          sys_smp_allowed Allow multi-threading
               sv_running Server is running
        com_filter_output Use console filters for filtering output.
                    intro Intro movie should play
            com_animCheck Check anim tree
                    hiDef True if the game video is running in high-def.
               wideScreen True if the game video is running in 16x9 aspect, false if 4x3.
  com_cinematicEndInWhite Set by script. True if cinematic ends with a white screen.
         loc_forceEnglish Force english localized strings
            loc_translate Enable translations
             fs_copyfiles Copy all used files to another location
       fs_ignoreLocalized Ignore localized files
          sys_smp_allowed Allow multi-threading
               sv_running Server is running
        com_filter_output Use console filters for filtering output.
                    intro Intro movie should play
            com_animCheck Check anim tree
                    hiDef True if the game video is running in high-def.
               wideScreen True if the game video is running in 16x9 aspect, false if 4x3.
  com_cinematicEndInWhite Set by script. True if cinematic ends with a white screen.
       com_recommendedSet Use recommended settings
                  sys_SSE Operating system allows Streaming SIMD Extensions
                  sys_SSE Operating system allows Streaming SIMD Extensions
                pt_rejoin Enable defensive rejoin command
       pt_allMembersDoQoS Whether to send search results to all party/lobby members to get QoS data
pt_migrateBeforeAdvertise Whether lobbies made by private parties should migrate host before publishing
       party_teamsVisible teams are visible in UI
          party_teambased True if the current playlist is team based
      party_playervisible Whether selected player in party is showing true info or not.  Only valid when used with party feeders.
party_IsLocalClientSelected True if selected player is a local client.  Only valid when used with party feeders.
party_membersMissingMapPack Whether any party member is missing one of the enabled map packs. Only valid after running partyUpdateMissingMapPackDvar
party_followPartyHostOutOfGames Whether we should follow our party host out of a game in progress.
        use_weighted_pass Dictates whether to use the search weighted pass for MMing or not
  use_filtered_query_pass Dictates whether to use the filtered query for MMing or not
          party_listFocus True when an item in the party list has focus.
    validate_apply_clamps True if individual stat validation failure results in clamping the value
    validate_apply_revert True if individual stat validation failure reverts the value
validate_apply_revert_full True if any individual stat validation failure causes a full stats revert
    validate_drop_on_fail True if stats validation failure results in dropping from the match
        matchmaking_debug Enable matchmaking debugging information
ps3_session_modify_retry_on_failure Enable session modify retry on failures.
session_immediateDeleteTinySessions Whether to immediately delete sessions with 1 user
     kill_dedicatedserver Client kill switch for dedicated server feature.  Setting to true disables dedicated server browsing.
          xblive_loggedin User is logged into xbox live
      xblive_privatematch private match
               systemlink 
              splitscreen 
      session_nonblocking Non-blocking Session code
xblive_hostingprivateparty true only if we're hosting a party
           requireOpenNat true if we require an open nat to host lobbies
      entitlementSystemOk Set by the game to inform that the entitlement system is initialised
   elite_clan_using_title Stores whether the Elite Clan title is in use by the user
     migration_dvarErrors Whether to check for illegal script dvar changes.
                 in_mouse Initialize the mouse drivers
        loading_sre_fatal Loading errors prevent level from loading.
               g_hardcore Hardcore?
          sv_floodProtect Prevent malicious lagging by flooding the server with commands
    sv_allowClientConsole Allow remote clients to access the console
                  sv_pure Cannot use modified IWD files
        sv_showAverageBPS Show average bytes per second for net debugging
         sv_clientArchive Have the clients archive data to save bandwidth on the server
        clientSideEffects Enable loading _fx.gsc files on the client
     testClients_doAttack Testclients will use the attack button.
       testClients_doMove Testclients will use the movement.
     testClients_doReload Testclients will use the reload button.
     testClients_doCrouch Testclients will use the crouch button.
 testClients_watchKillcam Testclients will not press buttons during killcam.
