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ConVars

A console variable ("convar") is a named, typed value the engine or game code exposes to the in-game console and to config files: mp_roundtime, sv_cheats, fps_max, and about 3,959 more. Each has a declared upstream type (Float32, Int32, Bool, String, a vector or a color) and, where the engine bounds it, a min/max range. A set of flags governs who may read or set it and when: cheat requires sv_cheats 1 and resets when cheats are off, replicated pushes the server's value out to connected clients, notify announces a change in chat, archive is written to config.cfg, and so on. See the legend below for every flag this build uses.

CS2 build 25218825 · Steam date 2026-09-09 · platform windows-x86_64 · schema format 2.2

Flags

28 distinct flags appear across this build's convars and commands. A flag with a blank description is one this build sets but upstream never documented in an accessible form.

FlagConVarsCommandsDescription
archive4660Value is written to config.cfg on shutdown and reloaded on startup.
cheat982449Requires sv_cheats 1 to change; reset when cheats are disabled.
client_can_execute032The client is allowed to run this command locally when the server sends it.
clientcmd_can_execute740A client may invoke this from a clientcmd, a narrower grant than full server trust.
clientdll1858343Registered by the client binary (client.dll).
commandline_enforced2700Can be forced from the command line; a command-line value locks out later changes.
defensive1153333
demo110
developmentonly1858442Present only in development builds; stripped or inert in shipping builds.
dontrecord1345Excluded from demo recording.
execute_per_tick02
gamedll1530361Registered by the game server binary (server.dll).
hidden13840Omitted from cvarlist/find output; still usable directly by name.
linked_concommand020
menubar_item540Exposed as an item in the in-game menu bar / options UI.
notify1170A change is announced to connected players (console/chat notification).
per_user960Tracked per split-screen/local user rather than as one global value.
performing_callbacks10
protected60Value is withheld from clients (e.g. never sent over rcon output).
reference20
release1033198Present in release/shipping builds, not just internal ones.
replicated8832Server's value is sent to and enforced on connected clients.
server_can_execute127The server is allowed to invoke this on a client (rcon-style trust).
server_cannot_query40The server may not query this client-side value.
unlogged05Not written to the console log.
userinfo370Part of the player's userinfo string, sent to the server on change.
vconsole_fuzzy_matching021
vconsole_set_focus07

ConVars

Sorted by name; type roundtime or cheat in the filter box, or click a flag chip to narrow the table to convars carrying that flag. Multiline descriptions render with line breaks preserved, and a <placeholder> token in a description is set in code font so it reads as argument syntax rather than prose.

Link to a convar: append #<name> to this page's URL, e.g. #mp_roundtime. Once the page loads, the table jumps to and briefly highlights that row, clearing any active filter that would otherwise hide it.

