                   com_timescale Scale time of each frame
                       timescale Scale time of each frame
              cpu_speed_8players 8 player sys_configureGHz req'd
             cpu_speed_12players 12 player sys_configureGHz req'd
             cpu_speed_18players 18 player sys_configureGHz req'd
       con_gameMsgWindow0MsgTime On screen time for game messages in seconds in game message window 0
    con_gameMsgWindow0ScrollTime Time to scroll messages when the oldest message is removed in game message window 0
    con_gameMsgWindow0FadeInTime Time to fade in new messages in game message window 0
   con_gameMsgWindow0FadeOutTime Time to fade out old messages in game message window 0
con_gameMsgWindow0SplitscreenScale Scaling of game message window 0 in splitscreen
       con_gameMsgWindow1MsgTime On screen time for game messages in seconds in game message window 1
    con_gameMsgWindow1ScrollTime Time to scroll messages when the oldest message is removed in game message window 1
    con_gameMsgWindow1FadeInTime Time to fade in new messages in game message window 1
   con_gameMsgWindow1FadeOutTime Time to fade out old messages in game message window 1
con_gameMsgWindow1SplitscreenScale Scaling of game message window 1 in splitscreen
       con_gameMsgWindow2MsgTime On screen time for game messages in seconds in game message window 2
    con_gameMsgWindow2ScrollTime Time to scroll messages when the oldest message is removed in game message window 2
    con_gameMsgWindow2FadeInTime Time to fade in new messages in game message window 2
   con_gameMsgWindow2FadeOutTime Time to fade out old messages in game message window 2
con_gameMsgWindow2SplitscreenScale Scaling of game message window 2 in splitscreen
       con_gameMsgWindow3MsgTime On screen time for game messages in seconds in game message window 3
    con_gameMsgWindow3ScrollTime Time to scroll messages when the oldest message is removed in game message window 3
    con_gameMsgWindow3FadeInTime Time to fade in new messages in game message window 3
   con_gameMsgWindow3FadeOutTime Time to fade out old messages in game message window 3
con_gameMsgWindow3SplitscreenScale Scaling of game message window 3 in splitscreen
            con_errormessagetime Onscreen time for error messages in seconds
                 con_minicontime Onscreen time for minicon messages in seconds
                   com_timescale Scale time of each frame
                       timescale Scale time of each frame
              cpu_speed_8players 8 player sys_configureGHz req'd
             cpu_speed_12players 12 player sys_configureGHz req'd
             cpu_speed_18players 18 player sys_configureGHz req'd
                sys_configureGHz Normalized total CPU power, based on cpu type, count, and speed; used in autoconfigure
                      sys_cpuGHz Measured CPU speed
                sys_configureGHz Normalized total CPU power, based on cpu type, count, and speed; used in autoconfigure
                      sys_cpuGHz Measured CPU speed
       pt_percentUnacceptableQoS Percent of party members that can have unacceptable QoS when party exceeds pt_startAllowingUnacceptableQos
  partymigrate_cpuBonusThreshold The required excess %CPU speed to get a bonus when scoring hosts.
      search_weight_country_code The weight used for the country code in weighted matchmaking.
search_weight_country_code_and_region The weight used for the country code and region in weighted matchmaking.
      search_weight_hilbert_enum The weight used for the hilbert enum (which is a rough measure of world position.)
     search_weight_mappack_count The weight used for the count of the number of mappacks a player has.
         dw_logging_level_chance Sets what chance any client has of being a logger
                  sv_kickBanTime Time in seconds for a player to be banned from the server after being kicked
                r_sunsprite_size diameter in pixels at 640x480 and 80 fov
             r_sunflare_min_size smallest size of flare effect in pixels at 640x480
            r_sunflare_min_angle angle from sun in degrees outside which effect is 0
             r_sunflare_max_size largest size of flare effect in pixels at 640x480
            r_sunflare_max_angle angle from sun in degrees inside which effect is max
            r_sunflare_max_alpha 0-1 vertex color and alpha of sun at max effect
               r_sunflare_fadein time in seconds to fade alpha from 0% to 100%
              r_sunflare_fadeout time in seconds to fade alpha from 100% to 0%
            r_sunblind_min_angle angle from sun in degrees outside which blinding is 0
            r_sunblind_max_angle angle from sun in degrees inside which blinding is max
           r_sunblind_max_darken 0-1 fraction for how black the world is at max blind
               r_sunblind_fadein time in seconds to fade blind from 0% to 100%
              r_sunblind_fadeout time in seconds to fade blind from 100% to 0%
            r_sunglare_min_angle angle from sun in degrees inside which glare is maximum
            r_sunglare_max_angle angle from sun in degrees inside which glare is minimum
          r_sunglare_max_lighten 0-1 fraction for how white the world is at max glare
               r_sunglare_fadein time in seconds to fade glare from 0% to 100%
              r_sunglare_fadeout time in seconds to fade glare from 100% to 0%
                  r_ssaoStrength Strength of Screen Space Ambient Occlusion effect
                     r_ssaoPower Power curve applied to SSAO factor
                r_ssaoBlurRadius Apply gaussian blur with this radius to calculated SSAO values
                         r_gamma Gamma value
                    r_blacklevel Black level (negative brightens output)
              r_texFilterMipBias Change the mipmap bias
                 r_lodScaleRigid Scale the level of detail distance for rigid models (larger reduces detail)
                  r_lodBiasRigid Bias the level of detail distance for rigid models (negative increases detail)
               r_lodScaleSkinned Scale the level of detail distance for skinned models (larger reduces detail)
                r_lodBiasSkinned Bias the level of detail distance for skinned models (negative increases detail)
                          r_zfar Change the distance at which culling fog reaches 100% opacity; 0 is off
           r_fog_depthhack_scale Fog color scale for viewmodel (< 0 disabled) [SP Only]
            r_polygonOffsetScale Offset scale for decal polygons; bigger values z-fight less but poke through walls more
             r_polygonOffsetBias Offset bias for decal polygons; bigger values z-fight less but poke through walls more
         r_polygonOffsetBiasMult Scriptable multiplier to apply to r_polygonOffsetBias to be used when we have sort issues because of lack of depth precision; for example, in sniper view
            r_specularColorScale Set greater than 1 to brighten specular highlights
             r_diffuseColorScale Globally scale the diffuse color of all point lights
r_primaryLightTweakDiffuseStrength Tweak the diffuse intensity for primary lights
r_primaryLightTweakSpecularStrength Tweak the specular intensity for primary lights
r_viewModelPrimaryLightTweakDiffuseStrength Tweak the diffuse intensity for view model primary lights
r_viewModelPrimaryLightTweakSpecularStrength Tweak the specular intensity for view model primary lights
                r_debugLineWidth Width of server side debug lines
            r_lightGridIntensity Adjust the intensity of light color from the light grid
             r_lightGridContrast Adjust the contrast of light color from the light grid
r_lightCacheLessFrequentMaxDistance Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit
            r_envMapMinIntensity Min reflection intensity based on glancing angle.
