| 
					Anmeldungsdatum: Jan 2009 Beiträge: 2711 Benutzer-Bewertung: | Command 	Default 	Cheat? 	Help Text _fov	0		Automates fov command to server.
 _restart			Shutdown and restart the engine.
 addip			Add an IP address to the ban list.
 adsp_alley_min	122		None
 adsp_courtyard_min	126		None
 adsp_debug	0		None
 adsp_door_height	112		None
 adsp_duct_min	106		None
 adsp_hall_min	110		None
 adsp_low_ceiling	108		None
 adsp_opencourtyard_min	126		None
 adsp_openspace_min	130		None
 adsp_openstreet_min	118		None
 adsp_openwall_min	130		None
 adsp_room_min	102		None
 adsp_street_min	118		None
 adsp_tunnel_min	114		None
 adsp_wall_height	128		None
 ai_actbusy_search_time	10		None
 ai_ally_manager_debug	0		None
 ai_auto_contact_solver	1		None
 ai_citizen_debug_commander	1		None
 ai_clear_bad_links			Clears bits set on nav links indicating link is unusable
 ai_debug_actbusy	0	Yes	Used to debug actbusy behavior. Usage:
 
 1
 Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.
 2
 Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.
 3
 Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.
 4
 Display debug output of actbusy logic.
 
 ai_debug_assault	0		None
 ai_debug_directnavprobe	0		None
 ai_debug_doors	0		None
 ai_debug_efficiency	0		None
 ai_debug_enemies	0		None
 ai_debug_expressions	0		Show random expression decisions for NPCs.
 ai_debug_follow	0		None
 ai_debug_loners	0		None
 ai_debug_looktargets	0		None
 ai_debug_los	0	Yes	NPC Line-Of-Sight debug mode.
 
 1
 Solid entities that block NPC LOC will be highlighted with white bounding boxes.
 2
 It'll show non-solid entities that would do it if they were solid.
 
 ai_debug_nav	0		None
 ai_debug_node_connect			Debug the attempted connection between two nodes
 ai_debug_ragdoll_magnets	0		None
 ai_debug_readiness	0		None
 ai_debug_shoot_positions	0		None
 ai_debug_speech	0		None
 ai_debug_squads	0		None
 ai_debug_think_ticks	0		None
 ai_debugscriptconditions	0		None
 ai_disable			Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
 ai_drawbattlelines	0	Yes	None
 ai_dump_hints			None
 ai_efficiency_override	0		None
 ai_follow_move_commands	1		None
 ai_follow_use_points	1		None
 ai_follow_use_points_when_moving	1		None
 ai_lead_time	0		None
 ai_LOS_mode	0		None
 ai_moveprobe_debug	0		None
 ai_moveprobe_jump_debug	0		None
 ai_moveprobe_usetracelist	0		None
 ai_new_aiming	1		None
 ai_newgroundturret	0		None
 ai_next_hull			Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
 ai_no_local_paths	0		None
 ai_no_node_cache	0		None
 ai_no_select_box	0		None
 ai_no_steer	0		None
 ai_no_talk_delay	0		None
 ai_nodes			Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
 
 Green
 Ground node
 Cyan
 Air node
 Magenta
 Climb node
 Grey
 Node not available for selected hull size
 Orange
 Node currently locked
 
 ai_norebuildgraph	0		None
 ai_path_adjust_speed_on_immediate_turns	1		None
 ai_path_insert_pause_at_est_end	1		None
 ai_path_insert_pause_at_obstruction	1		None
 ai_reaction_delay_alert	0		None
 ai_reaction_delay_idle	0		None
 ai_readiness_decay	120		None
 ai_rebalance_thinks	1		None
 ai_reloadresponsesystems			Reload all response system scripts.
 ai_report_task_timings_on_limit	0		None
 ai_resume			If NPC is stepping through tasks (see ai_step ) will resume normal processing.
 ai_sequence_debug	0		None
 ai_set_move_height_epsilon			Set how high AI bumps up ground walkers when checking steps
 ai_shot_bias	1		None
 ai_shot_bias_max	1		None
 ai_shot_bias_min	-1		None
 ai_shot_stats	0		None
 ai_shot_stats_term	1000		None
 ai_show_connect			Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
 
 Green
 Ground movement
 Blue
 Jumping movement
 Cyan
 Flying movement
 Magenta
 Climbing movement
 Red
 Connection disabled
 
 ai_show_connect_fly			Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
 
 Green
 Ground movement
 Blue
 Jumping movement
 Cyan
 Flying movement
 Magenta
 Climbing movement
 Red
 Connection disabled
 
 ai_show_connect_jump			Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
 
 Green
 Ground movement
 Blue
 Jumping movement
 Cyan
 Flying movement
 Magenta
 Climbing movement
 Red
 Connection disabled
 
 ai_show_graph_connect			Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
 ai_show_grid			Draw a grid on the floor where looking.
 ai_show_hints			Displays all hints as small boxes
 
 Blue
 Hint is available for use
 Red
 Hint is currently being used by an NPC
 Orange
 Hint not being used by timed out
 Grey
 Hint has been disabled
 
 ai_show_hull			Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
 
 Green
 Ground movement
 Blue
 Jumping movement
 Cyan
 Flying movement
 Magenta
 Climbing movement
 