Flags

Showing 250 of 250

3,959 console variables
_fov0Int32clientdlldefensivedevelopmentonlyAutomates fov command to server.
adsp_alley_min122Int32defensivedevelopmentonly
adsp_courtyard_min126Int32defensivedevelopmentonly
adsp_debug0Int32archive
adsp_door_height112Int32defensivedevelopmentonly
adsp_duct_min106Int32defensivedevelopmentonly
adsp_hall_min110Int32defensivedevelopmentonly
adsp_low_ceiling108Int32defensivedevelopmentonly
adsp_opencourtyard_min126Int32defensivedevelopmentonly
adsp_openspace_min130Int32defensivedevelopmentonly
adsp_openstreet_min118Int32defensivedevelopmentonly
adsp_openwall_min130Int32defensivedevelopmentonly
adsp_room_min102Int32defensivedevelopmentonly
adsp_street_min118Int32defensivedevelopmentonly
adsp_tunnel_min114Int32defensivedevelopmentonly
adsp_wall_height128Int32defensivedevelopmentonly
ag2_network_recipeshape_cache_size32Int321 to 1024developmentonlydontrecordgamedllCache size for recently-used pose recipe shapes.
ag2_preserve_params_on_reloadfalseBoolclientdlldevelopmentonlygamedllreplicatedWhen an animgraph is reloaded, should the underlying system restore all params?
ag2_use_networked_serialization_context_demotrueBoolclientdlldevelopmentonlydontrecordgamedllreplicatedUse networked compatibility serialization context in demo playback.
ag2_use_networked_serialization_context_gamefalseBoolclientdlldevelopmentonlygamedllreplicatedUse networked compatibility serialization context in games.
ai_debug_dyninteractions0Int32cheatgamedllDebug the NPC dynamic interaction system.
ai_debug_los0Int32cheatgamedllNPC 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.
ai_debug_ragdoll_magnetsfalseBooldefensivedevelopmentonlygamedll
ai_debug_scripted_sequencefalseStringcheatgamedll
ai_debug_shoot_positions0Int32cheatclientdllgamedllreplicated
ai_debug_speech0Int32defensivedevelopmentonlygamedll
ai_disabledfalseBoolcheatclientdllgamedllreplicated
ai_force_serverside_ragdollfalseBooldefensivedevelopmentonlygamedll
ai_off_nav_show_nearestfalseBoolcheatgamedll
ai_sequence_debugfalseBoolclientdlldefensivedevelopmentonlygamedllreplicated
ai_use_visibility_cache1Int32defensivedevelopmentonlygamedllSets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC.
ai_use_visibility_cache_reciprocationtrueBooldefensivedevelopmentonlygamedllSets whether or not the visibility check cache should be reciprocal.
always_perform_full_spatial_partition_updatefalseBoolclientdlldevelopmentonlygamedllreplicated
ammo_9mm_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_9mm_impulse2000.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_9mm_max120Int32clientdllgamedllreleasereplicated
ammo_45acp_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_45acp_impulse2100.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_45acp_max100Int32clientdllgamedllreleasereplicated
ammo_50AE_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_50AE_impulse2400.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_50AE_max35Int32clientdllgamedllreleasereplicated
ammo_57mm_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_57mm_impulse2000.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_57mm_max100Int32clientdllgamedllreleasereplicated
ammo_338mag_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_338mag_impulse2800.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_338mag_max30Int32clientdllgamedllreleasereplicated
ammo_357sig_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_357sig_impulse2000.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_357sig_max52Int32clientdllgamedllreleasereplicated
ammo_357sig_min_max12Int32clientdllgamedllreleasereplicated
ammo_357sig_p250_max26Int32clientdllgamedllreleasereplicated
ammo_357sig_small_max24Int32clientdllgamedllreleasereplicated
ammo_556mm_box_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_box_impulse2400.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_box_max200Int32clientdllgamedllreleasereplicated
ammo_556mm_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_impulse2400.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_556mm_max90Int32clientdllgamedllreleasereplicated
ammo_556mm_small_max40Int32clientdllgamedllreleasereplicated
