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PREY CVAR LIST
Downloaded from www.TweakGuides.com
Prey Tweak Guide: http://www.tweakguides.com/Prey_1.html
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aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
af_contactFrictionScale          scales the contact friction
af_forceFriction                 force the given friction value
af_highlightBody                 name of the body to highlight
af_highlightConstraint           name of the constraint to highlight
af_jointFrictionScale            scales the joint friction
af_maxAngularVelocity            maximum angular velocity
af_maxLinearVelocity             maximum linear velocity
af_showActive                    show tree-like structures of articulated figures not at rest
af_showBodies                    show bodies
af_showBodyNames                 show body names
af_showConstrainedBodies         show the two bodies contrained by the highlighted constraint
af_showConstraintNames           show constraint names
af_showConstraints               show constraints
af_showInertia                   show the inertia tensor of each body
af_showLimits                    show joint limits
af_showMass                      show the mass of each body
af_showPrimaryOnly               show primary constraints only
af_showTimings                   show articulated figure cpu usage
af_showTotalMass                 show the total mass of each articulated figure
af_showTrees                     show tree-like structures
af_showVelocity                  show the velocity of each body
af_skipFriction                  skip friction
af_skipLimits                    skip joint limits
af_skipSelfCollision             skip self collision detection
af_testSolid                     test for bodies initially stuck in solid
af_timeScale                     scales the time
af_useImpulseFriction            use impulse based contact friction
af_useJointImpulseFriction       use impulse based joint friction
af_useLinearTime                 use linear time algorithm for tree-like structures
af_useSymmetry                   use constraint matrix symmetry
ai_blockedFailSafe               enable blocked fail safe handling
ai_debugAction
ai_debugBrain
ai_debugMove                     draws movement information for monsters
ai_debugPath                     Draw general-purpose pathfinding debug info
ai_debugScript                   displays script calls for the specified monster entity number
ai_debugTrajectory               draws trajectory tests for monsters
ai_hideSkipThink                 Hidden monsters don't think at all
ai_printSpeech                   1= Draw hunter speech sounds
ai_showCombatNodes               draws attack cones for monsters
ai_showNoAAS                     1= Show when monsters do not have AAS available (shows a ?)
ai_showObstacleAvoidance         draws obstacle avoidance information for monsters.  if 2, draws obstacles for player, as well
ai_showPaths                     draws path_* entities
ai_skipSpeech                    1= Do not use the AI speech system
ai_skipThink                     1= Do not execute hhAI::Think() fxn
ai_talonAttack                   Enable Talon's attacks
ai_testPredictPath
bearTurretAngle
bearTurretForce
cl_punkbuster                    is client side PunkBuster enabled?
cm_backFaceCull                  cull back facing polygons
cm_debugCollision                debug the collision detection
cm_drawColor                     color used to draw the collision models
cm_drawFilled                    draw filled polygons
cm_drawInternal                  draw internal edges green
cm_drawMask                      collision mask
cm_drawNormals                   draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_allowConsole                 allow toggling console with the tilde key
com_asyncInput                   sample input from the async thread
com_asyncSound                   0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos                Compression scheme for demo files 0: None    (Fast, large files)
			1: LZW     (Fast to compress, Fast to decompress, medium/small files) 
			2: LZSS    (Slow to compress, Fast to decompress, small files) 
			3: Huffman (Fast to compress, Slow to decompress, medium files) 
			See also: The 'CompressDemo' command
com_demoPaused
com_fixedTic
com_forceGenericSIMD             force generic platform independent SIMD
com_guid
com_imageQuality                 hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
com_journal                      1 = record journal, 2 = play back journal
com_logDemos                     Write demo.log with debug information in it
com_makingBuild                  1 when making a build
com_memoryMarker                 used as a marker for memory stats
com_minTics
com_precache                     if on, precaches needed resources
com_preciseTic                   run one game tick every async thread update
com_preloadDemos                 Load the whole demo in to RAM before running it
com_product_lang_ext             Extension to use when creating language files.
