags: FCVAR_CHEAT
3539// Default: "0"
3540mat_wireframe "0"
3541
3542// The amount of credits martydom costs as detective. 0 to disable.
3543// Default: "2000"
3544md_d_price "2000"
3545
3546// The sorting priority of the martydom in the shop menu for detectives.
3547// Default: "0"
3548md_d_sort_prio "0"
3549
3550// The size of the explosion. Decimals allowed. (Def. 350.0)
3551// Default: "350.0"
3552md_explosion_size "350.0"
3553
3554// The damage the grenade does at the explosions center point. Decimals allowed. (Def. 99.0)
3555// Default: "99.0"
3556md_grenade_damage "99.0"
3557
3558// The time delay it takes for the grenade to spawn after a player dies. Decimals allowed. (Def. 0.25)
3559// Default: "0.25"
3560md_grenade_delay "0.25"
3561
3562// The amount of credits martydom costs as innocent. 0 to disable.
3563// Default: "2000"
3564md_i_price "2000"
3565
3566// The sorting priority of the martydom in the shop menu for innocents.
3567// Default: "0"
3568md_i_sort_prio "0"
3569
3570// The amount of credits martydom costs as traitor. 0 to disable.
3571// Default: "2000"
3572md_t_price "2000"
3573
3574// The sorting priority of the martydom in the shop menu for traitors.
3575// Default: "0"
3576md_t_sort_prio "0"
3577
3578// Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
3579//
3580// Flags: FCVAR_DEVELOPMENTONLY
3581// Default: "0"
3582mem_dumpstats "0"
3583
3584// Force cache flush of unlocked resources on every alloc
3585// Flags: FCVAR_DEVELOPMENTONLY
3586// Default: "0"
3587mem_force_flush "0"
3588
3589// Cache section to restrict mem_force_flush
3590// Flags: FCVAR_DEVELOPMENTONLY
3591// Default: ""
3592mem_force_flush_section ""
3593
3594// Rate at which to attempt internal heap compation
3595// Flags: FCVAR_CHEAT
3596// Default: ".5"
3597mem_incremental_compact_rate ".5"
3598
3599// Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
3600// Flags: FCVAR_DEVELOPMENTONLY
3601// Default: "512"
3602mem_max_heapsize "512"
3603
3604// Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)
3605// Flags: FCVAR_DEVELOPMENTONLY
3606// Default: "64"
3607mem_max_heapsize_dedicated "64"
3608
3609// Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
3610// Flags: FCVAR_DEVELOPMENTONLY
3611// Default: "48"
3612mem_min_heapsize "48"
3613
3614// Write periodic memstats dumps every n seconds.
3615// Flags: FCVAR_DEVELOPMENTONLY
3616// Default: "0"
3617mem_periodicdumps "0"
3618
3619// Run heap check at end of every frame
3620//
3621// Flags: FCVAR_DEVELOPMENTONLY
3622// Default: "0"
3623mem_test_each_frame "0"
3624
3625// Run heap check at a specified interval
3626//
3627// Flags: FCVAR_DEVELOPMENTONLY
3628// Default: "0"
3629mem_test_every_n_seconds "0"
3630
3631// Don't print stats when memtesting
3632// Flags: FCVAR_DEVELOPMENTONLY
3633// Default: "0"
3634mem_test_quiet "0"
3635
3636// Metamod:Source Version
3637// Flags: FCVAR_SPONLY|FCVAR_NOTIFY
3638// Default: "1.11.0-dev+1116"
3639metamod_version "1.11.0-dev+1116V"
3640
3641// Sound volume of the missile
3642// Min: "0.1" Max: "1"
3643// Default: "1.0"
3644missile_volume "1.0"
3645
3646// How much missiles can a detective buy?
3647// Default: "0"
3648missiles_amount_d "0"
3649
3650// How much missiles can a innocent buy?
3651// Default: "0"
3652missiles_amount_i "0"
3653
3654// How much missiles can a traitor buy?
3655// Default: "2"
3656missiles_amount_t "9999"
3657
3658// 1 enables the turning arc of missiles, 0 makes turning instant for missiles
3659// Min: "0" Max: "1"
3660// Default: "1"
3661missiles_arc "1"
3662
3663// How much control missiles can a detective buy?
3664// Default: "0"
3665missiles_control_amount_d "0"
3666
3667// How much control missiles can a innocent buy?
3668// Default: "0"
3669missiles_control_amount_i "0"
3670
3671// How much control missiles can a traitor buy?
3672// Default: "2"
3673missiles_control_amount_t "2"
3674
3675// The name of the control missile in the shop
3676// Default: "Controlling Missile"
3677missiles_control_name "Controlling Missile"
3678
3679// Price for the control missile for Detectives
3680// Min: "0"
3681// Default: "0"
3682missiles_control_price_d "0"
3683
3684// Price for the control missile for Innos
3685// Min: "0"
3686// Default: "0"
3687missiles_control_price_i "0"
3688
3689// Price for the control missile for Traitors
3690// Min: "0"
3691// Default: "10000"
3692missiles_control_price_t "10000"
3693
3694// Priority in shop list for Detectives
3695// Min: "0"
3696// Default: "0"
3697missiles_control_priority_d "0"
3698
3699// Priority in shop list for Innos
3700// Min: "0"
3701// Default: "0"
3702missiles_control_priority_i "0"
3703
3704// Priority in shop list for Traitors
3705// Min: "0"
3706// Default: "0"
3707missiles_control_priority_t "0"
3708
3709// Sets the maximum amount of damage the missiles can do
3710// Min: "1"
3711// Default: "850"
3712missiles_damage "100"
3713
3714// How much following missiles can a detective buy?
3715// Default: "0"
3716missiles_following_amount_d "0"
3717
3718// How much following missiles can a innocent buy?
3719// Default: "0"
3720missiles_following_amount_i "0"
3721
3722// How much following missiles can a traitor buy?
3723// Default: "2"
3724missiles_following_amount_t "2"
3725
3726// The name of the following missile in the shop
3727// Default: "Following Missile"
3728missiles_following_name "Following Missile"
3729
3730// Price for the following missile for Detectives
3731// Min: "0"
3732// Default: "0"
3733missiles_following_price_d "0"
3734
3735// Price for the following missile for Innos
3736// Min: "0"
3737// Default: "0"
3738missiles_following_price_i "0"
3739
3740// Price for the following missile for Traitors
3741// Min: "0"
3742// Default: "10000"
3743missiles_following_price_t "10000"
3744
3745// Priority in shop list for Detectives
3746// Min: "0"
3747// Default: "0"
3748missiles_following_priority_d "0"
3749
3750// Priority in shop list for Innos
3751// Min: "0"
3752// Default: "0"
3753missiles_following_priority_i "0"
3754
3755// Priority in shop list for Traitors
3756// Min: "0"
3757// Default: "0"
3758missiles_following_priority_t "0"
3759
3760// The name of the missile in the shop
3761// Default: "Missile"
3762missiles_name "Missile"
3763
3764// Price for the missile for Detectives
3765// Min: "0"
3766// Default: "0"
3767missiles_price_d "0"
3768
3769// Price for the missile for Innos
3770// Min: "0"
3771// Default: "0"
3772missiles_price_i "0"
3773
3774// Price for the missile for Traitors
3775// Min: "0"
3776// Default: "7500"
3777missiles_price_t "7500"
3778
3779// Priority in shop list for Detectives
3780// Min: "0"
3781// Default: "0"
3782missiles_priority_d "0"
3783
3784// Priority in shop list for Innos
3785// Min: "0"
3786// Default: "0"
3787missiles_priority_i "0"
3788
3789// Priority in shop list for Traitors
3790// Min: "0"
3791// Default: "0"
3792missiles_priority_t "0"
3793
3794// Sets the explosive radius of the missiles
3795// Min: "1"
3796// Default: "600"
3797missiles_radius "350"
3798
3799// Sets the speed of the missiles
3800// Min: "300" Max: "3000"
3801// Default: "500.0"
3802missiles_speed "500.0"
3803
3804// Metamod:Source Base Folder
3805// Flags: FCVAR_SPONLY
3806// Default: "addons/metamod"
3807mm_basedir "addons/metamod"
3808
3809// When performing CSGO community matchmaking look for servers with at least so many human players
3810// Flags: FCVAR_ARCHIVE|FCVAR_RELEASE
3811// Default: "3"
3812mm_csgo_community_search_players_min "3"
3813
3814// How many frames to delay before attempting to mount the xlsp patch.
3815// Flags: FCVAR_DEVELOPMENTONLY
3816// Default: "6"
3817mm_datacenter_delay_mount_frames "6"
3818
3819// Delay after datacenter update is enabled before data is actually queried.
3820// Flags: FCVAR_DEVELOPMENTONLY
3821// Default: "2"
3822mm_datacenter_query_delay "2"
3823
3824// Data version to report to DC.
3825// Flags: FCVAR_DEVELOPMENTONLY
3826// Default: "5"
3827mm_datacenter_report_version "5"
3828
3829// How many times can we retry retrieving each info chunk before failing.
3830// Flags: FCVAR_DEVELOPMENTONLY
3831// Default: "3"
3832mm_datacenter_retry_infochunks_attempts "3"
3833
3834// Interval between datacenter stats retries.
3835// Flags: FCVAR_DEVELOPMENTONLY
3836// Default: "75"
3837mm_datacenter_retry_interval "75"
3838
3839// Interval between datacenter stats updates.
3840// Flags: FCVAR_DEVELOPMENTONLY
3841// Default: "3600"
3842mm_datacenter_update_interval "3600"
3843
3844// Flags: FCVAR_DEVELOPMENTONLY
3845// Default: "0"
3846mm_events_listeners_validation "0"
3847
3848// Metamod:Source Plugins File
3849// Flags: FCVAR_SPONLY
3850// Default: "addons/metamod/metaplugins.ini"
3851mm_pluginsfile "addons/metamod/metaplugins.ini"
3852
3853// How long to wait between pinging internet server details.
3854// Flags: FCVAR_DEVELOPMENTONLY
3855// Default: "1.0"
3856mm_server_search_inet_ping_interval "1.0"
3857
3858// How often to refresh a listed server.
3859// Flags: FCVAR_DEVELOPMENTONLY
3860// Default: "15"
3861mm_server_search_inet_ping_refresh "15"
3862
3863// How long to wait for internet server details.
3864// Flags: FCVAR_DEVELOPMENTONLY
3865// Default: "3.0"
3866mm_server_search_inet_ping_timeout "3.0"
3867
3868// How many servers can be pinged for server details in a batch.
3869// Flags: FCVAR_DEVELOPMENTONLY
3870// Default: "10"
3871mm_server_search_inet_ping_window "10"
3872
3873// Duration of LAN discovery ping phase.
3874// Flags: FCVAR_DEVELOPMENTONLY
3875// Default: "1.0"
3876mm_server_search_lan_ping_duration "1.0"
3877
3878// Interval between LAN discovery pings.
3879// Flags: FCVAR_DEVELOPMENTONLY
3880// Default: "0.4"
3881mm_server_search_lan_ping_interval "0.4"
3882
3883// Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
3884// Flags: FCVAR_ARCHIVE|FCVAR_RELEASE
3885// Default: "27015,27016,27017,27018,27019,27020"
3886mm_server_search_lan_ports "27015,27016,27017,27018,27019,27020"
3887
3888// How long until a server is no longer returned by the master till we remove it.
3889// Flags: FCVAR_DEVELOPMENTONLY
3890// Default: "180"
3891mm_server_search_server_lifetime "180"
3892
3893// Interval between servers updates.
3894// Flags: FCVAR_DEVELOPMENTONLY
3895// Default: "60"
3896mm_server_search_update_interval "60"
3897
3898// Flags: FCVAR_DEVELOPMENTONLY
3899// Default: "0"
3900mm_sv_load_test "0"
3901
3902// This matchmaking query will override datacenter connectivity: -1 for local, 1 for dedicated
3903// Flags: FCVAR_DEVELOPMENTONLY
3904// Default: "0"
3905mm_title_debug_dccheck "0"
3906
3907// This matchmaking query will run with minimal set of parameters
3908// Flags: FCVAR_DEVELOPMENTONLY
3909// Default: "0"
3910mm_title_debug_minquery "0"
3911
3912// This matchmaking version will override .res file version for isolating matchmaking
3913// Flags: FCVAR_DEVELOPMENTONLY
3914// Default: "0"
3915mm_title_debug_version "0"
3916
3917// Flags: FCVAR_DEVELOPMENTONLY
3918// Min: "0"
3919// Default: "8"
3920mod_WeaponViewModelCache "8"
3921
3922// Flags: FCVAR_DEVELOPMENTONLY
3923// Min: "0"
3924// Default: "10"
3925mod_WeaponWorldModelCache "10"
3926
3927// Flags: FCVAR_DEVELOPMENTONLY
3928// Min: "0"
3929// Default: "3000"
3930mod_WeaponWorldModelMinAge "3000"
3931
3932// Check all vcollides on load
3933// Flags: FCVAR_DEVELOPMENTONLY
3934// Default: "0"
3935mod_check_vcollide "0"
3936
3937// For the dedicated server, don't load model vertex data
3938// Flags: FCVAR_DEVELOPMENTONLY
3939// Default: "1"
3940mod_dont_load_vertices "1"
3941
3942// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_CHEAT|FCVAR_DONTRECORD
3943// Default: "0"
3944mod_dynamicloadpause "0"
3945
3946// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM|FCVAR_DONTRECORD
3947// Default: "0"
3948mod_dynamicloadspew "0"
3949
3950// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_CHEAT|FCVAR_DONTRECORD
3951// Default: "0"
3952mod_dynamicloadthrottle "0"
3953
3954// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM|FCVAR_DONTRECORD
3955// Default: "1"
3956mod_dynamicunloadtex "1"
3957
3958// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM|FCVAR_DONTRECORD
3959// Default: "150"
3960mod_dynamicunloadtime "150"
3961
3962// Forces all model file data into cache on model load.
3963// Flags: FCVAR_DEVELOPMENTONLY
3964// Default: "1"
3965mod_forcedata "1"
3966
3967// Forces all model file data into cache on model load.
3968// Flags: FCVAR_DEVELOPMENTONLY
3969// Default: "1"
3970mod_forcetouchdata "1"
3971
3972// Flags: FCVAR_DEVELOPMENTONLY
3973// Default: "0"
3974mod_load_anims_async "0"
3975
3976// Forces all ANI file loading to stall for specified ms
3977//
3978// Flags: FCVAR_DEVELOPMENTONLY
3979// Default: "0"
3980mod_load_fakestall "0"
3981
3982// Flags: FCVAR_DEVELOPMENTONLY
3983// Default: "0"
3984mod_load_mesh_async "0"
3985
3986// Indicates how far ahead in seconds to preload animations.
3987// Flags: FCVAR_DEVELOPMENTONLY
3988// Default: "1.0"
3989mod_load_preload "1.0"
3990
3991// 1 - show hitches , 2 - show stalls
3992// Flags: FCVAR_DEVELOPMENTONLY
3993// Default: "0"
3994mod_load_showstall "0"
3995
3996// Flags: FCVAR_DEVELOPMENTONLY
3997// Default: "0"
3998mod_load_vcollide_async "0"
3999
4000// Flags: FCVAR_DEVELOPMENTONLY
4001// Default: "1"
4002mod_lock_mdls_on_load "1"
4003
4004// Flags: FCVAR_DEVELOPMENTONLY
4005// Default: "1"
4006mod_lock_meshes_on_load "1"
4007
4008// Flags: FCVAR_DEVELOPMENTONLY
4009// Default: "0"
4010mod_test_mesh_not_available "0"
4011
4012// Flags: FCVAR_DEVELOPMENTONLY
4013// Default: "0"
4014mod_test_not_available "0"
4015
4016// Flags: FCVAR_DEVELOPMENTONLY
4017// Default: "0"
4018mod_test_verts_not_available "0"
4019
4020// Touch model data during level startup
4021// Flags: FCVAR_DEVELOPMENTONLY
4022// Default: "1"
4023mod_touchalldata "1"
4024
4025// Flags: FCVAR_DEVELOPMENTONLY
4026// Default: "0"
4027mod_trace_load "0"
4028
4029// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4030// Default: "2.0"
4031molotov_throw_detonate_time "2.0"
4032
4033// Flags: FCVAR_DEVELOPMENTONLY
4034// Default: "0"
4035morph_debug "0"
4036
4037// Flags: FCVAR_DEVELOPMENTONLY
4038// Default: "7"
4039morph_path "7"
4040
4041// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
4042// Default: "0"
4043mortar_visualize "0"
4044
4045// The MOTD file to load.
4046// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4047// Default: "motd.txt"
4048motdfile "motd.txt"
4049
4050// Enable / Disable MoveCommands in Adminmenu
4051// Min: "0" Max: "1"
4052// Default: "1"
4053movecommands_enable_adminmenu "1"
4054
4055// Enable / Disable AFK Command
4056// Min: "0" Max: "1"
4057// Default: "1"
4058movecommands_enable_afk "1"
4059
4060// Enable / Disable Bomb Drop
4061// Min: "0" Max: "1"
4062// Default: "1"
4063movecommands_enable_drop_bomb "1"
4064
4065// Enable / Disable Defuser Drop
4066// Min: "0" Max: "1"
4067// Default: "1"
4068movecommands_enable_drop_defuser "1"
4069
4070// Enable / Disable Exchange Teams Command
4071// Min: "0" Max: "1"
4072// Default: "1"
4073movecommands_enable_exchangeteams "1"
4074
4075// Enable / Disable Force Swap Command
4076// Min: "0" Max: "1"
4077// Default: "1"
4078movecommands_enable_fswap "1"
4079
4080// Enable / Disable ResetScore after Swap/Spec Player
4081// Min: "0" Max: "1"
4082// Default: "0"
4083movecommands_enable_resetscore "0"
4084
4085// Enable / Disable Spec Command
4086// Min: "0" Max: "1"
4087// Default: "1"
4088movecommands_enable_spec "1"
4089
4090// Enable / Disable Swap Command
4091// Min: "0" Max: "1"
4092// Default: "1"
4093movecommands_enable_swap "1"
4094
4095// Enable / Disable Swap CT Command
4096// Min: "0" Max: "1"
4097// Default: "1"
4098movecommands_enable_swap_ct "1"
4099
4100// Enable / Disable Swap T Command
4101// Min: "0" Max: "1"
4102// Default: "1"
4103movecommands_enable_swap_t "1"
4104
4105// Enable / Disable Swap All Players To CT Command
4106// Min: "0" Max: "1"
4107// Default: "1"
4108movecommands_enable_swapallct "1"
4109
4110// Enable / Disable Swap All Players To Spec Command
4111// Min: "0" Max: "1"
4112// Default: "1"
4113movecommands_enable_swapallspec "1"
4114
4115// Enable / Disable Swap All Players To T Command
4116// Min: "0" Max: "1"
4117// Default: "1"
4118movecommands_enable_swapallt "1"
4119
4120// Enable / Disable Swap Player Death Command
4121// Min: "0" Max: "1"
4122// Default: "1"
4123movecommands_enable_swapdeath "1"
4124
4125// Enable / Disable Swap Round End Command
4126// Min: "0" Max: "1"
4127// Default: "1"
4128movecommands_enable_swaproundend "1"
4129
4130// Enable / Disable Team Balancer
4131// Min: "0" Max: "1"
4132// Default: "0"
4133movecommands_enable_teamabalancer "0"
4134
4135// Move Commands ( ResetScore, Switch, Spec )
4136// Flags: FCVAR_NOTIFY|FCVAR_DONTRECORD
4137// Default: "2.0.1"
4138movecommands_version "2.0.1"
4139
4140// The name of the MP5-SD in the shop menu.
4141// Default: "MP5-SD"
4142mp5sd_name "MP5-SD"
4143
4144// The amount of credits the MP5-SD costs. 0 to disable.
4145// Default: "3000"
4146mp5sd_price "3000"
4147
4148// The sorting priority of the MP5-SD in the shop menu.
4149// Default: "0"
4150mp5sd_sort_prio "0"
4151
4152// amount of money awared to every player after each round
4153// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4154// Default: "0"
4155mp_afterroundmoney "0"
4156
4157// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
4158// Default: "1"
4159mp_allowNPCs "1"
4160
4161// toggles whether the server allows spectator mode or not
4162// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4163// Default: "1.0"
4164mp_allowspectators "1.0"
4165
4166// If set, everyone can pick up the c4, not just Ts.
4167// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4168// Default: "0"
4169mp_anyone_can_pickup_c4 "0"
4170
4171// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
4172// Default: "1"
4173mp_autocrosshair "1"
4174
4175// Kick idle/team-killing/team-damaging players
4176// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4177// Default: "1"
4178mp_autokick "0"
4179
4180// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_RELEASE
4181// Default: "1"
4182mp_autoteambalance "0"
4183
4184// Whether to automatically pause the match after restoring round data from backup
4185// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4186// Default: "1"
4187mp_backup_restore_load_autopause "1"
4188
4189// If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk
4190// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4191// Default: "1"
4192mp_backup_round_auto "1"
4193
4194// If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt
4195// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4196// Default: "backup"
4197mp_backup_round_file "backup"
4198
4199// Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
4200// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4201// Default: ""
4202mp_backup_round_file_last ""
4203
4204// If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt'
4205// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4206// Default: "%prefix%_round%round%.txt"
4207mp_backup_round_file_pattern "%prefix%_round%round%.txt"
4208
4209// Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
4210// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4211// Default: "1"
4212mp_blockstyle "1"
4213
4214// Time after round win until round restarts
4215// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4216// Min: "5" Max: "15"
4217// Default: "15"
4218mp_bonusroundtime "15"
4219
4220// Whether players can purchase grenades from the buy menu or not.
4221// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4222// Min: "0" Max: "1"
4223// Default: "1"
4224mp_buy_allow_grenades "1"
4225
4226// Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).
4227// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4228// Min: "0" Max: "255"
4229// Default: "255"
4230mp_buy_allow_guns "255"
4231
4232// When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
4233// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
4234// Default: "0"
4235mp_buy_anywhere "0"
4236
4237// When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
4238// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
4239// Default: "0"
4240mp_buy_during_immunity "0"
4241
4242// How many seconds after round start players can buy items for.
4243// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4244// Min: "0"
4245// Default: "90"
4246mp_buytime "45"
4247
4248// If set, the planted c4 cannot be defused.
4249// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4250// Default: "0"
4251mp_c4_cannot_be_defused "0"
4252
4253// how long from when the C4 is armed until it blows
4254// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
4255// Min: "10"
4256// Default: "40"
4257mp_c4timer "40"
4258
4259// Time it takes for a full capture point to deteriorate.
4260// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4261// Default: "90.0"
4262mp_capdeteriorate_time "90.0"
4263
4264// Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times.
4265// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4266// Default: "1"
4267mp_capstyle "1"
4268
4269// Text that team leader from each team must speak for the match to begin
4270// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
4271// Default: "ready"
4272mp_clan_ready_signal "ready"
4273
4274// If non-zero, game will restart once someone from each team gives the ready signal
4275// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
4276// Default: "0"
4277mp_clan_readyrestart "0"
4278
4279// After a competitive match finishes rematch voting extra time is given for rankings.
4280// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4281// Default: "15"
4282mp_competitive_endofmatch_extra_time "15"
4283
4284// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4285// Min: "0"
4286// Default: "4"
4287mp_consecutive_loss_max "4"
4288
4289// If set, real players will auto join CT on join.
4290// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4291// Default: "0"
4292mp_coop_force_join_ct "0"
4293
4294// The difficulty offset modifier for bots during coop missions.
4295// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4296// Default: "0"
4297mp_coopmission_bot_difficulty_offset "0"
4298
4299// Which mission the map should run after it loads.
4300// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4301// Default: "0"
4302mp_coopmission_mission_number "0"
4303
4304// The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
4305// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4306// Default: ""
4307mp_ct_default_grenades ""
4308
4309// The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
4310// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4311// Default: "weapon_knife"
4312mp_ct_default_melee "weapon_fists"
4313
4314// The default primary (rifle) weapon that the CTs will spawn with
4315// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4316// Default: ""
4317mp_ct_default_primary ""
4318
4319// The default secondary (pistol) weapon that the CTs will spawn with
4320// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4321// Default: "weapon_hkp2000"
4322mp_ct_default_secondary "weapon_hkp2000"
4323
4324// Determines whether non-headshot hits do any damage.
4325// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4326// Default: "0"
4327mp_damage_headshot_only "0"
4328
4329// Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
4330// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4331// Default: "1.0"
4332mp_damage_scale_ct_body "1.0"
4333
4334// Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
4335// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4336// Default: "1.0"
4337mp_damage_scale_ct_head "1.0"
4338
4339// Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
4340// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4341// Default: "1.0"
4342mp_damage_scale_t_body "1.0"
4343
4344// Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
4345// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4346// Default: "1.0"
4347mp_damage_scale_t_head "1.0"
4348
4349// If Set to non-0, will determine the fraction of damage dealt that will be given to attacker.
4350// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4351// Default: "0"
4352mp_damage_vampiric_amount "0"
4353
4354// Drop breachcharge on player death
4355// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4356// Min: "0" Max: "1"
4357// Default: "1"
4358mp_death_drop_breachcharge "1"
4359
4360// Whether c4 is droppable
4361// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4362// Default: "1"
4363mp_death_drop_c4 "1"
4364
4365// Drop defuser on player death
4366// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4367// Min: "0" Max: "1"
4368// Default: "1"
4369mp_death_drop_defuser "1"
4370
4371// Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades
4372// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4373// Min: "0" Max: "3"
4374// Default: "2"
4375mp_death_drop_grenade "2"
4376
4377// Which gun to drop on player death: 0=none, 1=best, 2=current or best
4378// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4379// Min: "0" Max: "2"
4380// Default: "1"
4381mp_death_drop_gun "1"
4382
4383// Drop healthshot on player death
4384// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4385// Min: "0" Max: "1"
4386// Default: "1"
4387mp_death_drop_healthshot "1"
4388
4389// Drop taser on player death
4390// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4391// Min: "0" Max: "1"
4392// Default: "1"
4393mp_death_drop_taser "1"
4394
4395// Determines whether a player can early-out of the deathcam.
4396// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4397// Default: "1"
4398mp_deathcam_skippable "1"
4399
4400// If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.
4401// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4402// Default: "-1"
4403mp_default_team_winner_no_objective "-1"
4404
4405// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
4406// Default: "0"
4407mp_defaultteam "0"
4408
4409// How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
4410// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4411// Min: "0" Max: "2"
4412// Default: "0"
4413mp_defuser_allocation "2"
4414
4415// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
4416// Default: "0"
4417mp_disable_respawn_times "0"
4418
4419// When a bot disconnects, kill them first. Requires mp_disconnect_kills_players.
4420// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4421// Default: "0"
4422mp_disconnect_kills_bots "0"
4423
4424// When a player disconnects, kill them first (triggering item drops, stats, etc.)
4425// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4426// Default: "1"
4427mp_disconnect_kills_players "1"
4428
4429// Whether to display and score player assists
4430// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4431// Min: "0" Max: "1"
4432// Default: "1"
4433mp_display_kill_assists "1"
4434
4435// Maximum time the bonus time will last (in seconds)
4436// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4437// Default: "30"
4438mp_dm_bonus_length_max "30"
4439
4440// Minimum time the bonus time will last (in seconds)
4441// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4442// Default: "30"
4443mp_dm_bonus_length_min "30"
4444
4445// Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
4446// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4447// Min: "0"
4448// Default: "50"
4449mp_dm_bonus_percent "50"
4450
4451// When attempting to get the bonus weapon in deathmatch, whether we should respawn you with it or just give it to you directly
4452// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4453// Default: "0"
4454mp_dm_bonus_respawn "0"
4455
4456// Additional dogtags to drop when making a kill with the bonus weapon
4457// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4458// Default: "0"
4459mp_dm_bonusweapon_dogtags "0"
4460
4461// Points to award for picking up a dogtag in deathmatch.
4462// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4463// Min: "0"
4464// Default: "0"
4465mp_dm_dogtag_score "0"
4466
4467// Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.
4468// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4469// Min: "0"
4470// Default: "10"
4471mp_dm_kill_base_score "10"
4472
4473// In deathmatch, enables team DM visuals & scoring
4474// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4475// Default: "0"
4476mp_dm_teammode "0"
4477
4478// Team deathmatch victory points to award for kill with bonus weapon
4479// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4480// Default: "1"
4481mp_dm_teammode_bonus_score "1"
4482
4483// Team deathmatch victory points to award for collecting enemy dogtags
4484// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4485// Default: "0"
4486mp_dm_teammode_dogtag_score "0"
4487
4488// Team deathmatch victory points to award for enemy kill
4489// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4490// Default: "1"
4491mp_dm_teammode_kill_score "1"
4492
4493// Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
4494// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4495// Default: "40"
4496mp_dm_time_between_bonus_max "40"
4497
4498// Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
4499// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4500// Default: "30"
4501mp_dm_time_between_bonus_min "30"
4502
4503// Whether or not to do a warmup period at the start of a match in an offline (bot) match.
4504// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4505// Min: "0" Max: "1"
4506// Default: "0"
4507mp_do_warmup_offine "0"
4508
4509// Whether or not to do a warmup period at the start of a match.
4510// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4511// Min: "0" Max: "1"
4512// Default: "1"
4513mp_do_warmup_period "1"
4514
4515// Whether dogtags should despawn when their killer dies
4516// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4517// Default: "1"
4518mp_dogtag_despawn_on_killer_death "1"
4519
4520// How many seconds dogtags should stay around before despawning automatically (0 = infinite)
4521// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4522// Min: "0"
4523// Default: "120"
4524mp_dogtag_despawn_time "120"
4525
4526// Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone)
4527// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4528// Default: "0"
4529mp_dogtag_pickup_rule "0"
4530
4531// Allows players to drop grenades.
4532// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4533// Default: "0"
4534mp_drop_grenade_enable "0"
4535
4536// Allows players to drop knives.
4537// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4538// Default: "0"
4539mp_drop_knife_enable "0"
4540
4541// Reset all player money every N rounds (0 for never)
4542// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4543// Default: "0"
4544mp_economy_reset_rounds "0"
4545
4546// Enable timers to wait between rounds.
4547// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4548// Default: "1"
4549mp_enableroundwaittime "1"
4550
4551// If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
4552// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4553// Default: "20"
4554mp_endmatch_votenextleveltime "20"
4555
4556// Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
4557// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4558// Default: "1"
4559mp_endmatch_votenextmap "1"
4560
4561// If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options.
4562// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4563// Default: "1"
4564mp_endmatch_votenextmap_keepcurrent "1"
4565
4566// Modes available for endmatch voting during War Games. Separate names with spaces.
4567// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4568// Default: "armsrace demolition flyingscoutsman"
4569mp_endmatch_votenextmap_wargames_modes "armsrace demolition flyingscoutsman"
4570
4571// Maximum number of maps to include in endmatch voting during War Games
4572// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4573// Default: "3"
4574mp_endmatch_votenextmap_wargames_nummaps "3"
4575
4576// Maximum number of other War Games to include in endmatch voting during War Games
4577// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4578// Default: "1"
4579mp_endmatch_votenextmap_wargames_nummodes "1"
4580
4581// Number of players required to be connected to end warmup early. 0 to require maximum players for mode.
4582// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4583// Default: "0"
4584mp_endwarmup_player_count "0"
4585
4586// Reset all player equipment every N rounds (0 for never)
4587// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4588// Default: "0"
4589mp_equipment_reset_rounds "0"
4590
4591// After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
4592// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4593// Default: "2"
4594mp_facefronttime "2"
4595
4596// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
4597// Default: "0"
4598mp_falldamage "0"
4599
4600// How many degrees per second that we can turn our feet or upper body.
4601// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4602// Default: "400"
4603mp_feetyawrate "400"
4604
4605// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
4606// Default: "0"
4607mp_flashlight "0"
4608
4609// Scalar for first person view punch when getting hit.
4610// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
4611// Default: "3"
4612mp_flinch_punch_scale "3"
4613
4614// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
4615// Default: "1"
4616mp_footsteps "1"
4617
4618// Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.
4619// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4620// Default: "1"
4621mp_footsteps_serverside "1"
4622
4623// Players don't get to choose what team they are on, it is auto assinged.
4624// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4625// Min: "0" Max: "1"
4626// Default: "0"
4627mp_force_assign_teams "0"
4628
4629// The amount of time a player has on the team screen to make a selection before being auto-teamed
4630// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4631// Default: "15"
4632mp_force_pick_time "15"
4633
4634// Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack).
4635// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4636// Default: "1"
4637mp_forcecamera "0"
4638
4639// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
4640// Default: "1"
4641mp_forcerespawn "1"
4642
4643// The number of kills at which the map ends
4644// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
4645// Default: "0"
4646mp_fraglimit "0"
4647
4648// Determines whether kevlar (1+) and/or helmet (2+) are given automatically.
