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dvars.json
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dvars.json
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{
"actionSlotsHide": "Hide the actionslots.",
"adsZeroSpread": "Immediately zero spreadAmount when fully ADS",
"ai_angularYawAccelRate": "yaw acceleration rate",
"ai_angularYawDecelFactor": "yaw deceleration factor (decel rate = factor * accel rate)",
"ai_angularYawEnabled": "turn on velocity based body rotation",
"ai_corpseCount": "Maximum number of AI corpses",
"ai_debugAnimDeltas": "Display animation delta debug information",
"ai_debugClaimedNodes": "Enable debugging information claimed status of nodes",
"ai_debugCoverEntityNum": "Display debug info for cover",
"ai_debugEntIndex": "Entity index of an entity to debug",
"ai_debugFindPath": "Display AI 'find path' debugging information",
"ai_debugFindPathDirect": "Display AI 'find direct path' debugging information",
"ai_debugFindPathLock": "Find path lock",
"ai_debugFindPathWidth": "Display paths with the given width",
"ai_debugMayMove": "Display debug information for AI 'may move' calculations",
"ai_debugMeleeAttackSpots": "Enable debugging information for melee attack spots",
"ai_debugThreatSelection": "Enable debugging information for threat selection",
"ai_disableSpawn": "Do not spawn AI",
"ai_eventDistBadPlace": "Distance used for AI event",
"ai_eventDistBullet": "ai_eventDistSilencedShot",
"ai_eventDistBulletRunning": "Distance used for AI event",
"ai_eventDistDeath": "Distance used for AI event",
"ai_eventDistExplosion": "Distance used for AI event",
"ai_eventDistFootstep": "Distance used for AI event",
"ai_eventDistFootstepLite": "Distance used for AI event",
"ai_eventDistGrenadePing": "Distance used for AI event",
"ai_eventDistGunShot": "Distance used for AI event",
"ai_eventDistNewEnemy": "Distance used for AI event",
"ai_eventDistPain": "Distance used for AI event",
"ai_eventDistProjImpact": "Distance used for AI event",
"ai_eventDistProjPing": "Distance used for AI event",
"ai_eventDistReact": "Distance used for AI event",
"ai_eventDistSilencedShot": "Distance used for AI event",
"ai_foliageSeeThroughDist": "Maximum distance AI ignore foliage for sight trace to targets",
"ai_friendlySuppression": "Whether AI fire will suppression teammates or not.",
"ai_friendlySuppressionDist": "Max distance at which AI suppress teammates",
"ai_maxAttackerCount": "Max number of AI's that will attack one player",
"ai_meleeDamage": "The amount of damage dealt by AI's melee attack",
"ai_meleeHeight": "The height of the AI's melee attack",
"ai_meleeRange": "The maximum range of the AI's melee attack",
"ai_meleeWidth": "The width of the AI's melee attack",
"ai_moveOrientMode": "Debug AI Orient Mode",
"ai_noDodge": "AI won't dodge to the side",
"ai_pathChokePointCost": "The distance AI would travel around to randomly avoid going through a choke point.",
"ai_pathMomentum": "Momentum factor for continuing motion in previous direction. 0 for no momentum carry over",
"ai_pathNegotiationOverlapCost": "The distance AI would travel around to avoid going to a negotiation being used. Multiplied by number of users of the negotiation",
"ai_pathRandomPercent": "Amount of random cost percent to add to each path node so AI always take slightly different routes",
"ai_playerFarAccuracy": "Accuracy for AI far away from the player",
"ai_playerFarRange": "Minimum range for AI to use 'far' accuracy",
"ai_playerNearAccuracy": "Accuracy for an AI near to a player",
"ai_playerNearRange": "Maximum range for AI to use 'near' accuracy",
"ai_showBadPlaces": "Display debug information for 'bad places",
"ai_ShowCanshootChecks": "Display debugging information for 'can shoot' checks",
"ai_showDodge": "Display debug information for AI dodging",
"ai_showFailedPaths": "Shows failed AStar searches that take longer than the dvar value in milliseconds.",
"ai_showNearestNode": "Show nodes closest to AI",
"ai_showNodeDrawType": "Change ai_showNodes to render double wide or flying nodes",
"ai_showNodes": "Show AI navigation node debug information",
"ai_showNodesDist": "Maximum distance from the camera at which AI nodes are shown",
"ai_showPathFindNodes": "Show nodes consider in latest path find",
"ai_showPaths": "Show AI navigation paths",
"ai_showPotentialThreatDir": "Display AI potential threat direction",
"ai_showVisData": "Display debug information for visibility data",
"ai_showVisDataDist": "Maximum distance for visibility data debugging information to be shown",
"ai_showVolume": "Draw the goal volume and fixed node safe volume for an AI",
"ai_slowdownMaxYawDiff": "max yaw diff used for slowdown cal",
"ai_slowdownMinRate": "anim rate at ai_slowdownMaxYawDiff",
"ai_slowdownMinYawDiff": "min yaw diff before slowdown kicks in",
"ai_slowdownRateBlendFactor": "percent of desired rate that goes into final rate",
"ai_threatUpdateInterval": "AI target threat update interval in milliseconds",
"ai_trim_path_zigzags": "enables/disables the goal nodes pickup logic",
"ai_turnRate": "turn rate for AI",
"ai_useBetterLookahead": "t5 lookahead improvements (not for MP - PETER)",
"ai_useFacingTranslation": "whether to use facing to determine direction of translation",
"ai_useLeanRunAnimations": "whether to use lean run animations instead of strafes",
"airburstAdjustDistance": "Distance to append to airburst locked in distance.",
"all_players_are_connected": "ui_drawSpinnerAfterMovie",
"allClientDvarsEnabled": "Allow host to set all client dvars",
"allItemsPurchased": "Allows all items to be equiped in Create-a-Class",
"allItemsUnlocked": "Allows all items to be purchased in the Black Market",
"allowAllNAT": "tu13_recordContentAvailable",
"allowHost_matchesHostedRatio": "Required match completion/hosted ratio. 0 is off.",
"allowHost_matchesHostedStreak": "Required number of hosted completions in a row. 0 is off.",
"allowHost_matchesPlayedRatio": "Required match completion/played ratio. 0 is off.",
"allowHost_matchesPlayedStreak": "Required number of played completions in a row. 0 is off.",
"ammoCounterHide": "Hide the Ammo Counter",
"band_12players": "12 player bandwidth req'd",
"band_18players": "18 player bandwidth req'd",
"band_2players": "2 player bandwidth req'd",
"band_4players": "4 player bandwidth req'd",
"band_6players": "6 player bandwidth req'd",
"band_8players": "8 player bandwidth req'd",
"band_dedicated": ">18 player bandwidth req'd",
"band_demosystem": "demo system bandwidth req'd",
"bandwidth_retry_interval": "Interval at which Bandwidth test will be retried",
"bg_aimSpreadMoveSpeedThreshold": "When player is moving faster than this speed, the aim spread will increase",
"bg_blendTimeOverride": "Force all player animations to have this blendtime",
"bg_bobMax": "The maximum allowed bob amplitude",
"bg_chargeShotAutoDischargeDelay": "If the weapon reaches the max bullet queue and is set to auto discharge, it will discharge automatically after these many milliseconds.",
"bg_chargeShotAutoFireDelay": "If the weapon reaches the max bullet queue and is set to auto fire, it will fire automatically after these many milliseconds.",
"bg_chargeShotCenterSpeedReductionPerBullet": "This value will be multiplied to the base center speed and subtracted from the base center speed, for every extra bullet queued up.",
"bg_chargeShotDamageIncreasePerBullet": "This value will be multiplied to the base damage and added to the base damage, for every extra bullet queued up. Final damage will be (base + n*(this value)*base), where n is the number of bullets queued up.",
"bg_chargeShotDischargeWhenQueueReachesMax": "Whether to discharge the charge shot weapon automatically when it reaches max bullet queue.",
"bg_chargeShotFireWhenQueueReachesMax": "Whether to fire the charge shot weapon automatically when it reaches max bullet queue.",
"bg_chargeShotMaxBulletQueueOnEMP": "Max bullets which can be queued if the player is EMPed.",
"bg_chargeShotMaxBulletsInQueue": "Maximum number of bullets that can be queued up in charge shot type weapons.",
"bg_chargeShotMaxViewKick": "The view kick will not go beyond this value no matter how many bullets are queued up.",
"bg_chargeShotMinCenterSpeed": "The recenter speed will never go below this value no matter how many bullets are queued up.",
"bg_chargeShotPenetrationMultiplier": "Multiplier for extra bullet penetration for charge shot weapons. This stacks additively with the bullet penetration perk.",
"bg_chargeShotQueueTime": "The time it takes in ms for the player to charge up one bullet in charge shot type weapons.",
"bg_chargeShotUseOneAmmoForMultipleBullets": "If set, the ammo count will be reduced only by one, even though multiple bullets are fired.",
"bg_chargeShotViewKickIncreasePerBullet": "This value will be multiplied to the base view kick and added to the base view kick, for every extra bullet queued up.",
"bg_disableWeaponPlantingInWater": "Disables being able to plant mines in the water.",
"bg_dog_swim_enabled": "Dogs will play the dog swim anim when in water.",
"bg_dog_swim_water_max": "Trace for water height ends at this z",
"bg_dog_swim_water_min": "Trace for water height starts at this z",
"bg_fallDamageMaxHeight": "The height that a player will take maximum damage when falling",
"bg_fallDamageMinHeight": "The height that a player will start to take minimum damage if they fall",
"bg_foliagesnd_fastinterval": "The time between each foliage sound when moving quickly",
"bg_foliagesnd_maxspeed": "The speed that a player must be going to make maximum noise while moving through foliage",
"bg_foliagesnd_minspeed": "The speed that a player must be going to make minimum noise while moving through foliage",
"bg_foliagesnd_resetinterval": "The time interval before foliage sounds are reset after the player has stopped moving",
"bg_foliagesnd_slowinterval": "The time between each foliage sound when moving slowly",
"bg_forceAnimOverrideTimerCheck": "Enables a change that may fix prone animation 'snaking",
"bg_forceDurationOverride": "Force all player animations to have this duration",
