fov	0		Automates fov command to server.
restart			Shutdown and restart the engine.
addip			Add an IP address to the ban list.
adsp_alley_min	122		None
adsp_courtyard_min	126		None
adsp_debug	0		None
adsp_door_height	112		None
adsp_duct_min	106		None
adsp_hall_min	110		None
adsp_low_ceiling	108		None
adsp_opencourtyard_min	126		None
adsp_openspace_min	130		None
adsp_openstreet_min	118		None
adsp_openwall_min	130		None
adsp_room_min	102		None
adsp_street_min	118		None
adsp_tunnel_min	114		None
adsp_wall_height	128		None
ai_actbusy_search_time	10		None
ai_ally_manager_debug	0		None
ai_auto_contact_solver	1		None
ai_citizen_debug_commander	1		None
ai_clear_bad_links			Clears bits set on nav links indicating link is unusable
ai_debug_actbusy	0	Yes	Used to debug actbusy behavior. Usage:
1
Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.
2
Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.
3
Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.
4
Display debug output of actbusy logic.
ai_debug_assault	0		None
ai_debug_directnavprobe	0		None
ai_debug_doors	0		None
ai_debug_efficiency	0		None
ai_debug_enemies	0		None
ai_debug_expressions	0		Show random expression decisions for NPCs.
ai_debug_follow	0		None
ai_debug_loners	0		None
ai_debug_looktargets	0		None
ai_debug_los	0	Yes	Highlights what blocks (or is able to block) NPC line of sight.
ai_debug_nav	0		None
ai_debug_node_connect			Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets	0		None
ai_debug_readiness	0		None
ai_debug_shoot_positions	0		None
ai_debug_speech	0		None
ai_debug_squads	0		None
ai_debug_think_ticks	0		None
ai_debugscriptconditions	0		None
ai_disable			Bypasses all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
ai_drawbattlelines	0	Yes	None
ai_dump_hints			None
ai_efficiency_override	0		None
ai_follow_move_commands	1		None
ai_follow_use_points	1		None
ai_follow_use_points_when_moving	1		None
ai_lead_time	0		None
ai_LOS_mode	0		None
ai_moveprobe_debug	0		None
ai_moveprobe_jump_debug	0		None
ai_moveprobe_usetracelist	0		None
ai_new_aiming	1		None
ai_newgroundturret	0		None
ai_next_hull			Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
ai_no_local_paths	0		None
ai_no_node_cache	0		None
ai_no_select_box	0		None
ai_no_steer	0		None
ai_no_talk_delay	0		None
ai_nodes			Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
Green
Ground node
Cyan
Air node
Magenta
Climb node
Grey
Node not available for selected hull size
Orange
Node currently locked
ai_norebuildgraph	0		None
ai_path_adjust_speed_on_immediate_turns	1		None
ai_path_insert_pause_at_est_end	1		None
ai_path_insert_pause_at_obstruction	1		None
ai_reaction_delay_alert	0		None
ai_reaction_delay_idle	0		None
ai_readiness_decay	120		None
ai_rebalance_thinks	1		None
ai_reloadresponsesystems			Reload all response system scripts.
ai_report_task_timings_on_limit	0		None
ai_resume			If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug	0		None
ai_set_move_height_epsilon			Set how high AI bumps up ground walkers when checking steps
ai_shot_bias	1		None
ai_shot_bias_max	1		None
ai_shot_bias_min	-1		None
ai_shot_stats	0		None
ai_shot_stats_term	1000		None
ai_show_connect			Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_fly			Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_jump			Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
Red
Connection disabled
ai_show_graph_connect			Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
ai_show_grid			Draw a grid on the floor where looking.
ai_show_hints			Displays all hints as small boxes
Blue
Hint is available for use
Red
Hint is currently being used by an NPC
Orange
Hint not being used by timed out
Grey
Hint has been disabled
ai_show_hull			Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
ai_show_hull_attacks	0		None
ai_show_node			Highlight the specified node
ai_show_think_tolerance	0		None
ai_show_visibility			Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
ai_simulate_task_overtime	0		None
ai_spread_cone_focus_time	0		None
ai_spread_defocused_cone_multiplier	3		None
ai_spread_pattern_focus_time	0		None
ai_step			NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
ai_think_limit_label	0		None
ai_use_clipped_paths	1		None
ai_use_efficiency	1		None
ai_use_frame_think_limits	1		None
ai_use_readiness	1		None
ai_use_think_optimizations	1		None
ainet_generate_report			Generate a report to the console.
ainet_generate_report_only			Generate a report to the console
air_density			Changes the density of air for drag computations
airboat_fatal_stress	5000		Amount of stress in kg that would kill the airboat driver
alias			Creates aliases for other commands
+alt1			None
-alt1			None
+attack			Launches the selected weapon's primary attack
-attack			Stops the selected weapon's primary attack
+attack2			Launches the selected weapon's secondary attack
-attack2			Stops the selected weapon's secondary attack
autosave			None
Commands starting with letter "B"

Command	Default	Cheat?	Help Text
+back		No	Start moving player backward (button down)
-back		No	Stop moving player backward (button up)
banid		No	Add a user ID to the ban list.
bench_end	No	Yes	Ends gathering of info.
bench_showstatsdialog		No	Shows a dialog displaying the most recent benchmark results.
bench_start		No	Starts gathering of info.
Arguments: <filename>
bench_upload		No	Uploads most recent benchmark stats to the Valve servers.
benchframe		No	Takes a snapshot of a particular frame in a time demo.
bgmvolume	1	No	CD sound playback volume.
bind		No	Bind a key.
Arguments: <key> "<command>"
BindToggle		No	B
birds_debug	0	No	None
blink_duration	0.2	No	How many seconds an eye blink will last.
bloodspray		No	blood
box		No	Draw a debug box.
+break		No	None
-break		No	None
breakable_disable_gib_limit	0	No	None
breakable_multiplayer	1	No	None
buddha		No	Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window	30	No	number of frames to look at when figuring out average frametimes
budget_background_alpha	128	No	how translucent the budget panel is
budget_bargraph_background_alpha	128	No	how translucent the budget panel is
budget_bargraph_range_ms	16	No	budget bargraph range in milliseconds
budget_history_numsamplesvisible	100	No	number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms	66	No	budget history range in milliseconds
budget_panel_bottom_of_history_fraction	0	No	number between 0 and 1
budget_panel_height	384	No	height in pixels of the budget panel
budget_panel_width	512	No	width in pixels of the budget panel
budget_panel_x	0	No	number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y	50	No	number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window	30	No	number of frames to look at when figuring out peak frametimes
budget_show_averages	0	No	enable/disable averages in the budget panel
budget_show_history	1	No	turn history graph off and on. . good to turn off on low end
budget_show_peaks	1	No	enable/disable peaks in the budget panel
bug		No	Show/hide the bug reporting UI.
bug_swap		No	Automatically swaps the current weapon for the bug bait and back again.
bugreporter_includebsp	1	No	Include .bsp for internal bug submissions.
buildcubemaps		No	Rebuild cubemaps.
building_cubemaps	0	No	None
Commands starting with letter "C"