4649// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4650// Default: "0"
4651mp_free_armor "2"
4652
4653// how many seconds to keep players frozen when the round starts
4654// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
4655// Min: "0" Max: "60"
4656// Default: "6"
4657mp_freezetime "5"
4658
4659// Allows team members to injure other members of their team
4660// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
4661// Default: "0"
4662mp_friendlyfire "1"
4663
4664// If mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weapon
4665// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4666// Default: "2"
4667mp_ggprogressive_random_weapon_kills_needed "2"
4668
4669// Number of seconds to delay before restarting a round after a win in gungame progessive
4670// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4671// Min: "0" Max: "90"
4672// Default: "15.0"
4673mp_ggprogressive_round_restart_delay "15"
4674
4675// If set, selects random weapons from set categories for the progression order
4676// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4677// Default: "1"
4678mp_ggprogressive_use_random_weapons "1"
4679
4680// Award this many upgrade points every round in demolition mode
4681// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4682// Default: "0"
4683mp_ggtr_always_upgrade "0"
4684
4685// Number of bonus upgrades to award the CTs when they defuse a gun game bomb
4686// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4687// Min: "1" Max: "10"
4688// Default: "1"
4689mp_ggtr_bomb_defuse_bonus "1"
4690
4691// Number of bonus upgrades to award the Ts when they detonate a gun game bomb
4692// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4693// Min: "1" Max: "10"
4694// Default: "1"
4695mp_ggtr_bomb_detonation_bonus "1"
4696
4697// Kill points required in a round to get a bonus flash grenade
4698// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4699// Min: "1" Max: "5"
4700// Default: "4"
4701mp_ggtr_bomb_pts_for_flash "4"
4702
4703// Kill points required in a round to get a bonus HE grenade
4704// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4705// Min: "1" Max: "5"
4706// Default: "3"
4707mp_ggtr_bomb_pts_for_he "3"
4708
4709// Kill points required in a round to get a bonus molotov cocktail
4710// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4711// Min: "1" Max: "5"
4712// Default: "5"
4713mp_ggtr_bomb_pts_for_molotov "5"
4714
4715// Kill points required to upgrade a player's weapon
4716// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4717// Min: "1" Max: "10"
4718// Default: "2.0"
4719mp_ggtr_bomb_pts_for_upgrade "2"
4720
4721// Number of seconds to delay before making the bomb available to a respawner in gun game
4722// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4723// Min: "0" Max: "30"
4724// Default: "0.0"
4725mp_ggtr_bomb_respawn_delay "0"
4726
4727// Number of bonus points awarded in Demolition Mode when knife kill ends round
4728// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4729// Min: "0" Max: "10"
4730// Default: "1"
4731mp_ggtr_end_round_kill_bonus "1"
4732
4733// Number of seconds to delay during TR Mode halftime
4734// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4735// Min: "0" Max: "30"
4736// Default: "0.0"
4737mp_ggtr_halftime_delay "0.0"
4738
4739// End the half and give a team round point when a player makes a kill using the final weapon
4740// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4741// Min: "0" Max: "1"
4742// Default: "0"
4743mp_ggtr_last_weapon_kill_ends_half "0"
4744
4745// Upgrade the player's weapon after this number of rounds without upgrading
4746// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4747// Default: "3"
4748mp_ggtr_num_rounds_autoprogress "3"
4749
4750// Whether this map should spawn a c4 bomb for a player or not.
4751// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4752// Min: "0" Max: "1"
4753// Default: "1"
4754mp_give_player_c4 "1"
4755
4756// If above 0, deal non-lethal damage to players over time.
4757// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4758// Min: "0"
4759// Default: "0.0"
4760mp_global_damage_per_second "0.0"
4761
4762// The amount of money bots get time each wave the players complete. This # is absolute and not additive, the money is set to (this)x(wave#) for each bot on each wave.
4763// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4764// Default: "800"
4765mp_guardian_bot_money_per_wave "800"
4766
4767// (If set) kill condition token (#quest_hud_guardian_adjective_<name>)
4768// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4769// Default: ""
4770mp_guardian_loc_adjective ""
4771
4772// (If set) kill condition token (#quest_hud_guardian_condition_<name>)
4773// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4774// Default: ""
4775mp_guardian_loc_condition ""
4776
4777// (If set) icon to override for guardian mission
4778// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4779// Default: ""
4780mp_guardian_loc_icon ""
4781
4782// Token to use to generate guardian mission (#quest_hud_guardian_mission_<name>)
4783// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4784// Default: "default"
4785mp_guardian_loc_mission "default"
4786
4787// Token to use to display guardian mission (#quest_hud_guardian_override_<name>) (if exists)
4788// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4789// Default: ""
4790mp_guardian_loc_override ""
4791
4792// (If set) weapon name token (#SFUI_WPNHUD_<name>)
4793// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4794// Default: ""
4795mp_guardian_loc_weapon ""
4796
4797// The maximum distance a player is allowed to get from the bombsite before they're killed.
4798// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4799// Default: "2000"
4800mp_guardian_player_dist_max "2000"
4801
4802// The distance at which we start to warn a player when they are too far from the guarded bombsite.
4803// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4804// Default: "1300"
4805mp_guardian_player_dist_min "1300"
4806
4807// The number of kills needed with a specific weapon.
4808// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4809// Default: "10"
4810mp_guardian_special_kills_needed "10"
4811
4812// The weapon that needs to be used to increment the kills needed to complete the mission.
4813// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4814// Default: "awp"
4815mp_guardian_special_weapon_needed "awp"
4816
4817// If set to the index of a bombsite, will cause random spawns to be only created near that site.
4818// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4819// Default: "-1"
4820mp_guardian_target_site "-1"
4821
4822// Determines whether the match switches sides in a halftime event.
4823// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4824// Default: "0"
4825mp_halftime "0"
4826
4827// Number of seconds that halftime lasts
4828// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4829// Min: "0" Max: "300"
4830// Default: "15.0"
4831mp_halftime_duration "15.0"
4832
4833// Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.
4834// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4835// Default: "0"
4836mp_halftime_pausematch "0"
4837
4838// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
4839// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4840// Default: "0"
4841mp_halftime_pausetimer "0"
4842
4843// How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
4844// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4845// Default: "1.0"
4846mp_heavyassaultsuit_aimpunch "1.0"
4847
4848// Determines cooldown of purchase.
4849// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4850// Default: "5"
4851mp_heavyassaultsuit_cooldown "5"
4852
4853// How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)
4854// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4855// Default: "0.8"
4856mp_heavyassaultsuit_deploy_timescale "0.8"
4857
4858// The max speed of a player when they are wearing the heavy assault suit
4859// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4860// Default: "130"
4861mp_heavyassaultsuit_speed "130"
4862
4863// How much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage)
4864// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4865// Default: "1.0"
4866mp_heavybot_damage_reduction_scale "1.0"
4867
4868// Terrorist are kicked for killing too much hostages
4869// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
4870// Default: "10"
4871mp_hostagepenalty "10"
4872
4873// Maximum number of hostages to spawn.
4874// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4875// Default: "2"
4876mp_hostages_max "2"
4877
4878// Additional time added to round time if a hostage is reached by a CT.
4879// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4880// Default: "1"
4881mp_hostages_rescuetime "1"
4882
4883// 0 == all alive, any other number is the number the CT's need to rescue to win the round.
4884// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4885// Default: "1"
4886mp_hostages_rescuetowin "1"
4887
4888// Default is 1.0, slow down hostages by setting this to < 1.0.
4889// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4890// Min: "0.1" Max: "1.5"
4891// Default: "1.0"
4892mp_hostages_run_speed_modifier "1.0"
4893
4894// When enabled will consistently force the farthest hostages to spawn.
4895// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4896// Default: "0"
4897mp_hostages_spawn_farthest "0"
4898
4899// Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'
4900// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4901// Default: ""
4902mp_hostages_spawn_force_positions ""
4903
4904// 0 = spawn hostages randomly every round, 1 = same spawns for entire match.
4905// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4906// Default: "1"
4907mp_hostages_spawn_same_every_round "1"
4908
4909// Whether or not hostages can be hurt.
4910// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4911// Default: "0"
4912mp_hostages_takedamage "0"
4913
4914// Restricts human players to a single team {any, CT, T}
4915// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4916// Default: "any"
4917mp_humanteam "any"
4918
4919// Ignore conditions which would end the current round
4920// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4921// Default: "0"
4922mp_ignore_round_win_conditions "1"
4923
4924// Use IK on in-place turns.
4925// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
4926// Default: "1"
4927mp_ik "1"
4928
4929// Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.
4930// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4931// Default: ""
4932mp_items_prohibited ""
4933
4934// Number of seconds after round start to allow a player to join a game
4935// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4936// Min: "0" Max: "30"
4937// Default: "0.0"
4938mp_join_grace_time "0.0"
4939
4940// Max # of players 1 team can have over another (0 disables check)
4941// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
4942// Min: "0" Max: "30"
4943// Default: "2"
4944mp_limitteams "0"
4945
4946// Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
4947// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4948// Min: "0" Max: "3"
4949// Default: "0"
4950mp_logdetail "0"
4951
4952// Logs a line any time a player acquires or loses an item.
4953// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4954// Default: "0"
4955mp_logdetail_items "0"
4956
4957// Enables distance logging every so many units
4958// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4959// Default: "250"
4960mp_logdistance_2d "250"
4961
4962// Enables distance logging every so many seconds
4963// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4964// Default: "15"
4965mp_logdistance_sec "15"
4966
4967// Enables distance logging with full loadouts
4968// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4969// Default: "1"
4970mp_logloadouts "1"
4971
4972// Enables money logging. Values are: 0=off, 1=on
4973// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
4974// Min: "0" Max: "1"
4975// Default: "0"
4976mp_logmoney "0"
4977
4978// Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
4979// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4980// Default: "1"
4981mp_match_can_clinch "1"
4982
4983// At the end of the match, perform a changelevel even if next map is the same
4984// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4985// Min: "0" Max: "1"
4986// Default: "0"
4987mp_match_end_changelevel "0"
4988
4989// At the end of the match, perform a restart instead of loading a new map
4990// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4991// Min: "0" Max: "1"
4992// Default: "0"
4993mp_match_end_restart "0"
4994
4995// Time (in seconds) until a match restarts.
4996// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
4997// Min: "1" Max: "9999"
4998// Default: "15"
4999mp_match_restart_delay "15"
5000
5001// Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet
5002// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5003// Default: "2"
5004mp_max_armor "2"
5005
5006// maximum amount of money allowed in a player's account
5007// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5008// Min: "0"
5009// Default: "16000"
5010mp_maxmoney "10000"
5011
5012// max number of rounds to play before server changes maps
5013// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5014// Min: "0"
5015// Default: "0"
5016mp_maxrounds "15"
5017
5018// Number of seconds to delay before the molotov can be used after acquiring it
5019// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5020// Min: "0" Max: "30"
5021// Default: "15.0"
5022mp_molotovusedelay "0"
5023
5024// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5025// Default: "1"
5026mp_only_cts_rescue_hostages "1"
5027
5028// If a match ends in a tie, use overtime rules to determine winner
5029// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5030// Default: "0"
5031mp_overtime_enable "0"
5032
5033// If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer.
5034// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5035// Default: "0"
5036mp_overtime_halftime_pausetimer "0"
5037
5038// When overtime is enabled play additional rounds to determine winner
5039// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5040// Default: "6"
5041mp_overtime_maxrounds "6"
5042
5043// Money assigned to all players at start of every overtime half
5044// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5045// Default: "10000"
5046mp_overtime_startmoney "10000"
5047
5048// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5049// Default: "0"
5050mp_plant_c4_anywhere "0"
5051
5052// When a player has buffer health, this is how fast it ticks down.
5053// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
5054// Default: "0"
5055mp_player_healthbuffer_decay_rate "0"
5056
5057// Players can earn money by performing in-game actions
5058// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5059// Default: "1"
5060mp_playercashawards "1"
5061
5062// Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
5063// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5064// Min: "0" Max: "2"
5065// Default: "0"
5066mp_playerid "2"
5067
5068// Number of seconds to delay showing information in the status bar
5069// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5070// Min: "0" Max: "1"
5071// Default: "0.4"
5072mp_playerid_delay "0.4"
5073
5074// Number of seconds to keep showing old information in the status bar
5075// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5076// Min: "0" Max: "1"
5077// Default: "0.2"
5078mp_playerid_hold "0.2"
5079
5080// Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
5081// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5082// Min: "0" Max: "3"
5083// Default: "0"
5084mp_radar_showall "0"
5085
5086// Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
5087// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5088// Default: "0"
5089mp_randomspawn "0"
5090
5091// If using mp_randomspawn, determines whether to test distance when selecting this spot.
5092// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5093// Default: "0"
5094mp_randomspawn_dist "0"
5095
5096// If using mp_randomspawn, determines whether to test Line of Sight when spawning.
5097// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5098// Default: "1"
5099mp_randomspawn_los "0"
5100
5101// Whether guns must be +used to acquire or default is touch-to-pickup
5102// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5103// Min: "0" Max: "1"
5104// Default: "0"
5105mp_require_gun_use_to_acquire "0"
5106
5107// How many seconds after respawn immunity lasts.
5108// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5109// Default: "4.0"
5110mp_respawn_immunitytime "0"
5111
5112// When set to 1, counter-terrorists will respawn after dying.
5113// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5114// Default: "0"
5115mp_respawn_on_death_ct "0"
5116
5117// When set to 1, terrorists will respawn after dying.
5118// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5119// Default: "0"
5120mp_respawn_on_death_t "0"
5121
5122// Time between respawn waves.
5123// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
5124// Default: "10.0"
5125mp_respawnwavetime "10.0"
5126
5127// Time between respawn waves for CTs.
5128// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5129// Default: "10.0"
5130mp_respawnwavetime_ct "10.0"
5131
5132// Time between respawn waves for Terrorists.
5133// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5134// Default: "10.0"
5135mp_respawnwavetime_t "10.0"
5136
5137// If non-zero, game will restart in the specified number of seconds
5138// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5139// Default: "0"
5140mp_restartgame "0"
5141
5142// If non-zero, the current round will restart in the specified number of seconds
5143// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
5144// Default: "0"
5145mp_restartround "0"
5146
5147// Number of seconds to delay before restarting a round after a win
5148// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5149// Min: "0" Max: "14"
5150// Default: "7.0"
5151mp_round_restart_delay "10"
5152
5153// How many minutes each round takes.
5154// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5155// Min: "1" Max: "60"
5156// Default: "5"
5157mp_roundtime "15"
5158
5159// How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
5160// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5161// Min: "0" Max: "60"
5162// Default: "0"
5163mp_roundtime_defuse "2.25"
5164
5165// How many minutes deployment for coop mission takes.
5166// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5167// Min: "1" Max: "15"
5168// Default: "5"
5169mp_roundtime_deployment "5"
5170
5171// How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
5172// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5173// Min: "0" Max: "60"
5174// Default: "0"
5175mp_roundtime_hostage "2"
5176
5177// Show entities that are removed on round respawn.
5178// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CHEAT
5179// Default: "0"
5180mp_showcleanedupents "0"
5181
5182// Show gamestate round transitions.
5183// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CHEAT
5184// Default: "0"
5185mp_showroundtransitions "0"
5186
5187// How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads
5188// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5189// Default: "1"
5190mp_solid_teammates "0"
5191
5192// Kick players who team-kill within this many seconds of a round restart.
5193// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5194// Default: "5"
5195mp_spawnprotectiontime "5"
5196
5197// Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
5198// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5199// Min: "0" Max: "1"
5200// Default: "0"
5201mp_spec_swapplayersides "0"
5202
5203// How many spectators are allowed in a match.
5204// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5205// Min: "0"
5206// Default: "2"
5207mp_spectators_max "2"
5208
5209// Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
5210// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
5211// Default: "0"
5212mp_stalemate_at_timelimit "0"
5213
5214// Enable/Disable stalemate mode.
5215// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
5216// Default: "0"
5217mp_stalemate_enable "0"
5218
5219// Timelimit (in seconds) of the stalemate round.
5220// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
5221// Default: "240"
5222mp_stalemate_timelimit "240"
5223
5224// Determines what the initial loss streak is.
5225// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5226// Min: "0"
5227// Default: "0"
5228mp_starting_losses "0"
5229
5230// amount of money each player gets when they reset
5231// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5232// Min: "0"
5233// Default: "800"
5234mp_startmoney "1000"
5235
5236// Specifies number of seconds required to wait before another suicide.
5237// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
5238// Default: "5"
5239mp_suicide_time "5"
5240
5241// The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
5242// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5243// Default: ""
5244mp_t_default_grenades ""
5245
5246// The default melee weapon that the Ts will spawn with
5247// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5248// Default: "weapon_knife"
5249mp_t_default_melee "weapon_fists"
5250
5251// The default primary (rifle) weapon that the Ts will spawn with
5252// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5253// Default: ""
5254mp_t_default_primary ""
5255
5256// The default secondary (pistol) weapon that the Ts will spawn with
5257// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5258// Default: "weapon_glock"
5259mp_t_default_secondary "weapon_glock"
5260
5261// Scalar for player tagging modifier when hit. Lower values for greater tagging.
5262// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5263// Default: "1.0"
5264mp_tagging_scale "1.0"
5265
5266// Determines recharge time for taser. -1 = disabled.
5267// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5268// Default: "-1"
5269mp_taser_recharge_time "-1"
5270
5271// The damage threshhold players have to exceed in a match to get kicked.
5272// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5273// Default: "300"
5274mp_td_dmgtokick "300"
5275
5276// The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
5277// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5278// Default: "200"
5279mp_td_dmgtowarn "200"
5280
5281// The damage threshold players have to exceed at the start of the round to be warned/kick.
5282// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5283// Default: "50"
5284mp_td_spawndmgthreshold "50"
5285
5286// Number of timeouts each team gets per match.
5287// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5288// Default: "1"
5289mp_team_timeout_max "1"
5290
5291// Duration of each timeout.
5292// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5293// Default: "60"
5294mp_team_timeout_time "60"
5295
5296// Teams can earn money by performing in-game actions
5297// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5298// Default: "1"
5299mp_teamcashawards "1"
5300
5301// Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
5302// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5303// Default: ""
5304mp_teamflag_1 ""
5305
5306// Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
5307// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5308// Default: ""
5309mp_teamflag_2 ""
5310
5311// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
5312// Default: "hgrunt;scientist"
5313mp_teamlist "hgrunt;scientist"
5314
5315// Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
5316// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5317// Default: ""
5318mp_teamlogo_1 ""
5319
5320// Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
5321// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5322// Default: ""
5323mp_teamlogo_2 ""
5324
5325// A non-empty string sets first team's match stat.
5326// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5327// Default: ""
5328mp_teammatchstat_1 ""
5329
5330// A non-empty string sets second team's match stat.
5331// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5332// Default: ""
5333mp_teammatchstat_2 ""
5334
5335// Cycle match stats after so many seconds
5336// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5337// Default: "45"
5338mp_teammatchstat_cycletime "45"
5339
5340// Decide on a match stat and hold it additionally for at least so many seconds
5341// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5342// Default: "5"
5343mp_teammatchstat_holdtime "5"
5344
5345// A non-empty string sets the match stat description, e.g. 'Match 2 of 3'.
5346// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5347// Default: ""
5348mp_teammatchstat_txt ""
5349
5350// When set, your teammates act as enemies and all players are valid targets.
5351// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5352// Default: "0"
5353mp_teammates_are_enemies "1"
5354
5355// A non-empty string overrides the first team's name.
5356// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5357// Default: ""
5358mp_teamname_1 ""
5359
5360// A non-empty string overrides the second team's name.
5361// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5362// Default: ""
5363mp_teamname_2 ""
5364
5365// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
5366// Default: "1"
5367mp_teamoverride "1"
5368
5369// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
5370// Default: "0"
5371mp_teamplay "0"
5372
5373// A value between 1 and 99 will show predictions in favor of CT team.
5374// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5375// Default: "0"
5376mp_teamprediction_pct "0"
5377
5378// A value between 1 and 99 will set predictions in favor of first team.
5379// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5380// Default: "#SFUIHUD_Spectate_Predictions"
5381mp_teamprediction_txt "#SFUIHUD_Spectate_Predictions"
5382
5383// Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
5384// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
5385// Min: "0" Max: "30"
5386// Default: "1"
5387mp_teams_unbalance_limit "1"
5388
5389// A non-empty string for best-of-N maps won by the first team.
5390// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5391// Default: ""
5392mp_teamscore_1 ""
5393
5394// A non-empty string for best-of-N maps won by the second team.
5395// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5396// Default: ""
5397mp_teamscore_2 ""
5398
5399// How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)
5400// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5401// Min: "0" Max: "7"
5402// Default: "0"
5403mp_teamscore_max "0"
5404
5405// game time per map in minutes
5406// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5407// Default: "5"
5408mp_timelimit "0"
5409
5410// Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}
5411// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5412// Default: "0"
5413mp_tkpunish "0"
5414
5415// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
5416// Default: "0"
5417mp_tournament "0"
5418
5419// Specifies the item whitelist file to use.
5420// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
5421// Default: "item_whitelist.txt"
5422mp_tournament_whitelist "item_whitelist.txt"
5423
5424// When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead.
5425// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5426// Default: "0"
5427mp_use_respawn_waves "0"
5428
5429// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5430// Default: "1"
5431mp_verbose_changelevel_spew "1"
5432
5433// Set to 1 to end the WaitingForPlayers period.
5434// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
5435// Default: "0"
5436mp_waitingforplayers_cancel "0"
5437
5438// Set to 1 to start or restart the WaitingForPlayers period.
5439// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
5440// Default: "0"
5441mp_waitingforplayers_restart "0"
5442
5443// WaitingForPlayers time length in seconds
5444// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
5445// Default: "0"
5446mp_waitingforplayers_time "0"
5447
5448// Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
5449// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5450// Default: "0"
5451mp_warmup_pausetimer "0"
5452
5453// How long the warmup period lasts. Changing this value resets warmup.
5454// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5455// Min: "5"
5456// Default: "30"
5457mp_warmuptime "5.000000"
5458
5459// Warmup time to use when all players have connected. 0 to disable.
5460// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5461// Default: "0"
5462mp_warmuptime_all_players_connected "0"
5463
5464// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT|FCVAR_RELEASE
5465// Default: "5.0"
5466mp_weapon_melee_touch_time_after_hit "5.0"
5467
5468// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT|FCVAR_RELEASE
5469// Default: "1.3"
5470mp_weapon_next_owner_touch_time "1.3"
5471
5472// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT|FCVAR_RELEASE
5473// Default: "1.5"
5474mp_weapon_prev_owner_touch_time "1.5"
5475
5476// If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.
5477// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5478// Default: "0"
5479mp_weapon_self_inflict_amount "0"
5480
5481// Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
5482// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5483// Default: "-1"
5484mp_weapons_allow_heavy "-1"
5485
5486// Determines whether heavyassaultsuit is permitted.
5487// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5488// Default: "0"
5489mp_weapons_allow_heavyassaultsuit "0"
5490
5491// If this convar is set, when a match starts, the game will not delete weapons placed in the map.
5492// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5493// Default: "0"
5494mp_weapons_allow_map_placed "1"
5495
5496// Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
5497// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5498// Default: "-1"
5499mp_weapons_allow_pistols "-1"
5500
5501// Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
5502// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5503// Default: "-1"
5504mp_weapons_allow_rifles "-1"
5505
5506// Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
5507// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5508// Default: "-1"
5509mp_weapons_allow_smgs "-1"
5510
5511// Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).
5512// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5513// Default: "5"
5514mp_weapons_allow_typecount "2"
5515
5516// Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).
5517// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5518// Default: "1"
5519mp_weapons_allow_zeus "1"
5520
5521// If this convar is set, weapons on the ground will have a glow around them.
5522// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5523// Default: "0"
5524mp_weapons_glow_on_ground "0"
5525
5526// Max number of times a player may purchase any weapon per match
5527// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5528// Min: "-1" Max: "1"
5529// Default: "-1"
5530mp_weapons_max_gun_purchases_per_weapon_per_match "-1"
5531
5532// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY
5533// Default: "0"
5534mp_weaponstay "0"
5535
5536// The amount of time to show the win panel between matches / halfs
5537// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
5538// Default: "3"
5539mp_win_panel_display_time "3"
5540
5541// Max score one team can reach before server changes maps
5542// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
5543// Min: "0"
5544// Default: "0"
5545mp_winlimit "0"
5546
5547// Current user name
5548// Flags: FCVAR_ARCHIVE|FCVAR_USERINFO|FCVAR_PRINTABLEONLY|FCVAR_SS|FCVAR_SERVER_CAN_EXECUTE
5549// Default: "unnamed"
5550name "unnamed"
5551
5552// RGBA color to draw as the background color for nav areas while editing.
5553// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5554// Default: "0 0 0 30"
5555nav_area_bgcolor "0 0 0 30"
5556
5557// Max area size created in nav generation
5558// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5559// Default: "50"
5560nav_area_max_size "50"
5561
5562// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5563// Default: "0.99"
5564nav_coplanar_slope_limit "0.99"
5565
5566// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5567// Default: "0.7"
5568nav_coplanar_slope_limit_displacement "0.7"
5569
5570// radius used to raise/lower corners in nearby areas when raising/lowering corners.
5571// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5572// Default: "18"
5573nav_corner_adjust_adjacent "18"
5574
5575// Anchor nav_begin_area Z to editing player's feet
5576// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5577// Default: "0"
5578nav_create_area_at_feet "0"
5579
5580// If true, nav areas will be placed flush with the ground when created by hand.
5581// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5582// Default: "0"
5583nav_create_place_on_ground "0"
5584
5585// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5586// Default: "0"
5587nav_debug_blocked "0"
5588
5589// Checks for nodes embedded in displacements (useful for in-development maps)
5590// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5591// Default: "10000"
5592nav_displacement_test "10000"
5593
5594// The offset of the nav drag volume top from center
5595// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
5596// Default: "32"
5597nav_drag_selection_volume_zmax_offset "32"
5598
5599// The offset of the nav drag volume bottom from center
5600// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
5601// Default: "32"
5602nav_drag_selection_volume_zmin_offset "32"
5603
5604// The maximum number of areas to draw in edit mode
5605// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5606// Default: "500"
5607nav_draw_limit "500"
5608
5609// Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
5610// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5611// Default: "0"
5612nav_edit "0"
5613
5614// Autogenerate nav areas on fence and obstacle tops
5615// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5616// Default: "1"
5617nav_generate_fencetops "1"
5618
5619// Convert obsolete jump areas into 2-way connections
5620// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5621// Default: "1"
5622nav_generate_fixup_jump_areas "1"
5623
5624// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5625// Default: "2000"
5626nav_generate_incremental_range "2000"
5627
5628// Z tolerance for adding new nav areas.
5629// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5630// Default: "0"
5631nav_generate_incremental_tolerance "0"
5632
5633// Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
5634// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5635// Default: "0"
5636nav_max_view_distance "0"
5637
5638// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5639// Default: "64"
5640nav_max_vis_delta_list_length "64"
5641
5642// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5643// Default: "0.98"
5644nav_potentially_visible_dot_tolerance "0.98"
5645
5646// Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
5647// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5648// Default: "0"
5649nav_quicksave "0"
5650
5651// When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
5652// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
5653// Default: "1"
5654nav_restart_after_analysis "1"
5655
5656// Color used to draw the selected set borders while editing.
5657// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5658// Default: "100 100 0 255"
5659nav_selected_set_border_color "100 100 0 255"
5660
5661// Color used to draw the selected set background while editing.
5662// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5663// Default: "255 255 200 96"
5664nav_selected_set_color "255 255 200 96"
5665
5666// Show Approach Points in the Navigation Mesh.
5667// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5668// Default: "0"
5669nav_show_approach_points "0"
5670
5671// Duration in seconds to show nav area ID and attributes while editing
5672// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5673// Default: "0.5"
5674nav_show_area_info "0.5"
5675
5676// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5677// Default: "0"
5678nav_show_compass "0"
5679
5680// Highlight non-contiguous connections
5681// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5682// Default: "0"
5683nav_show_continguous "0"
5684
5685// Show current 'danger' levels.
5686// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5687// Default: "0"
5688nav_show_danger "0"
5689
5690// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5691// Default: "0"
5692nav_show_light_intensity "0"
5693
5694// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5695// Default: "0"
5696nav_show_node_grid "0"
5697
5698// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5699// Default: "0"
5700nav_show_node_id "0"
5701
5702// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5703// Default: "0"
5704nav_show_nodes "0"
5705
5706// Show current player counts in each area.
5707// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5708// Default: "0"
5709nav_show_player_counts "0"
5710
5711// Show areas that are potentially visible from the current nav area
5712// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5713// Default: "0"
5714nav_show_potentially_visible "0"
5715
5716// The ground unit normal's Z component must be greater than this for nav areas to be generated.
5717// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5718// Default: "0.7"
5719nav_slope_limit "0.7"
5720
5721// The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
5722// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5723// Default: "0.1"
5724nav_slope_tolerance "0.1"
5725
5726// Snap to the nav generation grid when creating new nav areas
5727// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5728// Default: "0"
5729nav_snap_to_grid "0"
5730
5731// Make props solid to nav generation/editing
5732// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5733// Default: "0"
5734nav_solid_props "0"
5735
5736// If true, nav areas will be placed flush with the ground when split.
5737// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5738// Default: "0"
5739nav_split_place_on_ground "0"
5740
5741// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5742// Default: "0"
5743nav_test_node "0"
5744
5745// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5746// Default: "0"
5747nav_test_node_crouch "0"
5748
5749// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5750// Default: "4"
5751nav_test_node_crouch_dir "4"
5752
5753// If nonzero editing the mesh will incrementally recompue visibility
5754// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
5755// Default: "0"
5756nav_update_visibility_on_edit "0"
5757
5758// Flags: FCVAR_ARCHIVE|FCVAR_RELEASE
5759// Default: "1"
5760net_allow_multicast "1"
5761
5762// Flags: FCVAR_DEVELOPMENTONLY
5763// Default: "1"
5764net_allow_syslink "1"
5765
5766// Discards incoming message: <0|1|name>
5767// Flags: FCVAR_CHEAT
5768// Default: "0"
5769net_blockmsg "0"
5770
5771// Apply bandwidth choke to loopback packets
5772// Flags: FCVAR_DEVELOPMENTONLY
5773// Default: "0"
5774net_chokeloop "0"
5775
5776// Use lz compression on game packets.
5777// Flags: FCVAR_DEVELOPMENTONLY
5778// Default: "1"
5779net_compresspackets "1"
5780
5781// Don't bother compressing packets below this size.
5782// Flags: FCVAR_DEVELOPMENTONLY
5783// Default: "1000"
5784net_compresspackets_minsize "1000"
5785
5786// Attempt to compress out of band voice payloads (360 only).
5787// Flags: FCVAR_DEVELOPMENTONLY
5788// Default: "0"
5789net_compressvoice "0"
5790
5791// Draw completion slider during signon
5792// Flags: FCVAR_DEVELOPMENTONLY
5793// Default: "0"
5794net_drawslider "0"
5795
5796// If enabled, channel will drop client when sending too much data causes buffer overrun
5797// Flags: FCVAR_RELEASE
5798// Default: "0"
5799net_droponsendoverflow "0"
5800
5801// Drops next n packets on client
5802// Flags: FCVAR_CHEAT
5803// Default: "0"
5804net_droppackets "0"
5805
5806// Flags: FCVAR_DEVELOPMENTONLY
5807// Default: "0"
5808net_dumptest "0"
5809
5810// Jitter fakelag packet time
5811// Flags: FCVAR_CHEAT
5812// Default: "0"
5813net_fakejitter "0"
5814
5815// Lag all incoming network data (including loopback) by this many milliseconds.
5816// Flags: FCVAR_CHEAT
5817// Default: "0"
5818net_fakelag "0"
5819
5820// Simulate packet loss as a percentage (negative means drop 1/n packets)
5821// Flags: FCVAR_CHEAT
5822// Default: "0"
5823net_fakeloss "0"
5824
5825// Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
5826// Flags: FCVAR_DEVELOPMENTONLY
5827// Default: "4.0"
5828net_maxcleartime "4.0"
5829
5830// Maximum allowed file size for uploading in MB
5831// Flags: FCVAR_DEVELOPMENTONLY
5832// Min: "0" Max: "64"
5833// Default: "16"
5834net_maxfilesize "16"
5835
5836// Max fragment bytes per packet
5837// Flags: FCVAR_DEVELOPMENTONLY
5838// Min: "256" Max: "1200"
5839// Default: "1200"
5840net_maxfragments "1200"
5841
5842// Requested max packet size before packets are 'split'.
5843// Flags: FCVAR_ARCHIVE|FCVAR_USERINFO
5844// Min: "576" Max: "1200"
5845// Default: "1200"
5846net_maxroutable "1200"
5847
5848// Forces larger payloads.
