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TNO CVar Catalog Gameplay

LopeKinz edited this page Oct 2, 2026 · 1 revision

TNO Cvars: Gameplay

Generated by tools/build_cvar_wiki.py from the engine's own cvar registry. Edits made here are overwritten by the next run.

976 cvars of Wolfenstein: The New Order — player, movement, AI, weapons, camera and HUD. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNO cvar catalogue, which explains how to set a cvar in this game and where the data comes from.

Status: cheat = wiped at startup when set with +name value, set it with +toggle name value value instead; normal = +name value works; saved = not a cheat and kept in wolfConfig.cfg; init-only = command line only; read-only = cannot be set.

aa_

18 cvars.

Name Type Default Status Range Description
aa_adhesionLockSpeed float 0.25 cheat — Speed for lock when adhesion
aa_AssistStrength float 0.01 cheat — How much to help by when somewhat close
aa_AssistStrengthBestSpot float 0.005 cheat — How much to help by when in the BEST spot
aa_AssistStrengthSweetSpot float 0.015 cheat — How much to help by when in the sweet spot
aa_focusSensitivityScale float 0.5 cheat — How much to scale the sensitivity by when you're over an interesting entity
aa_lockdist float 8192 cheat — Max distance from player to enemy.
aa_lockLineRange float 35 cheat — Max distance between aim line and tested entity for aim assist
aa_minAssistDistance float 32 cheat — min distance the target has to be before we will aim assist
aa_SensitivityScale float 0.75 cheat — How much to scale the sensitivity by when you're somewhat close to an interesting entity
aa_SensitivityScaleBestSpot float 0.4 cheat — How much to scale the sensitivity by when you're on interesting entity
aa_SensitivityScaleSweetSpot float 0.5 cheat — How much to scale the sensitivity by when you're really close to an interesting entity
aa_sensitivityThreshold int 2 cheat — the min threshold the user must change their view by to get assistance !this should not go below 2!
aa_shootingLockSpeed float 0.6 cheat — Speed that lock occurs for shooting
aa_shrink float 5 cheat — Shrink center line
aa_TargetDebug bool 0 cheat — if true will show debug for the the aim assist
aa_UseOld bool 0 cheat — —
aa_zoomLockSpeed float 1.5 cheat — Speed for lock when zooming
aa_ZoomSnapScale float 2.0 cheat — the scale that is applied to the zoom snap

af_

84 cvars.

Name Type Default Status Range Description
af_angularDamping float 0.95 cheat — Impulse scale angular velocity damping when Syncing ragdoll (0 - 1)
af_angularTau float 0.975 cheat — Impulse scale angular error when Syncing ragdoll (0 - 1)
af_applyImpulses bool 1 cheat — 0 = apply impulses as forces, 1 = apply impulses as-is
af_blendDuration float 0.2 cheat — duration over which animation will blend into ragdoll once ragdoll is active
af_collisionCollapse bool 1 cheat — collapse multipe collisions
af_collisionReductionMass float 0.9 cheat — fraction of the original colliding mass that is removed for the collision impulse, this only applied to car-car damage
af_constraintRampDuration int 500 cheat — duration over which constraint tolerances will ramp back up to normal values after a sync to animation ends
af_constraintRampEnable bool 1 cheat — —
af_contactErrorReduction float 0.4 cheat — —
af_contactErrorReductionMax float 32.0 cheat — —
af_contactFrictionScale float 0 cheat — scales the contact friction
af_contactLcpEpsilon float 0.001 cheat — —
af_debugDriveOrigin bool 0 cheat — —
af_debugDrivePose bool 0 cheat — Debug ragdoll syncing frames
af_debugFirstBodyOnly bool 0 cheat — Debug first body frame only during sync
af_debugStartVelocity bool 0 cheat — Debug starting velocity of ragdolls
af_disableContactEndSync bool 1 cheat — —
af_disableContactsDuringSync bool 0 cheat — —
af_disableGravityDuringSync bool 0 cheat — —
af_errorReduction float 0.5 cheat — —
af_errorReductionMax float 256.0 cheat — —
af_filterCoeff float 0.4 cheat — —
af_forceFriction float -1 cheat — force the given friction value
af_highlightBody string (empty) cheat — name of the body to highlight
af_highlightConstraint string (empty) cheat — name of the constraint to highlight
af_inheritVelocity bool 1 cheat — 1 = allow ragdolls to inherit velocity from animation
af_jointFrictionScale float 0 cheat — scales the joint friction
af_lcpEpsilon float 0.00001 cheat — —
af_limitErrorReduction float 0.3 cheat — —
af_limitErrorReductionMax float 256.0 cheat — —
af_limitLcpEpsilon float 0.0001 cheat — —
af_linearDamping float 0.4 cheat — Impulse scale linear velocity damping when Syncing ragdoll (0 - 1)
af_linearTau float 0.2 cheat — Impulse scale linear error when Syncing ragdoll (0 - 1)
af_maxAngularVelocity float 1.57 cheat — maximum angular velocity
af_maxAuxiliaryConstraints int 200 cheat — maximum number of auxiliary constraints on an articulated figure
af_maxLcpEpsilon float 0.001 cheat — —
af_maxLinearVelocity float 128 cheat — maximum linear velocity
af_maxSyncDuration float 0 cheat — —
af_maxTwistErrorReduction float 1.0 cheat — —
af_minTwistErrorReduction float 0.1 cheat — —
af_neverRest bool 0 cheat — never come to rest
af_resolveSolid bool 0 cheat — —
af_serializeDebug bool 0 cheat — Debug AF serialization
af_showActive bool 0 cheat — show tree-like structures of articulated figures not at rest
af_showBodies bool 0 cheat — show bodies
af_showBodyNames bool 0 cheat — show body names
af_showConstrainedBodies bool 0 cheat — show the two bodies constrained by the highlighted constraint
af_showConstraintNames bool 0 cheat — show constraint names
af_showConstraints bool 0 cheat — show constraints
af_showInertia bool 0 cheat — show the inertia tensor of each body
af_showLimits int 0 cheat — 1 = always show joint limits, 2 = show only violated limits
af_showMass bool 0 cheat — show the mass of each body
af_showPrimaryOnly bool 0 cheat — show primary constraints only
af_showTableResults bool 0 cheat — Show constraint values pulled from tables.
af_showTimings bool 0 cheat — show articulated figure cpu usage
af_showTotalMass bool 0 cheat — show the total mass of each articulated figure
af_showTrees bool 0 cheat — show tree-like structures
af_showTwist bool 0 cheat — —
af_showTwistName string (empty) cheat — —
af_showVelocity bool 0 cheat — show the velocity of each body
af_skipAirFriction bool 0 cheat — skip air friction
af_skipFriction bool 0 cheat — skip friction
af_skipLimits bool 0 cheat — skip joint limits
af_skipSelfCollision bool 0 cheat — skip self collision detection
af_staticFrictionThreshold float 0 cheat — —
af_suspensionLcpEpsilon float 0.0000001 cheat — —
af_syncConstraints bool 0 cheat — —
af_syncTestMargin float 0.1 cheat — Collision fraction margin
af_syncWithImpulses bool 0 cheat — —
af_testSolidDebug int 0 cheat — Debug AF solid testing
af_timeScale float 1 cheat — scales the time
af_universalErrorReduction float 0.5 cheat — —
af_universalErrorReductionMax float 256.0 cheat — —
af_universalTorsionLcpEpsilon float 0.1 cheat — amount of elasticity about the shaft of a universal joint
af_unsatisfiedStrength float 0.08 cheat — —
af_useDeferred bool 0 cheat — Debug AF solid testing
af_useHingeTwist int 1 cheat — —
af_useImpulseFriction bool 0 cheat — use impulse based contact friction
af_useJointImpulseFriction bool 0 cheat — use impulse based joint friction
af_useLinearTime bool 1 cheat — use linear time algorithm for tree-like structures
af_useSymmetry bool 1 cheat — use constraint matrix symmetry
af_useUVTwist int 1 cheat — —
af_violationThreshold float 0.1 cheat — —
af_voidCheckDistance float 150 cheat — Floating in void check distance

ai_

221 cvars.

