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site.json
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[
{
"broken": false,
"category": "server",
"cvar": "allow_spectators",
"default": "1",
"description": "Allows players to join as spectator.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "ati_npatch",
"default": "1",
"description": "Enables ATI's TRUform technology, this will result in higher quality models but will decrease performance.",
"game": "base",
"renderer": {
"d3d": true,
"ogl": true,
"sft": false
},
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "ati_subdiv",
"default": "2",
"description": "This is the ATI TRUform level, the higher you go (with ati_npatch set to 1) the more polygons are added to the models to smooth them out",
"game": "base",
"renderer": {
"d3d": true,
"ogl": true,
"sft": false
},
"sp": false,
"type": "integer",
"value": {
"default": "2",
"max": "7",
"min": "0"
}
},
{
"broken": false,
"category": "audio",
"cvar": "bgmbuffer",
"default": "4096",
"description": "Sets the allocated memory for CD/MP3 music in kB.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "4096",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "sound",
"cvar": "bgmvolume",
"default": "1",
"description": "When disabled, it pauses the current sound which is being played with \"mp3\" or \"cd\" command. To unpause, just reenable.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "bottomcolor",
"default": "0",
"description": "Sets the bottom color of your model in Half-Life that others see.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "integer",
"value": {
"default": "0",
"max": "255",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "brightness",
"default": "1",
"description": "Sets the brightness value.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "integer",
"value": {
"default": "1",
"max": "2",
"min": "0"
}
},
{
"broken": false,
"category": "cheat",
"cvar": "cam_command",
"default": "0",
"description": "Enable Third Person. It's the same as the command \"thirdperson\". In HL, it doesn't need sv_cheats 1 to work.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": true,
"category": "cheat",
"cvar": "cam_contain",
"default": "0",
"description": "",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "cheat",
"cvar": "cam_idealdist",
"default": "64",
"description": "The distance of the camera in third person. See cam_command.",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "64",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "cheat",
"cvar": "cam_idealpitch",
"default": "0",
"description": "The pitch of the third person camera. See cam_command.",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "0",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "cheat",
"cvar": "cam_idealyaw",
"default": "90",
"description": "The yaw of the third person camera. See cam_command.",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "90",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "cheat",
"cvar": "cam_snapto",
"default": "0",
"description": "If enabled, your view angles will move as the same speed as your movements instead of moving your view angles faster than your movements. Only in third person. See cam_command.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "camera",
"cvar": "chase_active",
"default": "0",
"description": "This is thirdperson, like cam_command 1, except that it only works in single player and when you move your mouse, it is like zooming in your player model.",
"game": "base",
"sp": true,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "camera",
"cvar": "chase_back",
"default": "100",
"description": "It sets how far the camera is behind you when chase_active is 1.",
"game": "base",
"sp": true,
"type": "float",
"value": {
"default": "100",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "camera",
"cvar": "chase_right",
"default": "0",
"description": "It sets how far the camera is at your right you when chase_active is 1.If you want to make the camera at your left, use negative values.",
"game": "base",
"sp": true,
"type": "float",
"value": {
"default": "0",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "camera",
"cvar": "chase_up",
"default": "16",
"description": "It sets how far the camera is above you when chase_active is 1.",
"game": "base",
"sp": true,
"type": "float",
"value": {
"default": "16",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "connection",
"cvar": "clientport",
"default": "27005",
"description": "Sets the port that the client connects to the server through.",
"game": "base",
"sp": false,
"type": "string",
"value": {
"default": "27005",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "server",
"cvar": "clockwindow",
"default": "0.5",
"description": "It's designed to combat the speedhacks being used in-game. The default value for this cvar is \"0.5\". As you lower the value (0.3, 0.1, 0.01, etc.), modem clients' games should feel jittery. Adjusting \"clockwindow\" does not affect the server. This doesn't really block the speedhacks now, but just make the speedhacker lag a lot when speedhacking.",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "0.5",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "connection",
"cvar": "cl_allowdownload",
"default": "1",
"description": "Allow maps, models, sounds, sprites, textures download when connecting to a server.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "connection",
"cvar": "cl_allowupload",
"default": "1",
"description": "Allow the upload of your custom spray when connecting to a server.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "movement",
"cvar": "cl_anglespeedkey",
"default": "0.67",
"description": "It defines the turning speed ratio with +left/+right while walking (+speed). cl_yawspeed * cl_anglespeedkey = turning speed while walking. By default the turning speed while walking is 140.7(210 * 0.67 = 140.7)",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "0.67",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "movement",
"cvar": "cl_backspeed",
"default": "400",
"description": "Sets the speed using the backward key (+back). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed. This should be equal to cl_forward and cl_sidespeed or you will have problem holding forward and left at the same time for example.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "400",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_bob",
"default": "0.01",
"description": "Sets the amount that the view bobs while the player is running.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "float",
"value": {