"bg_forceExplosiveBullets": "When set, all bullet weapons will fire explosive rounds (Simulates Perk)",
"bg_gravity": "Gravity in inches per second per second",
"bg_gunXOffset": "This will offset where the bullets come out of the gun",
"bg_ladder_yawcap": "The maximum angle that a player can look around while on a ladderplayer_lean_rotate_crouch",
"bg_legYawCrouchTolerance": "The amount the player's leg yaw can differ from his torso before moving to match",
"bg_legYawProneTolerance": "The amount the player's leg yaw can differ from his torso before moving to match while prone",
"bg_legYawTolerance": "The amount the player's leg yaw can differ from his torso before moving to match",
"bg_lowGravity": "Low gravity for slow or floaty objects, in inches per second per second",
"bg_maxGrenadeIndicatorSpeed": "Maximum speed of grenade that will show up in indicator and can be thrown back.",
"bg_moonGravity": "Gravity on the moon, in inches per second per second",
"bg_movingPlatformPitchScale": "The scale to apply to pitch from the moving platform that should be applied to the player's pitch",
"bg_plantInWaterDepth": "Min distance between the water surface and the ground where we can plant",
"bg_playerAnimStanceAllowMovementInteruptTime": "When enabled, will force movement override on all stance transition animations, but only after the given time has elapsed on the transition anim.",
"bg_prone_yawcap": "The maximum angle that a player can look around quickly while prone",
"bg_proneSwingSpeed": "The rate at which the player's legs swing around when turning and prone",
"bg_serverDelayDamageKickForPing": "Turn on delayed damage kick on server to allow for client ping",
"bg_shieldHitEncodeHeightVM": "The decoding range, in height, of a client's viewmodel shield.",
"bg_shieldHitEncodeHeightWorld": "The encoding range, in height, of a client's world shield. A hit in this range is encoded into one of 8 rows.",
"bg_shieldHitEncodeWidthVM": "The decoding range, in width, of a client's viewmodel shield.",
"bg_shieldHitEncodeWidthWorld": "The encoding range, in width, of a client's world shield. A hit in this range is encoded into one of 16 collumns.",
"bg_shock_animation": "Play the 3rd person animation during shellshock",
"bg_shock_lookControl": "Alter player control during shellshock",
"bg_shock_lookControl_fadeTime": "The time for the shellshock player control to fade in seconds",
"bg_shock_lookControl_maxpitchspeed": "Maximum pitch movement rate while shellshocked in degrees per second",
"bg_shock_lookControl_maxyawspeed": "Maximum yaw movement rate while shell shocked in degrees per second",
"bg_shock_lookControl_mousesensitivityscale": "Sensitivity scale to apply to a shellshocked player",
"bg_shock_movement": "Affect player's movement speed during shellshock",
"bg_shock_screenBlurBlendFadeTime": "he amount of time in seconds for the shellshock effect to fade",
"bg_shock_screenBlurBlendTime": "The amount of time in seconds for the shellshock effect to blend",
"bg_shock_screenFlashShotFadeTime": "In seconds, how soon from the end of the effect to start blending out the screen grab layer",
"bg_shock_screenFlashWhiteFadeTime": "In seconds, how soon from the end of the effect to start blending out the whiteout layer",
"bg_shock_screenType": "Shell shock screen effect type",
"bg_shock_sound": "Play shell shock sound",
"bg_shock_soundDryLevel": "Shell shock sound dry level",
"bg_shock_soundEnd": "Shellshock end sound alias",
"bg_shock_soundEndAbort": "Shellshock aborted end sound alias",
"bg_shock_soundFadeInTime": "Shell shock sound fade in time in seconds",
"bg_shock_soundFadeOutTime": "Shell shock sound fade out time in seconds",
"bg_shock_soundLoop": "Shellshock loop alias",
"bg_shock_soundLoopEndDelay": "Sound loop end offset time from the end of the shellshock in seconds",
"bg_shock_soundLoopFadeTime": "Shell shock sound loop fade time in seconds",
"bg_shock_soundLoopSilent": "The sound that gets blended with the shellshock loop alias",
"bg_shock_soundModEndDelay": "The delay from the end of the shell shock to the end of the sound",
"bg_shock_soundRoomType": "sound room",
"bg_shock_soundSnapshot": "sound snapshot",
"bg_shock_soundWetLevel": "Shell shock sound wet level",
"bg_shock_viewKickFadeTime": "The time for the shellshock kick effect to fade",
"bg_shock_viewKickPeriod": "The period of the shellshock view kick effect",
"bg_shock_viewKickRadius": "Shell shock kick radius",
"bg_shock_visionset_inTime": "Vision set in transition time (in seconds)",
"bg_shock_visionset_name": "Vision set that will be transitioned to when this shellshock play",
"bg_shock_visionset_outTime": "Vision set out transition time (in seconds)",
"bg_slopeFrames": "The number of frames to use to determine slope run animations",
"bg_swingSpeed": "The rate at which the player's legs swing around when strafing(multi-player only)",
"bg_teleportAlignTime": "How long to align the player body after teleporting/respawning",
"bg_useClientDamageKick": "Turn on to make the server use the damage kick angles from the client usercmd",
"bg_vehicle_gravity": "Gravity applied to client predicted vehicles",
"bg_vehicle_ground_max_normal": "The z-value of the normal for ground surfaces that a vehicle cannot be on",
"bg_vehicle_ground_min_normal": "Minimum z-value of the normal of what is considered a drivable ground surface",
"bg_vehicle_max_body_pitch": "The maximum angle of the vehicle's body pitch",
"bg_vehicle_max_body_roll": "The maximum angle of the vehicle's body roll",
"bg_vehicle_max_pitch": "The maximum angle of the vehicle's pitch",
"bg_vehicle_max_roll": "The maximum angle of the vehicle's roll",
"bg_vehicle_overclip": "The amount to pull back from the clip plane when moving a vehicle across it",
"bg_vehicle_pitch_track": "The rate at which the vehicle's plane tracks the ground plane in pitch",
"bg_vehicle_roll_track": "The rate at which the vehicle's plane tracks the ground plane in roll",
"bg_vehicle_slide_min_normal": "Minimum z-value of the normal of the ground at which the vehicle begins to slide with gravity",
"bg_vehicle_sphere_bounds_offset_z": "Helicopter collision Z offset amount. Move to GDT alongside vehHelicopterBoundsRadius post ship.",
"bg_vehicle_stepsize": "The height of the step the vehicle makes when trying to move over obstacles",
"bg_vehicle_tangential_clip_max_scale": "The amount by which the current velocity is scaled when clamping tangential clip velocity.",
"bg_vehicle_tangential_clip_vel_scale": "The amount by which the tangential velocity is scaled when movement is clipped.",
"bg_vehicle_trace_offset": "The length, up and down, of the vehicle's capsule trace when finding the ground",
"bg_viewBobAmplitudeDtp": "The multiplier to apply to the player's speed to get the bob amplitude while diving to prone",
"bg_viewBobAmplitudeDucked": "The multiplier to apply to the player's speed to get the bob amplitude while ducking",
"bg_viewBobAmplitudeDuckedAds": "The multiplier to apply to the player's speed to get the view bob amplitude while ducking ADS",
"bg_viewBobAmplitudeProne": "The multiplier to apply to the player's speed to get the bob amplitude while prone",
"bg_viewBobAmplitudeRoll": "The amplitude applied to the roll for view bobbing",
"bg_viewBobAmplitudeSprinting": "The multiplier to apply to the player's speed to get the bob amplitude while sprinting",
"bg_viewBobAmplitudeStanding": "The multiplier to apply to the player's speed to get the bob amplitude while standing",
"bg_viewBobAmplitudeStandingAds": "The multiplier to apply to the player's speed to get the view bob amplitude while standing and ADS",
"bg_viewBobAmplitudeSwimming": "The multiplier to apply to the player's speed to get the bob amplitude while swimming",
"bg_viewKickMax": "The maximum view kick",
"bg_viewKickMin": "The minimum view kick",
"bg_viewKickRandom": "The random direction scale view kick",
"bg_viewKickScale": "The scale to apply to the damage done to caluclate damage view kick",
"bg_vsmode_hud": "Used to control diferences in vsmode hud.",
"bg_weaponBobAmplitudeBaseLaser": "The base speed-based weapon bob amplitude while holding a laser sight weapon",
"bg_weaponBobAmplitudeDtp": "The multiplier to apply to the player's speed to get the weapon bob amplitude while diving to prone",
"bg_weaponBobAmplitudeDucked": "The multiplier to apply to the player's speed to get the weapon bob amplitude while ducking",
"bg_weaponBobAmplitudeProne": "The multiplier to apply to the player's speed to get the weapon bob amplitude while prone",
"bg_weaponBobAmplitudeRiding": "The multiplier to apply to the vehicle's speed to get the weapon bob amplitude while riding",
"bg_weaponBobAmplitudeRoll": "The amplitude applied to the roll for weapon bobbing",
"bg_weaponBobAmplitudeRollLaser": "The amplitude applied to the roll for weapon bobbing while holding a laser sight weapon",
"bg_weaponBobAmplitudeSprinting": "The multiplier to apply to the player's speed to get the weapon bob amplitude while sprinting",
"bg_weaponBobAmplitudeStanding": "The multiplier to apply to the player's speed to get the weapon bob amplitude while standing",
"bg_weaponBobAmplitudeSwimming": "The multiplier to apply to the player's speed to get the weapon bob amplitude while swimming",
"bg_weaponBobFrequencySwimming": "Controls the speed of the camera bob while swimming",
"bg_weaponBobHeavyWeaponScalar": "Scalar applied to bob angles for heavy weapons (minigun)",
"bg_weaponBobLag": "The lag that will be applied the weapon bob cycle",
"bg_weaponBobMax": "The maximum allowed weapon/viewmodel bob amplitude",
"bg_weaponOffscreenReloadScale": "The multiplier to apply to the offscreen reload time",
"blackboxHighVolumeProbability": "Probability of sending high volume blackbox data",
"bot_AllowGrenades": "Allow the bots to throw grenades",
"bot_CloseDistance": "Bot enemy close distance. Used for threat selection",
"bot_CrouchDistance": "If the path lookahead distance is less than this number, the bot will crouch",
"bot_difficulty": "Difficulty level of the basic training bots",
"bot_enemies": "Number of enemies allowed in basic training",