Name Type Default Status Range Description
ai_aaspush int 1 cheat — if we should push the ai into aas after each move
ai_accuracy int -1 cheat — set to >= 0 to force all AI to a specific accuracy rating
ai_aimLerpScale float 0.1 cheat — sets the rate at which the AI's blends between aim/body offset animations
ai_alignToPointDist float -1.0 cheat — if > 0 AI will orient to destination point over this distance, if they have a straight path to the dest
ai_allowCollapse bool 0 cheat — 1 = allow AI to play collapse animations, otherwise they will defer death until they're not in a solid.
ai_allowStaggerPain bool 1 cheat — 1 = allow AI to play staggering pains when appropriate
ai_allowTranstionOvershoot bool 1 cheat — 1 = allow AI to play transition that translates farther than the destination
ai_animWebDebug bool 0 cheat — —
ai_attitude int -2 cheat — override AIs attitude towards player faction
ai_avoidObstacles bool 1 cheat — set to 1 to have AI use obstacle avoidance.
ai_blendTreeName string (empty) cheat — name of blend tree to debug
ai_checkStuck bool 1 cheat — set to 0 to skip stuck checks
ai_clearEvents bool 0 cheat — 1 = clear pending anim web events before changing state... testing only
ai_controlHeartBeatIntervalsMax float 250 saved — time in MS to wait between player heartbeats
ai_controlHeartBeatIntervalsMin float 1000 saved — time in MS to wait between player heartbeats
ai_controlTakeDownDistance float 80 saved — the length for the take down trace
ai_cookGrenades int 0 cheat — 1 = cook grenades when throwing them
ai_CoopFadeDelay int 5000 cheat — coop fade delay
ai_CoopFadeOutTime float 4.5 cheat — cvar for delay start
ai_cornerCircleRadius float 0.0 cheat — normal distance to circle around corners
ai_coverAbortRadius float 32 cheat — distance outside which we abort the move to cover action on the last frame of a transition
ai_coverLerpRadius float 32 cheat — distance within which to start lerping AI to cover near end of transition
ai_coverRadiusOverride float -1 cheat — if not -1 this overrides all AI's cover radius
ai_coverSnapRadius float 8 cheat — distance within which to snap AI to cover on last transition frame, otherwise fail
ai_damageScale float 1.0 cheat — forced ai damage scale
ai_deathAnimScale float 1.0 cheat — scale death animation rate by this factor
ai_debugAASPosition bool 0 cheat — 1 = show debug markers for AAS position
ai_debugActionNodes int 0 cheat — 1 = debug actions node animation selection, 2 = verbose
ai_debugActionScript int 0 cheat — 1 = show debug info for action scripts
ai_debugAim int 0 cheat — set to 1 to show aim point debug info
ai_debugAimRotationTracker int 0 cheat — set to 1 to show debugging output for the aim focus idRotationTracker
ai_debugAnimDeltaScale bool 0 cheat — shows animation scaling from the DeltaScaleToTarget frame command
ai_debugArmorPopOff bool 0 cheat — Debug armor pop-off.
ai_debugBleedoutCheck int 0 cheat — 0 = off, 1 = only show when death triggers, 2 = show once checking starts
ai_debugBlendTree int -1 cheat — >= 0, entity number of AI to debug the blend tree for
ai_debugCam bool 0 cheat — enable debug camera
ai_debugCollision int 0 cheat — Draw AI Collision Info; -1 to draw all, or entity number for just that entity
ai_debugCover int 0 cheat — show debug info for cover determination
ai_debugCoverEntityId int 0 cheat — 0: debug cover for all entities, > 0: debug cover for specified entity only
ai_debugCoverTransitions int 0 cheat — 1 = ai show cover transition debug information, 2 = also show wall corner checking logic
ai_debugDangerZone int 0 cheat — 1+ = draws dangerzone in blue as long as at least one AI cares about DZ
ai_debugDeath bool 0 cheat — 1 = show debug output for death
ai_debugDeferredWorldState bool 0 cheat — Toggle a box around the AI's head which indicates the results of his sense update.
ai_debugDeltas int 0 cheat — 1 = show info for AI animation deltas
ai_debugDodge int 0 cheat — 1 to show dive resapons, 2 to show decision lines
ai_debugDynamicCover int 0 cheat — 1 = show debug info for dynamic cover, 2 = show dynamic cover collision checks
ai_debugEncounterGroupRoles int 0 cheat — 1: show encounter group role changes, 2: also draw combat hints for current stage
ai_debugEnemy int 0 cheat — 1 = show debug lines for enemy debugging, 2 = show console prints also
ai_debugEnemyTargetSelector int 0 cheat — set to -1 to show all enemy targeting weight factors, or entity # to show just that AI
ai_debugEvents int 0 cheat — 1 = show debug info for received AI events
ai_debugEyePos int 0 cheat — number of milliseconds to show AI eye position markers.
ai_debugForwardRunIndex int 0 cheat — show the forward run index and blend
ai_debugFOV bool 0 cheat — 1 = show entity FOV checks.
ai_debugFriendly bool 0 cheat — true to enable friendly debugging
ai_debugGameState bool 0 cheat — 1 = output AI game state debug information
ai_debugGoodWill bool 0 cheat — 1: show good will settings
ai_debugGore bool 0 cheat — true to debug gore at ai level
ai_debugGPUGore int 0 cheat — shows the projection axis of wounds
ai_debugGreetingDistance bool 0 cheat — if true, debug info will be shown when AIs consider greeting players.
ai_debugGrenadeHints int 0 cheat — 1: show encounter group grenade hint timimgsf
ai_debugHealth int 0 cheat — 1 = show health bar above ai, 2 = show text at damage location on ai, 3 = show health text above ai
ai_debugInjured bool 0 cheat — 1 = show debug output for injured state
ai_debugInteraction bool 0 cheat — show interaction debug info
ai_debugInteraction_Approach float 0 cheat — if not zero, use this value as the approach radius
ai_debugInteraction_Departure float 0 cheat — if not zero, use this value as the departure radius
ai_debugInteractionDistance bool 0 cheat — show spheres for interaction distances
ai_debugLatchedState bool 0 cheat — show debug output for AI latched state
ai_debugLeapAttack bool 0 cheat — if true, show leap attack target and trace
ai_debugLerp int 0 cheat — 1 = debug movement lerps, 2 = debug movement lerps and show debug info for longer
ai_debugLevel int 0 cheat — 1 = show debug models for errors only, 2 = show talking & interaction state, 3 = show leg state, 4 = show torso state
ai_debugLook int 0 cheat — set to 1 to show look point debug info
ai_debugLookRotationTracker int 0 cheat — set to 1 to show debugging output for the look focus idRotationTracker
ai_debugmelee bool 0 cheat — if true, show meele attack direction and target extrapolation
ai_debugMissTime bool 0 cheat — show debug output for AIs using miss time
ai_debugMove int 0 cheat — draws movement information for monsters
ai_debugOpenCombatMove bool 0 cheat — if true, show open combat move scoring
ai_debugOrientation int 0 cheat — 1 - show body, 2 - show move, 3 - show both
ai_debugOriginSprings bool 0 cheat — 1 = show origin springs
ai_debugPain int 0 cheat — 1 = show debug output for pain and death, 2 = show traces that indicate if AI is at moving pain speed
ai_debugPathToEnemy bool 0 cheat — shows approach point from the enemy and path time
ai_debugPerception int 0 cheat — If > 0, AI will render perception information about the player.
ai_debugPushFromCollision bool 0 cheat — 1 = show debug output for pushing from collision system
ai_debugPushPlayer bool 0 cheat — 1 = show debug push lines to see which way ais are pushing the player.
ai_debugReactionBasedMovement int 0 cheat — set to 1 for movement obstacles for current ai, 2 for movement for all ai's.
ai_debugScenePoints int 0 cheat — If > 0, AI will render information about current scenepoints.
ai_debugScript int -1 cheat — displays script calls for the specified monster entity number
ai_debugSearch bool 0 cheat — true to enable search debugging
ai_debugState int 0 cheat — 1 = show ai state information for debug entity, 2 = show for all ai, 3 = break on state Enter, 4 = break on state Exit, 5 = break on state Work
ai_debugStuck bool 0 cheat — set to 1 to show check stuck conditions
ai_debugTargetList int 0 cheat — set to 1 to show ai targeting weights
ai_debugTension int 0 cheat — 1 = print state changes, 2 = print state changes and periodicals, 3+ = also print triggered entity names
ai_debugTracking int 0 cheat — 1 = show aim and look tracking information
ai_debugtransitiondirs bool 0 cheat — if true, show desired transition direciton
ai_debugTraversals int 0 cheat — if > 0, show dynamic traversal visualization for value * 1000 milliseconds
ai_debugVoice int 0 cheat — set to >= 1 to show voice calls, 2 for sound traces
ai_debugWeb int -1 cheat — output debug info for the AI with matching entity number
ai_deferredVisCheckThreshold float 1.0 cheat — deferred vis check threshold
ai_disableWanderGreetings bool 0 cheat — if true then all wander greetings will be disabled
ai_drawBounds bool 0 cheat — draw AI bounds for debugging.
ai_droppedLootDistance float 140.0 cheat — the max distance the dropped item can be to auto loot it
ai_enable bool 1 cheat — enable AI think
ai_enableAnimation bool 1 cheat — enable AI animation updates
ai_enableAutoFocus bool 1 cheat — 0 = no auto focusing
ai_enableDormancy bool 1 cheat — 1 = AI that is not rendered will stop thinking
ai_enableFSM bool 1 cheat — enable finite state machine updates
ai_enableInfluenceTrails bool 1 cheat — if true will turn on influence spheres on spawn
ai_enableInjuredRuns bool 1 cheat — false to disable injured runs
ai_enableMovement bool 1 cheat — enable AI movement
ai_enablePhysics bool 1 cheat — enable AI physics
ai_enableScrambles bool 1 cheat — true to enable AI scramble runs and transitions
ai_enableSenseVolumes bool 1 cheat — true to enable designer placed sense scale volumes, false to disable for debugging
ai_enableWorldState bool 1 cheat — enable AI world state updates
ai_errorCorrectTurns bool 1 cheat — 1 = add addtional turn velocity to turning animations to correct for delta errors error
ai_faceFocus bool 0 cheat — true to have AI always look at focus
ai_FadeDelay int 0 cheat — temp cvar for adjusting the delay on fade for skinny mutants
ai_fastJobInteraction bool 0 cheat — if true, the player can interupt the ai talking to go to next state
ai_flashIfLootable bool 1 cheat — if true the ai flash when lootable like the props
ai_forceInjury bool 0 cheat — 1 = force stagger pains to be injuries
ai_forceMicrotransitions bool 0 cheat — 1 = only use microtransitions
ai_forceMoveSpeed float 0 cheat — if > 0, force AI movement speeds to this value.
ai_forceTurnRate bool 0 cheat — if != 0, force AI movement turn rates to ai_minTurnRate and ai_maxTurnRate.
ai_forceVehicleCoverFlag bool 0 cheat — force all vehicles to provide cover.
ai_forceWalk int 0 cheat — forces the AI's walking state to the specified value
ai_gangstaLerpScale float 0.1 cheat — sets the rate at which the AI's blends in the additive "gangsta" pose
ai_ignoreEvents bool 0 cheat — 1 = ai will ignore events from the AI event system
ai_ignoreFireLimits bool 0 cheat — 1 = ai will disregard limitations on simultaneous fire
ai_influenceForce float 0.025 cheat — How much force we assert when we kick up dust
ai_interactionView_CorrectionDistance float 250 cheat — if where we are and where we think we are supposed to be exceeds this distance, correct
ai_interactionView_Distance float 55 cheat — how far away from the ai
ai_interactionView_FOV float 80 cheat — fov of interaction view
ai_interactionView_keepPitch bool 1 cheat — keep the pitch of the interaction camera on player camera. Note: pitch fails if player starts crouched.
ai_interactionView_merchantswitch int 150 cheat — ms it takes to move between the buy and sell view of the merchants
ai_interactionView_OffsetToPlayer bool 1 cheat — if true we just do between the ai and player, if false, offset in ai look dir.
ai_interactionView_PitchOffset float 15 cheat — how far to offset the pitch of the camera we want when a job is offered
ai_interactionView_RollOffset float 0 cheat — how far to offset the roll of the camera we want when a job is offered
ai_interactionView_useCamera bool 1 cheat — if true we look for interaction cameras, otherwise we use code solution
ai_interactionView_UseCvars bool 0 cheat — if true use the cvars, if false use the ai editable settings
ai_interactionView_xoffset float 0 cheat — target offset x
ai_interactionView_YawOffset float -23 cheat — how far to offset the yaw of the camera we want when a job is offered
ai_interactionView_yoffset float 0 cheat — target offset y
ai_interactionView_zoffset float -5 cheat — target offset z
ai_interactionVolumeBoostAmount float 4 cheat — Volume boost for the current interaction ai.
ai_interactionVolumeResetAfterVO bool 0 cheat — 0 = reset only when ai leaves interaction. 1 = reset volume after each vo.
ai_interactionWorldFadeTime float 1.0 cheat — Time world volume should take to fade out and in during AI interactions.
ai_interactionWorldVolumeFadeAmount float 4 cheat — Volume fade for the entire world when 'interacting' with ai.
ai_invulnerable bool 0 cheat — 1 = ai's health never goes down when damaged.
ai_keepShootingNoSight int 6000 cheat — number of milliseconds AI will shoot at last known enemy position
ai_limitFSMUpdates bool 1 cheat — 1 = don't allow AI FSM logic to update faster than 10Hz
ai_limitTargetUpdates bool 0 cheat — 1 = only one AI will try to find a new target each frame
ai_lookAtPlayer bool 1 cheat — npc looks at player when near
ai_lookRate int -1 cheat — set to >= 0 to force all AI to a specific look rate
ai_lootDelay float 1.25 cheat — delay in seconds before dead AI can be looted
ai_maxDeferDeathTime int 250 cheat — maximum time in millseconds that an AI's death can be defered due to them being in a solid.
ai_maxTurnRate float 360 cheat — maximum turn rate if turn rate is forced
ai_minCornerCircleRadius float 4.0 cheat — mininim distance to circle around corners
ai_minTurnRate float 15 cheat — minimum turn rate if turn rate is forced
ai_mood int -1 cheat — override's the mood of all AI for testing
ai_moveModeLookAhead bool 1 cheat — If ai movement code should look ahead in the animation instead of back
ai_NonPlayerOneShotChance float 0.3 cheat — chance a non-player will cause a one shot chance
ai_noSmoothAfterStuckTime int 2000 cheat — how long after being stuck we don't use smoothanims for
ai_oldFSMUpdate bool 0 cheat — 1 = use old fsm update policy
ai_originSpringExtrapolate float 0.1 cheat — amount to extrapolate velocity in origin springs (0.1 seems to work)
ai_otherFactionAttitude int -2 cheat — override AIs attitude towards all other factions
ai_painGoreTest bool 0 cheat — —
ai_pathResolver int 0 cheat — selects what path resolver to use
ai_perceptionRadiusOverride float -1 cheat — > 0: overrides AI actor perception radius
ai_playInteractionVoiceOver_defaultLeaveDistance float 200 cheat — if there is no interaction decl, default distance for this value
ai_pointTolerance float -1.0 cheat — the AI must be within this distance of a destination point to consider it reached
ai_pushVelocityTolerance float 15 cheat — linear velocity tolerance for push velocity
ai_ragdollKillLimit int 1 cheat — AI can only kill AI when less than this number of ragdolls are active or syncing
ai_runCycleBlendMode int 2 cheat — set the blend mode for ai run cycles: 0: linear, 1: easein, 2: easeout, 3: easeinout
ai_runMod string (empty) cheat — forces AI to use the specified aiWalkModifier_t state when walking
ai_runSpeedScaleDown float 0.2 cheat — —
ai_runSpeedScaleUp float 0.1 cheat — —
ai_scrambleTime int 2000 cheat — ms for AI to scramble after being shot at
ai_searchToStimDist float 512 cheat — how far from a search stimulus AI will first search to that stimulus
ai_showAASName bool 0 cheat — shows the name of the AAS that AI are using
ai_showBlendTreeWeb bool 0 cheat — active md6 nodes from animweb during aigui
ai_showDeathInfo bool 0 cheat — 1 = show pain info on death
ai_showDynamicCover float 0 cheat — draw dynamic cover within this distance of the player, 0 = don't draw any
ai_showFOV int 0 cheat — 1 = show the AI's field of view, 2 = show fov and perception radius
ai_showMovementTrails int 0 cheat — set to 1 to show movement for ai's so you can look for odd paths over time.
ai_showObstacleAvoidance int 0 cheat 0 … 4 draws obstacle avoidance information. 2,4 = draw obstacles for player, 3,4 = top-down view
ai_showSearchPath bool 0 cheat — shows the search path calculated by AIs
ai_showTurningCircles bool 0 cheat — true to show turning circle debug info
ai_showVisTrace int 0 cheat — 1 to show visibility traces, 2 only against player
ai_stairRunRate float 0.5 cheat — sets the rate to scale run animations when on stairs
ai_stairWalkRate float 0.5 cheat — sets the rate to scale walk animations when on stairs
ai_stuckDistanceFraction float 0.9 cheat — —
ai_syncAF bool 1 cheat — Sync AF to animation
ai_testPaths bool 0 cheat — set to 1 to use info_paths instead of AAS.
ai_thinkTrace bool 0 cheat — trace AI think
ai_turndecay float 1 cheat — if true, ramp turn rate down as angle between current and ideal direction decreases
ai_turndecayAng float 0 cheat — angle delta must be less than this to decay turn rate
ai_turningCircleAlignmentTolerance float 0.998629535 cheat — dot product of AI facing dir vs. end point alignment must be < this to use a turning circle
ai_turningCircleDebugTime int 1 cheat — time in millseconds that turning circle debug lines will persist
ai_turnLeanLerpScaleDown float 0.04 cheat — sets the rate at which the AI's blends when straightning out from a turn
ai_turnLeanLerpScaleUp float 0.075 cheat — sets the rate at which the AI's blends towards leaning when turning
ai_useAimTracker bool 1 cheat — 0 = disable aim tracking
ai_useAvoidForCoverFilter bool 1 cheat — temp debugging
ai_useCombatSubtitles int 1 cheat — set to = 1 to show combat subtitles
ai_useCoverTransitions bool 1 cheat — 1 = ai will use cover transitions (requires ai_useTransitions)
ai_useFormationCover float 1 cheat — 1 - formation cover, such as behind regime shield units
ai_useLookTracker bool 1 cheat — 0 = disable look tracking
ai_useObstacleRoute bool 1 cheat — set to 1 to have AI use obstacle route.
ai_useOriginSprings bool 1 cheat — —
ai_useStageCoverFilter bool 1 cheat — if true prune cover queries to active encounter group stage cover
ai_useStartTransitions bool 1 cheat — 1 = use transitions from stop to moving if they exist
ai_useStopTransitions bool 0 cheat — 1 = use transitions from moving to stopped if they exist
ai_useTransitions bool 1 cheat — 0 = disable all transition types
ai_useTurningCircles int 1 cheat — 0 = never use turning cirlces 1 = use turning circle tangent points if AI's behaviors allow 2 = to use turning circles always
ai_useVehicleCover float 1 cheat — 1 - formation cover, such as behind regime shield units
ai_useWanderingAim bool 1 cheat — set to 1 to use realistic wandering aim model
ai_useWeaponSpread bool 1 cheat — set to 1 to add spread to aim model
ai_visibilitySenseScale float 1 cheat — scale of AI visual sensory input
ai_visTraceOutsideFOV bool 0 cheat — 1: vis trace to entities that are outside FOV
ai_voFadeTime float 1.5 cheat — time in seconds VO will fade when walking away from a conversation
ai_walkLerpScale float 0.1 cheat — sets the rate at which the AI's blends between directional walk animations
ai_walkMod string (empty) cheat — forces AI to use the specified aiWalkModifier_t state when walking
ai_weaponKick bool 1 cheat — true to apply weapon kick to AI aiming.
ai_zeroVelocityFramesBeforeStuck int 60 cheat — number of frames with no velocity before ai is considered stuck