Command	Default	Cheat?	Help Text
c_maxdistance	200	Yes	None
c_maxpitch	90	No	None
c_maxyaw	135	No	None
c_mindistance	30	Yes	None
c_minpitch	0	Yes	None
c_minyaw	-135	Yes	None
c_orthoheight	100	Yes	None
c_orthowidth	100	Yes	None
cache_print		No	Print out contents of cache memory.
cam_command	0	Yes	Changes camera view, first/third person
cam_idealdist	150	Yes	Cam distance from player
cam_idealdistup	0	Yes	Cam above/below player
cam_idealdistright	0	Yes	Cam left/right of player
cam_idealpitch	0	Yes	None
cam_idealyaw	90	Yes	0=Behind player, 90=Right arm
cam_snapto	0	Yes	None
+camdistance		No	None
-camdistance		No	None
+cammousemove		No	None
-cammousemove		No	None
camortho		No	Switch to orthographic camera.
There is currently no known way to exit this mode without restarting the engine.
+camin		No	None
-camin		No	None
+camout		No	None
-camout		No	None
+campitchdown		No	None
-campitchdown		No	None
+campitchup		No	None
-campitchup		No	None
+camyawleft		No	None
-camyawleft		No	None
+camyawright		No	None
-camyawright		No	None
cancelselect		No	None
cast_hull		No	Tests hull collision detection
cast_ray		No	Tests collision detection
cc_captiontrace	1	No	Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in HUD)
cc_emit		No	Emits a closed caption
cc_lang	0	No	Current close caption language (empty = use game UI language)
cc_linger_time	1	No	Close caption linger time
cc_lookup_crc		No	For tracking down missing CC token strings
cc_predisplay_time	0	No	Close caption delay before showing caption
cc_sentencecaptionnorepeat	4	No	How often a sentence can repeat
cc_subtitles	0	No	If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players)
cd		No	Play or stop a CD track
centerview		No	None
ch_createairboat		No	Spawn airboat in front of the player
ch_createjeep		No	Spawn jeep in front of the player
changelevel		No	Change server to the specified map
changelevel2		No	Transition to the specified map in single player
cl_allowdownload	1	No	Client downloads customization files
cl_allowupload	1	No	Client uploads customization files
cl_anglespeedkey	0	No	None
cl_animationinfo		No	HUD element to examine
cl_backspeed	400	No	None
cl_bob	0.2	No	None
cl_bobcycle	0	No	None
cl_bobup	0	No	None
cl_class	0	No	Default class when joining a game
cl_clock_correction	1	Yes	Enable/disable clock correction on the client
cl_clock_correction_adjustment_max_amount	200	Yes	Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset
cl_clock_correction_adjustment_max_offset	90	Yes	As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small
cl_clock_correction_adjustment_min_offset	10	Yes	If the clock offset is less than this amount (in milliseconds), then no clock correction is applied
cl_clock_correction_force_server_tick	999	Yes	Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo	0	Yes	Show debugging info about the clock drift.
cl_clockdrift_max_ms	150	Yes	Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup	2	No	For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists)
cl_cmdrate	30	No	Max number of command packets sent to server per second
cl_customsounds	0	No	Enable customized player sound playback
cl_demoviewoverride	0	No	Override view during demo playback
cl_detaildist	1200	No	Distance at which detail props (e.g. grass) are shown.
cl_detailfade	400	No	Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0.
cl_drawhud	1	Yes	Enable the rendering of the HUD
cl_drawleaf	-1	Yes	None
cl_drawmaterial	0	Yes	Draw a particular material over the frame
cl_drawmonitors	1	No	None
cl_drawshadowtexture	0	Yes	None
cl_ejectbrass	1	No	Determines whether spent shells are shown ejecting from a gun
cl_ent_absbox		No	Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox		No	Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox		No	Displays the client's render box for the entity under the crosshair.
cl_entityreport	0	Yes	For debugging, draw entity states to console
cl_extrapolate	1	Yes	Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount	0	Yes	Set how many seconds the client will extrapolate entities for.
cl_flushentitypacket	0	Yes	For debugging. Force the engine to flush an entity packet.
cl_forcehighendmonitors	1	No	None
cl_forcepreload	0	No	Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly
cl_forwardspeed	400	Yes	None
cl_fullupdate		No	Forces the server to send a full update packet
cl_idealpitchscale	0	No	None
cl_ignorepackets	0	Yes	Force client to ignore packets (for debugging).
cl_interp	0	No	Interpolate object positions starting this many seconds in past
cl_interp_npcs	0	No	Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate	1	No	Interpolate entities on the client.
cl_lagcomp_errorcheck	0	No	Player index of other player to check for position errors.
cl_lagcompensation	1	No	Perform server side lag compensation of weapon firing events.
cl_leveloverview	0	Yes	None
cl_localnetworkbackdoor	1	No	Enable network optimizations for single player games.
cl_logofile	0	No	Spraypoint logo decal.
cl_maxrenderable_dist	3000	Yes	Max distance from the camera at which things will be rendered
cl_mouseenable	1	No	None
cl_observercrosshair	1	No	None
cl_overdraw_test	0	Yes	None
cl_panelanimation		No	Shows panel animation variables
cl_particleeffect_aabb_buffer	2	Yes	Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often
cl_pclass	0	Yes	Dump entity by prediction classname
cl_pdump	-1	Yes	Dump info about this entity to screen.
cl_phys_props_enable	1	No	Disable clientside physics props (must be set before loading a level)
cl_phys_props_max	300	No	Maximum clientside physics props
cl_phys_timescale	1	Yes	Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown	89	No	None
cl_pitchspeed	225	No	None
cl_pitchup	89	No	None
cl_playback_screenshots	0	No	Allows the client to playback screenshot and jpeg commands in demos.
cl_precacheinfo		No	Show precache info (client).
cl_pred_optimize	2	No	Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
cl_predict	0	No	Perform client side prediction.
cl_predictionlist	0	Yes	Show which entities are predicting
cl_predictweapons	1	No	Perform client side prediction of weapon effects.
cl_ragdoll_collide	0	No	None
cl_rate	10000	No	Max bytes/sec the host can send data (This command no longer exists)
cl_removedecals		No	Remove the decals from the entity under the crosshair.
cl_resend	6	No	Delay in seconds before the client will resend the 'connect' attempt
cl_restrict_server_commands	1	No	Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
0
Don't restrict any server commands.
1
Restrict server commands in Valve multiplayer games.
2
Restrict server commands in all multiplayer games.
cl_SetupAllBones	0	No	None
cl_show_bloodspray	1	No	None
cl_show_splashes	1	No	None
cl_showanimstate	-1	Yes	Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log	0	Yes	1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_showents		No	Dump entity list to console.
cl_showerror	0	Yes	Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents	0	Yes	Print event firing info in the console
cl_showfps	0	No	See Optimization Commands
cl_showpos	0	No	Draw current position at top of screen
cl_ShowSunVectors	0	No	None
cl_showtextmsg	1	No	Enable/disable text messages printing on the screen.
cl_sidespeed	400	No	None
cl_slist	10	No	Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth	1	No	Smooth view/eye origin after prediction errors
cl_smoothtime	0	No	Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush	No	No	Flushes the sounds.txt system (client only)
cl_soundfile	0	No	Jingle sound file.
cl_soundscape_flush		No	Flushes the client side soundscapes
cl_soundscape_printdebuginfo		No	print soundscapes
cl_sun_decay_rate	0	Yes	None
cl_team	0	No	Default team when joining a game
cl_timeout	30	No	After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_updaterate	20	No	Number of packets per second of updates you are requesting from the server
cl_upspeed	320	Yes	None
cl_view		No	Set the view entity index.
cl_winddir	0	No	Weather effects wind direction angle
cl_windspeed	0	No	Weather effects wind speed scalar
cl_yawspeed	210	No	None
clear		No	Clear all console output
clear_debug_overlays		No	clears debug overlays
clientport	27005	No	Host game client port
closecaption	0	No	Enable close captioning
cmd		No	Forward command to server
collision_shake_amp	0	No	None
collision_shake_freq	0	No	None
collision_shake_time	0	No	None
combine_guard_spawn_health	1	No	None
combine_spawn_health	1	No	None
+commandmenu		No	GoldSrc Command Menu
-commandmenu		No	None
con_drawnotify	1	No	Disables drawing of notification area (for taking screenshots)
con_enable	1	No	Allows the console to be activated.
con_filter_enable	0	No	Enables the console filter.
con_filter_text		No	Filters out everything except lines containing the specified text.
con_filter_text_out		No	Filters out lines with the specified text.
con_notifytime	8	No	How long to display recent console text to the upper part of the game window
con_nprint_bgalpha	50	No	Con_NPrint background alpha.
con_nprint_bgborder	5	No	Con_NPrint border size.
con_trace	0	No	Print console text to low level printout.
connect		No	Connect to specified server.
contimes	8	No	Number of console lines to overlay for debugging.
coop	0	No	Cooperative play.
CreateHairball		No	None
creditsdone		No	None
crosshair	1	No	None
curve_bias	0	No	None
cvarlist		No	Show the list of convars/concommands.
Commands starting with letter "D"

Command	Default	Cheat?	Help Text
deathmatch	0	No	Running a deathmatch server
debug_physimpact	0	No	None
decalfrequency	10	No	None
default_fov	75	Yes	None
demo_debug	0	No	Demo debug info
demo_fastforwardfinalspeed	20	No	Go this fast when holding FF button for a set amount of time (see below)
demo_fastforwardramptime	5	No	How many seconds it takes to get to full FF speed
demo_fastforwardstartspeed	2	No	Go this fast when starting to hold FF button
demo_interpolateview	1	No	Do view interpolation during dem playback
demo_pauseatservertick	0	No	Pauses demo playback at server tick
demo_quitafterplayback	0	No	Quits game after demo playback.
demo_recordcommands	1	No	Record commands typed at console into .dem files
demolist		No	Print demo sequence list.
demopause		No	Pauses demo playback.
demoresume		No	Resumes demo playback.
demos		No	Demo demo file sequence
demotimescale		No	Sets demo replay speed.
demotogglepause		No	Toggles demo playback.
demoui		No	Show/hide the demo player UI.
developer	0	No	Show developer messages.
differences		No	Show all convars which are not at their default values
disconnect		No	Disconnect game from server.
disp_dynamic	0	No	None
disp_modlimit	80	No	None
disp_modlimit_down	20	No	None
disp_modlimit_up	80	No	None
disp_numiterations	1	Yes	None
dispcoll_drawplane	0	No	None
displaysoundlist	0	No	None
dog_debug	0	No	None
dog_max_wait_time	7	No	None
drawcross		No	Draws a cross at the given location. Arguments: x y z
drawline		No	Draws line between two 3D Points
Green
If no collision
Red
Is collided with something
Arguments
x1 y1 z1 x2 y2 z2
dropprimary			dropprimary: Drops the primary weapon of the player. NOTE: Doesn't work and needs fixing
dsp_automatic	0	No	None
dsp_db_min	80	No	None
dsp_db_mixdrop	0	No	None
dsp_dist_max	1440	No	None
dsp_dist_min	0	No	None
dsp_enhance_stereo	1	No	None
dsp_facingaway	0	No	None
dsp_mix_max	0	No	None
dsp_mix_min	0	No	None
dsp_off	0	Yes	None
dsp_player	0	No	None
dsp_reload		No	None
dsp_room	0	No	None
dsp_slow_cpu	0	No	None
dsp_spatial	40	No	None
dsp_speaker	50	No	None
dsp_vol_2ch	1	No	None
dsp_vol_4ch	0	No	None
dsp_vol_5ch	0	No	None
dsp_volume	1	No	None
dsp_water	14	No	None
dti_flush		No	Write out the datatable instrumentation files (you must run with -dti for this to work)
dtwarning	0	No	Print data table warnings
dtwatchent	-1	No	Watch this entities data table encoding
dtwatchvar	0	No	Watch the named variable
+duck		No	Start player ducking (button down)
-duck		No	Stop player ducking (button up)
dump_globals		No	Dump all global entities/states
dumpstringtables		No	Print string tables to console
Commands starting with letter "E"

Command	Default	Cheat?	Help Text
echo		No	Echo text to console.
editdemo		No	Edit a recorded demo file (.dem )
endmovie		No	Stop recording movie frames
english	1	No	If set to 1, running the english language set of assets
ent_absbox		No	Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox		No	Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_debugkeys	0	No	None
ent_dump		No	Usage: ent_dump <entity name></pre>
ent_fire		No	Usage: ent_fire <target> action value delay
ent_info		No	Usage: ent_info <class name></pre>
ent_messages		No	Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_messages_draw	0	Yes	Visualizes all entity input/output activity
ent_name		No	None
ent_pause		No	Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'
ent_pivot		No	Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_rbox		No	Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_remove		No	Removes the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all		No	Removes all entities of the specified type;Arguments: {entity_name} / {class_name}
ent_setname		No	Sets the targetname of the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_show_response_criteria		No	Print, to the console, an entity's current criteria set used to select responses
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_step		No	When 'ent_pause' is set this will step through one waiting input / output message at a time
ent_text		No	Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
envmap		No	None
escape		No	Escape key pressed
exec		No	Executes a config in the 'cfg' directory. // exec config_default.cfg
Config files in sub-directories can be accessed by specifying their location relative to the cfg directory.
Example
exec otherConfigs/config1.cfg // Executes configuration file named "config1.cfg" found in the "cfg/otherConfigs/" directory
exit		No	Exit the engine
Commands starting with letter "F"