5849// Flags: FCVAR_DEVELOPMENTONLY
5850// Default: "16"
5851net_minroutable "16"
5852
5853// Flags: FCVAR_DEVELOPMENTONLY
5854// Default: "1"
5855net_paranoid "1"
5856
5857// For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" )
5858// Flags: FCVAR_RELEASE
5859// Default: ""
5860net_public_adr ""
5861
5862// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_ACCESSIBLE_FROM_THREADS
5863// Default: "0"
5864net_queue_trace "0"
5865
5866// Show dropped packets in console
5867// Flags: FCVAR_DEVELOPMENTONLY
5868// Default: "0"
5869net_showdrop "0"
5870
5871// Show listening addition/removals
5872// Flags: FCVAR_DEVELOPMENTONLY
5873// Default: "0"
5874net_showeventlisteners "0"
5875
5876// Dump game events to console (1=client only, 2=all).
5877// Flags: FCVAR_DEVELOPMENTONLY
5878// Default: "0"
5879net_showevents "0"
5880
5881// Show netchannel fragments
5882// Flags: FCVAR_DEVELOPMENTONLY
5883// Default: "0"
5884net_showfragments "0"
5885
5886// Show incoming message: <0|1|name>
5887// Flags: FCVAR_DEVELOPMENTONLY
5888// Default: "0"
5889net_showmsg "0"
5890
5891// Show messages for large packets only: <size>
5892// Flags: FCVAR_DEVELOPMENTONLY
5893// Default: "0"
5894net_showpeaks "0"
5895
5896// Flags: FCVAR_CHEAT
5897// Default: "0"
5898net_showreliablesounds "0"
5899
5900// Show info about packet splits
5901// Flags: FCVAR_RELEASE
5902// Default: "0"
5903net_showsplits "0"
5904
5905// Dump TCP stream summary to console
5906// Flags: FCVAR_DEVELOPMENTONLY
5907// Default: "0"
5908net_showtcp "0"
5909
5910// Dump UDP packets summary to console
5911// Flags: FCVAR_RELEASE
5912// Default: "0"
5913net_showudp "0"
5914
5915// Dump OOB UDP packets summary to console
5916// Flags: FCVAR_RELEASE
5917// Default: "0"
5918net_showudp_oob "0"
5919
5920// Dump non-loopback udp only
5921// Flags: FCVAR_RELEASE
5922// Default: "0"
5923net_showudp_remoteonly "0"
5924
5925// Number of fragments for a splitpacket that can be sent per frame
5926// Flags: FCVAR_RELEASE
5927// Default: "1"
5928net_splitrate "1"
5929
5930// Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
5931// Flags: FCVAR_RELEASE
5932// Default: "256"
5933net_threaded_socket_burst_cap "256"
5934
5935// Number of packets per second that threaded socket pump algorithm allows from client.
5936// Flags: FCVAR_RELEASE
5937// Default: "6400"
5938net_threaded_socket_recovery_rate "6400"
5939
5940// Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
5941// Flags: FCVAR_RELEASE
5942// Default: "60"
5943net_threaded_socket_recovery_time "60"
5944
5945// Use network sockets layer even for listen server local player's packets (multiplayer only).
5946// Flags: FCVAR_DEVELOPMENTONLY
5947// Default: "0"
5948net_usesocketsforloopback "0"
5949
5950// Set to 1 to advance to next frame ( when singlestep == 1 )
5951// Flags: FCVAR_CHEAT
5952// Default: "0"
5953next "0"
5954
5955// If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
5956// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5957// Default: ""
5958nextlevel ""
5959
5960// When enabled prints next map to clients
5961// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
5962// Default: "0"
5963nextmap_print_enabled "0"
5964
5965// Sets the game mode to be played when the next level loads
5966// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
5967// Default: ""
5968nextmode ""
5969
5970// The name of this in Shop
5971// Default: "Night Vision"
5972nightvision_name "Night Vision"
5973
5974// The amount of credits nightvisions costs as detective. 0 to disable.
5975// Default: "3000"
5976nightvision_price "3000"
5977
5978// The sorting priority of the nightvisions in the shop menu.
5979// Default: "0"
5980nightvision_sort_prio "0"
5981
5982// Block all grenades from being throwable (1: Enable; 0: Disable).
5983// Default: "0"
5984no_weapon_fix_block_grenades "0"
5985
5986// Add this amount of heat to the cooldown (heat is reduced by 1 for each OnPlayerRunCmd).
5987// Default: "100"
5988no_weapon_fix_cooldown_heat "100"
5989
5990// Set this to 0 for instant spam protection.
5991// Default: "-5000"
5992no_weapon_fix_cooldown_limit "-5000"
5993
5994// Enables this plugin (1: Enable; 0: Disable).
5995// Default: "1"
5996no_weapon_fix_enable "1"
5997
5998// Set to 1 to use weapon_healthshot instead of weapon_decoy as fake items.
5999// Default: "0"
6000no_weapon_fix_fake_item_class "0"
6001
6002// No Weapon Fix Version
6003// Flags: FCVAR_SPONLY|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
6004// Default: "3.2"
6005no_weapon_fix_version "3.2"
6006
6007// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6008// Default: "1"
6009noclip_fixup "1"
6010
6011// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6012// Default: "1"
6013npc_ally_deathmessage "1"
6014
6015// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6016// Default: ""
6017npc_create_equipment ""
6018
6019// Set whether should run on NPC go
6020// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6021// Default: "1"
6022npc_go_do_run "1"
6023
6024// Enable test mode for ik height adjustment
6025// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
6026// Default: "1"
6027npc_height_adjust "1"
6028
6029// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6030// Default: "0"
6031npc_sentences "0"
6032
6033// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6034// Default: "0"
6035npc_vphysics "0"
6036
6037// Flags: FCVAR_RELEASE
6038// Default: "0"
6039occlusion_old "0"
6040
6041// Enable asynchronous occlusion test in another thread; may save some server tick time at the cost of synchronization overhead with the async occlusion query thread
6042// Flags: FCVAR_RELEASE
6043// Default: "0"
6044occlusion_test_async "1"
6045
6046// Flags: FCVAR_CHEAT
6047// Default: "2"
6048occlusion_test_async_jitter "2"
6049
6050// Flags: FCVAR_CHEAT
6051// Default: "8.25"
6052occlusion_test_async_move_tolerance "8.25"
6053
6054// Amount by which the camera (viewer's eye) is expanded for occlusion test. This should be large enough to accommodate eye's movement within a frame or two
6055// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
6056// Default: "12"
6057occlusion_test_camera_margins "12"
6058
6059// Amount by which the player bounding box is expanded up for occlusion test to account for jumping. This margin should be large enough to accommodate player movement within a frame or two. Affects both camera box and player box.
6060// Flags: FCVAR_RELEASE
6061// Default: "12"
6062occlusion_test_jump_margin "12"
6063
6064// Amount by which the player bounding box is expanded for occlusion test. This margin should be large enough to accommodate player movement within a frame or two, and the longest weapon they might hold. Shadow does not take this into account.
6065// Flags: FCVAR_RELEASE
6066// Default: "36"
6067occlusion_test_margins "36"
6068
6069// Max length of completely occluded shadow to consider a player for occlusion test. If shadow provably stops at this distance, the player may be considered for occlusion test. For longer shadows, we just don't do occlusion because we are not likely to find full occlusion when one of the boxes is expanded too much.
6070// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
6071// Default: "144"
6072occlusion_test_shadow_length "144"
6073
6074// Max distance at which to consider shadows for occlusion computations
6075// Flags: FCVAR_RELEASE
6076// Default: "1500"
6077occlusion_test_shadow_max_distance "1500"
6078
6079// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
6080// Default: "0.0"
6081old_radiusdamage "0.0"
6082
6083// The max amount of times a player can purchase 1-knife in one round. 0 for unlimited.
6084// Default: "5"
6085oneknife_max "5"
6086
6087// The name of the 1-hit knife in the shop menu.
6088// Default: "1-Hit Knife"
6089oneknife_name "1-Hit Knife"
6090
6091// The amount of credits the One-Hit Knife costs. 0 to disable.
6092// Default: "3000"
6093oneknife_price "3000"
6094
6095// The sorting priority of the One-Hit Knife in the shop menu.
6096// Default: "0"
6097oneknife_sort_prio "0"
6098
6099// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
6100// Default: "1"
6101paint_alpha_offset_enabled "1"
6102
6103// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
6104// Default: "0.7f"
6105paint_max_surface_border_alpha "0.7f"
6106
6107// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
6108// Default: "0.7f"
6109paint_min_valid_alpha_value "0.7f"
6110
6111// Change bias value for computing circle buffer
6112// Flags: FCVAR_REPLICATED|FCVAR_CHEAT
6113// Default: "0.1f"
6114paintsplat_bias "0.1f"
6115
6116// Max noise value of circle alpha
6117// Flags: FCVAR_REPLICATED|FCVAR_CHEAT
6118// Default: "0.1f"
6119paintsplat_max_alpha_noise "0.1f"
6120
6121// Flags: FCVAR_REPLICATED|FCVAR_CHEAT
6122// Default: "1"
6123paintsplat_noise_enabled "1"
6124
6125// Attachment index for attachment mode
6126// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6127// Default: "0"
6128particle_test_attach_attachment "0"
6129
6130// Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
6131// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6132// Default: "follow_attachment"
6133particle_test_attach_mode "follow_attachment"
6134
6135// Name of the particle system to dynamically spawn
6136// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6137// Default: ""
6138particle_test_file ""
6139
6140// Current server access password
6141// Flags: FCVAR_ARCHIVE|FCVAR_DONTRECORD|FCVAR_SERVER_CANNOT_QUERY
6142// Default: ""
6143password ""
6144
6145// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
6146// Default: "0"
6147phys_debug_check_contacts "0"
6148
6149// enable PIX counters
6150// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_CHEAT
6151// Default: "1"
6152phys_enable_PIX_counters "1"
6153
6154// enable some experimental SIMD/VMX128 optimizations in physics and collision
6155// Flags: FCVAR_DEVELOPMENTONLY
6156// Default: "0"
6157phys_enable_experimental_optimizations "0"
6158
6159// Flags: FCVAR_DEVELOPMENTONLY
6160// Default: "1"
6161phys_enable_query_cache "1"
6162
6163// enable some additional SIMD/VMX128 optimizations in physics and collision
6164// Flags: FCVAR_DEVELOPMENTONLY
6165// Default: "1"
6166phys_enable_simd_optimizations "1"
6167
6168// Modifier for the headshot impulse hits on players
6169// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
6170// Default: "1.3"
6171phys_headshotscale "1.3"
6172
6173// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6174// Default: "1.0"
6175phys_impactforcescale "1.0"
6176
6177// Controls the duration of vphysics penetration error boxes.
6178// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6179// Default: "10"
6180phys_penetration_error_time "10"
6181
6182// This multiplies the bullet impact impuse on players for more dramatic results when players are shot.
6183// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
6184// Default: "10.0"
6185phys_playerscale "10.0"
6186
6187// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
6188// Default: "1"
6189phys_pushscale "1"
6190
6191// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6192// Default: "0"
6193phys_show_active "0"
6194
6195// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6196// Default: "0"
6197phys_speeds "0"
6198
6199// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6200// Default: "5.0"
6201phys_stressbodyweights "5.0"
6202
6203// Scale time for physics
6204// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6205// Default: "1"
6206phys_timescale "1"
6207
6208// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6209// Default: "0.375"
6210phys_upimpactforcescale "0.375"
6211
6212// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6213// Default: "0"
6214physicsshadowupdate_render "0"
6215
6216// Flags: FCVAR_DEVELOPMENTONLY
6217// Default: "1"
6218pipeline_static_props "1"
6219
6220// When true, print amount and type of all damage received by player to console.
6221// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6222// Default: "0"
6223player_debug_print_damage "0"
6224
6225// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6226// Default: "0"
6227player_old_armor "0"
6228
6229// Damage interval in seconds
6230// Min: "1"
6231// Default: "1.0"
6232poison_smoke_damage_interval "1.0"
6233
6234// Damage per interval by poison smoke
6235// Default: "10"
6236poison_smoke_damage_per_interval "10"
6237
6238// Distance from the middle which should do damage
6239// Default: "145"
6240poison_smoke_distance "145"
6241
6242// Allow damage to the owner of poison smoke?
6243// Min: "0" Max: "1"
6244// Default: "0"
6245poison_smoke_own_damange "0"
6246
6247// Allow damage to other traitors?
6248// Min: "0" Max: "1"
6249// Default: "1"
6250poison_smoke_traitor_damange "1"
6251
6252// The name of this in Shop
6253// Default: "Poison Smoke"
6254posion_smoke_name "Poison Smoke"
6255
6256// The amount of credits poison smoke costs as traitor. 0 to disable.
6257// Default: "9000"
6258posion_smoke_price "9000"
6259
6260// The sorting priority of the poison smoke in the shop menu.
6261// Default: "0"
6262posion_smoke_sort_prio "0"
6263
6264// This determines how long the third person player character will crouch for after landing a jump. This only affects the third person animation visuals.
6265// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
6266// Default: "0.2f"
6267post_jump_crouch "0.2f"
6268
6269// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6270// Default: "64"
6271prop_active_gib_limit "64"
6272
6273// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6274// Default: "12"
6275prop_active_gib_max_fade_time "12"
6276
6277// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
6278// Default: "0"
6279prop_break_disable_float "0"
6280
6281// Maximum prop breakable piece count (-1 = model default)
6282// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
6283// Default: "-1"
6284props_break_max_pieces "-1"
6285
6286// Maximum prop breakable piece count per frame (-1 = model default)
6287// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
6288// Default: "-1"
6289props_break_max_pieces_perframe "-1"
6290
6291// Min distance to player at which PVS is used. At closer distances, PVS assumes we can see a shadow or something else from the player, so it's safer to just always be "Visible"
6292// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
6293// Default: "1500"
6294pvs_min_player_distance "1500"
6295
6296// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_CHEAT
6297// Default: "1.0"
6298r_AirboatViewDampenDamp "1.0"
6299
6300// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_CHEAT
6301// Default: "7.0"
6302r_AirboatViewDampenFreq "7.0"
6303
6304// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_CHEAT
6305// Default: "0.0"
6306r_AirboatViewZHeight "0.0"
6307
6308// Flags: FCVAR_CHEAT
6309// Default: "0"
6310r_DispBuildable "0"
6311
6312// Flags: FCVAR_CHEAT
6313// Default: "0"
6314r_DispWalkable "0"
6315
6316// Toggles rendering of displacment maps
6317// Flags: FCVAR_CHEAT
6318// Default: "1"
6319r_DrawDisp "1"
6320
6321// Flags: FCVAR_CHEAT
6322// Default: "0"
6323r_DrawModelLightOrigin "0"
6324
6325// Flags: FCVAR_DEVELOPMENTONLY
6326// Default: "-1"
6327r_DrawSpecificStaticProp "-1"
6328
6329// Flags: FCVAR_DEVELOPMENTONLY
6330// Default: "0"
6331r_ForceRestore "0"
6332
6333// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
6334// Default: "90"
6335r_JeepFOV "90"
6336
6337// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_CHEAT
6338// Default: "1.0"
6339r_JeepViewDampenDamp "1.0"
6340
6341// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_CHEAT
6342// Default: "7.0"
6343r_JeepViewDampenFreq "7.0"
6344
6345// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_CHEAT
6346// Default: "10.0"
6347r_JeepViewZHeight "10.0"
6348
6349// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_CHEAT
6350// Default: "1"
6351r_VehicleViewDampen "1"
6352
6353// Set to boost ambient term if it is totally swamped by local lights
6354// Flags: FCVAR_DEVELOPMENTONLY
6355// Default: "1"
6356r_ambientboost "1"
6357
6358// Boost ambient cube by no more than this factor
6359// Flags: FCVAR_DEVELOPMENTONLY
6360// Default: "5"
6361r_ambientfactor "5"
6362
6363// Fraction of direct lighting used to boost lighting when model requests
6364// Flags: FCVAR_CHEAT
6365// Default: "0.2"
6366r_ambientfraction "0.2"
6367
6368// Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright
6369// Flags: FCVAR_DEVELOPMENTONLY
6370// Default: "0.3"
6371r_ambientmin "0.3"
6372
6373// Flags: FCVAR_CHEAT
6374// Default: "0"
6375r_colorstaticprops "0"
6376
6377// Use shadow fast path for CSM rendering - minimize number of draw call
6378// Flags: FCVAR_DEVELOPMENTONLY
6379// Default: "1"
6380r_csm_fast_path "1"
6381
6382// Use a precomputed static VB for CSM rendering
6383// Flags: FCVAR_DEVELOPMENTONLY
6384// Default: "1"
6385r_csm_static_vb "1"
6386
6387// Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
6388// Flags: FCVAR_CHEAT
6389// Default: "0"
6390r_debugrandomstaticlighting "0"
6391
6392// Flags: FCVAR_DEVELOPMENTONLY
6393// Default: "4"
6394r_decal_cover_count "4"
6395
6396// Flags: FCVAR_DEVELOPMENTONLY
6397// Default: "0.4"
6398r_decal_overlap_area "0.4"
6399
6400// Flags: FCVAR_DEVELOPMENTONLY
6401// Default: "3"
6402r_decal_overlap_count "3"
6403
6404// Flags: FCVAR_DEVELOPMENTONLY
6405// Default: "2048"
6406r_decals "2048"
6407
6408// Decal static props test
6409// Flags: FCVAR_DEVELOPMENTONLY
6410// Default: "1"
6411r_decalstaticprops "1"
6412
6413// If non-zero when a map loads, static props won't be loaded
6414// Flags: FCVAR_CHEAT
6415// Default: "0"
6416r_disable_static_prop_loading "0"
6417
6418// Render decals batched.
6419// Flags: FCVAR_DEVELOPMENTONLY
6420// Default: "1"
6421r_drawbatchdecals "1"
6422
6423// Render brush models. 0=Off, 1=Normal, 2=Wireframe
6424// Flags: FCVAR_CHEAT
6425// Default: "1"
6426r_drawbrushmodels "1"
6427
6428// Render decals.
6429// Flags: FCVAR_CHEAT
6430// Default: "1"
6431r_drawdecals "1"
6432
6433// Flags: FCVAR_CHEAT
6434// Default: "1"
6435r_drawentities "1"
6436
6437// Render func_detail
6438// Flags: FCVAR_CHEAT
6439// Default: "1"
6440r_drawfuncdetail "1"
6441
6442// Draw the specified leaf.
6443// Flags: FCVAR_CHEAT
6444// Default: "-1"
6445r_drawleaf "-1"
6446
6447// 0: off
6448// 1: draw light cache entries
6449// 2: draw rays
6450//
6451// Flags: FCVAR_CHEAT
6452// Default: "0"
6453r_drawlightcache "0"
6454
6455// Flags: FCVAR_DEVELOPMENTONLY
6456// Default: "1"
6457r_drawmodeldecals "1"
6458
6459// Flags: FCVAR_CHEAT
6460// Default: "0"
6461r_drawmodelstatsoverlay "0"
6462
6463// Flags: FCVAR_CHEAT
6464// Default: "500"
6465r_drawmodelstatsoverlaydistance "500"
6466
6467// Flags: FCVAR_CHEAT
6468// Default: "-1"
6469r_drawmodelstatsoverlayfilter "-1"
6470
6471// time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
6472// Flags: FCVAR_ARCHIVE
6473// Default: "1.5"
6474r_drawmodelstatsoverlaymax "1.5"
6475
6476// time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
6477// Flags: FCVAR_ARCHIVE
6478// Default: "0.1"
6479r_drawmodelstatsoverlaymin "0.1"
6480
6481// 0=Off, 1=Normal, 2=Wireframe
6482// Flags: FCVAR_CHEAT
6483// Default: "1"
6484r_drawstaticprops "1"
6485
6486// Flags: FCVAR_CHEAT
6487// Default: "1"
6488r_drawtranslucentworld "1"
6489
6490// Render the world.
6491// Flags: FCVAR_CHEAT
6492// Default: "1"
6493r_drawworld "1"
6494
6495// Flags: FCVAR_CHEAT
6496// Default: "90"
6497r_dscale_basefov "90"
6498
6499// Flags: FCVAR_CHEAT
6500// Default: "2000"
6501r_dscale_fardist "2000"
6502
6503// Flags: FCVAR_CHEAT
6504// Default: "4"
6505r_dscale_farscale "4"
6506
6507// Flags: FCVAR_CHEAT
6508// Default: "100"
6509r_dscale_neardist "100"
6510
6511// Flags: FCVAR_CHEAT
6512// Default: "1"
6513r_dscale_nearscale "1"
6514
6515// Flags: FCVAR_RELEASE
6516// Default: "1"
6517r_dynamic "1"
6518
6519// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_CHEAT
6520// Default: "-1"
6521r_entity "-1"
6522
6523// The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
6524// Flags: FCVAR_DEVELOPMENTONLY
6525// Default: "20.0"
6526r_eyeglintlodpixels "20.0"
6527
6528// Flags: FCVAR_ARCHIVE
6529// Default: "1"
6530r_eyemove "1"
6531
6532// Flags: FCVAR_DEVELOPMENTONLY
6533// Default: "1"
6534r_eyes "1"
6535
6536// Flags: FCVAR_ARCHIVE
6537// Default: "0"
6538r_eyeshift_x "0"
6539
6540// Flags: FCVAR_ARCHIVE
6541// Default: "0"
6542r_eyeshift_y "0"
6543
6544// Flags: FCVAR_ARCHIVE
6545// Default: "0"
6546r_eyeshift_z "0"
6547
6548// Flags: FCVAR_ARCHIVE
6549// Default: "0"
6550r_eyesize "0"
6551
6552// Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
6553// Flags: FCVAR_DEVELOPMENTONLY
6554// Default: "0"
6555r_fastzreject "0"
6556
6557// Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
6558// Flags: FCVAR_DEVELOPMENTONLY
6559// Default: "0"
6560r_fastzrejectdisp "0"
6561
6562// Flags: FCVAR_DEVELOPMENTONLY
6563// Default: "1"
6564r_flashlightdepthtexture "1"
6565
6566// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM_THREAD
6567// Default: "0"
6568r_flashlightscissor "0"
6569
6570// Flags: FCVAR_DEVELOPMENTONLY
6571// Default: "1"
6572r_flex "1"
6573
6574// Flags: FCVAR_DEVELOPMENTONLY
6575// Default: "0"
6576r_glint_alwaysdraw "0"
6577
6578// Flags: FCVAR_DEVELOPMENTONLY
6579// Default: "0"
6580r_glint_procedural "0"
6581
6582// If enabled, hides all surfaces which have been painted.
6583// Flags: FCVAR_DEVELOPMENTONLY
6584// Default: "0"
6585r_hidepaintedsurfaces "0"
6586
6587// Flags: FCVAR_DEVELOPMENTONLY
6588// Default: "1"
6589r_hunkalloclightmaps "1"
6590
6591// Flags: FCVAR_CHEAT
6592// Min: "0" Max: "0"
6593// Default: "0"
6594r_hwmorph "0"
6595
6596// 0 - validate vhvhdr and studiohdr checksum, 1 - default, ignore checksum (useful if iterating physics model only for example)
6597// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_CHEAT
6598// Default: "1"
6599r_ignoreStaticColorChecksum "1"
6600
6601// Flags: FCVAR_CHEAT
6602// Default: ".3"
6603r_itemblinkmax ".3"
6604
6605// Flags: FCVAR_CHEAT
6606// Default: "4.5"
6607r_itemblinkrate "4.5"
6608
6609// Flags: FCVAR_DEVELOPMENTONLY
6610// Default: "0"
6611r_keepstyledlightmapsonly "0"
6612
6613// Activates/deactivate light averaging
6614// Flags: FCVAR_DEVELOPMENTONLY
6615// Default: "1"
6616r_lightaverage "1"
6617
6618// Flags: FCVAR_CHEAT
6619// Default: "-1"
6620r_lightcachemodel "-1"
6621
6622// Controls the speed of light interpolation, 0 turns off interpolation
6623// Flags: FCVAR_CHEAT
6624// Default: "5"
6625r_lightinterp "5"
6626
6627// Flags: FCVAR_CHEAT|FCVAR_MATERIAL_SYSTEM_THREAD
6628// Default: "-1"
6629r_lightmap "-1"
6630
6631// Flags: FCVAR_CHEAT|FCVAR_MATERIAL_SYSTEM_THREAD
6632// Default: "-1"
6633r_lightstyle "-1"
6634
6635// Lock the PVS so you can fly around and inspect what is being drawn.
6636// Flags: FCVAR_CHEAT
6637// Default: "0"
6638r_lockpvs "0"
6639
6640// Flags: FCVAR_DEVELOPMENTONLY
6641// Default: "-1"
6642r_lod "-1"
6643
6644// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM
6645// Default: "1"
6646r_lod_switch_scale "1"
6647
6648// Flags: FCVAR_DEVELOPMENTONLY
6649// Default: "50"
6650r_maxmodeldecal "50"
6651
6652// Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
6653// Flags: FCVAR_CHEAT
6654// Default: "0.0"
6655r_modelAmbientMin "0.0"
6656
6657// Flags: FCVAR_CHEAT
6658// Default: "0"
6659r_modelwireframedecal "0"
6660
6661// Flags: FCVAR_CHEAT
6662// Default: "0"
6663r_nohw "0"
6664
6665// Flags: FCVAR_DEVELOPMENTONLY
6666// Default: "0"
6667r_norefresh "0"
6668
6669// Flags: FCVAR_CHEAT
6670// Default: "0"
6671r_nosw "0"
6672
6673// Turn off the PVS.
6674// Flags: FCVAR_CHEAT
6675// Default: "0"
6676r_novis "0"
6677
6678// Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
6679// Flags: FCVAR_DEVELOPMENTONLY
6680// Default: "0"
6681r_occludeemaxarea "0"
6682
6683// Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
6684// Flags: FCVAR_DEVELOPMENTONLY
6685// Default: "0"
6686r_occluderminarea "0"
6687
6688// At least this many occluders will be used, no matter how big they are.
6689// Flags: FCVAR_DEVELOPMENTONLY
6690// Default: "0"
6691r_occludermincount "0"
6692
6693// Activate/deactivate the occlusion system.
6694// Flags: FCVAR_DEVELOPMENTONLY
6695// Default: "1"
6696r_occlusion "1"
6697
6698// Activate/deactivates spew about what the occlusion system is doing.
6699// Flags: FCVAR_CHEAT
6700// Default: "0"
6701r_occlusionspew "0"
6702
6703// Displays a particular level of the spatial partition system. Use -1 to disable it.
6704// Flags: FCVAR_CHEAT
6705// Default: "-1"
6706r_partition_level "-1"
6707
6708// Enables an optimization that allows portals to be culled when outside of the PVS.
6709// Flags: FCVAR_DEVELOPMENTONLY
6710// Default: "1"
6711r_portal_use_pvs_optimization "1"
6712
6713// 0=Off, 1=On, 2=Show Errors
6714// Flags: FCVAR_DEVELOPMENTONLY
6715// Default: "1"
6716r_proplightingfromdisk "1"
6717
6718// 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset)
6719// Flags: FCVAR_CHEAT
6720// Default: "-1.0"
6721r_proplightingpooling "-1.0"
6722
6723// Flags: FCVAR_CHEAT
6724// Default: "0"
6725r_randomflex "0"
6726
6727// Root LOD
6728// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM_THREAD
6729// Default: "0"
6730r_rootlod "0"
6731
6732// Toggle deferred shadow rendering
6733// Flags: FCVAR_CHEAT
6734// Default: "0"
6735r_shadow_deferred "0"
6736
6737// Flags: FCVAR_DEVELOPMENTONLY
6738// Default: "0"
6739r_shadowrendertotexture "0"
6740
6741// Flags: FCVAR_CHEAT
6742// Default: "0"
6743r_showenvcubemap "0"
6744
6745// Flags: FCVAR_CHEAT
6746// Default: "0"
6747r_skin "0"
6748
6749// Draws skybox after world brush geometry, rather than before.
6750// Flags: FCVAR_DEVELOPMENTONLY
6751// Default: "0"
6752r_skybox_draw_last "0"
6753
6754// Flags: FCVAR_CHEAT
6755// Default: "0"
6756r_slowpathwireframe "0"
6757
6758// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM
6759// Default: "1"
6760r_staticlight_streams "3"
6761
6762// Flags: FCVAR_DEVELOPMENTONLY
6763// Default: "-1"
6764r_staticprop_lod "-1"
6765
6766// Flags: FCVAR_DEVELOPMENTONLY
6767// Default: "0"
6768r_staticpropinfo "0"
6769
6770// Flags: FCVAR_DEVELOPMENTONLY
6771// Default: "1"
6772r_teeth "1"
6773
6774// Flags: FCVAR_DEVELOPMENTONLY
6775// Default: "0"
6776r_unloadlightmaps "0"
6777
6778// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6779// Default: "1.5"
6780r_vehicleBrakeRate "1.5"
6781
6782// Activate/deactivate wireframe rendering of what the occlusion system is doing.
6783// Flags: FCVAR_CHEAT
6784// Default: "0"
6785r_visocclusion "0"
6786
6787// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6788// Default: "0"
6789r_visualizetraces "0"
6790
6791// The name of this in Shop
6792// Default: "Radar"
6793radar_name "Radar"
6794
6795// Visibility for detective radar
6796// Min: "0" Max: "255"
6797// Default: "255"
6798radar_player_color_alpha "255"
6799
6800// Blue colors for detective radar
6801// Min: "0" Max: "255"
6802// Default: "255"
6803radar_player_color_blue "255"
6804
6805// Green colors for detective radar
6806// Min: "0" Max: "255"
6807// Default: "0"
6808radar_player_color_green "0"
6809
6810// Red colors for detective radar
6811// Min: "0" Max: "255"
6812// Default: "255"
6813radar_player_color_red "255"
6814
6815// Visibility for traitor radar
6816// Min: "0" Max: "255"
6817// Default: "255"
6818radar_player_color_traitor_alpha "255"
6819
6820// Blue colors for traitor radar
6821// Min: "0" Max: "255"
6822// Default: "255"
6823radar_player_color_traitor_blue "255"
6824
6825// Green colors for traitor radar
6826// Min: "0" Max: "255"
6827// Default: "0"
6828radar_player_color_traitor_green "0"
6829
6830// Red colors for traitor radar
6831// Min: "0" Max: "255"
6832// Default: "255"
6833radar_player_color_traitor_red "255"
6834
6835// The amount of credits Radar costs as detective. 0 to disable.
6836// Default: "9000"
6837radar_price "9000"
6838
6839// The amount of credits Radar costs as traitor. 0 to disable.
6840// Default: "9000"
6841radar_price_traitor "9000"
6842
6843// The sorting priority of the Radar in the detective shop menu.
6844// Default: "0"
6845radar_sort_prio "0"
6846
6847// The sorting priority of the Radar in the traitor shop menu.
6848// Default: "0"
6849radar_sort_prio_traitor "0"
6850
6851// Time in seconds to update player locations for detective radar
6852// Default: "30"
6853radar_update_interval "30"
6854
6855// Time in seconds to update player locations for traitor radar
6856// Default: "30"
6857radar_update_interval_traitor "30"
6858
6859// at this distance and beyond you need to be point right at someone to see them
6860// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6861// Min: "10"
6862// Default: "1000.0f"
6863radarvisdistance "1000.0f"
6864
6865// how closely you have to point at someone to see them beyond max distance
6866// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6867// Min: "0" Max: "1"
6868// Default: ".996"
6869radarvismaxdot ".996"
6870
6871// 0 for traditional method, 1 for more realistic method
6872// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6873// Min: "0" Max: "1"
6874// Default: "1"
6875radarvismethod "1"
6876
6877// the degree to which you can point away from a target, and still see them on radar.
6878// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
6879// Default: ".4"
6880radarvispow ".4"
6881
6882// remote console password.
6883// Flags: FCVAR_DONTRECORD|FCVAR_RELEASE|FCVAR_SERVER_CANNOT_QUERY
6884// Default: ""
6885rcon_password ""
6886
6887// Remove the bomb from the map to prevent interference. 1 = Remove, 0 = Don't Remove
6888// Min: "0" Max: "1"
6889// Default: "1"
6890remove_bomb_on_spawn "1"
6891
6892// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
6893// Default: "0"
6894replay_debug "0"
6895
6896// Enable/Disable client preferences
6897// Min: "0" Max: "1"
6898// Default: "1"
6899res_client_preferences "1"
6900
6901// Path off detective sounds in /cstrike/sound
6902// Default: "ttt/res/detective"
6903res_detective_path "ttt/res/detective"
6904
6905// Enable round end sounds plugin? (Default: false/0)
6906// Min: "0" Max: "1"
6907// Default: "0"
6908res_enable "0"
6909
6910// Path off innocent sounds in /cstrike/sound
6911// Default: "ttt/res/innocent"
6912res_innocent_path "ttt/res/innocent"
6913
6914// 0 - Random, 1 - Play in queue
6915// Min: "0" Max: "1"
6916// Default: "0"
6917res_play_type "0"
6918
6919// Flags: FCVAR_DEVELOPMENTONLY
6920// Default: "0"
6921res_restrict_access "0"
6922
6923// Stop map musics
6924// Min: "0" Max: "1"
6925// Default: "1"
6926res_stop_map_music "1"
6927
6928// Path off traitor sounds in /cstrike/sound
6929// Default: "ttt/res/traitor"
6930res_traitor_path "ttt/res/traitor"
6931
6932// The amount of usages for Revive per round as detective. 0 to disable.