            r_envMapMaxIntensity Max reflection intensity based on glancing angle.
                r_envMapExponent Reflection exponent.
            r_envMapSunIntensity Max sun specular intensity intensity with env map materials.
                 r_scaleViewport Scale 3D viewports by this fraction.  Use this to see if framerate is pixel shader bound.
                  r_portalBevels Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle
             r_portalMinClipArea Don't clip child portals by a parent portal smaller than this fraction of the screen area.
           r_showPortalsOverview Render 2d XY portal overlay scaled to fit to this distance.  Useful for debugging portal errors.
                   r_highLodDist Distance for high level of detail
                 r_mediumLodDist Distance for medium level of detail
                    r_lowLodDist Distance for low level of detail
                 r_lowestLodDist Distance for lowest level of detail
            sm_minSpotLightScore Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps.
     sm_spotLightScoreModelScale Scale the calculated spot light score by this value if the light currently only affects static or script brush models.
           sm_spotShadowFadeTime How many seconds it takes for a primary light shadow map to fade in or out
    sm_lightScore_eyeProjectDist When picking shadows for primary lights, measure distance from a point this far in front of the camera.
   sm_lightScore_spotProjectFrac When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction.
                 sm_cameraOffset Step size for XB2 shadow map projection sampling.
           sm_polygonOffsetScale Shadow map offset scale
            sm_polygonOffsetBias Shadow map offset bias
            sm_sunSampleSizeNear Shadow sample size
               sm_sunShadowScale Sun shadow scale optimization
                          r_blur Dev tweak to blur the screen
              r_glowTweakRadius0 Tweak dev var; Glow radius in pixels at 640x480
      r_glowTweakBloomIntensity0 Tweak dev var; Glow bloom intensity
          r_glowTweakBloomCutoff Tweak dev var; Glow bloom cut off fraction
    r_glowTweakBloomDesaturation Tweak dev var; Glow bloom desaturation
             r_filmTweakContrast Tweak dev var; film color contrast
                      r_contrast Contrast adjustment
                    r_brightness Brightness adjustment
                  r_desaturation Desaturation adjustment
           r_filmTweakBrightness Tweak dev var; film color brightness
         r_filmTweakDesaturation Tweak dev var; Desaturation applied after all 3D drawing to light areas
     r_filmTweakDesaturationDark Tweak dev var; Additional desaturation applied after all 3D drawing to dark areas
       r_filmTweakHeroSaturation Tweak dev var; Additional saturation applied to characters
                  r_dof_nearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
                   r_dof_farBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
            r_dof_viewModelStart Depth of field viewmodel start distance, in inches
              r_dof_viewModelEnd Depth of field viewmodel end distance, in inches
                 r_dof_nearStart Depth of field near start distance, in inches
                   r_dof_nearEnd Depth of field near end distance, in inches
                  r_dof_farStart Depth of field far start distance, in inches
                    r_dof_farEnd Depth of field far end distance, in inches
                      r_dof_bias Depth of field bias as a power function (like gamma); less than 1 is sharper
                r_outdoorFeather Outdoor z-feathering value
            r_warningRepeatDelay Number of seconds after displaying a "per-frame" warning before it will display again
             r_thermalColorScale Scale of the thermal colors (offset + scale*color)
            r_thermalColorOffset Offset of the thermal colors (offset + scale*color)
            r_thermalDetailScale Scale of the detail that is added to the thermal map from the normal map (multiplies the detail amount from AssetManager)
                    fx_debugBolt Debug effects bolt
              fx_visMinTraceDist Minimum visibility trace size
              glass_fall_gravity Gravity for falling pieces of glass
                 glass_fx_chance Chance to play an effect on a small piece of glass when it hits the ground
            glass_hinge_friction Friction used by moving glass pieces when joined like a hinge to a frame
             glass_shard_maxsize The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
            glass_fringe_maxsize The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
        glass_fringe_maxcoverage The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
            glass_physics_chance The chance for a given shard of glass to use physics
           glass_physics_maxdist The maximum distance of a glass piece from the player to do physics
           glass_shattered_scale The scale of the shattered glass material
             safeArea_horizontal Horizontal safe area as a fraction of the screen width
               safeArea_vertical Vertical safe area as a fraction of the screen height
    safeArea_adjusted_horizontal User-adjustable horizontal safe area as a fraction of the screen width
      safeArea_adjusted_vertical User-adjustable vertical safe area as a fraction of the screen height
                      cl_timeout Seconds with no received packets until a timeout occurs
               cl_connectTimeout Timeout time in seconds while connecting to a server
             cl_migrationTimeout Seconds to wait to hear from new host during host migration before timeout occurs
                     cl_yawspeed Max yaw speed in degrees for game pad and keyboard
                   cl_pitchspeed Max pitch speed in degrees for game pad
                cl_anglespeedkey Multiplier for max angle speed for game pad and keyboard
        cl_dirSelConvergenceTime Time to converge to the new direction when selecting a direction on the map.
                     sensitivity Mouse sensitivity
                   cl_mouseAccel Mouse acceleration
                         m_pitch Default pitch
                           m_yaw Default yaw
                       m_forward Forward speed in units per second
                          m_side Sideways motion in units per second
         profileMenuOption_gamma 
    profileMenuOption_blacklevel 
        profileMenuOption_volume 
  profileMenuOption_safeAreaHorz 
  profileMenuOption_safeAreaVert 
   profileMenuOption_sensitivity 
                          cg_fov The field of view angle in degrees
                     cg_fovScale Scale applied to the field of view
                       cg_fovMin The minimum possible field of view
         cg_viewVehicleInfluence The influence on the view angles from being in a vehicle
         painVisionTriggerHealth Health (0 to 1) that will trigger the pain vision effect
           painVisionLerpOutRate Rate at which pain vision effect lerps out
              painReverbDryLevel Pain reverb dry level.
              painReverbWetLevel Pain reverb wet level.