Command	Default	Cheat?	Help Text
fadein		No	fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds
fadeout		No	fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds
find		No	Find concommands with the specified string in their name/help text.
findflags		No	Displays a list of console commands with the specified flags. Usage: findflags <string>
Available flags to search for:
  - ARCHIVE
  - SPONLY
  - GAMEDLL
  - CHEAT
  - USERINFO
  - NOTIFY
  - PROTECTED
  - PRINTABLEONLY
  - UNLOGGED
  - NEVER_AS_STRING
  - REPLICATED
  - DEMO
  - DONTRECORD
  - SERVER_CAN_EXECUTE
  - CLIENTCMD_CAN_EXECUTE
  - CLIENTDLL
  - MATERIAL_SYSTEM
  - STUDIORENDER
fire_absorbrate	3	No	None
fire_dmgbase	1	No	None
fire_dmginterval	1	No	None
fire_dmgscale	0	No	None
fire_extabsorb	5	No	None
fire_extscale	12	No	None
fire_growthrate	1	No	None
fire_heatscale	1	No	None
fire_incomingheatscale	0	No	None
fire_maxabsorb	50	No	None
firetarget		No	None
firstperson		Yes	Switch to firstperson camera
flex_expression	0	No	None
flex_looktime	5	No	None
flex_maxawaytime	1	No	None
flex_maxplayertime	7	No	None
flex_minawaytime	0	No	None
flex_minplayertime	5	No	None
flex_rules	1	No	Allow flex animation rules to run
flex_smooth	1	No	Applies smoothing/decay curve to flex animation controller changes
flex_talk	0	No	None
flush		No	Flush cache memory
flush_locked		No	Flush locked cache memory
fog_color	-1	No	None
fog_colorskybox	-1	No	None
fog_enable	1	Yes	None
fog_enable_water_fog	1	No	None
fog_enableskybox	1	No	None
fog_end	-1	Yes	None
fog_endskybox	-1	No	None
fog_override	0	Yes	None
fog_start	-1	Yes	None
fog_startskybox	-1	No	None
force_centerview		No	Positions the player's view straight ahead
+forward		No	Start moving player forward (button down)
-forward		No	Stop moving player forward (button up)
fov		No	Change players FOV
fps_max	300	No	Frame rate limiter
free_pass_peek_debug	0	No	None
fs_printopenfiles		No	Show all files currently opened by the engine
fs_warning_level		Yes	Set the filesystem warning level
func_break_max_pieces	15	No	None
func_breakdmg_bullet	0	No	None
func_breakdmg_club	1	No	None
func_breakdmg_explosive	1	No	None
Commands starting with letter "G"

Command	Default	Cheat?	Help Text
g_ai_citizen_show_enemy	0		None
g_antlion_maxgibs	16		None
g_debug_antlion	0		None
g_debug_antlionguard	0		None
g_debug_antlionmaker	0	Yes	None
g_debug_basehelicopter	0	Yes	None
g_debug_combine_camera	0		None
g_debug_cscanner	0		None
g_debug_doors	0		None
g_debug_dropship	0		None
g_debug_dynamicresupplies	0		Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning.
g_debug_gunship	0	Yes	None
g_debug_headcrab	0	Yes	None
g_debug_physcannon	0		None
g_debug_ragdoll_removal	0	Yes	None
g_debug_ragdoll_visualize	0	Yes	None
g_debug_trackpather	0	Yes	None
g_debug_transitions	0		Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
g_debug_turret	0		None
g_debug_turret_ceiling	0		None
g_debug_vehiclebase	0	Yes	None
g_debug_vehicledriver	0	Yes	None
g_debug_vehicleexit	0	Yes	None
g_debug_vehiclesound	0	Yes	None
g_helicopter_bullrush_bomb_enemy_distance	0		None
g_helicopter_bullrush_bomb_speed	850		The maximum distance the player can be from the chopper before it stops firing
g_helicopter_bullrush_bomb_time	10		None
g_helicopter_bullrush_distance	5000		None
g_helicopter_bullrush_mega_bomb_health	0		Fraction of the health of the chopper before it mega-bombs
g_helicopter_bullrush_shoot_height	650		The maximum distance the player can be from the chopper before it stops firing
g_helicopter_chargetime	2		How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
g_helicopter_idletime	3		How much time we have to wait (on average) after we fire before we can charge up again
g_helicopter_maxfiringdist	2500		The maximum distance the player can be from the chopper before it stops firing
g_jeepexitspeed	100	Yes	None
g_Language	0		None
g_ragdoll_fadespeed	600		None
g_ragdoll_maxcount	8		None
g_test_new_antlion_jump	1		None
gameui_hide			None
getpos			dump position and angles to the console
give			Give item to player. Arguments: <item_name>
gl_clear	0		None
god		Yes	Toggle. Player becomes invulnerable. (Suit will still take damage.)
+graph			None
-graph			None
groundlist			Display ground entity list <index>
Commands starting with letter "H"

Command	Default	Cheat?	Help Text
hammer_update_entity			Orange Box replacement for wc_update_entity
heartbeat			None
help			Find help about a convar/concommand
hideconsole			Hide the console
hidehud	0	Yes	When set to 1 (or any value that is not 0 or 2) this disables the weapon changing hud, as well as the players ability to change weapons. When set to 4, this will remove the crosshair as well
hidepanel			Hides a viewport panel <name>
hltv_autorecord	0		Automatically records all games as HLTV demos
hltv_cam_distance	96		Default HLTV chase camera distance
hltv_cam_fov	90		Default HLTV chase camera FOV
hltv_cam_inertia	100		Default HLTV chase camera inertia
hltv_cam_offset	64		Default HLTV chase camera offset
hltv_cam_phi	0		Default HLTV chase camera phi angle
hltv_cam_theta	0		Default HLTV chase camera theta angle
hltv_connect			Connect to specified HLTV server
hltv_debug	0		HLTV debug info
hltv_delay	10		HLTV broadcast delay in seconds
hltv_maxclients	128		Maximum client number on HLTV server
hltv_maxrate	3500		Max client bandwidth rate allowed, 0 == unlimited
hltv_port	27020		Host HLTV port
hltv_record			Starts HLTV demo recording
hltv_retry			Reconnects the HLTV relay proxy
hltv_snapshotinterval	2		Take game snapshot every nth tick
hltv_status			Connect to specified HLTV server
hltv_stop			Stops the HLTV broadcast
hltv_stoprecord			Stops HLTV demo recording
hltv_viewent	0		HLTV camera entity index
host_framerate	0		Set to lock per-frame time elapse
host_limitlocal	0		Apply cl_cmdrate and cl_updaterate to loopback connection
host_map	0		Current map name
host_profile	0		None
host_runofftime			Run off some time without rendering/updating sounds
host_showcachemiss	0		Print a debug message when the client or server cache is missed
host_sleep	0	Yes	Force the host to sleep a certain number of milliseconds each frame
host_speeds	0		Show general system running times
host_timescale	1	Yes	Prescale the clock by this amount
host_writeconfig			Store current settings to configcfg (or specified cfg file)
hostname	0		Hostname for server
hostport	27015		Host game server port
hud_airboathint_numentries	10		None
hud_autoreloadscript	0		Automatically reloads the animation script each time one is ran
hud_deathnotice_time	6		None
hud_drawhistory_time	5		None
hud_fastswitch	0		None
hud_jeephint_numentries	10		None
hud_quickinfo	0		None
hud_reloadscheme			Reloads hud layout and animation scripts
hud_saytext_time	12		None
hurtme			Hurts the player
Arguments: <health to lose>
Commands starting with letter "I"

Command	Default	Cheat?	Help Text
impulse		Sometimes	See impulse.
incrementvar		No	Increment specified convar value.
invnext		No	Selects the next weapon in the player's inventory
invprev		no	Selects the previous weapon in the player's inventory
ip	0	no	Overrides IP for multihomed hosts
Commands starting with letter "J"

Command	Default	Cheat?	Help Text
joy_advanced	0	No	None
joy_advaxisr	0	No	None
joy_advaxisu	0	No	None
joy_advaxisv	0	No	None
joy_advaxisx	0	No	None
joy_advaxisy	0	No	None
joy_advaxisz	0	No	None
joy_diagonalpov	0	No	POV manipulator operates on diagonal axes, too
joy_forwardsensitivity	-1	No	None
joy_forwardthreshold	0	No	None
joy_name	0	No	None
joy_pitchsensitivity	1	No	None
joy_pitchthreshold	0	No	None
joy_sidesensitivity	-1	No	None
joy_sidethreshold	0	No	None
joy_wingmanwarrior_centerhack	0	No	Wingman warrior centering hack
joy_wingmanwarrior_turnhack	0	No	Wingman warrior hack related to turn axes
joy_yawsensitivity	-1	No	None
joy_yawthreshold	0	No	None
joyadvancedupdate		No	None
joystick	0	No	None
jpeg		No	Take a jpeg screenshot:
Arguments: <filename> <quality 1-100>
jpeg_quality	90	No	Sets screenshot quality
+jlook		No	None
-jlook		No	None
+jump		No	Start player jump upward (button down)
-jump		No	Stop player jump upward (button up)
Commands starting with letter "K"

Command	Default	Cheat?	Help Text
kdtree_test		No	Tests spatial partition for entities queries
key_findbinding		No	Find key bound to specified command string
key_listboundkeys		No	List bound keys with bindings
key_updatelayout		No	Updates game keyboard layout to current windows keyboard setting
kick		No	Kick a player by slot, userid or name
kill		No	Kills the player
killserver		No	Shutdown the server
+klook		No	None
-klook		No	None
Commands starting with letter "L"

Command	Default	Cheat?	Help Text
lastinv		No	Selects last selected weapon
+left		No	Start moving player left (button down)
-left		No	Stop moving player left (button up)
light_crosshair		No	Show texture color at crosshair
linefile		No	Parses map leak data from .lin file
list		No	List cached servers
listdemo		No	List demo file contents
listid		No	Lists banned users
listip		No	List IP addresses on the ban list
listmodels		No	List loaded models
load		No	Load a saved game
lod_TransitionDist	800	No	Distance at which LOD takes place
log		No	Enables standard log file <0/1>
+lookdown		No	Start player look down (button down)
-lookdown		No	Stop player look down (button up)
lookspring	0	No	None
lookstrafe	0	No	Strafes with the mouse
+lookup		No	Start player look up (button down)
-lookup		No	Stop player look up (button up)
lservercfgfile	0	No	None
Commands starting with letter "M"