"bot_Fov": "Bot field of view angle in degrees",
"bot_friends": "Number of friends allowed in basic training",
"bot_GoalRadius": "Bot goal radius",
"bot_MaxAdsTime": "The maximum amount of time in ms the bot will remain in ADS. Used to prevent repeatedly popping in and out of ads.",
"bot_MaxCrouchTime": "The maximum amount of time in ms the bot will hold his crouch stance",
"bot_MaxDeathTime": "The maximum amount of time in ms the bot will hold his position while his target is dead",
"bot_MaxFireTime": "When firing a non-automatic weapon, the maximum amount of time the bot will delay before firing again. Used to simulate the time to depress and press the controller attack trigger.",
"bot_MaxGrenadeTime": "The maximum amount of time in ms the bot must lose sight of his enemy before throwing a grenade.",
"bot_MaxPitchTime": "The maximum amount of time in ms the bot will hold his current pitch on the target when engaged",
"bot_MaxReactionTime": "Bot maximum time to react when first seeing a target",
"bot_MaxStrafeTime": "Bot maximum time to strafe when engaged",
"bot_MeleeDist": "The range from the target from which the bot will press the melee button",
"bot_MinAdsTime": "The minimum amount of time in ms the bot will remain in ADS. Used to prevent repeatedly popping in and out of ads.",
"bot_MinCrouchTime": "The minimum amount of time in ms the bot will hold his crouch stance",
"bot_MinDeathTime": "The minimum amount of time in ms the bot will hold his position while his target is dead",
"bot_MinFireTime": "When firing a non-automatic weapon, the minimum amount of time the bot will delay before firing again. Used to simulate the time to depress and press the controller attack trigger.",
"bot_MinGrenadeTime": "The minimum amount of time in ms the bot must lose sight of his enemy before throwing a grenade.",
"bot_MinPitchTime": "The minimum amount of time in ms the bot will hold his current pitch on the target when engaged",
"bot_MinReactionTime": "Bot minimum time to react when first seeing a target",
"bot_MinStrafeTime": "Bot minimum time to strafe when engaged",
"bot_PitchDown": "Bot pitch minimum (looking downward)",
"bot_PitchSpeed": "Bot pitch lerp speed",
"bot_PitchSpeedAds": "Bot pitch lerp speed used when engaging",
"bot_PitchUp": "Bot pitch maximum (looking upward)",
"bot_SprintDistance": "If the path lookahead distance is this number or greater, the bot will sprint",
"bot_StrafeChance": "The percentage chance that the bot will strafe when engaged",
"bot_TargetLeadBias": "The number of server frames used to predict an entity's position. Used for bot aiming when firing.",
"bot_UseFriendNames": "Testclients will use names from the players' friends list",
"bot_YawSpeed": "Bot yaw rate for normal turning",
"bot_YawSpeedAds": "Bot yaw rate for slower (fine tuning) turning",
"bullet_penetrationEnabled": "Enable/Disable bullet penetration.",
"bullet_ricochetBaseChance": "The base chance a bullet has of ricocheting off of a riot shield.bullet_penetrationMinFxDist",
"bulletrange": "Defines the how far the bulllets will go.",
"cameraShakeRemoteHelo_Angles": "Remote helicopter gunner cam, range to shake the view.",
"cameraShakeRemoteHelo_Freqs": "Remote helicopter gunner cam, how fast to shake.",
"cameraShakeRemoteHelo_SpeedRange": "Remote helicopter gunner cam, range of missile speed to scale the shaking.",
"cameraShakeRemoteMissile_Angles": "Remote missile-cam, range to shake the view.",
"cameraShakeRemoteMissile_Freqs": "Remote missile-cam, how fast to shake.",
"cameraShakeRemoteMissile_SpeedRange": "Remote missile-cam, range of missile speed to scale the shaking.",
"cg_adsZScaleMax": "The scale factor for shrinky dinks",
"cg_airburstCameraRestriction": "Amount of movement of camera movement allowed before reseting laze.",
"cg_airburstLaseFlashTime": "Time that the distance numbers in the menus will flash green after lase is complete.",
"cg_airburstLaseTime": "Time required to lase a distance in seconds.",
"cg_airburstStrafeRestriction": "Amount of movement of strafe movement allowed before reseting laze.",
"cg_allow_mature": "Controls Mature Content selectability",
"cg_allPlayerNamesVisible": "When true all names are visible within visibility range.",
"cg_alt_mode_killstreak_fix_tu6": "When switching back from a killstreak without the killstreak finishing fully the alt mode was reset to default.",
"cg_altDofTrace": "Use more precise trace for finding the DOF center of interest",
"cg_artilleryKillCamBackDist": "artillery kill camera: distance of camera backwards from artillery.",
"cg_artilleryKillCamFov": "Artillery kill camera field of view.",
"cg_artilleryKillCamGroundBackDist": "artillery kill camera when stuck to ground: distance of camera backwards from artillery.",
"cg_artilleryKillCamGroundUpDist": "artillery kill camera when stuck to ground: distance of camera vertically from artillery.",
"cg_artilleryKillCamUpDist": "artillery kill camera: distance of camera vertically from artillery.",
"cg_artilleryKillCamWallOutDist": "artillery kill camera when stuck to wall: distance of camera out from wall.",
"cg_artilleryKillCamWallSideDist": "artillery kill camera when stuck to wall: distance of camera along wall from artillery.",
"cg_BallisticArc_BeginWidth": "Starting width of the arrow",
"cg_BallisticArc_DrawDelay": "Amount of time in ms before the arc starts to render",
"cg_BallisticArc_EndWidth": "Ending width of the arrow",
"cg_BallisticArc_ForceHitIndicator": "force the grenade arc indicator to indicate a hit condition",
"cg_BallisticArc_MaxBounces": "Stop rendering bounces at this item",
"cg_BallisticArc_MinBounces": "Start rendering bounces at this item",
"cg_BallisticArc_Offset": "Distance to offset the start of the arc from the true launch position",
"cg_cameraSpikeEnemyColor": "Color of enemies in the camera spike view",
"cg_cameraSpikeHighlightBrightness": "Brightness of player highlights in the camera spike view",
"cg_cameraVehicleExitTweenTime": "Time(secs) to tween from gunner/vehicle camera to normal player camera",
"cg_cameraWaterClip": "Min distance between camera and water surface. To prevent camera seeing water edge-on. Set to -1 to disable",
"cg_canSeeFriendlyFrustumExpand": "The frustum expansion to determine if a friendly is on screen. Positive is inwards.",
"cg_canSeeFriendlyFrustumMinDistance": "If target is inside this distance frustum culling is not applied.",
"cg_canSeeFriendlyFrustumUpdateInterval": "How often the head tag is updated for the overhead names",
"cg_centertime": "The time for a center printed message to fade",
"cg_chatHeight": "The font height of a chat message",
"cg_cinematicFullscreen": "Draw ingame cinematics full screen",
"cg_colorHue": "Color hue",
"cg_colorSaturation": "Color saturation",
"cg_colorScale": "color scale",
"cg_colorTemp": "color temp",
"cg_constantSizeHeadIcons": "Head icons are the same size regardless of distance from the player",
"cg_corpseHighlightFadeTime": "Time (in seconds) that corpse highlights fade out",
"cg_crosshairAlpha": "The alpha value of the crosshair",
"cg_crosshairAlphaMin": "The minimum alpha value of the crosshair when it fades in",
"cg_crosshairDynamic": "Crosshair is Dynamic",
"cg_crosshairEnemyColor": "The crosshair color when over an enemy",
"cg_cullBulletAngle": "Cull bullet trajectories that don't fall within this fov",
"cg_cullBullets": "Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you",
"cg_cursorHints": "Draw cursor hints where:",
"cg_debug_overlay_viewport": "Remove the sniper overlay so you can check that the scissor window is correct.",
"cg_debugevents": "Output event debug information",
"cg_debugposition": "Output position debugging information",
"cg_destructibleKillCamCloseXYDist": "Destructible kill camera closest distance in front of the bomb.",
"cg_destructibleKillCamCloseZDist": "Destructible kill camera closest distance above the target.",
"cg_destructibleKillCamFarBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_destructibleKillCamFarBlurDist": "Destructible kill camera distance above the airplane.",
"cg_destructibleKillCamFarBlurStart": "Destructible kill camera distance above the airplane.",
"cg_destructibleKillCamFov": "Destructible kill camera field of view.",
"cg_destructibleKillCamNearBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_destructibleKillCamNearBlurEnd": "Destructible kill camera distance above the airplane.",
"cg_destructibleKillCamNearBlurStart": "Destructible kill camera distance above the airplane.",
"cg_destructibleKillCamRegularHeight": "If a destructible is above this height, then just move the camera to above it",
"cg_destructibleKillCamZIncrease": "Height above origin for the destructibles",
"cg_development": "Indicates if we are in DEVELOPMENT (non-release ship builds)",
"cg_disableplayernames": "Disable player names",
"cg_dogKillCamDistFromEyes": "Dog kill camera: distance of camera past the delta from player target to dog eye",
"cg_dogKillCamForwardDist": "Dog kill camera: distance of target camera vertically from dog.",
"cg_dogKillCamFov": "Dog kill camera field of view.",
"cg_dogKillCamSideDist": "cg_dogKillCamUpDist",
"cg_dogKillCamUpDist": "Dog kill camera: distance of camera target vertically from dog.",
"cg_dogKillMinDistFromTarget": "Dog kill camera: minimum distance that the camera will approach the target",
"cg_draw2D": "Draw 2D screen elements",
"cg_drawBigFPS": "Draws frames per second in large font and FPS curtains.",
"cg_drawBreathHint": "Draw a 'hold breath to steady' hint",
"cg_drawCrosshair": "Turn on weapon crosshair",
"cg_drawCrosshairNames": "Draw the name of an enemy under the crosshair",
"cg_drawCrosshairNamesPosX": "Virtual screen space position of the crosshair name",
"cg_drawCrosshairNamesPosY": "cg_drawCrosshairNamesPosX",
"cg_drawFPS": "Draw frames per second",
"cg_drawFPSOnly": "Draw only the FPS stats in the upper right",
"cg_drawFriendlyNames": "Whether to show friendly names in game",
"cg_drawGun": "Draw the view model",
"cg_drawHealth": "Draw health bar",
"cg_drawHoldBreathHint": "Turn on hold breath hint string for the sniper rifles",
"cg_drawlagometer": "Draw lagometer",