           cg_hudDamageIconWidth The width of the damage icon
          cg_hudDamageIconHeight The height of the damage icon
          cg_hudDamageIconOffset The offset from the center of the damage icon
   cg_hudGrenadeIconMaxRangeFrag The minimum distance that a grenade has to be from a player in order to be shown on the grenade indicator
  cg_hudGrenadeIconMaxRangeFlash The minimum distance that a flashbang has to be from a player in order to be shown on the grenade indicator
      cg_hudGrenadeIconMaxHeight The minimum height difference between a player and a grenade for the grenade to be shown on the grenade indicator
         cg_hudGrenadeIconOffset The offset from the center of the screen for a grenade icon
         cg_hudGrenadeIconHeight The height of the grenade indicator icon
          cg_hudGrenadeIconWidth The width of the grenade indicator icon
      cg_hudGrenadePointerHeight The height of the grenade indicator pointer
       cg_hudGrenadePointerWidth The width of the grenade indicator pointer
   cg_hudGrenadePointerPulseFreq The number of times per second that the grenade indicator flashes in Hertz
    cg_hudGrenadePointerPulseMax The maximum alpha of the grenade indicator pulse. Values higher than 1 will cause the indicator to remain at full brightness for longer
    cg_hudGrenadePointerPulseMin The minimum alpha of the grenade indicator pulse. Values lower than 0 will cause the indicator to remain at full transparency for longer
                    cg_hudProneY Virtual screen y coordinate of the prone blocked message
cg_mapLocationSelectionCursorSpeed Speed of the cursor when selecting a location on the map
               cg_crosshairAlpha The alpha value of the crosshair
            cg_crosshairAlphaMin The minimum alpha value of the crosshair when it fades in
                   cg_centertime The time for a center printed message to fade
                   cg_errordecay Decay for predicted error
         tracer_thermalWidthMult The multiplier applied to the base width when viewed in thermal vision
      tracer_firstPersonMaxWidth The maximum width our OWN tracers can be when looking through our ADS
           tracer_explosiveWidth The width of a bullet tracer when using explosive bullets
       tracer_stoppingPowerWidth The width of a bullet tracer when using StoppingPower bullets
             cg_thirdPersonRange The range of the camera from the player in third person view
             cg_thirdPersonAngle The angle of the camera from the player in third person view
              cg_subtitleMinTime The minimum time that the subtitles are displayed on screen in seconds
             cg_youInKillCamSize Size of the 'you' Icon in the kill cam
               cg_scriptIconSize Size of Icons defined by script
           cg_connectionIconSize Size of the connection icon
                cg_voiceIconSize Size of the 'voice' icon
      cg_headIconMinScreenRadius The minumum radius of a head icon on the screen
         cg_overheadNamesMaxDist The maximum distance for showing friendly player names
            cg_overheadNamesSize The maximum size to show overhead names
        cg_overheadNamesNearDist The near distance at which names are full size
         cg_overheadNamesFarDist The far distance at which name sizes are scaled by cg_overheadNamesFarScale
             cg_overheadIconSize The maximum size to show overhead icons like 'rank'
        cg_overheadNamesFarScale The amount to scale overhead name sizes at cg_overheadNamesFarDist
             cg_overheadRankSize The size to show rank text
            cg_overheadTitleSize The size to show title text
            cg_viewZSmoothingMin Threshhold for the minimum smoothing distance it must move to smooth
            cg_viewZSmoothingMax Threshhold for the maximum smoothing distance we'll do
           cg_viewZSmoothingTime Amount of time to spread the smoothing over
             cg_weapHitCullAngle Angle of cone within which to cull back facing weapon hit effects
               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_heliKillCamFarBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
      cg_heliKillCamFarBlurStart Helicopter kill camera distance above the helicopter.
       cg_heliKillCamFarBlurDist Helicopter kill camera distance above the helicopter.
     cg_heliKillCamNearBlurStart Helicopter kill camera distance above the helicopter.
       cg_heliKillCamNearBlurEnd Helicopter kill camera distance above the helicopter.
          cg_airstrikeKillCamFov Airstrike kill camera field of view.
     cg_airstrikeKillCamNearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
      cg_airstrikeKillCamFarBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
 cg_airstrikeKillCamFarBlurStart Airstrike kill camera distance above the airplane.
  cg_airstrikeKillCamFarBlurDist Airstrike kill camera distance above the airplane.
cg_airstrikeKillCamNearBlurStart Airstrike kill camera distance above the airplane.
  cg_airstrikeKillCamNearBlurEnd Airstrike kill camera distance above the airplane.
       cg_explosiveKillCamUpDist Explosive kill camera: distance of camera vertically from explosive.
     cg_explosiveKillCamBackDist Explosive kill camera: distance of camera backwards 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_explosiveKillCamGroundUpDist Explosive kill camera when stuck to ground: distance of camera vertically from explosive.
cg_explosiveKillCamGroundBackDist Explosive kill camera when stuck to ground: distance of camera backwards from explosive.
          cg_rocketKillCamUpDist Rocket kill camera: distance of camera vertically from rocket.
        cg_rocketKillCamBackDist Rocket kill camera: distance of camera backwards from rocket.
   cg_remoteMissileKillCamUpDist Remote missile kill camera: distance of camera vertically from rocket.
 cg_remoteMissileKillCamBackDist Remote missile kill camera: distance of camera backwards from rocket.
     cg_explosiveKillCamStopDist Rocket and Grenade Launcher kill camera: distance from player to begin coming to rest
cg_explosiveKillCamStopDecelDist Rocket and Grenade Launcher kill camera: distance over which to decelerate when coming to rest
          cg_turretKillCamUpDist Turret kill camera: distance of camera vertically from Turret.
        cg_turretKillCamBackDist Turret kill camera: distance of camera backwards from Turret.
             cg_turretKillCamFov Turret kill camera field of view.
    cg_turretRemoteKillCamUpDist Remote Turret kill camera: distance of camera vertically from Turret.
  cg_turretRemoteKillCamBackDist Remote Turret kill camera: distance of camera backwards from Turret.
       cg_turretRemoteKillCamFov Remote Turret kill camera field of view.
     cg_javelinKillCamCloseZDist Javelin kill camera: closest distance above the target.
       cg_javelinKillCamPassTime Javelin kill camera: time in seconds to pass javelin on the way up
            cg_javelinKillCamFov Javelin kill camera: fov
       cg_javelinKillCamPassDist Javelin kill camera: distance away when passing.
         cg_javelinKillCamUpDist Javelin kill camera: distance to follow during ascent.
       cg_javelinKillCamDownDist Javelin kill camera: distance to follow during descent.
   cg_javelinKillCamLookLerpDist Javelin kill camera: distance over which to lerp to look at player during descent.  A value of zero means don't lerp at all.
      cg_crosshairVerticalOffset Amount to vertically offset the crosshair from the center.
     RemoteCameraSounds_DryLevel 
     RemoteCameraSounds_WetLevel 
                 radarjamDistMin 
                 radarjamDistMax 
      cg_waterSheeting_magnitude Distortion magnitude
         cg_waterSheeting_radius Tweak dev var; Glow radius in pixels at 640x480
       veh_boneControllerLodDist Distance at which bone controllers are not updated.
       vehAudio_inAirPitchUpLerp Rate at which the pitch lerps up
     vehAudio_inAirPitchDownLerp Rate at which the pitch lerps down
        vehAudio_spawnVolumeTime Seconds it takes for spawned vehicles to reach full volume.
              dynEnt_bulletForce Force applied from bullet hit
             dynEnt_explodeForce Force applied from explosion hit
            dynEnt_explodeUpbias Upward bias applied to force directions from explosion hits
         dynEnt_explodeSpinScale Scale of the random offset from the center of mass for explosion forces.
          dynEnt_explodeMinForce Force below which dynents won't even bother waking up
     dynEnt_explodingBulletForce Force applied from bullet explosion hit
    dynEnt_explodingBulletUpbias Upward bias applied to force directions from bullet explosion hits
 dynEnt_explodingBulletSpinScale Scale of the random offset from the center of mass for bullet explosion forces.