 ai_show_hull_attacks	0		None
 ai_show_node			Highlight the specified node
 ai_show_think_tolerance	0		None
 ai_show_visibility			Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
 ai_simulate_task_overtime	0		None
 ai_spread_cone_focus_time	0		None
 ai_spread_defocused_cone_multiplier	3		None
 ai_spread_pattern_focus_time	0		None
 ai_step			NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
 ai_think_limit_label	0		None
 ai_use_clipped_paths	1		None
 ai_use_efficiency	1		None
 ai_use_frame_think_limits	1		None
 ai_use_readiness	1		None
 ai_use_think_optimizations	1		None
 ainet_generate_report			Generate a report to the console.
 ainet_generate_report_only			Generate a report to the console.
 air_density			Changes the density of air for drag computations.
 airboat_fatal_stress	5000		Amount of stress in kg that would kill the airboat driver.
 alias			Alias a command.
 +alt1			None
 -alt1			None
 +attack			Launches the selected weapons primary attack.
 -attack			None
 +attack2			Launches the selected weapons secondary attack.
 -attack2			None
 autosave			None
 Commands starting with letter "B"
 Command 	Default 	Cheat? 	Help Text
 +back			Start moving player backward (button down)
 -back			Stop moving player backward (button up)
 banid			Add a user ID to the ban list.
 bench_end			Ends gathering of info.
 bench_showstatsdialog			Shows a dialog displaying the most recent benchmark results.
 bench_start			Starts gathering of info. Arguments: filename to write results into
 bench_upload			Uploads most recent benchmark stats to the Valve servers.
 benchframe			Takes a snapshot of a particular frame in a time demo.
 bgmvolume	1		CD sound playback volume.
 bind			Bind a key. E.g Bind "y" "noclip" Will bind the key 'y' when pressed to turn on 'noclip'. When typing into the console include the "" before and after the key and the console command.
 BindToggle			None
 birds_debug	0		None
 blink_duration	0		How many seconds an eye blink will last.
 bloodspray			blood
 bot_add		Yes	(Counter-Strike: Source only) Adds a bot onto either the Counter-Terrorist team or the Terrorist team, by random. If the server is hosted online the an rcon login is required.
 bot_add_ct		Yes	(Counter-Strike: Source only) Adds a bot onto the Counter-Terrorist team. If the server is hosted online the an rcon login is required.
 bot_add_t		Yes	(Counter-Strike: Source only) Adds a bot onto the Terrorist team.I f the server is hosted online the an rcon login is required.
 bot_kick		Yes	(Counter-Strike: Source only) Kick's all of the bots from the server. If the server is hosted online the an rcon login is required.
 bot_kick ct		Yes	(Counter-Strike: Source only) Kicks a bot from the Counter-Terrorist team by random. If the server is hosted online the an rcon login is required.
 bot_kick t		Yes	(Counter-Strike:Source only) Kicks a bot from the Terrorist team by random. If the server is hosted online the an rcon login is required.
 bot_kill		Yes	(Counter-Strike:Source only) Kills all of the bots on the server. If the server is hosted online the an rcon login is required.
 box			Draw a debug box.
 +break			None
 -break			None
 breakable_disable_gib_limit	0		None
 breakable_multiplayer	1		None
 buddha			Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
 budget_averages_window	30		number of frames to look at when figuring out average frametimes
 budget_background_alpha	128		how translucent the budget panel is
 budget_bargraph_background_alpha	128		how translucent the budget panel is
 budget_bargraph_range_ms	16		budget bargraph range in milliseconds
 budget_history_numsamplesvisible	100		number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
 budget_history_range_ms	66		budget history range in milliseconds
 budget_panel_bottom_of_history_fraction	0		number between 0 and 1
 budget_panel_height	384		height in pixels of the budget panel
 budget_panel_width	512		width in pixels of the budget panel
 budget_panel_x	0		number of pixels from the left side of the game screen to draw the budget panel
 budget_panel_y	50		number of pixels from the top side of the game screen to draw the budget panel
 budget_peaks_window	30		number of frames to look at when figuring out peak frametimes
 budget_show_averages	0		enable/disable averages in the budget panel
 budget_show_history	1		turn history graph off and on. . good to turn off on low end
 budget_show_peaks	1		enable/disable peaks in the budget panel
 bug			Show/hide the bug reporting UI.
 bug_swap			Automatically swaps the current weapon for the bug bait and back again.
 bugbait_distract_time	5		None
 bugbait_grenade_radius	150		None
 bugbait_hear_radius	2500		None
 bugbait_radius	512		None
 bugreporter_includebsp	1		Include .bsp for internal bug submissions.
 buildcubemaps			Rebuild cubemaps.
 building_cubemaps	0		None
 bulletspeed	6000		None
 Commands starting with letter "C"
 Command 	Default 	Cheat? 	Help Text
 c_maxdistance	200		None
 c_maxpitch	90		None
 c_maxyaw	135		None
 c_mindistance	30		None
 c_minpitch	0		None
 c_minyaw	-135		None
 c_orthoheight	100		None
 c_orthowidth	100		None
 cache_print			Print out contents of cache memory.
 cam_command	0	Yes	Changes camera view, first/third person
 cam_idealdist	64		Cam distance from player
 cam_idealdistup	0		Cam above/below player
 cam_idealdistright	0		Cam left/right of player
 cam_idealpitch	0		None
 cam_idealyaw	90		0=Behind player, 90=Right arm
 cam_snapto	0		None
 +camdistance			None
 -camdistance			None
 +camin			None
 -camin			None
 +cammousemove			None
 -cammousemove			None
 camortho			Switch to orthographic camera.
 +camout			None
 -camout			None
 +campitchdown			None
 -campitchdown			None
 +campitchup			None
 -campitchup			None
 +camyawleft			None
 -camyawleft			None
 +camyawright			None
 -camyawright			None
 cancelselect			None
 cast_hull			Tests hull collision detection
 cast_ray			Tests collision detection
 cc_captiontrace	1		Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in hud)
 cc_emit			Emits a closed caption
 cc_lang	0		Current close caption language (emtpy = use game UI language)
 cc_linger_time	1		Close caption linger time.
 cc_lookup_crc			For tracking down missing CC token strings
 cc_predisplay_time	0		Close caption delay before showing caption.
 cc_sentencecaptionnorepeat	4		How often a sentence can repeat.
 cc_subtitles	0		If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
 cd			Play or stop a cd track.
 centerview			None
 ch_createairboat			Spawn airboat in front of the player.
 ch_createjeep			Spawn jeep in front of the player.
 changelevel			Change server to the specified map
 changelevel2			Transition to the specified map in single player
 cl_allowdownload	1		Client downloads customization files
 cl_allowupload	1		Client uploads customization files
 cl_anglespeedkey	0		None
 cl_animationinfo			Hud element to examine.
 cl_backspeed	400		None
 cl_bob	0		None
 cl_bobcycle	0		None
 cl_bobup	0		None
 cl_class	0		Default class when joining a game
 cl_clock_correction	1	Yes	Enable/disable clock correction on the client.
 cl_clock_correction_adjustment_max_amount	200	Yes	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.
 cl_clock_correction_adjustment_max_offset	90	Yes	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.
 cl_clock_correction_adjustment_min_offset	10	Yes	If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
 cl_clock_correction_force_server_tick	999	Yes	Force clock correction to match the server tick + this offset (-999 disables it).
 cl_clock_showdebuginfo	0	Yes	Show debugging info about the clock drift.
 cl_clockdrift_max_ms	150	Yes	Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
 cl_cmdbackup	2		For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists)
 cl_cmdrate	30		Max number of command packets sent to server per second
 cl_customsounds	0		Enable customized player sound playback
 cl_demoviewoverride	0		Override view during demo playback
 cl_detaildist	1200		Distance at which detail props (e.g. grass) are shown.
 cl_detailfade	400		Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0.
 cl_draw_airboat_wake	1	Yes	None
 cl_drawhud	1	Yes	Enable the rendering of the hud
 cl_drawleaf	-1	Yes	None
 cl_drawmaterial	0	Yes	Draw a particular material over the frame
 cl_drawmonitors	1		None
 cl_drawshadowtexture	0	Yes	None
 cl_ejectbrass	1		Determines whether spent shells are shown ejecting from a gun.
 cl_ent_absbox			Displays the client's absbox for the entity under the crosshair.
 cl_ent_bbox			Displays the client's bounding box for the entity under the crosshair.
 cl_ent_rbox			Displays the client's render box for the entity under the crosshair.
 cl_entityreport	0	Yes	For debugging, draw entity states to console
 cl_extrapolate	1	Yes	Enable/disable extrapolation if interpolation history runs out.
 cl_extrapolate_amount	0	Yes	Set how many seconds the client will extrapolate entities for.
 cl_flushentitypacket	0	Yes	For debugging. Force the engine to flush an entity packet.
 cl_forcehighendmonitors	1		None
 cl_forcepreload	0		Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly.
 cl_forwardspeed	400		None
 cl_fullupdate			Forces the server to send a full update packet
 cl_idealpitchscale	0		None
 cl_ignorepackets	0	Yes	Force client to ignore packets (for debugging).
 cl_interp	0		Interpolate object positions starting this many seconds in past
 cl_interp_npcs	0		Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
 cl_interpolate	1		Interpolate entities on the client.
 cl_lagcomp_errorcheck	0		Player index of other player to check for position errors.
 cl_lagcompensation	1		Perform server side lag compensation of weapon firing events.
 cl_leveloverview	0	Yes	None
 cl_localnetworkbackdoor	1		Enable network optimizations for single player games.
 cl_logofile	0		Spraypoint logo decal.
 cl_maxrenderable_dist	3000	Yes	Max distance from the camera at which things will be rendered
 cl_mouseenable	1		None
 cl_observercrosshair	1		None
 cl_overdraw_test	0	Yes	None
 cl_panelanimation			blanak for all panels>.
 cl_particleeffect_aabb_buffer	2	Yes	Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often.
 cl_pclass	0	Yes	Dump entity by prediction classname.
 cl_pdump	-1	Yes	Dump info about this entity to screen.
 cl_phys_props_enable	1		Disable clientside physics props (must be set before loading a level).
 cl_phys_props_max	300		Maximum clientside physic props
 cl_phys_timescale	1	Yes	Sets the scale of time for client-side physics (ragdolls)
 cl_pitchdown	89		None
 cl_pitchspeed	225		None
 cl_pitchup	89		None
 cl_playback_screenshots	0		Allows the client to playback screenshot and jpeg commands in demos.
 cl_precacheinfo			Show precache info (client).
 cl_pred_optimize	2		Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
 cl_predict	0		Perform client side prediction.
 cl_predictionlist	0	Yes	Show which entities are predicting
 cl_predictweapons	1		Perform client side prediction of weapon effects.
 cl_ragdoll_collide	0		None
 cl_rate	10000		Max bytes/sec the host can send data (This command no longer exists)
 cl_removedecals			Remove the decals from the entity under the crosshair.
 cl_resend	6		Delay in seconds before the client will resend the 'connect' attempt
 cl_restrict_server_commands	1		Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
 