6933// Default: "1"
6934revive_detective_count "1"
6935
6936// The amount of credits for Revive costs as detective. 0 to disable.
6937// Default: "0"
6938revive_detective_price "0"
6939
6940// The sorting priority of the Revive (Detective) in the shop menu.
6941// Default: "0"
6942revive_detective_sort_prio "0"
6943
6944// The name of the Revive in the Shop
6945// Default: "Revive"
6946revive_name "Revive"
6947
6948// Revive time for detectives?
6949// Min: "3"
6950// Default: "10"
6951revive_time_detective "10"
6952
6953// Time in seconds to accept the revive request.
6954// Min: "5"
6955// Default: "10"
6956revive_time_to_accept "10"
6957
6958// Show just 1 message every x second when you try to revive someone. Why? -> Move during revive and you can spam the chat. 0 - Disabled
6959// Default: "1"
6960revive_time_to_next_message "1"
6961
6962// Revive time for traitors?
6963// Min: "3"
6964// Default: "10"
6965revive_time_traitor "10"
6966
6967// The amount of usages for Revive per round as traitor. 0 to disable.
6968// Default: "1"
6969revive_traitor_count "1"
6970
6971// The amount of credits for Revive costs as traitor. 0 to disable.
6972// Default: "9000"
6973revive_traitor_price "9000"
6974
6975// The sorting priority of the Revive (Traitor) in the shop menu.
6976// Default: "0"
6977revive_traitor_sort_prio "0"
6978
6979// The name of the revolver
6980// Default: "Revolver"
6981revolver_detective_name "Revolver"
6982
6983// The price of the revolver
6984// Default: "6000"
6985revolver_detective_price "6000"
6986
6987// The priority off the revolver
6988// Default: "100"
6989revolver_detective_prio "100"
6990
6991// The amount of shots that the revolver should have
6992// Default: "1"
6993revolver_detective_shots "1"
6994
6995// The name of the Revolver in the shop menu.
6996// Default: "Revolver"
6997revolver_name "Revolver"
6998
6999// The amount of credits the Revolver costs. 0 to disable.
7000// Default: "3000"
7001revolver_price "3000"
7002
7003// The sorting priority of the Revolver in the shop menu.
7004// Default: "0"
7005revolver_sort_prio "0"
7006
7007// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_MATERIAL_SYSTEM|FCVAR_DONTRECORD
7008// Default: "0.25"
7009rpt_vprof_time "0.25"
7010
7011// Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
7012// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7013// Default: "0"
7014rr_debug_qa "0"
7015
7016// If set, rr_debugresponses will print only responses testing for the specified concept
7017// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7018// Default: ""
7019rr_debugresponseconcept ""
7020
7021// Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
7022// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7023// Default: "0"
7024rr_debugresponses "0"
7025
7026// If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
7027// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7028// Default: ""
7029rr_debugrule ""
7030
7031// Dump all response_rules.txt and rules (requires restart)
7032// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7033// Default: "0"
7034rr_dumpresponses "0"
7035
7036// 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
7037// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7038// Default: "1800"
7039rr_followup_maxdist "1800"
7040
7041// AIs will not even consider remarkarbles that are more than this many units away.
7042// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7043// Default: "1200"
7044rr_remarkable_max_distance "1200"
7045
7046// TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
7047// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7048// Default: "1"
7049rr_remarkable_world_entities_replay_limit "1"
7050
7051// If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
7052// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7053// Default: "1"
7054rr_remarkables_enabled "1"
7055
7056// When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
7057// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7058// Default: "0.0"
7059rr_thenany_score_slop "0.0"
7060
7061// The amount of usages for Random Teleports per round as detective. 0 to disable.
7062// Default: "1"
7063rt_detective_count "1"
7064
7065// Which role should be ignored when detective use random teleporter? -1 - Disabled ( https://github.com/Bara/TroubleinTerroristTown/wiki/CVAR-Masks )
7066// Min: "2"
7067// Default: "-1"
7068rt_detective_ignore_role "2.000000"
7069
7070// The amount of credits for Random Teleport costs as detective. 0 to disable.
7071// Default: "0"
7072rt_detective_price "0"
7073
7074// The sorting priority of the Random Teleport (Detective) in the shop menu.
7075// Default: "0"
7076rt_detective_sort_prio "0"
7077
7078// The amount of usages for Random Teleports per round as innocent. 0 to disable.
7079// Default: "1"
7080rt_innocent_count "1"
7081
7082// Which role should be ignored when innocent use random teleporter? -1 - Disabled ( https://github.com/Bara/TroubleinTerroristTown/wiki/CVAR-Masks )
7083// Min: "2"
7084// Default: "-1"
7085rt_innocent_ignore_role "2.000000"
7086
7087// The amount of credits for Random Teleport costs as innocent. 0 to disable.
7088// Default: "0"
7089rt_innocent_price "0"
7090
7091// The sorting priority of the Random Teleport (innocent) in the shop menu.
7092// Default: "0"
7093rt_innocent_sort_prio "0"
7094
7095// The name of the Random Teleport in the Shop
7096// Default: "Random Teleporter"
7097rt_name "Random Teleporter"
7098
7099// Teleport with dead players (ragdoll)?
7100// Min: "0" Max: "1"
7101// Default: "1"
7102rt_teleport_ragdolls "1"
7103
7104// The amount of usages for Random Teleports per round as traitor. 0 to disable.
7105// Default: "1"
7106rt_traitor_count "1"
7107
7108// Which role should be ignored when traitor use random teleporter? -1 - Disabled ( https://github.com/Bara/TroubleinTerroristTown/wiki/CVAR-Masks )
7109// Min: "2"
7110// Default: "4"
7111rt_traitor_ignore_role "4"
7112
7113// The amount of credits for Random Teleport costs as traitor. 0 to disable.
7114// Default: "9000"
7115rt_traitor_price "9000"
7116
7117// The sorting priority of the Random Teleport (Traitor) in the shop menu.
7118// Default: "0"
7119rt_traitor_sort_prio "0"
7120
7121// Display async .ani file loading info.
7122// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7123// Default: "0"
7124scene_async_prefetch_spew "0"
7125
7126// Clamp head turns to a MAX of 20 degrees per think.
7127// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7128// Default: "1"
7129scene_clamplookat "1"
7130
7131// Do client side flex animation.
7132// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
7133// Default: "1"
7134scene_clientflex "1"
7135
7136// Play all vcds on the clients.
7137// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7138// Default: "1"
7139scene_clientplayback "1"
7140
7141// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7142// Default: "1"
7143scene_flatturn "1"
7144
7145// When playing back, force use of combined .wav files even in english.
7146// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7147// Default: "0"
7148scene_forcecombined "0"
7149
7150// Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
7151// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7152// Default: "1200"
7153scene_maxcaptionradius "1200"
7154
7155// When playing back a scene, print timing and event info to console.
7156// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
7157// Default: "0"
7158scene_print "0"
7159
7160// When playing back, show the directions of faceto events.
7161// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
7162// Default: "0"
7163scene_showfaceto "0"
7164
7165// When playing back, show the directions of look events.
7166// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
7167// Default: "0"
7168scene_showlook "0"
7169
7170// When moving, show the end location.
7171// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
7172// Default: "0"
7173scene_showmoveto "0"
7174
7175// Show when a vcd is playing but normal AI is running.
7176// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
7177// Default: "0"
7178scene_showunlock "0"
7179
7180// Bonus for blinding enemy players
7181// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7182// Default: "10"
7183score_blind_enemy_bonus "10"
7184
7185// Penalty for blinding friendly players
7186// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7187// Default: "10"
7188score_blind_friendly_penalty "10"
7189
7190// Points awarded for defusing or assisting with defuse of bomb
7191// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7192// Default: "400"
7193score_bomb_defuse_bonus "400"
7194
7195// Inner radius (full bonus) for defusing or assisting with defusing the bomb
7196// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7197// Default: "120"
7198score_bomb_defuse_radius_inner "120"
7199
7200// Outer radius (zero bonus) for defusing or assisting with defseing the bomb
7201// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7202// Default: "600"
7203score_bomb_defuse_radius_outer "600"
7204
7205// Points awarded for planting or assisting with planting the bomb
7206// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7207// Default: "200"
7208score_bomb_plant_bonus "200"
7209
7210// Inner radius (full bonus) for planting or assisting with planting the bomb
7211// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7212// Default: "120"
7213score_bomb_plant_radius_inner "120"
7214
7215// Outer radius (zero bonus) for planting or assisting with planting the bomb
7216// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7217// Default: "600"
7218score_bomb_plant_radius_outer "600"
7219
7220// Points awarded for each point of damage to an enemy
7221// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7222// Default: "1"
7223score_damage "1"
7224
7225// Default points for a new user
7226// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7227// Default: "1000"
7228score_default "1000"
7229
7230// Points awarded for damaging enemy near dropped bomb
7231// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7232// Default: "1"
7233score_dropped_bomb_proximity_damage_bonus "1"
7234
7235// Inner radius (full bonus) for doing damage near dropped bomb
7236// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7237// Default: "120"
7238score_dropped_bomb_proximity_damage_bonus_radius_inner "120"
7239
7240// Outer radius (zero bonus) for doing damage near dropped bomb
7241// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7242// Default: "600"
7243score_dropped_bomb_proximity_damage_bonus_radius_outer "600"
7244
7245// Points awarded for damaging enemy near dropped defuser
7246// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7247// Default: "1"
7248score_dropped_defuser_proximity_damage_bonus "1"
7249
7250// Inner radius (full bonus) for doing damage near dropped defuser
7251// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7252// Default: "120"
7253score_dropped_defuser_proximity_damage_radius_inner "120"
7254
7255// Outer radius (zero bonus) for doing damage near dropped defuser
7256// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7257// Default: "600"
7258score_dropped_defuser_proximity_damage_radius_outer "600"
7259
7260// Penalty awarded for each point of damage to a teammate
7261// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7262// Default: "1"
7263score_ff_damage "1"
7264
7265// Penalty for damaging a hostage
7266// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7267// Default: "2"
7268score_hostage_damage_penalty "2"
7269
7270// Points awarded for damaging enemy near live hostage
7271// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7272// Default: "1"
7273score_hostage_proximity_damage_bonus "1"
7274
7275// Inner radius (full bonus) for doing damage near hostage
7276// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7277// Default: "120"
7278score_hostage_proximity_damage_radius_inner "120"
7279
7280// Outer radius (zero bonus) for doing damage near hostage
7281// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7282// Default: "600"
7283score_hostage_proximity_damage_radius_outer "600"
7284
7285// Points awarded for rescuing a hostage
7286// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7287// Default: "100"
7288score_hostage_rescue_bonus "100"
7289
7290// Inner radius (full bonus) for rescuing hostage
7291// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7292// Default: "120"
7293score_hostage_rescue_radius_inner "120"
7294
7295// Outer radius (zero bonus) for rescuing hostage
7296// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7297// Default: "600"
7298score_hostage_rescue_radius_outer "600"
7299
7300// Points awarded for killing an enemy
7301// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7302// Default: "0"
7303score_kill_enemy_bonus "0"
7304
7305// Points awarded for damaging enemy near planted bomb
7306// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7307// Default: "1"
7308score_planted_bomb_proximity_damage_bonus "1"
7309
7310// Inner radius (full bonus) for doing damage near planted bomb
7311// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7312// Default: "120"
7313score_planted_bomb_proximity_damage_radius_inner "120"
7314
7315// Outer radius (zero bonus) for doing damage near planted bomb
7316// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7317// Default: "600"
7318score_planted_bomb_proximity_damage_radius_outer "600"
7319
7320// Points awarded for each point of damage a nearby (in same zone) teammate does to enemies
7321// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7322// Default: "1"
7323score_team_damage_bonus "1"
7324
7325// An average good score for use in funfacts
7326// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7327// Default: "5"
7328score_typical_good_score "5"
7329
7330// The name of the Scout in the shop menu.
7331// Default: "Scout"
7332scout_name "Scout"
7333
7334// The amount of credits the Scout costs. 0 to disable.
7335// Default: "3000"
7336scout_price "3000"
7337
7338// The sorting priority of the Scout in the shop menu.
7339// Default: "0"
7340scout_sort_prio "0"
7341
7342// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7343// Default: "0"
7344script_connect_debugger_on_mapspawn "0"
7345
7346// 1 = Check Team T / CT 2 = Any Client not contain yourself 3 = API Mode g_bCanAttack Target
7347// Min: "1" Max: "3"
7348// Default: "2"
7349sd_turret_checkteam "3"
7350
7351// Turrent Damage
7352// Default: "10"
7353sd_turret_damage "10"
7354
7355// Distance between client and turret
7356// Default: "300"
7357sd_turret_distance "300"
7358
7359// Min: "0" Max: "1"
7360// Default: "1"
7361sd_turret_enable "1"
7362
7363// Turrent HP
7364// Min: "1" Max: "30000"
7365// Default: "300.0"
7366sd_turret_health "300.0"
7367
7368// Time Between Turrent Fires
7369// Min: "0.0001" Max: "200"
7370// Default: "0.3"
7371sd_turret_rate "0.3"
7372
7373// verbosity level for SteamNetSockets spew
7374// Flags: FCVAR_RELEASE
7375// Default: "5"
7376sdr_spew_level "5"
7377
7378// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
7379// Default: "server.cfg"
7380servercfgfile "csgoserver.cfg"
7381
7382// Which flags has access to discount prices? (Default: o)
7383// Default: "o"
7384shop_discount_flags "o"
7385
7386// How much percent discount? It's currently for all items with enabled discount, but we'll add better support with next bigger update.
7387// Default: "20"
7388shop_discount_percents "20"
7389
7390// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7391// Default: "0"
7392showhitlocation "0"
7393
7394// Shows trigger brushes
7395// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7396// Default: "0"
7397showtriggers "0"
7398
7399// How many AWPs can detectives buy?
7400// Default: "0"
7401silent_awp_amount_d "0"
7402
7403// How many AWPs can innocents buy?
7404// Default: "0"
7405silent_awp_amount_i "0"
7406
7407// How many AWPs can traitors buy?
7408// Default: "2"
7409silent_awp_amount_t "2"
7410
7411// Maximum shots for the AWP for Detectives
7412// Default: "2"
7413silent_awp_max_d "2"
7414
7415// Maximum shots for the AWP for Innos
7416// Default: "2"
7417silent_awp_max_i "2"
7418
7419// Maximum shots for the AWP for Traitors
7420// Default: "2"
7421silent_awp_max_t "2"
7422
7423// Minimum shots for the AWP for Detectives
7424// Default: "1"
7425silent_awp_min_d "1"
7426
7427// Minimum shots for the AWP for Innos
7428// Default: "1"
7429silent_awp_min_i "1"
7430
7431// Minimum shots for the AWP for Traitors
7432// Default: "1"
7433silent_awp_min_t "1"
7434
7435// The name of this in Shop
7436// Default: "Silent AWP"
7437silent_awp_name "Silent AWP"
7438
7439// Price for the silenced AWP for Detectives
7440// Default: "0"
7441silent_awp_price_d "0"
7442
7443// Price for the silenced AWP for Innos
7444// Default: "0"
7445silent_awp_price_i "0"
7446
7447// Price for the silenced AWP for Traitors
7448// Default: "10000"
7449silent_awp_price_t "10000"
7450
7451// Priority in shop list for Detectives
7452// Default: "0"
7453silent_awp_priority_d "0"
7454
7455// Priority in shop list for Innos
7456// Default: "0"
7457silent_awp_priority_i "0"
7458
7459// Priority in shop list for Traitors
7460// Default: "0"
7461silent_awp_priority_t "0"
7462
7463// Run engine in single step mode ( set next to 1 to advance a frame )
7464// Flags: FCVAR_CHEAT
7465// Default: "0"
7466singlestep "0"
7467
7468// Time taken for an ally to regenerate a point of health.
7469// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7470// Default: "0.3003"
7471sk_ally_regen_time "0.3003"
7472
7473// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_REPLICATED
7474// Default: "1"
7475sk_autoaim_mode "1"
7476
7477// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7478// Default: "1"
7479sk_npc_arm "1"
7480
7481// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7482// Default: "1"
7483sk_npc_chest "1"
7484
7485// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7486// Default: "2"
7487sk_npc_head "2"
7488
7489// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7490// Default: "1"
7491sk_npc_leg "1"
7492
7493// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7494// Default: "1"
7495sk_npc_stomach "1"
7496
7497// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7498// Default: "1"
7499sk_player_arm "1"
7500
7501// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7502// Default: "1"
7503sk_player_chest "1"
7504
7505// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7506// Default: "2"
7507sk_player_head "2"
7508
7509// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7510// Default: "1"
7511sk_player_leg "1"
7512
7513// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7514// Default: "1"
7515sk_player_stomach "1"
7516
7517// Game skill level (1-3).
7518// Flags: FCVAR_ARCHIVE
7519// Min: "1" Max: "3"
7520// Default: "1"
7521skill "1.000000"
7522
7523// Sleep instead of spinning if we're meeting the desired framerate.
7524// Flags: FCVAR_DEVELOPMENTONLY
7525// Default: "1"
7526sleep_when_meeting_framerate "1"
7527
7528// SourceMod base path (set via command line)
7529// Default: "addons/sourcemod"
7530sm_basepath "addons/sourcemod"
7531
7532// Sets the radius for beacon's light rings.
7533// Min: "50" Max: "1500"
7534// Default: "375"
7535sm_beacon_radius "375"
7536
7537// Sets the default duration of sm_burn and firebomb victims.
7538// Min: "0.5" Max: "20"
7539// Default: "20.0"
7540sm_burn_duration "20.0"
7541
7542// Allows player's to send messages to admin chat.
7543// Min: "0" Max: "1"
7544// Default: "1"
7545sm_chat_mode "1"
7546
7547// SourceMod core configuration file
7548// Default: "addons/sourcemod/configs/core.cfg"
7549sm_corecfgfile "addons/sourcemod/configs/core.cfg"
7550
7551// Custom Player Skins Version
7552// Flags: FCVAR_SPONLY|FCVAR_NOTIFY|FCVAR_REPLICATED
7553// Default: "1.4"
7554sm_custom_player_skins_version "1.4"
7555
7556// Default formatting time rules
7557// Default: "%m/%d/%Y - %H:%M:%S"
7558sm_datetime_format "%m/%d/%Y - %H:%M:%S"
7559
7560// Controls how dead communicate. 0 - Off. 1 - Dead players ignore teams. 2 - Dead players talk to living teammates.
7561// Min: "0" Max: "2"
7562// Default: "0"
7563sm_deadtalk "0"
7564
7565// Log Debug information about potential connection issues.
7566// Default: "0"
7567sm_debug_connect "0"
7568
7569// Who is targetted by the FireBomb? 0 = Target only, 1 = Target's team, 2 = Everyone
7570// Min: "0" Max: "2"
7571// Default: "0"
7572sm_firebomb_mode "0"
7573
7574// Sets the bomb blast radius.
7575// Min: "50" Max: "3000"
7576// Default: "600"
7577sm_firebomb_radius "600"
7578
7579// Sets how long the FireBomb fuse is.
7580// Min: "5" Max: "120"
7581// Default: "10.0"
7582sm_firebomb_ticks "10.0"
7583
7584// Amount of time allowed between chat messages
7585// Default: "0.75"
7586sm_flood_time "0.75"
7587
7588// Sets the default duration for sm_freeze and freezebomb victims
7589// Min: "1" Max: "120"
7590// Default: "10.0"
7591sm_freeze_duration "10.0"
7592
7593// Who is targetted by the freezebomb? 0 = Target only, 1 = Target's team, 2 = Everyone
7594// Min: "0" Max: "2"
7595// Default: "0"
7596sm_freezebomb_mode "0"
7597
7598// Sets the freezebomb blast radius.
7599// Min: "50" Max: "3000"
7600// Default: "600"
7601sm_freezebomb_radius "600"
7602
7603// Sets how long the freezebomb fuse is.
7604// Min: "5" Max: "120"
7605// Default: "10.0"
7606sm_freezebomb_ticks "10.0"
7607
7608// If set to 1, reserved slots will hidden (subtracted from the max slot count)
7609// Min: "0" Max: "1"
7610// Default: "0"
7611sm_hide_slots "0"
7612
7613// Mode for deciding immunity protection
7614// Flags: FCVAR_SPONLY
7615// Default: "1"
7616sm_immunity_mode "1"
7617
7618// Default: "20"
7619sm_maphistory_size "20"
7620
7621// Sets whether SourceMod menus play trigger sounds
7622// Default: "1"
7623sm_menu_sounds "1"
7624
7625// Flags: FCVAR_NOTIFY
7626// Default: ""
7627sm_nextmap "ttt_afterglow_v1"
7628
7629// How to select a client to kick (if appropriate)
7630// Min: "0" Max: "2"
7631// Default: "0"
7632sm_reserve_kicktype "0"
7633
7634// Maximum amount of admins to let in the server with reserve type 2
7635// Min: "0"
7636// Default: "1"
7637sm_reserve_maxadmins "1"
7638
7639// Method of reserving slots
7640// Min: "0" Max: "2"
7641// Default: "0"
7642sm_reserve_type "0"
7643
7644// Number of reserved player slots
7645// Min: "0"
7646// Default: "0"
7647sm_reserved_slots "0"
7648
7649// Activity display setting (see sourcemod.cfg)
7650// Flags: FCVAR_SPONLY
7651// Default: "13"
7652sm_show_activity "13"
7653
7654// Adjusts the server time in seconds
7655// Default: "0"
7656sm_time_adjustment "0"
7657
7658// Who is killed by the timebomb? 0 = Target only, 1 = Target's team, 2 = Everyone
7659// Min: "0" Max: "2"
7660// Default: "0"
7661sm_timebomb_mode "0"
7662
7663// Sets the bomb blast radius.
7664// Min: "50" Max: "3000"
7665// Default: "600"
7666sm_timebomb_radius "600"
7667
7668// Sets how long the timebomb fuse is.
7669// Min: "5" Max: "120"
7670// Default: "10.0"
7671sm_timebomb_ticks "10.0"
7672
7673// Display timeleft every x seconds. Default 0.
7674// Min: "0" Max: "1800"
7675// Default: "0.0"
7676sm_timeleft_interval "0"
7677
7678// Display triggers message to all players? (0 off, 1 on, def. 0)
7679// Min: "0" Max: "1"
7680// Default: "0"
7681sm_trigger_show "0"
7682
7683// percent required for successful alltalk vote.
7684// Min: "0.05" Max: "1"
7685// Default: "0.60"
7686sm_vote_alltalk "0.60"
7687
7688// percent required for successful ban vote.
7689// Min: "0.05" Max: "1"
7690// Default: "0.60"
7691sm_vote_ban "0.60"
7692
7693// percent required for successful burn vote.
7694// Min: "0.05" Max: "1"
7695// Default: "0.60"
7696sm_vote_burn "0.60"
7697
7698// Sets the recommended time in between public votes
7699// Default: "30"
7700sm_vote_delay "30"
7701
7702// percent required for successful friendly fire vote.
7703// Min: "0.05" Max: "1"
7704// Default: "0.60"
7705sm_vote_ff "0.60"
7706
7707// percent required for successful gravity vote.
7708// Min: "0.05" Max: "1"
7709// Default: "0.60"
7710sm_vote_gravity "0.60"
7711
7712// percent required for successful kick vote.
7713// Min: "0.05" Max: "1"
7714// Default: "0.60"
7715sm_vote_kick "0.60"
7716
7717// percent required for successful map vote.
7718// Min: "0.05" Max: "1"
7719// Default: "0.60"
7720sm_vote_map "0.60"
7721
7722// Show current vote progress as chat messages
7723// Min: "0" Max: "1"
7724// Default: "0"
7725sm_vote_progress_chat "0"
7726
7727// Show current vote progress as console messages to clients
7728// Min: "0" Max: "1"
7729// Default: "0"
7730sm_vote_progress_client_console "0"
7731
7732// Show current vote progress as console messages
7733// Min: "0" Max: "1"
7734// Default: "0"
7735sm_vote_progress_console "0"
7736
7737// Show current vote progress in a hint box
7738// Min: "0" Max: "1"
7739// Default: "0"
7740sm_vote_progress_hintbox "0"
7741
7742// percent required for successful slay vote.
7743// Min: "0.05" Max: "1"
7744// Default: "0.60"
7745sm_vote_slay "0.60"
7746
7747// Smooth player eye z coordinate when traversing stairs.
7748// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
7749// Default: "1"
7750smoothstairs "1"
7751
7752// foliage dB loss per 1200 units
7753// Flags: FCVAR_CHEAT
7754// Default: "4"
7755snd_foliage_db_loss "4"
7756
7757// Flags: FCVAR_CHEAT
7758// Default: "1"
7759snd_gain "1"
7760
7761// Flags: FCVAR_CHEAT
7762// Default: "1"
7763snd_gain_max "1"
7764
7765// Flags: FCVAR_CHEAT
7766// Default: "0.01"
7767snd_gain_min "0.01"
7768
7769// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
7770// Default: "0.08"
7771snd_max_pitch_shift_inaccuracy "0.08"
7772
7773// Specifies an amount to boost music volume by
7774// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
7775// Default: "0"
7776snd_music_boost "0"
7777
7778// switch to en/disable the prevention of splitscreen audio file duplicates
7779//
7780// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
7781// Default: "0"
7782snd_prevent_ss_duplicates "0"
7783
7784// Reference dB at snd_refdist
7785// Flags: FCVAR_CHEAT
7786// Default: "60"
7787snd_refdb "60"
7788
7789// Reference distance for snd_refdb
7790// Flags: FCVAR_CHEAT
7791// Default: "36"
7792snd_refdist "36"
7793
7794// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7795// Default: "0"
7796snd_sos_show_server_xmit "0"
7797
7798// Shows sentence name for sentences which are set not to show captions.
7799// Flags: FCVAR_DEVELOPMENTONLY
7800// Default: "0"
7801snd_vox_captiontrace "0"
7802
7803// Flags: FCVAR_DEVELOPMENTONLY
7804// Default: "300"
7805snd_vox_globaltimeout "300"
7806
7807// Flags: FCVAR_DEVELOPMENTONLY
7808// Default: "300"
7809snd_vox_sectimetout "300"
7810
7811// Flags: FCVAR_DEVELOPMENTONLY
7812// Default: "300"
7813snd_vox_seqtimetout "300"
7814
7815// How long looping soundpatch captions should display for.
7816// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
7817// Default: "2.0"
7818soundpatch_captionlength "2.0"
7819
7820// When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
7821// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
7822// Default: "0"
7823soundscape_debug "0"
7824
7825// SourceMod Version
7826// Flags: FCVAR_SPONLY|FCVAR_NOTIFY
7827// Default: "1.9.0.6267"
7828sourcemod_version "1.9.0.6267"
7829
7830// The name of the Spanner in the shop menu.
7831// Default: "Spanner"
7832spanner_name "Spanner"
7833
7834// The amount of credits the Spanner costs. 0 to disable.
7835// Default: "3000"
7836spanner_price "3000"
7837
7838// The sorting priority of the Spanner in the shop menu.
7839// Default: "0"
7840spanner_sort_prio "0"
7841
7842// Type of Spanner configuration to use. 0 = Everyone, 1 = Traitor + Detective (Default), 2 = Traitor Only
7843// Default: "1"
7844spanner_type "1"
7845
7846// If nonzero, allow free-roaming spectator camera.
7847// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
7848// Default: "0"
7849spec_allow_roaming "0"
7850
7851// The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.
7852// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
7853// Default: "0.8"
7854spec_freeze_deathanim_time "0.8"
7855
7856// Time spent with the freeze panel still up after observer freeze cam is done.
7857// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
7858// Default: "0.0"
7859spec_freeze_panel_extended_time "0"
7860
7861// The target FOV that the deathcam should use.
7862// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
7863// Default: "42"
7864spec_freeze_target_fov "42"
7865
7866// The target FOV that the deathcam should use when the cam zoom far away on the target.
7867// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
7868// Default: "90"
7869spec_freeze_target_fov_long "90"
7870
7871// Time spend frozen in observer freeze cam.
7872// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
7873// Default: "3.0"
7874spec_freeze_time "3.0"
7875
7876// Time players are prevented from skipping the freeze cam
7877// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
7878// Default: "1.0"
7879spec_freeze_time_lock "1.0"
7880
7881// Time taken to zoom in to frame a target in observer freeze cam.
7882// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
7883// Min: "0.01"
7884// Default: "0.3"
7885spec_freeze_traveltime "0.3"
7886
7887// Enable Spectator Hltv Replay when killed by bot
7888// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
7889// Default: "0"
7890spec_replay_bot "0"
7891
7892// Hltv Replay delay in seconds
7893// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
7894// Default: "5"
7895spec_replay_cam_delay "5"
7896
7897// Debug options for replay cam
7898// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
7899// Default: "0"
7900spec_replay_cam_options "0"
7901
7902// Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)
7903// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
7904// Default: "0"
7905spec_replay_enable "1"
7906
7907// Replay time in seconds before the highlighted event
7908// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
7909// Default: "5.3438"
7910spec_replay_leadup_time "5.3438"
7911
7912// How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time
7913// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
7914// Default: "9.5"
7915spec_replay_message_time "9.5"
7916
7917// When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players
7918// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
7919// Default: "0"
7920spec_replay_on_death "0"
7921
7922// Base time scale of Killer Replay.Experimental.
7923// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
7924// Default: "1"
7925spec_replay_rate_base "1"
7926
7927// Minimum allowable pause between replay requests in seconds
7928// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
7929// Default: "3"
7930spec_replay_rate_limit "3"
7931
7932// Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)
7933// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
7934// Default: "0"
7935spec_replay_round_delay "0"
7936
7937// The trailing time, in seconds, of replay past the event, including fade-out
7938// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
7939// Default: "2"
7940spec_replay_winddown_time "2"
7941
7942// Show spec menu automatically after death?
7943// Min: "0" Max: "1"
7944// Default: "1"
7945specmenu_auto_open "1"
7946
7947// Enables the new method for spec_next and spec_prev
7948// Min: "0" Max: "1"
7949// Default: "1"
7950specmenu_enable_new_spec_nextprev "1"
7951
7952// Time (in seconds) to autoclose the menu (0 - FOREVER)
7953// Default: "0"
7954specmenu_menu_time "0"
7955
7956// Time in seconds until next speed boost
7957// Default: "7.0"
7958sprint_cooldown_time "7.0"
7959
7960// The name of this in Shop
7961// Default: "Sprint"
7962sprint_name "Sprint"
7963
7964// Float value of default speed
7965// Default: "1.0"
7966sprint_normal_speed "1.0"
7967
7968// The amount of credits sprint costs as detective. 0 to disable.
7969// Default: "9000"
7970sprint_price_detective "9000"
7971
7972// The amount of credits sprint costs as traitor. 0 to disable.
7973// Default: "9000"
7974sprint_price_traitor "9000"
7975
7976// The sorting priority of the sprint in the shop menu for detectives.
7977// Default: "0"
7978sprint_sort_prio_detective "0"
7979
7980// The sorting priority of the sprint in the shop menu for traitors.
7981// Default: "0"
7982sprint_sort_prio_traitor "0"
7983
7984// Float value of sprint speed (X.33 = 33%)
7985// Default: "1.33"
7986sprint_speed "1.33"
7987
7988// Time in seconds with speed
7989// Default: "3.0"
7990sprint_speed_time "3.0"
7991
7992// The name of the entry in your databases.cfg
7993// Default: "ttt"
7994sql_database_entry_name "ttt"
7995
7996// The amount of retries after first failed connection
7997// Default: "3"
7998sql_max_retries "3"
7999
8000// Route voice between splitscreen players on same system.
8001// Flags: FCVAR_DEVELOPMENTONLY
8002// Default: "0"
8003ss_voice_hearpartner "0"
8004
8005// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8006// Default: "1"
8007steam_controller_haptics "1"
8008
8009// The server session ID for the new steamworks gamestats.