com_profanity                    if off, blocks profanity
com_purgeAll                     purge everything between level loads
com_showAngles
com_showAsyncStats               show async network stats
com_showDemo
com_showErrors                   0 to turn off spawning of notepad and console after exit
com_showFPS                      show frames rendered per second
com_showMemoryUsage              show total and per frame memory usage
com_showSoundDecoders            show sound decoders
com_showTics
com_skipGameDraw
com_skipRenderer                 skip the renderer completely
com_speeds                       show engine timings
com_timestampPrints              print time with each console print, 1 = msec  2 = sec
com_updateLoadSize               update the load size after loading a map
com_videoRam                     holds the last amount of detected video ram
com_wipeSeconds
con_noPrint                      print on the console but not onscreen when console is pulled up
con_notifyTime                   time messages are displayed onscreen when console is pulled up
con_speed                        speed at which the console moves up and down
decl_show                        set to 1 to print parses, 2 to also print references
developer
e3_demoIndex
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game                          mod path
fs_game_base                     alternate mod path, searched after the main fs_game path, before the basedir
fs_restrict
fs_savepath
fs_searchAddons                  search all addon pk4s ( disables addon functionality )
g_artificialPlayerCount          spawns artificial players
g_balanceTDM                     maintain even teams
g_blobSize
g_blobTime
g_bloodEffects                   show blood splats, sprays and gibs
g_casino                         if casino mode is active
g_cinematic                      skips updating entities that aren't marked 'cinematic' '1' during cinematics
g_cinematicMaxSkipTime           # of seconds to allow game to run when skipping cinematic.
				prevents lock-up when cinematic doesn't end.
g_countDown                      pregame countdown in seconds
g_crosshair                      Which crosshair to use (0=off)
g_deathwalk                      Allow deathwalk map appending
g_debugAFs                       print out info on what the ragdolls are doing
g_debugAnim                      displays information on which animations are playing on the specified entity number. 
			 set to -1 to disable.
g_debugBounds                    checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugFX
g_debugger                       In-game debugger (1=on, 2=interactive)
g_debugimpulse                   turns on impulse debugging
g_debugmatter                    turns on matter based debugging, 2=include wallwalk traces
g_debugMove
g_debugMover
g_debugProjections               Shows projection windings
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals                         show decals such as bullet holes
g_disasm                         disassemble script into base/script disasm.txt on the local drive when script is compiled
g_dormanttests
g_doubleVision                   show double vision when taking damage
g_dragDamping
g_dragEntity                     allows dragging physics objects around by placing the crosshair over them and holding 
			the fire button
g_dragShowSelection
g_dropItemRotation
g_dumpDDA                        Whether to automatically dump DDA tracking statistics on level change
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode                 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 
			6 = entity names 7 = entity models
g_expensiveMS                    ms of think to be considered expensive by debugger
g_exportMask
g_flushSave                      1 = don't buffer file writing for save games.
g_forceSingleSmokeView           do not consider multiple views for smoke system
g_fov
g_frametime                      displays timing information for each game frame
g_gameReviewPause                scores review time in seconds (at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_jawflap                        controls jawflapping
g_kickAmplitude
g_kickTime
g_knockback
g_levelLoadMusic                 play music during level loads
g_mapCycle                       map cycling script for multiplayer games - see mapcycle.scriptcfg
g_maxEntitiesWarning             max number of entities before warning is displayed
g_maxShowDistance
g_mbFrameSpan                    Motion blur: time each image spans
g_mbNumBlurs                     Number of images used in motion blur effect
g_monsters
g_mpPlayerRagdollLife            player ragdoll life
g_mpSyncPlayerRagdoll            whether to sync mp ragdolls
g_mpWeaponAngleScale             Control the weapon sway in MP
g_muzzleFlash                    show muzzle flashes
g_nightmare                      if nightmare mode is allowed
g_nodormant                      Disallow any dormant logic
g_nogore                         Disables gore
g_password                       game password
g_postEventsDebug                for showing all posted events
g_printDDA                       Prints DDA information to the console
g_printlocations                 print area/location mappings
g_profiler                       in-game profiler, 2=interactive, 1=display only
g_projectileLights               show dynamic lights on projectiles
g_ragdollDecals                  ragdolls leave blood splats
g_roadhouseCompleted             if roadhouse map has been completed once
g_robustDormantAll               All dormant checks check all areas
g_runMapCycle                    whether to run the map cycling script (g_mapcycle)
g_showActiveEntities             draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. 
			 non-dormant are green.