 
 Don't restrict any server commands.
 1
 Restrict server commands in Valve multiplayer games.
 2
 Restrict server commands in all multiplayer games.
 
 cl_SetupAllBones	0		None
 cl_show_bloodspray	1		None
 cl_show_splashes	1		None
 cl_showanimstate	-1	Yes	Show the (client) animation state for the specified entity (-1 for none).
 cl_showanimstate_log	0	Yes	1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
 cl_showents			Dump entity list to console.
 cl_showerror	0	Yes	Show prediction errors, 2 for above plus detailed field deltas.
 cl_showevents	0	Yes	Print event firing info in the console
 cl_showfps	0		See Optimization Commands.
 cl_showpos	0		Draw current position at top of screen
 cl_ShowSunVectors	0		None
 cl_showtextmsg	1		Enable/disable text messages printing on the screen.
 cl_sidespeed	400		None
 cl_slist	10		Number of seconds to wait for server ping responses when checking for server on your lan
 cl_smooth	1		Smooth view/eye origin after prediction errors
 cl_smoothtime	0		Smooth client's view after prediction error over this many seconds
 cl_soundemitter_flush			Flushes the sounds.txt system (client only)
 cl_soundfile	0		Jingle sound file.
 cl_soundscape_flush			Flushes the client side soundscapes
 cl_soundscape_printdebuginfo			print soundscapes
 cl_starfield_diameter	128		None
 cl_starfield_distance	256		None
 cl_sun_decay_rate	0	Yes	None
 cl_team	0		Default team when joining a game
 cl_timeout	30		After this many seconds without receiving a packet from the server, the client will disconnect itself
 cl_updaterate	20		Number of packets per second of updates you are requesting from the server
 cl_upspeed	320		None
 cl_view			Set the view entity index.
 cl_winddir	0		Weather effects wind direction angle
 cl_windspeed	0		Weather effects wind speed scalar
 cl_yawspeed	210		None
 clear			Clear all console output.
 clear_debug_overlays			clears debug overlays
 clientport	27005		Host game client port
 closecaption	0		Enable close captioning.
 cmd			Forward command to server.
 collision_shake_amp	0		None
 collision_shake_freq	0		None
 collision_shake_time	0		None
 combine_guard_spawn_health	1		None
 combine_spawn_health	1		None
 +commandermousemove			None
 -commandermousemove			None
 +commandmenu			Gold Source Command Menu
 -commandmenu			None
 con_drawnotify	1		Disables drawing of notification area (for taking screenshots).
 con_enable	1		Allows the console to be activated.
 con_notifytime	8		How long to display recent console text to the upper part of the game window
 con_nprint_bgalpha	50		Con_NPrint background alpha.
 con_nprint_bgborder	5		Con_NPrint border size.
 con_trace	0		Print console text to low level printout.
 connect			Connect to specified server.
 contimes	8		Number of console lines to overlay for debugging.
 coop	0		Cooperative play.
 CreateHairball			None
 creditsdone			None
 crosshair	1		None
 curve_bias	0		None
 cvarlist			Show the list of convars/concommands.
 Commands starting with letter "D"
 Command 	Default 	Cheat? 	Help Text
 deathmatch	0		Running a deathmatch server.
 debug_physimpact	0		None
 decalfrequency	10		None
 default_fov	75	Yes	None
 demo_debug	0		Demo debug info.
 demo_fastforwardfinalspeed	20		Go this fast when holding FF button for a set amount of time (see below).
 demo_fastforwardramptime	5		How many seconds it takes to get to full FF speed.
 demo_fastforwardstartspeed	2		Go this fast when starting to hold FF button.
 demo_interpolateview	1		Do view interpolation during dem playback.
 demo_pauseatservertick	0		Pauses demo playback at server tick
 demo_quitafterplayback	0		Quits game after demo playback.
 demo_recordcommands	1		Record commands typed at console into .dem files.
 demogototick			Skips to a tick in demo.
 demolist			Print demo sequence list.
 demopause			Pauses demo playback.
 demoresume			Resumes demo playback.
 demos			Demo demo file sequence.
 demotimescale			Sets demo replay speed.
 demotogglepause			Toggles demo playback.
 demoui			Show/hide the demo player UI.
 developer	0		Show developer messages.
 differences			Show all convars which are not at their default values.
 disconnect			Disconnect game from server.
 disp_dynamic	0		None
 disp_modlimit	80		None
 disp_modlimit_down	20		None
 disp_modlimit_up	80		None
 disp_numiterations	1	Yes	None
 dispcoll_drawplane	0		None
 displaysoundlist	0		None
 dog_debug	0		None
 dog_max_wait_time	7		None
 drawcross			Draws a cross at the given location. Arguments: x y z
 drawline			Draws line between two 3D Points.
 
 Green
 If no collision
 Red
 Is collided with something
 Arguments
 x1 y1 z1 x2 y2 z2
 
 dropprimary			dropprimary: Drops the primary weapon of the player.
 dsp_automatic	0		None
 dsp_db_min	80		None
 dsp_db_mixdrop	0		None
 dsp_dist_max	1440		None
 dsp_dist_min	0		None
 dsp_enhance_stereo	1		None
 dsp_facingaway	0		None
 dsp_mix_max	0		None
 dsp_mix_min	0		None
 dsp_off	0	Yes	None
 dsp_player	0		None
 dsp_reload			None
 dsp_room	0		None
 dsp_slow_cpu	0		None
 dsp_spatial	40		None
 dsp_speaker	50		None
 dsp_vol_2ch	1		None
 dsp_vol_4ch	0		None
 dsp_vol_5ch	0		None
 dsp_volume	1		None
 dsp_water	14		None
 dti_flush			Write out the datatable instrumentation files (you must run with -dti for this to work).
 dtwarning	0		Print data table warnings?
 dtwatchent	-1		Watch this entities data table encoding.
 dtwatchvar	0		Watch the named variable.
 +duck			Start player ducking (button down)
 -duck			Stop player ducking (button up)
 dump_globals			Dump all global entities/states
 dumpstringtables			Print string tables to console.
 Commands starting with letter "E"
 Command 	Default 	Cheat? 	Help Text
 echo			Echo text to console.
 editdemo			Edit a recorded demo file (.dem ).
 endmovie			Stop recording movie frames.
 english	1		If set to 1, running the english language set of assets.
 ent_absbox			Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_bbox			Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_debugkeys	0		None
 ent_dump			Usage: ent_dump <entity name></pre>
 ent_fire			Usage: ent_fire <target> [action] [value] [delay]
 ent_info			Usage: ent_info <class name></pre>
 ent_messages			Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_messages_draw	0	Yes	Visualizes all entity input/output activity.
 ent_name			None
 ent_pause			Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.
 ent_pivot			Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red).
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_rbox			Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_remove			Removes the given entity(s)
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_remove_all			Removes all entities of the specified type;Arguments: {entity_name} / {class_name}
 ent_setname			Sets the targetname of the given entity(s)
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_show_response_criteria			Print, to the console, an entity's current criteria set used to select responses.
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 ent_step			When 'ent_pause' is set this will step through one waiting input / output message at a time.
 ent_text			Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at
 