                net_noudp Disable UDP
                net_noipx Disable IPX
         net_socksEnabled Enable network sockets
                net_noudp Disable UDP
                net_noipx Disable IPX
         net_socksEnabled Enable network sockets
         r_ssaoDownsample Perform SSAO calculation on downsampled depth buffer
          r_ignorehwgamma Ignore hardware gamma
       r_texFilterDisable Disables all texture filtering (uses nearest only.)
             r_fullbright Toggles rendering without lighting
               r_multiGpu Use multiple GPUs
               r_fastSkin Enable fast model skinning
             r_smc_enable Enable static model cache
           r_smc_optimize Flush large models from the cache to make room for small ones when the cache is full
                r_pretess Batch surfaces to reduce primitive count
                    r_fog Set to 0 to disable fog
          r_picmip_manual If 0, picmip is set automatically.  If 1, picmip is set based on the other r_picmip dvars.
                 r_detail Allows shaders to use detail textures
                 r_normal Allows shaders to use normal maps
               r_specular Allows shaders to use phong specular lighting
  r_primaryLightUseTweaks Use primary light intensity tweaks
r_viewModelPrimaryLightUseTweaks Use primary light intensity tweaks
    r_useLayeredMaterials Set to true to use layered materials on shader model 3 hardware
        r_loadForRenderer Set to false to disable dx allocations (for dedicated server mode)
          r_resampleScene Upscale the frame buffer with sharpen filter and color correction.
   r_showMissingLightGrid Use rainbow colors for entities that are outside the light grid
    r_cacheSModelLighting Speed up static model lighting by caching previous results
     r_cacheModelLighting Speed up model lighting by caching previous results
  r_lightGridEnableTweaks Enable tweaks of the light color from the light grid
r_lightGridUseTweakedValues Use tweaked values instead of default
           r_heroLighting Enable hero-only lighting
r_showModelLightingLowWaterMark Vertex count for each entity
         r_envMapOverride Min reflection intensity based on glancing angle.
            r_smp_backend Process renderer back end in a separate thread
             r_smp_worker Process renderer front end in a separate thread
     r_smp_worker_thread0 Enable worker thread
     r_smp_worker_thread1 Enable worker thread
                  r_vsync Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
                r_drawSun Enable sun effects
             r_drawDecals Enable world decal rendering
       r_spotLightShadows Enable shadows for spot lights.
 r_spotLightEntityShadows Enable entity shadows for spot lights.
              r_drawWater Enable water animation
                r_lockPvs Lock the viewpoint used for determining what is visible to the current position and direction
                r_skipPvs Skipt the determination of what is in the potentially visible set (disables most drawing)
       r_portalBevelsOnly Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen
             r_singleCell Only draw things in the same cell as the camera.  Most useful for seeing how big the current cell is.
                 r_floatz Allocate a float z buffer (required for effects such as floatz, dof, laser light and SSAO)
 r_floatzClearToThreshold Clear floatz buffer to threshold value so that DoF is applied to all pixels
               r_zFeather Enable z feathering (fixes particles clipping into geometry)
                sm_enable Enable shadow mapping
             sm_sunEnable Enable sun shadow mapping from script
            sm_spotEnable Enable spot shadow mapping from script
    sm_dynlightAllSModels Enable, from script, rendering all static models in dynamic light volume when shadow mapping
   sm_sunShadowCenterMode When false center value only used for far map, when true sets both maps
            sm_strictCull Strict shadow map cull
          sm_spotDistCull Distance cull spot shadows
         sm_fastSunShadow Fast sun shadow
  sm_sunShadowScaleLocked Lock usage of sm_sunShadowScale at 1
     sm_qualitySpotShadow Fast spot shadow
             r_distortion Enable distortion
           r_glow_allowed Allow glow.
r_glow_allowed_script_forced Force 'allow glow' to be treated as true, by script.
                   r_glow Enable glow.
          r_glowUseTweaks Overide glow with tweak dvar values.
        r_glowTweakEnable Tweak dev var; Enable glow
          r_filmUseTweaks Overide film effects with tweak dvar values.
          r_filmAltShader Use alternate shader (with middle tint and dark desat) for film color.