anim_

31 cvars.

Name Type Default Status Range Description
anim_allowDefaultedBinaryAnims bool 0 cheat — If set to 1, allows defaulted binary anims to be written. This should only be set as a last resort for building resource packages.
anim_allowWeakRefs bool 1 cheat — 1 = allow weak references to .md6anim resources, 0 = force strong references for all .md6anims
anim_autoWebTrace string 0 cheat — 1 = automatically perform a PIX trace when the source and dest paths match
anim_blendSnapshotDebug int 0 cheat — Debug events in idAnimStack::BlendSnapshot
anim_blendSnapshotNoLerp int 0 cheat — Dont lerp between serialized animstacks, for testing
anim_debugAnimName string ginny/facial/viseme_A.md6anim cheat — name of anim to debug
anim_debugDragJoints bool 0 cheat — display debugging information for drag joints
anim_debugEvents int 0 cheat — 1 = show triggered events 2 = also show all events and skipped events 3 = also show event tracking info 4 = verbose spew
anim_debugEvents_Name string (empty) cheat — optional animation to debug animevents for
anim_debugFilterLogic bool 0 cheat — This outputs debugging information on the selection logic for idMD6BestLeaf and idMD6TagFilter
anim_debugTorsoTracker int 0 cheat — 1 = show 3D debug info
anim_destPath string hands_actionScript/lean_over_rail cheat — dest path for anim web timing trace
anim_enableDragJoints bool 1 cheat — use dragjoints
anim_enableDragJointsConstraints bool 1 cheat — use dragjoints constraints
anim_enableFreezeJoints bool 1 cheat — use freezejoints
anim_forceCompression float -1 cheat — If >= 0, force animation compression values to this
anim_forceReload bool 0 saved — if != 0, then anims will always be reloaded from text if available.
anim_fxDeclName string (empty) saved — fxDecl to use when testing in the model editor
anim_generatorNumThreads int 6 cheat — Num threads to use for anim generation (0 = generated inline)
anim_removeDefaultedAnimFiles bool 0 cheat — If set to 1, any generated binary .bmd6anim files that have the defaulted flag set on load are deleted from the generated cache.
anim_showDecodes bool 0 cheat — show which animations and frames were queued for decoding.
anim_showJointVelocities int -1 cheat — number of the entity to show joint velocities for.
anim_showLoads bool 0 cheat — 1 = show debug info while loading animations
anim_sourcePath string hands_relaxed/idle cheat — source path for anim web timing trace
anim_torsoApplyOffsetToEndJointOnly bool 0 cheat — 1 = apply extra offset in torso trackers only to the end joint in the head tracking group
anim_torsoTrackerZeroPitch bool 0 cheat — 1 = clear torso tracker pitch each frame
anim_torsoTrackerZeroYaw bool 0 cheat — 1 = clear torso tracker yaw each frame
anim_tracker_disable bool 0 cheat — 1 = show 3D debug info
anim_velocityJoints string hips saved — list of joints to show velocities for
anim_verifyPaths float 0 cheat — 1 = verify paths for every change state at time of request , 2 = verify and assert on invalid paths
anim_webTimeThreshold float 1.0 cheat — warn if a path exceeds this threshold

g_

386 cvars.