 envmap			None
 escape			Escape key pressed.
 exec			Executes a config, // exec config_default.cfg
 exit			Exit the engine.
 Commands starting with letter "F"
 Command 	Default 	Cheat? 	Help Text
 fadein			fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
 fadeout			fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
 find			Find concommands with the specified string in their name/help text.
 findflags			Displays a list of console commands with the specified flags. Usage: findflags <string>
 
 Available flags to search for:
 
 - ARCHIVE
 - SPONLY
 - GAMEDLL
 - CHEAT
 - USERINFO
 - NOTIFY
 - PROTECTED
 - PRINTABLEONLY
 - UNLOGGED
 - NEVER_AS_STRING
 - REPLICATED
 - DEMO
 - DONTRECORD
 - SERVER_CAN_EXECUTE
 - CLIENTCMD_CAN_EXECUTE
 - CLIENTDLL
 - MATERIAL_SYSTEM
 - STUDIORENDER
 
 fire_absorbrate	3		None
 fire_dmgbase	1		None
 fire_dmginterval	1		None
 fire_dmgscale	0		None
 fire_extabsorb	5		None
 fire_extscale	12		None
 fire_growthrate	1		None
 fire_heatscale	1		None
 fire_incomingheatscale	0		None
 fire_maxabsorb	50		None
 firetarget			None
 firstperson			Switch to firstperson camera.
 flex_expression	0		None
 flex_looktime	5		None
 flex_maxawaytime	1		None
 flex_maxplayertime	7		None
 flex_minawaytime	0		None
 flex_minplayertime	5		None
 flex_rules	1		Allow flex animation rules to run.
 flex_smooth	1		Applies smoothing/decay curve to flex animation controller changes.
 flex_talk	0		None
 flush			Flush cache memory.
 flush_unlocked			Flush unlocked cache memory.
 fog_color	-1		None
 fog_colorskybox	-1		None
 fog_enable	1		None
 fog_enable_water_fog	1		None
 fog_enableskybox	1		None
 fog_end	-1		None
 fog_endskybox	-1		None
 fog_override	0	Yes	None
 fog_start	-1		None
 fog_startskybox	-1		None
 force_centerview			Positions the player's view straight ahead
 +forward			Start moving player forward (button down)
 -forward			Stop moving player forward (button up)
 fov			Change players FOV
 fps_max	300		Frame rate limiter
 free_pass_peek_debug	0		None
 fs_printopenfiles			Show all files currently opened by the engine.
 fs_warning_level			Set the filesystem warning level.
 func_break_max_pieces	15		None
 func_breakdmg_bullet	0		None
 func_breakdmg_club	1		None
 func_breakdmg_explosive	1		None
 Commands starting with letter "G"
 Command 	Default 	Cheat? 	Help Text
 g_ai_citizen_show_enemy	0		None
 g_antlion_maxgibs	16		None
 g_debug_antlion	0		None
 g_debug_antlionguard	0		None
 g_debug_antlionmaker	0	Yes	None
 g_debug_basehelicopter	0	Yes	None
 g_debug_combine_camera	0		None
 g_debug_cscanner	0		None
 g_debug_doors	0		None
 g_debug_dropship	0		None
 g_debug_dynamicresupplies	0		Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning.
 g_debug_gunship	0	Yes	None
 g_debug_headcrab	0	Yes	None
 g_debug_physcannon	0		None
 g_debug_ragdoll_removal	0	Yes	None
 g_debug_ragdoll_visualize	0	Yes	None
 g_debug_trackpather	0	Yes	None
 g_debug_transitions	0		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.
 g_debug_turret	0		None
 g_debug_turret_ceiling	0		None
 g_debug_vehiclebase	0	Yes	None
 g_debug_vehicledriver	0	Yes	None
 g_debug_vehicleexit	0	Yes	None
 g_debug_vehiclesound	0	Yes	None
 g_helicopter_bullrush_bomb_enemy_distance	0		None
 g_helicopter_bullrush_bomb_speed	850		The maximum distance the player can be from the chopper before it stops firing
 g_helicopter_bullrush_bomb_time	10		None
 g_helicopter_bullrush_distance	5000		None
 g_helicopter_bullrush_mega_bomb_health	0		Fraction of the health of the chopper before it mega-bombs
 g_helicopter_bullrush_shoot_height	650		The maximum distance the player can be from the chopper before it stops firing
 g_helicopter_chargetime	2		How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
 g_helicopter_idletime	3		How much time we have to wait (on average) after we fire before we can charge up again
 g_helicopter_maxfiringdist	2500		The maximum distance the player can be from the chopper before it stops firing
 g_jeepexitspeed	100	Yes	None
 g_Language	0		None
 g_ragdoll_fadespeed	600		None
 g_ragdoll_maxcount	8		None
 g_test_new_antlion_jump	1		None
 gameui_hide			None
 getpos			dump position and angles to the console
 give			Give item to player. Arguments: <item_name>
 gl_clear	0		None
 god		Yes	Toggle. Player becomes invulnerable. (Suit will still take damage.)
 +graph			None
 -graph			None
 groundlist			Display ground entity list <index>
 Commands starting with letter "H"
 Command 	Default 	Cheat? 	Help Text
 hammer_update_entity			Orange Box replacement for wc_update_entity.
 heartbeat			None
 help			Find help about a convar/concommand.
 hideconsole			Hide the console.
 hidehud	0	Yes	None
 hidepanel			Hides a viewport panel <name>
 hl2_normspeed	190		None
 hl2_sprintspeed	320		None
 hl2_walkspeed	150		None
 hltv_autorecord	0		Automatically records all games as HLTV demos.
 hltv_cam_distance	96		Default HLTV chase camera distance
 hltv_cam_fov	90		Default HLTV chase camera FOV
 hltv_cam_inertia	100		Default HLTV chase camera inertia
 hltv_cam_offset	64		Default HLTV chase camera offset
 hltv_cam_phi	0		Default HLTV chase camera phi angle
 hltv_cam_theta	0		Default HLTV chase camera theta angle
 hltv_connect			Connect to specified HLTV server.
 hltv_debug	0		HLTV debug info.
 hltv_delay	10		HLTV broadcast delay in seconds
 hltv_maxclients	128		Maximum client number on HLTV server.
 hltv_maxrate	3500		Max client bandwidth rate allowed, 0 == unlimited
 hltv_port	27020		Host HLTV port
 hltv_record			Starts HLTV demo recording.
 hltv_retry			Reconnects the HLTV relay proxy.
 hltv_snapshotinterval	2		Take game snapshot every nth tick
 hltv_status			Connect to specified HLTV server.
 hltv_stop			Stops the HLTV broadcast.
 hltv_stoprecord			Stops HLTV demo recording.
 hltv_viewent	0		HLTV camera entity index
 host_framerate	0		Set to lock per-frame time elapse.
 host_limitlocal	0		Apply cl_cmdrate and cl_updaterate to loopback connection
 host_map	0		Current map name.
 host_profile	0		None
 host_runofftime			Run off some time without rendering/updating sounds
 host_showcachemiss	0		Print a debug message when the client or server cache is missed.
 host_sleep	0	Yes	Force the host to sleep a certain number of milliseconds each frame.
 host_speeds	0		Show general system running times.
 host_timescale	1	Yes	Prescale the clock by this amount.
 host_writeconfig			Store current settings to config.cfg (or specified .cfg file).
 hostname	0		Hostname for server.
 hostport	27015		Host game server port
 hud_airboathint_numentries	10		None
 hud_autoreloadscript	0		Automatically reloads the animation script each time one is ran
 hud_deathnotice_time	6		None
 hud_drawhistory_time	5		None
 hud_fastswitch	0		None
 hud_jeephint_numentries	10		None
 hud_quickinfo	0		None
 hud_reloadscheme			Reloads hud layout and animation scripts.
 hud_saytext_time	12		None
 hurtme			Hurts the player. Arguments: <health to lose>
 Commands starting with letter "I"
 Command 	Default 	Cheat? 	Help Text
 impulse			See impulse.
 incrementvar			Increment specified convar value.
 invnext			None
 invprev			None
 ip	0		Overrides IP for multihomed hosts
 +jlook			None
 -jlook			None
 Commands starting with letter "J"
 Command 	Default 	Cheat? 	Help Text
 joy_advanced	0		None
 joy_advaxisr	0		None
 joy_advaxisu	0		None
 joy_advaxisv	0		None
 joy_advaxisx	0		None
 joy_advaxisy	0		None
 joy_advaxisz	0		None
 joy_diagonalpov	0		POV manipulator operates on diagonal axes, too.
 joy_forwardsensitivity	-1		None
 joy_forwardthreshold	0		None
 joy_name	0		None
 joy_pitchsensitivity	1		None
 joy_pitchthreshold	0		None
 joy_sidesensitivity	-1		None
 joy_sidethreshold	0		None
 joy_wingmanwarrier_centerhack	0		Wingman warrior centering hack.
 joy_wingmanwarrier_turnhack	0		Wingman warrior hack related to turn axes.
 joy_yawsensitivity	-1		None
 joy_yawthreshold	0		None
 joyadvancedupdate			None
 joystick	0		None
 jpeg			Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
 jpeg_quality	90		jpeg screenshot quality.
 +jump			Start player jump upward (button down)
 -jump			Stop player jump upward (button up)
 Commands starting with letter "K"
 Command 	Default 	Cheat? 	Help Text
 kdtree_test			Tests spatial partition for entities queries.
 key_findbinding			Find key bound to specified command string.
 key_listboundkeys			List bound keys with bindings.
 key_updatelayout			Updates game keyboard layout to current windows keyboard setting.
 kick			Kick a player by slot, userid or name.
 kill			kills the player
 killserver			Shutdown the server.
 +klook			None
 -klook			None
 Commands starting with letter "L"
 Command 	Default 	Cheat? 	Help Text
 lastinv			None
 +left			Start moving player left (button down)
 -left			Stop moving player left (button up)
 light_crosshair			Show texture color at crosshair
 linefile			Parses map leak data from .lin file
 list			List cached servers.
 listdemo			List demo file contents.
 listid			Lists banned users.
 listip			List IP addresses on the ban list.
 listmodels			List loaded models.
 load			Load a saved game.
 lod_Enable	1		None
 lod_TransitionDist	800		None
 log			1>.
 log_addaddress			Set address and port for remote host <ip:port>.
 log_console			1>.
 log_events			1>.
 log_level			Specifies a logging level 0..15 <n>.
 log_udp			1>.
 +lookdown			None
 -lookdown			None
 lookspring	0		None
 lookstrafe	0		None
 +lookup			None
 -lookup			None
 lservercfgfile	0		None
 Commands starting with letter "M"
 Command 	Default 	Cheat? 	Help Text
 m_customaccel	0		Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).
 
 Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
 m_customaccel_exponent	1		Mouse move is raised to this power before being scaled by scale factor.
 m_customaccel_max	0		Max mouse move scale factor, 0 for no limit
 m_customaccel_scale	0		Custom mouse acceleration value.
 m_filter	0		Mouse filtering (set this to 1 to average the mouse over 2 frames).
 m_forward	1		Mouse forward factor.
 m_mouseaccel1	0		Windows mouse acceleration initial threshold (2x movement).
 m_mouseaccel2	0		Windows mouse acceleration secondary threshold (4x movement).
 m_mousespeed	1		Windows mouse speed factor (range 1 to 20).
 m_pitch	0		Mouse pitch factor.
 m_side	0		Mouse side factor.
 m_yaw	0		Mouse yaw factor.
 map			Start playing on specified map.
 map_background			Runs a map as the background to the main menu.
 map_edit			None
 map_noareas	0		Disable area to area connection testing.
 mapcyclefile	mapcycle.txt		Sets the map cycle file to use for cycling maps.
 maps			Displays list of maps.
 mat_antialias	0		None
 mat_bloom	1		None
 mat_bufferprimitives	1		None
 mat_bumpbasis	0		None
 mat_bumpmap	1		Toggles bumpmap rendering on/off.
 mat_camerarendertargetoverlaysize	128	Yes	None
 mat_clipz	1		None
 mat_compressedtextures	1		None
 mat_configcurrent			Show the current video control panel config for the material system.
 mat_crosshair			Display the name of the material/texture under the crosshair.
 mat_debug			None
 mat_debugdepth	0		None
 mat_debugdepthmode	0		None
 mat_debugdepthval	128		None
 mat_debugdepthvalmax	256		None
 mat_depthbias_decal	-262144		None
 mat_depthbias_normal	0	Yes	None
 mat_diffuse	1		None
 mat_drawflat	0	Yes	None
 mat_drawwater	1	Yes	None
 mat_dxlevel	90		None
 mat_envmapsize	128		None
 mat_envmaptgasize	32		None
 mat_fastnobump	0		None
 mat_fastspecular	1		Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
 mat_fillrate	0	Yes	None
 mat_filterlightmaps	1		Smooths lightmaps. Lighting appears blocky when this is off.
 mat_filtertextures	1		Smooths textures. Textures appear blocky when this is off.
 mat_forceaniso	1		Sets Anistropic Filtering Level
 mat_forcedynamic	0	Yes	None
 mat_forcehardwaresync	1		None
 mat_frame_sync_enable	1	Yes	None
 mat_frame_sync_force_texture	0	Yes	Force frame syncing to lock a managed texture.
 mat_framebuffercopyoverlaysize	128		None
 mat_fullbright	0	Yes	None
 mat_hsv	0		None
 mat_info			Shows material system info
 mat_leafvis	0		Draw wireframe of current leaf
 mat_levelflush	1		None
 mat_loadtextures	1		None
 mat_luxels	0	Yes	None
 mat_maxframelatency	1		None
 mat_measurefillrate	0	Yes	None
 mat_mipmaptextures	1		None
 mat_monitorgamma	2		Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
 mat_norendering	0		None
 mat_normalmaps	0	Yes	None
 mat_normals	0	Yes	None
 mat_parallaxmap	0		None
 mat_picmip	0		Sets texture quality. Is the same as the "Texture Detail" menu. Values are 0-High, 1-Medium, 2-Low
 mat_proxy	0		None
 mat_reducefillrate	0		None
 mat_reloadallmaterials			None
 mat_reloadmaterial			None
 mat_reloadtextures			None
 mat_reversedepth	0	Yes	None
 mat_savechanges			Saves current video configuration to the registry.
 mat_setvideomode			Sets the width, height, windowed state of the material system.
 mat_shadowstate	1		None
 mat_show_texture_memory_usage	0		Display the texture memory usage on the HUD.
 mat_showcamerarendertarget	0	Yes	None
 mat_showenvmapmask	0		None
 mat_showframebuffertexture	0	Yes	None
 mat_showlightmapcomponent	0		0: show normal-mapped lightmap
 
