Console Command Reference

 

 
Legend
=======
S����� | ServerInfo Cvar
 U���� | UserInfo Cvar
R��� | Read Only
�� I�� | Initializing Cvar
��� A| Archived Cvar
���� L | Latched Cvar
����� C| Cheat protected Cvar
 
Client Game
===========
��� A�� cg_3rd_person - determines whether player is 1st person or 3rd person view
����� C cg_animspeed - debugging tool that lets use freeze all animations (default 1).
��� A�� cg_autoswitch - vestigle Q3 variable
��� A�� cg_cameradist - distance from the player to the 3rd person camera (default 150)
��� A�� cg_cameraheight - height above player that 3rd person should pivot from (default 30)
��� A�� cg_camerascale - lerping scale to smooth out 3rd person camera movement (defualt 0.2)
��� A�� cg_cameraverticaldisplacement - vertical displacement from end point to 3rd person camera (defaule 24)
����� C cg_debuganim - debug tool for animation.A value of 1 prints to the console, A value of 2 prints to the debug window.
����� C cg_debuganimwatch - when using "cg_debuganim", which entity to watch for based off of entitynum
������� cg_errordecay - player prediction adjustment that helps smooth out prediction errors (default 100)
������� cg_eventlimit - maximum number of events to process per loop in the client game (default 500)
������� cg_eventstats - statistical information on events in the client game
������� cg_hidetempmodels - debugging tool to temporarily hide temp models.
��� A�� cg_marks - whether polygonal marks should be added to the renderer.
������� cg_nopredict - debugging tool to turn off client side predicition
������� cg_norain - debugging tool to turn off rain
 UA�� cg_predictItems - vestigle Q3 variable
������� cg_shadows - whether to draw shadows on certain entities.1 is an ellipticle projected texture, 2 is a stencil buffer shadow and 3 is a
�������������������� fully rendered projected shadow
������� cg_showemitters - debugging tool to show when emitters are active
������� cg_showevents - debug tool to print out current client game events being processed
������� cg_showmiss - debug tool to show prediction misses on client
������� cg_showtempmodels - debug tool that prints out number of tempmodels currently being added to the renderer
������� cg_stats - debug tool that prints out the current frame being rendered by the client
��� A�� cg_stereosep - stereo separation for stereo view (default 0.4)
������� cg_timeevents - debug tool that times the amount of time used by each event.If set to 2, output is re-directed to the console
 
AI/Routing
==========
������� ai_createnodes - when set to 1, path nodes will be generated when loading a map.
������� ai_debuginfo - debug tool for path generation.
������� ai_debugpath - debug tool for path searching.
������� ai_shownodenums - debug tool which shows node numbers above path numbers
������� ai_showroutes - debug tool that shows you current routes available
������� ai_showroutes_distance - at what distance routes should be culled so that the renderer is not bogged down (default 1000)
������� ai_timepaths - debug tool to show how long routing is taking. The value of this variable determines the minimum time cutoff to print out
���������������������� a path.
 
Client
======
������� activeAction - This will be executed upon receiving the first snapshot
���� ���cl_avidemo - causes a screenshot to be spit out each client frame and sets client frametime to the variable of the value. ie a value of 20 is
�������������������� 20 shots per second.
��� A�� cl_cdkey - the CD authorization key needed to run the game
������cl_eventlimit - maximum number of events to process per loop in the client (default 500)
������� cl_eventstats - statistical information on events in the client
������� cl_freezeDemo - used to freeze a demo in place for single frame advances
��� A�� cl_maxPing - maximum time to wait for a ping response (default 800)
��� A�� cl_maxpackets - maximum number of client command packets to send per second (default 30)
������� cl_motd - whether or not to query the MOTD server for the MOTD (default 1)
������� cl_nodelta - when sending client movement commands, only send complete messages, do not send delta movement commands (default 0)
��� A�� cl_packetdup - send this many previous client movement commands when sending a new one, this helps eliminate dropped packets (default 1)
R���� cl_running - whether or not the client is currently running, gets set to 1 once the client has been initialized
������� cl_showSend - debug tool that prints out information as to what is currently being sent by the client to the server
������� cl_showTimeDelta - debug tool that shows the value used on the client to adjust client time so that it matches server time
������� cl_showevents - debug tool to print out current client events being processed
������� cl_timeNudge - allows you to manually adjust the TimeDelta between the client and server, pushing the client ahead or behind the server time.
������� cl_timeevents - debug tool that times the amount of time used by each event. If set to 2, output is re-directed to the console
��� ����cl_timeout - how long it takes for a server connection to time out in seconds (default 125)
R���� cl_updateInfoString - holds the actual MOTD
��� A�� model - what model the player should be using
 UA�� name - what the player should be called
 