g_showAimHealth                  health display of target (gameplay testing)
g_showBrass                      enables ejected shells from weapon
g_showcamerainfo                 displays the current frame # for the camera when playing cinematics
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showDormant                    1= Prints out msgs when an entity goes dormant
g_showEnemies                    draws boxes around monsters that have targeted the the player
g_showEntityCount                1=show entity count
g_showEntityInfo
g_showGamePortals                draw game portal connections
g_showHud
g_showPlayerShadow               enables shadow of player model
g_showProjectileLaunchPoint      Shows position of projectile origin
g_showProjectilePct              enables display of player hit percentage
g_showPVS
g_showTargets                    draws entities and thier targets.  hidden entities are drawn grey.
g_showTestModelFrame             displays the current animation and frame # for testmodels
g_showTriggers                   draws trigger entities (orange) and thier targets (green).  disabled triggers are drawn grey.
g_showValidSoundAreas            draw valid sound areas
g_showviewpos
g_skipFX
g_skipParticles
g_skipViewEffects                skip damage and other view effects
g_spectatorChat                  let spectators talk to everyone during game
g_springConstant                 Modify factor for bind controller tension
g_stopTime
g_subtitles                      Display subtitles
g_TDMArrows                      draw arrows over teammates in team deathmatch
g_testDeath
g_testHealthVision
g_testModelAnimate               test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 
			2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 
			4 = play anim once
g_testModelBlend                 number of frames to blend
g_testModelPitch                 pitch of angle of test model
g_testModelRotate                test model rotation speed
g_testParticle                   test particle visualation, set by the particle editor
g_testParticleName               name of the particle being tested by the particle editor
g_testPostProcess                name of material to draw over screen
g_timeEntities                   when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
g_tips                           allow hud tips to display
g_trackDDA                       Whether to track detailed statistics as the player goes through a level
g_useDDA                         Whether to use dda system
g_vehicleDebug                   print out vehicle physics debug info
g_vehicleForce
g_vehicleSuspensionDamping
g_vehicleSuspensionDown
g_vehicleSuspensionKCompress
g_vehicleSuspensionUp
g_vehicleTireFriction
g_vehicleVelocity
g_version                        game version
g_viewNodalX
g_viewNodalZ
g_voteFlags                      vote flags. bit mask of votes not allowed on this server bit 0 (+1)   restart now bit 1 (+2)  
			 time limit bit 2 (+4)   frag limit bit 3 (+8)   game type bit 4 (+16)  kick player bit 5 (+32)  
			change map bit 6 (+64)  spectators bit 7 (+128) next map
g_wicked                         if wicked mode is active
gamedate
gamename
gui_configServerRate
gui_debug
gui_edit
gui_filter_game                  Game filter
gui_filter_gameType              Gametype filter
gui_filter_idle                  Idle servers filter
gui_filter_password              Password filter
gui_filter_pb                    Punkbuster filter
gui_filter_players               Players filter
gui_mediumFontLimit
gui_smallFontLimit
gui_translationOffset_vertical   amount to displace gui translations
gui_translationOffset_x          amount to displace gui translations
gui_translationOffset_y          amount to displace gui translations
gui_translationOffset_z          amount to displace gui translations
ik_debug                         show IK debug lines
ik_enable                        enable IK
image_anisotropy                 set the maximum texture anisotropy if available
image_cacheMegs                  maximum MB set aside for temporary loading of full-sized precompressed images
image_cacheMinK                  maximum KB of precompressed files to read at specification time
image_colorMipLevels             development aid to see texture mip usage
image_downSize                   controls texture downsampling
image_downSizeBump               controls normal map downsampling
image_downSizeBumpLimit          controls normal map downsample limit
image_downSizeLimit              controls diffuse map downsample limit
image_downSizeSoftLimit          controls 1x downsize limit
image_downSizeSpecular           controls specular downsampling
image_downSizeSpecularLimit      controls specular downsampled limit
image_filter                     changes texture filtering on mipmapped images
image_forceDownSize
image_ignoreHighQuality          ignore high quality setting on materials
image_lodbias                    change lod bias on mipmapped images
image_preload                    if 0, dynamically load all images
image_roundDown                  round bad sizes down to nearest power of two
image_showBackgroundLoads        1 = print number of outstanding background loads
image_useAllFormats              allow alpha/intensity/luminance luminance+alpha
image_useCache                   1 = do background load image caching
image_useCompression             0 = force everything to high quality
image_useHighRes                 use high resolution version
image_useNormalCompression       2 = use rxgb compression for normal maps, 
				1 = use 256 color compression for normal maps if available
image_useOfflineCompression      write a batch file for offline compression of DDS files
image_usePrecompressedTextures   use .dds files if present
image_writeNormalTGA             write .tgas of the final normal maps for debugging
image_writeNormalTGAPalletized   write .tgas of the final palletized normal maps for debugging
image_writePrecompressedTextures write .dds files if necessary
image_writeTGA                   write .tgas of the non normal maps for debugging
in_freeLook                      look around with mouse (reverse _mlook button)
in_mouse                         enable mouse input
in_pitchspeed                    pitch change speed when holding down look _lookUp or _lookDown button