Name Type Default Status Range Description
g_aiCommanderUpdatePrint float 0 cheat — Show prints for changes done to the commander slots.
g_AimAssist_Adhesion_While_Still bool 0 cheat — Enables Target Adhesion While Standing Still
g_AimAssist_Disable_Adhesion bool 0 cheat — disable the aim assist code for adhesion
g_AimAssist_Disable_All bool 0 cheat — disable all the aim assist code (killburst, zooming, shooting)
g_AimAssist_Disable_Shooting bool 0 cheat — disable the aim assist code for shooting
g_aiSpawnFilter string (empty) cheat — if set to an entity name, only AI with the specified name will be spawned. Intended for debugging problem AI in isolation.
g_ammoSwitchDelay int 600 cheat — time to wait before a pending ammo switch takes effect
g_armorProtectionAmount float 0.75 cheat — how much damage the armor should soak
g_automapAllowUpdateTime int 800 cheat — How many ms is required to pass before next log map updated can be shown
g_autotriggerNextMap bool 0 cheat — Automaticly trigger nextmap, debug feature to load all maps in sequence
g_autotriggerNextMapLayerPref string fergus cheat — Layer preference for auto-nextmap
g_balloonDebugIgnorePlayer bool 0 cheat — 1 = ignore the player's approach--don't explode when player is near.
g_balloonDebugShowTrails bool 0 cheat — 1 = show debug trails to visualize balloon movement.
g_blendedZoom_nonLinear bool 1 cheat — Do a non linear blended lerp for
g_blendRoot string (empty) cheat — name of animator to treat as root for g_showBlendTree
g_bloodEffects bool 1 saved — show blood splats, sprays and gibs
g_breakableAddVehicleExplosion bool 0 cheat — turn off to disable the vehicle adding an explosion based on velocity and direction
g_breakableAngular float 0 cheat — —
g_breakableCharAngular float 5 cheat — —
g_breakableCharDefaultImpulse float 1000 cheat — —
g_breakableCharImpulseScale float 3 cheat — —
g_breakableCharOffset float 30 cheat — —
g_breakableCharRadius float 512 cheat — —
g_breakableDebugDecals bool 0 cheat — —
g_breakableDebugIslands bool 0 cheat — —
g_breakableDelay float 0.0 cheat — —
g_breakableDuration float 5 cheat — —
g_breakableExplosion int 0 cheat — set to zero to disable code based explosions on the sign
g_breakableExplosionImpulseScale float -1 cheat — —
g_breakableFalloff float 0.2 cheat — —
g_breakableImpulse float 1000000 cheat — —
g_breakableOffset float -192 cheat — —
g_breakableRadius float 450 cheat — —
g_breakableRayUpPercent float 10 cheat — —
g_breakableSpin float 250 cheat — —
g_breakableVehicleImpulse float 500000 cheat — —
g_breakableVehicleOffset float 192 cheat — —
g_breathDamageDuration float 20 cheat — number of seconds the damage sounds, heartbeat or breathing lasts
g_cameraPlayerHack bool 0 cheat — true = force player 0 for camera
g_chainVerlet bool 1 cheat — If true, chains will be verlet simulated
g_chainVerletCollision bool 0 cheat — Enables / Disables debug display of chains verlet collision primitives
g_chainVerletDebug bool 0 cheat — Enables / Disables debug display of chains verlet integration system
g_chainVerletError float 2.0 cheat — Error threshold before constraint is fully red in g_chainVerletDebug
g_chainVerletGravityScale float 0.25 cheat — Gravity scale on chain when not split in half
g_chainVerletIterationDynamic bool 0 cheat — Enable / Disables dynamic iteration integration
g_chainVerletIterationDynamicError float 2.0 cheat — Minimum error length allowed in order to stop integrate
g_chainVerletIterations int 4 cheat — Number of iterations constrain will run after integration
g_chainVerletIterationsMaxDynamic int 4 cheat — Maximum number of iterations dynamic integration is allowed to run.
g_checkpointForceError int 0 cheat — If 0 does nothing, 1 saves incorrect name on checkpoint component, Use this for testing.
g_clientDrop_debug bool 0 cheat — if this should show the ribbon
g_clientDrop_Dist float 110 cheat — if this should show the ribbon
g_clothTestNormalWind bool 1 cheat — —
g_clothTestOverideIterations int 0 cheat — —
g_commanderAnimTerminatedWait float 0.5 cheat — How long we wait before sending the terminated message, used if commander has animation when killed
g_commanderTakeDownTerminatedWait float 0.8 cheat — How long we wait before sending the terminated message, used if commander has been takedowned
g_compassAlwaysShowIcon bool 1 cheat — Always display the map marker icon.
g_compassDebug bool 0 cheat — Display compass debug information
g_compassUpdate bool 0 cheat — Uses path-finding on player to update compass.
g_compassUseAAS bool 0 cheat — Point at point on path rather than bird-path.
g_consoleOverlayBackgroundOpacity float 0.75 saved 0 … 1 opacity scale of text overlay background console windows
g_consoleOverlayForegroundOpacity float 1.0 saved 0 … 1 opacity scale of text overlay foreground console windows
g_cuttableBeamIncisions int 0 cheat — 0 Render normaly, 1 Render only incisions, 2 Render only incision crossings, 3 Render only incision end-points
g_cuttableImpulseScale float -650.0 cheat — Physics push to deliver to dynamic piece when finishing contour.
g_cuttablemodel_buildepthonly bool 1 cheat — Build seperate physical texture depth only pass
g_cuttablemodel_forcestale bool 0 cheat — Force cuttable resource to be stale and therefore reload.
g_cuttableShowPhysics int 0 cheat — Debug render physics for loose pieces
g_cuttableStencils bool 1 cheat — If this is false then stencil cutting will be disabled
g_cuttableUpdatePhysics bool 1 cheat — Updates cuttable physics
g_damageablePowerBase float 600 cheat — —
g_damageablePowerScale float 8 cheat — —
g_damageHealthLimitHeavy float 0.25 cheat — health level to start heartbeat
g_damageHealthLimitMedium float 0.5 cheat — health level to start medium breathing
g_damageSave bool 0 cheat — reduces damage taken based on percentage of health vs maxhealth
g_damageScale float 1 saved — scale final damage on player by this factor
g_dangerRobotTeslaRadius float 600.0 cheat — The radius we start to show danger for the robot
g_debug_overdrive bool 0 cheat — Enables debug text for overdrive
g_debugActorModifiers bool 0 cheat — Draw debug actor modifier info to the HUD
g_debugAmmoUpgrades bool 0 cheat — 0 dont show info when upgrading 1 show info what gets more ammo
g_debugAnim int -1 cheat — displays information on which animations are playing on the specified entity number. set to -1 to disable.
g_debugAnimCameraFocus bool 0 cheat — Show AnimCamera focal plane.
g_debugCheckpointSaving int 0 cheat — If 0 dont show info, 1 show info on save/load, 2 show what is saved and loaded
g_debugClothAxis int 0 cheat — —
g_debugClothComponent int 0 cheat — —
g_debugCounts bool 0 cheat — print debug information about entity counts and calls to expensive functions
g_debugCuttable bool 0 cheat — If true, show graph debug lines.
g_debugDamage bool 0 cheat — print debug information about damage taken (armor / health / location)
g_debugDLCRewards bool 0 cheat — print out messages for debuging DLC reward info
g_debugDormancy bool 0 cheat — show when entities begin and end dormancy
g_debugDuplicateStages int 1 cheat — If 1 parse duplicates on save, if 2 print info about the duplicates it also
g_debugEBoltPresentable bool 0 cheat — —
g_debugEntitySeralize bool 0 cheat — —
g_debugEventQueue int 0 cheat — prints a message if event queue num exceeds this amount
g_debugFootStepEffect bool 0 cheat — print debug information about footstep impact effects
g_debugFX int 0 cheat — 1 = fx start/stop debug, 2 = distance debug, 3+ = serialization
g_debugGore bool 0 cheat — —
g_debugGoreCloth int 0 cheat — —
g_debugImpactEffect bool 0 cheat — print debug information about projectile impact effects
g_debugImpactMgr int 0 cheat — impact manager debug
g_debugInvGUI bool 0 cheat — print out everything displayed in the inventory gui
g_debugLaserSight bool 0 cheat — if true draws debug info for the player/ai laser sight
g_debugLayers int 0 cheat — print information about layer changes during play
g_debugLines int 0 cheat — 1 = show debug points as lines
g_debugLiquidPlane bool 0 cheat — visualize liquid plane verlet system and cone constraint
g_debugMeleeTraces int 0 cheat — 1 = show melee traces. 2 = show melee traces and bounds
g_debugMove bool 0 cheat — print debug information about player movement (sets idPhysics_Player::debugLevel)
g_debugMover bool 0 cheat — print debug information about movers moving
g_debugMoverModifiers bool 0 cheat — if true, will print debug information on mover modifiers
g_debugMoverMods string 0 cheat — show information about specified mover modifier.
g_debugMoverSpeedSoundBindings bool 0 cheat — if true, will print debug information on mover modifiers
g_debugParametricSplineAngles bool 0 cheat — Debug spline angular movement
g_debugParametricSplineMovement bool 0 cheat — Debug spline movement
g_debugParametricSplineVelocity bool 0 cheat — Debug spline angular movement
g_debugPlayer int 0 cheat — Player for debug commands like noclip
g_debugPlayerZoom bool 0 cheat — Debug zoom values
g_debugRateOfFire bool 0 cheat — deug ROF for the player
g_debugScript bool 0 cheat — print debug information about threads being created and destroyed
g_debugShowMoverAttachmentAxis bool 0 cheat — show axis for the mover entities
g_debugSpawnBehaviour bool 0 cheat — 0 dont show debug, 1 show info about the entities being spawned from links.
g_debugSphereTree int 0 cheat — 0 dont render, 1 render text on nodes and spheres on leaf nodes, 2 spheres on all nodes, 3 show links
g_debugSyncEntity bool 0 cheat — debug sync entities
g_debugTriggers int 0 cheat — print 'x activated by y' when a trigger activates something
g_debugViewBoundsSize float 512 cheat — Adjust the debug general culling information from view-bounds
g_debugViewTextBoundsSize float 128 cheat — Adjust the debug text culling information from view-bounds
g_debugWeapon bool 0 cheat — print debug information about weapon states, also draws lines when monsters are alerted and shows melee range
g_debugWeaponHeat int -1 cheat — debug the weapons heatlevels for this entity. -1 to disable
g_DebugWorldDestructibleEntity int 0 cheat — —
g_debugZoomBlur bool 0 cheat — Debug zoom blur values
g_decalBarrierFade int 256 cheat — Set the barrier for fading on decals
g_decalBarrierPop int 300 cheat — Set the barrier for popping on decals
g_decalCollision int 1 cheat — If 0 dont use collision when adding new decals, if 1 check for empty room
g_decalMinCost int 1 cheat — Min cost for decals, multiplier with the cost set on decals, if 1 then cost * 1
g_decalRoundOffPosition int 1 cheat — —
g_decalSphereRadiusSize float 0.20 cheat — param size * mult = radius size
g_decalSphereSizeMax float 1000.0 cheat — Max size of decal, 800 grenade, 16 bullet
g_defaultImpulse float 5000 cheat — —
g_demoDifficulty int 2 cheat — demo default difficulty level
g_demoLayer string (empty) cheat — demo map layer to play
g_demoMap string (empty) cheat — demo map to play