"cg_drawMaterial": "Draw debugging information for materials",
"cg_drawMaterialImageName": "Do not use (set by cg_drawMaterialImageNum code)",
"cg_drawMaterialImageNum": "Use up/down on the dpad to select an image when cg_drawMaterial is enabled. Press right for more info on that image.",
"cg_drawModelAxis": "Draw debugging axis for a bone of the model under the crosshair",
"cg_drawpaused": "Draw paused screen",
"cg_drawShellshock": "Draw shellshock & flashbang screen effects.",
"cg_drawTalk": "Controls which icons CG_TALKER ownerdraw draws",
"cg_drawThroughWalls": "Whether to draw friendly names through walls or not",
"cg_droneKillCamBackDist": "Drone kill camera: distance of camera backwards from drone.",
"cg_droneKillCamUpDist": "Drone kill camera: distance of camera vertically from drone.",
"cg_dumpAnims": "Output animation info for the given entity id",
"cg_EnableAdaptiveSkinLodScale": "Dynamically change the LOD scale for skinned models when the skinned vertex cache is close to being full",
"cg_enableHelicopterNoCullLodOut": "When true objects do not get LOD'ed out when in the helicopter",
"cg_enemyNameFadeIn": "Time in milliseconds to fade in enemy names",
"cg_enemyNameFadeOut": "Time in milliseconds to fade out enemy names",
"cg_explosiveKillCamBackDist": "Explosive kill camera: distance of camera backwards from explosive.",
"cg_explosiveKillCamGroundBackDist": "Explosive kill camera when stuck to ground: distance of camera backwards from explosive.",
"cg_explosiveKillCamGroundUpDist": "Explosive kill camera when stuck to ground: distance of camera vertically from explosive.",
"cg_explosiveKillCamStopDecelDist": "Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest",
"cg_explosiveKillCamStopDist": "Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest",
"cg_explosiveKillCamUpDist": "Explosive kill camera: distance of camera vertically from explosive.",
"cg_explosiveKillCamWallOutDist": "Explosive kill camera when stuck to wall: distance of camera out from wall.",
"cg_explosiveKillCamWallSideDist": "Explosive kill camera when stuck to wall: distance of camera along wall from explosive.",
"cg_fakefireWizbyChance": "The probability that a fake fire shot plays a wizby to local players round",
"cg_firstPersonTracerChance": "The probability that a bullet is a tracer round for your bullets",
"cg_fixupSmodelCullDists": "Fixup the static models' cull distance - the calculation in the Linker doesn't treat the smodel scale the same as in runtime",
"cg_flareVisionSetFadeDuration": "Duration of fade back to normal vision set when you look away from the flare",
"cg_footprints": "Draw footprint decals and effects",
"cg_footprintsDebug": "Debug footprint drawing code (0 means no debugging)",
"cg_footprintsDistortWater": "Distort water on footprint (0 means no distortion)",
"cg_footsteps": "Play footstep sounds",
"cg_forceInfrared": "Force using infrared",
"cg_fov": "The field of view angle in degrees",
"cg_fov_default": "User default field of view angle in degrees",
"cg_fov_default_thirdperson": "User default 3rd person field of view angle in degrees",
"cg_fovExtraCam": "The field of view angle in degrees for the extra cam",
"cg_fovMin": "The minimum possible field of view",
"cg_fovScale": "Scale applied to the field of view",
"cg_friendlyNameFadeIn": "Time in milliseconds to fade in friendly names",
"cg_friendlyNameFadeOut": "Time in milliseconds to fade out friendly names",
"cg_fuelHudVersion": "Determines what version of the hud to show",
"cg_gun_move_f": "Weapon movement forward due to player movement",
"cg_gun_move_minspeed": "The minimum weapon movement rate",
"cg_gun_move_r": "Weapon movement right due to player movement",
"cg_gun_move_rate": "The base weapon movement rate",
"cg_gun_move_u": "Weapon movement up due to player movement",
"cg_gun_ofs_f": "Forward weapon offset when prone/ducked",
"cg_gun_ofs_r": "Right weapon offset when prone/ducked",
"cg_gun_ofs_u": "Up weapon offset when prone/ducked",
"cg_gun_rot_minspeed": "The minimum weapon rotation speed",
"cg_gun_rot_p": "Pitch gun rotation with movement",
"cg_gun_rot_r": "Gun roll rotation with movement",
"cg_gun_rot_rate": "The base weapon rotation rate",
"cg_gun_rot_y": "Yaw gun rotation with movement",
"cg_gun_x": "x position of the viewmodel",
"cg_gun_y": "y position of the viewmodel",
"cg_gun_z": "z position of the viewmodel",
"cg_headIconMinScreenRadius": "The minumum radius of a head icon on the screen",
"cg_heliKillCamFarBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_heliKillCamFarBlurDist": "Helicopter kill camera distance above the helicopter.",
"cg_heliKillCamFarBlurStart": "Helicopter kill camera distance above the helicopter.",
"cg_heliKillCamFov": "Helicopter kill camera field of view.",
"cg_heliKillCamNearBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_heliKillCamNearBlurEnd": "Helicopter kill camera distance above the helicopter.",
"cg_heliKillCamNearBlurStart": "Helicopter kill camera distance above the helicopter.",
"cg_hudGrenadeIconHeight": "The height of the grenade indicator icon",
"cg_hudGrenadeIconMaxRangeFlash": "The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator",
"cg_hudGrenadeIconMaxRangeFrag": "The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator",
"cg_hudGrenadeIconOffset": "The offset from the center of the screen for a grenade icon",
"cg_hudGrenadeIconWidth": "The width of the grenade indicator icon",
"cg_hudGrenadePointerHeight": "The height of the grenade indicator pointer",
"cg_hudGrenadePointerPivot": "The pivot point of th grenade indicator pointer",
"cg_hudGrenadePointerWidth": "The width of the grenade indicator pointer",
"cg_hudMapBorderWidth": "The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw",
"cg_hudMapFriendlyHeight": "The size of the friendly icon on the full map",
"cg_hudMapFriendlyWidth": "The size of the friendly icon on the full map",
"cg_hudMapPlayerHeight": "The size of the player's icon on the full map",
"cg_hudMapPlayerWidth": "The size of the player's icon on the full map",
"cg_hudMapRadarLineThickness": "Thickness, relative to the map width, of the radar texture that sweeps across the full screen map",
"cg_infraredBlur": "Blur amount on the infrared",
"cg_infraredBlurTime": "Time [in millisecs] that the infrared blur lasts.",
"cg_InfraredFadeoutTime": "Time [in millisecs] it takes to corpses to fadeout.",
"cg_infraredFriendlies": "Friendlies in infrared: 0:off 1:heartbeat 2:thermal+heartbeat",
"cg_infraredUseDefaultMaterial": "Use the default white material when no thermal material is available in infrared",
"cg_laserSightMaxDistance": "Maximum distance a laser sight dot is drawn.",
"cg_lastSpectatorSelectedThirdPerson": "Saves last spectator view selected",
"cg_maxPlayerHighlightTargetSize": "Max size of player target highlights.",
"cg_microwaveTurretKillCamBackOffset": "Move the killcam to the back of the microwave turret by this much.",
"cg_microwaveTurretKillCamFov": "Airstrike kill camera field of view.",
"cg_microwaveTurretKillCamHeightIncrease": "Killcam distance above the microwave turret.",
"cg_minCullBulletDist": "Don't cull bullet trajectories that are within this distance to you.",
"cg_missile_FOV": "DEFAULT MISSILE FOV",
"cg_opticAttachmentViewmodelSwitch": "Zoom factor to switch Optic 1 ADS viewmodel",
"cg_overheadIconSize": "The maximum size to show overhead icons like rank",
"cg_overheadNamesFarDist": "The far distance at which name sizes are scaled by cg_overheadNamesFarScale",
"cg_overheadNamesFarScale": "The amount to scale overhead name sizes at cg_overheadNamesFarDist",
"cg_overheadNamesGlow": "Glow color for overhead names",
"cg_overheadNamesMaxDist": "The maximum distance for showing friendly player names",
"cg_overheadNamesNearDist": "The near distance at which names are full size",
"cg_overheadNamesSize": "The maximum size to show overhead names",
"cg_overheadNamesTagUpdateInterval": "How often the friendly visibility head tag is updated for the on screen frustum check",
"cg_overheadRankSize": "The size to show rank text",
"cg_playerFrustumHalfHeight": "The radius used to calculate frustum target center for a player. Used for fast 'is on screen' tests",
"cg_playerHighlightBlinkTime": "The speed (in ms) at which the player highlights blink.",
"cg_playerHighlightBrightness": "Brightness of highlights.",
"cg_playerHighlightEnemyColor": "Color of enemy player highlights.",
"cg_playerHighlightMinFade": "The minimum fade for player highlight blinking.",
"cg_playerHighlightTargetSize": "Size of player target highlights.",
"cg_proneFeetCollisionHull": "Enables the use of the extra physics collision hulls on the feet while prone.",
"cg_rangeFinderActiveColor": "Color for the reticle and display digits on the range finder attachment, when an enemy is spotted.",
"cg_rangeFinderActiveHeight": "Height of the center area of the screen for which the rangefinder will display diamonds around enemies.",
"cg_rangeFinderActiveWidth": "Width of the center area of the screen for which the rangefinder will display diamonds around enemies.",
"cg_rangeFinderDefaultColor": "Default color for the reticle and display digits on the range finder attachment.",
"cg_rangeFinderDiamondIndicator": "Draw diamond shaped indicators in the rangefinder (otherwise draw brackets around the player's bounding box)",
"cg_rangeFinderDiamondSize": "Size of the diamond indicator in the rangefinder.",
"cg_rangeFinderMinEnemySpottingDist": "The distance in feet(world units/12)beyond which the rangeFinder would not change color when an enemy is spotted. -1 means there is no distance limit.",
"cg_rangeFinderPlayerTargetSize": "Size of player target highlights for the rangefinder.",
"cg_retrieveHintTime": "Time in milliseconds between the landing of a retrievable object and the start of the pulse shader to hint that the object is retrievable",
"cg_retrieveHintTimeStuck": "Time in milliseconds between the retrievable object being stuck in an entity and the start of the pulse shader to hint that the object is retrievable",
"cg_rocketKillCamBackDist": "Rocket kill camera: distance of camera backwards from rocket.",