in_toggleCrouch                  pressing _movedown button toggles player crouching/standing
in_toggleZoom                    pressing _zoom button toggles zoom on/off
in_yawspeed                      yaw change speed when holding down _left or _right button
lcp_showFailures                 show LCP solver failures
logFile                          1 = buffer log, 2 = flush after each print
logFileName                      name of log file, if empty, qconsole.log will be used
m_pitch                          mouse pitch scale
m_showMouseRate                  shows mouse movement
m_smooth                         number of samples blended for mouse viewing
m_strafeScale                    mouse strafe movement scale
m_strafeSmooth                   number of samples blended for mouse moving
m_yaw                            mouse yaw scale
model_usePrebuiltModels          use precomputed models if they are available
model_writePrebuiltModels        write precomputed models
net_allowCheats                  Allow cheats in network game
net_channelShowDrop              show dropped packets
net_channelShowPackets           show all packets
net_clientDownload               client pk4 downloads policy: 0 - never, 1 - ask, 2 - always (will still prompt for binary code)
net_clientLagOMeter              draw prediction graph
net_clientMaxPrediction          maximum number of milliseconds a client can predict ahead of server.
net_clientMaxRate                maximum rate requested by client from server in bytes/sec
net_clientPredictGUI             test guis in networking without prediction
net_clientPrediction             additional client side prediction in milliseconds
net_clientRemoteConsoleAddress   remote console address
net_clientRemoteConsolePassword  remote console password
net_clientSelfSmoothing          smooth self position if network causes prediction error.
net_clientServerTimeout          server time out in seconds
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing              smooth other clients angles and position.
net_clientUsercmdBackup          number of usercmds to resend
net_forceDrop                    percentage packet loss
net_forceLatency                 milliseconds latency
net_ip                           local IP address
net_LANServer                    config LAN games only - affects clients and servers
net_master0                      idnet master server address
net_master1                      1st master server address
net_master2                      2nd master server address
net_master3                      3rd master server address
net_master4                      4th master server address
net_port                         local IP port number
net_serverAllowServerMod         allow server-side mods
net_serverClientTimeout          client time out in seconds
net_serverDedicated              1 = text console dedicated server, 2 = graphical dedicated server
net_serverDlBaseURL              base URL for the download redirection
net_serverDlTable                pak names for which download is provided, seperated by ;
net_serverDownload               enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration
net_serverDrawClient             number of client for which to draw view on server
net_serverMaxClientRate          maximum rate to a client in bytes/sec
net_serverMaxUsercmdRelay        maximum number of usercmds from other clients the server relays to a client
net_serverReloadEngine           perform a full reload on next map restart (including flushing referenced pak files) 
				- decreased if > 0
net_serverRemoteConsolePassword  remote console password
net_serverSnapshotDelay          delay between snapshots in milliseconds
net_serverZombieTimeout          disconnected client timeout in seconds
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_verbose                      1 = verbose output, 2 = even more verbose output
p_camInterpDebug                 1: Shows lerp info, 2: Shows slerp info
p_camRotRateScale                Used to scale delta time thats passed into camera interpolator
p_disableCamInterp               Disable camera interpolator
p_iterRotMoveNumIterations       Per frame, the number of attempts to align the players bbox if unaligned to gravity
p_iterRotMoveTransDist           Distance to translate per player bbox alignment attempt
p_mountedGunDebug                Shows debug info for mountedgun
p_playerPhysicsDebug             Show player physics gravity alignment info
p_tripwireDebug                  Show tripwire trace
password                         client password used when connecting
pm_air                           how long in milliseconds the player can go without air before he starts taking damage
pm_bboxwidth                     x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob                     bob much faster when crouched
pm_crouchheight                  height of player's bounding box while crouched
pm_crouchrate                    time it takes for player's view to change from standing to crouching
pm_crouchspeed                   speed the player can move while crouched
pm_crouchviewheight              height of player's view while crouched
pm_deadheight                    height of player's bounding box while dead
pm_deadviewheight                height of player's view while dead
pm_jumpheight                    approximate hieght the player can jump
pm_maxviewpitch                  amount player's view can look down
pm_minviewpitch                  amount player's view can look up (negative values are up)
pm_modelView                     draws camera from POV of player model (1 = always, 2 = when dead)
pm_noclipspeed                   speed the player can move while in noclip
pm_normalheight                  height of player's bounding box while standing
pm_normalviewheight              height of player's view while standing
pm_runbob                        bob faster when running
pm_runpitch
pm_runroll
pm_runspeed                      speed the player can move while running
pm_spectatebbox                  size of the spectator bounding box
pm_spectatespeed                 speed the player can move while spectating
pm_stamina                       length of time player can run
pm_staminarate                   rate that player regains stamina. divide pm_stamina by this value to determine 
			how long it takes to fully recharge.