ammo_762mm_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_762mm_impulse2400.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_762mm_max90Int32clientdllgamedllreleasereplicated
ammo_buckshot_headshot_mult1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_buckshot_impulse600.000000Float32clientdlldefensivedevelopmentonlygamedllreplicatedYou must enable tweaking via tweak_ammo_impulses to use this value.
ammo_buckshot_max32Int32clientdllgamedllreleasereplicated
ammo_grenade_limit_default1Int32clientdllcommandline_enforcedgamedllreleasereplicated
ammo_grenade_limit_flashbang1Int32clientdllcommandline_enforcedgamedllreleasereplicated
ammo_grenade_limit_total3Int32clientdllcommandline_enforcedgamedllreleasereplicated
ammo_item_limit_adrenaline5Int32clientdllgamedllreleasereplicated
ammo_item_limit_healthshot4Int32clientdllcommandline_enforcedgamedllreleasereplicated
anim_decode_forcewritealltransformsfalseBooldevelopmentonlyForce BatchAnimationDecode to write transformations for all bones
anim_disablefalseBoolclientdlldevelopmentonlygamedllreplicated
anim_resource_validate_on_loadtrueBoolreleaseValidates the animation group channel list against the animations on load for every animation
animated_material_attributestrueBoolcheatclientdll
animgraph_debugfalseBoolcheatclientdllgamedllreplicatedDebug animation graph
animgraph_debug_animeventsfalseBoolclientdlldevelopmentonlygamedllreplicatedPrint info about animevents emitted by AnimGraph
animgraph_debug_entindex0Int32cheatclientdllgamedllreplicatedThe entity to specifically debug
animgraph_debug_filterent0Int32clientdlldefensivedevelopmentonlygamedllreplicatedFilter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.
animgraph_debug_max_poseop_countfalseBoolreference
animgraph_debug_set_filter_paramsStringclientdlldefensivedevelopmentonlygamedllreplicatedComma separated list of params to filter against when drawing debug text overlays
animgraph_debug_set_filter_tagsStringclientdlldefensivedevelopmentonlygamedllreplicatedComma separated list of tags to filter against when drawing debug text overlays
animgraph_debug_show_unreferenced_paramsfalseBoolclientdlldefensivedevelopmentonlygamedllreplicated
animgraph_debug_show_unreferenced_tagsfalseBoolclientdlldefensivedevelopmentonlygamedllreplicated
animgraph_debug_tagsfalseBoolclientdlldefensivedevelopmentonlygamedllreplicated
animgraph_debug_variablesfalseBoolclientdlldefensivedevelopmentonlygamedllreplicatedTurn on to see animgraph variable changes for entities passing animgraph_debug_filterent.
animgraph_debug_variables_ignore_missingtrueBoolclientdlldefensivedevelopmentonlygamedllreplicatedIf set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.
animgraph_debug_variables_ignore_nonchangestrueBoolclientdlldefensivedevelopmentonlygamedllreplicatedIf set, animgraph_debug_variables won't show debug for variable sets that don't change the value.
animgraph_draw_tracesfalseBoolclientdlldefensivedevelopmentonlygamedllreplicated
animgraph_enabletrueBoolclientdlldevelopmentonlygamedllreplicatedEnable animation graph
animgraph_enable_dirty_netvar_optimizationtrueBooldefensivedevelopmentonlyreplicated
animgraph_footlock_auto_ledge_detectiontrueBooldefensivedevelopmentonlyreplicatedAttempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom
animgraph_footlock_auto_stair_detectiontrueBooldefensivedevelopmentonlyreplicatedAttempt to detect when the foot is on a stair and will stop it from tilting to reach the next step
animgraph_footlock_calculate_tilttrueBooldefensivedevelopmentonlyreplicated
animgraph_footlock_debug_foot_index-1Int32defensivedevelopmentonlyreplicated
animgraph_footlock_debug_type2Int32defensivedevelopmentonlyreplicated
animgraph_footlock_draw_footbasefalseBooldefensivedevelopmentonlyreplicated
animgraph_footlock_enabledtrueBooldefensivedevelopmentonlyreplicatedA master convar that effectively disables the entire footlock node.
animgraph_footlock_ground_rolltrueBooldefensivedevelopmentonlyreplicated
animgraph_footlock_hip_offset_enabletrueBooldefensivedevelopmentonlyreplicated
animgraph_footlock_ik_enabletrueBoolcheatreplicatedEnable IK.
animgraph_footlock_tilt_mode1Int32defensivedevelopmentonlyreplicated
animgraph_footlock_trace_ground_enabledtrueBooldefensivedevelopmentonlyreplicatedConvar for toggling foot lock ground tracking.