"cg_rocketKillCamUpDist": "Rocket kill camera: distance of camera vertically from rocket.",
"cg_scoreboardMyColor": "The local player's font color when shown in scoreboard",
"cg_ScoresPing_BgColor": "Background color of ping",
"cg_ScoresPing_HighColor": "Color for high ping",
"cg_ScoresPing_Interval": "Number of milliseconds each bar represents",
"cg_ScoresPing_LowColor": "Color for low ping",
"cg_ScoresPing_MedColor": "Color for medium ping",
"cg_scriptedKillCamCloseXYDist": "Scripted kill camera closest distance in front of the bomb.",
"cg_scriptedKillCamCloseZDist": "Scripted kill camera closest distance above the target.",
"cg_scriptedKillCamFarBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_scriptedKillCamFarBlurDist": "Scripted kill camera distance above the airplane.",
"cg_scriptedKillCamFarBlurStart": "Scripted kill camera distance above the airplane.",
"cg_scriptedKillCamFov": "Scripted kill camera field of view.",
"cg_scriptedKillCamNearBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_scriptedKillCamNearBlurEnd": "Scripted kill camera distance above the airplane.",
"cg_scriptedKillCamNearBlurStart": "Scripted kill camera distance above the airplane.",
"cg_showZombieControls": "Show the zombie controller layout",
"cg_sonarAttachmentBlur": "Blur amount on the characters in the sonar attachment (MM Wave)",
"cg_sonarAttachmentCounterColorMultiplier": "Multiplier to 'Player_Color_Multiplier' to reduce player visibility when having immunemms perk",
"cg_sonarAttachmentCounterMaxSpeed": "Same as cg_sonarAttachmentMaxSpeed, but for players with immunemms perk",
"cg_sonarAttachmentDistanceFactor": "A factor that makes closer players disappear in higher speeds than farther ones in the sonar attachment (MM Wave)",
"cg_sonarAttachmentEmpFade": "Time it takes the sonar attachment (MM Wave) when player is hit by EMP",
"cg_sonarAttachmentFadeFriendlies": "Fade out the friendlies when they move in the sonar attachment (MM Wave).",
"cg_sonarAttachmentHideFriendlies": "Hide friendlies in the sonar attachment (MM Wave).",
"cg_sonarAttachmentMaxDist": "Maximum distance that players are visible in the sonar attachment (MM Wave)",
"cg_sonarAttachmentMaxSpeed": "Minimum speed [units/frame] that will make the player disappear in the sonar attachment (MM Wave)",
"cg_sonarAttachmentPulseInterval": "Time between the pulses in the sonar attachment (MM Wave)",
"cg_sonarAttachmentPulseTime": "Amount of time it takes the pulse to travel to max distance in the sonar attachment (MM Wave)",
"cg_sonarAttachmentSpeedDelay": "Amount of time the players movement distance is accumulated while using the sonar attachment (MM Wave) - smaller values will shorten the transition times",
"cg_sonarAttachmentSpeedTimeRatio": "Amount of fade out a player will get when moving at max speed in the sonar attachment (MM Wave)",
"cg_sonarAttachmentZmTurnedFadeTime": "Amount of time a turned human is faded in after the grace period",
"cg_sonarAttachmentZmTurnedGraceTime": "Amount of time a turned human isn't visible to other zombies",
"cg_sonarAttachmentZmTurnedMinFade": "The lowest amount of fade a player can have after the grace period",
"cg_streamLowDetailCamos": "Force the low mips of camo material to always be loaded.",
"cg_subtitleWidthStandard": "The width of the subtitles in non wide-screen",
"cg_subtitleWidthWidescreen": "The width of the subtitles in wide-screen",
"cg_thirdPerson": "Use third person view",
"cg_thirdPersonAngle": "The angle of the camera from the player in third person view",
"cg_thirdPersonFocusDist": "The distance infront of the player to aim the 3rd person camera at",
"cg_thirdPersonMode": "How the camera behaves in third person",
"cg_thirdPersonRange": "The range of the camera from the player in third person view",
"cg_timedDamageDuration": "Sets the time to display a damage friendly indicator",
"cg_treadmarks": "Draw treadmark decals and effects",
"cg_turretBipodOffset": "Offset bipod mount position on gun by this distance",
"cg_turretKillCamBackOffset": "Move the camera to the Back of the turret by this much.",
"cg_turretKillCamCloseXYDist": "Airstrike kill camera closest distance in front of the bomb.",
"cg_turretKillCamCloseZDist": "Airstrike kill camera closest distance above the target.",
"cg_turretKillCamFarBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_turretKillCamFarBlurDist": "Airstrike kill camera distance above the airplane.",
"cg_turretKillCamFarBlurStart": "Airstrike kill camera distance above the airplane.",
"cg_turretKillCamFov": "Airstrike kill camera field of view.",
"cg_turretKillCamHeightIncrease": "Airstrike kill camera distance above the airplane.",
"cg_turretKillCamNearBlur": "Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480",
"cg_turretKillCamNearBlurEnd": "Airstrike kill camera distance above the airplane.",
"cg_turretKillCamNearBlurStart": "Airstrike kill camera distance above the airplane.",
"cg_turretKillCamSideOffset": "Move the camera to the side of the turret by this much.",
"cg_ufo_scaler": "The speed at which ufo camera moves",
"cg_use_colored_smoke": "Allow the use of colored smoke grenades",
"cg_useColorControl": "Enable global color control",
"cg_useSafeSpectatorCam": "When enabled, use the last known valid player position for the spectator cam, instead of following the player entity.",
"cg_useWeaponBasedVariableZoom": "Use weapon based variable zoom instead of player based.",
"cg_useWeaponSwitchReloadCancel": "Allow weapon switch to cancel reload",
"cg_usingClientScripts": "True, if client scripts are enabled.",
"cg_usNewEventQueueScheme": "Rewinds to last EV_ENT_SPAWNED_SENTINEL when ent is new, if true - otherwise just sets lastEvent to currentEvent.",
"cg_VelocityArrow_MaxSegmentLength": "The maximum length of a segment",
"cg_VelocityArrow_MinSegmentLength": "The minimum length of a segment",
"cg_VelocityArrow_RateOfChange": "The minimum rate of change required to force a segment split",
"cg_viewVehicleInfluenceGunner": "The influence on the view from being a vehicle gunner",
"cg_viewVehicleInfluenceGunnerFiring": "The influence on the view from being a vehicle gunner while firing",
"cg_viewZSmoothingMax": "Threshhold for the maximum smoothing distance we'll do",
"cg_viewZSmoothingMin": "Threshhold for the minimum smoothing distance it must move to smooth",
"cg_viewZSmoothingTime": "Amount of time to spread the smoothing over",
"cg_visionSetLerpMaxDecreasePerFrame": "cg_visionSetLerpMaxIncreasePerFrame",
"cg_visionSetLerpMaxIncreasePerFrame": "Maximum jump of customlerp between 2 frames, used for smoothing for flare visionset",
"cg_watersheeting": "Enables/disables the watersheeting fullscreen effect",
"cg_weaponHeat": "Force the heat of all weapon (for infrared)",
"cg_weaponHintsCoD1Style": "Draw weapon hints in CoD1 style: with the weapon name, and with the icon below",
"cl_bspmismatchFatal": "If true client will ERR_DROP if its BSP doesn't match the server's",
"cl_connectionAttempts": "Maximum number of connection attempts before aborting",
"cl_connectTimeout": "Timeout time in seconds while connecting to a server",
"cl_deathMessageWidth": "Pixel width of the obituary area",
"cl_freelook": "Enable looking with mouse",
"cl_ingame": "True if the game is active",
"cl_leanCountMin": "Keep stats of lean use",
"cl_maxppf": "Maximum servers to ping per frame in server browser",
"cl_migrationPingTime": "how many seconds between client pings. used to determine hosting suitability.",
"cl_motdString": "Message of the day",
"cl_mouseAccel": "Mouse acceleration",
"cl_nodelta": "The server does not send snapshot deltas",
"cl_paused": "Pause the game",
"cl_profileWriteLimiter": "Limits how frequently the profile will be written",
"cl_splitscreenGamestateHack": "If true non-primary local clients wait until the primary local client has parsed the gamestate. See DT#93624",
"cl_timeout": "Seconds with no received packets until a timeout occurs",
"cl_voice": "Use voice communications",
"clancard_clanid": "Clan id for the clancard to be displayed.",
"classVersionNumber": "Version number for the class loadouts",
"ClickToContinue": "nextarena",
"com_desiredMenu": "Target menu to navigate to when possible",
"com_freemoveScale": "Scale how fast you move in com_freemove mode",
"com_introPlayed": "Intro movie has been played",
"com_maxclients": "Maximum amount of clients on the server",
"com_maxfps": "Cap frames per second",
"com_report_syserrors": "Enable syserror reporting",
"com_statmon": "Draw stats monitor",
"com_timescale": "Scale time of each frame",
"com_voip_resume_time": "Time at which voip can resume",
"compass": "Display Compass",
"compassClampIcons": "If true, friendlies and enemy pings clamp to the edge of the radar. If false, they disappear off the edge.",
"compassEnableColorBlindPlayerIcons": "Checks if we should draw the player arrows in color blind colors.shoutcastHighlightedClient",
"compassEnemyFootstepEnabled": "Enables enemies showing on the compass because of moving rapidly nearby.",
"compassEnemyFootstepMaxRange": "The maximum distance at which an enemy may appear on the compass due to 'footsteps",
"compassEnemyFootstepMaxZ": "The maximum vertical distance enemy may be from the player and appear on the compass due to 'footsteps",
"compassEnemyFootstepMinSpeed": "The minimum speed an enemy must be moving to appear on the compass due to 'footsteps",
"compassForcePlayerIcon": "Forces the player to always show as compassping_player on the compass.",
"compassGridAlign": "Position of letter and number in grid.",
"compassGridCols": "Grid column count.",
"compassGridEnabled": "Enables compass grid.",
"compassGridRows": "Grid row count.",
"compassLocalRadarRadius": "Maximum radius of the local radar",
"compassLocalRadarUpdateTime": "Time between local radar updates",
"compassMaxRange": "The maximum range from the player in world space that objects will be shown on the compass",
"compassMinRadius": "The minimum radius from the center of the compass that objects will appear.",
"compassMinRange": "The minimum range from the player in world space that objects will appear on the compass",