8010// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
8011// Default: "0"
8012steamworks_sessionid_server "0"
8013
8014// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8015// Default: "0"
8016step_spline "0"
8017
8018// Rebuild dictionary file on every level load
8019//
8020// Flags: FCVAR_DEVELOPMENTONLY
8021// Default: "0"
8022stringtable_alwaysrebuilddictionaries "0"
8023
8024// Show sizes of string tables when building for signon
8025//
8026// Flags: FCVAR_DEVELOPMENTONLY
8027// Default: "0"
8028stringtable_showsizes "0"
8029
8030// Use dictionaries for string table networking
8031//
8032// Flags: FCVAR_DEVELOPMENTONLY
8033// Default: "1"
8034stringtable_usedictionaries "1"
8035
8036// Flags: FCVAR_DEVELOPMENTONLY
8037// Default: "1"
8038studio_queue_mode "1"
8039
8040// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
8041// Default: "0.25"
8042suitvolume "0.25"
8043
8044// Linear acceleration amount (old value is 5.6)
8045// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8046// Default: "5.5"
8047sv_accelerate "5.5"
8048
8049// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8050// Default: "0"
8051sv_accelerate_debug_speed "0"
8052
8053// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8054// Default: "1"
8055sv_accelerate_use_weapon_speed "1"
8056
8057// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8058// Default: "0.87"
8059sv_air_max_horizontal_parachute_ratio "0.87"
8060
8061// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8062// Default: "240"
8063sv_air_max_horizontal_parachute_speed "240"
8064
8065// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8066// Default: "30"
8067sv_air_max_wishspeed "30"
8068
8069// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8070// Default: "0"
8071sv_air_pushaway_dist "0"
8072
8073// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8074// Default: "12"
8075sv_airaccelerate "12"
8076
8077// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8078// Default: "2.6"
8079sv_airaccelerate_parachute "2.6"
8080
8081// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8082// Default: "2.2"
8083sv_airaccelerate_rappel "2.2"
8084
8085// Players can receive all other players' text chat, team restrictions apply
8086// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_RELEASE
8087// Default: "1"
8088sv_allchat "1"
8089
8090// Enables old concommand execution behavior allowing remote clients to run any command not explicitly flagged as disallowed.
8091// Flags: FCVAR_RELEASE
8092// Default: "0"
8093sv_allow_legacy_cmd_execution_from_client "0"
8094
8095// Allows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set thirdperson without this convar being set)
8096// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8097// Default: "0"
8098sv_allow_thirdperson "0"
8099
8100// Allow voting?
8101// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8102// Default: "1"
8103sv_allow_votes "1"
8104
8105// Allow or disallow the wait command on clients connected to this server.
8106// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
8107// Default: "1"
8108sv_allow_wait_command "1"
8109
8110// Allow clients to download files
8111// Flags: FCVAR_RELEASE
8112// Default: "1"
8113sv_allowdownload "1"
8114
8115// Allow clients to upload customizations files
8116// Flags: FCVAR_RELEASE
8117// Default: "0"
8118sv_allowupload "0"
8119
8120// Deprecated. Replaced with sv_talk_enemy_dead and sv_talk_enemy_living.
8121// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8122// Default: "0"
8123sv_alltalk "0"
8124
8125// If set, server only simulates entities on even numbered ticks.
8126//
8127// Flags: FCVAR_RELEASE
8128// Default: "0"
8129sv_alternateticks "0"
8130
8131// Arms Race gun level after which vote to restart is disallowed
8132// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8133// Default: "0"
8134sv_arms_race_vote_to_restart_disallowed_after "0"
8135
8136// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8137// Default: "5"
8138sv_assassination_target_ratio "5"
8139
8140// Adjust the difficulty of bots each round based on contribution score.
8141// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8142// Default: "1"
8143sv_auto_adjust_bot_difficulty "1"
8144
8145// When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match
8146// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8147// Default: "1"
8148sv_auto_full_alltalk_during_warmup_half_end "1"
8149
8150// Players automatically re-jump while holding jump button
8151// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8152// Default: "0"
8153sv_autobunnyhopping "0"
8154
8155// Enable automatic ammo purchase when inside buy zones during buy periods
8156// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8157// Default: "0"
8158sv_autobuyammo "0"
8159
8160// Set to 1 to autosave game on level transition. Does not affect autosave triggers.
8161// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8162// Default: "1"
8163sv_autosave "1"
8164
8165// How much to slow down backwards motion
8166// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8167// Default: "0.6"
8168sv_backspeed "0.6"
8169
8170// If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.
8171// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8172// Default: "0"
8173sv_benchmark_autovprofrecord "0"
8174
8175// If > 0, then it only runs the benchmark for this # of ticks.
8176// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8177// Default: "3300"
8178sv_benchmark_numticks "3300"
8179
8180// Set to values other than 0 to select a bonus map challenge type.
8181// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8182// Default: "0"
8183sv_bonus_challenge "0"
8184
8185// Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
8186// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8187// Min: "0"
8188// Default: "1"
8189sv_bot_buy_decoy_weight "1"
8190
8191// Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
8192// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8193// Min: "0"
8194// Default: "1"
8195sv_bot_buy_flash_weight "1"
8196
8197// Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)
8198// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8199// Min: "0" Max: "100"
8200// Default: "33"
8201sv_bot_buy_grenade_chance "33"
8202
8203// Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
8204// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8205// Min: "0"
8206// Default: "6"
8207sv_bot_buy_hegrenade_weight "6"
8208
8209// Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
8210// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8211// Min: "0"
8212// Default: "1"
8213sv_bot_buy_molotov_weight "1"
8214
8215// Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
8216// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8217// Min: "0"
8218// Default: "1"
8219sv_bot_buy_smoke_weight "1"
8220
8221// Bot difficulty while playing with Gamepad device
8222// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
8223// Default: "0"
8224sv_bot_difficulty_gamepad "0"
8225
8226// Bot difficulty while playing with Hydra device
8227// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
8228// Default: "0"
8229sv_bot_difficulty_hydra "0"
8230
8231// Bot difficulty while playing with Keyboard/Mouse device
8232// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
8233// Default: "0"
8234sv_bot_difficulty_kbm "0"
8235
8236// Bot difficulty while playing with PS3Move device
8237// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
8238// Default: "0"
8239sv_bot_difficulty_ps3move "0"
8240
8241// Bot difficulty while playing with SharpShooter device
8242// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_MATERIAL_SYSTEM|FCVAR_REPLICATED
8243// Default: "0"
8244sv_bot_difficulty_sharpshooter "0"
8245
8246// If set, this strips the bots of their weapons every round and forces them to rebuy.
8247// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8248// Default: "0"
8249sv_bots_force_rebuy_every_round "0"
8250
8251// If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.
8252// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8253// Default: "0"
8254sv_bots_get_easier_each_win "0"
8255
8256// If > 0, some # of bots will raise thier difficulty each time CTs beat a Guardian wave. The argument defines how many will raise their difficulty each time
8257// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8258// Default: "0"
8259sv_bots_get_harder_after_each_wave "0"
8260
8261// Bounce multiplier for when physically simulated objects collide with other objects.
8262// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8263// Default: "0"
8264sv_bounce "0"
8265
8266// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8267// Default: "0.3"
8268sv_breachcharge_arm_delay "0.3"
8269
8270// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8271// Default: "0.8"
8272sv_breachcharge_delay_max "0.8"
8273
8274// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8275// Default: "0"
8276sv_breachcharge_delay_min "0"
8277
8278// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8279// Default: "1200"
8280sv_breachcharge_distance_max "1200"
8281
8282// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8283// Default: "600"
8284sv_breachcharge_distance_min "600"
8285
8286// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8287// Default: "1.0"
8288sv_breachcharge_fuse_max "1.0"
8289
8290// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8291// Default: "0.7"
8292sv_breachcharge_fuse_min "0.7"
8293
8294// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8295// Default: "8"
8296sv_broadcast_ugc_download_progress_interval "8"
8297
8298// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8299// Default: "0"
8300sv_broadcast_ugc_downloads "0"
8301
8302// Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
8303// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8304// Default: "-1"
8305sv_buy_status_override "-1"
8306
8307// If set to 1, does an optimization to prevent extra SendTable_Encode calls.
8308// Flags: FCVAR_DEVELOPMENTONLY
8309// Default: "1"
8310sv_cacheencodedents "1"
8311
8312// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8313// Default: "-1"
8314sv_chat_proximity "-1"
8315
8316// Allow cheats on server
8317// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8318// Default: "0"
8319sv_cheats "1"
8320
8321// Whether the server will attempt to clamp velocities that could cause physics bugs or crashes.
8322// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8323// Default: "1"
8324sv_clamp_unsafe_velocities "1"
8325
8326// cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
8327// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
8328// Default: "0"
8329sv_client_cmdrate_difference "0"
8330
8331// This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
8332// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
8333// Default: "5"
8334sv_client_max_interp_ratio "5"
8335
8336// This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
8337// -1 = let clients set cl_interp_ratio to anything
8338// any other value = set minimum value for cl_interp_ratio
8339// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
8340// Default: "1"
8341sv_client_min_interp_ratio "1"
8342
8343// This can be used to force the value of cl_predict for connected clients (only while they are connected).
8344// -1 = let clients set cl_predict to anything
8345// 0 = force cl_predict to 0
8346// 1 = force cl_predict to 1
8347// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
8348// Default: "-1"
8349sv_client_predict "-1"
8350
8351// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8352// Default: "1"
8353sv_clip_penetration_traces_to_players "1"
8354
8355// The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
8356// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8357// Default: "30"
8358sv_clockcorrection_msecs "30"
8359
8360// When set, ignores coach communication restrictions.
8361// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8362// Default: "0"
8363sv_coach_comm_unrestricted "0"
8364
8365// Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )
8366// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8367// Default: "0"
8368sv_coaching_enabled "0"
8369
8370// Set this to 1 to allow direct connects in Competitive mode
8371// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8372// Default: "0"
8373sv_comp_mode_allow_dc "0"
8374
8375// Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
8376// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8377// Default: "1"
8378sv_competitive_minspec "1"
8379
8380// Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
8381// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8382// Default: "0"
8383sv_competitive_official_5v5 "0"
8384
8385// 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot
8386// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8387// Default: "0"
8388sv_compute_per_bot_difficulty "0"
8389
8390// Whether the server enforces file consistency for critical files
8391// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
8392// Default: "0"
8393sv_consistency "0"
8394
8395// Contact email for server sysop
8396// Flags: FCVAR_NOTIFY|FCVAR_RELEASE
8397// Default: ""
8398sv_contact ""
8399
8400// Do extended check for encoding of timestamps against tickcount
8401// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_CHEAT
8402// Default: "1"
8403sv_creationtickcheck "1"
8404
8405// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8406// Default: "200"
8407sv_cs_player_speed_has_hostage "200"
8408
8409// Force cts to spawn on a bombsite
8410// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8411// Default: "-1"
8412sv_ct_spawn_on_bombsite "-1"
8413
8414// Turn this off to disable the player's damage feed in the console after getting killed.
8415// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8416// Default: "1"
8417sv_damage_print_enable "1"
8418
8419// Set this to 0 to allow direct connects to a game in progress even if no presents are present
8420// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8421// Default: "0"
8422sv_dc_friends_reqd "0"
8423
8424// Dead players can speak (voice, text) to the living
8425// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8426// Default: "0"
8427sv_deadtalk "0"
8428
8429// Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
8430// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8431// Default: "0"
8432sv_debug_player_use "0"
8433
8434// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8435// Default: "0"
8436sv_debug_ugc_downloads "0"
8437
8438// Make sure entities correctly report whether or not their network data has changed.
8439// Flags: FCVAR_RELEASE
8440// Default: "0"
8441sv_debugmanualmode "0"
8442
8443// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8444// Default: "0"
8445sv_debugroundstats "0"
8446
8447// Show temp entity bandwidth usage.
8448// Flags: FCVAR_DEVELOPMENTONLY
8449// Default: "0"
8450sv_debugtempentities "0"
8451
8452// Buffer size for delta entities
8453// Flags: FCVAR_DEVELOPMENTONLY
8454// Default: "196608"
8455sv_delta_entity_full_buffer_size "196608"
8456
8457// Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
8458// Flags: FCVAR_DEVELOPMENTONLY
8459// Default: "0"
8460sv_deltaprint "0"
8461
8462// Enable profiling of CalcDelta calls
8463// Flags: FCVAR_DEVELOPMENTONLY
8464// Default: "0"
8465sv_deltatime "0"
8466
8467// If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]
8468// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8469// Default: "0"
8470sv_disable_immunity_alpha "1"
8471
8472// Prevent the motd from showing.
8473// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
8474// Default: "1"
8475sv_disable_motd "1"
8476
8477// Disallow interpolating between observer targets on this server.
8478// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8479// Default: "0"
8480sv_disable_observer_interpolation "0"
8481
8482// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
8483// Default: "1"
8484sv_disable_pas "1"
8485
8486// debug - disable trace query cache
8487// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
8488// Default: "0"
8489sv_disable_querycache "0"
8490
8491// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8492// Default: "0"
8493sv_disable_radar "0"
8494
8495// Turn on/off freezecam on server
8496// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8497// Default: "0"
8498sv_disablefreezecam "0"
8499
8500// Location from which clients can download missing files
8501// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
8502// Default: ""
8503sv_downloadurl "http://fast.outbreak-community.de/csgo"
8504
8505// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8506// Default: "2"
8507sv_drowning_damage_initial "2"
8508
8509// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8510// Default: "5"
8511sv_drowning_damage_max "5"
8512
8513// Flags: FCVAR_CHEAT
8514// Default: "0"
8515sv_dumpstringtables "0"
8516
8517// When enabled player names won't have the (#) in front of their names its the same as another player.
8518// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
8519// Default: "0"
8520sv_duplicate_playernames_ok "0"
8521
8522// Whether players are automatically assigned a DZ team
8523// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8524// Default: "1"
8525sv_dz_autojointeam "1"
8526
8527// Size of a cash bundle
8528// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8529// Default: "50"
8530sv_dz_cash_bundle_size "50"
8531
8532// Cash bundles to award for a successful contract kill
8533// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8534// Default: "10"
8535sv_dz_contractkill_reward "10"
8536
8537// Number of cash bundles to award for exploring a new sector
8538// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8539// Default: "2"
8540sv_dz_exploration_payment_amount "2"
8541
8542// Number of cash bundles to award for rescuing a hostage
8543// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8544// Default: "10"
8545sv_dz_hostage_rescue_reward "10"
8546
8547// Whether non-server admins are allowed to use the dz_jointeam command
8548// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8549// Default: "0"
8550sv_dz_jointeam_allowed "0"
8551
8552// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8553// Default: "120"
8554sv_dz_player_max_health "120"
8555
8556// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8557// Default: "0"
8558sv_dz_player_spawn_armor "0"
8559
8560// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8561// Default: "120"
8562sv_dz_player_spawn_health "120"
8563
8564// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8565// Default: "800"
8566sv_dz_show_enemy_name_scope_range "800"
8567
8568// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8569// Default: "0"
8570sv_dz_show_security_door_item_price "0"
8571
8572// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8573// Default: "0"
8574sv_dz_show_weapon_spawns "0"
8575
8576// Number of players per team
8577// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8578// Default: "1"
8579sv_dz_team_count "1"
8580
8581// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8582// Default: "1"
8583sv_dz_warmup_tablet "1"
8584
8585// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8586// Default: "weapon_glock"
8587sv_dz_warmup_weapon "weapon_glock"
8588
8589// How many money stacks players are rewarded each danger zone wave
8590// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8591// Default: "15"
8592sv_dz_zone_bombdrop_money_reward "15"
8593
8594// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT|FCVAR_RELEASE
8595// Default: "1"
8596sv_dz_zone_damage "1"
8597
8598// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8599// Default: "2200"
8600sv_dz_zone_hex_radius "2200"
8601
8602// When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
8603// Flags: FCVAR_RELEASE
8604// Default: "0"
8605sv_enable_delta_packing "0"
8606
8607// Allow player speed to exceed maximum running speed
8608// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8609// Default: "0"
8610sv_enablebunnyhopping "0"
8611
8612// Enable support for old style (HL1) server queries
8613// Flags: FCVAR_DEVELOPMENTONLY
8614// Default: "0"
8615sv_enableoldqueries "0"
8616
8617// The time between drops on the end match scoreboard
8618// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8619// Default: "1.0"
8620sv_endmatch_item_drop_interval "1.0"
8621
8622// The time between drops on the end match scoreboard for ancient items
8623// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8624// Default: "3.5"
8625sv_endmatch_item_drop_interval_ancient "3.5"
8626
8627// The time between drops on the end match scoreboard for legendary items
8628// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8629// Default: "2.0"
8630sv_endmatch_item_drop_interval_legendary "2.0"
8631
8632// The time between drops on the end match scoreboard for mythical items
8633// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8634// Default: "1.25"
8635sv_endmatch_item_drop_interval_mythical "1.25"
8636
8637// The time between drops on the end match scoreboard for rare items
8638// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8639// Default: "1.0"
8640sv_endmatch_item_drop_interval_rare "1.0"
8641
8642// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8643// Default: "1"
8644sv_env_entity_makers_enabled "1"
8645
8646// Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
8647// Flags: FCVAR_DEVELOPMENTONLY
8648// Default: "15.0"
8649sv_extra_client_connect_time "15.0"
8650
8651// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8652// Default: "0"
8653sv_extract_ammo_from_dropped_weapons "0"
8654
8655// Number of degrees of aim 'fishtail' when making an extreme strafe direction change
8656// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8657// Min: "-5" Max: "5"
8658// Default: "0"
8659sv_extreme_strafe_accuracy_fishtail "0"
8660
8661// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8662// Default: "1"
8663sv_falldamage_scale "1"
8664
8665// Scale damage when distributed across two players
8666// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8667// Default: "1"
8668sv_falldamage_to_below_player_multiplier "1"
8669
8670// Landing on a another player's head gives them this ratio of the damage.
8671// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8672// Default: "0"
8673sv_falldamage_to_below_player_ratio "0"
8674
8675// Set packet filtering by IP mode
8676// Flags: FCVAR_DEVELOPMENTONLY
8677// Default: "1"
8678sv_filterban "1"
8679
8680// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8681// Default: "1.8"
8682sv_fistpoint_delay "1.8"
8683
8684// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8685// Default: "25"
8686sv_fistpunch_blocked_damage "25"
8687
8688// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8689// Default: "10"
8690sv_fistpunch_damage "10"
8691
8692// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8693// Default: "20"
8694sv_fistpunch_damage_hard "20"
8695
8696// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8697// Default: "1.5"
8698sv_fistpunch_damage_to_player_multiplier "1.5"
8699
8700// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8701// Default: "1"
8702sv_fistpunch_impact_sounds "1"
8703
8704// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8705// Default: "40"
8706sv_fistpunch_viewmove "40"
8707
8708// Flashbang strength
8709// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8710// Min: "2" Max: "8"
8711// Default: "3.55"
8712sv_flashbang_strength "3.55"
8713
8714// How frequent to hear the player's step sound or how fast they appear to be running from first person.
8715// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
8716// Default: "0.97"
8717sv_footstep_sound_frequency "0.97"
8718
8719// Play footstep sound for players
8720// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
8721// Default: "1"
8722sv_footsteps "1"
8723
8724// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8725// Default: "0"
8726sv_force_reflections "0"
8727
8728// Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
8729// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8730// Default: "0"
8731sv_force_transmit_ents "0"
8732
8733// Will transmit players to all clients regardless of PVS checks.
8734// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8735// Default: "0"
8736sv_force_transmit_players "0"
8737
8738// Force server side preloading.
8739// Flags: FCVAR_ARCHIVE
8740// Default: "0"
8741sv_forcepreload "0"
8742
8743// World friction.
8744// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8745// Default: "5.2"
8746sv_friction "5.2"
8747
8748// Any player (including Spectator team) can speak to any other player
8749// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8750// Default: "0"
8751sv_full_alltalk "0"
8752
8753// Force all clients to disable their game instructors.
8754// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8755// Default: "0"
8756sv_gameinstructor_disable "0"
8757
8758// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8759// Default: "0"
8760sv_grassburn "0"
8761
8762// World gravity.
8763// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8764// Default: "800"
8765sv_gravity "800"
8766
8767// Shows grenade trajectory visualization in-game.
8768// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
8769// Default: "0"
8770sv_grenade_trajectory "0"
8771
8772// Dot-dash style grenade trajectory arc
8773// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8774// Default: "0"
8775sv_grenade_trajectory_dash "0"
8776
8777// Visible thickness of grenade trajectory arc
8778// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8779// Min: "0.1" Max: "1"
8780// Default: "0.2"
8781sv_grenade_trajectory_thickness "0.2"
8782
8783// Length of time grenade trajectory remains visible.
8784// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8785// Min: "0.1" Max: "20"
8786// Default: "20"
8787sv_grenade_trajectory_time "20"
8788
8789// Length of time grenade trajectory remains visible as a spectator.
8790// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8791// Min: "0" Max: "8"
8792// Default: "4"
8793sv_grenade_trajectory_time_spectator "4"
8794
8795// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8796// Default: "0"
8797sv_guardian_heavy_all "0"
8798
8799// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8800// Default: "0"
8801sv_guardian_heavy_count "0"
8802
8803// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8804// Default: "0"
8805sv_guardian_max_wave_for_heavy "0"
8806
8807// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8808// Default: "0"
8809sv_guardian_min_wave_for_heavy "0"
8810
8811// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8812// Default: "0"
8813sv_health_approach_enabled "0"
8814
8815// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8816// Default: "10"
8817sv_health_approach_speed "10"
8818
8819// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8820// Default: "1"
8821sv_hegrenade_damage_multiplier "1"
8822
8823// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8824// Default: "1"
8825sv_hegrenade_radius_multiplier "1"
8826
8827// # of milliseconds to sleep per frame while hibernating
8828// Flags: FCVAR_RELEASE
8829// Default: "20"
8830sv_hibernate_ms "5"
8831
8832// # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
8833// Flags: FCVAR_RELEASE
8834// Default: "20"
8835sv_hibernate_ms_vgui "20"
8836
8837// # of seconds to wait after final client leaves before hibernating.
8838// Flags: FCVAR_RELEASE
8839// Default: "5"
8840sv_hibernate_postgame_delay "5"
8841
8842// When enabled will punt all GOTV clients during hibernation
8843// Flags: FCVAR_RELEASE
8844// Default: "0"
8845sv_hibernate_punt_tv_clients "0"
8846
8847// Puts the server into extremely low CPU usage mode when no clients connected
8848// Flags: FCVAR_RELEASE
8849// Default: "1"
8850sv_hibernate_when_empty "0"
8851
8852// 0 = OFF, 1 = Halloween, 2 = Winter
8853// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8854// Default: "0"
8855sv_holiday_mode "0"
8856
8857// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
8858// Default: "0"
8859sv_hosting_lobby "0"
8860
8861// Turn off Fire in the hole messages
8862// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8863// Default: "0"
8864sv_ignoregrenaderadio "0"
8865
8866// Player's active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the magazine.
8867// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8868// Default: "0"
8869sv_infinite_ammo "0"
8870
8871// Enable instanced baselines. Saves network overhead.
8872// Flags: FCVAR_DEVELOPMENTONLY
8873// Default: "1"
8874sv_instancebaselines "1"
8875
8876// Initial upward velocity for player jumps; sqrt(2*gravity*height).
8877// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8878// Min: "0"
8879// Default: "301.993377"
8880sv_jump_impulse "301.993377"
8881
8882// How long should a kick ban from the server should last (in minutes)
8883// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
8884// Default: "15"
8885sv_kick_ban_duration "15"
8886
8887// (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
8888// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8889// Default: "1"
8890sv_kick_players_with_cooldown "1"
8891
8892// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8893// Default: "0"
8894sv_knife_attack_extend_from_player_aabb "0"
8895
8896// Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
8897// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8898// Min: "-1" Max: "1"
8899// Default: "-0.707"
8900sv_ladder_angle "-0.707"
8901
8902// Amount to dampen perpendicular movement on a ladder
8903// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8904// Min: "0" Max: "1"
8905// Default: "0.2"
8906sv_ladder_dampen "0.2"
8907
8908// Scale top speed on ladders
8909// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8910// Min: "0" Max: "1"
8911// Default: "0.78"
8912sv_ladder_scale_speed "0.78"
8913
8914// Player can lag compensate themselves.
8915// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
8916// Default: "0"
8917sv_lagcompensateself "0"
8918
8919// Don't test validity of a lag comp restore, just do it.
8920// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
8921// Default: "1"
8922sv_lagcompensationforcerestore "1"
8923
8924// Flushes entity bone cache on lag compensation
8925// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8926// Default: "1"
8927sv_lagflushbonecache "1"
8928
8929// Push computed lag compensation amount by this many ticks.
8930// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
8931// Default: "0"
8932sv_lagpushticks "0"
8933
8934// Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
8935// Flags: FCVAR_RELEASE
8936// Default: "0"
8937sv_lan "0"
8938
8939// 1=Only improves success of jump+ducks to windows or vents (jump+duck to duck), 2=Improves success of all jump+ducks to ledges, 3=if you can get your eyes above it, you'll pull yourself up
8940// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
8941// Default: "1"
8942sv_ledge_mantle_helper "1"
8943
8944// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
8945// Default: "0"
8946sv_ledge_mantle_helper_debug "0"
8947
8948// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
8949// Default: ""
8950sv_log_http_record_before_any_listeners ""
8951
8952// Log server information to only one file.
8953// Flags: FCVAR_ARCHIVE
8954// Default: "0"
8955sv_log_onefile "0"
8956
8957// Log server bans in the server logs.
8958// Flags: FCVAR_ARCHIVE
8959// Default: "0"
8960sv_logbans "1"
8961
8962// If true when log when a query is blocked (can cause very large log files)
8963// Flags: FCVAR_RELEASE
8964// Default: "0"
8965sv_logblocks "0"
8966
8967// Flags: FCVAR_DEVELOPMENTONLY
8968// Default: "0"
8969sv_logdownloadlist "0"
8970
8971// Echo log information to the console.
8972// Flags: FCVAR_ARCHIVE
8973// Default: "1"
8974sv_logecho "1"
8975
8976// Log server information in the log file.
8977// Flags: FCVAR_ARCHIVE
8978// Default: "1"
8979sv_logfile "1"
8980
8981// Flush the log file to disk on each write (slow).
8982// Flags: FCVAR_ARCHIVE
8983// Default: "0"
8984sv_logflush "0"
8985
8986// Folder in the game directory where server logs will be stored.
8987// Flags: FCVAR_ARCHIVE
8988// Default: "logs"
8989sv_logsdir "logs"
8990
8991// If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)
8992// Flags: FCVAR_RELEASE
8993// Default: "0"
8994sv_logsecret "0"
8995
8996// Uses a specific outgoing socket for sv udp logging
8997// Flags: FCVAR_RELEASE
8998// Default: "1"
8999sv_logsocket "1"
9000
9001// Uses a specific outgoing socket for second source of sv udp logging
9002// Flags: FCVAR_RELEASE
9003// Default: "1"
9004sv_logsocket2 "1"
9005
9006// Uses a substring match for second source of sv udp logging
9007// Flags: FCVAR_RELEASE
9008// Default: ""
9009sv_logsocket2_substr ""
9010
9011// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9012// Default: "0"
9013sv_massreport "0"
9014
9015// Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to communicate to the master server on.
9016// Flags: FCVAR_DEVELOPMENTONLY
9017// Default: "1"
9018sv_master_share_game_socket "1"
9019
9020// Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented
9021// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9022// Default: "1"
9023sv_matchend_drops_enabled "1"
9024
9025// When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
9026// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9027// Default: "0"
9028sv_matchpause_auto_5v5 "0"
9029
9030// Determines max allowed net_graph value for clients.
9031// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9032// Default: "1"
9033sv_max_allowed_net_graph "1"
9034
9035// Maximum distance to transmit footstep sound effects.
9036// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9037// Default: "1250.0"
9038sv_max_distance_transmit_footsteps "1250.0"
9039
9040// Max dropped packets to process. Lower settings prevent lagged players from simulating too far in the past. Setting of 0 disables cap.
9041// Flags: FCVAR_RELEASE
9042// Default: "10"
9043sv_max_dropped_packets_to_process "10"
9044
9045// Maximum queries per second to respond to from a single IP address.
9046// Flags: FCVAR_RELEASE
9047// Default: "10.0"
9048sv_max_queries_sec "10.0"
9049
9050// Maximum queries per second to respond to from anywhere.
9051// Flags: FCVAR_RELEASE
9052// Default: "500"
9053sv_max_queries_sec_global "500"
9054
9055// Window over which to average queries per second averages.
9056// Flags: FCVAR_RELEASE
9057// Default: "50000"
9058sv_max_queries_tracked_ips_max "50000"
9059
9060// Window over which to average queries per second averages.
9061// Flags: FCVAR_RELEASE
9062// Default: "10"
9063sv_max_queries_tracked_ips_prune "10"
9064
9065// Window over which to average queries per second averages.
9066// Flags: FCVAR_RELEASE
9067// Default: "30"
9068sv_max_queries_window "30"
9069
9070// Prevents clients from running usercmds too far in the future. Prevents speed hacks.
9071// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9072// Default: "8"
9073sv_max_usercmd_future_ticks "8"
9074
9075// Maximum move magnitude that can be requested by client.
9076// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9077// Default: "1000"
9078sv_max_usercmd_move_magnitude "1000"
9079
9080// Flags: FCVAR_DEVELOPMENTONLY
9081// Default: "128"
9082sv_maxclientframes "128"
9083
9084// (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
9085// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_REPLICATED
9086// Default: "64"
9087sv_maxcmdrate "64"
9088
9089// Max bandwidth rate allowed on server, 0 == unlimited
9090// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
9091// Min: "0" Max: "786432"
9092// Default: "0"
9093sv_maxrate "0"
9094
9095// Maximum replay time in seconds
9096// Flags: FCVAR_DEVELOPMENTONLY
9097// Min: "0" Max: "30"
9098// Default: "0"
9099sv_maxreplay "0"
9100
9101// Server upper bound on net_maxroutable that a client can use.
9102// Flags: FCVAR_DEVELOPMENTONLY
9103// Min: "576" Max: "1200"
9104// Default: "1200"
9105sv_maxroutable "1200"
9106
9107// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9108// Default: "320"
9109sv_maxspeed "320"
9110
9111// Maximum lag compensation in seconds
9112// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9113// Min: "0" Max: "1"
9114// Default: "0.200"
9115sv_maxunlag "0.200"
9116
9117// Maximum updates per second that the server will allow
9118// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
9119// Default: "64"
9120sv_maxupdaterate "64"
9121
9122// If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.
9123// Flags: FCVAR_RELEASE
9124// Default: "0"
9125sv_maxuptimelimit "0"
9126
9127// Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions
9128// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9129// Default: "16"
9130sv_maxusrcmdprocessticks "16"
9131
9132// Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server tick; 2+: hold multiple ticks)
9133// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9134// Default: "1"
9135sv_maxusrcmdprocessticks_holdaim "1"
9136
9137// Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled
9138// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9139// Default: "-1"
9140sv_maxusrcmdprocessticks_warning "-1"
9141
9142// Maximum speed any ballistically moving object is allowed to attain per axis.
9143// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9144// Default: "3500"
9145sv_maxvelocity "3500"
9146
9147// If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
9148// Flags: FCVAR_RELEASE
9149// Default: "0"
9150sv_memlimit "0"
9151
9152// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9153// Default: "260.0"
9154sv_min_jump_landing_sound "260.0"
9155
9156// This sets the minimum value for cl_cmdrate. 0 == unlimited.
9157// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
9158// Default: "64"
9159sv_mincmdrate "64"
9160
9161// Min bandwidth rate allowed on server, 0 == unlimited
9162// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
9163// Min: "0" Max: "786432"
9164// Default: "16000"
9165sv_minrate "16000"
9166
9167// Minimum updates per second that the server will allow
9168// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
9169// Default: "64"
9170sv_minupdaterate "64"
9171
9172// If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardless of sv_memlimit.
9173// Flags: FCVAR_RELEASE
9174// Default: "0"
9175sv_minuptimelimit "0"
9176
9177// Server queue reservation
9178// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_DONTRECORD
9179// Default: ""
9180sv_mmqueue_reservation ""
9181
9182// Extended time in seconds before mmqueue reservation expires.
9183// Flags: FCVAR_DEVELOPMENTONLY
9184// Min: "5" Max: "180"
9185// Default: "21"
9186sv_mmqueue_reservation_extended_timeout "21"
9187
9188// Time in seconds before mmqueue reservation expires.
9189// Flags: FCVAR_DEVELOPMENTONLY
9190// Min: "5" Max: "180"
9191// Default: "21"
9192sv_mmqueue_reservation_timeout "21"
9193
9194// Flags: FCVAR_DEVELOPMENTONLY
9195// Default: "32"
9196sv_multiplayer_maxtempentities "32"
9197
9198// Flags: FCVAR_DEVELOPMENTONLY
9199// Default: "20"
9200sv_multiplayer_sounds "20"
9201
9202// Test networking visibility distance
9203// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CHEAT
9204// Default: "10000"
9205sv_netvisdist "10000"
9206
9207// Flags: FCVAR_DEVELOPMENTONLY
9208// Default: "1"
9209sv_new_delta_bits "1"
9210
9211// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_NOTIFY|FCVAR_REPLICATED
9212// Default: "5"
9213sv_noclipaccelerate "5"
9214
9215// If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
9216// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9217// Default: "0"
9218sv_noclipduringpause "0"
9219
9220// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_NOTIFY|FCVAR_REPLICATED
9221// Default: "5"
9222sv_noclipspeed "5"
9223
9224// Disable MVP awards.
9225// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9226// Default: "0"
9227sv_nomvp "0"
9228
9229// Disable nemesis and revenge.
9230// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9231// Default: "0"
9232sv_nonemesis "0"
9233
9234// Turn on/off win panel on server
9235// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9236// Default: "0"
9237sv_nowinpanel "0"
9238
9239// NPCs over this distance from the player won't attempt to speak.