animgraph_footlock_use_hip_shifttrueBooldefensivedevelopmentonlyreplicated
animgraph_footstep_node_supresses_eventsfalseBoolclientdlldefensivedevelopmentonlygamedllreplicated
animgraph_force_full_network_updatesfalseBooldefensivedevelopmentonlyreplicated
animgraph_ik_debugfalseBooldefensivedevelopmentonlyreplicated
animgraph_motionmatching_print_compressionstatsfalseBooldefensivedevelopmentonlyreplicated
animgraph_network_enabletrueBoolclientdlldevelopmentonlygamedllreplicatedEnable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.
animgraph_parallel_postdataupdatetrueBoolclientdlldefensivedevelopmentonly
animgraph_slope_draw_raycastsfalseBoolcheatclientdllgamedllreplicated
animgraph_slope_enabletrueBoolcheatclientdllgamedllreplicated
animgraph_slowdownonslopes_enabledtrueBooldefensivedevelopmentonlyreplicated
animgraph_trace_ignore_prop_physicstrueBoolclientdlldefensivedevelopmentonlygamedllreplicated
animgraph_trace_static_onlyfalseBoolcheatclientdllgamedllreplicated
animgraph_verify_dirty_netvar_optimizationfalseBooldefensivedevelopmentonlyreplicated
animgraph2_enable_parallel_updatetrueBoolclientdlldefensivedevelopmentonlygamedllreplicated
animgraph2_serialize_pose_recipe_in_pre_pack_entitiestrueBoolclientdlldefensivedevelopmentonlygamedllreplicated
annotation_auto_loadfalseBoolclientdllcommandline_enforcedrelease
attached_output_stall_ms250.000000Float32defensivedevelopmentonly
audio_input_test_signalfalseBooldevelopmentonlyFor testing the audio input pathway with a sine tone instead of SDL3.
audio_input_use_sdl_rolesfalseBooldevelopmentonly
autosave_fully_asynctrueBooldefensivedevelopmentonlygamedllSet to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes
battery_saverfalseBoolarchiveOBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on
bot_allow_grenadestrueBoolgamedllreleaseIf nonzero, bots may use grenades.
bot_allow_machine_gunstrueBoolgamedllreleaseIf nonzero, bots may use the machine gun.
bot_allow_pistolstrueBoolgamedllreleaseIf nonzero, bots may use pistols.
bot_allow_riflestrueBoolgamedllreleaseIf nonzero, bots may use rifles.
bot_allow_roguestrueBoolcommandline_enforcedgamedllreleaseIf nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
bot_allow_shotgunstrueBoolgamedllreleaseIf nonzero, bots may use shotguns.
bot_allow_sniperstrueBoolgamedllreleaseIf nonzero, bots may use sniper rifles.
bot_allow_sub_machine_gunstrueBoolgamedllreleaseIf nonzero, bots may use sub-machine guns.
bot_auto_followfalseBoolgamedllreleaseIf nonzero, bots with high co-op may automatically follow a nearby human player.
bot_auto_vacatetrueBoolgamedllreleaseIf nonzero, bots will automatically leave to make room for human players.
bot_autodifficulty_threshold_high5.000000Float32-20 to 20clientdllcommandline_enforcedgamedllreleasereplicatedUpper bound above Average Human Contribution Score that a bot must be above to change its difficulty
bot_autodifficulty_threshold_low-2.000000Float32-20 to 20clientdllcommandline_enforcedgamedllreleasereplicatedLower bound below Average Human Contribution Score that a bot must be below to change its difficulty
bot_chatternormalStringcommandline_enforcedgamedllreleaseControl how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
bot_chatter_use_rrtrueBooldevelopmentonlygamedll0 = Use old bot chatter system, 1 = Use response rules
bot_controllabletrueBoolgamedllreleaseDetermines whether bots can be controlled by players
bot_coop_idle_max_vision_distance1400.000000Float32≥ -1commandline_enforcedgamedllreleasereplicatedMax distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.
bot_crouchfalseBoolcheatgamedll
bot_debug0Int32cheatgamedllFor internal testing purposes.
bot_debug_target0Int32cheatgamedllFor internal testing purposes.
bot_defense_rush_chance33.000000Float32cheatgamedllAre the defense bots going to rush.
bot_defer_to_human_goalsfalseBoolcommandline_enforcedgamedllreleaseIf nonzero and there is a human on the team, the bots will not do the scenario tasks.
bot_defer_to_human_itemstrueBoolcommandline_enforcedgamedllreleaseIf nonzero and there is a human on the team, the bots will not get scenario items.
bot_difficulty1Int32commandline_enforcedgamedllreleaseDefines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