        r_filmTweakEnable Tweak dev var; enable film color effects
        r_filmTweakInvert Tweak dev var; enable inverted video
             r_dof_enable Enable the depth of field effect
              r_dof_tweak Use dvars to set the depth of field effect; overrides r_dof_enable
                r_outdoor Prevents snow from going indoors
         r_sun_from_dvars Set sun flare values from dvars rather than the level
           r_sse_skinning Use Streaming SIMD Extensions for skinning
 r_altModelLightingUpdate Use alternate model lighting update technique
         r_preloadShaders Force D3D to draw dummy geometry with all shaders during level load; may fix long pauses at level start.
                fx_enable Toggles all effects processing
                  fx_draw Toggles drawing of effects after processing
        fx_draw_spotLight Toggles drawing of effects after processing
        fx_draw_omniLight Toggles drawing of effects after processing
       fx_cull_elem_spawn Culls effect elems for spawning
        fx_cull_elem_draw Culls effect elems for drawing
                 fx_marks Toggles whether bullet hits leave marks
         fx_marks_smodels Toggles whether bullet hits leave marks on static models
            fx_marks_ents Toggles whether bullet hits leave marks on entities
                fx_freeze Freeze effects
                 fx_count Debug effects count
            fx_drawClouds Toggles the drawing of particle clouds
             fx_deferelem Toggles deferred processing of elements instead of effects
             fx_draw_simd Draw effects using SIMD / Vector code.
    fx_killEffectOnRewind Causes effects that have been marked for a soft kill (fade out) to be killed immediately on a rewind.
              glass_break Toggle whether or not glass breaks when shot
                monkeytoy Restrict console access
               cl_noprint Print nothing to the console
               onlinegame Current game is an online game with stats, custom classes, unlocks
           useonlinestats Whether to use online stats when in offline modes
      cl_hudDrawsBehindUI Should the HUD draw when the UI is up?
                 cl_voice Use voice communications
cl_enableDedicatedServerBrowser Enable dedicated server browser.
            cl_enableRCon Enable remote console.
              cl_freelook Enable looking with mouse
         cl_showmouserate Print mouse rate debugging information to the console
            r_inGameVideo Allow in game cinematics
      cl_bypassMouseInput Bypass UI mouse input and send directly to the game
                 m_filter Allow mouse movement smoothing
                cl_ingame True if the game is active
               hud_enable Enable the HUD display
                 cg_blood Show blood
          cl_demo_enabled Used to turn off/on the client demo recording system
            cl_demo_pause Used to pause a demo playback.
         cl_demo_uploadfb Should we upload to FB
               cg_drawGun Draw the view model
  cg_weaponHintsCoD1Style Draw weapon hints in CoD1 style: with the weapon name, and with the icon below
                cg_draw2D Draw 2D screen elements
            cg_drawHealth Draw health bar
        cg_drawBreathHint Draw a 'hold breath to steady' hint
        cg_drawMantleHint Draw a 'press key to mantle' hint
       cg_drawStatsSource Draw stats source
           cg_drawViewpos Draw viewpos
         cg_drawEffectNum Draw counts of effects and elements
         cg_drawFPSLabels Draw FPS Info Labels
       cg_drawScriptUsage Draw debugging information for scripts
          cg_drawSnapshot Draw debugging information for snapshots
         cg_drawCrosshair Turn on weapon crosshair
   cg_drawTurretCrosshair Draw a cross hair when using a turret
    cg_drawCrosshairNames Draw the name of an enemy under the crosshair
       cg_drawDamageFlash Draw flash when hit.
   cg_drawDamageDirection Draw hit direction arrow.
  cg_hudDamageIconInScope Draw damage icons when aiming down the sight of a scoped weapon
 cg_hudGrenadeIconInScope Show the grenade indicator when aiming down the sight of a scoped weapon
cg_hudGrenadeIconEnabledFlash Show the grenade indicator for flash grenades
            drawLagometer Enable the 'lagometer'
          drawEntityCount Enable entity count drawing
      drawServerBandwidth Enable drawing server bandwidth
          drawKillcamData Enable drawing server killcam data
      cg_crosshairDynamic Crosshair is Dynamic
   cg_crosshairEnemyColor The crosshair color when over an enemy
                 cg_brass Weapons eject brass
             cg_footsteps Play footstep sounds
cg_marks_ents_player_only Marks on entities from players' bullets only.