pm_staminathreshold              when stamina drops below this value, player gradually slows to a walk
pm_stepsize                      maximum height the player can step up without jumping
pm_thirdPerson                   enables third person view
pm_thirdPersonAngle              direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip               clip third person view into world space
pm_thirdPersonDeath              enables third person view when player dies
pm_thirdPersonDeathMP            enables third person view when player dies in mp
pm_thirdPersonHeight             height of camera from normal view height in 3rd person
pm_thirdPersonRange              camera distance from player in 3rd person
pm_usecylinder                   use a cylinder approximation instead of a bounding box for player collision detection
pm_walkbob                       bob slowly when walking
pm_walkspeed                     speed the player can move while walking
pm_wallwalkstepsize              Step size while wallwalking
prof_range                       range of profiler graph
r_alphaToCoverage                alpha to coverage transparency
r_aspectRatio                    aspect ratio of view: 0 = 4:3 1 = 16:9 2 = 16:10
r_brightness                     changes gamma tables
r_cgFragmentProfile              arbfp1, fp30
r_cgVertexProfile                arbvp1, vp20, vp30
r_checkBounds                    compare all surface bounds with precalculated ones
r_clear                          force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
r_correctSpecular                per pixel half angle calculation
r_cubemapNormalize               use cubemaps to normalize
r_customHeight                   custom screen height. set r_mode to -1 to activate
r_customWidth                    custom screen width. set r_mode to -1 to activate
r_debugArrowStep                 step size of arrow cone line rotation in degrees
r_debugDeformations              generic var for deformation debugging
r_debugLineDepthTest             perform depth test on debug lines
r_debugLineWidth                 width of debug lines
r_debugPolygonFilled             draw a filled polygon
r_debugRenderToTexture
r_demoAspectHack                 demo aspect ratio hack
r_demoInteractionHack            interaction hack
r_demonstrateBug                 used during development to show IHV's their problems
r_displayRefresh                 optional display refresh rate option for vid mode
r_finish                         force a call to glFinish() every frame
r_flareSize                      scale the flare deforms from the material def
r_forceLoadImages                draw all images to screen after registration
r_frontBuffer                    draw to front buffer for debugging
r_fullscreen                     0 = windowed, 1 = full screen
r_gamma                          changes gamma tables
r_glDriver                       "opengl32", etc.