"compassObjectiveDetailDist": "When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.",
"compassObjectiveHeight": "compassObjectiveWidth",
"compassObjectiveMaxHeight": "The maximum height that an objective is considered to be on this level",
"compassObjectiveMinDistRange": "The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.",
"compassObjectiveMinHeight": "The minimum height that an objective is considered to be on this level",
"compassObjectiveNearbyDist": "When an objective is closer than this distance (in meters), an 'Objective Nearby' type of indicator is shown.",
"compassObjectiveWidth": "The size of the objective on the compass",
"compassRadarLineThickness": "Thickness, relative to the compass size, of the radar texture that sweeps across the map",
"compassRadarPingFadeTime": "How long an enemy is visible on the compass after it is detected by radar",
"compassRadarUpdateFastTime": "Time between radar updates for fast update killstreak",
"compassRadarUpdateTime": "Time between radar updates",
"compassSatellitePingFadeTime": "How long an enemy is visible on the compass after it is detected by Satellite",
"compassSatelliteScanTime": "Time taken for Satellite t scans",
"compassSatelliteStaticImageFadeTime": "How long the static image is visible on the compass after it is detected by Satellite",
"compassShowEnemies": "Enables enemies showing on the compass.",
"compassSoundPingFadeTime": "The time in seconds for the sound overlay on the compass to fade",
"compassStaticImageUpdateTime": "Time between static image updates",
"con_typewriterColorBase": "Base color of typewritten objective text.",
"content_trialcontentpackbits": "This is the ORed value of all the packages content bits that are available for trial.",
"counterDownloadInterval": "Number of minutes before all the global counters are downloaded",
"counterUploadInterval": "Number of minutes before all the global counters are uploaded",
"creditsScrollScale": "credits scroll speed",
"currentTUVersion": "tu17",
"customGameMode": "0 for no custom game mode, 1 if built in, 2 if user created custom game mode.",
"debug_protocol": "scr_numLives",
"debug_show_viewpos": "quit_on_error",
"debugRenderCollisionDistance": "Distance to render debug brushes and patches",
"debugRenderMask": "Mask for collision rendering",
"defaultDamageDuration": "default duration in milliseconds that damage should continue to get delivered",
"defaultDamageInterval": "default interval in milliseconds that damage should continue to get delivered",
"defaultHitDamage": "default initial damage delivered by getting hit by a flame ball",
"demo_bookmarkEventThresholdTime": "The time duration for which we want to show the bookmark event image in the demo timeline.",
"demo_bytesPerSecondMax": "Max amount of bytes to send per second before throttling.",
"demo_bytesPerSecondMin": "Min amount of bytes to send per second before throttling.",
"demo_client": "Current viewing player",
"demo_dollycamHighlightThreshholdDistance": "Maximum distance between the marker point and the current camera for it to be treated as highlighted.",
"demo_dollycamMarkerInformationFarDist": "The far distance at which dolly cam marker text sizes stop scaling down",
"demo_dollycamMarkerInformationFarScale": "The amount to scale overhead dolly cam marker text sizes at demo_dollycamMarkerInformationFarDist",
"demo_dollycamMarkerInformationNearDist": "The near distance at which dolly cam marker text is full size",
"demo_dollycamMarkerInformationThreshholdDistance": "Maximum distance between the marker point and the current camera for its information to be drawn.",
"demo_dollycamMarkerTimeScaleMode": "The timescale mode of the selected marker. Used by the menus for tweaking.",
"demo_dollycamMarkerTimeScaleValue": "The timescale value of the selected marker. Used by the menus for tweaking.",
"demo_dollycamTrackWidth": "The width of the dollycam track.",
"demo_downloadStreamDataBlockRequestSize": "demo_downloadStreamDataBlockThrottleTime",
"demo_downloadStreamDataBlockThrottleTime": "The maximum amount of time (in msec) we can wait before triggering the download of the next data block.",
"demo_downloadStreamMaxRetryAttemps": "The maximum number of retry attempts before we mark the downloadstream as failed..",
"demo_downloadStreamRetryWaitTime": "The maximum amount of time (in msec) we will have to wait before we retry the download.",
"demo_downloadStreamThrottleTime": "The maximum amount of time (in msec) we can starve the download stream callback.",
"demo_enableClipRecordEvent": "Enables recording of events for clips.",
"demo_enabled": "Used to turn the system on/off.",
"demo_enableSvBandwidthLimitThrottle": "Used to enable the server bandwidth based throttling system.",
"demo_errormessage": "Most recent demo error's message.",
"demo_errortitle": "Most recent demo error's title.",
"demo_extraNetworkProfileData": "Enables recording extra profile data into demo snapshots.",
"demo_filesizeLimit": "The maximum filesize (in MB) of the demos which we support.",
"demo_freeCameraLockOnHighlightThreshholdDistance": "Maximum distance between the entity and the current camera for it to be treated as highlighted.",
"demo_freeCameraLockOnOrbitRadius": "Radius of the lockon orbit.",
"demo_freeCameraShowLockableObjectsAlways": "Used to decide whether we want to display a highlight for a lockable object.",
"demo_highlightReelGameResultFilter": "Demo highlight reel round outcome filter.",
"demo_highlightReelMinimumStarsFilter": "Minimum stars used for the filtering of events in the highlight.",
"demo_highlightReelNumberOfSegments": "Demo Highlight Reel number of segments",
"demo_highlightReelPlayerFilter": "Demo Highlight Reel player filter control",
"demo_highlightReelStylesFilter": "Demo Highlight Reel styles filter control",
"demo_highlightReelTransitionFilter": "Demo Highlight Reel transition filter control",
"demo_inGameThrottleBandwitdhPercent": "Bandwidth percent to be released when we are not going to throttle inside the game.",
"demo_inLobbyThrottleBandwitdhPercent": "Bandwidth percent to be released when we are not going to throttle in the lobby.",
"demo_keyframerate": "Used to specify the rate(in sec) at which we generate a keyframe during playback.",
"demo_matchRecordEventOnPlaylists": "Bit Mask of playlist IDs on which to do a recordEvent upon match completion.",
"demo_maxTimeScale": "The maximum timescale rate we will support.",
"demo_packetsPerSecondMax": "Max amount of packets to send per second before throttling.",
"demo_packetsPerSecondMin": "Min amount of packets to send per second before throttling.",
"demo_pause": "demo_timeline_bookmark",
"demo_pauseOnNextSnapshot": "Used to jump to the next snapshot during network analysis.",
"demo_recordingrate": "Used to tweak the rate(in msec) at which we write a super snapshot",
"demo_recordPrivateMatch": "Used to turn the private match recording on/off.",
"demo_recordStaticEntityPositions": "Experimentation with evaluating the trajectory of entities and writing them as a static position, as opposed to letting the client to evaluate.",
"demo_refreshDollyCamFxEveryFrame": "Used to toggle the refreshing of the dollycam marker every frame.demo_enableDollyCam",
"demo_save_smp": "Used to toggle threaded save for the demo system.",
"demo_selectedSegmentIndex": "Used in the Manage Segments UI. This will be used to know which segment index we have selected.",
"demo_streamingAdjustmentFactor": "The adjustment factor for howScrewedAreWe in the streaming.",
"demo_streamingSendSocketBuffSizeForOtherUploads": "The send socket buffer size which will be used for other uploads",
"demo_streamingSendSocketBuffSizeForRecording": "The send socket buffer size which will be used for recording",
"demo_streamUploadKeepAliveFrequency": "Specifies the frequency that we send the keep alive on the upload connection if we are otherwise starved for data to send (0 means not in use), used mainly to account for zombiemode pause.",
"demo_svBandwidthLimitThrottleMaxBytesPercent": "The percentage of the max. bandwidth per frame within which we want to apply the throttle.",
"demo_svBandwidthLimitThrottleTimeout": "The maximum amount of time (in msec) we can starve the write to stream callback, due to the server hitting the maximum bandwidth limit per frame.",
"demo_useCinematicsBuffer": "Used cinematics buffer for downloading demo files on the PS3",
"demoRenderDuration": "Max duration in seconds of a clip that can be rendered.",
"demoRenderSizeX": "Width of the demo render.",
"demoRenderSizeY": "Height of the demo render.",
"developer": "Turn on Development systems",
"developer_script": "Enable developer script comments",
"disable_rope": "Disables the rope system",
"disable_vcs": "Disables VCS",
"disable_vcs_viewmodel": "Disables VCS viewmodel in the VCS UI menu",
"disableAllTheEliteThings": "Disable all the things related to Elite",
"disableHost_matchesHostedRatio": "Required match hosted completion/failure ratio. 0 is off.",
"disableHost_matchesHostedStreak": "disableHost_matchesPlayedRatio",
"disableHost_matchesPlayedRatio": "Required match played completion/failure ratio. 0 is off.",
"disableHost_matchesPlayedStreak": "disableHost_matchesHostedStreak",
"disableLookAtEntityLogic": "Disables the Player_UpdateLookAtEntity logic (expensive)",
"disconnected_ctrls": "String representing the disconnected controllers",
"dlc3_zm_ai_lookAheadAllowBackTrack": "allow backtrack when doing Path_UpdateLookahead",
"dlc3_zm_ai_lookAheadAllowRestore": "allow restore when doing Path_UpdateLookahead",
"dog_MeleeDamage": "Controls the damage done when dogs attack.",
"dog_turn180_angle": "If the dog needs to turn at this angle or greater, he'll execute the 180-degree turn animation",
"dog_turn90_angle": "If the dog needs to turn at this angle or greater, he'll execute the 90-degree turn animation",
"dog_turn_min_goal_dist": "If the dog is at this distance or less to it's goal, it wont execute any turn animations",
"door_breach_weapondrop": "Turn on/off the waepon drop/rise for during door breach",