g_demoMode int 0 cheat — demo mode just used for main menu
g_demoSpawnSpot string (empty) cheat — demo map spawnspot to play
g_disableParticleGeneratedBinaries bool 0 cheat — If true; will not generate and read binary data for particles
g_disasm bool 0 cheat — disassemble script into base/script/disasm.txt on the local drive when script is compiled
g_doorClosingRange float 16 cheat — range used when testing for AI near closing door
g_dragDamping float 0.5 cheat — set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy)
g_dragEntity bool 0 cheat — allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection bool 0 cheat — draw the bounding box of the selected entity
g_drawPlayerAngles bool 0 cheat — shows the player view angles
g_drawPlayerGround bool 0 cheat — shows the player ground height
g_drawPlayerHealth bool 0 cheat — shows the player health and max health
g_drawPlayerInventory bool 0 cheat — draws the player inventory
g_drawPlayerKnockBack bool 0 cheat — shows any knockback suffered by player
g_drawPlayerPos int 0 cheat — 1 = shows the player position, 2 = also draws the player origin in the world
g_drawPlayerSpeed bool 0 cheat — shows the player speed (scalar)
g_drawPlayerVel bool 0 cheat — shows the player velocity (vector)
g_drawPlayerViewAngles bool 0 cheat — shows the player view angles
g_drawPlayerViewPos bool 0 cheat — shows the player view position
g_drawTVSafe bool 0 cheat — draws a tv-save overlay on the HUD
g_drawUCmdTracker1ViewAngles bool 0 cheat — draw the umdTracker1 angles
g_drawUCmdTracker2ViewAngles bool 0 cheat — draw the umdTracker2 angles
g_droppableMaxRange float 2000 cheat — max droppable range before they disassemble
g_droppedLootDistance float 140 cheat — max distance the lootable can be away from its owner to loot both
g_dumpActiveEntities bool 0 cheat — Dump the names of the active entities to the console
g_eboltDebug int 0 cheat — 1=display wireframe brightness, 2=display wireframe gradient, 3=display wireframe bolt reveal
g_editEntityCloneDist float 128 saved — how far from the camera the newly cloned entity is placed, default = 128
g_editEntityGridSize int 0 saved — snap to grid for entity dragging, default = 0
g_editEntityMode int 0 cheat 0 … 9 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models 8 = fx 9 = entity properties
g_editEntityMouseDrag int 0 saved — 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities
g_effectPhysicsBoxFountain int 0 cheat — —
g_effectPhysicsRespawnTime int 200 cheat — —
g_enableGameTimeScaling bool 1 cheat — Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game
g_EnableGore int 1 cheat — 0 = only blood particles unless overridden, 1 = gore, 2 = no gore at all
g_enableOverrideReferenceRenderPath bool 1 cheat — Draw reference (C++) path progress bar for overdrive
g_enableVoiceRecognition bool 0 cheat — —
g_eventTimeThreshold float 1 cheat — only show times for events that exceed this
g_explodeOriginEnts bool 0 cheat — spread out all entities at world origin
g_forceLoadSkippedResources bool 0 cheat — don't skip resources marked as skip("!")
g_forceShowSecrets bool 0 cheat — still show the secrets even thou we dont have valid data
g_fov int 80 normal 10 … 100 camera field of view
g_freeCam int 0 cheat — enable debug camera (free move) 0 = disable/normal, 1 = enable, 2 = lock camera completely)
g_freeCamSpeed float 1.0 cheat — How fast the free cam moves
g_gameDifficulty int -1 cheat -1 … 4 the difficulty setting for the game, if -1 will not use the cvar but the var in gameLocal currentGameDifficulty ( 0 is very easy and 4 is nightmare )
g_gameModeStartDirectly bool 1 cheat — If 1 then dont run newgame when selecting gamemode, go to root instead, used for debug annoying to start everytime.
g_gibImpulse float 50000 cheat — —
g_glassInfoDepthTest bool 1 cheat — If true, glass physics bounding boxes are rendered with depth test
g_glassInfoDistance float 1024.0 cheat — Distance of text debug output on glass info
g_glassShowInfo bool 0 cheat — Show glass physics bounds and instance number, along with setting decl
g_goreBloodyMess float 2.0 cheat — Scales the probability by this factor whenever the player is damaging through bloody-mess like perk abilities.
g_goreDisableProbability bool 0 cheat — Disable probability tests, this should cause gore to always occur.
g_gravity float 1066 cheat — control the force of gravity on physics objects
g_heartBeatIntervals float 400 cheat — time in MS to wait between player heartbeats
g_hideBetweenWeaponSelectTime int 800 cheat — The time we hide the ammo hud for when switching weapons so that dual wield ammo doesnt flicker
g_ignoreRemoteUserCmd bool 0 cheat — —
g_ignoreSaveGame bool 0 cheat — disables all savegames from triggers and useables
g_infiniteAmmo bool 0 cheat — 1 = infinite ammunition
g_inhibitAI bool 0 cheat — —
g_kickAmplitude float 1 cheat — scale how far a damage kick to the view angles moves
g_kickTime float 1 cheat — scale how long a damage kick to the view angles lasts
g_knockback int 50 cheat — control how much the player gets knocked back when damaged
g_knockbackVerticalMax float 800.0 cheat — Vertical knockback cannot be higher than this value.
g_knockbackVerticalMin float 300.0 cheat — Vertical knockback will not be dampened when it's less than this value.
g_LKWScopeAspect float 0.692308 cheat — Height aspect of a focus box in the scope
g_LKWScopeDebug int 0 cheat — 0 = 0ff, 1 = verbosed, 2 = detailed
g_LKWScopeMinDot float 0.985 cheat — Max angle between scope view axis and to target vector to consider valid target direction
g_LKWScopeWidth float 0.18 cheat — Width of a focus box in the scope
g_loadAllLayers bool 0 cheat — 1 = loads all entities in all layers
g_manageDroppedItems bool 0 cheat — If true, manage dropped items separately from corpses.
g_maxNumDeadAIBodies int 12 cheat — All bodies above this will get faded out and removed, if not visible by player then just remove.
g_maxNumDroppedItems int 12 cheat — All dropped item above this will be removed.
g_maxPlayerIdleTimeInSeconds int 0 cheat — 0 = Disable. > 0 = Number of seconds that will pass with player AFK before Bot component takes over.
g_maxSpawnLocations float 150 cheat — Approximate limit to generated spawn locations.
g_maxTurretPitch float 40 cheat — —
g_maxTurretYaw float 70 cheat — —
g_minLoadMapTimeMs int 0 cheat — To test loading screen
g_noCoopPlayerCollision bool 1 cheat — allow co-op players to clip through one another.
g_noFadeIn bool 0 cheat — —
g_onlineDebug bool 0 cheat — Print online debug text.
g_opacityBackgroundShowThinks float 1.0 cheat — opacity of show thinks background
g_opacityForegroundShowThinks float 1.0 cheat — opacity of show thinks foreground
g_overdrive_PointsRequired int 200 cheat — Number of overdrive points required activate overdrive ability
g_particleVolumeDisable bool 0 cheat — keeps volumes in current state but skips particle updates and render models
g_permaGodMode bool 0 saved — player never loses god mode
g_permaInfiniteAmmo bool 0 saved — 1 = infinite ammunition (saved in config)
g_playerHealthDecaySpeed float 2 cheat — what speed the player health decays in. hp/s
g_playerHealthRegenDelay float 3 cheat — seconds we wait after last damage to give health back to player
g_playerHealthRegenSpeed float 5.75 cheat — what speed the player health regenerates in. hp/s
g_playerHealthRegenSteps float 20 cheat — in what intervals the players health regens
g_playerMinHealthCheckpoint float 20 cheat — Minimum value that is saved in checkpoint so we dont get dead player restarts
g_playerShowStats int -1 cheat — detailed view of new player metrics system
g_preventLoadingLQDecl bool 0 cheat — —
g_profileCuttable bool 0 cheat — If true, show and measure cuttable operation.
g_projectileAdjustStart int 6 cheat — the offset dir from the trace point
g_projectileClientDontMove bool 0 cheat — Debug projectiles
g_projectileDebug bool 0 cheat — Debug projectiles
g_projectileEMPpullDealy int 400 cheat — milliseconds until the emp starts tracking targets
g_projectileEMPpullDistance float 200.0 cheat — how close an emp grenade must be to a power source to get pulled to it
g_projectileHomingGroundCheck float 50.0 cheat — how far off the ground the rocket should be
g_projectileHomingGroundCheckDebug bool 0 cheat — —
g_projectileHomingGroundReflection float 1.0 cheat — how far off the ground the rocket should be
g_projectileImpactDebug bool 0 init-only — Use invalid surface as impact effect and decal instead for default
g_projectileImpactDistance float 1.0 cheat — how far we should test to see what surf type the explosion would hit
g_projectileImpale bool 0 cheat — to allow rockets to impale AI on contact
g_projectileRocketImpactDistance float 100.0 cheat — how far we should test to see what surf type the rocket explosion would hit
g_radiusDamageKnockbackMultiplier float 1 cheat — Knockback multiplier to all RadiusDamage() calls.
g_radiusDamageMutliplier float 1 cheat — Damage multiplier to all RadiusDamage() calls.
g_radiusDamageRadiusMultiplier float 1 cheat — Radius multiplier to all RadiusDamage() calls.
g_ragdollLootImpulse float 2000 cheat — impulse to apply to AI ragdolls when looting
g_remoteCuttingMaxRadius float 25.0 cheat — Damage * this radius to get hole size
g_remoteCuttingMinRadius float 7.5 cheat — Minimum radius to get hole size
g_runFrames int 0 cheat — you can set g_runFrames while g_stopTime is set to have the game run that many frames, then stop again
g_saveCuttableState bool 1 cheat — If true, cuttables state will be saved during checkpoints and layer transitions.
g_secretDebug bool 0 cheat — If true then print status when spawning secrets
g_shouldReturnToRace bool 0 cheat — temporary stores return state for main menu
g_showActiveEntities bool 0 cheat — draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
g_showAIThinks int 0 cheat 0 … 1 show ai thinks
g_showAllPlayerInfo bool 0 cheat — shows player information for All players.
g_showAreaText bool 1 cheat — if true we draw a text when entering an area
g_showBlendTree int -1 cheat — shows the blend tree for the entity with the specified number, if the entity has a blend tree
g_showBreakableCollision int 0 cheat — —
g_showCloth int 0 cheat — shows cloth springs and points. 1 = show points, 2 = show springs, 3 = show collisions, 4 = show all
g_showClothBounds bool 0 cheat — —
g_showCollisionDistance float 256 cheat — maximum distance collision geometry will draw when g_showCollisionWorld or g_showCollisionModels is used
g_showCollisionModels int 0 cheat 0 … 2 draws the collision geometry for models
g_showCollisionQueries bool 0 cheat — —
g_showCollisionSubModels bool 0 cheat — show complete sub models
g_showCollisionSurfaces int 0 cheat 0 … 4 show collision surface info, 1 = for all content types, 2 = for only content shotclip, 3,4 = as 1,2 but render all tris for all hits