  dynEnt_explodingBulletMinForce Force below which dynents won't even bother waking up when hit by explosive bullets
              dynEnt_damageScale Scales damage applied to destructible dynents
          hud_flash_time_offhand Offhand weapons flash duration on changing weapon
        hud_flash_period_offhand Offhand weapons flash period on changing weapon
                     compassSize Scale the compass
                 compassMaxRange The maximum range from the player in world space that objects will be shown on the compass
                 compassMinRange The minimum range from the player in world space that objects will appear on the compass
                compassMinRadius The minimum radius from the center of the compass that objects will appear.
        compassSoundPingFadeTime The time in seconds for the sound overlay on the compass to fade
            compassFriendlyWidth The size of the friendly icon on the compass
           compassFriendlyHeight The size of the friendly icon on the compass
              compassPlayerWidth The size of the player's icon on the compass
             compassPlayerHeight The size of the player's icon on the compass
             compassECoordCutoff Left cutoff for the scrolling east-west coords
        compassTickertapeStretch How far the tickertape should stretch from its center.
        compassRadarPingFadeTime How long an enemy is visible on the compass after it is detected by radar
       compassRadarLineThickness Thickness, relative to the compass size, of the radar texture that sweeps across the map
           compassObjectiveWidth The size of the objective on the compass
          compassObjectiveHeight The size of the objective on the compass
      compassObjectiveArrowWidth The size of the objective arrow on the compass
     compassObjectiveArrowHeight The size of the objective arrow on the compass
     compassObjectiveArrowOffset The offset of the objective arrow inward from the edge of the compass map
 compassObjectiveArrowRotateDist Distance from the corner of the compass map at which the objective arrow rotates to 45 degrees
        compassObjectiveMaxRange The maximum range at which an objective is visible on the compass
        compassObjectiveMinAlpha The minimum alpha for an objective at the edge of the compass
        compassObjectiveRingSize The maximum objective ring sige when a new objective appears on the compass
       compassObjectiveTextScale Scale to apply to hud objectives
      compassObjectiveTextHeight Objective text height
       compassObjectiveIconWidth The size of the objective on the full map
      compassObjectiveIconHeight The size of the objective on the full map
      compassObjectiveNearbyDist When an objective is closer than this distance (in meters), an "Objective Nearby" type of indicator is shown.
    compassObjectiveMinDistRange The distance that objective transition effects play over, centered on compassObjectiveNearbyDist.
      compassObjectiveDetailDist When an objective is closer than this distance (in meters), the icon will not be drawn on the tickertape.
       compassObjectiveMinHeight The minimum height that an objective is considered to be on this level
       compassObjectiveMaxHeight The maximum height that an objective is considered to be on this level
      compassPortableRadarRadius The range, in world units, that the portable radar displays
 compassPortableRadarMinVelocity The velocity in world units per second which should trigger the portable motion sensor.
     cg_hudMapRadarLineThickness Thickness, relative to the map width, of the radar texture that sweeps across the full screen map
          cg_hudMapFriendlyWidth The size of the friendly icon on the full map
         cg_hudMapFriendlyHeight The size of the friendly icon on the full map
            cg_hudMapPlayerWidth The size of the player's icon on the full map
           cg_hudMapPlayerHeight The size of the player's icon on the full map
            cg_hudMapBorderWidth The size of the full map's border, filled by the CG_PLAYER_FULLMAP_BORDER ownerdraw
       motionTrackerPingFadeTime How long an enemy is visible on the motion tracker after being detected
         motionTrackerSweepSpeed The speed, in world units per second, of the motion tracker sweep
       motionTrackerBlurDuration The motion blur duration for motion tracker dots
           motionTrackerPingSize The width and height of the motion tracker's enemy indicators as a percentage of motion tracker scale
            motionTrackerCenterX The fractional position of the player on the motion tracker
            motionTrackerCenterY The fractional position of the player on the motion tracker
      motionTrackerPingPitchBase The pitch of the motion tracker sound for a distant enemy
    motionTrackerPingPitchNearby The pitch of the motion tracker sound for a nearby enemy
motionTrackerPingPitchAddPerEnemy The added percentage of pitch for each additional enemy that is detected (final pitch = base pitch * (1 + enemy count * this))
         lowAmmoWarningPulseFreq Frequency of the pulse (oscilation between the 2 colors)
          lowAmmoWarningPulseMax Min of oscilation range: 0 is color1 and 1.0 is color2.  Can be < 0, and the wave will clip at 0.
          lowAmmoWarningPulseMin Max of oscilation range: 0 is color1 and 1.0 is color2.  Can be > 1.0, and the wave will clip at 1.0.
        nightVisionFadeInOutTime How long the fade to/from black lasts when putting on or removing night vision goggles.
          nightVisionPowerOnTime How long the black-to-nightvision fade lasts when turning on the goggles.
          cg_scoreboardPingWidth Width of the ping graph as a % of the scoreboard
         cg_scoreboardPingHeight Height of the ping graph as a % of the scoreboard row height
              cg_scoreboardWidth Width of the scoreboard
             cg_scoreboardHeight Height of the scoreboard
         cg_scoreboardTextOffset Scoreboard text offset
    cg_scoreboardHeaderFontScale Scoreboard header font scale
      cg_scoreboardRankFontScale Scale of rank font
               waypointIconWidth Width of the offscreen pointer.
              waypointIconHeight Height of the offscreen pointer.
   waypointOffscreenPointerWidth Width of the offscreen pointer.
  waypointOffscreenPointerHeight Height of the offscreen pointer.
waypointOffscreenPointerDistance Distance from the center of the offscreen objective icon to the center its arrow.
waypointOffscreenDistanceThresholdAlpha Distance from the threshold over which offscreen objective icons lerp their alpha.
        waypointOffscreenPadLeft Offset from the edge.
       waypointOffscreenPadRight Offset from the edge.
         waypointOffscreenPadTop Offset from the edge.
      waypointOffscreenPadBottom Offset from the edge.
   waypointOffscreenCornerRadius Size of the rounded corners.
    waypointOffscreenScaleLength How far the offscreen icon scale travels from full to smallest scale.
  waypointOffscreenScaleSmallest Smallest scale that the offscreen effect uses.
       waypointDistScaleRangeMin Distance from player that icon distance scaling starts.
       waypointDistScaleRangeMax Distance from player that icon distance scaling ends.
       waypointDistScaleSmallest Smallest scale that the distance effect uses.
        waypointSplitscreenScale Scale applied to waypoint icons in splitscreen views.
                  waypointTweakY 
         hudElemPausedBrightness Brightness of the hudelems when the game is paused.
       waypointPlayerOffsetProne For waypoints pointing to players, how high to offset off of their origin when they are prone.
      waypointPlayerOffsetCrouch For waypoints pointing to players, how high to offset off of their origin when they are crouching.
       waypointPlayerOffsetStand For waypoints pointing to players, how high to offset off of their origin when they are standing.
               objectiveFontSize Onscreen Objective Pointer - Fontsize of the icon's text.
            objectiveTextOffsetY Onscreen Objective Pointer - Offset of the icon's text.