Command	Default	Cheat?	Help Text
m_customaccel	0		Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).
Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
m_customaccel_exponent	1		Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max	0		Max mouse move scale factor, 0 for no limit
m_customaccel_scale	0		Custom mouse acceleration value.
m_filter	0		Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward	1		Mouse forward factor.
m_mouseaccel1	0		Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2	0		Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed	1		Windows mouse speed factor (range 1 to 20).
m_pitch	0		Mouse pitch factor.
m_side	0		Mouse side factor.
m_yaw	0		Mouse yaw factor.
map			Start playing on specified map.
map_background			Runs a map as the background to the main menu.
map_edit			None
map_noareas	0		Disable area to area connection testing.
mapcyclefile	mapcycle.txt		Sets the map cycle file to use for cycling maps.
maps			Displays list of maps.
mat_antialias	0		None
mat_bloom	1		None
mat_bufferprimitives	1		None
mat_bumpbasis	0		None
mat_bumpmap	1		Toggles bumpmap rendering on/off.
mat_camerarendertargetoverlaysize	128	Yes	None
mat_clipz	1		None
mat_compressedtextures	1		When set to 0 the engine will use uncompressed textures for the current map.
mat_configcurrent			Show the current video control panel config for the material system.
mat_crosshair			Display the name of the material/texture under the crosshair.
mat_debug			None
mat_debugdepth	0		None
mat_debugdepthmode	0		None
mat_debugdepthval	128		None
mat_debugdepthvalmax	256		None
mat_depthbias_decal	-262144		None
mat_depthbias_normal	0	Yes	None
mat_diffuse	1	Yes	When set to 0, shows specular map on models with $envmaptint values. Use with mat_fullbright to view specular on brushes.
mat_drawflat	0	Yes	None
mat_drawwater	1	Yes	None
mat_dxlevel	90		Changes what GPU features are used based on directX version. 98 is a directX 10 emulation of directX 9.
mat_envmapsize	128		Adjusts the resolution of environment maps that are used for reflective surfaces.
mat_envmaptgasize	32		None
mat_fastnobump	0		None
mat_fastspecular	1		Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate	0	Yes	None
mat_filterlightmaps	1		Smooths lightmaps. Lighting appears blocky when this is off.
mat_filtertextures	1		Smooths textures. Textures appear blocky when this is off.
mat_forceaniso	1		Sets Anistropic Filtering Level
mat_forcedynamic	0	Yes	Forces the use of dynamic lighting where applicable.
mat_forcehardwaresync	1		None
mat_frame_sync_enable	1	Yes	None
mat_frame_sync_force_texture	0	Yes	Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize	128		None
mat_fullbright	0	Yes	When set to 1 it turns on self-illumination for geometry.
mat_hsv	0		None
mat_info			Shows material system info
mat_leafvis	0		Draw wireframe of current leaf
mat_levelflush	1		None
mat_loadtextures	1		None
mat_luxels	0	Yes	Turns on luxel visualization.
mat_maxframelatency	1		None
mat_measurefillrate	0	Yes	None
mat_mipmaptextures	1		None
mat_monitorgamma	2		Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
mat_norendering	0		None
mat_normalmaps	0	Yes	Turns on normalmap visualization
mat_normals	0	Yes	Turns on surface normal visualization
mat_parallaxmap	0		Enables the use of parallax maps
mat_picmip	0		Sets texture quality. Is the same as the "Texture Detail" menu. Values are -1-Very High (Orange Box only), 0-High, 1-Medium, 2-Low
mat_proxy	0	Yes	None
mat_reducefillrate	0		None
mat_reloadallmaterials			None
mat_reloadmaterial			None
mat_reloadtextures			None
mat_reversedepth	0	Yes	None
mat_savechanges			Saves current video configuration to the registry.
mat_setvideomode			Sets the width, height, windowed state of the material system.
mat_shadowstate	1		None
mat_show_texture_memory_usage	0		Display the texture memory usage on the HUD.
mat_showcamerarendertarget	0	Yes	None
mat_showenvmapmask	0		None
mat_showframebuffertexture	0	Yes	None
mat_showlightmapcomponent	0		0: show normal-mapped lightmap
1: show component 11: show component 21: show component 3
mat_showlightmappage	-1		None
mat_showlowresimage	0		None
mat_showmaterials			Show materials.
mat_showmaterialsverbose			None
mat_showmiplevels	0		None
mat_showtextures			Show textures.
mat_showwatertextures	0	Yes	None
mat_skybloomamount	1		None
mat_slopescaledepthbias_decal	0	Yes	None
mat_slopescaledepthbias_normal	0	Yes	None
mat_softwarelighting	0		None
mat_softwareskin	0		None
mat_specular	1		Enable/Disable specularity for performance testing. Will cause a material reload upon change.
mat_spewvertexandpixelshaders			Print all vertex and pixel shaders currently loaded to the console.
mat_stub	0	Yes	None
mat_suppress			Suppress a material from drawing
mat_surfaceid	0		None
mat_surfacemat	0		None
mat_texture_limit	-1		If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.
+mat_texture_list			None
-mat_texture_list			None
mat_texture_list	0		For debugging, show a list of used textures per frame
mat_texture_list_all	0		If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories	0		None
mat_texturelist_files	1		None
mat_trilinear	1		None
mat_viewportscale	1	Yes	Debugging viewport scale
mat_vsync	0		Force sync to vertical retrace
mat_wateroverlaysize	128		None
mat_wireframe	0 to 3	Yes	See Optimization Commands.
mat_yuv	0		Turns the screen monochrome
maxplayers			Change the maximum number of players allowed on this server.
mem_dump			Dump memory stats.
mem_dumpstats	0		Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_force_flush	0		Force cache flush of unlocked resources on every alloc.
metropolice_charge	1		None
metropolice_chase_use_follow	0		None
metropolice_move_and_melee	1		None
minisave			Saves game (for current level only!)
mod_forcedata	1		Forces all model file data into cache on model load.
monk_headshot_freq	2		None
mortar_visualize	0		None
+movedown			None
-movedown			None
+moveleft			None
-moveleft			None
+moveright			None
-moveright			None
+moveup			None
-moveup			None
mp_allowNPCs	1		None
[mp_autokick]]	1		None
mp_autoteambalance	1		None - New Source Engine
mp_autoteambalance_delay	1		Time after the teams become unbalanced to attempt to switch players. - New Source Engine
mp_autoteambalance_warning_delay	1		Time after the teams become unbalanced to print a balance warning. - New Source Engine
mp_allowspectators	1		Toggles whether the server allows spectator mode or not.
mp_autocrosshair	1		None
mp_bonusroundtime	1		Time after round win until round restarts - New Source Engine
mp_buytime	1.5		Time players have to buy weapons
mp_chattime	10		Amount of time players can chat after the game is over.
mp_decals	200		None
mp_defaultteam	0		None
mp_enableroundwaittime	1		Enable timers to wait between rounds. - New Source Engine
mp_facefronttime	3		After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_falldamage	0		None
mp_feetyawrate	720		How many degrees per second that we can turn our feet or upper body.
mp_flashlight	0		None
mp_footsteps	1		None
mp_forcecamera	0		Restricts spectator modes for dead players.
mp_forcerespawn	1		None
mp_fraglimit	0		None
mp_freezetime	5		None
mp_friendlyfire	0		None
mp_ik	1		Use IK on in-place turns.
mp_logecho	1		None
mp_logfile	1		None
mp_maxrounds	1		Max number of rounds to play before server changes maps - New Source Engine.
mp_respawntime	10		Sets the time before respawn - New Source Engine.
mp_restartround	1		If non-zero, the current round will restart in the specified number of seconds - New Source Engine.
mp_roundtime	4		None
mp_stalemate_timelimit	1		Timelimit (in seconds) of the stalemate round. - New Source Engine.
mp_teamlist	0		None
mp_teamoverride	1		None
mp_teamplay	0		None
mp_teams_unbalance_limit	1		Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine.
mp_timelimit	0		Game time per map in minutes.
mp_weaponstay	0		None
mp_winlimit	0		Max number of rounds one team can win before server changes maps - New Source Engine.
mp3			(Counter-Strike: Source only) Starts the Valve MP3 Player.
muzzleflash_light	1		None
Commands starting with letter "N"

Command	Default	Cheat?	Help Text
name	0		Current user name.
nav_begin_area			Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
nav_clear_walkable_marks			Erase any previously placed walkable positions.
nav_connect			To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav_corner_lower			Lower the selected corner of the currently marked Area.
nav_corner_raise			Raise the selected corner of the currently marked Area.
nav_corner_select			Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_crouch			Toggles the 'must crouch in this area' flag used by the AI system.
nav_delete			Deletes the currently highlighted Area.
nav_disconnect			To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav_edit	0		Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area			Defines the second corner of a new Area and creates it.
nav_generate			Generate a Navigation Mesh for the current map and save it to disk.
nav_jump			Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_load			Loads the Navigation Mesh for the current map.
nav_mark			Marks the Area under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamed			Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable			Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_merge			To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_no_jump			Toggles the 'don't jump in this area' flag used by the AI system.
nav_place_floodfill			Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_pick			Sets the current Place to the Place of the Area under the cursor.
nav_precise			Toggles the 'don't avoid obstacles' flag used by the AI system.
nav_quicksave	1		Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_save			Saves the current Navigation Mesh to disk.
nav_show_approach_points	0		Show Approach Points in the Navigation Mesh.
nav_show_danger	0		Show current 'danger' levels.
nav_splice			To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split			To split an Area into two, align the split line using your cursor and invoke the split command.
nav_strip			Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_mode			Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting			Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_use_place			If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net_blockmsg	0	Yes	1|name>
net_channels			Shows net channel info.
net_chokeloop	0		Apply bandwidth choke to loopback packets.
net_drawslider	0		Draw completion slider during signon.
net_droppackets	0	Yes	Drops next n packets on client.
net_fakelag	0	Yes	Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss	0	Yes	Simulate packet loss as a percentage (negative means drop 1/n packets).
net_graph	0		Draw the network usage graph.
net_graphheight	64		None
net_graphpos	1		None
net_graphsolid	1		None
net_maxfilesize	16		Max filesize server can transfer to clients.
net_maxfragments	1280		Max fragment bytes per packet.
net_port_try	0		Prevent servers from trying to climb ports if the request port was busy.
net_scale	5		None
net_showdrop	0		Show dropped packets in console
net_showevents	0		Print game event infos to console.
net_showfragments	0		Show netchannel fragments.
net_showmsg	0		1|name>
net_showpeaks	0		Show messages for large packets only: <size>
net_showsplits	0		Show info about packet splits.
net_showtcp	0		Dump TCP stream summary to console.
net_showudp	0		Dump UPD packets summary to console
net_start			Initializes multiplayer network sockets.
net_synctags	0	Yes	Insert tokens into the net stream to find client/server mismatches.
next	0	Yes	Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo			Play next demo in sequence.
noclip		Yes	Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck.
notarget			Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete			Subtracts half of the target's ammo.
npc_barnacle_swallow	0		Use prototype swallow code.
npc_bipass			Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_citizen_auto_player_squad	1		None
npc_citizen_auto_player_squad_allow_use	0		None
npc_citizen_explosive_resist	0		None
npc_citizen_insignia	0		None
npc_citizen_squad_marker	0		None
npc_combat			Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_conditions			Displays all the current AI conditions that an NPC has in the overlay text.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_create			Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
Arguments
{npc_class_name}.
npc_create_aimed			Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
Arguments
{npc_class_name}.
npc_create_equipment	0		None
npc_destroy			Removes the given NPC(s) from the universe
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_destroy_unselected			Removes all NPCs from the universe that aren't currently selected.
npc_enemies			Shows memory of NPC. Draws an X on top of each memory.
Blue
Eluded entities (don't know where it went)
Green
Unreachable entities (can't get to it)
Red
Current enemy
Magenta
Current target entity
Pink
All other entities drawn
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_focus			Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_freeze			Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
npc_go			Selected NPC(s) will go to the location that the player is looking (shown with a purple box).
npc_go_do_run	1		Set whether should run on NPC go.
npc_go_random			Sends all selected NPC(s) to a random node.
npc_heal			Heals the target back to full health.
npc_height_adjust	1		Enable test mode for ik height adjustment.
npc_kill			Kills the given NPC(s)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_nearest			Draw's a while box around the NPC(s) nearest node
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_reset			Reloads schedules for all NPC's from their script files.
npc_route			Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:
Blue
Path to a node
Cyan
Detour around an object (triangulation)
Red
Jump
Maroon
Path to final target position
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_select			Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_sentences	0		None
npc_speakall			Force the npc to try and speak all their responses.
npc_squads			Obsolete. Replaced by npc_combat.
npc_steering			Displays the steering obstructions of the NPC (used to perform local avoidance)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_steering_all			Displays the steering obstructions of all NPCs (used to perform local avoidance).
npc_strider_height_adj	0		None
npc_strider_shake_ropes_magnitude	150		None
npc_strider_shake_ropes_radius	1200		None
npc_task_text			Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_tasks			Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_thinknow			Trigger NPC to think.
npc_viewcone			Displays the viewcone of NPCs. (Where they are currently looking and what the extents of their vision is.)
Arguments
{npc_name} / {npc class_name} / No argument picks what player is looking at.
npc_vphysics	0		None
Commands starting with letter "O"