 1: show component 11: show component 21: show component 3
 mat_showlightmappage	-1		None
 mat_showlowresimage	0		None
 mat_showmaterials			Show materials.
 mat_showmaterialsverbose			None
 mat_showmiplevels	0		None
 mat_showtextures			Show textures.
 mat_showwatertextures	0	Yes	None
 mat_skybloomamount	1		None
 mat_slopescaledepthbias_decal	0	Yes	None
 mat_slopescaledepthbias_normal	0	Yes	None
 mat_softwarelighting	0		None
 mat_softwareskin	0		None
 mat_specular	1		Enable/Disable specularity for performance testing. Will cause a material reload upon change.
 mat_spewvertexandpixelshaders			Print all vertex and pixel shaders currently loaded to the console.
 mat_stub	0	Yes	None
 mat_suppress			Suppress a material from drawing
 mat_surfaceid	0		None
 mat_surfacemat	0		None
 mat_texture_limit	-1		If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.
 +mat_texture_list			None
 -mat_texture_list			None
 mat_texture_list	0		For debugging, show a list of used textures per frame
 mat_texture_list_all	0		If this is nonzero, then the texture list panel will show all currently-loaded textures.
 mat_texturelist_directories	0		None
 mat_texturelist_files	1		None
 mat_trilinear	1		None
 mat_viewportscale	1	Yes	Debugging viewport scale
 mat_vsync	0		Force sync to vertical retrace
 mat_wateroverlaysize	128		None
 mat_wireframe	0		See Optimization Commands.
 mat_yuv	0		Turns the screen monochrome
 maxplayers			Change the maximum number of players allowed on this server.
 mem_dump			Dump memory stats.
 mem_dumpstats	0		Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
 mem_force_flush	0		Force cache flush of unlocked resources on every alloc.
 metropolice_charge	1		None
 metropolice_chase_use_follow	0		None
 metropolice_move_and_melee	1		None
 minisave			Saves game (for current level only!)
 mod_forcedata	1		Forces all model file data into cache on model load.
 monk_headshot_freq	2		None
 mortar_visualize	0		None
 +movedown			None
 -movedown			None
 +moveleft			None
 -moveleft			None
 +moveright			None
 -moveright			None
 +moveup			None
 -moveup			None
 mp_allowNPCs	1		None
 mp_autoteambalance	1		None - New Source Engine
 mp_autoteambalance_delay	1		Time after the teams become unbalanced to attempt to switch players. - New Source Engine
 mp_autoteambalance_warning_delay	1		Time after the teams become unbalanced to print a balance warning. - New Source Engine
 mp_allowspectators	1		Toggles whether the server allows spectator mode or not.
 mp_autocrosshair	1		None
 mp_bonusroundtime	1		Time after round win until round restarts - New Source Engine
 mp_buytime	1.5		Time players have to buy weapons
 mp_chattime	10		Amount of time players can chat after the game is over.
 mp_decals	200		None
 mp_defaultteam	0		None
 mp_enableroundwaittime	1		Enable timers to wait between rounds. - New Source Engine
 mp_facefronttime	3		After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
 mp_falldamage	0		None
 mp_feetyawrate	720		How many degrees per second that we can turn our feet or upper body.
 mp_flashlight	0		None
 mp_footsteps	1		None
 mp_forcecamera	0		Restricts spectator modes for dead players.
 mp_forcerespawn	1		None
 mp_fraglimit	0		None
 mp_friendlyfire	0		None
 mp_ik	1		Use IK on in-place turns.
 mp_logecho	1		None
 mp_logfile	1		None
 mp_maxrounds	1		Max number of rounds to play before server changes maps - New Source Engine.
 mp_restartround	1		If non-zero, the current round will restart in the specified number of seconds - New Source Engine.
 mp_stalemate_timelimit	1		Timelimit (in seconds) of the stalemate round. - New Source Engine.
 mp_teamlist	0		None
 mp_teamoverride	1		None
 mp_teamplay	0		None
 mp_teams_unbalance_limit	1		Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine.
 mp_timelimit	0		Game time per map in minutes.
 mp_weaponstay	0		None
 mp_winlimit	0		Max number of rounds one team can win before server changes maps - New Source Engine.
 mp3			(Counter-Strike: Source only) Starts the Valve MP3 Player.
 muzzleflash_light	1		None
 Commands starting with letter "N"
 Command 	Default 	Cheat? 	Help Text
 name	0		Current user name.
 nav_begin_area			Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
 nav_clear_walkable_marks			Erase any previously placed walkable positions.
 nav_connect			To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
 nav_corner_lower			Lower the selected corner of the currently marked Area.
 nav_corner_raise			Raise the selected corner of the currently marked Area.
 nav_corner_select			Select a corner of the currently marked Area. Use multiple times to access all four corners.
 nav_crouch			Toggles the 'must crouch in this area' flag used by the AI system.
 nav_delete			Deletes the currently highlighted Area.
 nav_disconnect			To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
 nav_edit	0		Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
 nav_end_area			Defines the second corner of a new Area and creates it.
 nav_generate			Generate a Navigation Mesh for the current map and save it to disk.
 nav_jump			Toggles the 'traverse this area by jumping' flag used by the AI system.
 nav_load			Loads the Navigation Mesh for the current map.
 nav_mark			Marks the Area under the cursor for manipulation by subsequent editing commands.
 nav_mark_unnamed			Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
 nav_mark_walkable			Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
 nav_merge			To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
 nav_no_jump			Toggles the 'don't jump in this area' flag used by the AI system.
 nav_place_floodfill			Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
 nav_place_pick			Sets the current Place to the Place of the Area under the cursor.
 nav_precise			Toggles the 'don't avoid obstacles' flag used by the AI system.
 nav_quicksave	1		Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
 nav_save			Saves the current Navigation Mesh to disk.
 nav_show_approach_points	0		Show Approach Points in the Navigation Mesh.
 nav_show_danger	0		Show current 'danger' levels.
 nav_splice			To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
 nav_split			To split an Area into two, align the split line using your cursor and invoke the split command.
 nav_strip			Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
 nav_toggle_place_mode			Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
 nav_toggle_place_painting			Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
 nav_use_place			If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
 net_blockmsg	0	Yes	1|name>
 net_channels			Shows net channel info.
 net_chokeloop	0		Apply bandwidth choke to loopback packets.
 net_drawslider	0		Draw completion slider during signon.
 net_droppackets	0	Yes	Drops next n packets on client.
 net_fakelag	0	Yes	Lag all incoming network data (including loopback) by this many milliseconds.
 net_fakeloss	0	Yes	Simulate packet loss as a percentage (negative means drop 1/n packets).
 net_graph	0		Draw the network usage graph.
 net_graphheight	64		None
 net_graphpos	1		None
 net_graphsolid	1		None
 net_maxfilesize	16		Max filesize server can transfer to clients.
 net_maxfragments	1280		Max fragment bytes per packet.
 net_scale	5		None
 net_showdrop	0		Show dropped packets in console
 net_showevents	0		Print game event infos to console.
 net_showfragments	0		Show netchannel fragments.
 net_showmsg	0		1|name>
 net_showpeaks	0		Show messages for large packets only: <size>
 net_showsplits	0		Show info about packet splits.
 net_showtcp	0		Dump TCP stream summary to console.
 net_showudp	0		Dump UPD packets summary to console
 net_start			Initializes multiplayer network sockets.
 net_synctags	0	Yes	Insert tokens into the net stream to find client/server mismatches.
 next	0	Yes	Set to 1 to advance to next frame ( when singlestep == 1 )
 nextdemo			Play next demo in sequence.
 noclip		Yes	Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck.
 notarget			Toggle. Player becomes hidden to NPCs.
 npc_ammo_deplete			Subtracts half of the target's ammo.
 npc_barnacle_swallow	0		Use prototype swallow code.
 npc_bipass			Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at.
 