                missileRemoteFOV Remote missile-cam, FOV to use.
                      laserRange The maximum range of a laser beam
                laserRangePlayer The maximum range of the player's laser beam
                     laserRadius The size (radius) of a laser beam
             laserLightBodyTweak Amount to add to length of beam for light when laser hits a body (for hitboxes).
                laserLightRadius The radius of the light at the far end of a laser beam
           laserLightBeginOffset How far from the true beginning of the beam the light at the beginning is.
             laserLightEndOffset How far from the true end of the beam the light at the end is.
                  laserEndOffset How far from the point of collision the end of the beam is.
                   laserFlarePct Percentage laser widens over distance from viewer.
                  laserRange_alt The maximum range of a laser beam
                 laserRadius_alt The size (radius) of a laser beam
            laserLightRadius_alt The radius of the light at the far end of a laser beam
               laserFlarePct_alt Percentage laser widens over distance from viewer.
    shieldImpactBulletShakeScale Viewmodel shake scale for bullet impacts.
   shieldImpactMissileShakeScale Viewmodel shake scale for direct missile impacts.
shieldImpactExplosionLowShakeScale Viewmodel shake scale for weak splash damage.
shieldImpactExplosionHighShakeScale Viewmodel shake scale for strong splash damage.
                        cg_gun_x Forward position of the viewmodel
                        cg_gun_y Right position of the viewmodel
                        cg_gun_z Up position of the viewmodel
            cg_minCullBulletDist Don't cull bullet trajectories that are within this distance to you.
              cg_cullBulletAngle Cull bullet trajectories that don't fall within this fov
                    FoFIconScale Base scale of Friend-or-Foe icons.
                  FoFIconMinSize Minimum size a Friend-or-Foe icon should ever shrink to.
                  FoFIconMaxSize Maximum size a Friend-or-Foe icon should ever grow to.
           FoFIconSpawnTimeDelay How long to wait, after spawning, before showing the Friend-or-Foe icon on a player.
            FoFIconSpawnTimeFade Length of the Friend-or-Foe icons' fade-ins.
             heli_barrelRotation How much to rotate the turret barrel when a helicopter fires
          heli_barrelMaxVelocity 
             heli_barrelSlowdown 
                bg_viewKickScale The scale to apply to the damage done to calculate damage view kick
                  bg_viewKickMax The maximum view kick
                  bg_viewKickMin The minimum view kick
               bg_viewKickRandom The random direction scale view kick
      camera_thirdPersonFovScale Scale applied to the field of view when in global third person view
 camera_thirdPersonAdsTransScale Scale applied to ADS transition time when in third person mode
camera_thirdPersonCrosshairOffset Amount to vertically offset the crosshair from the center when in third person mode
            player_view_pitch_up Maximum angle that the player can look up
          player_view_pitch_down Maximum angle that the player can look down
      player_prone_view_pitch_up Maximum angle that the player can look up when prone
    player_prone_view_pitch_down Maximum angle that the player can look down when prone
          player_lean_shift_left Amount to shift the player 3rd person model when leaning left
         player_lean_shift_right Amount to shift the player 3rd person model when leaning right
   player_lean_shift_crouch_left Amount to shift the player 3rd person model when crouch leaning left
  player_lean_shift_crouch_right Amount to shift the player 3rd person model when crouch leaning right
         player_lean_rotate_left Amount to rotate the player 3rd person model when leaning left
        player_lean_rotate_right Amount to rotate the player 3rd person model when leaning right
  player_lean_rotate_crouch_left Amount to rotate the player 3rd person model when crouch leaning left
 player_lean_rotate_crouch_right Amount to rotate the player 3rd person model when crouch leaning right
                bg_ladder_yawcap The maximum angle that a player can look around while on a ladder
                 bg_prone_yawcap The maximum angle that a player can look around quickly while prone
          bg_foliagesnd_minspeed The speed that a player must be going to make minimum noise while moving through foliage
          bg_foliagesnd_maxspeed The speed that a player must be going to make maximum noise while moving through foliage
          bg_fallDamageMinHeight The height that a player will start to take minimum damage if they fall
          bg_fallDamageMaxHeight The height that a player will take maximum damage when falling
         bg_softLandingMinHeight The height that a player will start to take minimum damage if soft landing is in effect
         bg_softLandingMaxHeight The height that a player will start to take max damage if soft landing is in effect
         bg_softLandingMaxDamage The max amount of damage (as % of max health) if soft landing is in effect
                        friction Player friction
                       stopspeed The player deceleration
                   bg_swingSpeed The rate at which the player's legs swing around when strafing(multi-player only)
              bg_legYawTolerance The amount the player's leg yaw can differ from his torso before moving ta match
         bg_viewBobAmplitudeBase The base speed-based view bob amplitude
         bg_viewBobAmplitudeRoll The amplitude applied to the roll for view bobbing
                   bg_viewBobMax The maximum allowed bob amplitude
                   bg_viewBobLag The lag that will be applied the view bob cycle
       bg_weaponBobAmplitudeBase The base speed-based weapon bob amplitude
       bg_weaponBobAmplitudeRoll The amplitude applied to the roll for weapon bobbing
                 bg_weaponBobMax The maximum allowed weapon/viewmodel bob amplitude
                 bg_weaponBobLag The lag that will be applied the weapon bob cycle
          bg_bulletExplDmgFactor Weapon damage multiplier that will be applied at the center of the slash damage area.
             bg_bulletExplRadius The radius of the bullet splash damage, where the damage gradually falls off to 0.
  bg_aimSpreadMoveSpeedThreshold When player is moving faster than this speed, the aim spread will increase
     bg_maxGrenadeIndicatorSpeed Maximum speed of grenade that will show up in indicator and can be thrown back.
         player_breath_hold_time The maximum time a player can hold his breath
         player_breath_gasp_time The amount of time a player will gasp once they can breath again
        player_breath_fire_delay The amount of time subtracted from the player remaining breath time when a weapon is fired
        player_breath_gasp_scale Scale value to apply to the target waver during a gasp
         player_breath_hold_lerp The interpolation rate for the target waver amplitude when holding breath
         player_breath_gasp_lerp The interpolation rate for the target waver amplitude when gasping
          player_breath_snd_lerp The interpolation rate for the player hold breath sound
         player_breath_snd_delay The delay before playing the breathe in sound
     player_move_factor_on_torso The contribution movement direction has on player torso direction(multi-player only)
            player_runThreshhold The speed threshold before a player is considered to be running forwards
           player_moveThreshhold The speed at which the player is considered to be moving for the purposes of 
view model bob and multiplayer model movement
      player_footstepsThreshhold The minimum speed at which the player makes loud footstep noises
player_footstepsThreshholdCrouch The minimum speed at which the player makes loud "footstep" noises when crouched
 player_footstepsThreshholdProne The minimum speed at which the player makes loud "footstep" noises when prone
         player_strafeSpeedScale The scale applied to the player speed when strafing
           player_backSpeedScale The scale applied to the player speed when moving backwards
       player_strafeAnimCosAngle Cosine of the angle which player starts using strafe animations
       player_spectateSpeedScale The scale applied to the player speed when spectating
               player_sprintTime The base length of time a player can sprint
            player_sprintMinTime The minimum sprint time needed in order to start sprinting
      player_sprintRechargePause The length of time the meter will pause before starting to recharge after a player sprints
   player_sprintStrafeSpeedScale The speed at which you can strafe while sprinting
          player_sprintCameraBob The speed the camera bobs while you sprint
         player_sprintSpeedScale The scale applied to the player speed when sprinting
 player_lastStandCrawlSpeedScale The scale applied to the player speed when crawling in last stand.