Command	Default	Cheat?	Help Text
old_radiusdamage	0		None
overview_health	1		Show player's health in map overview.
overview_locked	1		Locks map angle, doesn't follow view angle.
overview_mode			1|2>
overview_names	1		Show player's names in map overview.
overview_tracks	1		Show player's tracks in map overview.
overview_zoomabs			Sets overview map zoom: <zoom>
overview_zoomrel			Changes overview map zoom: <factor>
Commands starting with letter "P"

Command	Default	Cheat?	Help Text
particle_simulateoverflow	0	Yes	Used for stress-testing particle systems. Randomly denies creation of particles.
password	0		Current server access password
path			Show the engine filesystem path.
pause			Toggle the server pause state.
perfui			Show/hide the level performance tools UI.
perfvisualbenchmark			None
perfvisualbenchmark_abort			None
phonemedelay	0		Phoneme delay to account for sound system latency.
phonemefilter	0		Time duration of box filter to pass over phonemes.
phonemesnap	1		Don't force visemes to always consider two phonemes, regardless of duration.
phys_impactforcescale	1		None
phys_penetration_error_time	10		Controls the duration of vphysics penetration error boxes.
phys_pushscale	1		None
phys_speeds	0		None
phys_stressbodyweights	5		None
phys_swap			Automatically swaps the current weapon for the physcannon and back again.
phys_timescale	1		Scale time for physics
phys_upimpactforcescale	0		None
physcannon_ball_cone	0		None
physcannon_chargetime	2		None
physcannon_cone	0		None
physcannon_maxforce	1500		None
physcannon_maxmass	250		None
physcannon_mega_pullforce	8000		None
physcannon_mega_tracelength	850		None
physcannon_minforce	700		None
physcannon_pullforce	4000		None
physcannon_tracelength	250		None
physics_budget			Times the cost of each active object
physics_debug_entity			Dumps debug info for an entity
physics_highlight_active			Turns on the absbox for all active physics objects
physics_report_active			Lists all active physics objects
physics_select			Dumps debug info for an entity
physicsshadowupdate_render	0		None
picker			Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
Arguments
Full - enables all debug information
ping			Display ping to server.
pistol_use_new_accuracy	1		None
pixelvis_debug			Dump debug info
play			Play a sound.
playdemo			Play a recorded demo file (.dem ).
player_old_armor	0		None
player_showpredictedposition	0		None
player_showpredictedposition_timestep	1		None
player_squad_autosummon_debug	0		None
player_squad_autosummon_move_tolerance	20		None
player_squad_autosummon_player_tolerance	10		None
player_squad_autosummon_time	5		None
player_squad_autosummon_time_after_combat	8		None
player_squad_double_tap_time	0		None
player_squad_transient_commands	1		None
player_throwforce	1000		None
playflush			Play a sound, reloading from disk in case of changes.
playgamesound			Play a sound from the game sounds txt file
playsoundscape			Forces a soundscape to play
playvol			Play a sound at a specified volume.
plugin_load			Loads a plugin present in the addons directory.
plugin_print			Prints loaded plugins (server).
plugin_unload			Unloads a plugin based on it's ID in plugin_print.
progress_enable			None
prop_crosshair			Shows name for prop looking at
prop_debug			Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
props_break_max_pieces	-1		None
pwatchent	-1	Yes	Entity to watch for prediction system changes.
pwatchvar	0	Yes	Entity variable to watch in prediction system for changes.
Commands starting with letter "Q"

Command	Default	Cheat?	Help Text
quit			Exit the engine.
quti			Exit the engine.
Commands starting with letter "R"

Command	Default	Cheat?	Help Text
r_3dnow	1		hl2 : to make engine uses amd 3dnow registers
r_3dsky	1	Yes	Enable the rendering of 3d sky boxes
r_AirboatPitchCurveLinear	60	Yes	None
r_AirboatPitchCurveZero	25	Yes	None
r_AirboatRollCurveLinear	120	Yes	None
r_AirboatRollCurveZero	90	Yes	None
r_AirboatViewBlendTo	1	Yes	None
r_AirboatViewBlendToScale	0	Yes	None
r_AirboatViewBlendToTime	1	Yes	None
r_AirboatViewDampenDamp	1	Yes	None
r_AirboatViewDampenFreq	7	Yes	None
r_AirboatViewZHeight	0	Yes	None
r_ambientlightingonly	0	Yes	Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio	0	Yes	None
r_avglight	1		None
r_avglightmap	0		None
r_cheapwaterend			None
r_cheapwaterstart			None
r_cleardecals			Usage r_cleardecals <permanent>.
r_ClipAreaPortals	1	Yes	None
r_colorstaticprops	0	Yes	None
r_debugcheapwater	0	Yes	None
r_debugrandomstaticlighting	0	Yes	Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize	5		Decals under this size in pixels are culled
r_decals	2048		None
r_decalstaticprops	1		Decal static props test
r_DispBuildable	0	Yes	None
r_DispDrawAxes	0		None
r_DispEnableLOD	0		None
r_DispFullRadius	400		Radius within which a displacement will stay at its highest LOD
r_DispLockLOD	0		None
r_DispRadius	500		None
r_DispSetLOD	0		None
r_DispTolerance	5		None
r_DispUpdateAll	0		None
r_DispUseStaticMeshes	1	Yes	High end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable	0	Yes	None
r_DoCovertTransitions	0		None
r_dopixelvisibility	1		None
r_drawbatchdecals	1		Render decals batched.
r_DrawBeams	1	Yes	None
r_drawbrushmodels	1	Yes	Render brush models.
r_drawclipbrushes	0	Yes	Draw clip brushes
r_drawdecals	1	Yes	Render decals.
r_drawdetailprops	1		None
r_DrawDisp	1	Yes	Toggles rendering of displacment maps
r_drawentities	1	Yes	None
r_drawflecks	1		None
r_drawfullskybox	1	Yes	None
r_drawleaf	-1	Yes	Draw the specified leaf.
r_drawlightcache	0	Yes	0: off
1: draw light cache entries2: draw rays
r_drawlightinfo	0	Yes	None
r_drawlights	0	Yes	None
r_drawmodeldecals	1		None
r_DrawModelLightOrigin	0	Yes	None
r_drawmodelstatsoverlay	0	Yes	None
r_drawmodelstatsoverlaydistance	500	Yes	None
r_drawmodelstatsoverlaymax	1		time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin	0		time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables	1	Yes	None
r_drawopaqueworld	1	Yes	None
r_drawothermodels	1	Yes	None
r_drawparticles	1	Yes	Enable/disable particle rendering
r_drawpixelvisibility	0		Show the occlusion proxies
r_DrawPortals	0	Yes	None
r_DrawRain	1	Yes	Enable/disable rain rendering.
r_drawrenderboxes	0	Yes	None
r_drawropes	1	Yes	None
r_drawskybox	1	Yes	None
r_DrawSpecificStaticProp	-1		None
r_drawsprites	1	Yes	None
r_drawstaticprops	1	Yes	None
r_drawtranslucentrenderables	1	Yes	None
r_drawtranslucentworld	1	Yes	None
r_drawvgui	1	Yes	Enable the rendering of vgui panels
r_drawviewmodel	1	Yes	None
r_drawworld	1	Yes	Render the world.
r_dynamic	1		None
r_eyeglintlodpixels	20		The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss	1		None
r_eyemove	1		None
r_eyes	1		None
r_eyeshift_x	0		None
r_eyeshift_y	0		None
r_eyeshift_z	0		None
r_eyesize	0		None
r_eyewaterepsilon	7	Yes	None
r_farz	-1	Yes	Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject	0		Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
r_flashlightconstant	0	Yes	None
r_flashlightdrawfrustum	0		None
r_flashlightdrawfrustumbbox	0		None
r_flashlightdrawsweptbbox	0		None
r_flashlightfar	750	Yes	None
r_flashlightfov	45	Yes	None
r_flashlightlinear	100	Yes	None
r_flashlightlockposition	0	Yes	None
r_flashlightmodels	1		None
r_flashlightnear	1	Yes	None
r_flashlightnodraw	0		None
r_flashlightoffsetx	10	Yes	None
r_flashlightoffsety	-20	Yes	None
r_flashlightoffsetz	24	Yes	None
r_flashlightquadratic	0	Yes	None
r_flashlightvisualizetrace	0	Yes	None
r_flex	1		None
r_flushlod			Flush and reload LODs.
r_ForceRestore	0		None
r_ForceWaterLeaf	1		Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld	1		None
r_JeepFOV	90	Yes	None
r_JeepViewBlendTo	1	Yes	None
r_JeepViewBlendToScale	0	Yes	None
r_JeepViewBlendToTime	1	Yes	None
r_JeepViewDampenDamp	1	Yes	None
r_JeepViewDampenFreq	7	Yes	None
r_JeepViewZHeight	10	Yes	None
r_lightaverage	1		Activates/deactivate light averaging
r_lightcache_numambientsamples	162		number of random directions to fire rays when computing ambient lighting
r_lightcachecenter	1	Yes	None
r_lightinterp	5		Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap	-1		None
r_lightstyle	-1		None
r_lockpvs	0	Yes	Lock the PVS so you can fly around and inspect what is being drawn.
r_lod	-1		None
r_lod_noupdate	0		None
r_mapextents	16384	Yes	Set the max dimension for the map. This determines the far clipping plane
r_maxdlights	32		None
r_maxmodeldecal	50		None
r_maxnewsamples	6		None
r_maxsampledist	128		None
r_minnewsamples	3		None
r_mmx	1		hl1 and hl2 : to make engines use mmx registers
r_modellodscale	1		1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal	0	Yes	None
r_newflashlight	1	Yes	None
r_newproplighting	0		None
r_nohw	0	Yes	None
r_norefresh	0		None
r_nosw	0	Yes	None
r_novis	0	Yes	Turn off the PVS.
r_occludeemaxarea	0		Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea	0		Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount	0		At least this many occluders will be used, no matter how big they are.
r_occlusion	1		Activate/deactivate the occlusion system.
r_occlusionspew	0		Activate/deactivates spew about what the occlusion system is doing.
r_overlaywireframe	0		None
r_PhysPropStaticLighting	1		None
r_pixelvis_partial	1		None
r_portalscloseall	0		None
r_portalsopenall	0		None
r_PortalTestEnts	1	Yes	Clip entities against portal frustums.
r_printdecalinfo			None
r_propsmaxdist	1200		Maximum visible distance
r_radiosity	4		
0
No radiosity
1
Radiosity with ambient cube (6 samples)
2
Radiosity with 162 samples
3
162 samples for static props, 6 samples for everything else
r_rainalpha	0		None
r_rainalphapow	0		None
r_raindensity	0		None
r_RainHack	0		None
r_rainlength	0		None
r_RainProfile	0		Enable/disable rain profiling.
r_RainRadius	1500		None
r_RainSideVel	130		How much sideways velocity rain gets.
r_RainSimulate	1		Enable/disable rain simulation.
r_rainspeed	600		None
r_RainSplashPercentage	20		None
r_rainwidth	0		None
r_renderoverlayfragment	1		None
r_rootlod	0		Root LOD
r_ropebatch	1		None
r_ropetranslucent	1		None
r_screenfademaxsize	0		Maximum prop visible distance
r_screenfademinsize	0		Minimum prop visible distance
r_screenoverlay			None
r_sequence_debug	0		None
r_shadowangles			Set shadow angles
r_shadowblobbycutoff			some shadow stuff
r_shadowcolor			Set shadow color
r_shadowdir			Set shadow direction
r_shadowdist			Set shadow distance
r_shadowids	0		None
r_shadowlod	-1		None
r_shadowlodbias	2		None
r_shadowmaxrendered	32		None
r_shadowrendertotexture	1		Determines shadow quality - is the same as the "Shadow Detail" option in the menu
r_shadows	1		Determines whether shadows are drawn
r_shadowwireframe	0	Yes	If 1, seems to render dynamic shadows in pink wireframe.
r_showenvcubemap	0	Yes	None
r_skin	0		None
r_skybox	1	Yes	Enable the rendering of sky boxes
r_snapportal	-1		None
r_spewleaf	0		None
r_sse	1		hl2 : to make engine uses sse registers
r_sse2	1		hl2 : to make engine uses sse registers
r_staticpropinfo	0		None
r_teeth	1		None
r_TransitionSensitivity	6		Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture	1		None
r_vehicleBrakeRate	1	Yes	None
r_vehicleDrawDebug	0	Yes	None
r_VehicleViewClamp	1	Yes	None
r_VehicleViewDampen	1	Yes	None
r_visocclusion	0		Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces	0	Yes	None
r_visualizelighttracesshowfulltrace	0	Yes	None
r_visualizeproplightcaching	0		None
r_visualizetraces	0	Yes	None
r_WaterDrawReflection	1		Enable water reflection
r_WaterDrawRefraction	1		Enable water refraction
r_waterforceexpensive	1		None
r_waterforcereflectentities	0		None
r_worldlightmin	0		None
r_worldlights	2		number of world lights to use per vertex
rate	12000		Max bytes/sec the host can receive data
rcon			Issue an rcon command.
rcon_address	0		Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password	0		remote console password.
recompute_speed			Recomputes clock speed (for debugging purposes).
record			Record a demo.
+reload			None
-reload			None
reload			Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid			Remove a user ID from the ban list.
removeip			Remove an IP address from the ban list.
replaydelay	0		None
report_entities			Lists all entities
report_simthinklist			Lists all simulating/thinking entities
report_soundpatch			reports sound patch count
report_soundpatch			reports sound patch count
report_touchlinks			Lists all touchlinks
respawn_entities		Yes	Respawns all entities on the map. Is only usable on single player games.
restart			Restart the game on the same level (add setpos to jump to current view position on restart).
retry			Retry connection to last server.
revert			Revert convars to their default values.
+right			Start moving player right (button down)
-right			Stop moving player right (button up)
room_type	0		None
rope_averagelight	1		Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide	1		Collide rope with the world
rope_drawlines	0		None
rope_shake	0		None
rope_smooth	1		Do an antialiasing effect on ropes
rope_smooth_enlarge	1		How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha	0		Alpha for rope antialiasing effect
rope_smooth_maxalphawidth	1		None
rope_smooth_minalpha	0		Alpha for rope antialiasing effect
rope_smooth_minwidth	0		When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv	2		Rope subdivision amount
rope_wind_dist	1000		Don't use CPU applying small wind gusts to ropes when they're past this distance.
Commands starting with letter "S"