"default": "0.01",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_bobcycle",
"default": "0.8",
"description": "Sets how frequent the player's view bobs while running. I would recommend leaving this at the default value, since it messes up your hands since an update(it's like zooming on them). Before this update it messed up your crosshair. Has no effect when cl_bob is 0.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "float",
"value": {
"default": "0.8",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_bobup",
"default": "0.5",
"description": "Sets the amount the player bobs up while running. Has no effect when cl_bob is 0.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "float",
"value": {
"default": "0.5",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "camera",
"cvar": "cl_chasedist",
"default": "112",
"description": "It modifies how far the camera is zoomed out whilst your dead.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "112",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_clockreset",
"default": "0.1",
"description": "If the client clock drifts more than cl_clockreset from the server, we just slam it to use the server and reset the delta to 0 \u0096 usually occurs at signon to server and maybe if there is a lot of packet loss.",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "0.1",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_cmdbackup",
"default": "2",
"description": "In addition, with each command packets(cl_cmdrate), we re-send the last few previous movement commands ( in case there is packet loss ) so that we can keep moving smoothly in the face of minor network problems. The default number of \"backup\" commands that we send is 2, but you can change this number by setting cl_cmdbackup to another number. You can send more than 8 backup commands and you should note that sending backup commands will increase your outgoing bandwidth usage.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "2",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_cmdrate",
"default": "30",
"description": "\tThis is the maximum of command packets you will send to the server per second. The default is to send up to 30 command packets per second up to the server. If you are running faster than 30 frames per second, then multiple commands will be put into some packets. You can change the rate of sending command packets to the server by setting the cl_cmdrate cvar.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "30",
"max": "",
"min": "10"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_corpsestay",
"default": "600",
"description": "Time in seconds before dead bodies dissapears from the ground.",
"game": "cs",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "integer",
"value": {
"default": "600",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_crosshair_color",
"default": "50 250 50",
"description": "Defines the color of the crosshair in RGB, the value must be encased in double quotes.",
"game": "cs",
"sp": false,
"type": "string",
"value": {
"default": "50 250 50",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_crosshair_size",
"default": "0/auto",
"description": "Defines the size of your crosshair. The different values are : 0 or auto / 1 or small / 2 or medium / 3 or large.",
"game": "cs",
"sp": false,
"type": "string",
"value": {
"default": "0/auto",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_crosshair_translucent",
"default": "",
"description": "Enables translucent crosshair.",
"game": "cs",
"sp": false,
"type": "boolean",
"value": {
"default": "",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_dlmax",
"default": "128",
"description": "Cl_dlmax determines the \u0093fragment\u0094 size for chunks of player decals, etc. that are downloaded while playing the game. Clamped to 16 to 1024 bytes. Useful to try and limit decals from taking up a lot of bandwidth \u0096 this made a lot more sense back when everyone was on 14.4 kbps modems.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "128",
"max": "1024",
"min": "16"
}
},
{
"broken": false,
"category": "connection",
"cvar": "cl_download_ingame",
"default": "1",
"description": "Enables the download of players custom sprays while playing.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_dynamiccrosshair",
"default": "1",
"description": "Enables the dynamic crosshair when crouching/jumping...",
"game": "cs",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_fixtimerate",
"default": "7.5",
"description": "Cl_fixtimerate is the # of msec per frame of \u0093clock drift\u0094 fixup. Since the server is sending timestamps in every packet, but we only read networking once per frame, we don\u0092t want to just \u0093accept\u0094 the server clock, so we use it as a target and \u0093correct\u0094 toward it by the fixtimerate (unless the delta becomes too large and we snap the client to the server clock).",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "7.5",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_fog_b",
"default": "0",
"description": "It sets the fog color blue value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "integer",
"value": {
"default": "0",
"max": "255",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_fog_density",
"default": "0",
"description": "It sets the density of the fog. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar. A good value is 0.0003.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "float",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_fog_g",
"default": "0",
"description": "It sets the fog color green value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "integer",
"value": {
"default": "0",
"max": "255",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_fog_r",
"default": "0",
"description": "It sets the fog color red value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "integer",
"value": {
"default": "0",
"max": "255",
"min": "0"
}
},
{
"broken": false,
"category": "movement",
"cvar": "cl_forwardspeed",
"default": "400",
"description": "Sets the speed using the forward key (+forward). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed.This should be equal to cl_backspeed and cl_sidespeed or you will have problem holding forward and left at the same time for example.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "400",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_gaitestimation",
"default": "1",
"description": "Cl_gaitestimation uses an alternate path for computing the velocity of other players, which is used to drive their lower body (leg) animations. However, cs 1.6 forces it on and the cvar is ignored.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "server",