"doublescreen": "Command line option to enable double screen",
"doublesided_raycasts": "turn on double sided ray casts",
"dtp": "Turn on/off the dive to prone functionality",
"dtp_exhaustion_window": "dtp_fall_damage_max_height",
"dtp_fall_damage_max_height": "If the player dives to prone from more than this dvar value, he will receive kill damage",
"dtp_fall_damage_min_height": "If the player dive to prone from less than this dvar value, he will not receive any kill damage",
"dtp_max_apex_duration": "Determines the max time in milliseconds the dtp will spend at the apex of the jump",
"dtp_max_slide_addition": "Additional slide time should the player land on a mantle-able surface",
"dtp_max_slide_duration": "Determines the max time the slide portion of the dtp move will take",
"dtp_min_speed": "Minimum player speed required to start a DTP or sustain a DTP",
"dtp_new_trajectory": "Use new dive to prone trajectory",
"dtp_new_trajectory_multiplier": "New dive to prone trajectory modifier",
"dtp_post_move_pause": "Duration of the post move pause",
"dtp_startup_delay": "Determines how long the player has to sprint before the dtp move can trigger",
"dw_active": "Pumps Live_Frame() (and hence DW) if true",
"dw_connectafterlogin": "Whether to connect the user after login.",
"dw_defaultDTLSAssociationTimeout": "dw_connectafterlogin",
"dw_dupe_key": "True if key-in-use message from Demonware",
"dw_party_active": "Pumps Party_Frame (and hence DW lobby) if true",
"dw_popup": "Online services popup",
"dwFileFetchTryIntervalBase": "Delay in seconds after file fetch fails to the next retry. Exponential growth each retry.",
"dwFileFetchTryIntervalMax": "Max delay in seconds between file fetch tries.",
"dwFileFetchTryMaxAttempts": "Max retry attempts before stopping altogether.",
"dwStreamingSendSocketBuffSize": "The maximum socket streaming packet for the HTTP transactions. Used in dwFileShareWriteFile()",
"dynEnt_bulletForce": "Force applied from bullet hit",
"dynEnt_damageRadiusScale": "Scale applied to radius for radius damage",
"dynEnt_explodeForce": "Force applied from explosion hit",
"dynEnt_explodeMaxEnts": "The maximum number of dynents that can be awakened by one explosion",
"dynEnt_explodeMinForce": "Force below which dynents won't even bother waking up",
"dynEnt_explodeSpinScale": "Scale of the random offset from the center of mass for explosion forces.",
"dynEnt_explodeUpbias": "Upward bias applied to force directions from explosion hits",
"dynEnt_shouldCullEntitiesForSplitscreen": "Cull alternating entities in splitscreen",
"dynEnt_spawnedLimit": "The max number of extra dynents (not placed on Radiant, spawned from script, or destructibles)",
"dynEntPieces_angularVelocity": "Initial breakable pieces angular velocity",
"dynEntPieces_impactForce": "Force applied when breakable is destroyed",
"dynEntPieces_velocity": "Initial breakable pieces velocity",
"emblemImageUpload": "Toggles emblemImage upload",
"enable_global_wind": "enable wind effect",
"enable_grass_wind": "enable grass wind effect",
"enable_moving_paths": "enable moving paths",
"enable_new_prone_check": "enable new prone check",
"enableERegErrorRecording": "Record all Elite Reg errors to recordEvent",
"enableJapaneseElite": "Enable Elite for Japanese",
"enableUCDErrorRecording": "Record all UCD errors to recordEvent",
"excellentPing": "Anything less than this is consider excellent",
"exp_softclip": "soft clip value",
"fbEnabled": "FB Enabled",
"fixedtime": "Use a fixed time rate for each frame",
"fixedtime_float": "fixedtime",
"fixNegativeLosses": "Fix negative losses in combat record",
"flame_config_valid": "Internal use only",
"flame_debug_render": "Turn on/off Flamethrower debug rendering",
"flame_kick_offset": "Origin offset for flamethrower view model while firing.",
"flame_kick_recover_speed": "Speed at which the flamethrower view model transitions back from flame_kick_offset.",
"flame_kick_speed": "Speed at which the flamethrower view model transitions to flame_kick_offset.",
"flame_render": "Turn on/off Flamethrower rendering",
"flame_system_enabled": "Enable/Disable the flame system",
"flame_team_damage": "Turn on/off Flamethrower damage to friendlies",
"flame_test": "Turn on/off Flamethrower testing",
"flame_use_dvars": "Turn on/off use of dvars for flamethrower behavior",
"flareDisableEffects": "nightVisionDisableEffects",
"footstep_sounds_cutoff": "Footstep sounds distance cuttoff",
"friction": "bounch",
"fs_basegame": "Base game name",
"fs_basepath": "Base game path",
"fs_cdpath": "CD path",
"fs_copyfiles": "Copy all used files to another location",
"fs_debug": "Output debugging information for the file system",
"fs_game": "Game data directory. Must be '' or a sub directory of 'mods/'.",
"fs_homepath": "Game home path",
"fs_ignoreLocalized": "Ignore localized files",
"fs_restrict": "Restrict file access for demos etc.",
"fs_usedevdir": "Use development directories.",
"fs_userDocuments": "user documents path(screenshots).",
"fs_usermapdir": "Usermap data directory.",
"fshCustomGameName": "Name of the game downloaded into the custom game lobby",
"fshElite": "Premium fileshare experience for all users when set.",
"fshEnableRender": "Turn on or off the ability to render clips.",
"fshFileDebug": "Show file IDs instead of file names in CODTV",
"fshMtxName": "mtx_storage",
"fshRecentsXUID": "Override recent games to come from this player instead",
"fshRenderSuccessURL": "https://elite.callofduty.com/elitetv",
"fshRenderWriteTimeout": "DW http upload thread timeout to prevent an upload freeze",
"fshRetryDelay": "Delay after which a failed fileshare fetch will be retried",
"fshSearchTaskDelay": "Gap in milliseconds between file share search tasks.",
"fshSkipFileStats": "Skip fetching file votes and views",
"fshStaffXuid": "2535285330711699",
"fshSummaryDelay": "Delay between summary tasks. Tweak to ensure no BD_TOO_MANY_TASKS.",
"fshThrottleEnabled": "Whether the dcache upload throttling is enabled.",
"fshThrottleKBytesPerSec": "Dcache upload throttle limit in K Bytes per second.",
"g_actorAndVehicleAntilag": "Enable singleplayer/co-op antilag",
"g_actorAndVehicleAntilagDebug": "Render singleplayer/co-op antilag debugging info",
"g_ai": "Enable AI",
"g_aiEventDump": "Print AI events happening for this entity",
"g_allowVote": "Enable voting on this server",
"g_avoidEnabled": "Disable the vehicle avoidance",
"g_banIPs": "IP addresses to ban from playing",
"g_broadcastLocalSound": "Broadcast local sound commands to spectators",
"g_compassShowEnemies": "Whether enemies are visible on the compass at all times",
"g_connectpaths": "Connect paths",
"g_customTeamName_Allies": "User assigned allied team name",
"g_customTeamName_Axis": "User assigned axis team name",
"g_customTeamName_Three": "User assigned three team name",
"g_debugBullets": "Show debug information for bullets",
"g_debugDamage": "Show debug information for damage",
"g_debugLocDamage": "Turn on debugging information for locational damage (2 = show results of bullet trace pose only)",
"g_debugLocDamageEntity": "Write animation commands debug info for this entity",
"g_debugLocHit": "Display locational damage info for an entity when the entity is hit",
"g_debugLocHitTime": "Time duration of g_debugLocHit lines",
"g_disableDemonwareSubscriptionRefresh": "disables refreshing of Demonware's first party subscription values.",
"g_disableEliteButton": "disables main lobby elite button",
"g_disableEliteEmblemUploads": "disables Elite emblem uploads",
"g_disableEliteRegistrationPopup": "disables Elite registration popup",
"g_disablePlatformAutofill": "disables platform autofill functionality",
"g_dumpAnims": "Animation debugging info for the given character number",
"g_dumpAnimsCommands": "g_dumpAnims",
"g_entinfo": "Display entity information",
"g_entinfo_AItext": "Type of text information for AI entinfo",
"g_entinfo_maxdist": "Maximum distance of an entity from the camera at which to show entity information",
"g_entinfo_scale": "Scale of the entity information text",
"g_entinfo_type": "Type of entities to display information",
"g_erroronpathsnotconnected": "Errors out during load if paths are not connected.",
"g_fogColorReadOnly": "Fog color that was set in the most recent call to 'setexpfog'",
"g_fogHalfDistReadOnly": "Fog start distance that was set in the most recent call to 'setexpfog'",
"g_fogStartDistReadOnly": "Fog start distance that was set in the most recent call to 'setexpfog'",
"g_friendlyfireDist": "Maximum range for disabling fire at a friendly",
"g_friendlyNameDist": "Maximum range for seeing a friendly's name",
"g_gametype": "sv_hostname",
"g_ignoreVisData": "Do not generate or save the vis data on the nodes",
"g_inactivity": "Time delay before player is kicked for inactivity",
"g_knockback": "Maximum knockback",
"g_lagged_damage_threshold": "Threshold (ms) beyond which we will report a damaged lagged client to the tracker leaderboards.",
"g_loadScripts": "Disable scripts from loading",
"g_log": "games_mp.log",
"g_logSync": "Enable synchronous logging",
"g_logTimeStampInSeconds": "Enable logging with time stamps in seconds since UTC 1/1/1970",
"g_mantleBlockTimeBuffer": "Time that the client think is delayed after mantling",
"g_maxDroppedWeapons": "Maximum number of dropped weapons",
"g_maxElapsedTime_Before_ERegPopup": "max elapsed time before ERegPopup",
"g_maxERegPopupsShown": "max # of ERegPopups possible",
"g_minElapsedTime_Before_ERegPopup": "min elapsed time before ERegPopup",
"g_minElapsedTime_Before_RefreshUCDAccountStatus": "min elapsed time before refreshing UCDAccountStatus",
"g_minGrenadeDamageSpeed": "Minimum speed at which getting hit be a grenade will do damage (not the grenade explosion damage)",
"g_minNumLogins_Before_ERegPopup": "num logins before ERegPopup",
"g_motd": "The message of the day",
"g_no_script_spam": "Turn off script debugging info",
"g_password": "Password",
"g_quadrotorFlyHeight": "Default fly height of the quadrotors",
"g_redCrosshairs": "Whether red crosshairs are enabled",
"g_removeRedundantLinks": "Remove redundant links from path graph",
"g_ScoresColor_Allies": "Allies team color on scoreboard",