r_glowAlpha                      start alpha used when blurring the glow texture
r_glowAlphaChange                alpha change used when blurring the glow texture
r_glowSteps                      steps used when blurring the glow texture
r_glowStrength                   strength when drawing the final glow texture on screen
r_ignore                         used for random debugging without defining new vars
r_ignore2                        used for random debugging without defining new vars
r_ignoreGLErrors                 ignore GL errors
r_inhibitFragmentProgram         ignore the fragment program extension
r_jitter                         randomly subpixel jitter the projection matrix
r_jointNameOffset                offset of joint names when r_showskel is set to 1
r_jointNameScale                 size of joint names when r_showskel is set to 1
r_lightAllBackFaces              light all the back faces, even when they would be shadowed
r_lightScale                     all light intensities are multiplied by this
r_lightSourceRadius              for soft-shadow sampling
r_lightWholeMesh                 send full index list
r_lockSurfaces                   allow moving the view point without changing the composition of the scene, including culling
r_logFile                        number of frames to emit GL logs
r_lowParticleDetail              less detailed particles
r_lowWorldDetail                 skip world detail objects
r_materialOverride               overrides all materials
r_megaTextureLevel               draw only a specific level
r_mergeModelSurfaces             combine model surfaces with the same material
r_mode                           video mode number
r_multiSamples                   number of antialiasing samples
r_noBufferDword                  disable screenshot dword alignment
r_normalizeBumpmap               per pixel renormalization of bumpmaps
r_offsetfactor                   polygon offset parameter
r_offsetunits                    polygon offset parameter
r_orderIndexes                   perform index reorganization to optimize vertex use
r_pbufferRender                  render to a pbuffer for hi-res screenshots
r_pbufferRenderH                 pbuffer height
r_pbufferRenderW                 pbuffer width
r_recalcParticleBounds           ignore precalculated particle bounds
r_renderer                       hardware specific renderer path to use
r_screenFraction                 for testing fill rate, the resolution of the entire screen can be changed
r_shaderLevel                    level of shaders to use
r_shadowPolygonFactor            scale value for stencil shadow drawing
r_shadowPolygonOffset            bias value added to depth test for stencil shadow drawing
r_shadows                        enable shadows
r_showAlloc                      report alloc/free counts
r_showBatchSize                  color tris based on batch size
r_showCull                       report sphere and box culling stats
r_showDefs                       report the number of modeDefs and lightDefs in view
r_showDemo                       report reads and writes to the demo file
r_showDepth                      display the contents of the depth buffer and the depth range
r_showDominantTri                draw lines from vertexes to center of dominant triangles
r_showDynamic                    report stats on dynamic surface generation
r_showEdges                      draw the sil edges
r_showEntityScissors             show entity scissor rectangles
r_showImages                     1 = show all images instead of rendering, 2 = show in proportional size
r_showIntensity                  draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showInteractionFrustums        1 = show a frustum for each interaction, 2 = also draw lines to light origin, 
				3 = also draw entity bbox
r_showInteractions               report interaction generation activity
r_showInteractionScissors        1 = show screen rectangle which contains the interaction frustum, 
				2 = also draw construction lines
r_showLightCount                 1 = colors surfaces based on light count, 2 = also count everything through walls,
				 3 = also print overdraw
r_showLights                     1 = just print volumes numbers, highlighting ones covering the view, 
			2 = also draw planes of each volume, 3 = also draw edges of each volume
r_showLightScale                 report the scale factor applied to drawing for overbrights
r_showLightScissors              show light scissor rectangles
r_showMegaTexture                display all the level images
r_showMegaTextureLabels          draw colored blocks in each tile
r_showMemory                     print frame memory utilization
r_showNormals                    draws wireframe normals
r_showOverDraw                   1 = geometry overdraw, 2 = light interaction overdraw, 
			3 = geometry and light interaction overdraw
r_showPortals                    draw portal outlines in color based on passed / not passed
r_showPrimitives                 report drawsurf/index/vertex counts
r_showShadowCount                colors screen based on shadow volume depth complexity, 
			>= 2 = print overdraw count based on stencil index values, 
			3 = only show turboshadows, 4 = only show static shadows
r_showShadows                    1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showSilhouette                 highlight edges that are casting shadow planes
r_showSkel                       draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSmp                        show which end (front or back) is blocking
r_showSurfaceInfo                show surface material name under crosshair
r_showSurfaces                   report surface/light/shadow counts
r_showTangentSpace               shade triangles by tangent space, 1 = use 1st tangent vector, 
			2 = use 2nd tangent vector, 3 = use normal vector
r_showTexturePolarity            shade triangles by texture area polarity
r_showTextureSize                colors the texture to show the size