    player_dmgtimer_timePerPoint The time in milliseconds that the player is slowed down per point of damage
         player_dmgtimer_maxTime The maximum time that the player is slowed due to damage
        player_dmgtimer_minScale The minimum scale value to slow the player by when damaged
    bg_shock_screenBlurBlendTime The amount of time in seconds for the shellshock effect to blend
bg_shock_screenBlurBlendFadeTime The amount of time in seconds for the shellshock effect to fade
bg_shock_screenFlashWhiteFadeTime In seconds, how soon from the end of the effect to start blending out the whiteout layer.
bg_shock_screenFlashShotFadeTime In seconds, how soon from the end of the effect to start blending out the screengrab layer.
         bg_shock_viewKickPeriod The period of the shellshock view kick effect
         bg_shock_viewKickRadius Shell shock kick radius
       bg_shock_viewKickFadeTime The time for the shellshock kick effect to fade
        bg_shock_soundFadeInTime Shell shock sound fade in time in seconds
       bg_shock_soundFadeOutTime Shell shock sound fade out time in seconds
      bg_shock_soundLoopFadeTime Shell shock sound loop fade time in seconds
      bg_shock_soundLoopEndDelay Sound loop end offset time from the end of the shellshock in seconds
          bg_shock_soundDryLevel Shell shock sound dry level
          bg_shock_soundWetLevel Shell shock sound wet level
       bg_shock_soundModEndDelay The delay from the end of the shell shock to the end of the sound modification
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_lookControl_fadeTime The time for the shellshock player control to fade in seconds
     bullet_penetrationMinFxDist Min distance a penetrated bullet must travel before it'll trigger the effects
       bullet_ricochetBaseChance The base chance a bullet has of ricocheting off of a riot shield.
     missileRemoteSteerPitchRate Remote-controlled missile up/down steering speed.
       missileRemoteSteerYawRate Remote-controlled missile left/right steering speed.
                     jump_height The maximum height of a player's jump
                   jump_stepSize The maximum step up to the top of a jump arc
              jump_ladderPushVel The velocity of a jump off of a ladder
                  jump_spreadAdd The amount of spread scale to add as a side effect of jumping
              mantle_check_range The minimum distance from a player to a mantle surface to allow a mantle
             mantle_check_radius The player radius to test against while mantling
              mantle_check_angle The minimum angle from the player to a mantle surface to allow a mantle
              mantle_view_yawcap The angle at which to restrict a sideways turn while mantling
mantle_max_vertical_end_velocity The maximum allowed vertical velocity when finishing a mantle
       perk_weapSpreadMultiplier Percentage of weapon spread to use
       perk_weapReloadMultiplier Percentage of weapon reload time to use
         perk_weapRateMultiplier Percentage of weapon firing rate to use
                perk_extraBreath Number of extra seconds a player can hold his breath
        perk_improvedExtraBreath Number of extra seconds a player can hold his breath on top of the base perk
perk_bulletPenetrationMultiplier Multiplier for extra bullet penetration
            perk_parabolicRadius Eavesdrop perk's effective radius
             perk_parabolicAngle Eavesdrop perk's effective FOV angle
           perk_sprintMultiplier Multiplier for player_sprinttime
               perk_diveVelocity Horizontal velocity when diving
          perk_diveDistanceCheck Length of required empty space to allow diving
         perk_diveViewRollTarget Max angle to rotate view by when diving
          perk_diveViewRollSpeed Rate at which view rotates
     perk_diveViewRollResetSpeed Rate at which view rotates after the dive is finished
           perk_diveGravityScale Scale for gravity while diving
    perk_lightWeightViewBobScale Scale for first person view movement while lightweight.
        perk_quickDrawSpeedScale Scales the 'Hip to ADS' transition speed.
             perk_fastSnipeScale Scales the recovery speed of the view kick when using a sniper.
perk_sprintRecoveryMultiplierActual Percent of sprint recovery time to use.
perk_sprintRecoveryMultiplierVisual Percent of sprint recovery time to use.
       perk_footstepVolumePlayer 
         perk_footstepVolumeAlly 
        perk_footstepVolumeEnemy 
sentry_placement_feet_trace_dist_z Max distance for a foot to be considered touching the ground
   sentry_placement_trace_radius Radius of the bound used for the placement trace
sentry_placement_trace_radius_canon_safety Extra radius used in the forward direction to compensate for the canon length
     sentry_placement_trace_dist Distance along the trace axis where the sentry will attempt to position itself
    sentry_placement_trace_pitch Pitch used for the trace axis
sentry_placement_trace_min_normal Minimum normal to accept a sentry position
            hud_fade_ammodisplay The time for the ammo display to fade in seconds
              hud_fade_healthbar The time for the health bar to fade in seconds
                hud_fade_compass The time for the compass to fade in seconds
                hud_fade_offhand The time for the offhand weapons to fade in seconds
                 hud_fade_sprint The time for the sprint meter to fade in seconds
   hud_health_startpulse_injured The health level at which to start the 'injured' pulse effect
  hud_health_startpulse_critical The health level at which to start the 'critical' pulse effect
    hud_health_pulserate_injured The pulse rate of the 'injured' pulse effect
   hud_health_pulserate_critical The pulse rate of the 'critical' pulse effect
        hud_bloodOverlayLerpRate Rate at which blood overlay fades out
           ragdoll_explode_force Explosive force applied to ragdolls
          ragdoll_explode_upbias Upwards bias applied to ragdoll explosion effects
  ragdoll_exploding_bullet_force Force applied to ragdolls from explosive bullets
 ragdoll_exploding_bullet_upbias Upwards bias applied to ragdoll from explosive bullets
            ragdoll_bullet_force Bullet force applied to ragdolls
           ragdoll_bullet_upbias Upward bias applied to ragdoll bullet effects
            ragdoll_rotvel_scale Ragdoll rotational velocity estimate scale
            ragdoll_jitter_scale Scale up or down the effect of physics jitter on ragdolls
    ragdoll_self_collision_scale Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating
         ragdoll_max_stretch_pct Force ragdoll limbs to not stretch more than this percentage in one frame
          ragdoll_idle_min_velsq Minimum squared speed a ragdoll body needs to be moving before it will shut down due to time
                r_sunsprite_size diameter in pixels at 640x480 and 80 fov
             r_sunflare_min_size smallest size of flare effect in pixels at 640x480
            r_sunflare_min_angle angle from sun in degrees outside which effect is 0
             r_sunflare_max_size largest size of flare effect in pixels at 640x480
            r_sunflare_max_angle angle from sun in degrees inside which effect is max
            r_sunflare_max_alpha 0-1 vertex color and alpha of sun at max effect
               r_sunflare_fadein time in seconds to fade alpha from 0% to 100%
              r_sunflare_fadeout time in seconds to fade alpha from 100% to 0%
            r_sunblind_min_angle angle from sun in degrees outside which blinding is 0
            r_sunblind_max_angle angle from sun in degrees inside which blinding is max
           r_sunblind_max_darken 0-1 fraction for how black the world is at max blind
               r_sunblind_fadein time in seconds to fade blind from 0% to 100%
              r_sunblind_fadeout time in seconds to fade blind from 100% to 0%
            r_sunglare_min_angle angle from sun in degrees inside which glare is maximum
            r_sunglare_max_angle angle from sun in degrees inside which glare is minimum