"g_ScoresColor_Axis": "Axis team color on scoreboard",
"g_ScoresColor_EnemyTeam": "Enemy team color on scoreboard",
"g_ScoresColor_Free": "Free Team color on scoreboard",
"g_ScoresColor_MyTeam": "Player team color on scoreboard",
"g_ScoresColor_Spectator": "Spectator team color on scoreboard",
"g_spawnai": "Enable AI spawning",
"g_speed": "Player speed",
"g_synchronousClients": "Client is synchronized to the server - allows smooth demos",
"g_TeamColor_Allies": "Allies team color",
"g_TeamColor_Axis": "Axis team color",
"g_TeamColor_EnemyTeam": "Enemy team color",
"g_TeamColor_EnemyTeamAlt": "Enemy team color",
"g_TeamColor_Free": "Free Team color",
"g_TeamColor_MyTeam": "Player team color",
"g_TeamColor_MyTeamAlt": "Player team color",
"g_TeamColor_MyTeamAlt_Party": "Player team color",
"g_TeamColor_Party": "Party color",
"g_TeamColor_Spectator": "Spectator team color",
"g_TeamIcon_Allies": "hader name for the allied scores banner",
"g_TeamIcon_Axis": "Shader name for the axis scores banner",
"g_TeamIcon_Free": "Shader name for the scores of players with no team",
"g_TeamIcon_Spectator": "Shader name for the scores of players who are spectators",
"g_TeamName_Allies": "Allied team name",
"g_TeamName_Axis": "Axis team name",
"g_TeamName_Three": "Three team name",
"g_turretBipodOffset": "Offset bipod mount position on gun by this distance",
"g_turretServerPitchMax": "Limit turret pitch range on server (visual only)",
"g_turretServerPitchMin": "Limit turret pitch range on server (visual only)",
"g_useholdspawndelay": "Time in milliseconds that the player is unable to 'use'",
"g_vehicleDebug": "Turn on debug information for vehicles",
"g_vehicleDrawPath": "Turn on debug information for vehicle paths",
"g_vehicleDrawSplines": "Draws the vehicles splines",
"g_vehiclePlaneCurveTime": "Time between start and end nodes for curves [used in AI planes on curves]",
"gamedate": "May 5 2014",
"gamename": "Call of Duty®",
"geographicalMatchmakingOverride": "Geographical Matchmaking Override : None, All Preferred or Foreign Preferred",
"goodPing": "Anything less thant this is considered decent",
"grenade_indicators_enabled": "Enables grenade indicators",
"grenadeBounceRestitutionMax": "Cap to keep code from increasing bounce restitution too high.",
"grenadeBumpFreq": "How likely (per server frame) a bump will occur",
"grenadeBumpMag": "Size of bumps (as a fraction of the grenade's current speed)",
"grenadeBumpMax": "Maximum upward speed of a bump (inches/sec)",
"grenadeCurveMax": "Largest rolling curvature (will be random between +/- this value)grenadeWobbleSideDamp",
"grenadeFrictionHigh": "The amount of friction (0 to 1) for fast-moving grenades",
"grenadeFrictionLow": "The amount of friction (0 to 1) for slower/rolling grenades",
"grenadeFrictionMaxThresh": "The speed threshold that determines whether to use grenadeFrictionLow/High",
"grenadeRestThreshold": "The speed threshold below which grenades will come to rest",
"grenadeRollingEnabled": "Enables the new 'rolling' grenade behavior",
"grenadeWobbleFreq": "Wobble cycles per inch of rolling distance (approx)",
"grenadeWobbleFwdMag": "The forward rolling speed will oscillate +/- this amount",
"grenadeWobbleSideMag": "The distance to wobble left and right",
"groupDownloadInterval": "Minimum interval to wait before getting new group counts",
"groupUploadInterval": "Minimum interval to wait before setting new group counts",
"gts_validation_enabled": "Enables gametype settings validation in online modes",
"hatch_mantle_fwd": "hatch_mantle_fwd",
"hatch_mantle_up": "hatch_mantle_up",
"hiDef": "True if the game video is running in high-def.",
"highlightedPlayerName": "Currently highlighted player name.",
"hudElemPausedBrightness": "Brightness of the hudelems when the game is paused.",
"ik_ai_hand_get_data": "Turn this on to print current hand bone data to the consol",
"ik_ai_hand_offset_vec": "Offset vector for hand tuning",
"ik_ai_hand_rotation_vec": "Rotation vector for hand tuning",
"ik_ai_hand_tuning": "Turn on/off AI hand IK tuning. 1 = Use anim flag. 2 = Force on for all anims. 3 = Force on and apply devgui offsets.",
"ik_ai_pool_size": "Determines how many AI are allowed to use IK systems at once.",
"ik_ai_range_max": "Determines the range within which the AI are allowed to use IK systems",
"ik_debug": "Set to one of the IK debug values in ik_types.h",
"ik_dvar_ai_aim_tracking_rate": "Determines the speed at which the AI tracks the aim target (lower is faster)",
"ik_dvar_lookatentity_eyes_scale": "Values less than 1.0 will reduce the amount that the eyes 'lock' onto their target",
"ik_dvar_lookatentity_notorso": "No torso deformation in lookatentity transforms",
"ik_dvar_lookatentity_tracking_rate": "Determines the speed at which the head tracks the looking angle (lower is faster)",
"ik_dvar_lookatpos_eyes_scale": "Values less than 1.0 will reduce the amount that the eyes 'lock' onto their target",
"ik_dvar_lookatpos_notorso": "No torso deformation in lookatpos transforms",
"ik_dvar_lookatpos_tracking_rate": "Determines the speed at which the head tracks the looking angle (lower is faster)",
"ik_enable": "Turn on/off IK",
"ik_enable_ai_hand": "Turn on/off AI hand IK",
"ik_enable_ai_terrain": "Turn on/off AI terrain IK (0 = OFF, 1 = Heros, 2 = ALL)",
"ik_enable_player_hand": "Turn on/off player hand IK",
"ik_enable_player_terrain": "Turn on/off player terrain IK",
"ik_foot_test": "Turn on/off IK foot test",
"ik_hand_test": "Turn on/off IK hand test",
"ik_left_hand_lerp_test": "Turn on/off left-hand lerp test",
"ik_lookatentity_head_scale": "Adjust the amount of rotation that is applied during head/eye tracking",
"ik_lookatpos_head_scale": "Adjust the amount of rotation that is applied during head/eye tracking",
"ik_paranoid_matrix_checks": "Turn on/off THOROUGH matrix validity checks",
"ik_pelvis_test": "Turn on/off IK pelvis test",
"ik_pitch_limit_max": "Pitch angle at which headtracking is entirely constrained",
"ik_pitch_limit_thresh": "Pitch angle at which headtracking starts to be constrained",
"ik_right_hand_lerp_test": "Turn on/off right-hand lerp test",
"ik_roll_limit_max": "Roll angle at which headtracking is entirely constrained",
"ik_roll_limit_thresh": "Roll angle at which headtracking starts to be constrained",
"ik_yaw_limit_max": "Yaw angle at which headtracking is entirely constrained",
"ik_yaw_limit_thresh": "Yaw angle at which headtracking starts to be constrained",
"invite_waitPeriod": "time in msec you have to wait between sending invites to the same friend",
"inviteText": "Text to display for the game invite",
"jump_height": "The maximum height of a player's jump",
"jump_ladderPushVel": "The velocity of a jump off of a ladder",
"jump_slowdownEnable": "Slow player movement after jumping",
"jump_spreadAdd": "The amount of spread scale to add as a side effect of jumping",
"jump_stepSize": "The maximum step up to the top of a jump arc",
"killOnlyTrailFX": "Kill only trail FX on host migration",
"lagometer_pos": "lagometer position",
"laserAlpha": "Laser Beam Alpha.",
"laserDebug": "Enables the display of various debug info.",
"laserEndOffset": "How far from the point of collision the end of the beam is.",
"laserFadeADS": "Whether to draw the light emitted from a laser (not the laser itself)",
"laserFlarePct": "Percentage laser widens over distance from viewer.",
"laserFlarePct_alt": "Percentage laser widens over distance from viewer.",
"laserLightBeginOffset": "How far from the true beginning of the beam the light at the beginning is.",
"laserLightBodyTweak": "Amount to add to length of beam for light when laser hits a body (for hitboxes).",
"laserLightEndOffset": "How far from the true end of the beam the light at the end is.",
"laserLightRadius": "The radius of the light at the far end of a laser beam",
"laserLightRadius_alt": "The radius of the light at the far end of a laser beam",
"laserLightRangePlayer": "The maximum range of the player's laser light (is less than laserRangePlayer then not used)",
"laserLightWithoutNightvision": "Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.",
"laserRadius": "The size (radius) of a laser beam",
"laserRadius_alt": "The size (radius) of a laser beam",
"laserRange": "The maximum range of a laser beam",
"laserRange_alt": "The maximum range of a laser beam",
"laserRangePlayer": "The maximum range of the player's laser beam",
"lbTaskDelay": "LB task throttle delay",
"league_defaultPlaylistID": "The default playlist to select if the player has never played leagues before",
"league_forcePreSeason": "Force all leagues to preseason mode.",
"league_friendsRefetchTime": "Time in minutes before refetching league friends data.",
"league_historyInfoRefetchTime": "Time in milliseconds before refetching league history info.",
"league_leaderboardRefetchTime": "Time in milliseconds before refetching league leaderboard data for a given team and a subdivision.",
"league_teamLeagueInfoRefetchTime": "Time in milliseconds before refetching team league and subdivision info.",
"leagueLoserBonus": "League Loser Bonus XP",
"leagueWinnerBonus": "League Winner Bonus XP",
"live_readPublisherStorageLocally": "Read publisher storage locally, instead of from the Xbox Live server",
"live_startmatchDeadline": "Deadline in seconds before we kick everyone to find a better session",
"live_statscaching": "If true will cache statchanged msgs from server and apply atomically",
"live_testValue": "A dvar used for testing",
"live_useTwitch": "Use twitch",
"live_useTwitter": "Use twitter",
"live_useYouTube": "Use YouTube",
"liveVoteErrorBackoff": "Backoff time if a vote history page task fails",
"liveVoteTaskDelay": "Delay between consequent vote history page tasks",
"loc_forceEnglish": "Force english localized strings",
"loc_language": "Language",
"loc_warnings": "Enable localization warnings",
"loc_warningsAsErrors": "Throw an error for any unlocalized string",
"log_append": "Open log file in append mode",
"logfile": "Write to log file - 0 = disabled, 1 = async file write, 2 = Sync every write",
"long_blocking_call": "Enable SCR_DrawPleaseWait dialog",