g_showCollisionSurfacesDistance float 4096 cheat — Distance to trace when showing collision surfaces
g_showCollisionTraces bool 0 cheat — print statistics from the collision system every frame
g_showCollisionWorld bool 0 cheat — draws the collision geometry for the world (bsp geometry)
g_showCrosshairInfo int 0 cheat 0 … 2 1 = Show dist to entity we have our crosshair over. 2 = Show dist to whatever colliding surface we have our crosshair over.
g_showDangerIndicators bool 1 cheat — If 1 then show the markers where the grenades are at
g_showDoorBounds bool 0 cheat — draws door bounds
g_showDormant bool 0 cheat — if true, show entities entering and leaving dormancy.
g_showEditEntityDepthTested bool 0 cheat — draws the debug bounds in edit mode with depth testing
g_showEditEntityDistance int 512 cheat — set the distance at which the edit entities show up (default=512)
g_showEditEntityInfo bool 0 cheat — draws debug info when editing entities with g_editEntityMode > 0
g_showEditEntityLocalAxes bool 0 cheat — draws the local axes of the selected entity instead of world axes
g_showEditEntityTextDistance int 256 cheat — set the distance at which the edit entities text show up (default=256)
g_showEditLayerNames bool 0 cheat — draws the layer names when g_editEntityMode is enabled
g_showEffectsModelRecyclerStats bool 0 cheat — —
g_showEntityInfo bool 0 cheat — draws boxes around all entities. cyan for actors, orange for triggers, green for solid, grey for everything else. also prints the entity name and number in the box
g_showEntityWarnings bool 0 cheat — set to 1 to see entities that are incorrectly placed/configured/etc
g_showEventTimes bool 0 cheat — 1 = show execution times for game events
g_showFlareDebug int 0 cheat — 1 = render flare debug, 2 = render flare debug depth-tested
g_showFxModelRecyclerStats bool 0 cheat — —
g_showGameDeclHeapWarnings bool 0 cheat — Issues warnings for game decls that are allocated on the global heap
g_showGuis bool 1 saved — enables drawing of GUI elements other then HUD
g_showHud bool 1 saved — enables drawing of HUD elements
g_showLightEntities bool 0 cheat — includes light entities when editing sounds ( g_editEntityMode == 2 )
g_showLightingMeasure bool 0 cheat — Display light measurements
g_showMoverMods string 0 cheat — show information about specified mover modifier.
g_showNumActiveEntities bool 0 cheat — If true it displays the number of currently active entities
g_showPickupLog int 1 cheat — Shows the pickuplog 0 dont show 1 show off by default
g_showPieceCollision int 0 cheat — —
g_showPlayerInfo bool 1 cheat — enables drawing of Player Information elements in the HUD (e.g. name and health).
g_showPlayerShadow bool 0 saved — enables shadow of player model
g_showPoiInfo bool 1 saved — enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag).
g_showPushHits int 0 cheat — Shows traces for pushers applying impulses on colliding objects
g_showSpeeds int -1 cheat — shows the speed for the player with the specified entity number
g_showSpread int 0 cheat — draws a debug circle to show the spread on the weapon
g_showStatics bool 0 cheat — draws boxes around func/static entities.
g_showSwarmSplines bool 0 cheat — show the splines of swarm mover
g_showSynchronousPerf bool 0 cheat — If true, Show info regarding synchronous calls to deferred jobs.
g_showTargets bool 0 cheat — draws entities and their targets. hidden entities are drawn gray.
g_showThinks int 0 cheat 0 … 2 show entity thinks. 0 = off, 1 = show and update, 2 = show but don't update
g_showTrajectories bool 0 cheat — 1 = show projectile trajectory tests.
g_showTrajectoryTime int 5000 cheat — how long in MS to display the trajectories
g_showTriggers int 0 cheat — draws triggers (yellow), spVolumes (orange) and their targets (green). Disabled triggers are drawn gray.
g_showWaterDebug int 0 cheat — render water surface debug
g_showWindDebug int 0 cheat — 1 = render wind debug, 2 = sound debug
g_skipBreakableParticles bool 0 cheat — —
g_skipCloth int 0 cheat — skips cloth simulation
g_skipCorpseManager bool 0 cheat — If true, don't read/write or spawn corpses during checkpoint load/save.
g_skipFXManager int 0 cheat — skip fx
g_skipViewEffects bool 0 cheat — skip damage and other view effects
g_skipWaterSim int 0 cheat — skips water surface simulation
g_sleep float 0 cheat — Testing tool to force longer game frames
g_spawnBehaviour bool 1 cheat — 0 use the old spawn behaviour, 1 use the new
g_spawnDebugLevel int 0 cheat — Show spawn system debugging information. 0 = off, 1 = low, 2 = high
g_spawnDebugNodeType int 0 cheat — 0:Standard, 1:Initial, 2:All
g_spawnDebugNormalize bool 1 cheat — Normalize output color of spawn locations to use full range (red -> green.)
g_spawnDebugUpdate bool 1 cheat — Set to false to freeze spawn debug view.
g_spawnDebugUserTeam int 0 cheat — Set team used to evaluate spawn locations.
g_spawnJitter float 0.1 cheat — Amount of random variation in spawn location values.
g_spawnMPEnemyAI int 0 cheat 0 … 3 1 = any AI spawned in with the 'spawnMP' command, are made enemies of the player, for debugging MP AI. 2 = Same as 1, but AI spawns randomly in the map, and is removed after its first attack. 3 = Same as 2, but not removed after attacking.
g_spline_debug int 0 cheat — Debug draw spline paths
g_splinePause bool 0 cheat — Debug spline angular movement
g_spread_returnDelay float 100 cheat — (Doom4) How long before the weapon spread starts to return to 0 after firing
g_spread_returnTime float 250 cheat — (Doom4) How long it takes for the weapon spread to return to 0 after firing
g_stepup_time int 100 saved — time it takes to move up a single step
g_stopTime bool 0 cheat — stops all entity updating, but the player can still run around
g_subTitleMinVolume int -20 cheat — cull subtitles when sound volume (dB) for the vo is below this value
g_syncTimeCsToGame int 80 cheat — How many ms the game runs in the background after the cutscene has ended currently 5 frames.
g_tempProjectileTest bool 1 cheat — if true we try the new system for detecting throwing through geometry
g_TestClothComponentWind int 0 cheat — —
g_testDeath bool 0 cheat — disable fading and respawning when you die so you can see what happens when you die
g_testEffects bool 0 cheat — testing effect for jeremy
g_testFxName string (empty) cheat — fx decl name used for the testFx command in absence of a name parameter
g_testGoreIndex int -1 cheat — —
g_testParticleName string (empty) cheat — particle decl name used for the testParticle command in absence of a name parameter
g_testPostProcess string (empty) cheat — name of material to draw over screen
g_timeEntities float 0 cheat — when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
g_timeline int 0 cheat — Selects the timeline to play when spawning a map without one, 0 = fergus, 1 = wyatt
g_tireTrackLengthScale float 3 cheat — max length scale for tire tracks (based on current speed)
g_tireTrackLengthScaleSpeed float 40.0 cheat — speed at which tire track length begins to scale
g_tracePlayerAngles bool 0 cheat — outputs the player angles to the console every frame
g_tracePlayerDamage bool 0 cheat — outputs the incoming damage to the player
g_tracePlayerPos bool 0 cheat — outputs the player position to the console every frame
g_tracePlayerVel bool 0 cheat — outputs the player velocity to the console every frame
g_tracePlayerViewAngles bool 0 cheat — outputs the player view angles to the console every frame
g_tracePlayerViewPos bool 0 cheat — outputs the player view pos to the console every frame
g_trajectoryTimestep float 16 cheat — time in milliseconds for each timestep during trajectory simulation
g_tutorialTooltipScale float 0.4 cheat — which scale we use on the tooltips, set a const when we are done tweaking
g_useGaussianAimSpread bool 1 cheat — Player weapons use approximated gaussian spread (0 uses uniform linear spread)
g_useImpactColor bool 0 cheat — if true, pass through the trace point surface color for an impact to the impact particle
g_useMPReferenceHUD bool 1 cheat — Runs MP hud through reference path that skips as much SWF as possible
g_usePlayerCoverCheck bool 1 cheat — usePlayerCoverCheck
g_useSavegameDifficulty bool 0 cheat — used by savegame to communicate how difficulty should work
g_vehDecalBarrierFade int 30 cheat — Set the barrier for vehicle fading on decals
g_vehDecalBarrierPop int 60 cheat — Set the barrier for vehicle popping on decals
g_viewNodalX float 0 saved — eye distance from the neck in the x direction
g_viewNodalZ float 0 saved — eye distance from the neck in the z direction
g_viewNoteComponent int 0 cheat — default component/devGroup setting
g_viewNoteDevTrack int 0 cheat — default viewnote devtrack setting
g_viewNotePriority int 2 cheat — default viewnote priority setting
g_viewNoteRepeat int 0 cheat — default viewnote repeatability setting
g_viewNoteType int 0 cheat — default viewnote type setting
g_VolumeDebug bool 0 cheat — used for debugging volumes
g_vtune bool 0 cheat — when set to 1 the game will start calling Sys_ResumeProfiling and Sys_StopProfiling to time wrapped code.
g_waterForceGenerate bool 0 cheat — force water surfaces to regenerate
g_weaponkick bool 1 saved — apply first person weapon kick
g_weaponShowRibbon bool 0 cheat — if this should show the ribbon
g_weaponSkipSound bool 0 cheat — if true will skip fire sounds.
g_weaponSpreadScale float 1.0 cheat — Global player weapon spread scale
g_weaponSwitchDelay int 300 cheat — time to wait before a pending weapon switch takes effect
g_weaponUpdateLaser bool 1 cheat — if true will update the laser
g_WorldDestructibleAlwaysActive bool 1 cheat — If false, entity will try to deactivate itself when it has nothing to update.
g_WorldDestructibleBroadphase bool 0 cheat — First test a clip model that encapsulate all other clip models.
g_WorldDestructibleDisableSpawnableProps bool 0 cheat — When active, no spawnable props will spawn.
g_WorldDestructibleFadeOutSpawnableProps bool 0 cheat — When active, spawnable props will fade out after a while. See other cvars for settings.
g_WorldDestructibleForceZeroOut bool 0 cheat — When active, every piece will disappear as soon as it's broken. Do not include spawnable props or particles.
g_WorldDestructibleSpawnablePropsFadeTimeMs int 1000 cheat — Fade out duration of a spawnable prop.
g_WorldDestructibleSpawnablePropsLifeTimeMs int 2000 cheat — Time before a spawnable prop start fading out.
g_wpnSelectBlockInput int 180 cheat — How many milliseconds after the actual selection we block the look stick
g_wpnSelectLingeringTime int 1200 cheat — How long the wpn select lingers until sel wpn is selected
g_wpnSelectShowDelay int 180 cheat — How many milliseconds before we show the actual wpn select, to ensure quick grenade is on press and wpn is hold.
g_wpnSelectThreshold float 0.25 cheat — How much need to be set for the wpn wheel actually starts selecting. val * (maxstick)