9240// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9241// Default: "1024"
9242sv_npc_talker_maxdist "1024"
9243
9244// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9245// Default: "1"
9246sv_occlude_players "1"
9247
9248// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9249// Default: "1"
9250sv_optimizedmovement "1"
9251
9252// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9253// Default: "0"
9254sv_outofammo_indicator "0"
9255
9256// Flags: FCVAR_RELEASE
9257// Default: "1"
9258sv_parallel_packentities "0"
9259
9260// Pack and send snapshots in parallel for smoother server tick rate at the expense of spending more CPU.
9261// Flags: FCVAR_RELEASE
9262// Default: "0"
9263sv_parallel_send "0"
9264
9265// Flags: FCVAR_RELEASE
9266// Default: "0"
9267sv_parallel_sendsnapshot "0"
9268
9269// Party!!
9270// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9271// Default: "0"
9272sv_party_mode "0"
9273
9274// Server password for entry into multiplayer games
9275// Flags: FCVAR_PROTECTED|FCVAR_NOTIFY|FCVAR_DONTRECORD|FCVAR_RELEASE
9276// Default: ""
9277sv_password ""
9278
9279// Is the server pausable.
9280// Flags: FCVAR_RELEASE
9281// Default: "0"
9282sv_pausable "0"
9283
9284// Whether listen server is pausable when running -dev and playing solo against bots
9285// Flags: FCVAR_DEVELOPMENTONLY
9286// Default: "1"
9287sv_pausable_dev "1"
9288
9289// Whether dedicated server is pausable when running -dev and playing solo against bots
9290// Flags: FCVAR_DEVELOPMENTONLY
9291// Default: "0"
9292sv_pausable_dev_ds "0"
9293
9294// What type of penertration to use. 0 = old CS, 1 = new penetration
9295// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9296// Default: "1"
9297sv_penetration_type "1"
9298
9299// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9300// Default: "0"
9301sv_phys_props_block_movers "0"
9302
9303// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9304// Default: "-200"
9305sv_player_parachute_velocity "-200"
9306
9307// Number of samples to maintain in player perf history
9308// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9309// Min: "1" Max: "128"
9310// Default: "20"
9311sv_playerperfhistorycount "20"
9312
9313// When this setting is enabled only prime users can connect to this game server.
9314// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9315// Default: "0"
9316sv_prime_accounts_only "0"
9317
9318// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9319// Default: "1"
9320sv_prop_door_open_speed_scale "1"
9321
9322// Minimum number of file hashes to agree to form a consensus.
9323// Flags: FCVAR_RELEASE
9324// Default: "99999999"
9325sv_pure_consensus "99999999"
9326
9327// If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
9328// Flags: FCVAR_RELEASE
9329// Default: "1"
9330sv_pure_kick_clients "1"
9331
9332// Seconds of server idle time to flush the sv_pure file hash cache.
9333// Flags: FCVAR_RELEASE
9334// Default: "900"
9335sv_pure_retiretime "900"
9336
9337// If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
9338// Flags: FCVAR_RELEASE
9339// Default: "0"
9340sv_pure_trace "0"
9341
9342// Clientside physics push away (0=off, 1=only localplayer, 1=all players)
9343// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9344// Default: "0"
9345sv_pushaway_clientside "0"
9346
9347// Minimum size of pushback objects
9348// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9349// Default: "15"
9350sv_pushaway_clientside_size "15"
9351
9352// How hard physics objects are pushed away from the players on the server.
9353// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9354// Default: "30000"
9355sv_pushaway_force "30000"
9356
9357// How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
9358// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9359// Default: "20000"
9360sv_pushaway_hostage_force "20000"
9361
9362// Maximum amount of force applied to physics objects by players.
9363// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9364// Default: "1000"
9365sv_pushaway_max_force "1000"
9366
9367// Maximum of how hard the hostage is pushed away from physics objects.
9368// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9369// Default: "1000"
9370sv_pushaway_max_hostage_force "1000"
9371
9372// Maximum of how hard the player is pushed away from physics objects.
9373// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9374// Default: "10000"
9375sv_pushaway_max_player_force "10000"
9376
9377// If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
9378// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9379// Default: "75"
9380sv_pushaway_min_player_speed "75"
9381
9382// How hard the player is pushed away from physics objects (falls off with inverse square of distance).
9383// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9384// Default: "200000"
9385sv_pushaway_player_force "200000"
9386
9387// Skips SetupBones when npc's are outside the PVS
9388// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
9389// Default: "1"
9390sv_pvsskipanimation "1"
9391
9392// How many string commands per second clients are allowed to submit, 0 to disallow all string commands
9393// Flags: FCVAR_RELEASE
9394// Default: "40"
9395sv_quota_stringcmdspersecond "40"
9396
9397// Number of minutes to ban users who fail rcon authentication
9398// Flags: FCVAR_DEVELOPMENTONLY
9399// Min: "0"
9400// Default: "0"
9401sv_rcon_banpenalty "0"
9402
9403// Enable/disable rcon logging.
9404// Flags: FCVAR_DEVELOPMENTONLY
9405// Default: "1"
9406sv_rcon_log "1"
9407
9408// Max number of times a user can fail rcon authentication before being banned
9409// Flags: FCVAR_DEVELOPMENTONLY
9410// Min: "1" Max: "20"
9411// Default: "10"
9412sv_rcon_maxfailures "10"
9413
9414// Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
9415// Flags: FCVAR_DEVELOPMENTONLY
9416// Min: "1" Max: "20"
9417// Default: "5"
9418sv_rcon_minfailures "5"
9419
9420// Number of seconds to track failed rcon authentications
9421// Flags: FCVAR_DEVELOPMENTONLY
9422// Min: "1"
9423// Default: "30"
9424sv_rcon_minfailuretime "30"
9425
9426// When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'
9427// Flags: FCVAR_RELEASE
9428// Default: ""
9429sv_rcon_whitelist_address ""
9430
9431// Turn on recording of per player item time data into the server log.
9432// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9433// Default: "0"
9434sv_record_item_time_data "0"
9435
9436// Cheat to test regenerative health systems
9437// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
9438// Default: "0"
9439sv_regeneration_force_on "0"
9440
9441// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9442// Default: "1.0"
9443sv_regeneration_wait_time "1.0"
9444
9445// The region of the world to report this server in.
9446// Flags: FCVAR_RELEASE
9447// Default: "-1"
9448sv_region "-1"
9449
9450// When enabled player avatars are exchanged via gameserver (0: off, 1: players, 2: server)
9451// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
9452// Default: "0"
9453sv_reliableavatardata "0"
9454
9455// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9456// Default: "1"
9457sv_remove_old_ugc_downloads "1"
9458
9459// If set to 1, the server records data needed to replay network stream from bot's perspective
9460// Flags: FCVAR_RELEASE
9461// Default: "1"
9462sv_replaybots "1"
9463
9464// Time in seconds given for a lobby reservation.
9465// Flags: FCVAR_DEVELOPMENTONLY
9466// Min: "3" Max: "30"
9467// Default: "5"
9468sv_reservation_grace "5"
9469
9470// Adjust server tickrate upon reservation
9471// Flags: FCVAR_RELEASE
9472// Default: "0"
9473sv_reservation_tickrate_adjustment "0"
9474
9475// Time in seconds before lobby reservation expires.
9476// Flags: FCVAR_RELEASE
9477// Min: "5" Max: "180"
9478// Default: "45"
9479sv_reservation_timeout "45"
9480
9481// Delay between the end match scoreboard being shown and the beginning of item drops.
9482// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9483// Default: "3.0"
9484sv_reward_drop_delay "3.0"
9485
9486// Max view roll angle
9487// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
9488// Default: "0"
9489sv_rollangle "0"
9490
9491// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
9492// Default: "200"
9493sv_rollspeed "200"
9494
9495// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9496// Default: "1"
9497sv_runcmds "1"
9498
9499// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9500// Default: "0.1"
9501sv_script_think_interval "0.1"
9502
9503// When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
9504// Flags: FCVAR_RELEASE
9505// Default: ""
9506sv_search_key ""
9507
9508// Force full sendtable sending path.
9509// Flags: FCVAR_DEVELOPMENTONLY
9510// Default: "0"
9511sv_sendtables "0"
9512
9513// A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
9514// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9515// Default: ""
9516sv_server_graphic1 ""
9517
9518// A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
9519// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9520// Default: ""
9521sv_server_graphic2 ""
9522
9523// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9524// Default: "1"
9525sv_server_verify_blood_on_player "1"
9526
9527// 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name
9528// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9529// Default: "0"
9530sv_show_bot_difficulty_in_name "0"
9531
9532// Print out props that are being culled/added by recipent proxies.
9533// Flags: FCVAR_RELEASE
9534// Default: "0"
9535sv_show_cull_props "0"
9536
9537// Force on if not prohibited
9538// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9539// Default: "0"
9540sv_show_team_equipment_force_on "0"
9541
9542// Determines whether +cl_show_team_equipment is prohibited.
9543// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9544// Default: "0"
9545sv_show_team_equipment_prohibit "0"
9546
9547// Shows the user messages that the server is sending to clients. Setting this to 2 will show the contents of the message
9548// Flags: FCVAR_DEVELOPMENTONLY
9549// Default: "0"
9550sv_show_usermessage "0"
9551
9552// Makes it so the voip icon is shown over enemies as well as allies when they are talking
9553// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9554// Default: "0"
9555sv_show_voip_indicator_for_enemies "0"
9556
9557// Show the (server) animation state for the specified entity (-1 for none).
9558// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CHEAT
9559// Default: "-1"
9560sv_showanimstate "-1"
9561
9562// Show activities in the (server) animation state display.
9563// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CHEAT
9564// Default: "0"
9565sv_showanimstate_activities "0"
9566
9567// 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
9568// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_CHEAT
9569// Default: "0"
9570sv_showanimstate_log "0"
9571
9572// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9573// Default: "0"
9574sv_showbullethits "0"
9575
9576// Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
9577// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9578// Default: "0"
9579sv_showimpacts "0"
9580
9581// Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
9582// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9583// Default: "0"
9584sv_showimpacts_penetration "0"
9585
9586// Duration bullet impact indicators remain before disappearing
9587// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9588// Min: "0" Max: "10"
9589// Default: "4"
9590sv_showimpacts_time "4"
9591
9592// Show bbox and dismount points for all ladders (must be set before level load.)
9593//
9594// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9595// Default: "0"
9596sv_showladders "0"
9597
9598// Show lag compensated hitboxes whenever a player is lag compensated.
9599// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
9600// Default: "0"
9601sv_showlagcompensation "0"
9602
9603// Duration to show lag-compensated hitboxes
9604// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
9605// Min: "0" Max: "10"
9606// Default: "4.0"
9607sv_showlagcompensation_duration "4.0"
9608
9609// Show lag compensated hitboxes for the specified player index whenever a player fires.
9610// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9611// Default: "0"
9612sv_showplayerhitboxes "0"
9613
9614// Number of extra signon state confirmations required to disconnect a misbehaving client.
9615// Flags: FCVAR_DEVELOPMENTONLY
9616// Default: "20"
9617sv_signon_dos_disconnect "20"
9618
9619// Dedicated server skirmish id to run
9620// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9621// Default: "0"
9622sv_skirmish_id "0"
9623
9624// Current name of the skybox texture
9625// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_REPLICATED
9626// Default: "sky_urb01"
9627sv_skyname "sky_dust"
9628
9629// Flags: FCVAR_DEVELOPMENTONLY
9630// Default: "1"
9631sv_sound_discardextraunreliable "1"
9632
9633// Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)
9634//
9635// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9636// Default: "-1"
9637sv_soundemitter_trace "-1"
9638
9639// specfies what version of soundemitter system to use
9640//
9641// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9642// Default: "2"
9643sv_soundemitter_version "2"
9644
9645// Players that have never moved since they spawned will drop the bomb after this amount of time.
9646// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9647// Default: "15"
9648sv_spawn_afk_bomb_drop_time "15"
9649
9650// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9651// Default: "8.0"
9652sv_spawn_rappel_min_duration "8.0"
9653
9654// Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody
9655// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9656// Default: "1"
9657sv_spec_hear "1"
9658
9659// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9660// Min: "0" Max: "60"
9661// Default: "0"
9662sv_spec_post_death_additional_time "0"
9663
9664// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9665// Default: "0.0"
9666sv_spec_use_tournament_content_standards "0.0"
9667
9668// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_NOTIFY|FCVAR_REPLICATED
9669// Default: "5"
9670sv_specaccelerate "5"
9671
9672// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_NOTIFY|FCVAR_REPLICATED
9673// Default: "1"
9674sv_specnoclip "1"
9675
9676// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_NOTIFY|FCVAR_REPLICATED
9677// Default: "3"
9678sv_specspeed "3"
9679
9680// Stamina penalty for jumping
9681// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9682// Min: "0"
9683// Default: ".080"
9684sv_staminajumpcost ".080"
9685
9686// Stamina penalty for landing
9687// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9688// Min: "0"
9689// Default: ".050"
9690sv_staminalandcost ".050"
9691
9692// Maximum stamina penalty
9693// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9694// Min: "0" Max: "100"
9695// Default: "80"
9696sv_staminamax "80"
9697
9698// Rate at which stamina recovers (units/sec)
9699// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9700// Min: "0"
9701// Default: "60"
9702sv_staminarecoveryrate "60"
9703
9704// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9705// Default: "0.7"
9706sv_standable_normal "0.7"
9707
9708// Collect CPU usage stats
9709// Flags: FCVAR_DEVELOPMENTONLY
9710// Default: "1"
9711sv_stats "1"
9712
9713// By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.
9714// Flags: FCVAR_RELEASE
9715// Default: "2"
9716sv_steamauth_enforce "2"
9717
9718// The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
9719// Flags: FCVAR_NOTIFY|FCVAR_RELEASE
9720// Default: ""
9721sv_steamgroup ""
9722
9723// If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
9724// Flags: FCVAR_RELEASE
9725// Default: "0"
9726sv_steamgroup_exclusive "0"
9727
9728// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED
9729// Default: "18"
9730sv_stepsize "18"
9731
9732// Minimum stopping speed when on ground.
9733// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9734// Default: "80"
9735sv_stopspeed "80"
9736
9737// If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
9738// Flags: FCVAR_RELEASE
9739// Default: "0"
9740sv_stressbots "0"
9741
9742// If set, notarget will cause entities to never think they are in the pvs
9743// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9744// Default: "0"
9745sv_strict_notarget "0"
9746
9747// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
9748// Default: "0"
9749sv_suppress_viewpunch "0"
9750
9751// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9752// Default: "0"
9753sv_tablet_show_path_to_nearest_resq "0"
9754
9755// Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
9756// Flags: FCVAR_NOTIFY|FCVAR_RELEASE
9757// Default: ""
9758sv_tags ""
9759
9760// The number of seconds a player can continue talking after dying as if they were still alive
9761// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9762// Default: "0"
9763sv_talk_after_dying_time "0"
9764
9765// Dead players can hear all dead enemy communication (voice, chat)
9766// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9767// Default: "0"
9768sv_talk_enemy_dead "1"
9769
9770// Living players can hear all living enemy communication (voice, chat)
9771// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9772// Default: "0"
9773sv_talk_enemy_living "0"
9774
9775// Shows teamID over player's heads. 0 = off, 1 = on
9776// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9777// Default: "1"
9778sv_teamid_overhead "1"
9779
9780// Determines whether cl_teamid_overhead_always is prohibited.
9781// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9782// Default: "0"
9783sv_teamid_overhead_always_prohibit "0"
9784
9785// If >0, server will override cl_teamid_overhead_maxdist
9786// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9787// Default: "0"
9788sv_teamid_overhead_maxdist "0"
9789
9790// If >0, server will override cl_teamid_overhead_maxdist_spec
9791// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9792// Default: "0"
9793sv_teamid_overhead_maxdist_spec "0"
9794
9795// Buffer size for writing string table baselines
9796// Flags: FCVAR_DEVELOPMENTONLY
9797// Default: "131072"
9798sv_temp_baseline_string_table_buffer_size "131072"
9799
9800// Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world.
9801// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9802// Default: "0"
9803sv_test_scripted_sequences "0"
9804
9805// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9806// Default: "0"
9807sv_test_steam_connection_failure "0"
9808
9809// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9810// Default: "1"
9811sv_teststepsimulation "1"
9812
9813// Check for thinktimes all on same timestamp.
9814// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9815// Default: "0"
9816sv_thinktimecheck "0"
9817
9818// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9819// Default: "0"
9820sv_threaded_init "0"
9821
9822// Minimum time before recognizing consecutive duck key
9823// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9824// Min: "0" Max: "2"
9825// Default: "0.4"
9826sv_timebetweenducks "0.4"
9827
9828// After this many seconds without a message from a client, the client is dropped
9829// Flags: FCVAR_DEVELOPMENTONLY
9830// Default: "65"
9831sv_timeout "65"
9832
9833// Turns on turbo physics
9834// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
9835// Default: "0"
9836sv_turbophysics "0"
9837
9838// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
9839// Default: "4"
9840sv_turning_inaccuracy_angle_min "4"
9841
9842// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
9843// Default: "0.8"
9844sv_turning_inaccuracy_decay "0.8"
9845
9846// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
9847// Default: "0"
9848sv_turning_inaccuracy_enabled "0"
9849
9850// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9851// Default: "1000"
9852sv_ugc_manager_max_new_file_check_interval_secs "1000"
9853
9854// Enables player lag compensation
9855// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9856// Default: "1"
9857sv_unlag "1"
9858
9859// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9860// Default: "0"
9861sv_unlag_debug "0"
9862
9863// Disallow backtracking a player for lag compensation if it will cause them to become stuck
9864// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9865// Default: "0"
9866sv_unlag_fixstuck "0"
9867
9868// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
9869// Default: "1"
9870sv_unlockedchapters "1"
9871
9872// Explicitly delete dormant client entities caused by AllowImmediateReuse().
9873// Flags: FCVAR_DEVELOPMENTONLY
9874// Default: "1"
9875sv_useexplicitdelete "1"
9876
9877// When enabled server will populate an additional random seed independent of the client
9878// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9879// Default: "1"
9880sv_usercmd_custom_random_seed "1"
9881
9882// Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
9883// Flags: FCVAR_RELEASE
9884// Default: "0"
9885sv_validate_edict_change_infos "0"
9886
9887// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9888// Default: "8"
9889sv_vehicle_autoaim_scale "8"
9890
9891// Overrides the max players reported to prospective clients
9892// Flags: FCVAR_RELEASE
9893// Default: "-1"
9894sv_visiblemaxplayers "-1"
9895
9896// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9897// Default: "-1"
9898sv_voice_proximity "-1"
9899
9900// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
9901// Default: "0"
9902sv_voice_proximity_positional "0"
9903
9904// Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
9905// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
9906// Default: "vaudio_celt"
9907sv_voicecodec "vaudio_celt"
9908
9909// Flags: FCVAR_ARCHIVE|FCVAR_NOTIFY|FCVAR_RELEASE
9910// Default: "1"
9911sv_voiceenable "1"
9912
9913// Allow voting during warmup?
9914// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9915// Default: "0"
9916sv_vote_allow_in_warmup "0"
9917
9918// Allow spectators to initiate votes?
9919// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9920// Default: "0"
9921sv_vote_allow_spectators "0"
9922
9923// How long after a vote passes until the action happens
9924// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9925// Max: "4.5"
9926// Default: "2"
9927sv_vote_command_delay "2"
9928
9929// Allow spectators to vote on issues?
9930// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9931// Default: "0"
9932sv_vote_count_spectator_votes "0"
9933
9934// How often someone can individually call a vote.
9935// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9936// Default: "120"
9937sv_vote_creation_timer "120"
9938
9939// Disallow vote kicking on the match point round.
9940// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9941// Default: "0"
9942sv_vote_disallow_kick_on_match_point "0"
9943
9944// A vote that fails cannot be re-submitted for this long
9945// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9946// Default: "300"
9947sv_vote_failure_timer "300"
9948
9949// Can people hold votes to change levels?
9950// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9951// Default: "1"
9952sv_vote_issue_changelevel_allowed "1"
9953
9954// Can people hold votes to kick players from the server?
9955// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9956// Default: "1"
9957sv_vote_issue_kick_allowed "1"
9958
9959// Can people hold votes to load match from backup?
9960// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9961// Default: "1"
9962sv_vote_issue_loadbackup_allowed "1"
9963
9964// When enabled, admins load match from backup without players vote
9965// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9966// Default: "0"
9967sv_vote_issue_loadbackup_spec_authoritative "0"
9968
9969// When enabled, only admins load match from backup
9970// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
9971// Default: "0"
9972sv_vote_issue_loadbackup_spec_only "0"
9973
9974// When enabled, admins load match from backup in safe time of the round only
9975// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
9976// Default: "1"
9977sv_vote_issue_loadbackup_spec_safe "1"
9978
9979// Can people hold votes to ready/unready the match?
9980// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9981// Default: "1"
9982sv_vote_issue_matchready_allowed "1"
9983
9984// Allow players to extend the current map?
9985// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9986// Default: "1"
9987sv_vote_issue_nextlevel_allowextend "1"
9988
9989// Present players with a list of lowest playtime maps to choose from?
9990// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9991// Default: "1"
9992sv_vote_issue_nextlevel_choicesmode "1"
9993
9994// Can people hold votes to pause/unpause the match?
9995// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
9996// Default: "1"
9997sv_vote_issue_pause_match_allowed "1"
9998
9999// When enabled, only admins start technical pause
10000// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
10001// Default: "0"
10002sv_vote_issue_pause_match_spec_only "0"
10003
10004// Can people hold votes to restart the game?
10005// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
10006// Default: "0"
10007sv_vote_issue_restart_game_allowed "0"
10008
10009// Can people hold votes to scramble the teams?
10010// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10011// Default: "1"
10012sv_vote_issue_scramble_teams_allowed "1"
10013
10014// Can people hold votes to surrender?
10015// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10016// Default: "1"
10017sv_vote_issue_surrrender_allowed "1"
10018
10019// Can people hold votes to swap the teams?
10020// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10021// Default: "1"
10022sv_vote_issue_swap_teams_allowed "1"
10023
10024// Can people hold votes to time out?
10025// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10026// Default: "1"
10027sv_vote_issue_timeout_allowed "1"
10028
10029// How long should a kick vote ban someone from the server? (in minutes)
10030// Flags: FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
10031// Default: "15"
10032sv_vote_kick_ban_duration "15"
10033
10034// The minimum ratio of players needed to vote on an issue to resolve it.
10035// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
10036// Min: "0.01" Max: "1"
10037// Default: "0.501"
10038sv_vote_quorum_ratio "0.501"
10039
10040// How long to allow voting on an issue
10041// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
10042// Default: "15"
10043sv_vote_timer_duration "15"
10044
10045// Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)
10046// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10047// Default: "0"
10048sv_vote_to_changelevel_before_match_point "1"
10049
10050// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10051// Default: "0.7"
10052sv_walkable_normal "0.7"
10053
10054// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10055// Default: "0.8"
10056sv_water_movespeed_multiplier "0.8"
10057
10058// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10059// Default: "0"
10060sv_water_swim_mode "0"
10061
10062// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
10063// Default: "10"
10064sv_wateraccelerate "10"
10065
10066// Vertical view fixup when eyes are near water plane.
10067// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
10068// Default: "12"
10069sv_waterdist "12"
10070
10071// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_RELEASE
10072// Default: "1"
10073sv_waterfriction "1"
10074
10075// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10076// Default: "0.85"
10077sv_weapon_encumbrance_per_item "0.85"
10078
10079// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10080// Default: "0"
10081sv_weapon_encumbrance_scale "0"
10082
10083// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
10084// Default: "1"
10085sv_weapon_require_use_grace_period "1"
10086
10087// When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.
10088// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
10089// Default: "1"
10090sv_workshop_allow_other_maps "1"
10091
10092// Flags: FCVAR_DEVELOPMENTONLY
10093// Default: "0"
10094sys_minidumpexpandedspew "0"
10095
10096// Lines of crash dump console spew to keep.
10097// Flags: FCVAR_RELEASE
10098// Default: "500"
10099sys_minidumpspewlines "500"
10100
10101// Prevent bug with taser and a explosive barrel
10102// Min: "0" Max: "1"
10103// Default: "1"
10104ta_barrel_fix "1"
10105
10106// When set to true the results of the taser message will be printed to everyone instead of the client that tased
10107// Min: "0" Max: "1"
10108// Default: "0"
10109ta_broadcast_taser_result "0"
10110
10111// Disable taser for X seconds after round starts (0.0 to disable it)
10112// Default: "30.0"
10113ta_cooldown_after_round_start "30.0"
10114
10115// Show message when tasers are enabled?
10116// Min: "0" Max: "1"
10117// Default: "1"
10118ta_cooldown_after_round_start_message "1"
10119
10120// The amount of damage a taser deals for detectives and innocents
10121// Default: "0"
10122ta_damage "0"
10123
10124// The amount of usages for tasers per round as detective. 0 to disable.
10125// Default: "1"
10126ta_detective_count "1"
10127
10128// The amount of credits a taser costs as detective. 0 to disable.
10129// Default: "9000"
10130ta_detective_price "9000"
10131
10132// The sorting priority of the taser (Detective) in the shop menu.
10133// Default: "0"
10134ta_detective_sort_prio "0"
10135
10136// Give the Detective a taser when he spawns?
10137// Min: "0" Max: "1"
10138// Default: "1"
10139ta_give_taser_spawn "1"
10140
10141// Glow player on taser? ( 0 - Disable, 1 - Enable)
10142// Min: "0" Max: "1"
10143// Default: "1"
10144ta_glow_player_after_taser "1"
10145
10146// Glow player for all (ta_broadcast_taser_result must be 1 for this)? ( 0 - Disable, 1 - Enable)
10147// Min: "0" Max: "1"
10148// Default: "1"
10149ta_glow_player_for_all "1"
10150
10151// How long should the player glow?, Time in Seconds, 0 - Disabled
10152// Min: "0"
10153// Default: "5"
10154ta_glow_player_length "5"
10155
10156// The amount of usages for tasers per round as innocent. 0 to disable.
10157// Default: "1"
10158ta_innocent_count "1"
10159
10160// The amount of credits a taser costs as innocent. 0 to disable.
10161// Default: "9000"
10162ta_innocent_price "9000"
10163
10164// The sorting priority of the taser (Innocent) in the shop menu.
10165// Default: "0"
10166ta_innocent_sort_prio "0"
10167
10168// The amount of credits an innocent or detective will recieve for discovering a traitor with their zues/taser.
10169// Default: "2000"
10170ta_kill_traitor_credts "2000"
10171
10172// The name of this in Shop
10173// Default: "Taser"
10174ta_name "Taser"
10175
10176// The amount of usages for tasers per round as traitor. 0 to disable.
10177// Default: "1"
10178ta_traitor_count "1"
10179
10180// The amount of damage a taser deals for traitors
10181// Default: "0"
10182ta_traitor_damage "0"
10183
10184// The amount of credits a taser costs as traitor. 0 to disable.
10185// Default: "0"
10186ta_traitor_price "0"
10187
10188// The sorting priority of the taser (Traitor) in the shop menu.
10189// Default: "0"
10190ta_traitor_sort_prio "0"
10191
10192// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10193// Default: "3000"
10194tablet_c4_dist_max "3000"
10195
10196// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10197// Default: "400"
10198tablet_c4_dist_min "400"
10199
10200// Tactical Shield
10201// Flags: FCVAR_SPONLY|FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10202// Default: "1.1.1"
10203tacticalshield_version "1.1.1"
10204
10205// The amount of usages for tagrenade per round as detective. 0 to disable.
10206// Default: "1"
10207tagrenade_detective_count "1"
10208
10209// Count detectives for detectives tagrenade?
10210// Min: "0" Max: "1"
10211// Default: "1"
10212tagrenade_detective_count_detectives "1"
10213
10214// Count innocents for detectives tagrenade?
10215// Min: "0" Max: "1"
10216// Default: "1"
10217tagrenade_detective_count_innocents "1"
10218
10219// Count traitors for detectives tagrenade?
10220// Min: "0" Max: "1"
10221// Default: "1"
10222tagrenade_detective_count_traitors "1"
10223
10224// The amount of credits for tagrenade costs as detective. 0 to disable.
10225// Default: "9000"
10226tagrenade_detective_price "9000"
10227
10228// How much (valid incl. count convars) players must be in the proximity?
10229// Default: "4"
10230tagrenade_detective_required_players "4"
10231
10232// The sorting priority of the tagrenade (Detective) in the shop menu.
10233// Default: "0"
10234tagrenade_detective_sort_prio "0"
10235
10236// Sets the proximity in which the tactical grenade will tag an opponent.
10237// Default: "1000.0"
10238tagrenade_distance "1000.0"
10239
10240// Sets the proximity in which the tactical grenade will count the players.
10241// Default: "1000.0"
10242tagrenade_distance_detective "1000.0"
10243
10244// The name of the TA-Grenade in the Shop
10245// Default: "TA-Grenade"
10246tagrenade_name "TA-Grenade"
10247
10248// Tag players behind a wall?
10249// Min: "0" Max: "1"
10250// Default: "1"
10251tagrenade_players_behind_walls "1"
10252
10253// Count players behind a wall?
10254// Min: "0" Max: "1"
10255// Default: "1"
10256tagrenade_players_behind_walls_detective "1"
10257
10258// How long a player is tagged for in seconds.
10259// Default: "3.5"
10260tagrenade_time "3.5"
10261
10262// The amount of usages for tagrenade per round as traitor. 0 to disable.
10263// Default: "1"
10264tagrenade_traitor_count "1"
10265
10266// The amount of credits for tagrenade costs as traitor. 0 to disable.
10267// Default: "9000"
10268tagrenade_traitor_price "9000"
10269
10270// The sorting priority of the tagrenade (Traitor) in the shop menu.
10271// Default: "0"
10272tagrenade_traitor_sort_prio "0"
10273
10274// How often a players can port him back to the location
10275// Default: "2"
10276teleporter_count "2"
10277
10278// The name of this in Shop
10279// Default: "Teleporter"
10280teleporter_name "Teleporter"
10281
10282// The amount of credits Teleporter costs as traitor. 0 to disable.
10283// Default: "9000"
10284teleporter_price "9000"
10285
10286// The sorting priority of the Teleporter in the shop menu.
10287// Default: "0"
10288teleporter_sort_prio "0"
10289
10290// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10291// Default: "0"
10292template_debug "0"
10293
10294// Debug test scripts.
10295// Flags: FCVAR_DEVELOPMENTONLY
10296// Default: "0"
10297testscript_debug "0"
10298
10299// Set to true when test scripts are running
10300// Flags: FCVAR_DEVELOPMENTONLY
10301// Default: "0"
10302testscript_running "0"
10303
10304// Maximum think time in milliseconds, warning is printed if this is exceeded.
10305// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
10306// Default: "10"
10307think_limit "0"
10308
10309// Break into the debugger if this many or more traces are performed in a single think function. Negative numbers mean that the same think function may be broken into many times (once per [x] may traces), positive numbers mean each think will break only once.
10310// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_CHEAT
10311// Default: "0"
10312think_trace_limit "0"
10313
10314// Enable setting affinity
10315// Flags: FCVAR_DEVELOPMENTONLY
10316// Default: "1"
10317threadpool_affinity "1"
10318
10319// Consume the specified number of threads in the thread pool
10320// Flags: FCVAR_DEVELOPMENTONLY
10321// Default: "0"
10322threadpool_reserve "0"
10323
10324// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10325// Default: "0"
10326throttle_expensive_ai "0"
10327
10328// Enable traitor voice chat (command for players: sm_tvoice)?
10329// Min: "0" Max: "1"
10330// Default: "1"
10331tor_traitor_voice_chat "1"
10332
10333// The player's best time for the timed obstacle course
10334// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_SS|FCVAR_ARCHIVE_XBOX
10335// Default: "0"
10336tr_best_course_time "0"
10337
10338// Whether the local player has completed the initial training portion of the training map
10339// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_SS|FCVAR_ARCHIVE_XBOX
10340// Default: "0"
10341tr_completed_training "0"
10342
10343// Valve's best time for the timed obstacle course
10344// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10345// Default: "352"
10346tr_valve_course_time "352"
10347
10348// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
10349// Default: "0"
10350trace_report "0"
10351
10352// If nearest player is closer than this use 4 instead of 8 directions in compass HUD.
10353// Default: "1024.0"
10354tracer_compass_disorientation_distance "1024.0"
10355
10356// Max distance to show name / Distance in compass HUD.
10357// Default: "1024.0"
10358tracer_compass_show_name_distance "1024.0"
10359
10360// The name of this in Shop
10361// Default: "Tracer"
10362tracer_name "Tracer"
10363
10364// The amount of credits tracer costs as traitor. 0 to disable.
10365// Default: "9000"
10366tracer_price "9000"
10367
10368// The sorting priority of the tracer in the shop menu.
10369// Default: "0"
10370tracer_sort_prio "0"
10371
10372// Default: "3.0"
10373tripmines_activate_time "3.0"
10374
10375// RGB Color for the beam (Example: "R G B" or as color code: "255 0 0 " for red beam
10376// Default: "255 0 0"
10377tripmines_beam_color "255 0 0"
10378
10379// How mines get the player?