Command	Default	Cheat?	Help Text
save			Saves current game.
say			Display player message. (Screenshot example)
say_team			Display player message to team
scene_allowoverrides	1		When playing back a choreographed scene, allow per-model expression overrides.
scene_flatturn	1		None
scene_flush			Flush all .vcds from the cache and reload from disk.
scene_forcecombined	0		When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius	1200		Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_print	0		When playing back a scene, print timing and event info to console.
scene_showfaceto	0		When playing back, show the directions of faceto events.
scene_showlook	0		When playing back, show the directions of look events.
scene_showmoveto	0		When moving, show the end location.
+score			Show scores ep2 engine
-score			Show scores ep2 engine
+scores			Show scores classic
-scores			Show scores classic
scr_centertime	2		None
screenshot			Take a screenshot.
sensitivity	3		Mouse sensitivity.
servercfgfile	0		None
setang			Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setmaster			None
setmodel			Changes's player's model
setpause			Set the pause state of the server.
setpos			Move player to specified origin (must have sv_cheats).
shake			Shake the screen.
shake_show	0		Displays a list of the active screen shakes.
shake_stop			Stops all active screen shakes.
+showbudget			None
-showbudget			None
+showbudget_texture			None
-showbudget_texture			None
showbudget_texture	0		Enable the texture budget panel.
+showbudget_texture_global			None
-showbudget_texture_global			None
showhitlocation	0		None
showinfo			Shows a info panel: <type> <title> <message> [<command>]
showpanel			Shows a viewport panel <name>
showparticlecounts	0		Display number of particles drawn per frame
+showscores			Show scores, any GS/Source
-showscores			Show scores, any GS/Source
showsniperdist	0		None
showsniperlines	0		None
showtriggers	0	Yes	Shows trigger brushes
showtriggers_toggle			Toggle show triggers
+showvprof			None
-showvprof			None
singlestep	0	Yes	Run engine in single step mode ( set next to 1 to advance a frame )
sk_airboat_drain_rate	10		None
sk_airboat_max_ammo	100		None
sk_airboat_recharge_rate	15		None
sk_allow_autoaim	1		None
sk_ally_regen_time	0		Time taken for an ally to regenerate a point of health.
sk_ammo_qty_scale1	1		None
sk_ammo_qty_scale2	1		None
sk_ammo_qty_scale3	0		None
sk_antlion_health	30		None
sk_antlion_jump_damage	5		None
sk_antlion_swipe_damage	5		None
sk_antlionguard_dmg_charge	20		None
sk_antlionguard_dmg_shove	10		None
sk_antlionguard_health	500		None
sk_apc_health	750		None
sk_apc_missile_damage	15		None
sk_auto_reload_time	3		None
sk_autoaim_scale1	1		None
sk_autoaim_scale2	0		None
sk_barnacle_health	35		Barnacle spawn health.
sk_barney_health	35		None
sk_battery	15		None
sk_bullseye_health	35		None
sk_citizen_giveammo_player_delay	10		None
sk_citizen_heal_ally	30		None
sk_citizen_heal_ally_delay	20		None
sk_citizen_heal_ally_min_pct	0		None
sk_citizen_heal_player	25		None
sk_citizen_heal_player_delay	25		None
sk_citizen_heal_player_min_forced	10		None
sk_citizen_heal_player_min_pct	0		None
sk_citizen_health	40		None
sk_citizen_player_stare_dist	72		None
sk_citizen_player_stare_time	1		None
sk_citizen_stare_heal_time	5		None
sk_combine_ball_search_radius	512		None
sk_combine_guard_health	70		None
sk_combine_guard_kick	15		None
sk_combine_s_health	50		None
sk_combine_s_kick	10		None
sk_combineball_guidefactor	1		None
sk_combineball_seek_angle	15		None
sk_combineball_seek_kill	0		None
sk_crow_health	1		None
sk_crow_melee_dmg	0		None
sk_crowbar_lead_time	0		None
sk_dmg_homer_grenade	20		None
sk_dmg_inflict_scale1	1		None
sk_dmg_inflict_scale2	1		None
sk_dmg_inflict_scale3	0		None
sk_dmg_pathfollower_grenade	0		None
sk_dmg_sniper_penetrate_npc	0		None
sk_dmg_sniper_penetrate_plr	0		None
sk_dmg_take_scale1	0		None
sk_dmg_take_scale2	1		None
sk_dmg_take_scale3	1		None
sk_dropship_container_health	750		None
sk_dynamic_resupply_modifier	1		None
sk_env_headcrabcanister_shake_amplitude	50		None
sk_env_headcrabcanister_shake_radius	1024		None
sk_env_headcrabcanister_shake_radius_vehicle	2500		None
sk_fraggrenade_radius	250		None
sk_gunship_burst_dist	768		None
sk_gunship_burst_min	800		None
sk_gunship_burst_size	15		None
sk_gunship_health_increments	5		None
sk_headcrab_fast_health	10		None
sk_headcrab_health	10		None
sk_headcrab_melee_dmg	5		None
sk_headcrab_poison_health	35		None
sk_healthcharger	50		None
sk_healthkit	25		None
sk_healthvial	10		None
sk_helicopter_burstcount	12		How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
sk_helicopter_drone_speed	450		How fast does the zapper drone move?
sk_helicopter_firingcone	20		The angle in degrees of the cone in which the shots will be fired
sk_helicopter_grenadedamage	30		The amount of damage the helicopter grenade deals.
sk_helicopter_grenadeforce	55000		The physics force that the helicopter grenade exerts.
sk_helicopter_grenaderadius	275		The damage radius of the helicopter grenade.
sk_helicopter_health	5600		None
sk_helicopter_roundsperburst	5		How many shots to fire in a single burst
sk_homer_grenade_radius	100		None
sk_ichthyosaur_health	200		None
sk_ichthyosaur_melee_dmg	8		None
sk_jeep_gauss_damage	15		None
sk_manhack_health	25		None
sk_manhack_melee_dmg	20		None
sk_manhack_v2	1		None
sk_max_357	12		Size of clip
sk_max_alyxgun	150		Size of clip
sk_max_ar2	60		Size of clip
sk_max_ar2_altfire	3		Size of clip
sk_max_buckshot	30		Size of clip
sk_max_crossbow	10		Max number of arrows
sk_max_gauss_round	30		None
sk_max_grenade	5		None
sk_max_pistol	150		Size of clip
sk_max_rpg_round	3		None
sk_max_smg1	225		Size of clip
sk_max_smg1_grenade	3		None
sk_max_sniper_round	30		None
sk_metropolice_health	40		None
sk_metropolice_simple_health	26		None
sk_metropolice_stitch_along_hitcount	2		None
sk_metropolice_stitch_at_hitcount	1		None
sk_metropolice_stitch_behind_hitcount	3		None
sk_metropolice_stitch_distance	1000		None
sk_metropolice_stitch_reaction	1		None
sk_metropolice_stitch_tight_hitcount	2		None
sk_npc_arm	1		None
sk_npc_chest	1		None
sk_npc_dmg_357	30		None
sk_npc_dmg_airboat	3		None
sk_npc_dmg_alyxgun	3		Damage done to NPCs from weapon_alyxgun
sk_npc_dmg_ar2	3		None
sk_npc_dmg_buckshot	3		None
sk_npc_dmg_combineball	15		None
sk_npc_dmg_crossbow	10		None
sk_npc_dmg_crowbar	5		None
sk_npc_dmg_dropship	2		Dropship container cannon damage.
sk_npc_dmg_fraggrenade	75		None
sk_npc_dmg_grenade	75		None
sk_npc_dmg_gunship	40		None
sk_npc_dmg_gunship_to_plr	3		None
sk_npc_dmg_helicopter	6		Damage helicopter shots deal to everything but the player
sk_npc_dmg_helicopter_to_plr	3		Damage helicopter shots deal to the player
sk_npc_dmg_pistol	3		None
sk_npc_dmg_rpg_round	50		None
sk_npc_dmg_smg1	3		None
sk_npc_dmg_smg1_grenade	50		None
sk_npc_dmg_sniper_round	100		None
sk_npc_dmg_stunstick	40		None
sk_npc_head	3		None
sk_npc_leg	1		None
sk_npc_stomach	1		None
sk_pathfollower_grenade_radius	0		None
sk_player_arm	1		None
sk_player_chest	1		None
sk_player_head	3		None
sk_player_leg	1		None
sk_player_stomach	1		None
sk_plr_dmg_357	40		None
sk_plr_dmg_airboat	3		None
sk_plr_dmg_alyxgun	5		Damage done to players from weapon_alyxgun
sk_plr_dmg_ar2	8		None
sk_plr_dmg_buckshot	8		None
sk_plr_dmg_crossbow	100		None
sk_plr_dmg_crowbar	10		None
sk_plr_dmg_fraggrenade	125		None
sk_plr_dmg_grenade	150		None
sk_plr_dmg_pistol	5		None
sk_plr_dmg_rpg_round	100		None
sk_plr_dmg_smg1	4		None
sk_plr_dmg_smg1_grenade	100		None
sk_plr_dmg_sniper_round	20		None
sk_plr_dmg_stunstick	10		None
sk_plr_grenade_drop_time	30		None
sk_plr_health_drop_time	30		None
sk_plr_num_shotgun_pellets	7		None
sk_rollermine_shock	10		None
sk_rollermine_stun_delay	3		None
sk_rollermine_vehicle_intercept	1		None
sk_scanner_dmg_dive	25		None
sk_scanner_health	30		None
sk_smg1_grenade_radius	250		None
sk_stalker_health	50		None
sk_stalker_melee_dmg	5		None
sk_strider_health	350		None
sk_strider_num_missiles1	5		None
sk_strider_num_missiles2	7		None
sk_strider_num_missiles3	7		None
sk_suitcharger	75		Dedicated to both the func_recharge and the item_suitcharger entity.
sk_suitcharger_citadel	500		Dedicated to both the func_recharge and the item_suitcharger entity.
sk_suitcharger_citadel_maxarmor	200		Dedicated to both the func_recharge and the item_suitcharger entity.
sk_vortigaunt_armor_charge	30		None
sk_vortigaunt_dmg_claw	10		None
sk_vortigaunt_dmg_rake	25		None
sk_vortigaunt_dmg_zap	50		None
sk_vortigaunt_health	100		None
sk_weapon_ar2_alt_fire_duration	2		None
sk_weapon_ar2_alt_fire_mass	150		None
sk_weapon_ar2_alt_fire_radius	10		None
sk_zombie_dmg_both_slash	25		None
sk_zombie_dmg_one_slash	10		None
sk_zombie_health	50		None
sk_zombie_poison_dmg_spit	20		None
sk_zombie_poison_health	175		None
skill	1		Game skill level (1-3).
slist			List servers on your LAN.
slot0			None
slot1			None
slot10			None
slot2			None
slot3			None
slot4			None
slot5			None
slot6			None
slot7			None
slot8			None
slot9			None
smoke_trail	1		None
smoothstairs	1		Smooth player eye z coordinate when climbing stairs.
snapto			None
snd_async_fullyasync	0		All playback is fully async (sound doesn't play until data arrives).
snd_async_spew_blocking	0		Spew message to console any time async sound loading blocks on file i/o.
snd_disable_mixer_duck	0		None
snd_duckerattacktime	0		None
snd_duckerreleasetime	2		None
snd_duckerthreshold	0		None
snd_ducktovolume	0		None
snd_flushasync			Flush all async .wav data
snd_foliage_db_loss	4		None
snd_gain	1		None
snd_gain_max	1		None
snd_gain_min	0		None
snd_memasync			Show async memory stats
spec_track	0		Tracks an entity in spec mode
snd_mixahead	0		None
snd_mixvol			Set named Mixgroup to mix volume.
snd_musicvolume	1		Music volume
snd_noextraupdate	0		None
snd_obscured_gain_dB	-2	Yes	None
snd_pitchquality	1		None
snd_profile	0		None
snd_rebuildaudiocache			Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
snd_refdb	60		None
snd_refdist	36		None
snd_restart			Restart sound system.
snd_show	0	Yes	Show sounds info
snd_showclassname	0		None
snd_showmixer	0		None
snd_showstart	0	Yes	None
snd_soundmixer	0		None
snd_surround_speakers	0		None
snd_visualize	0	Yes	Show sounds location in world
snd_vox_captiontrace	0		Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout	300		None
snd_vox_sectimetout	300		None
snd_vox_seqtimetout	300		None
snd_writemanifest			If running a game, outputs the precache manifest for the current level
sndplaydelay			None
sniperspeak	0		None
sniperviewdist	35		None
soundfade			Fade client volume.
soundinfo			Describe the current sound device.
soundlist			List all known sounds.
soundpatch_captionlength	2		How long looping soundpatch captions should display for.
soundscape_fadetime	3		Time to crossfade sound effects between soundscapes
soundscape_flush			Flushes the server & client side soundscapes
speak			Play a constructed sentence.
spec_mode			Set spectator mode
spec_next			Spectate next player
spec_player			Spectate player by name
spec_pos			dump position and angles to the console
spec_prev			Spectate previous player
spec_scoreboard	0		None
+speed			None
-speed			None
spike			generates a fake spike
startdemos			Play demos in demo sequence.
startmovie			Start recording movie frames.
startupmenu			Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode.
status			Display map and connection status.
step_spline	0		None
stop			Finish recording demo.
stopdemo			Stop playing back a demo.
stopsound			Stops all playing sounds
stopsoundscape			Stops all soundscape processing and fades current looping sounds
+strafe			None
-strafe			None
strider_always_use_procedural_height	0		None
strider_ar2_altfire_dmg	25		None
strider_distributed_fire	1		None
strider_eyepositions	0		None
strider_free_knowledge	0		None
strider_free_pass_cover_dist	120		None
strider_free_pass_duration	2		None
strider_free_pass_move_tolerance	320		None
strider_free_pass_refill_rate	0		None
strider_free_pass_start_time	3		None
strider_idle_test	0		None
strider_immolate	0		None
strider_pct_height_no_crouch_move	90		None
strider_peek_eye_dist	1		None
strider_peek_eye_dist_z	4		None
strider_peek_time	0		None
strider_peek_time_after_damage	4		None
strider_show_cannonlos	0		None
strider_show_focus	0		None
strider_show_weapon_los_condition	0		None
strider_show_weapon_los_z	0		None
strider_test_height	0		None
stuffcmds			Parses and stuffs command line + commands to command buffer.
suitvolume	0		None
surfaceprop			Reports the surface properties at the cursor
sv_accelerate	10		None
sv_airaccelerate	10		None
sv_allowdownload	1		Allow clients to download files
sv_allowupload	1		Allow clients to upload customizations files
sv_alltalk	0		Players can hear all other players, no team restrictions
sv_alternateticks	0		None
sv_autojump	0		None
sv_autoladderdismount	1		Automatically dismount from ladders when you reach the end (don't have to +USE).
sv_autosave	1		Set to 1 to save game on level transition. Does not affect autosave triggers.
sv_backspeed	0		How much to slow down backwards motion
sv_bounce	0		Bounce multiplier for when physically simulated objects collide with other objects.
sv_cacheencodedents	1		If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_cheats	0		Allow cheats on server if set to 1
sv_contact	0		Contact email for server sysop
sv_debug_player_use	0		Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debugmanualmode	0		Make sure entities correctly report whether or not their network data has changed.
sv_debugresponses	0		Show verbose matching output (1 for simple, 2 for rule scoring)
sv_deltaprint	0		Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_downloadurl	0		Allows Downloading of files via a webserver
sv_deltatime	0		Enable profiling of CalcDelta calls
sv_dumpresponses	0		Dump all response_rules.txt and rules (requires restart)
sv_filterban	1		Set packet filtering by IP mode
sv_findsoundname			Find sound names which reference the specified wave files.
sv_footsteps	1		Play footstep sound for players
sv_forcepreload	0		Force server side preloading.
sv_friction	4		World friction.
sv_gravity	600		World gravity.
sv_hltv	0		Enables HLTV on this server.
sv_infinite_aux_power	0	Yes	None
sv_instancebaselines	1		Enable instanced baselines. Saves network overhead.
sv_ladderautomountdot	0		When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.
sv_lan	0		Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc.
sv_logbans	0		Log server bans in the server logs.
sv_massreport	0		None
sv_maxrate	0		Max bandwidth rate allowed on server, 0 == unlimited
sv_maxspeed	320		None
sv_maxunlag	1		Maximum lag compensation in seconds
sv_maxupdaterate	60		Maximum updates per second that the server will allow
sv_maxvelocity	3500		Maximum speed any ballistically moving object is allowed to attain per axis.
sv_minrate	0		Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate	10		Minimum updates per second that the server will allow
sv_netvisdist	10000	Yes	Test networking visibility distance
sv_noclipaccelerate	5		None
sv_noclipduringpause	0	Yes	If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed	5		None
sv_npc_talker_maxdist	1024		NPCs over this distance from the player won't attempt to speak.
sv_password	0		Server password for entry into multiplayer games
sv_pausable	0		Is the server pausable.
sv_precachegeneric			Usage: sv_precachegeneric <name> [ preload ]
Add file to precache list.
sv_precacheinfo			Show precache info.
sv_precachemodel			Usage: sv_precachemodel <name> [ preload ]
Add model to precache list.
sv_precachesound			Usage: sv_precachesound <name> [ preload ]
Add sound to precache list.
sv_pushaway_clientside_size	15		Minimum size of pushback objects
sv_rcon_banpenalty	0		Number of minutes to ban users who fail rcon authentication
sv_rcon_maxfailures	10		Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures	5		Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime	30		Number of seconds to track failed rcon authentications
sv_region	-1		The region of the world to report this server in.
sv_robust_explosions	1		None
sv_rollangle	0		Max view roll angle
sv_rollspeed	200		None
sv_sendtables	0		Force full sendtable sending path.
sv_show_crosshair_target	0		None
sv_showhitboxes	-1	Yes	Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).
sv_showladders	0		Show bbox and dismount points for all ladders (must be set before level load.)
sv_skyname	0		Current name of the skybox texture
sv_soundemitter_filecheck			Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush			Flushes the sounds.txt system (server only)
sv_soundemitter_trace	0		Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfo			print soundscapes
sv_specaccelerate	5		None
sv_specnoclip	1		None
sv_specspeed	3		None
sv_stats	1		Collect CPU usage stats
sv_stepsize	18		None
sv_stopspeed	100		Minimum stopping speed when on ground.
sv_stressbots	0		If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget	0		If set, notarget will cause entities to never think they are in the pvs
sv_suppress_viewpunch	0		None
sv_teststepsimulation	1		None
sv_thinktimecheck	0		Check for thinktimes all on same timestamp.
sv_timeout	65		After this many seconds without a message from a client, the client is dropped
sv_unlag	1		Enables player lag compensation
sv_unlockedchapters	14		Highest unlocked game chapter.
sv_visiblemaxplayers	-1		Overrides the max players reported to prospective clients.
sv_voicecodec	0		Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable	1		None
sv_wateraccelerate	10		None
sv_waterdist	12		Vertical view fixup when eyes are near water plane.
sv_waterfriction	1		None
Commands starting with letter "T"