player_

28 cvars.

Name Type Default Status Range Description
player_analyzeenvdebug int 0 cheat — Debug player environment analyzer, 1 = all, 2 = cover stuff, 3 = jumpover stuff, 4 = jumpover stuff jump only
player_damageFeedbackScale float 4.0 cheat — —
player_debugShake bool 0 cheat — 1 = display debugging info for camera shakes
player_difficultyDamageScaleEasy float 0.5 cheat — how much to scale incoming damage on easy if there is no easy damage table
player_difficultyDamageScaleHard float 1.25 cheat — how much to scale incoming damage on hard if there is no hard damage table
player_difficultyDamageScaleMedium float 1.0 cheat — how much to scale incoming damage on medium if there is no normal damage table
player_difficultyDamageScaleNightmare float 1.5 cheat — how much to scale incoming damage on nightmare if there is no nightmare damage table
player_focusDebug int -1 cheat — Debug player focus (0 for local player!)
player_lootAutoTutorials int 1 cheat — 1 = show tutorials when autolooting items
player_LootCheck float 250.0 cheat — —
player_lootHighlight bool 1 cheat — 1 loot changes color depending on need
player_lootHighlightCorpses bool 0 cheat — 1 show loot hightlight on corpse also
player_lootTextMaxed bool 1 cheat — true will show text when maxed
player_lootTintMaxed bool 1 cheat — true will colorize loot icons
player_lootType int 1 cheat 0 … 3 —
player_lootWeaponTutorialsInProfile bool 0 cheat — —
player_perksAnyOrder bool 0 cheat — unlock perks in any order (bypass dependencies)
player_showHealth bool 0 cheat — spam current player health to the console
player_spikeDamageFeedbackScale float 15.0 cheat — —
player_testScreenDamageDef string (empty) cheat — —
player_testScreenDamageEffectScale float 0.0 cheat — —
player_testScreenDamagePos string 0 0 85 cheat — —
player_updateFocus bool 1 cheat — 1 to enable updating the player's focus icon
player_vehicleDamageMult float 1.5 cheat — Damage multiplier for player so he goes to dead state rather than fly out of the map.
player_whiplash_friction_frac float .8 cheat — frac speed that slows overall whiplash
player_whiplash_min_velocity_len float .01 cheat — min velocity required to activate whiplash
player_whiplash_update_frac float 1 cheat — update frac per frame (partial updates)
player_whiplash_velocity_frac float .1 cheat — frac speed that whiplash cycles back and forth

pm_

140 cvars.

Name Type Default Status Range Description
pm_ads_IK_alwaysOn bool 0 cheat — Debug player body animation
pm_ads_IK_enable bool 1 cheat — Debug player body animation
pm_adsRate float 0.1 cheat — Lerp scale for blending player movement anims
pm_animBlendScale float 0.1 cheat — Lerp scale for blending player movement anims
pm_autoSprint bool 0 cheat — Forces sprint off. When pm_autoSprint is 1, pm_autoSprintSpeed will be used as max movement speed
pm_autoSprintSpeed float 480 cheat — Max movement speed used when pm_autoSprint is 1.
pm_backSpeedRatio float 0.75 cheat — ratio of player max backward speed to forward speed
pm_bboxwidth float 32 cheat — x/y size of player's bounding box
pm_bodyAnim_additivePainAlpha float 0.50 cheat — —
pm_bodyAnim_fireBlendInTimeMS int 100 cheat — rate at which the player model will align to velocity direction
pm_bodyAnim_fireBlendOutTimeMS int 200 cheat — temp
pm_bodyAnim_painAnim string hands/pain/twitch/front/chest cheat — temp
pm_bodyAnim_painAnimDebug bool 0 cheat — debug player pain animations
pm_bodyAnim_painAnimForce bool 0 cheat — force using pm_bodyAnim_painAnim for pain animations. For debugging
pm_bodyAnim_painBlendInTimeMS int 200 cheat — temp
pm_bodyAnim_painBlendOutTimeMS int 200 cheat — temp
pm_bodyAnim_upperBodyBlendInTimeMS int 200 cheat — rate at which the player model will align to velocity direction
pm_bodyAnim_upperBodyBlendOutTimeMS int 200 cheat — rate at which the player model will align to velocity direction
pm_bodyDebug int -1 cheat — Debug player body animation
pm_bodyRateScale_Hands float 0.8 cheat — —
pm_bodyRateScale_Pistol float 0.9 cheat — —
pm_clientAuthoritative bool 1 cheat — —
pm_clientAuthoritative_debug bool 0 cheat — —
pm_clientAuthoritative_Lerp float 0.9 cheat — —
pm_clientAuthoritative_minDist float -1.0 cheat — —
pm_clientAuthoritative_minDistZ float 1.0 cheat — —
pm_clientAuthoritative_warnDist float 100.0 cheat — —
pm_clientUseThrottleTime int 250 cheat — how long to wait untill we can send the next use message to the server
pm_clientZoomInDelay float 1.0 cheat — —
pm_crouchheight float 60 cheat — height of player's bounding box while crouched
pm_crouchspeed float 115 cheat — speed the player can move while crouched
pm_crouchToggle bool 1 cheat — crouch works as a toggle
pm_crouchviewheight float 46 cheat — height of player's view while crouched
pm_ct_checkDist float 32.0 cheat — Forward distance to check for player model collision
pm_ct_debug bool 0 cheat — PlayerModel CollisionTest Debug
pm_ct_jump_dist float 20.0 cheat — Desired distance to keep clear infront of model
pm_ct_push_decayIn float 0.1 cheat — Player Model decay in
pm_ct_push_decayOut float 0.1 cheat — Player model decay out
pm_ct_push_dist float 25.0 cheat — Desired distance to keep clear infront of model
pm_deadClipModel bool 1 cheat — Use clipModel_dead when player is dead
pm_deadheight float 20 cheat — height of player's bounding box while dead
pm_debugCrouchPhys bool 0 cheat — traces when playerphys box changes between croucn, sprintslide and stand
pm_debugInhibit bool 0 cheat — prints inhibit state changes to the console
pm_debugView bool 0 cheat — if true will draw debug info for player view calculations
pm_deferredSlideMoveAccelScale float 1.3 cheat — —
pm_doom4BobCycle bool 0 cheat — use the Doom4 additive animated bob cycle
pm_enableOpenDoorAnims bool 1 cheat — player should play animations when opening doors
pm_externalVelocityAirScale float 0.1 cheat — —
pm_fall_frames int 20 cheat — Number of frames without ground contact before we play a fall animation
pm_fatalFallDist float 384 cheat — falling any distance greater than this will kill the player
pm_firePoseRate float 0.1 cheat — Lerp scale for blending player movement anims
pm_firePoseRateIn float 0.5 cheat — Lerp scale for blending player movement anims
pm_firePoseTime int 300 cheat — Lerp scale for blending player movement anims
pm_forceExplicitMotionClip bool 0 cheat — clip the forced move
pm_forceExplicitMotionX float 0 cheat — x value of explicit motion to force
pm_forceExplicitMotionY float 0 cheat — y value of explicit motion to force
pm_forceExplicitMotionZ float 0 cheat — z value of explicit motion to force
pm_influenceForce float 0.01 cheat — How much force we assert when we kick up dust
pm_jumpheight float 62 cheat — approximate height the player can jump
pm_leanBoxHeight float 36 cheat — height of players leanbox
pm_leanBoxwidth float 24 cheat — x/y size of player's lean box
pm_lookUpTweak float 5 cheat — Depress the view this much when looking up to avoid clipping into geometry
pm_lowcrouchviewheight float 35 cheat — height of player's view after sprintslide when not possible to go to crouch
pm_maxRunAnimRate float 1.05 cheat — maximum rate player's run anim will play at.
pm_maxSprintRate float 1.25 cheat — maximum rate player's run anim will play at.
pm_maxviewpitch float 89 cheat — amount player's view can look down
pm_maxWalkAnimRate float 1.5 cheat — maximum rate player's walk anim will play at.
pm_minFallDist float 45 cheat — falls any distance less than this are ignored
pm_minPhysSpeed float 5.0 cheat — Minimum physics speed where direction is still reliable. If physics is < than this, we use cmd velocity or previous velocity to determine animation direction
pm_minRunAnimRate float 0.5 cheat — minimum rate player's run anim will play at.
pm_minviewpitch float -89 cheat — amount player's view can look up (negative values are up)
pm_minWalkAnimRate float 0.005 cheat — minimum rate player's walk anim will play at.
pm_modelRotation_AnimBased bool 1 cheat — rate at which the player model will align to velocity direction
pm_modelRotation_disableTorsoAim int 0 cheat — rate at which the player model will align to velocity direction
pm_modelRotationBiasDot float -0.5 cheat — —
pm_modelRotationRate float 360 cheat — rate at which the player model will align to velocity direction
pm_modelRotationRate_AnimBigThresh float 0.1 cheat — rate at which the player model will align to velocity direction
pm_modelRotationRate_TurnMax float 720 cheat — rate at which the player model will align to velocity direction
pm_modelRotationRate_TurnMin float 180 cheat — rate at which the player model will align to velocity direction
pm_modelRotationTurnThresh float 0.70 cheat — —
pm_modelRotationTurnThreshEnd float 0.8 cheat — —
pm_noBob bool 0 cheat — turns off view bob and weapon sway
pm_noclipspeed float 400 cheat — speed the player can move while in noclip
pm_normalheight float 90 cheat — height of player's bounding box while standing
pm_normalviewheight float 87 cheat — height of player's view while standing
pm_predict bool 1 cheat — —
pm_predict_db bool 0 cheat — —
pm_rest float 0.0001 cheat — Lerp scale for blending player movement anims
pm_rest_alphaRate float 0.01 cheat — Lerp scale for blending player movement anims
pm_rest_maxAlpha float 1.0 cheat — Lerp scale for blending player movement anims
pm_rest_maxRate float 650 cheat — Lerp scale for blending player movement anims
pm_rest_minAlpha float 0.25 cheat — Lerp scale for blending player movement anims
pm_rest_minRate float 160 cheat — Lerp scale for blending player movement anims
pm_restFrameDebug int -1 cheat — Debug
pm_restFrameThresh int 7 cheat — Number of frames of no cmd movement to consider player at rest and transition to idle
pm_restRate float 1.0 cheat — Lerp scale for blending player movement anims
pm_restTime int 1500 cheat — —
pm_restWalkScale float 1.0 cheat — Lerp scale for blending player movement anims
pm_runspeed float 260 cheat — speed the player can move while running
pm_screenParticleOffset float 5 cheat — forward offset when placing screen particles
pm_skipAnimation bool 0 cheat — If true, skip updating the player animation state - only for debugging animations in isolation
pm_sprintBackSpeedRatio float 0.50 cheat — ratio of player max sprint backward speed to forward speed
pm_sprintChargeTime int 2000 cheat 1 … 100000 how many ms to fully recharge sprint
pm_sprintDWMaxTime int 620 cheat 1 … 100000 how many ms the player can sprint while dualwiuelding
pm_sprintMaxTime int 1500 cheat 1 … 100000 how many ms the player can sprint
pm_sprintScaleOutsideInstance float 4 cheat 1 … 1000000000000000019884624838656 how much longer you can sprint when your not in an instance
pm_sprintslideheight float 40 cheat — height of player's bounding box while sprintsliding
pm_sprintspeed float 450 cheat — speed the player can move while sprinting
pm_stepsize float 16 cheat — maximum height the player can step up without jumping
pm_strafe_threshold float 0.5 cheat — Cos of angle to transition into strafe animations
pm_subWeb string combat cheat — sub-web postfix for the player - this is for testing only
pm_thirdPerson bool 0 cheat — enables third person view
pm_thirdPersonAngle float 0 cheat — direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip bool 1 cheat — clip third person view into world space
pm_thirdPersonFocusJoint string head cheat — focus joint of the third person camera
pm_thirdPersonHeight float 0 cheat — height of camera from normal view height in 3rd person
pm_thirdPersonRange float 140 cheat — camera distance from player in 3rd person
pm_togglesprint bool 1 saved — if true will use the toggle sprint on PC
pm_torsoDebug int -1 cheat — Debug torso aiming of this player
pm_torsoDisable bool 0 cheat — Debug torso aiming of this player
pm_torsoDisableBlendMS int 1000 cheat — Debug torso aiming of this player
pm_torsoPitchClamp float 45.0 cheat — max angle torso can turn from body forward around pitch axis
pm_torsoTrackRate float 100000.0 cheat — max rate that torso will track to client view angle
pm_torsoUseIndependentConstraints bool 1 cheat — true to use independent pitch and yaw constraints on torso
pm_torsoYawClamp float 90.0 cheat — max angle torso can turn from body forward around yaw axis
pm_traceExplicitMotion int 0 cheat — 0=off, 1=trace the explicit motion deltas, 2=trace nonzero deltas only
pm_trackPlayerPos int 0 cheat — Draw spheres at player origin
pm_usecylinder bool 1 cheat — use a cylinder approximation instead of a bounding box for player collision detection
pm_vehicleFreeCam bool 0 cheat — set to true for a free vehicle camera
pm_walkIKBlendInMS int 3000 cheat — Blend in time for player leg IK after jumping
pm_walkRunRangeScale float 0.25 cheat — percentage of the range between walk and run speeds where the walk and run animations will blend
pm_walkspeed float 140 cheat — speed the player can move while walking
pm_walkthreshold int 100 cheat 0 … 127 user command threshold where we transition from walking / sneaking to running.
pm_waterlevel_eyes float 0.95 cheat — Waterlevel for eyes
pm_waterlevel_head float 0.99 cheat — Waterlevel for head
pm_waterlevel_knees float 0.39 cheat — Waterlevel for knees
pm_waterlevel_shoulders float 0.71 cheat — Waterlevel for shoulders
pm_waterlevel_waist float 0.4 cheat — Waterlevel for waist
pm_webDebug int -1 cheat — Lerp scale for blending player movement anims
pm_webDebugVerbose int -1 cheat — Lerp scale for blending player movement anims