10380// Min: "1"
10381// Default: "1"
10382tripmines_mines "1"
10383
10384// Default: "models/tripmine/tripmine.mdl"
10385tripmines_model "models/tripmine/tripmine.mdl"
10386
10387// The name of this in Shop
10388// Default: "Tripmines"
10389tripmines_name "Tripmines"
10390
10391// The amount of credits a tripmines costs as detective. 0 to disable.
10392// Default: "9000"
10393tripmines_price "9000"
10394
10395// The sorting priority of the tripmines in the shop menu.
10396// Default: "0"
10397tripmines_sort_prio "0"
10398
10399// Set how much time (in seconds) players have to buy a shield. -2 to use 'mp_buytime' value, -1 = forever
10400// Flags: FCVAR_NOTIFY
10401// Min: "-2" Max: "3600"
10402// Default: "-2"
10403ts_buytime "-2"
10404
10405// Set when to start buy time counter. 0 = on round start, 1 = on spawn
10406// Flags: FCVAR_NOTIFY
10407// Min: "0" Max: "1"
10408// Default: "0"
10409ts_buytime_start "0"
10410
10411// Set the time after which player can change the shield state, re-deploy the shield (full/half).
10412// Flags: FCVAR_NOTIFY
10413// Min: "0" Max: "1000"
10414// Default: "1"
10415ts_cooldown "1"
10416
10417// Set whether to use a model specified in sourcemod/gamedata/tacticalshield/tacticalshield_models.txt.
10418// Flags: FCVAR_NOTIFY
10419// Min: "0" Max: "1"
10420// Default: "0"
10421ts_custom_model "0"
10422
10423// Set the path to the custom models file, relative to addons/sourcemod
10424// Flags: FCVAR_NOTIFY
10425// Default: "gamedata/tacticalshield"
10426ts_custom_model_path "gamedata/tacticalshield"
10427
10428// Set whether to keep shields between rounds when staying alive with one. This will also keep override state.
10429// Flags: FCVAR_NOTIFY
10430// Min: "0" Max: "1"
10431// Default: "1"
10432ts_keep_between_rounds "1"
10433
10434// Shield price.
10435// Flags: FCVAR_NOTIFY
10436// Min: "0" Max: "50000"
10437// Default: "800"
10438ts_price "100"
10439
10440// Set how much damage a shield can take before getting destroyed. -1 = not breakable.
10441// Flags: FCVAR_NOTIFY
10442// Min: "-1"
10443// Default: "1000"
10444ts_shield_health "1000"
10445
10446// Set which team can use shields. This can be overridden per players with the command 'ts_override'. 0 = Everyone, 1 = Nobody, 2 = T only, 3 = CT only
10447// Flags: FCVAR_NOTIFY
10448// Min: "0" Max: "3"
10449// Default: "0"
10450ts_shield_team "0"
10451
10452// Player speed when using shield. 130 = walk with knife, 250 = run with knife
10453// Flags: FCVAR_NOTIFY
10454// Min: "0" Max: "250"
10455// Default: "100"
10456ts_speed "100"
10457
10458// Displays a welcome message to new players. 0 = no message, 1 = display message
10459// Flags: FCVAR_NOTIFY
10460// Min: "0" Max: "1"
10461// Default: "1"
10462ts_welcomemessage "1"
10463
10464// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10465// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10466// Default: "3.2020"
10467ttt2_blackout_version "3.2020"
10468
10469// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10470// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10471// Default: "3.2020"
10472ttt2_buy_roles_version "3.2020"
10473
10474// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10475// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10476// Default: "3.2020"
10477ttt2_crashcatcher_version "3.2020"
10478
10479// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10480// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10481// Default: "3.2020"
10482ttt2_decoy_body_version "3.2020"
10483
10484// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10485// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10486// Default: "3.2020"
10487ttt2_decoy_teleporter_version "3.2020"
10488
10489// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10490// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10491// Default: "3.2020"
10492ttt2_discord_version "3.2020"
10493
10494// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10495// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10496// Default: "3.2020"
10497ttt2_dna_scanner_version "3.2020"
10498
10499// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10500// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10501// Default: "3.2020"
10502ttt2_drop_version "3.2020"
10503
10504// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10505// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10506// Default: "3.2020"
10507ttt2_fakebody_version "3.2020"
10508
10509// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10510// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10511// Default: "3.2020"
10512ttt2_glow_version "3.2020"
10513
10514// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10515// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10516// Default: "3.2020"
10517ttt2_grabbermod_version "3.2020"
10518
10519// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10520// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10521// Default: "3.2020"
10522ttt2_healthshot_version "3.2020"
10523
10524// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10525// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10526// Default: "3.2020"
10527ttt2_hide_radar_version "3.2020"
10528
10529// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10530// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10531// Default: "3.2020"
10532ttt2_ice_knife_version "3.2020"
10533
10534// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10535// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10536// Default: "3.2020"
10537ttt2_icon_version "3.2020"
10538
10539// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10540// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10541// Default: "3.2020"
10542ttt2_id_version "3.2020"
10543
10544// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10545// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10546// Default: "3.2020"
10547ttt2_knockout_version "3.2020"
10548
10549// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10550// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10551// Default: "3.2020"
10552ttt2_martydom_version "3.2020"
10553
10554// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10555// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10556// Default: "3.2020"
10557ttt2_missiles_version "3.2020"
10558
10559// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10560// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10561// Default: "3.2020"
10562ttt2_nightvision_version "3.2020"
10563
10564// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10565// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10566// Default: "3.2020"
10567ttt2_overlay_version "3.2020"
10568
10569// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10570// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10571// Default: "3.2020"
10572ttt2_playerhud_version "3.2020"
10573
10574// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10575// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10576// Default: "3.2020"
10577ttt2_posion_smoke_version "3.2020"
10578
10579// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10580// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10581// Default: "3.2020"
10582ttt2_radar_version "3.2020"
10583
10584// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10585// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10586// Default: "3.2020"
10587ttt2_radio_version "3.2020"
10588
10589// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10590// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10591// Default: "3.2020"
10592ttt2_random_teleporter_version "3.2020"
10593
10594// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10595// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10596// Default: "3.2020"
10597ttt2_res_version "3.2020"
10598
10599// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10600// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10601// Default: "3.2020"
10602ttt2_revive_version "3.2020"
10603
10604// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10605// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10606// Default: "3.2020"
10607ttt2_revolver_version "3.2020"
10608
10609// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10610// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10611// Default: "3.2020"
10612ttt2_shop_discount_version "3.2020"
10613
10614// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10615// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10616// Default: "3.2020"
10617ttt2_shop_version "3.2020"
10618
10619// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10620// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10621// Default: "3.2020"
10622ttt2_silent_awp_version "3.2020"
10623
10624// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10625// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10626// Default: "3.2020"
10627ttt2_spec_menu_version "3.2020"
10628
10629// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10630// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10631// Default: "3.2020"
10632ttt2_sprint_version "3.2020"
10633
10634// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10635// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10636// Default: "3.2020"
10637ttt2_sql_version "3.2020"
10638
10639// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10640// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10641// Default: "3.2020"
10642ttt2_stations_version "3.2020"
10643
10644// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10645// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10646// Default: "3.2020"
10647ttt2_tagrenade_version "3.2020"
10648
10649// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10650// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10651// Default: "3.2020"
10652ttt2_talk_override_version "3.2020"
10653
10654// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10655// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10656// Default: "3.2020"
10657ttt2_taser_version "3.2020"
10658
10659// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10660// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10661// Default: "3.2020"
10662ttt2_teleporter_version "3.2020"
10663
10664// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10665// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10666// Default: "3.2020"
10667ttt2_tracer_version "3.2020"
10668
10669// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10670// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10671// Default: "3.2020"
10672ttt2_traitor_door_version "3.2020"
10673
10674// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10675// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10676// Default: "3.2020"
10677ttt2_tripmines_version "3.2020"
10678
10679// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10680// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10681// Default: "3.2020"
10682ttt2_turret_version "3.2020"
10683
10684// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10685// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10686// Default: "<VERSION>"
10687ttt2_version "<VERSION>"
10688
10689// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10690// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10691// Default: "3.2020"
10692ttt2_wallhack_version "3.2020"
10693
10694// The game is about a group of "terrorists" who have traitors among them, out to kill everyone who's not a traitor.
10695// Flags: FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD
10696// Default: "3.2020"
10697ttt2_weapons_version "3.2020"
10698
10699// The amount of seconds to use for round-end delay. Use 0.0 for default.
10700// Default: "7.0"
10701ttt_after_round_delay "7.0"
10702
10703// Enable Flashlight (+lookatweapon). 1 = Enabled, 0 Disabled
10704// Min: "0" Max: "1"
10705// Default: "1"
10706ttt_allow_flash "1"
10707
10708// Block weapon inspecting. 1 = Block, 0 = Don't Block)
10709// Min: "0" Max: "1"
10710// Default: "1"
10711ttt_block_look_at_weapon "1"
10712
10713// Block radio messages in chat. 1 = Block, 0 = Don't Block
10714// Min: "0" Max: "1"
10715// Default: "1"
10716ttt_block_radio_message "1"
10717
10718// Block players from suiciding with console. 1 = Block, 0 = Don't Block
10719// Min: "0" Max: "1"
10720// Default: "0"
10721ttt_block_suicide "0"
10722
10723// This always check players outside from a valid round and outside round ending (this should prevent a unreasonable 'deathmatch' round)
10724// Min: "0" Max: "1"
10725// Default: "1"
10726ttt_check_always_players "1"
10727
10728// Check players during warmup?
10729// Min: "0" Max: "1"
10730// Default: "0"
10731ttt_check_players_during_warmup "0"
10732
10733// Admin flags to access the 'karmareset' command.
10734// Default: "m"
10735ttt_command_access_karmareset "m"
10736
10737// Admin flags to access the 'setkarma' command.
10738// Default: "m"
10739ttt_command_access_setkarma "m"
10740
10741// Admin flags to access the 'setrole' command.
10742// Default: "d"
10743ttt_command_access_setrole "d"
10744
10745// How much credits the player can get (max)
10746// Default: "90"
10747ttt_credits_amount_max "90"
10748
10749// How much credits the player can get (min)
10750// Default: "30"
10751ttt_credits_amount_min "30"
10752
10753// The command to show the credits
10754// Default: "credits"
10755ttt_credits_command "credits"
10756
10757// The amount of credits an innocent or detective will recieve for discovering a new dead body.
10758// Default: "1200"
10759ttt_credits_found_body_add "1200"
10760
10761// Interval for earning credits - TIME IN SECONDS - MINIMUM: 60.0 - (ttt_credits_timer must be true)
10762// Min: "60"
10763// Default: "60.0"
10764ttt_credits_interval "60.0"
10765
10766// The amount of credits a detective will lose for killing a detective.
10767// Default: "300"
10768ttt_credits_killer_detective_victim_detective_subtract "300"
10769
10770// The amount of credits a detective will lose for killing an innocent.
10771// Default: "300"
10772ttt_credits_killer_detective_victim_innocent_subtract "300"
10773
10774// The amount of credits a detective will recieve for killing a traitor.
10775// Default: "2100"
10776ttt_credits_killer_detective_victim_traitor_add "2100"
10777
10778// The amount of credits an innocent will lose for killing a detective.
10779// Default: "4200"
10780ttt_credits_killer_innocent_victim_detective_subtract "4200"
10781
10782// The amount of credits an innocent will lose for killing an innocent.
10783// Default: "1500"
10784ttt_credits_killer_innocent_victim_innocent_subtract "1500"
10785
10786// The amount of credits an innocent will recieve when killing a traitor.
10787// Default: "3000"
10788ttt_credits_killer_innocent_victim_traitor_add "3000"
10789
10790// The amount of credits a traitor will recieve for killing a detective.
10791// Default: "4200"
10792ttt_credits_killer_traitor_victim_detective_add "4200"
10793
10794// The amount of credits a traitor will recieve for killing an innocent.
10795// Default: "600"
10796ttt_credits_killer_traitor_victim_innocent_add "600"
10797
10798// The amount of credits a traitor will lose for killing a traitor.
10799// Default: "3000"
10800ttt_credits_killer_traitor_victim_traitor_subtract "3000"
10801
10802// Reset credits for all players each round?. 0 = Disabled (default). 1 = Enabled.
10803// Min: "0" Max: "1"
10804// Default: "0"
10805ttt_credits_reset_each_round "0"
10806
10807// The amount of credits an innocent or detective will recieve for winning the round if they survived.
10808// Default: "4800"
10809ttt_credits_roundend_traitorlose_alive_nontraitors "4800"
10810
10811// The amount of credits an innocent or detective will recieve for winning the round if they died.
10812// Default: "1200"
10813ttt_credits_roundend_traitorlose_dead_nontraitors "1200"
10814
10815// The amount of credits a traitor will recieve for winning the round if they survived.
10816// Default: "4800"
10817ttt_credits_roundend_traitorwin_alive_traitors "4800"
10818
10819// The amount of credits a traitor will recieve for winning the round if they died.
10820// Default: "1200"
10821ttt_credits_roundend_traitorwin_dead_traitors "1200"
10822
10823// Show a message when player earn credits (ttt_credits_timer must be true)
10824// Min: "0" Max: "1"
10825// Default: "1"
10826ttt_credits_show_message "1"
10827
10828// Players earn every minute (configurable) credits
10829// Min: "0" Max: "1"
10830// Default: "1"
10831ttt_credits_timer "1"
10832
10833// Show detective chat messages to dead players?
10834// Min: "0" Max: "1"
10835// Default: "0"
10836ttt_d_chat_to_dead "0"
10837
10838// The amount of karma a detective will lose for damage a detective.
10839// Default: "1"
10840ttt_damage_karma_attacker_detective_victim_detective_subtract "1"
10841
10842// The amount of karma a detective will lose for damage an innocent.
10843// Default: "1"
10844ttt_damage_karma_attacker_detective_victim_innocent_subtract "1"
10845
10846// The amount of karma a detective will recieve for damage a traitor.
10847// Default: "1"
10848ttt_damage_karma_attacker_detective_victim_traitor_add "1"
10849
10850// The amount of karma an innocent will lose for damage a detective.
10851// Default: "1"
10852ttt_damage_karma_attacker_innocent_victim_detective_subtract "1"
10853
10854// The amount of karma an innocent will lose for damage an innocent.
10855// Default: "1"
10856ttt_damage_karma_attacker_innocent_victim_innocent_subtract "1"
10857
10858// The amount of karma an innocent will recieve for damage a traitor.
10859// Default: "1"
10860ttt_damage_karma_attacker_innocent_victim_traitor_add "1"
10861
10862// The amount of karma a traitor will recieve for damage a detective.
10863// Default: "1"
10864ttt_damage_karma_attacker_traitor_victim_detective_add "1"
10865
10866// The amount of karma a traitor will recieve for damage an innocent.
10867// Default: "1"
10868ttt_damage_karma_attacker_traitor_victim_innocent_add "1"
10869
10870// The amount of karma a traitor will lose for damage a traitor.
10871// Default: "1"
10872ttt_damage_karma_attacker_traitor_victim_traitor_subtract "1"
10873
10874// Add/Del karma on damage?
10875// Min: "0" Max: "1"
10876// Default: "0"
10877ttt_damage_karma_enable "0"
10878
10879// Allow dead players to see other roles. 0 = Disabled (default). 1 = Enabled.
10880// Min: "0" Max: "1"
10881// Default: "0"
10882ttt_dead_players_can_see_other_roles "0"
10883
10884// Enable or disable debug mode for ttt? Could by useful for one player tests
10885// Min: "0" Max: "1"
10886// Default: "0"
10887ttt_debug_mode "1"
10888
10889// The default primary gun to give players when they become a Detective (if they have no primary).
10890// Default: "weapon_m4a1_silencer"
10891ttt_default_primary_d "weapon_m4a1_silencer"
10892
10893// The default secondary gun to give players when they get their role (if they have no secondary).
10894// Default: "weapon_glock"
10895ttt_default_secondary "weapon_glock"
10896
10897// Stop players who have not been assigned a role yet from shooting. (Mouse1 & Mouse2)
10898// Min: "0" Max: "1"
10899// Default: "1"
10900ttt_deny_fire "1"
10901
10902// If a player's Karma falls below this point, his chances of being selected as detective are reduced.
10903// Default: "100"
10904ttt_detective_karma_min "100"
10905
10906// Maximum number of detectives. Can be used to cap or disable detectives.
10907// Default: "32"
10908ttt_detective_max "32"
10909
10910// The chance of getting the detective role.
10911// Default: "13"
10912ttt_detective_ratio "13"
10913
10914// Remove all buyzones from the map to prevent interference. 1 = Remove, 0 = Don't Remove
10915// Min: "0" Max: "1"
10916// Default: "0"
10917ttt_disable_buyzone "0"
10918
10919// Disable damage during team selection? This could prevent some bugs.
10920// Min: "0" Max: "1"
10921// Default: "1"
10922ttt_disable_damage_selection "1"
10923
10924// Disable TTT Rounds? This will require an map change, server restart or plugin that can execute TTT_TerminateRound.
10925// Min: "0" Max: "1"
10926// Default: "0"
10927ttt_disable_rounds "0"
10928
10929// Push detective (from last round) two times into players array? This should increase the chance to get traitor in the new round.
10930// Min: "0" Max: "1"
10931// Default: "1"
10932ttt_double_push_detective "1"
10933
10934// Push innocents (from last round) two times into players array? This should increase the chance to get traitor in the new round.
10935// Min: "0" Max: "1"
10936// Default: "1"
10937ttt_double_push_innocents "1"
10938
10939// Enable No Block. 1 = Enabled, 0 = Disabled
10940// Min: "0" Max: "1"
10941// Default: "0"
10942ttt_enable_noblock "0"
10943
10944// Allow the round to end if Detectives remain alive. 0 = Disabled (default). 1 = Enabled.
10945// Min: "0" Max: "1"
10946// Default: "0"
10947ttt_end_with_detective "0"
10948
10949// The default file to log TTT errors/bugs - DON'T REMOVE "-<DATE>" IF YOU DON'T KNOW WHAT YOU DO.
10950// Default: "logs/ttt/ttt-error-<DATE>.log"
10951ttt_error_file "logs/ttt/ttt-error-<DATE>.log"
10952
10953// TODO: Add description
10954// Default: "100"
10955ttt_fake_health "100"
10956
10957// TODO: Add description (0 - default, 1 - everyone is dead, 2 - everyone is alive)
10958// Min: "0" Max: "2"
10959// Default: "0"
10960ttt_fake_life "0"
10961
10962// How should flashlight be activated? 0 = +lookatweapon, 1 - Command (sm_fl or sm_flashlight)
10963// Min: "0" Max: "1"
10964// Default: "0"
10965ttt_flashlight_option "0"
10966
10967// Force players to teams instead of forcing playermodel. 1 = Force team. 0 = Force playermodel.
10968// Min: "0" Max: "1"
10969// Default: "1"
10970ttt_force_teams "1"
10971
10972// Give innocent a knife?
10973// Min: "0" Max: "1"
10974// Default: "1"
10975ttt_give_innocent_knife "1"
10976
10977// What primary weapon do you want? (WITHOUT 'weapon_' TAG!)
10978// Default: "ak47"
10979ttt_give_weapons_fail_start_primary "ak47"
10980
10981// What primary weapon do you want? (WITHOUT 'weapon_' TAG!)
10982// Default: "deagle"
10983ttt_give_weapons_fail_start_secondary "deagle"
10984
10985// Give player weapons on a fail start?
10986// Min: "0" Max: "1"
10987// Default: "0"
10988ttt_give_weapons_on_failed_start "0"
10989
10990// Hide team changes from chat.
10991// Min: "0" Max: "1"
10992// Default: "0"
10993ttt_hide_teams "0"
10994
10995// Detective color in rbga (<RED>,<GREEN>,<BLUE>,<ALPHA>)
10996// Default: "0;0;255"
10997ttt_hud_text_detective_color "0;0;255"
10998
10999// Detective position (Default Horizontal: 0.37 Vertical: 0.3) (<X>-POSITION>)
11000// Default: "0.37"
11001ttt_hud_text_detective_x_position "0.37"
11002
11003// Detective position (Default Horizontal: 0.0 Vertical: 0.0) (<Y>-POSITION>)
11004// Default: "0.06"
11005ttt_hud_text_detective_y_position "0.0"
11006
11007// Enable hud_text? (it's a bit buggy with 4:3 and 16:9 resolutions)
11008// Min: "0" Max: "1"
11009// Default: "0"
11010ttt_hud_text_enable "0"
11011
11012// Innocent color in rbga (<RED>,<GREEN>,<BLUE>,<ALPHA>)
11013// Default: "0;255;0"
11014ttt_hud_text_innocent_color "0;255;0"
11015
11016// Innocent position (Default Horizontal: 0.48 Vertical: 0.3,) (<X>-POSITION>)
11017// Default: "0.48"
11018ttt_hud_text_innocent_x_position "0.48"
11019
11020// Innocent position (Default Horizontal: 0.0 Vertical: 0.05) (<Y>-POSITION>)
11021// Default: "0.06"
11022ttt_hud_text_innocent_y_position "0.0"
11023
11024// Remaining color in rbga (<RED>,<GREEN>,<BLUE>,<ALPHA>)
11025// Default: "255;255,255"
11026ttt_hud_text_remaining_color "255;255,255"
11027
11028// Remaining position (Default Horizontal: 0.28 Vertical: 0.2) (<X>-POSITION>)
11029// Default: "0.28"
11030ttt_hud_text_remaining_x_position "0.28"
11031
11032// Remaining position (Default Horizontal: 0.0 Vertical: 0.0) (<Y>-POSITION>)
11033// Default: "0.06"
11034ttt_hud_text_remaining_y_position "0.0"
11035
11036// Traitor color in rbga (<RED>,<GREEN>,<BLUE>,<ALPHA>)
11037// Default: "255;0;0"
11038ttt_hud_text_traitor_color "255;0;0"
11039
11040// Traitor position (Default Horizontal: 0.586 Vertical: 0.3) (<X>-POSITION>)
11041// Default: "0.586"
11042ttt_hud_text_traitor_x_position "0.586"
11043
11044// Traitor position (Default Horizontal: 0.0 Vertical: 0.1) (<Y>-POSITION>)
11045// Default: "0.06"
11046ttt_hud_text_traitor_y_position "0.0"
11047
11048// Show traitor icon for dead admins? (Nothing to disable it)
11049// Default: "b"
11050ttt_icon_dead_admin "b"
11051
11052// Path to detective icon file
11053// Default: "decals/ttt/detective_iconNew"
11054ttt_icon_detective_icon "decals/ttt/detective_iconNew"
11055
11056// Path to traitor icon file
11057// Default: "decals/ttt/traitor_iconNew"
11058ttt_icon_traitor_icon "decals/ttt/traitor_iconNew"
11059
11060// Log every identified body?
11061// Min: "0" Max: "1"
11062// Default: "0"
11063ttt_identity_log "0"
11064
11065// Ignore deaths (longer rounds)? 0 = Disabled (default). 1 = Enabled.
11066// Min: "0" Max: "1"
11067// Default: "0"
11068ttt_ignore_deaths "0"
11069
11070// Don't ask players to forgive/punish other players (rdm'd). 0 = Disabled (default). 1 = Enabled.
11071// Min: "0" Max: "1"
11072// Default: "0"
11073ttt_ignore_rdm_slay "1"
11074
11075// Block kills, deaths and assists from appearing on the scoreboard. 1 = Enabled, 0 = Disabled
11076// Min: "0" Max: "1"
11077// Default: "1"
11078ttt_kad_remover "1"
11079
11080// Decrease Karma when you kill a player who hurted you?.
11081// Min: "0" Max: "1"
11082// Default: "1"
11083ttt_karma_decrease_kill_player_who_hurted "1"
11084
11085// Scale damage based off of karma? (damage *= (karma/startkarma))
11086// Min: "0" Max: "1"
11087// Default: "0"
11088ttt_karma_dmg "0"
11089
11090// If ttt_karma_dmg is enabled, should be enable scaling damage upward?
11091// Min: "0" Max: "1"
11092// Default: "0"
11093ttt_karma_dmg_up "0"
11094
11095// The default file to log TTT karma changes (Require ttt_debug_mode - 1) - DON'T REMOVE "-<DATE>" IF YOU DON'T KNOW WHAT YOU DO.
11096// Default: "logs/ttt/ttt-karma-<DATE>.log"
11097ttt_karma_file "logs/ttt/ttt-karma-<DATE>.log"
11098
11099// The amount of karma a detective will lose for killing a detective.
11100// Default: "7"
11101ttt_karma_killer_detective_victim_detective_subtract "7"
11102
11103// The amount of karma a detective will lose for killing an innocent.
11104// Default: "3"
11105ttt_karma_killer_detective_victim_innocent_subtract "3"
11106
11107// The amount of karma a detective will recieve for killing a traitor.
11108// Default: "7"
11109ttt_karma_killer_detective_victim_traitor_add "7"
11110
11111// The amount of karma an innocent will lose for killing a detective.
11112// Default: "7"
11113ttt_karma_killer_innocent_victim_detective_subtract "7"
11114
11115// The amount of karma an innocent will lose for killing an innocent.
11116// Default: "5"
11117ttt_karma_killer_innocent_victim_innocent_subtract "5"
11118
11119// The amount of karma an innocent will recieve for killing a traitor.
11120// Default: "5"
11121ttt_karma_killer_innocent_victim_traitor_add "5"
11122
11123// The amount of karma a traitor will recieve for killing a detective.
11124// Default: "3"
11125ttt_karma_killer_traitor_victim_detective_add "3"
11126
11127// The amount of karma a traitor will recieve for killing an innocent.
11128// Default: "2"
11129ttt_karma_killer_traitor_victim_innocent_add "2"
11130
11131// The amount of karma a traitor will lose for killing a traitor.
11132// Default: "5"
11133ttt_karma_killer_traitor_victim_traitor_subtract "5"
11134
11135// Admin flags that won't be kicked for not reading the rules.
11136// Default: "b"
11137ttt_kick_immunity "b"
11138
11139// The default file to log TTT data to (including end of round) - DON'T REMOVE "-<DATE>" IF YOU DON'T KNOW WHAT YOU DO.
11140// Default: "logs/ttt/ttt-<DATE>.log"
11141ttt_log_file "logs/ttt/ttt-<DATE>.log"
11142
11143// Log pressed buttons?
11144// Min: "0" Max: "1"
11145// Default: "0"
11146ttt_log_pressed_buttons "0"
11147
11148// Prevent log spamming for the same button - Time in seconds to relog a button
11149// Default: "5"
11150ttt_log_pressed_buttons_time "5"
11151
11152// Access to logs only for dead admins?
11153// Min: "0" Max: "1"
11154// Default: "0"
11155ttt_logs_dead_only "0"
11156
11157// Notify if logs has been watched by alive admin. 0 = Don't notify anyone, 1 = Notify everyone, 2 = Notify admins only
11158// Min: "0" Max: "2"
11159// Default: "1"
11160ttt_logs_notify_alive "1"
11161
11162// Admin flags to view logs in a round.
11163// Default: "b"
11164ttt_logsaccess "b"
11165
11166// The maximum amount of karma a player can have.
11167// Default: "150"
11168ttt_max_karma "150"
11169
11170// Reopen the shop menu, after buying something.
11171// Min: "0" Max: "1"
11172// Default: "1"
11173ttt_menu_reopen "1"
11174
11175// The credit message type. 1 = Hint Text, 2 = Chat Message
11176// Min: "1" Max: "2"
11177// Default: "1"
11178ttt_message_typ_credits "1"
11179
11180// The karma message type. 1 = Hint Text or 2 = Chat Message
11181// Min: "1" Max: "2"
11182// Default: "1"
11183ttt_message_typ_karma "1"
11184
11185// Move spectators to ct (or t) on round start?
11186// Min: "0" Max: "1"
11187// Default: "0"
11188ttt_move_spectators "0"
11189
11190// Ban length for name change (require 'ttt_name_change_punishment 3')
11191// Default: "120"
11192ttt_name_change_banlength "120"
11193
11194// Which punishment while name change? 0 - Disabled, 1 - Message to all players, 2 - Block Name Change, 3 - Kick Player or 4 - Ban player
11195// Min: "0" Max: "3"
11196// Default: "0"
11197ttt_name_change_punishment "0"
11198
11199// Tell players in chat when the next round will begin (when the round ends)
11200// Min: "0" Max: "1"
11201// Default: "0"
11202ttt_next_round_alert "0"
11203
11204// Open rules menu for a player while he will be punished?
11205// Min: "0" Max: "1"
11206// Default: "0"
11207ttt_open_rules_on_punish "0"
11208
11209// The overlay to display for detectives during the round.
11210// Default: "darkness/ttt/overlayDetective"
11211ttt_overlay_detective "darkness/ttt/overlayDetective"
11212
11213// The overlay to display when detectives win.
11214// Default: "overlays/ttt/detectives_winNew"
11215ttt_overlay_detective_win "overlays/ttt/detectives_winNew"
11216
11217// The overlay to display for detectives during the round.
11218// Default: "darkness/ttt/overlayInnocent"
11219ttt_overlay_inno "darkness/ttt/overlayInnocent"
11220
11221// The overlay to display when innocent win.
11222// Default: "overlays/ttt/innocents_winNew"
11223ttt_overlay_inno_win "overlays/ttt/innocents_winNew"
11224
11225// The overlay to display for detectives during the round.
11226// Default: "darkness/ttt/overlayTraitor"
11227ttt_overlay_traitor "darkness/ttt/overlayTraitor"
11228
11229// The overlay to display when traitors win.
11230// Default: "overlays/ttt/traitors_winNew"
11231ttt_overlay_traitor_win "overlays/ttt/traitors_winNew"
11232
11233// Show hud "We Are / Players Remaining" message during non active rounds?
11234// Min: "0" Max: "1"
11235// Default: "1"
11236ttt_players_remaining_hud_message "1"
11237
11238// The prefix used in all plugin messages
11239// Default: "{orchid}[{green}T{darkred}T{blue}T{orchid}]{lightgreen}"
11240ttt_plugin_tag "{orchid}[{green}T{darkred}T{blue}T{orchid}]{lightgreen}"
11241
11242// Enable damage before round start (Default disabled to prevent kills)?
11243// Min: "0" Max: "1"
11244// Default: "0"
11245ttt_prestart_damage "0"
11246
11247// What should happen on round start with the primary weapon? 0 - nothing, 1 - drop old weapon, 2 - remove old weapon
11248// Min: "0" Max: "2"
11249// Default: "0"
11250ttt_primary_weapon_update "0"
11251
11252// If ttt_public_karma is not set to 1, enable this to update karma at end of round.
11253// Min: "0" Max: "1"
11254// Default: "1"
11255ttt_private_karma_round_update "1"
11256
11257// Show karma as points (or another way?)
11258// Min: "0" Max: "1"
11259// Default: "0"
11260ttt_public_karma "0"
11261
11262// The amount of times an detective will be allowed to kill another innocent/detective before being punished for RDM.
11263// Default: "5"
11264ttt_punish_detective_for_rdm_kils "-1"
11265
11266// The amount of times an innocent will be allowed to kill another innocent/detective before being punished for RDM.
11267// Default: "3"
11268ttt_punish_innocent_for_rdm_kils "-1"
11269
11270// The amount of times an traitor will be allowed to kill another traitor before being punished for RDM.
11271// Default: "1"
11272ttt_punish_traitor_for_rdm_kils "-1"
11273
11274// Admin flags to access reload radio command.
11275// Default: "z"
11276ttt_radio_reload_access "z"
11277
11278// Reopen radio menu after choose?
11279// Min: "0" Max: "1"
11280// Default: "0"
11281ttt_radio_reopen "0"
11282
11283// Choose random winner (CT/T) regardless of normal result. 1 = Yes, 0 = No
11284// Min: "0" Max: "1"
11285// Default: "1"
11286ttt_random_winner "1"
11287
11288// Remove the bomb spots from the map to prevent interference. 1 = Remove, 0 = Don't Remove
11289// Min: "0" Max: "1"
11290// Default: "1"
11291ttt_remove_bomb_on_spawn "1"
11292
11293// Remove all hostages from the map to prevent interference. 1 = Remove, 0 = Don't Remove
11294// Min: "0" Max: "1"
11295// Default: "1"
11296ttt_remove_hostages "1"
11297
11298// Reopen rules menu when a player will be redirect to motd/popup window?
11299// Min: "0" Max: "1"
11300// Default: "1"
11301ttt_reopen_rules_on_url "1"
11302
11303// The amount of players required to start the game.
11304// Default: "3"
11305ttt_required_player "3"
11306
11307// The amount of players required to activate the detective role.
11308// Default: "6"
11309ttt_required_players_detective "6"
11310
11311// Admin flags to access respawn command.
11312// Default: "b"
11313ttt_respawn_admin_access "b"
11314
11315// Respawn dead players on pre role selection?