bot_dont_shootfalseBoolcheatgamedllreleaseIf nonzero, bots will not fire weapons (for debugging).
bot_eco_limit2000.000000Float32gamedllreleaseIf nonzero, bots will not buy if their money falls below this amount.
bot_flipoutfalseBoolgamedllreleaseIf nonzero, bots use no CPU for AI. Instead, they run around randomly.
bot_force_duckfalseBooldefensivedevelopmentonlygamedll
bot_freezefalseBoolcheatgamedll
bot_ignore_enemiesfalseBoolcheatgamedllIf nonzero, bots will ignore enemies (for debugging).
bot_ignore_playersfalseBoolcheatgamedllBots will not see non-bot players.
bot_join_after_playertrueBoolgamedllreleaseIf nonzero, bots wait until a player joins before entering the game.
bot_join_delay0Int32defensivedevelopmentonlygamedllPrevents bots from joining the server for this many seconds after a map change.
bot_join_in_warmuptrueBooldefensivedevelopmentonlygamedllPrevents bots from joining the server while warmup phase is active.
bot_join_teamanyStringgamedllreleaseDetermines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
bot_loadoutStringcheatgamedllbots are given these items at round start
bot_max_visible_smoke_length200.000000Float32gamedllreleasereplicatedBots will see players through smoke clouds up to this length.
bot_max_vision_distance_override-1.000000Float32≥ -1commandline_enforcedgamedllreleasereplicatedMax distance bots can see targets.
bot_mimic0Int32cheatclientdllgamedllreplicatedBot uses usercmd of player by index.
bot_mimic_spec_buttonstrueBoolcheatclientdll+attack, +jump etc are used for spectator control instead of being passed on to spectated bot
bot_mimic_yaw_offset180.000000Float32cheatgamedll
bot_prefixStringgamedllreleaseThis string is prefixed to the name of all bots that join the game.
<difficulty> will be replaced with the bot's difficulty.
<weaponclass> will be replaced with the bot's desired weapon class.
<skill> will be replaced with a 0-100 representation of the bot's skill.
bot_quota10Int32commandline_enforcedgamedllreleaseDetermines the total number of bots in the game.
bot_quota_modenormalStringcommandline_enforcedgamedllreleaseDetermines the type of quota.
Allowed values: 'normal', 'fill', and 'match'.
If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
bot_randombuyfalseBoolcheatgamedllshould bots ignore their prefered weapons and just buy weapons at random?
bot_show_battlefrontfalseBoolcheatgamedllShow areas where rushing players will initially meet.
bot_show_navfalseBoolcheatgamedllFor internal testing purposes.
bot_show_occupy_timefalseBoolcheatgamedllShow when each nav area can first be reached by each team.
bot_stop0Stringcheatgamedllbot_stop <1|all> | <not_bomber> | <t> | <ct>
bot_strafe0.000000Float32gamedllreleaseStrafe left and right (interval)
bot_traceview0Int32cheatgamedllFor internal testing purposes.
bot_walkfalseBoolgamedllreleaseIf nonzero, bots can only walk, not run.
bot_zombiefalseBoolcheatgamedllIf nonzero, bots will stay in idle mode and not attack.
break_damage_inherit_scale1.000000Float32clientdlldefensivedevelopmentonlygamedllreplicated
break_invulnerable_spawn_duration0.500000Float32clientdlldefensivedevelopmentonlygamedllreplicated
breakable_debug_spawn_transform_time0.000000Float32clientdlldevelopmentonlygamedllreplicatedDebug draw the spawn transform location.
breakable_multiplayertrueBooldefensivedevelopmentonlygamedll
buddhafalseBoolcheatgamedllnotifyPlayer takes damage but won't die
buddha_ignore_botsfalseBoolcheatgamedllnotifyBots always buddha 0
buddha_reset_hp1Int32cheatgamedllnotifyHP to set when damaged below zero in Buddha Mode
bug_submitter_overrideStringarchive
buildcubemaps_renderdoc_capture-1Int32clientdlldevelopmentonlyCapture a specific cubemap with RenderDoc during buildcubemaps.
c_maxdistance200.000000Float32archiveclientdll
c_maxpitch90.000000Float32archiveclientdll
c_maxyaw135.000000Float32archiveclientdll
c_mindistance30.000000Float32archiveclientdll
c_minpitch0.000000Float32archiveclientdll
c_minyaw-135.000000Float32archiveclientdll
c_orthoheight100.000000Float32archiveclientdll
c_orthowidth100.000000Float32archiveclientdll
c_thirdpersonshoulderfalseBoolarchiveclientdll
c_thirdpersonshoulderaimdist120.000000Float32archiveclientdll
c_thirdpersonshoulderdist40.000000Float32archiveclientdll