 npc_citizen_auto_player_squad	1		None
 npc_citizen_auto_player_squad_allow_use	0		None
 npc_citizen_explosive_resist	0		None
 npc_citizen_insignia	0		None
 npc_citizen_squad_marker	0		None
 npc_combat			Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at.
 
 npc_conditions			Displays all the current AI conditions that an NPC has in the overlay text.
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at.
 
 npc_create			Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
 
 Arguments
 {npc_class_name}.
 
 npc_create_aimed			Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
 
 Arguments
 {npc_class_name}.
 
 npc_create_equipment	0		None
 npc_destroy			Removes the given NPC(s) from the universe
 
 Arguments
 {entity_name} / {class_name} / no argument picks what player is looking at.
 
 npc_destroy_unselected			Removes all NPCs from the universe that aren't currently selected.
 npc_enemies			Shows memory of NPC. Draws an X on top of each memory.
 
 Blue
 Eluded entities (don't know where it went)
 Green
 Unreachable entities (can't get to it)
 Red
 Current enemy
 Magenta
 Current target entity
 Pink
 All other entities drawn
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_focus			Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_freeze			Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
 npc_go			Selected NPC(s) will go to the location that the player is looking (shown with a purple box).
 npc_go_do_run	1		Set whether should run on NPC go.
 npc_go_random			Sends all selected NPC(s) to a random node.
 npc_heal			Heals the target back to full health.
 npc_height_adjust	1		Enable test mode for ik height adjustment.
 npc_kill			Kills the given NPC(s)
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_nearest			Draw's a while box around the NPC(s) nearest node
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_reset			Reloads schedules for all NPC's from their script files.
 npc_route			Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:
 
 Blue
 Path to a node
 Cyan
 Detour around an object (triangulation)
 Red
 Jump
 Maroon
 Path to final target position
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_select			Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at
 
 npc_sentences	0		None
 npc_speakall			Force the npc to try and speak all their responses.
 npc_squads			Obsolete. Replaced by npc_combat.
 npc_steering			Displays the steering obstructions of the NPC (used to perform local avoidance)
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_steering_all			Displays the steering obstructions of all NPCs (used to perform local avoidance).
 npc_strider_height_adj	0		None
 npc_strider_shake_ropes_magnitude	150		None
 npc_strider_shake_ropes_radius	1200		None
 npc_task_text			Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_tasks			Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_thinknow			Trigger NPC to think.
 npc_viewcone			Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
 
 Arguments
 {npc_name} / {npc class_name} / no argument picks what player is looking at.
 
 npc_vphysics	0		None
 Commands starting with letter "O"
 Command 	Default 	Cheat? 	Help Text
 old_radiusdamage	0		None
 overview_health	1		Show player's health in map overview.
 overview_locked	1		Locks map angle, doesn't follow view angle.
 overview_mode			1|2>
 overview_names	1		Show player's names in map overview.
 overview_tracks	1		Show player's tracks in map overview.
 overview_zoomabs			Sets overview map zoom: <zoom>
 overview_zoomrel			Changes overview map zoom: <factor>
 Commands starting with letter "P"
 Command 	Default 	Cheat? 	Help Text
 particle_simulateoverflow	0	Yes	Used for stress-testing particle systems. Randomly denies creation of particles.
 password	0		Current server access password
 path			Show the engine filesystem path.
 pause			Toggle the server pause state.
 perfui			Show/hide the level performance tools UI.
 perfvisualbenchmark			None
 perfvisualbenchmark_abort			None
 phonemedelay	0		Phoneme delay to account for sound system latency.
 phonemefilter	0		Time duration of box filter to pass over phonemes.
 phonemesnap	1		Don't force visemes to always consider two phonemes, regardless of duration.
 phys_impactforcescale	1		None
 phys_penetration_error_time	10		Controls the duration of vphysics penetration error boxes.
 phys_pushscale	1		None
 phys_speeds	0		None
 phys_stressbodyweights	5		None
 phys_swap			Automatically swaps the current weapon for the physcannon and back again.
 phys_timescale	1		Scale time for physics
 phys_upimpactforcescale	0		None
 physcannon_ball_cone	0		None
 physcannon_chargetime	2		None
 physcannon_cone	0		None
 physcannon_maxforce	1500		None
 physcannon_maxmass	250		None
 physcannon_mega_pullforce	8000		None
 physcannon_mega_tracelength	850		None
 physcannon_minforce	700		None
 physcannon_pullforce	4000		None
 physcannon_tracelength	250		None
 physics_budget			Times the cost of each active object
 physics_debug_entity			Dumps debug info for an entity
 physics_highlight_active			Turns on the absbox for all active physics objects
 physics_report_active			Lists all active physics objects
 physics_select			Dumps debug info for an entity
 physicsshadowupdate_render	0		None
 picker			Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
 