"cvar": "cl_gg",
"default": "0",
"description": "If enables, when viewing a demo with using playdemo or viewdemo, it runs the demo in benchmaking mode, quits the game and saves the results in fps.txt file . It's the same as running a demo with gg \"demoname\".",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_himodels",
"default": "0",
"description": "Enables the High Quality models. This only works in Half-Life.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_idealpitchscale",
"default": "0.8",
"description": "This was used by a system (mostly for using joysticks) of adjusting the eye \u0093pitch\u0094 angle when walking up/down sloped surfaces. It looks like this used to \u0093scale\u0094 how quickly the pitch converged on the \u0093ideal\u0094 pitch for the slope. This works when lookspring is enabled (mouse look need to be disabled) and when joystick look is enabled. The value is by how many degree the view is adjusted when walking up/down sloped surfaces.",
"game": "base",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "float",
"value": {
"default": "0.8",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_lc",
"default": "1",
"description": "This is called \"server-side hit computation and lag compensation\".This only works if the server is allowing lag compensation (sv_unlag 1) and if the firing player is requesting lag compensation (cl_lc 1 - note that the player must also be predicting weapon firing client-side, too, or cl_lc is ignored). Don't change this. See also cl_lw.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_logocolor",
"default": "#Valve_Orange",
"description": "It defines the color of your spray: #Valve_Blue, #Valve_Brown, #Valve_Dkgray, #Valve_Ltblue, #Valve_Ltgray, #Valve_Green, #Valve_Orange, #Valve_Red, #Valve_Yellow",
"game": "base",
"sp": false,
"type": "string",
"value": {
"default": "#Valve_Orange",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_logofile",
"default": "lambda",
"description": "It defines which spray you want to use among those: 8ball1, andre, camp1, chick1, chuckskull, devl1, gun1, lambda, skull, smiley, splatt, tiki, v_1",
"game": "base",
"sp": false,
"type": "string",
"value": {
"default": "lambda",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_lw",
"default": "1",
"description": "This is called \"client-side weapon firing prediction\".What this refers to is the instantaneous set of effects that occur when the fire button is pressed. These effects are all done client-side if client-side weapon firing prediction is enabled (cl_lw is 1). The effects include: starting the weapon firing animation, showing any muzzle flash, creating any ejected shells, drawing decals and bullet puffs at the impact spot on the wall of the level, starting the weapon firing sound, etc. However, the actual determination of whether the shot (for hit-scan weapons at least) hit another player is now and always has been done at the server. If this is disabled, Lag Compensation is also disabled. See cl_lc.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "video",
"cvar": "cl_minmodels",
"default": "0",
"description": "Enable displaying of only the minimum models: leet.mdl, gign.mdl and vip.mdl, enabling may improve performance.",
"game": "cs",
"renderer": {
"d3d": false,
"ogl": false,
"sft": false
},
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "movement",
"cvar": "cl_movespeedkey",
"default": "0.52",
"description": "The speed at which you move when +speed is active.",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "0.52",
"max": "0.52",
"min": "0"
}
},
{
"broken": false,
"category": "developer",
"cvar": "cl_needinstanced",
"default": "0",
"description": "Enabling this will print into the console some infos about the models being loaded(weapon models). You need developer 1 to see the infos. And you need sv_instancedbaseline 1 server side. (This is already 1 by default)",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_nosmooth",
"default": "0",
"description": "It defines if the prediction errors will be smoothly corrected over the cl_smoothtime time. If set to 1, the prediction error smoothing is disabled (same with cl_smoothime 0).",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_observercrosshair",
"default": "1",
"description": "This enables the crosshair in Free Look spectator mode. It's buggued, it only works if you die and the camera is set to free look, after changing spectating mode, it will not work except next round if you die and are in free look mode again.",
"game": "cs",
"sp": false,
"type": "boolean",
"value": {
"default": "1",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_pitchdown",
"default": "89",
"description": "Sets the maximum view angle to look down. This is locked and can't be changed in CS.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "89",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "movement",
"cvar": "cl_pitchspeed",
"default": "225",
"description": "This is how fast your view loop up / look down with using the commands +lookup / +lookdown.",
"game": "base",
"sp": false,
"type": "float",
"value": {
"default": "225",
"max": "",
"min": "50"
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_pitchup",
"default": "89",
"description": "Sets the maximum view angle to look up. This is locked and can't be changed in CS.",
"game": "base",
"sp": false,
"type": "integer",
"value": {
"default": "89",
"max": "",
"min": ""
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_pmanstats",
"default": "0",
"description": "It displays on your screen infos about particles. The particles are smokes grenades (maybe there are others things, but I didn't see anything other that could change this particle meter).\"Number of particles\" is the number of particles that are in the map at the moment.\"Particles Drawn\" is how much particles are drawn on your screen at the moment.\"CMiniMem Free\" is how much memory is availaible for smokes.",
"game": "base",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "interface",
"cvar": "cl_radartype",
"default": "0",
"description": "Enables opaque (non translucent) radar.",
"game": "cs",
"sp": false,
"type": "boolean",
"value": {
"default": "0",
"max": "1",
"min": "0"
}
},
{
"broken": false,
"category": "netcode",
"cvar": "cl_rate",
"default": "9999",
"description": "This is how many bytes per seconds the client send to the server. Note: It's a command but it works like a cvar, except that sometimes it doesn't work if you try setting it in your cfg.",
"game": "base",
"sp": false,
"type": "integer",