          r_sunglare_max_lighten 0-1 fraction for how white the world is at max glare
               r_sunglare_fadein time in seconds to fade glare from 0% to 100%
              r_sunglare_fadeout time in seconds to fade glare from 100% to 0%
                  r_ssaoStrength Strength of Screen Space Ambient Occlusion effect
                     r_ssaoPower Power curve applied to SSAO factor
                r_ssaoBlurRadius Apply gaussian blur with this radius to calculated SSAO values
                         r_gamma Gamma value
                    r_blacklevel Black level (negative brightens output)
              r_texFilterMipBias Change the mipmap bias
                 r_lodScaleRigid Scale the level of detail distance for rigid models (larger reduces detail)
                  r_lodBiasRigid Bias the level of detail distance for rigid models (negative increases detail)
               r_lodScaleSkinned Scale the level of detail distance for skinned models (larger reduces detail)
                r_lodBiasSkinned Bias the level of detail distance for skinned models (negative increases detail)
                          r_zfar Change the distance at which culling fog reaches 100% opacity; 0 is off
           r_fog_depthhack_scale Fog color scale for viewmodel (< 0 disabled) [SP Only]
            r_polygonOffsetScale Offset scale for decal polygons; bigger values z-fight less but poke through walls more
             r_polygonOffsetBias Offset bias for decal polygons; bigger values z-fight less but poke through walls more
         r_polygonOffsetBiasMult Scriptable multiplier to apply to r_polygonOffsetBias to be used when we have sort issues because of lack of depth precision; for example, in sniper view
            r_specularColorScale Set greater than 1 to brighten specular highlights
             r_diffuseColorScale Globally scale the diffuse color of all point lights
r_primaryLightTweakDiffuseStrength Tweak the diffuse intensity for primary lights
r_primaryLightTweakSpecularStrength Tweak the specular intensity for primary lights
r_viewModelPrimaryLightTweakDiffuseStrength Tweak the diffuse intensity for view model primary lights
r_viewModelPrimaryLightTweakSpecularStrength Tweak the specular intensity for view model primary lights
                r_debugLineWidth Width of server side debug lines
            r_lightGridIntensity Adjust the intensity of light color from the light grid
             r_lightGridContrast Adjust the contrast of light color from the light grid
r_lightCacheLessFrequentMaxDistance Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit
            r_envMapMinIntensity Min reflection intensity based on glancing angle.
            r_envMapMaxIntensity Max reflection intensity based on glancing angle.
                r_envMapExponent Reflection exponent.
            r_envMapSunIntensity Max sun specular intensity intensity with env map materials.
                 r_scaleViewport Scale 3D viewports by this fraction.  Use this to see if framerate is pixel shader bound.
                  r_portalBevels Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle
             r_portalMinClipArea Don't clip child portals by a parent portal smaller than this fraction of the screen area.
           r_showPortalsOverview Render 2d XY portal overlay scaled to fit to this distance.  Useful for debugging portal errors.
                   r_highLodDist Distance for high level of detail
                 r_mediumLodDist Distance for medium level of detail
                    r_lowLodDist Distance for low level of detail
                 r_lowestLodDist Distance for lowest level of detail
            sm_minSpotLightScore Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps.
     sm_spotLightScoreModelScale Scale the calculated spot light score by this value if the light currently only affects static or script brush models.
           sm_spotShadowFadeTime How many seconds it takes for a primary light shadow map to fade in or out
    sm_lightScore_eyeProjectDist When picking shadows for primary lights, measure distance from a point this far in front of the camera.
   sm_lightScore_spotProjectFrac When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction.
                 sm_cameraOffset Step size for XB2 shadow map projection sampling.
           sm_polygonOffsetScale Shadow map offset scale
            sm_polygonOffsetBias Shadow map offset bias
            sm_sunSampleSizeNear Shadow sample size
               sm_sunShadowScale Sun shadow scale optimization
                          r_blur Dev tweak to blur the screen
              r_glowTweakRadius0 Tweak dev var; Glow radius in pixels at 640x480
      r_glowTweakBloomIntensity0 Tweak dev var; Glow bloom intensity
          r_glowTweakBloomCutoff Tweak dev var; Glow bloom cut off fraction
    r_glowTweakBloomDesaturation Tweak dev var; Glow bloom desaturation
             r_filmTweakContrast Tweak dev var; film color contrast
                      r_contrast Contrast adjustment
                    r_brightness Brightness adjustment
                  r_desaturation Desaturation adjustment
           r_filmTweakBrightness Tweak dev var; film color brightness
         r_filmTweakDesaturation Tweak dev var; Desaturation applied after all 3D drawing to light areas
     r_filmTweakDesaturationDark Tweak dev var; Additional desaturation applied after all 3D drawing to dark areas
       r_filmTweakHeroSaturation Tweak dev var; Additional saturation applied to characters
                  r_dof_nearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
                   r_dof_farBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
            r_dof_viewModelStart Depth of field viewmodel start distance, in inches
              r_dof_viewModelEnd Depth of field viewmodel end distance, in inches
                 r_dof_nearStart Depth of field near start distance, in inches
                   r_dof_nearEnd Depth of field near end distance, in inches
                  r_dof_farStart Depth of field far start distance, in inches
                    r_dof_farEnd Depth of field far end distance, in inches
                      r_dof_bias Depth of field bias as a power function (like gamma); less than 1 is sharper
                r_outdoorFeather Outdoor z-feathering value
            r_warningRepeatDelay Number of seconds after displaying a "per-frame" warning before it will display again
             r_thermalColorScale Scale of the thermal colors (offset + scale*color)
            r_thermalColorOffset Offset of the thermal colors (offset + scale*color)
            r_thermalDetailScale Scale of the detail that is added to the thermal map from the normal map (multiplies the detail amount from AssetManager)
                    fx_debugBolt Debug effects bolt
              fx_visMinTraceDist Minimum visibility trace size
              glass_fall_gravity Gravity for falling pieces of glass
                 glass_fx_chance Chance to play an effect on a small piece of glass when it hits the ground
            glass_hinge_friction Friction used by moving glass pieces when joined like a hinge to a frame
             glass_shard_maxsize The maximum area for a flying piece of glass when shattering. Pieces larger than this will be broken into smaller ones
            glass_fringe_maxsize The maximum area for an edge piece of glass when shattering. Pieces larger than this will be broken into smaller ones
        glass_fringe_maxcoverage The maximum portion of the original piece of glass that is allowed to remain after the glass shatters
            glass_physics_chance The chance for a given shard of glass to use physics
           glass_physics_maxdist The maximum distance of a glass piece from the player to do physics
           glass_shattered_scale The scale of the shattered glass material
                      snd_volume Game sound master volume
        snd_cinematicVolumeScale Scales the volume of Bink videos.