Command	Default	Cheat?	Help Text
template_debug	0	No	None
test_CreateEntity		Yes	None
test_dispatcheffect		Yes	Test a client-side dispatch effect.
test_EHandle		Yes	None
test_entity_blocker		Yes	Test command that drops an entity blocker out in front of the player.
Test_InitRandomEntitySpawner		Yes	None
test_Loop			Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
test_LoopCount			Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
test_LoopForNumSeconds			Test_LoopForNumSeconds <loop name> </code> - loop back to the specified start point for the specified # of seconds.
test_nav_opt	1		None
test_ProxyToggle_EnableProxy		Yes	None
test_ProxyToggle_EnsureValue		Yes	None
test_ProxyToggle_SetValue		Yes	None
test_RandomChance		Yes	<code>Test_RandomChance <percent chance, 0-100> <token1> <token2...></code> - roll the dice and maybe run the command following the percentage chance
test_RandomizeInPVS		Yes	None
test_RandomPlayerPosition		Yes	None
test_RemoveAllRandomEntities		Yes	None
Test_RunFrame		Yes	None
test_SendKey		Yes	None
test_SpawnRandomEntities		Yes	None
test_StartLoop			<code>Test_StartLoop <loop name></code> - denote the start of a loop (Defines a named point you can jump to)
test_StartScript			Start a test script
test_Wait			None
test_WaitForCheckPoint			None
testhudanim		Yes	Test a HUD element animation. Arguments: <code><anim name></code>
testscript_debug	0	No	Debug test scripts.
texture_budget_background_alpha	128	No	How translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction]]	0	No	Number between 0 and 1
texture_budget_panel_global	0	No	Show global times in the texture budget panel.
texture_budget_panel_height	284	No	Height in pixels of the budget panel
texture_budget_panel_width	512	No	Width in pixels of the budget panel
texture_budget_panel_x	0	No	Number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y	450	No	Number of pixels from the top side of the game screen to draw the budget panel
think_limit	0	No	Maximum think time in milliseconds, warning is printed if this is exceeded.
thirdperson		Yes	Switch to third person camera
timedemo		No	Play a demo and report performance info.
timedemoquit		No	Play a demo, report performance info, and then exit
timerefresh		Yes	Profile the renderer.
toggleconsole		No	Show/hide the console
trace_report	0	No	None
tracer_extra	1	No	None
Commands starting with letter "U"