 tracer_explosiveOverride When turned on, will apply an override to the tracer settings when shooting explosive bullets.
tracer_stoppingPowerOverride When turned on, will apply an override to the tracer settings when the stopping power perk is active.
           cg_thirdPerson Use third person view
         cg_teamChatsOnly Allow chatting only on the same team
            cg_drawpaused Draw paused screen
              con_minicon Display the mini console on screen
      cg_deadChatWithTeam If true, dead players can talk to living players on their team
    cg_deadHearTeamLiving If true, dead players can hear living players on their team talk
     cg_deadHearAllLiving If true, dead players can hear all living players talk
      cg_deadChatWithDead If true, dead players can all chat together, regardless of team
 cg_everyoneHearsEveryone If true, all players can all chat together, regardless of team or death
     cg_hearVictimEnabled If true, you can hear the person you just killed
       cg_descriptiveText Draw descriptive spectator messages
 cg_constantSizeHeadIcons Head icons are the same size regardless of distance from the player
     cg_drawFriendlyNames Whether to show friendly names in game
                 cg_blood Show Blood
overrideNVGModelWithKnife When true, nightvision animations will attach the weapDef's knife model instead of the night vision goggles.
     cg_weapHitCullEnable When true, cull back facing weapon hit fx.
    useRelativeTeamColors Whether to use relative team colors.
         radarjamSinCurve 
          vehCam_freeLook Enables free look mode
            dynEnt_active Disable/enable dynent reactions
                  compass Display Compass
        compassClampIcons If true, friendlies and enemy pings clamp to the edge of the radar.  If false, they disappear off the edge.
          compassRotation Style of compass
compassObjectiveDrawLines Draw horizontal and vertical lines to the active target, if it is within the minimap boundries
      compassHideVehicles When enabled, disables the CG_PLAYER_COMPASS_VEHICLES ownerdraw.
compassHideSansObjectivePointer Hide the compass, but leave the obective pointer visible.
compassHellfireTargetSpot Hellfires on the compass show the spot that they're pointed at, instead of showing their own position.
          ammoCounterHide Hide the Ammo Counter
          actionSlotsHide Hide the actionslots.
nightVisionDisableEffects 
    cg_scoreboardPingText Whether to show numeric ping value
   cg_scoreboardPingGraph Whether to show graphical ping
        waypointDebugDraw 
waypointOffscreenRoundedCorners Off-screen icons take rounded corners when true.  90-degree corners when false.
               laserLight Whether to draw the light emitted from a laser (not the laser itself)
laserLightWithoutNightvision Whether to draw the light emitted from a laser (not the laser itself) when nightvision is off. Player always gets light.
               laserDebug Enables the display of various debug info.
           viewModelHacks Enabled depth hack and remove viewmodel from shadows.
 viewModelDebugNotetracks Enable display of viewmodel notetrack debug info.
           cg_cullBullets Whether to cull bullet fire prediction if trajectory doesn't pass your view or anywhere near you
            snd_newWhizby Toggles using the new whizby feature. true => new, false => old
        clientSideEffects Enable loading _fx.gsc files on the client
     g_compassShowEnemies Whether enemies are visible on the compass at all times
        bg_forceDualWield Force akimbo for all possible weapons
       camera_thirdPerson Use third person view globally
 bg_forceExplosiveBullets When set, all bullet weapons will fire explosive rounds (Simulates Perk)
 player_scopeExitOnDamage Exit the scope if the player takes damage
       player_debugHealth Turn on debugging info for player health
       player_sustainAmmo Firing weapon will not decrease clip ammo.
   player_sprintUnlimited Whether players can sprint forever or not
    player_lastStandDebug Forces players into last stand for debugging purposes.
         player_turnAnims Use animations to turn a player's model in multiplayer
           bg_shock_sound Play shell shock sound
     bg_shock_lookControl Alter player control during shellshock
        bg_shock_movement Affect player's movement speed duringi shellshock
bullet_penetration_enabled When false, disables bullet penetration completely.