11316// Min: "0" Max: "1"
11317// Default: "1"
11318ttt_respawn_dead_players "1"
11319
11320// Admin flags to access round slays command.
11321// Default: "b"
11322ttt_round_slays_admin_access "b"
11323
11324// How much round slays for players there try to enter a destroy trigger? (?)
11325// Default: "2"
11326ttt_round_slays_destroy_trigger "2"
11327
11328// How much round slays for detectives after rdm punishment? (0 = Instant slay) (ttt_punish_detective_for_rdm_kils)
11329// Default: "5"
11330ttt_round_slays_detective "0"
11331
11332// How much round slays for innocents after rdm punishment? (0 = Instant slay) (ttt_punish_innocent_for_rdm_kils)
11333// Default: "5"
11334ttt_round_slays_innocent "0"
11335
11336// How much round slays for the players by a player punishment? (1 = Instant slay, 2 = Instant slay + slay next round ...)
11337// Default: "1"
11338ttt_round_slays_player_rdm_menu "1"
11339
11340// How much round slays for traitores after rdm punishment? (0 = Instant slay) (ttt_punish_traitor_for_rdm_kils)
11341// Default: "5"
11342ttt_round_slays_traitor "0"
11343
11344// Font color (hexcode without hastag!) of the text while the countdown runs
11345// Default: "ffA500"
11346ttt_round_start_font_color "ffA500"
11347
11348// Font size of the text while the countdown runs
11349// Default: "24"
11350ttt_round_start_font_size "24"
11351
11352// Font color (hexcode without hastag!) of the text if round started
11353// Default: "44ff22"
11354ttt_round_started_font_color "44ff22"
11355
11356// Font size of the text if round started
11357// Default: "32"
11358ttt_round_started_font_size "32"
11359
11360// Enable damage after a round until round end.
11361// Min: "0" Max: "1"
11362// Default: "0"
11363ttt_roundend_dm "0"
11364
11365// The punishment for abusing the rules menu by closing it with another menu. 0 = Kick, Anything Else = Do Nothing
11366// Min: "0"
11367// Default: "0"
11368ttt_rules_close_punishment "0"
11369
11370// Save choise from detective (rules) menu per player? Players must accept this one time (instead of every time) if it's enabled
11371// Min: "0" Max: "1"
11372// Default: "0"
11373ttt_save_detective_rules_choice "0"
11374
11375// Save choise from rules menu per player? Players must accept this one time (instead of every time) if it's enabled
11376// Min: "0" Max: "1"
11377// Default: "0"
11378ttt_save_rules_choice "0"
11379
11380// What should happen on round start with the secondary weapon? 0 - nothing, 1 - drop old weapon, 2 - remove old weapon
11381// Min: "0" Max: "2"
11382// Default: "0"
11383ttt_secondary_weapon_update "0"
11384
11385// Send the Server Port to csgottt.com, server will be listed on csgottt.com
11386// Min: "0" Max: "1"
11387// Default: "1"
11388ttt_send_server_data "1"
11389
11390// The command to buy a shop item instantly
11391// Default: "buyitem"
11392ttt_shop_buy_command "buyitem"
11393
11394// Commands for ttt shop (up to 6 commands)
11395// Default: "shop;menu"
11396ttt_shop_commands "shop;menu"
11397
11398// Admin flags to give players shop items
11399// Default: "z"
11400ttt_shop_give_item_flag "z"
11401
11402// Admin flags to list all items from shop
11403// Default: "z"
11404ttt_shop_list_items_flag "z"
11405
11406// Admin flags to reset all items from shop (Reload)
11407// Default: "z"
11408ttt_shop_reset_items_flag "z"
11409
11410// Admin flags to set players credits
11411// Default: "z"
11412ttt_shop_set_credits_flag "z"
11413
11414// The command to show the shortname of the shopitems (to use for the buycommand)
11415// Default: "showitems"
11416ttt_shop_show_command "showitems"
11417
11418// Show player credits as csgo money?
11419// Min: "0" Max: "1"
11420// Default: "1"
11421ttt_shop_show_credits_as_money "1"
11422
11423// 0 = Disabled, will not reward credits with silent id. 1 = Will reward the client with credits for inspecting the body.
11424// Min: "0" Max: "1"
11425// Default: "1"
11426ttt_shop_silent_id_rewards "1"
11427
11428// Print a message on player spawn with some ttt details (like "Trouble in Terrorist Town Version X.X.XXXX")
11429// Min: "0" Max: "1"
11430// Default: "1"
11431ttt_show_advert_message "1"
11432
11433// Display a message showing who killed you. 1 = Enabled, 0 = Disabled
11434// Min: "0" Max: "1"
11435// Default: "1"
11436ttt_show_death_message "1"
11437
11438// Show debug messages to all root admins?
11439// Min: "0" Max: "1"
11440// Default: "0"
11441ttt_show_debug_messages "0"
11442
11443// Show the detective menu. 1 = Show, 0 = Don't Show
11444// Min: "0" Max: "1"
11445// Default: "1"
11446ttt_show_detective_menu "0"
11447
11448// Show players karma on spawn?
11449// Min: "0" Max: "1"
11450// Default: "1"
11451ttt_show_karma_on_spawn "1"
11452
11453// Display a message showing who you killed. 1 = Enabled, 0 = Disabled
11454// Min: "0" Max: "1"
11455// Default: "1"
11456ttt_show_kill_message "1"
11457
11458// Display a message showing how many credits you earned. 1 = Enabled, 0 = Disabled
11459// Min: "0" Max: "1"
11460// Default: "1"
11461ttt_show_message_earn_credits "1"
11462
11463// Display a message showing how much karma you earned. 1 = Enabled, 0 = Disabled
11464// Min: "0" Max: "1"
11465// Default: "1"
11466ttt_show_message_earn_karma "1"
11467
11468// Display a message showing how many credits you lost. 1 = Enabled, 0 = Disabled
11469// Min: "0" Max: "1"
11470// Default: "1"
11471ttt_show_message_lose_credits "1"
11472
11473// Display a message showing how much karma you lost. 1 = Enabled, 0 = Disabled
11474// Min: "0" Max: "1"
11475// Default: "1"
11476ttt_show_message_lose_karma "1"
11477
11478// Show RDM Menu while killing Innocent as Innocent?
11479// Min: "0" Max: "1"
11480// Default: "0"
11481ttt_show_rdm_menu_for_inno "0"
11482
11483// Show the rules menu. 1 = Show, 0 Don't Show
11484// Min: "0" Max: "1"
11485// Default: "1"
11486ttt_show_rules_menu "0"
11487
11488// Show traitor partners on team selection?
11489// Min: "0" Max: "1"
11490// Default: "1"
11491ttt_show_traitor_names "1"
11492
11493// Show the URL when a player wants to read the rules? Valve removed the MOTD and Popup-function, so that could be useful
11494// Min: "0" Max: "1"
11495// Default: "1"
11496ttt_show_url "1"
11497
11498// 0 = Disabled. 1 = Enable silent id (+speed and +use together). Silent ID wont print on chat when someone inspects a body.
11499// Min: "0" Max: "1"
11500// Default: "0"
11501ttt_silent_id "0"
11502
11503// 0 = Disabled, will not change the color of the body. 1 = Silent ID will color the body when inspecting. (Green = Innocent, Red = Traitor, Blue = Detective)
11504// Min: "0" Max: "1"
11505// Default: "1"
11506ttt_silent_id_color "1"
11507
11508// 2 = Innocent. 4 = Traitor. 8 = Detective. For other combinations, just sum the values. (i.e.: 14 (2+4+8) = All roles can Silent ID)
11509// Default: "14"
11510ttt_silent_id_roles "14"
11511
11512// Slay all players after ttt round started
11513// Min: "0" Max: "1"
11514// Default: "1"
11515ttt_slay_after_start "1"
11516
11517// Sort shop items? 0 = Disabled. 1 = Enabled (default).
11518// Min: "0" Max: "1"
11519// Default: "1"
11520ttt_sort_items "1"
11521
11522// The amount of health detectives spawn with. ( 0 = disabled )
11523// Min: "0"
11524// Default: "100"
11525ttt_spawn_d "100"
11526
11527// The amount of health innocents spawn with. ( 0 = disabled )
11528// Min: "0"
11529// Default: "100"
11530ttt_spawn_i "100"
11531
11532// The amount of health traitors spawn with. ( 0 = disabled )
11533// Min: "0"
11534// Default: "100"
11535ttt_spawn_t "100"
11536
11537// Set 1 if you want to use credits over sql (mysql + sqlite are supported)
11538// Min: "0" Max: "1"
11539// Default: "0"
11540ttt_sql_credits "0"
11541
11542// The amount of credits players will recieve when they join for the first time.
11543// Default: "800"
11544ttt_start_credits "800"
11545
11546// The amount of karma new players and players who were karma banned will start with.
11547// Default: "100"
11548ttt_start_karma "100"
11549
11550// Should we add steam id to all log actions? Prevent abusing with namefakers
11551// Min: "0" Max: "1"
11552// Default: "1"
11553ttt_steamid_add_to_logs "1"
11554
11555// Which steam id format to you prefer? 1 - SteamID2 (STEAM_1:1:40828751), 2 - SteamID3 ([U:1:81657503]) or 3 - SteamID64/CommunityID (76561198041923231)
11556// Min: "0" Max: "3"
11557// Default: "1"
11558ttt_steamid_log_format "1"
11559
11560// Strip players weapons on spawn? Optionally use mp_ct_ and mp_t_ cvars instead.
11561// Min: "0" Max: "1"
11562// Default: "1"
11563ttt_strip_weapons "1"
11564
11565// Show traitor chat messages to dead players?
11566// Min: "0" Max: "1"
11567// Default: "0"
11568ttt_t_chat_to_dead "0"
11569
11570// Update team score based on detective/innocent win and traitor win?
11571// Min: "0" Max: "1"
11572// Default: "1"
11573ttt_team_score_update "1"
11574
11575// Enable / Disable time overlays? You could show overlays during a active(!) round. 0 - Disable, 1 - Enable
11576// Min: "0" Max: "1"
11577// Default: "0"
11578ttt_time_overlays_enable "0"
11579
11580// Time in seconds how long the time overlays will be shown.
11581// Default: "3.0"
11582ttt_time_overlays_time "3.0"
11583
11584// The time in seconds the detective rules menu will stay open.
11585// Default: "15"
11586ttt_time_to_read_detective_rules "15"
11587
11588// The time in seconds the general rules menu will stay open.
11589// Default: "30"
11590ttt_time_to_read_rules "30"
11591
11592// Maximum number of traitors. Customize this if you want to finetune the number of traitors at your server's max playercount, for example to make sure there are max 3 traitors on a 16 player server.
11593// Default: "32"
11594ttt_traitor_max "32"
11595
11596// The chance of getting the traitor role.
11597// Default: "25"
11598ttt_traitor_ratio "25"
11599
11600// Save armor on round end for living players and re-set in the next round?
11601// Min: "0" Max: "1"
11602// Default: "0"
11603ttt_transfer_armor "0"
11604
11605// Update the client model instantly when they are assigned a role. Disables forcing client models to a specified model. 1 = Update, 0 = Don't Update
11606// Min: "0" Max: "1"
11607// Default: "1"
11608ttt_update_client_model "1"
11609
11610// This prints a version message to all players on every spawn
11611// Min: "0" Max: "1"
11612// Default: "1"
11613ttt_version_message "1"
11614
11615// The amount of karma needed to be banned for Bad Karma. (0 = Disabled)
11616// Min: "0"
11617// Default: "75"
11618ttt_with_karma_ban "75"
11619
11620// The length (time in minutes) of a Bad Karma ban. (Default = 1 Week)
11621// Default: "10080"
11622ttt_with_karma_ban_length "10080"
11623
11624// Ban dead players for bad karma?
11625// Min: "0" Max: "1"
11626// Default: "0"
11627ttt_with_karma_dead "0"
11628
11629// Kill turret credits ?
11630// Default: "800"
11631turret_kill_cash_amount "800"
11632
11633// The name of this in Shop
11634// Default: "Turret"
11635turret_name "Turret"
11636
11637// The amount of credits turret costs as traitor. 0 to disable.
11638// Default: "9000"
11639turret_price "9000"
11640
11641// The sorting priority of the turret in the shop menu.
11642// Default: "0"
11643turret_sort_prio "0"
11644
11645// GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
11646// Flags: FCVAR_PROTECTED|FCVAR_NOTIFY|FCVAR_DONTRECORD|FCVAR_RELEASE
11647// Default: "0"
11648tv_advertise_watchable "0"
11649
11650// When >=0 restricts autorecording only to the specified TV index
11651// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11652// Default: "-1"
11653tv_allow_autorecording_index "-1"
11654
11655// Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields present in all network packets, in every snapshot. This allows the secondary cameraman (-interactivecaster that connects to a tv port) to override those fields some seconds later regardless of whether they changed originally or not.
11656// Flags: FCVAR_RELEASE
11657// Default: "0"
11658tv_allow_camera_man_override "0"
11659
11660// Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.
11661// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11662// Default: ""
11663tv_allow_camera_man_steamid ""
11664
11665// Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.
11666// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11667// Default: ""
11668tv_allow_camera_man_steamid2 ""
11669
11670// Auto director uses fixed level cameras for shots
11671// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11672// Default: "1"
11673tv_allow_static_shots "1"
11674
11675// Automatically records all games as GOTV demos.
11676// Flags: FCVAR_RELEASE
11677// Default: "0"
11678tv_autorecord "0"
11679
11680// Relay proxies retry connection after network timeout
11681// Flags: FCVAR_RELEASE
11682// Default: "1"
11683tv_autoretry "1"
11684
11685// Automatically broadcasts all games as GOTV demos through Steam.
11686// Flags: FCVAR_RELEASE
11687// Default: "0"
11688tv_broadcast "0"
11689
11690// Automatically broadcasts all games as GOTV[1] demos through Steam.
11691// Flags: FCVAR_RELEASE
11692// Default: "0"
11693tv_broadcast1 "0"
11694
11695// Drop every Nth fragment
11696// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_RELEASE
11697// Default: "0"
11698tv_broadcast_drop_fragments "0"
11699
11700// The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server
11701// Flags: FCVAR_RELEASE
11702// Default: "3"
11703tv_broadcast_keyframe_interval "3"
11704
11705// Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.
11706// Flags: FCVAR_RELEASE
11707// Default: "20"
11708tv_broadcast_max_requests "20"
11709
11710// X-Origin-Auth header of the broadcast POSTs
11711// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_RELEASE
11712// Default: "gocastauth"
11713tv_broadcast_origin_auth "gocastauth"
11714
11715// X-Origin-Auth header of the broadcast1 POSTs
11716// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_RELEASE
11717// Default: "gocastauth"
11718tv_broadcast_origin_auth1 "gocastauth"
11719
11720// The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails)
11721// Flags: FCVAR_RELEASE
11722// Default: "10"
11723tv_broadcast_startup_resend_interval "10"
11724
11725// Terminate every broadcast with a stop command
11726// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_RELEASE
11727// Default: "1"
11728tv_broadcast_terminate "1"
11729
11730// URL of the broadcast relay
11731// Flags: FCVAR_RELEASE
11732// Default: "http://localhost:8080"
11733tv_broadcast_url "http://localhost:8080"
11734
11735// URL of the broadcast relay1
11736// Flags: FCVAR_RELEASE
11737// Default: "http://localhost:8080"
11738tv_broadcast_url1 "http://localhost:8080"
11739
11740// Comma-separated IP ranges which require Steam3 challenge protocol even for GOTV connections
11741// Flags: FCVAR_RELEASE
11742// Default: ""
11743tv_challenge_steam_iprange ""
11744
11745// Set the default chat group size
11746// Flags: FCVAR_RELEASE
11747// Default: "0"
11748tv_chatgroupsize "0"
11749
11750// Limits spectators to chat only every n seconds
11751// Flags: FCVAR_RELEASE
11752// Default: "8"
11753tv_chattimelimit "8"
11754
11755// GOTV debug info.
11756// Flags: FCVAR_RELEASE
11757// Default: "0"
11758tv_debug "0"
11759
11760// GOTV broadcast delay in seconds
11761// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11762// Min: "0" Max: "120"
11763// Default: "10"
11764tv_delay "30"
11765
11766// GOTV[instance 1] broadcast delay in seconds
11767// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11768// Min: "0" Max: "120"
11769// Default: "15"
11770tv_delay1 "15"
11771
11772// Delays map change until broadcast is complete
11773// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11774// Default: "1"
11775tv_delaymapchange "1"
11776
11777// Enable delta entity bit stream cache
11778// Flags: FCVAR_RELEASE
11779// Default: "2"
11780tv_deltacache "2"
11781
11782// Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
11783// Flags: FCVAR_RELEASE
11784// Default: "1"
11785tv_dispatchmode "1"
11786
11787// Dispatch clients to relay proxies based on load, 1.25 will prefer for every 4 local clients to put 5 clients on every connected relay
11788// Flags: FCVAR_RELEASE
11789// Default: "1.25"
11790tv_dispatchweight "1.25"
11791
11792// Activates GOTV on server (0=off;1=on;2=on when reserved)
11793// Flags: FCVAR_NOTIFY|FCVAR_RELEASE
11794// Default: "0"
11795tv_enable "0"
11796
11797// Activates GOTV[1] on server (0=off;1=on;2=on when reserved)
11798// Flags: FCVAR_NOTIFY|FCVAR_RELEASE
11799// Default: "0"
11800tv_enable1 "0"
11801
11802// Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.
11803// Flags: FCVAR_RELEASE
11804// Default: "1"
11805tv_enable_delta_frames "1"
11806
11807// When set to a valid key communication messages will be encrypted for GOTV
11808// Flags: FCVAR_RELEASE
11809// Default: ""
11810tv_encryptdata_key ""
11811
11812// When set to a valid key public communication messages will be encrypted for GOTV
11813// Flags: FCVAR_RELEASE
11814// Default: ""
11815tv_encryptdata_key_pub ""
11816
11817// Maximum client number on GOTV server.
11818// Flags: FCVAR_RELEASE
11819// Min: "0" Max: "255"
11820// Default: "128"
11821tv_maxclients "128"
11822
11823// Reserves a certain number of GOTV client slots for relays.
11824// Flags: FCVAR_RELEASE
11825// Min: "0" Max: "255"
11826// Default: "0"
11827tv_maxclients_relayreserved "0"
11828
11829// Max GOTV spectator bandwidth rate allowed, 0 == unlimited
11830// Flags: FCVAR_RELEASE
11831// Default: "196608"
11832tv_maxrate "196608"
11833
11834// GOTV host name
11835// Flags: FCVAR_RELEASE
11836// Default: "GOTV"
11837tv_name "GOTV"
11838
11839// Overrides the GOTV master root address.
11840// Flags: FCVAR_RELEASE
11841// Default: "0"
11842tv_overridemaster "0"
11843
11844// GOTV password for all clients
11845// Flags: FCVAR_PROTECTED|FCVAR_NOTIFY|FCVAR_DONTRECORD|FCVAR_RELEASE
11846// Default: ""
11847tv_password ""
11848
11849// Flags: FCVAR_RELEASE
11850// Default: "1"
11851tv_playcast_delay_prediction "1"
11852
11853// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_RELEASE
11854// Default: "15"
11855tv_playcast_max_rcvage "15"
11856
11857// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_RELEASE
11858// Default: "55"
11859tv_playcast_max_rtdelay "55"
11860
11861// Get request X-Origin-Auth string
11862// Flags: FCVAR_MATERIAL_SYSTEM|FCVAR_RELEASE
11863// Default: ""
11864tv_playcast_origin_auth ""
11865
11866// In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync
11867// Flags: FCVAR_RELEASE
11868// Default: "12"
11869tv_playcast_retry_timeout "12"
11870
11871// Host GOTV[0] port
11872// Flags: FCVAR_RELEASE
11873// Default: "27020"
11874tv_port "27020"
11875
11876// Host GOTV[1] port
11877// Flags: FCVAR_RELEASE
11878// Default: "27021"
11879tv_port1 "27021"
11880
11881// GOTV password for relay proxies
11882// Flags: FCVAR_PROTECTED|FCVAR_NOTIFY|FCVAR_DONTRECORD|FCVAR_RELEASE
11883// Default: ""
11884tv_relaypassword ""
11885
11886// Relay team radio commands to TV: 0=off, 1=on
11887// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11888// Default: "0"
11889tv_relayradio "0"
11890
11891// Relay text chat data: 0=off, 1=say, 2=say+say_team
11892// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
11893// Default: "1"
11894tv_relaytextchat "1"
11895
11896// Relay voice data: 0=off, 1=on
11897// Flags: FCVAR_RELEASE
11898// Default: "1"
11899tv_relayvoice "1"
11900
11901// Snapshots broadcasted per second
11902// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
11903// Default: "32"
11904tv_snapshotrate "32"
11905
11906// Snapshots broadcasted per second, GOTV[1]
11907// Flags: FCVAR_RELEASE
11908// Default: "32"
11909tv_snapshotrate1 "32"
11910
11911// GOTV connection timeout in seconds.
11912// Flags: FCVAR_RELEASE
11913// Default: "30"
11914tv_timeout "30"
11915
11916// Set title for GOTV spectator UI
11917// Flags: FCVAR_RELEASE
11918// Default: "GOTV"
11919tv_title "GOTV"
11920
11921// Transmit all entities (not only director view)
11922// Flags: FCVAR_REPLICATED|FCVAR_RELEASE
11923// Default: "1"
11924tv_transmitall "1"
11925
11926// Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system
11927// Flags: FCVAR_DEVELOPMENTONLY
11928// Default: "16.0"
11929tv_window_size "16.0"
11930
11931// The name of the USP-S in the shop menu.
11932// Default: "USP-S"
11933usp_name "USP-S"
11934
11935// The amount of credits the USP-S costs. 0 to disable.
11936// Default: "3000"
11937usp_price "3000"
11938
11939// The sorting priority of the USP-S in the shop menu.
11940// Default: "0"
11941usp_sort_prio "0"
11942
11943// Decay factor exponent for view punch
11944// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
11945// Default: "18"
11946view_punch_decay "18"
11947
11948// How closely the view tracks with the aim punch from weapon recoil
11949// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
11950// Default: "0.45"
11951view_recoil_tracking "0.45"
11952
11953// Draw alien blood
11954// Flags: FCVAR_DEVELOPMENTONLY
11955// Default: "1"
11956violence_ablood "1"
11957
11958// Show alien gib entities
11959// Flags: FCVAR_DEVELOPMENTONLY
11960// Default: "1"
11961violence_agibs "1"
11962
11963// Draw human blood
11964// Flags: FCVAR_DEVELOPMENTONLY
11965// Default: "1"
11966violence_hblood "1"
11967
11968// Show human gib entities
11969// Flags: FCVAR_DEVELOPMENTONLY
11970// Default: "1"
11971violence_hgibs "1"
11972
11973// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
11974// Default: "0"
11975vis_force "0"
11976
11977// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
11978// Default: ".5"
11979vismon_poll_frequency ".5"
11980
11981// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
11982// Default: "12"
11983vismon_trace_limit "12"
11984
11985// Flags: FCVAR_DEVELOPMENTONLY
11986// Default: "0"
11987voice_debugfeedbackfrom "0"
11988
11989// Get voice input from 'voice_input.wav' rather than from the microphone.
11990// Flags: FCVAR_RELEASE
11991// Default: "0"
11992voice_inputfromfile "0"
11993
11994// Flags: FCVAR_GAMEDLL|FCVAR_CHEAT
11995// Default: "0.5f"
11996voice_player_speaking_delay_threshold "0.5f"
11997
11998// Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
11999// Flags: FCVAR_RELEASE
12000// Default: "0"
12001voice_recordtofile "0"
12002
12003// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
12004// Default: "0"
12005voice_serverdebug "0"
12006
12007// Turns on debug output with detailed spew about voice data processing.
12008// Flags: FCVAR_DEVELOPMENTONLY
12009// Default: "0"
12010voice_verbose "0"
12011
12012// Flags: FCVAR_DEVELOPMENTONLY
12013// Default: "false"
12014voice_vox "false"
12015
12016// Flags: FCVAR_DEVELOPMENTONLY
12017// Default: "0"
12018voice_xsend_debug "0"
12019
12020// Flags: FCVAR_DEVELOPMENTONLY
12021// Default: "0"
12022vprof_counters "0"
12023
12024// Flags: FCVAR_DEVELOPMENTONLY
12025// Default: "0"
12026vprof_counters_show_minmax "0"
12027
12028// Interval (in seconds) at which vprof will batch up data and dump it to the console.
12029// Flags: FCVAR_DEVELOPMENTONLY
12030// Default: "0"
12031vprof_dump_oninterval "0"
12032
12033// Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump
12034// Flags: FCVAR_DEVELOPMENTONLY
12035// Default: "0"
12036vprof_dump_spikes "0"
12037
12038// Budget gtNode to start report from when doing a dump spikes
12039// Flags: FCVAR_DEVELOPMENTONLY
12040// Default: ""
12041vprof_dump_spikes_budget_group ""
12042
12043// Set to 1 to get a hierarchy report whith vprof_dump_spikes
12044// Flags: FCVAR_DEVELOPMENTONLY
12045// Default: "0"
12046vprof_dump_spikes_hiearchy "0"
12047
12048// Node to start report from when doing a dump spikes
12049// Flags: FCVAR_DEVELOPMENTONLY
12050// Default: ""
12051vprof_dump_spikes_node ""
12052
12053// Whether to use most terse output
12054// Flags: FCVAR_DEVELOPMENTONLY
12055// Default: "0"
12056vprof_dump_spikes_terse "0"
12057
12058// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
12059// Default: "0"
12060vprof_scope_entity_gamephys "0"
12061
12062// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
12063// Default: "0"
12064vprof_scope_entity_thinks "0"
12065
12066// Flags: FCVAR_DEVELOPMENTONLY
12067// Default: "999.0"
12068vprof_server_spike_threshold "999.0"
12069
12070// Flags: FCVAR_DEVELOPMENTONLY
12071// Default: "0"
12072vprof_server_thread "0"
12073
12074// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
12075// Default: "0"
12076vprof_think_limit "0"
12077
12078// Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
12079// Flags: FCVAR_DEVELOPMENTONLY
12080// Default: "0"
12081vx_do_not_throttle_events "0"
12082
12083// Force spread to the specified value.
12084// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
12085// Default: "0"
12086weapon_accuracy_forcespread "0"
12087
12088// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_ARCHIVE|FCVAR_REPLICATED
12089// Default: "0"
12090weapon_accuracy_logging "0"
12091
12092// Disable weapon inaccuracy spread
12093// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
12094// Default: "0"
12095weapon_accuracy_nospread "0"
12096
12097// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
12098// Default: "1"
12099weapon_accuracy_shotgun_spread_patterns "1"
12100
12101// Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing
12102// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
12103// Min: "0"
12104// Default: "1.0"
12105weapon_air_spread_scale "1.0"
12106
12107// If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.
12108// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
12109// Default: "0"
12110weapon_auto_cleanup_time "0"
12111
12112// Force weapon inaccuracy to be in exactly the up direction
12113// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
12114// Default: "0"
12115weapon_debug_inaccuracy_only_up "0"
12116
12117// Force all shots to have maximum inaccuracy
12118// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
12119// Default: "0"
12120weapon_debug_max_inaccuracy "0"
12121
12122// The amount the gun should dip when the player lands after a jump.
12123// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
12124// Default: "20.0"
12125weapon_land_dip_amt "20.0"
12126
12127// If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.
12128// Flags: FCVAR_GAMEDLL|FCVAR_RELEASE
12129// Default: "0"
12130weapon_max_before_cleanup "0"
12131
12132// Maximum angle of slope on which the molotov will detonate
12133// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL|FCVAR_REPLICATED
12134// Min: "0" Max: "90"
12135// Default: "30.0"
12136weapon_molotov_maxdetonateslope "30.0"
12137
12138// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT
12139// Default: "1"
12140weapon_near_empty_sound "1"
12141
12142// DEPRECATED. Recoil now decays using weapon_recoil_decay_coefficient
12143// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12144// Default: "0.55"
12145weapon_recoil_cooldown "0.55"
12146
12147// Decay factor exponent for weapon recoil
12148// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12149// Default: "3.5"
12150weapon_recoil_decay1_exp "3.5"
12151
12152// Decay factor exponent for weapon recoil
12153// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12154// Default: "8"
12155weapon_recoil_decay2_exp "8"
12156
12157// Decay factor (linear term) for weapon recoil
12158// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12159// Default: "18"
12160weapon_recoil_decay2_lin "18"
12161
12162// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12163// Default: "2.0"
12164weapon_recoil_decay_coefficient "2.0"
12165
12166// Overall scale factor for recoil. Used to reduce recoil on specific platforms
12167// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
12168// Default: "2.0"
12169weapon_recoil_scale "2.0"
12170
12171// Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
12172// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12173// Default: "1.0"
12174weapon_recoil_scale_motion_controller "1.0"
12175
12176// Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
12177// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12178// Default: "0.75"
12179weapon_recoil_suppression_factor "0.75"
12180
12181// Number of shots before weapon uses full recoil
12182// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12183// Default: "4"
12184weapon_recoil_suppression_shots "4"
12185
12186// Amount of variance per recoil impulse
12187// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12188// Min: "0" Max: "1"
12189// Default: "0.55"
12190weapon_recoil_variance "0.55"
12191
12192// Decay factor for weapon recoil velocity
12193// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12194// Default: "4.5"
12195weapon_recoil_vel_decay "4.5"
12196
12197// Additional (non-aim) punch added to view from recoil
12198// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12199// Default: "0.055"
12200weapon_recoil_view_punch_extra "0.055"
12201
12202// When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
12203// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_RELEASE
12204// Default: "0"
12205weapon_reticle_knife_show "0"
12206
12207// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
12208// Default: "0"
12209weapon_showproficiency "0"
12210
12211// Scaling for falloff of weapon firing sounds
12212// Flags: FCVAR_GAMEDLL|FCVAR_REPLICATED|FCVAR_CHEAT|FCVAR_RELEASE
12213// Default: "1.0"
12214weapon_sound_falloff_multiplier "1.0"
12215
12216// Alpha of default glow
12217// Default: "255"
12218wh_default_color_alpha "255"
12219
12220// Blue color of default glow
12221// Default: "255"
12222wh_default_color_blue "255"
12223
12224// Green color of default glow
12225// Default: "255"
12226wh_default_color_green "255"
12227
12228// Red color of default glow
12229// Default: "255"
12230wh_default_color_red "255"
12231
12232// Active time for Dective-Wallhack (time in seconds)
12233// Default: "3.0"
12234wh_detective_active "3.0"
12235
12236// Time of the cooldown for Dective-Wallhack (time in seconds)
12237// Default: "15.0"
12238wh_detective_cooldown "15.0"
12239
12240// The amount of credits the Dective-Wallhack costs. 0 to disable.
12241// Default: "0"
12242wh_detective_price "0"
12243
12244// The sorting priority of the Detective - Wallhack in the shop menu.
12245// Default: "0"
12246wh_detective_sort_prio "0"
12247
12248// The name of the Wallhack in the Shop
12249// Default: "Wallhack"
12250wh_name "Wallhack"
12251
12252// Show glows as role colors for detectives?
12253// Min: "0" Max: "1"
12254// Default: "0"
12255wh_show_roles_detective "0"
12256
12257// Show glows as role colors for traitors?
12258// Min: "0" Max: "1"
12259// Default: "1"
12260wh_show_roles_traitor "1"
12261
12262// Active time for Traitor-Wallhack (time in seconds)
12263// Default: "3.0"
12264wh_traitor_active "3.0"
12265
12266// Time of the cooldown for Traitor-Wallhack (time in seconds)
12267// Default: "15.0"
12268wh_traitor_cooldown "15.0"
12269
12270// The amount of credits the Traitor-Wallhack costs. 0 to disable.
12271// Default: "9000"
12272wh_traitor_price "9000"
12273
12274// The sorting priority of the Traitor - Wallhack in the shop menu.
12275// Default: "0"
12276wh_traitor_sort_prio "0"
12277
12278// time remaining in trial mode
12279// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_SS|FCVAR_ARCHIVE_XBOX
12280// Default: "2700.0"
12281xbox_arcade_remaining_trial_time "2700.0"
12282
12283// debug unlocking arcade title
12284// Flags: FCVAR_DEVELOPMENTONLY
12285// Default: "1"
12286xbox_arcade_title_unlocked "1"
12287
12288// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
12289// Default: "1"
12290xbox_autothrottle "1"
12291
12292// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
12293// Default: "0.0"
12294xbox_steering_deadzone "0.0"
12295
12296// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
12297// Default: "100"
12298xbox_throttlebias "100"
12299
12300// Flags: FCVAR_GAMEDLL|FCVAR_ARCHIVE
12301// Default: "200"
12302xbox_throttlespoof "200"
12303
12304// Flags: FCVAR_DEVELOPMENTONLY|FCVAR_GAMEDLL
12305// Default: "0"
12306xc_crouch_debounce "0"