Command	Default	Cheat?	Help Text
unbind		No	Unbind a key.
Arguments: <code><key></code>
unbindall		No	Unbind all keys.
unpause		No	Unpause the game.
+use		No	None
-use		No	None
use		No	Use a particular weapon.
Arguments: <code><weapon_name></code>
user		No	Show user data.
users		No	Show user info for players on server.
Commands starting with letter "V"

Command	Default	Cheat?	Help Text
v_centermove	0		None
v_centerspeed	500		None
v_ipitch_cycle	1		None
v_ipitch_level	0		None
v_iroll_cycle	0		None
v_iroll_level	0		None
v_iyaw_cycle	2		None
v_iyaw_level	0		None
vcollide_wireframe	0	Yes	None
vcollide_wireframe_axes	0		None
version			Print version info string.
vgui_drawfocus	0		Report which panel is under the mouse.
+vgui_drawtree			None
-vgui_drawtree			None
vgui_drawtree	0	Yes	Draws the VGUI panel hierarchy to the specified depth level.
vgui_drawtree_clear			None
vgui_drawtree_freeze	0		Set to 1 to stop updating the <code>vgui_drawtree</code> view.
vgui_drawtree_hidden	0		Draw the hidden panels.
vgui_drawtree_panelalpha	0		Show the panel alpha values in the <code>vgui_drawtree</code> view.
vgui_drawtree_panelptr	0		Show the panel pointer values in the <code>vgui_drawtree</code> view.
vgui_drawtree_popupsonly	0		Draws the VGUI popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order	0		List the <code>vgui_drawtree</code> panels in render order.
vgui_drawtree_visible	1		Draw the visible panels.
vgui_togglepanel			show/hide VGUI panel by name.
viewmodel_fov	54	Yes	None
violence_ablood	1		Draw alien blood
violence_agibs	1		Show alien gib entities
violence_hblood	1		Draw human blood
violence_hgibs	1		Show human gib entities
voice_avggain	0		None
voice_clientdebug	0		None
voice_dsound	0		None
voice_enable	1		None
voice_fadeouttime	0		None
voice_forcemicrecord	1		None
voice_inputfromfile	0		Get voice input from "<code>voice_input.wav</code>" rather than from the microphone.
voice_loopback	0		None
voice_maxgain	10		None
voice_modenable	1		Enable/disable voice in this mod.
voice_overdrive	2		None
voice_overdrivefadetime	0		None
voice_profile	0		None
voice_recordtofile	0		Record mic data and decompressed voice data into "<code>voice_micdata.wav</code>" and "<code>voice_decompressed.wav</code>".
voice_scale	1		None
voice_serverdebug	0		None
voice_showchannels	0		None
voice_showincoming	0		None
voice_steal	2		None
+voicerecord			None
-voicerecord			None
volume	1		Sound volume.
vox_reload			Reload <code>sentences.txt</code> file.
voxeltree_box			View entities in the voxel-tree inside box <code><Vector(min), Vector(max)></code>;.
voxeltree_playerview			View entities in the voxel-tree at the player position.
voxeltree_sphere			View entities in the voxel-tree inside sphere <code><Vector(center), float(radius)></code>.
voxeltree_view			View entities in the voxel-tree.
vprof			Toggle VProf profiler.
vprof_adddebuggroup1			Add a new budget group dynamically for debugging.
vprof_cachemiss			Toggle VProf cache miss checking.
vprof_cachemiss_off			Turn off VProf cache miss checking.
vprof_cachemiss_on			Turn on VProf cache miss checking.
vprof_child			None
vprof_collapse_all			Collapse the whole VProf tree.
vprof_counters	0		None
vprof_dump_groupnames			Write the names of all of the VProf groups to the console.
vprof_dump_spikes	0		Framerate at which VProf will begin to dump spikes to the console. "0" - disabled.
vprof_expand_all			Expand the whole VProf tree.
vprof_expand_group			Expand a budget group in the VProf tree by name.
vprof_generate_report			Generate a report to the console.
vprof_generate_report_AI			Generate a report to the console.
vprof_generate_report_AI_only			Generate a report to the console.
vprof_generate_report_hierarchy			Generate a report to the console.
vprof_generate_report_map_load			Generate a report to the console.
vprof_graph	0		Draw the VProf graph.
vprof_graphheight	256		None
vprof_graphwidth	512		None
vprof_nextsibling			None
vprof_off			Turn off VProf profiler.
vprof_on			Turn on VProf profiler.
vprof_parent			None
vprof_playback_start			Start playing back a recorded <code>.vprof</code> file.
vprof_playback_step			While playing back a <code>.vprof</code> file, step to the next tick.
vprof_playback_stop			None
vprof_prevsibling			None
vprof_record_start			Start recording VProf data for playback later.
vprof_record_stop			None
vprof_remote_start			Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop			Stop an existing remote VProf data request
vprof_reset			Reset the stats in VProf profiler
vprof_reset_peaks			Reset just the peak time in VProf profiler.
vprof_scope	0		Set a specific scope to start showing vprof tree.
vprof_unaccounted_limit	0		Number of milliseconds that a node must exceed to turn red in the VProf panel.
vprof_verbose	1		Set to one to show average and peak times.
vprof_vtune_group			Enable VTune for a particular VProf group ("<code>disable</code>" to disable).
vtune			Controls VTune's sampling.
Commands starting with letter "W"

Command	Default	Cheat?	Help Text
wait			Stop command parsing until next frame.
+walk			None
-walk			None
wc_air_edit_further			When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player.
wc_air_edit_nearer			When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player.
wc_air_node_edit			When in WC edit mode, toggles laying down or air nodes instead of ground nodes.
wc_create			When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see <code>ai_next_hull</code>).
wc_destroy			When in WC edit mode, destroys the node that the player is nearest to looking at (the node will be highlighted by a red box).
wc_destroy_undo			When in WC edit mode restores the last deleted node.
wc_link_edit			None
wc_update_entity			Updates the entity's position/angles when in edit mode. Obsolete. Has been discontinued and replaced by the apparently identical hammer_update_entity in Orange Box games.
weapon_showproficiency	0		None
writeid			Writes a list of permanently-banned user IDs to <code>banned_user.cfg</code>.
writeip			Save the ban list to <code>banned_ip.cfg</code>.