      useTagFlashSilenced When true, silenced weapons will use "tag_flash_silenced" instead of "tag_flash".
      jump_slowdownEnable Slow player movement after jumping
            mantle_enable Enable player mantling
             mantle_debug Show debug information for mantling
   sentry_placement_debug Enables sentry placement debug lines
               hud_enable Enable hud elements
           ragdoll_enable Turn on ragdoll death animations
       ragdoll_dump_anims Dump animation data when ragdoll fails
         r_ssaoDownsample Perform SSAO calculation on downsampled depth buffer
          r_ignorehwgamma Ignore hardware gamma
       r_texFilterDisable Disables all texture filtering (uses nearest only.)
             r_fullbright Toggles rendering without lighting
               r_multiGpu Use multiple GPUs
               r_fastSkin Enable fast model skinning
             r_smc_enable Enable static model cache
           r_smc_optimize Flush large models from the cache to make room for small ones when the cache is full
                r_pretess Batch surfaces to reduce primitive count
                    r_fog Set to 0 to disable fog
          r_picmip_manual If 0, picmip is set automatically.  If 1, picmip is set based on the other r_picmip dvars.
                 r_detail Allows shaders to use detail textures
                 r_normal Allows shaders to use normal maps
               r_specular Allows shaders to use phong specular lighting
  r_primaryLightUseTweaks Use primary light intensity tweaks
r_viewModelPrimaryLightUseTweaks Use primary light intensity tweaks
    r_useLayeredMaterials Set to true to use layered materials on shader model 3 hardware
        r_loadForRenderer Set to false to disable dx allocations (for dedicated server mode)
          r_resampleScene Upscale the frame buffer with sharpen filter and color correction.
   r_showMissingLightGrid Use rainbow colors for entities that are outside the light grid
    r_cacheSModelLighting Speed up static model lighting by caching previous results
     r_cacheModelLighting Speed up model lighting by caching previous results
  r_lightGridEnableTweaks Enable tweaks of the light color from the light grid
r_lightGridUseTweakedValues Use tweaked values instead of default
           r_heroLighting Enable hero-only lighting
r_showModelLightingLowWaterMark Vertex count for each entity
         r_envMapOverride Min reflection intensity based on glancing angle.
            r_smp_backend Process renderer back end in a separate thread
             r_smp_worker Process renderer front end in a separate thread
     r_smp_worker_thread0 Enable worker thread
     r_smp_worker_thread1 Enable worker thread
                  r_vsync Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
                r_drawSun Enable sun effects
             r_drawDecals Enable world decal rendering
       r_spotLightShadows Enable shadows for spot lights.
 r_spotLightEntityShadows Enable entity shadows for spot lights.
              r_drawWater Enable water animation
                r_lockPvs Lock the viewpoint used for determining what is visible to the current position and direction
                r_skipPvs Skipt the determination of what is in the potentially visible set (disables most drawing)
       r_portalBevelsOnly Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen
             r_singleCell Only draw things in the same cell as the camera.  Most useful for seeing how big the current cell is.
                 r_floatz Allocate a float z buffer (required for effects such as floatz, dof, laser light and SSAO)
 r_floatzClearToThreshold Clear floatz buffer to threshold value so that DoF is applied to all pixels
               r_zFeather Enable z feathering (fixes particles clipping into geometry)
                sm_enable Enable shadow mapping
             sm_sunEnable Enable sun shadow mapping from script
            sm_spotEnable Enable spot shadow mapping from script
    sm_dynlightAllSModels Enable, from script, rendering all static models in dynamic light volume when shadow mapping
   sm_sunShadowCenterMode When false center value only used for far map, when true sets both maps
            sm_strictCull Strict shadow map cull
          sm_spotDistCull Distance cull spot shadows
         sm_fastSunShadow Fast sun shadow
  sm_sunShadowScaleLocked Lock usage of sm_sunShadowScale at 1
     sm_qualitySpotShadow Fast spot shadow
             r_distortion Enable distortion
           r_glow_allowed Allow glow.