r_showTextureVectors              if > 0 draw each triangles texture (tangent) vectors
r_showTrace                      show the intersection of an eye trace with the world
r_showTris                       enables wireframe rendering of the world, 1 = only draw visible ones, 
			2 = draw all front facing, 3 = draw all
r_showUnsmoothedTangents         if 1, put all nvidia register combiner programming in display lists
r_showUpdates                    report entity and light updates and ref counts
r_showVertexCache
r_showVertexColor                draws all triangles with the solid vertex color
r_showViewEntitys                1 = displays the bounding boxes of all view models, 2 = print index numbers
r_singleArea                     only draw the portal area the view is actually in
r_singleEntity                   suppress all but one entity
r_singleLight                    suppress all but one light
r_singleSurface                  suppress all but one surface on each entity
r_singleTriangle                 only draw a single triangle per primitive
r_skipAmbient                    bypasses all non-interaction drawing
r_skipBackEnd                    don't draw anything
r_skipBeams                      1 = skip all beam systems
r_skipBlendLights                skip all blend lights
r_skipBump                       uses a flat surface instead of the bump map
r_skipCopyTexture                do all rendering, but don't actually copyTexSubImage2D
r_skipDeformations               skips dynamic model deformations
r_skipDeforms                    leave all deform materials in their original state
r_skipDiffuse                    use black for diffuse
r_skipDynamicTextures            don't dynamically create textures
r_skipFogLights                  skip all fog lights
r_skipFrontEnd                   bypasses all front end work, but 2D gui rendering still draws
r_skipGlowOverlay                if true, skip drawing the glow overlay
r_skipGuiShaders                 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 
			3 = draw but skip events
r_skipInteractions               skip all light/surface interaction drawing
r_skipLights                     skips lights, to give the designers an accurate poly count without lights
r_skipLightScale                 don't do any post-interaction light scaling, makes things dim on low-dynamic range cards
r_skipMegaTexture                only use the lowest level image
r_skipNewAmbient                 bypasses all vertex/fragment program ambient drawing
r_skipOverlays                   skip overlay surfaces
r_skipParticles                  1 = skip all particle systems
r_skipPostProcess                skip all post-process renderings
r_skipRender                     skip 3D rendering, but pass 2D
r_skipRenderContext              NULL the rendering context during backend 3D rendering
r_skipROQ                        skip ROQ decoding
r_skipSpecular                   use black for specular1
r_skipSubviews                   1 = don't render any gui elements on surfaces
r_skipSuppress                   ignore the per-view suppressions
r_skipTranslucent                skip the translucent interaction rendering
r_skipUpdates                    1 = don't accept any entity or light updates  making everything static
r_slopNormal                     merge normals that dot less than this
r_slopTexCoord                   merge texture coordinates this far apart
r_slopVertex                     merge xyz coordinates this far apart
r_subviewOnly                    1 = don't render main view, allowing subviews to be debugged
r_swapInterval                   changes wglSwapIntarval
r_terrainScale                   vertically scale USGS data
r_testGamma                      if > 0 draw a grid pattern to test gamma levels
r_testGammaBias                  if > 0 draw a grid pattern to test gamma levels
r_testStepGamma                  if > 0 draw a grid pattern to test gamma levels
r_useCachedDynamicModels         cache snapshots of dynamic models
r_useClippedLightScissors        0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
r_useCombinerDisplayLists        put all nvidia register combiner programming in display lists
r_useConstantMaterials           use pre-calculated material registers if possible
r_useCulling                     0 = none, 1 = sphere, 2 = sphere + box
r_useDeferredTangents            defer tangents calculations after deform
r_useDepthBoundsTest             use depth bounds test to reduce shadow fill
r_useEntityCallbacks             if 0, issue the callback immediately at update time, rather than defering
r_useEntityCulling               0 = none, 1 = box
r_useEntityScissors              1 = use custom scissor rectangle for each entity
r_useExternalShadows             1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
r_useFastSkinning                0 = normal, 1 = faster with tangents transformed, 2 = use single weight simple skinning
r_useFrustumFarDistance          if != 0 force the view frustum far distance to this distance
r_useIndexBuffers                use ARB_vertex_buffer_object for indexes
r_useInfiniteFarZ                use the no-far-clip-plane trick
r_useInteractionCulling          1 = cull interactions
r_useInteractionScissors         1 = use a custom scissor rectangle for each shadow interaction, 
			2 = also crop using portal scissors
r_useInteractionTable            create a full entityDefs * lightDefs table to make finding interactions faster
r_useLightCulling                0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
r_useLightPortalFlow             use a more precise area reference determination
r_useLightScissors               1 = use custom scissor rectangle for each light
r_useNodeCommonChildren          stop pushing reference bounds early when possible
r_useNV20MonoLights              use pass optimization for mono lights
r_useOptimizedShadows            use the dmap generated static shadow volumes
r_usePortals                      1 = use portals to perform area culling, otherwise draw everything