         bg_shock_volume_physics 
        bg_shock_volume_ambdist1 
        bg_shock_volume_ambdist2 
           bg_shock_volume_alarm 
            bg_shock_volume_auto 
           bg_shock_volume_auto2 
          bg_shock_volume_auto2d 
         bg_shock_volume_autodog 
  bg_shock_volume_explosiondist1 
  bg_shock_volume_explosiondist2 
 bg_shock_volume_explosiveimpact 
         bg_shock_volume_element 
     bg_shock_volume_element_int 
     bg_shock_volume_element_ext 
    bg_shock_volume_bulletimpact 
    bg_shock_volume_bulletflesh1 
    bg_shock_volume_bulletflesh2 
    bg_shock_volume_bulletwhizby 
         bg_shock_volume_vehicle 
  bg_shock_volume_vehiclelimited 
            bg_shock_volume_menu 
            bg_shock_volume_body 
          bg_shock_volume_body2d 
          bg_shock_volume_reload 
        bg_shock_volume_reload2d 
            bg_shock_volume_item 
      bg_shock_volume_explosion1 
      bg_shock_volume_explosion2 
      bg_shock_volume_explosion3 
      bg_shock_volume_explosion4 
      bg_shock_volume_explosion5 
        bg_shock_volume_effects1 
        bg_shock_volume_effects2 
        bg_shock_volume_effects3 
      bg_shock_volume_effects2d1 
      bg_shock_volume_effects2d2 
      bg_shock_volume_norestrict 
    bg_shock_volume_norestrict2d 
        bg_shock_volume_aircraft 
       bg_shock_volume_vehicle2d 
     bg_shock_volume_weapon_dist 
      bg_shock_volume_weapon_mid 
          bg_shock_volume_weapon 
        bg_shock_volume_weapon2d 
        bg_shock_volume_nonshock 
       bg_shock_volume_nonshock2 
        bg_shock_volume_grondo3d 
        bg_shock_volume_grondo2d 
           bg_shock_volume_voice 
           bg_shock_volume_local 
          bg_shock_volume_local2 
          bg_shock_volume_local3 
         bg_shock_volume_ambient 
            bg_shock_volume_hurt 
         bg_shock_volume_player1 
         bg_shock_volume_player2 
           bg_shock_volume_music 
    bg_shock_volume_musicnopause 
         bg_shock_volume_mission 
        bg_shock_volume_critical 
       bg_shock_volume_announcer 
      bg_shock_volume_shellshock 
           winvoice_mic_reclevel Microphone recording level
             winvoice_mic_scaler Microphone scaler value
                        phys_cfm Physics constraint force mixing magic parameter.
                        phys_erp Physics error reduction magic parameter.
                        phys_mcv Physics maximum correcting velocity magic parameter.
                phys_mcv_ragdoll Physics maximum correcting velocity magic parameter (for ragdoll).
                phys_mcv_vehicle Physics maximum correcting velocity magic parameter (for vehicles).
                        phys_csl Physics contact surface level magic parameter.
                    phys_gravity Physics gravity in units/sec^2.
            phys_gravity_ragdoll Physics gravity used by ragdolls in units/sec^2.
               phys_bulletUpBias Up Bias for the direction of the bullet impact.
            phys_bulletSpinScale Scale of the effective offset from the center of mass for the bullet impacts.
          phys_autoDisableLinear A body must have linear velocity less than this to be considered idle.
         phys_autoDisableAngular A body must have angular velocity less than this to be considered idle. (deg/sec)
            phys_autoDisableTime The amount of time a body must be idle for it to go to sleep.
      phys_autoDisableFastLinear Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first).
     phys_autoDisableFastAngular Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first).  (deg/sec)
        phys_autoDisableFastTime Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first).
                phys_contact_cfm Physics constraint force mixing magic parameter for contacts.
                phys_contact_erp Physics error reduction magic parameter for contacts.
        phys_contact_cfm_ragdoll Physics constraint force mixing magic parameter for contacts.
        phys_contact_erp_ragdoll Physics error reduction magic parameter for contacts.
        phys_contact_cfm_vehicle Physics constraint force mixing magic parameter for contacts.
        phys_contact_erp_vehicle Physics error reduction magic parameter for contacts.
    phys_contact_cfm_vehicleSoft Physics constraint force mixing magic parameter for contacts.
    phys_contact_erp_vehicleSoft Physics error reduction magic parameter for contacts.
                  phys_joint_cfm Physics constraint force mixing magic parameter for joints.
             phys_joint_stop_cfm Physics constraint force mixing magic parameter for joints at their limits.
             phys_joint_stop_erp Physics error reduction magic parameter for joints at their limits.
              phys_frictionScale Scales the amount of physics friction globally.
                 phys_dragLinear The amount of linear drag, applied globally
                phys_dragAngular The amount of angular drag, applied globally
              phys_jitterMaxMass Maximum mass to jitter - jitter will fall off up to this mass
  phys_gravityChangeWakeupRadius The radius around the player within which objects get awakened when gravity changes
         phys_jointPullThreshold If joints are farther apart than sqrt(this distance), they will be pulled together.
       physVeh_minImpactMomentum The minimum collision momentum needed to register an impact
physVeh_slideReductionForHighSpeed A larger value makes it harder to slip when moving faster than the max speed
            physVeh_explodeForce The force applied to physics vehicles due to explosions
        physVeh_explodeSpinScale The max (random) offset from the center of mass at which splash damage applies its force
       physVeh_pathConstraintCfm The constraint cfm for path-constrained vehicles
       physVeh_pathConstraintErp The constraint cfm for path-constrained vehicles
                    ui_smallFont Small font scale
                      ui_bigFont Big font scale
                 ui_extraBigFont Extra big font scale
                    ui_buildSize Font size to use for the build number
    ui_playlistActionButtonAlpha The current alpha of the playlist selection button
          ui_borderLowLightScale Scales the border color for the lowlight color on certain UI borders
              ui_textScrollSpeed Speed at which text scrolls vertically
         ui_textScrollPauseStart Text scrolling waits this long (seconds) before starting
           ui_textScrollPauseEnd Text scrolling waits this long (seconds) at the end before restarting
           ui_textScrollFadeTime Text scrolling takes this long (seconds) to fade out at the end before restarting
                  ui_sliderSteps The number of steps for a slider itemdef