c_thirdpersonshoulderheight5.000000Float32archiveclientdll
c_thirdpersonshoulderoffset20.000000Float32archiveclientdll
cachedvalue_count_partybrowser0Int32archiveclientdllhidden
cachedvalue_count_teammates0Int32archiveclientdllhidden
cam_collision1Int32archiveclientdllWhen in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_idealdelta4.000000Float32archiveclientdllControls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist150.000000Float32archiveclientdll
cam_ideallag4.000000Float32archiveclientdllAmount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch0.000000Float32archiveclientdll
cam_idealyaw0.000000Float32archiveclientdll
cam_showanglesfalseBoolcheatclientdllWhen in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snaptofalseBoolarchiveclientdll
camera_datadriven_debugfalseBoolcheatclientdlldevelopmentonly
camera_datadriven_disable_cachefalseBoolcheatdevelopmentonlygamedll
camera_path_edit_modefalseBoolcheatclientdllgamedllreplicated
cash_player_bomb_defused300Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_bomb_planted300Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_damage_hostage-30Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_drop_on_death0Int32clientdllcommandline_enforceddevelopmentonlygamedllnotifyreleasereplicated
cash_player_drop_on_death_stack_value250Int32clientdllcommandline_enforceddevelopmentonlygamedllnotifyreleasereplicated
cash_player_get_killed0Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_interact_with_hostage150Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_killed_enemy_default300Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_killed_enemy_factor1.000000Float32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_killed_hostage-1000Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_killed_teammate-300Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_rescued_hostage1000Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_player_respawn_amount0Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_bonus_shorthanded0Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_elimination_bomb_map3250Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_elimination_hostage_map_ct2000Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_elimination_hostage_map_t1000Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_hostage_alive0Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_hostage_interaction500Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_loser_bonus1400Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_loser_bonus_consecutive_rounds500Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_per_dead_enemy50Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_planted_bomb_but_defused600Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_rescued_hostage0Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_terrorist_win_bomb3500Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_win_by_defusing_bomb3250Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_win_by_hostage_rescue3500Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_win_by_time_running_out_bomb3250Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_win_by_time_running_out_hostage3250Int32clientdllcommandline_enforcedgamedllnotifyreleasereplicated
cash_team_winner_bonus_consecutive_rounds0Int32clientdllgamedllnotifyreleasereplicated
cc_captiontrace1Int32clientdlldefensivedevelopmentonlyShow missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_delay_time0.250000Float32archiveclientdllClose caption delay before showing caption.
cc_force_combine_chattertrueBoolclientdlldefensivedevelopmentonly
cc_langStringarchiveclientdllCurrent close caption language (emtpy = use game UI language)
cc_linger_time1.000000Float32archiveclientdllClose caption linger time.
cc_log0Int32clientdlldefensivedevelopmentonlyLog caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)
cc_spectator_onlyfalseBoolarchiveclientdll
cc_subtitlesfalseBoolarchiveclientdllIf set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
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The first 250 of 3,959 rows are in the page; the rest load the first time you filter, sort or page the table. Without scripts, the full list is rows.json or the generated convars_schema.json.