 Arguments
 Full - enables all debug information
 
 ping			Display ping to server.
 pistol_use_new_accuracy	1		None
 pixelvis_debug			Dump debug info
 play			Play a sound.
 playdemo			Play a recorded demo file (.dem ).
 player_old_armor	0		None
 player_showpredictedposition	0		None
 player_showpredictedposition_timestep	1		None
 player_squad_autosummon_debug	0		None
 player_squad_autosummon_move_tolerance	20		None
 player_squad_autosummon_player_tolerance	10		None
 player_squad_autosummon_time	5		None
 player_squad_autosummon_time_after_combat	8		None
 player_squad_double_tap_time	0		None
 player_squad_transient_commands	1		None
 player_throwforce	1000		None
 playflush			Play a sound, reloading from disk in case of changes.
 playgamesound			Play a sound from the game sounds txt file
 playsoundscape			Forces a soundscape to play
 playvol			Play a sound at a specified volume.
 plugin_load			Loads a plugin present in the addons directory.
 plugin_print			Prints loaded plugins (server).
 plugin_unload			Unloads a plugin based on it's ID in plugin_print.
 progress_enable			None
 prop_crosshair			Shows name for prop looking at
 prop_debug			Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
 props_break_max_pieces	-1		None
 pwatchent	-1	Yes	Entity to watch for prediction system changes.
 pwatchvar	0	Yes	Entity variable to watch in prediction system for changes.
 Commands starting with letter "Q"
 Command 	Default 	Cheat? 	Help Text
 quit			Exit the engine.
 quti			Exit the engine.
 Commands starting with letter "R"
 Command 	Default 	Cheat? 	Help Text
 r_3dnow	1		hl2 : to make engine uses amd 3dnow registers
 r_3dsky	1	Yes	Enable the rendering of 3d sky boxes
 r_AirboatPitchCurveLinear	60	Yes	None
 r_AirboatPitchCurveZero	25	Yes	None
 r_AirboatRollCurveLinear	120	Yes	None
 r_AirboatRollCurveZero	90	Yes	None
 r_AirboatViewBlendTo	1	Yes	None
 r_AirboatViewBlendToScale	0	Yes	None
 r_AirboatViewBlendToTime	1	Yes	None
 r_AirboatViewDampenDamp	1	Yes	None
 r_AirboatViewDampenFreq	7	Yes	None
 r_AirboatViewZHeight	0	Yes	None
 r_ambientlightingonly	0	Yes	Set this to 1 to light models with only ambient lighting (and no static lighting).
 r_aspectratio	0	Yes	None
 r_avglight	1		None
 r_avglightmap	0		None
 r_cheapwaterend			None
 r_cheapwaterstart			None
 r_cleardecals			Usage r_cleardecals <permanent>.
 r_ClipAreaPortals	1	Yes	None
 r_colorstaticprops	0	Yes	None
 r_debugcheapwater	0	Yes	None
 r_debugrandomstaticlighting	0	Yes	Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
 r_decal_cullsize	5		Decals under this size in pixels are culled
 r_decals	2048		None
 r_decalstaticprops	1		Decal static props test
 r_DispBuildable	0	Yes	None
 r_DispDrawAxes	0		None
 r_DispEnableLOD	0		None
 r_DispFullRadius	400		Radius within which a displacement will stay at its highest LOD
 r_DispLockLOD	0		None
 r_DispRadius	500		None
 r_DispSetLOD	0		None
 r_DispTolerance	5		None
 r_DispUpdateAll	0		None
 r_DispUseStaticMeshes	1	Yes	High end machines use static meshes. Low end machines use temp meshes.
 r_DispWalkable	0	Yes	None
 r_DoCovertTransitions	0		None
 r_dopixelvisibility	1		None
 r_drawbatchdecals	1		Render decals batched.
 r_DrawBeams	1	Yes	None
 r_drawbrushmodels	1	Yes	Render brush models.
 r_drawclipbrushes	0	Yes	Draw clip brushes
 r_drawdecals	1	Yes	Render decals.
 r_drawdetailprops	1		None
 r_DrawDisp	1	Yes	Toggles rendering of displacment maps
 r_drawentities	1	Yes	None
 r_drawflecks	1		None
 r_drawfullskybox	1	Yes	None
 r_drawleaf	-1	Yes	Draw the specified leaf.
 r_drawlightcache	0	Yes	0: off
 
 1: draw light cache entries2: draw rays
 r_drawlightinfo	0	Yes	None
 r_drawlights	0	Yes	None
 r_drawmodeldecals	1		None
 r_DrawModelLightOrigin	0	Yes	None
 r_drawmodelstatsoverlay	0	Yes	None
 r_drawmodelstatsoverlaydistance	500	Yes	None
 r_drawmodelstatsoverlaymax	1		time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
 r_drawmodelstatsoverlaymin	0		time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
 r_drawopaquerenderables	1	Yes	None
 r_drawopaqueworld	1	Yes	None
 r_drawothermodels	1	Yes	None
 r_drawparticles	1	Yes	Enable/disable particle rendering
 r_drawpixelvisibility	0		Show the occlusion proxies
 r_DrawPortals	0	Yes	None
 r_DrawRain	1	Yes	Enable/disable rain rendering.
 r_drawrenderboxes	0	Yes	None
 r_drawropes	1	Yes	None
 r_drawskybox	1	Yes	None
 r_DrawSpecificStaticProp	-1		None
 r_drawsprites	1	Yes	None
 r_drawstaticprops	1	Yes	None
 r_drawtranslucentrenderables	1	Yes	None
 r_drawtranslucentworld	1	Yes	None
 r_drawvgui	1	Yes	Enable the rendering of vgui panels
 r_drawviewmodel	1	Yes	None
 r_drawworld	1	Yes	Render the world.
 r_dynamic	1		None
 r_eyeglintlodpixels	20		The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
 r_eyegloss	1		None
 r_eyemove	1		None
 r_eyes	1		None
 r_eyeshift_x	0		None
 r_eyeshift_y	0		None
 r_eyeshift_z	0		None
 r_eyesize	0		None
 r_eyewaterepsilon	7	Yes	None
 r_farz	-1	Yes	Override the far clipping plane. -1 means to use the value in env_fog_controller.
 r_fastzreject	0		Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
 r_flashlightconstant	0	Yes	None
 r_flashlightdrawfrustum	0		None
 r_flashlightdrawfrustumbbox	0		None
 r_flashlightdrawsweptbbox	0		None
 r_flashlightfar	750	Yes	None
 r_flashlightfov	45	Yes	None
 r_flashlightlinear	100	Yes	None
 r_flashlightlockposition	0	Yes	None
 r_flashlightmodels	1		None
 r_flashlightnear	1	Yes	None
 r_flashlightnodraw	0		None
 r_flashlightoffsetx	10	Yes	None
 r_flashlightoffsety	-20	Yes	None
 r_flashlightoffsetz	24	Yes	None
 r_flashlightquadratic	0	Yes	None
 r_flashlightvisualizetrace	0	Yes	None
 r_flex	1		None
 r_flushlod			Flush and reload LODs.
 r_ForceRestore	0		None
 r_ForceWaterLeaf	1		Enable for optimization to water - considers view in leaf under water for purposes of culling
 r_frustumcullworld	1		None
 r_JeepFOV	90	Yes	None
 r_JeepViewBlendTo	1	Yes	None
 r_JeepViewBlendToScale	0	Yes	None
 r_JeepViewBlendToTime	1	Yes	None
 r_JeepViewDampenDamp	1	Yes	None
 r_JeepViewDampenFreq	7	Yes	None
 r_JeepViewZHeight	10	Yes	None
 r_lightaverage	1		Activates/deactivate light averaging
 r_lightcache_numambientsamples	162		number of random directions to fire rays when computing ambient lighting
 r_lightcachecenter	1	Yes	None
 r_lightinterp	5		Controls the speed of light interpolation, 0 turns off interpolation
 r_lightmap	-1		None
 r_lightstyle	-1		None
 r_lockpvs	0	Yes	Lock the PVS so you can fly around and inspect what is being drawn.
 r_lod	-1		None
 r_lod_noupdate	0		None
 r_mapextents	16384	Yes	Set the max dimension for the map. This determines the far clipping plane
 r_maxdlights	32		None
 r_maxmodeldecal	50		None
 r_maxnewsamples	6		None
 r_maxsampledist	128		None
 r_minnewsamples	3		None
 r_mmx	1		hl1 and hl2 : to make engines use mmx registers
 r_modellodscale	1		1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
 r_modelwireframedecal	0	Yes	None
 r_newflashlight	1	Yes	None
 r_newproplighting	0		None
 r_nohw	0	Yes	None
 r_norefresh	0		None
 r_nosw	0	Yes	None
 r_novis	0	Yes	Turn off the PVS.
 r_occludeemaxarea	0		Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
 r_occluderminarea	0		Prevents this occluder from being used if it takes
 |