r_usePreciseTriangleInteractions 1 = do winding clipping to determine if each ambiguous tri should be lit
r_useScissor                     scissor clip as portals and lights are processed
r_useShadowCulling               try to cull shadows from partially visible lights
r_useShadowProjectedCull         discard triangles outside light volume before shadowing
r_useShadowSurfaceScissor        scissor shadows by the scissor rect of the interaction surfaces
r_useShadowVertexProgram         do the shadow projection in the vertex program on capable cards
r_useSilRemap                    consider verts with the same XYZ, but different ST the same for shadows
r_useStateCaching                avoid redundant state changes in GL_*() calls
r_useTripleTextureARB            cards with 3+ texture units do a two pass instead of three pass
r_useTurboShadow                 use the infinite projection with W technique for dynamic shadows
r_useTwoSidedStencil             do stencil shadows in one pass with different ops on each side
r_useVertexBuffers               use ARB_vertex_buffer_object for vertexes
r_vertexBufferMegs
r_znear                          near Z clip plane distance
radiant_entityMode
rb_showActive                    show rigid bodies that are not at rest
rb_showBodies                    show rigid bodies
rb_showInertia                   show the inertia tensor of each rigid body
rb_showMass                      show the mass of each rigid body
rb_showTimings                   show rigid body cpu usage
rb_showVelocity                  show the velocity of each rigid body
s_clipVolumes
s_constantAmplitude
s_debugshakes                    Show sounds contributing to shakes
s_decompressionLimit             specifies maximum uncompressed sample length in seconds
s_deviceName                     OpenAL device name
s_doorDistanceAdd                reduce sound volume with this distance when going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_eaxtools                       Allows use of eax zone placement tools
s_enviroSuitCutoffFreq
s_enviroSuitCutoffQ
s_enviroSuitVolumeScale
s_force22kHz
s_globalFraction                 volume to all speakers when not spatialized
s_libOpenAL                      OpenAL DLL name/path
s_loadOpenALFailed               set to true if the OpenAL dll failed to load
s_lowPassPortals                 Portal low-pass frequency
s_lowPassSpirit                  Spiritwalk low-pass frequency
s_maxSoundsPerShader
s_meterTopTime
s_minStereo                      minimum number of stereo sounds
s_minVolume2
s_minVolume6
s_musicVolume_dB                 music volume in dB
s_muteEAXReverb                  mute EAX reverb
s_noSound
s_numberOfSpeakers               number of speakers
s_playDefaultSound               play a beep for missing sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverbFeedback
s_reverbTime
s_reverse
s_showLevelMeter
s_showSoundsInWalls              Show sounds that are placed outside the world
s_showStartSound
s_singleEmitter                  mute all sounds but this emitter
s_skipHelltimeFX
s_slowAttenuate                  slowmo sounds attenuate over shorted distance
s_spatializationDecay
s_subFraction                    volume to subwoofer in 5.1
s_useDeferredSettings            use OpenAL deferred settings
s_useEAXOcclusion                use EAX occlusion
s_useEAXReverb                   use EAX reverb
s_useOcclusion
s_useOpenAL                      use OpenAL
s_voiceDuckFadeTimeIn            Fade in transition time
s_voiceDuckFadeTimeOut           Fade out transition time
s_voiceDucking                   Whether voice ducking is enabled
s_voiceDuckVolume                Volume, in dB, to lower non-voice during voice playback
s_volume_dB                      volume in dB
sensitivity                      mouse view sensitivity
si_fragLimit                     frag limit
si_gameType                      game type - singleplayer, deathmatch, or Team DM
si_idleServer                    game clients are idle
si_map                           map to be played next on server
si_maxPlayers                    max number of players allowed on the server
si_name                          name of the server
si_pure                          server is pure and does not allow modified data
si_serverURL                     where to reach the server admins and get information about the server
si_spectators                    allow spectators or require all clients to play
si_teamDamage                    enable team damage
si_timeLimit                     time limit in minutes
si_usePass                       enable client password checking
si_version                       engine version
si_warmup                        do pre-game warmup
sv_punkbuster                    is server side PunkBuster enabled?
sys_arch
sys_cpustring
sys_forceCache                   force resource caching even when developer is on
sys_lang
sys_savedPosition                saved position used by getpos/putpos
timescale                        scales the time
ui_autoReload                    auto reload weapon
ui_autoSwitch                    auto switch weapon
ui_chat                          player is chatting
ui_modelNum                      player model
ui_name                          player name
ui_ready                         player is ready to start playing
ui_showGun                       show gun
ui_spectate                      play or spectate
ui_team                          player team
win_allowAltTab                  allow Alt-Tab when fullscreen
win_allowMultipleInstances       allow multiple instances running concurrently
win_notaskkeys                   disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate                  allows the game to be updated while dragging the window
win_username                     windows user name
win_viewlog
win_xpos                         horizontal position of window
win_ypos                         vertical position of window

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