springcam_

13 cvars.

Name Type Default Status Range Description
springCam_AlwaysSnap bool 0 cheat — always snap position and orientation to desired values
springCam_BlendSpringK float 300 cheat — spring constant for blend spring controlling blend to and from the player view
springCam_ConstraintConeDegs float 30 cheat — angle of LOOK_ADD_HEADING and LOOK_ADD_HEADING_AUTOCENTER mode constraint cone in degrees, centered on animated forward direction
springCam_Debug bool 0 cheat — show debug info on the spring cam
springCam_DebugParentInfo bool 0 cheat — trace the updates due to parent movement
springCam_DebugTraceBlend bool 0 cheat — trace the camera blending
springCam_DebugTraceStates bool 0 cheat — trace the camera states to the console
springCam_ForceBlendDurationMS int -1 cheat — forces the blend duration
springCam_ForceCalcViewStage int 0 cheat — 0=STAGE_DEFAULT, 1=STAGE_UPDATE, 2=STAGE_DRAW
springCam_ForceFollowBlendMode int -1 cheat — force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP)
springCam_ForceLookBlendMode int -1 cheat — force the blend mode, or -1 to ignore (0=SMOOTH, 1=SMOOTH_SNAP_SMOOTH, 2=SNAP_SNAP_SMOOTH, 3=SNAP)
springCam_ForceLookMode int -1 cheat — force the look mode, or -1 to ignore (0=NONE, 1=HEADING, 2=POSITION, 3=ADD_POSITION)
springCam_UpdateView bool 1 cheat — should the spring cam update the view?

view_

31 cvars.

Name Type Default Status Range Description
view_allowCameraShake bool 1 cheat — Allow shaking of camera view
view_blur_max float 3 cheat — view blur from damage
view_blur_min float 1.5 cheat — view blur from damage
view_blurTime_max float 2000 cheat — view blur time from damage
view_blurTime_min float 350 cheat — view blur time from damage
view_damage_maxScale float 0.5 cheat — highest visual effect.
view_damage_minScale float 0.05 cheat — lowest visual effect
view_damageBlur bool 1 cheat — show blur when taking damage
view_damageEffectRandomTextureFlip bool 1 cheat — —
view_debugDMG bool 0 cheat — —
view_dmgHeavyDamage bool 0 cheat — —
view_dmgLowHealth bool 0 cheat — —
view_dmgMidHealth bool 0 cheat — —
view_dmgTypeOld bool 0 cheat — —
view_doubleVision bool 1 cheat — show double vision when taking damage
view_doubleVision_max float 0.02 cheat — view double vision amount from damage (rage default 0.05)
view_doubleVision_min float 0.004 cheat — view double vision amount from damage (rage default 0.02)
view_doubleVisionPeriod int 500 cheat — how many ms for a full period
view_doubleVisionPeriodEffect float 0.025 cheat — how big an effect the period has on the double vision
view_doubleVisionTime_max float 2000 cheat — view double vision amount from damage
view_doubleVisionTime_min float 250 cheat — view double vision amount from damage
view_kickAmplitude_max float 2 cheat — view kick amplitude from damage
view_kickAmplitude_min float 0.5 cheat — view kick amplitude from damage
view_kickTime_max float 300 cheat — view kick time from damage
view_kickTime_min float 150 cheat — view kick time from damage
view_lockEnvOverride bool 0 cheat — Will prevent setting a new env override while true. Used by scripttimeline.
view_lowAir bool 0 cheat — —
view_lowAirBorder float 0.0 cheat — —
view_lowHealthBorder float 0.0 cheat — —
view_postProcessDesaturation bool 0 cheat — —
view_showInteractMarkers bool 1 cheat — Show the interaction markers

Smaller prefixes

24 cvars.

Name Type Default Status Range Description
aiCam_lerpScale float 1.0 cheat — float
aiCam_scale float 0.0 cheat — float
aievents_print int 0 cheat — 1 to print AI events to the console.
aievents_show int 0 cheat — 1 to show ai event origins, 2 to show event bounds, > 2 = millseconds to show event bounds
cam_maxDist float 2048.0 cheat — max distance a utility camera can be from its target.
inventory_serialize_debug bool 0 cheat — Debug inventory serializiation
presentableWeapon_debug bool 0 cheat — Debug PresentableWeapons
presentableWeapon_debugFire bool 0 cheat — Debug PresentableWeapons interpolated fire
presentableWeapon_loopingSoundEnd int 200 cheat — Debug PresentableWeapons
presentableWeapon_minFireTime int 32 cheat — Debug PresentableWeapons
presentableWeapon_roll_endAccel float 0.2 cheat — Debug PresentableWeapons
presentableWeapon_roll_endTime int 250 cheat — Debug PresentableWeapons
presentableWeapon_roll_startAccel float 1.25 cheat — Debug PresentableWeapons
presentableWeapon_roll_topSpeed float 10.0 cheat — Debug PresentableWeapons
presentableWeapon_serializeLocal bool 0 cheat — Debug PresentableWeapons
proj_ExplodeOnSelf bool 0 cheat — —
turret_debug bool 0 cheat — —
turret_debugTargeting bool 0 cheat — —
turret_debugTurning bool 0 cheat — —
turret_ShowAngles bool 0 cheat — —
weapon_overheatCooldownScale float .75 cheat — Scale for the cooldown speed.
weapon_overheatCoolPercentage float .60 cheat — Percentage to cool before firing is allowed again
weapon_overheatDebug bool 0 cheat — —
weapon_overheatEnable bool 1 cheat — Enable VDM weapon overheat for primary weapons

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