r_glow_allowed_script_forced Force 'allow glow' to be treated as true, by script.
                   r_glow Enable glow.
          r_glowUseTweaks Overide glow with tweak dvar values.
        r_glowTweakEnable Tweak dev var; Enable glow
          r_filmUseTweaks Overide film effects with tweak dvar values.
          r_filmAltShader Use alternate shader (with middle tint and dark desat) for film color.
        r_filmTweakEnable Tweak dev var; enable film color effects
        r_filmTweakInvert Tweak dev var; enable inverted video
             r_dof_enable Enable the depth of field effect
              r_dof_tweak Use dvars to set the depth of field effect; overrides r_dof_enable
                r_outdoor Prevents snow from going indoors
         r_sun_from_dvars Set sun flare values from dvars rather than the level
           r_sse_skinning Use Streaming SIMD Extensions for skinning
 r_altModelLightingUpdate Use alternate model lighting update technique
         r_preloadShaders Force D3D to draw dummy geometry with all shaders during level load; may fix long pauses at level start.
                fx_enable Toggles all effects processing
                  fx_draw Toggles drawing of effects after processing
        fx_draw_spotLight Toggles drawing of effects after processing
        fx_draw_omniLight Toggles drawing of effects after processing
       fx_cull_elem_spawn Culls effect elems for spawning
        fx_cull_elem_draw Culls effect elems for drawing
                 fx_marks Toggles whether bullet hits leave marks
         fx_marks_smodels Toggles whether bullet hits leave marks on static models
            fx_marks_ents Toggles whether bullet hits leave marks on entities
                fx_freeze Freeze effects
                 fx_count Debug effects count
            fx_drawClouds Toggles the drawing of particle clouds
             fx_deferelem Toggles deferred processing of elements instead of effects
             fx_draw_simd Draw effects using SIMD / Vector code.
    fx_killEffectOnRewind Causes effects that have been marked for a soft kill (fade out) to be killed immediately on a rewind.
              glass_break Toggle whether or not glass breaks when shot
           r_autopriority Automatically set the priority of the windows process when the game is minimized
           r_supportsSSAO True if the videocard supports features needed for SSAO
       snd_errorOnMissing Cause a Com_Error if a sound file is missing.
             snd_enable2D Enable 2D sounds
             snd_enable3D Enable 3D sounds
         snd_enableStream Enable streamed sounds
         snd_enableReverb Enable sound reverberation
             snd_enableEq Enable equalization filter
snd_touchStreamFilesOnLoad Check whether stream sound files exist while loading
        winvoice_mic_mute Mute the microphone
      winvoice_save_voice Write voice data to a file
        winvoice_loopback Echo microphone input locally
        phys_reorderConst ODE solver reorder constraints
           phys_noIslands Make all contacts joints between an object and the world: no object-object contacts
     phys_collUseEntities Disable to turn off testing for collision against entities
physVeh_collideWithClipOnly Physics vehicles will only collide with vehicle clip when true
             physVeh_jump Set to 1 to make a vehicle jump.
              g_allowvote (null)
                 cg_brass (null)
                 fx_marks (null)
        ui_onlineRequired UI requires online connection to be present.
   ui_sbHasServerSelected Has server selected?
 ui_sbEnableAddToFavorite Enable add to favorite functionality?
       ui_browserShowFull Show full servers
      ui_browserShowEmpty Show empty servers
  ui_browserShowDedicated Show dedicated servers only
              ui_showList Show onscreen list of currently visible menus
             ui_partyFull True if the current party is full.
   ui_cinematicsTimestamp Shows cinematics timestamp on subtitle UI elements.
         ui_drawCrosshair Whether to draw crosshairs.
             ui_debugMode Draw ui debug info on the screen.
          ui_hud_hardcore Whether the HUD should be suppressed for hardcore mode
     ui_allow_classchange Whether the UI should allow changing class
      ui_allow_teamchange Whether the UI should allow changing team
           ui_showDLCMaps Whether to display the DLC maps.
accessToSubscriberContent Whether to display the subscriber maps.
           ui_multiplayer True if the game is multiplayer