Game Module
===========
������� csys_draw - debugging tool that allows you to draw a coordinate system
������� csys_posx - origin x of the debugging csystem.
������� csys_posy - origin y of the debugging csystem.
������� csys_posz - origin z of the debugging csystem.
������� csys_x - angles x of the debugging csystem.
������� csys_y - angles y of the debugging csystem.
������� csys_z - angles z of the debugging csystem.
S������ dmflags - deathmatch flags for the current deathmatch server
S������ fraglimit - what the fraglimit of the current deathmatch server is
������� g_drawgravpath - debugging tool to show the gravity path nodes in action
������� g_eventlimit - maximum number of events to process per loop in the client (default 5000)
������� g_eventstats - statistical information on events in the client
S��� Lg_gametype - what kind of game is currently being run on the server (default 0)
������� g_legclampangle - maximum angle at which legs are allowed to trail torso (default 65)
������� g_legclamptolerance - tolerance scale for legs turning (default 90)
������� g_legswingspeed - speed at which legs swing (default 300)
������� g_legtolerance - tolerance in angles when legs turn (default 40)
���� Lg_numdebuglines - number of debug lines to be used for debugging purposes (default 4096)
������� g_playermodel - the default player model to be used by the player (default julie)
������� g_showautoaim - debug tool to show where the auto-aiming arms are pointing
������� g_showaxis - debug tool to globally turn on or off axises when drawing debug coordinate systems
������� g_showbullettrace - show the traces caused by bullets firing
������� g_showevents - debug tool to print out current game events being processed
������� g_showmem - show the amount of memory currently being used by the game's classes
������� g_showplayeranim - debug tool that shows leg and torso anim changes
������� g_showplayerstate - debug tool that shows leg and torso state changes
������� g_statefile - state file that is used by the player (default global/julie)
������� g_syncronousClients - only run the player movment code on the server when the game code thinks, do not perform any prediction
������� g_timeents - debug tool that times how long it takes for each entity to "think", value sets the filter above which entities are printed
������� g_timeevents - debug tool to pring out how long each event takes to process
������� g_watch - when timing events, the entity to watch and print information out for.
���� Lmaxentities - the maximum number of entities on a level (default 1024)
S������ nomonsters - do not spawn any monsters when this is set
S��� Lskill - the skill level of the game (default 1, normal)
S������ timelimit - the timelimit of a deathmatch game
������� whereami - debugging tool that prints out the coordinates and yaw of the player whenever the player moves
Server
======
����� C cm_noAreas - do not use areaportals, all areas are connected
����� C cm_noCurves - do not collide against curves
��� A C cm_playerCurveClip - collide player against curves
S��� Ldeathmatch - whether the game is deathmatch or single player
������� nextmap - the next map to run after this one, allows you to chain multiple maps together through the use of the ';'
SUA�� parentmode - what level of violence the game should be using (default 0, excessive)
������� sv_allowdownload - whether the server will allow data to be downloaded from it (default 1)
������� sv_drawtrace - draw out all traces as debug lines
S�� A�� sv_floodProtect - should the server protect itself from msg flooding (default 1)
��� A�� sv_footsteps - should the server play footsteps on characters (default 1)
S������ sv_fps - the simulation speed at which the server and game code is run (default 20)
S������ sv_friction - global friction value for the world (default 4)
������� sv_gibs - should we spawn giblets and other viscera
������� sv_gore - should we spawn gory items in the game
������� sv_gravity - global gravity level for the world (default 800)
S�� Asv_hostname - the name of the server
S������ sv_keywords - keywords that allow you to cull out potential clients if they are ineligible to connect (example 'demo')
������� sv_killserver - debug tool to kill the server"0"
R���� sv_mapChecksum - the 32-bit CRC checksum of the currently loaded map
��� A�� sv_maplist - a list of maps to cycle through on the server
������� sv_master1 - master server #1's address
��� A�� sv_master2 - master server #2's address
��� A�� sv_master3 - master server #3's address
��A�� sv_master4 - master server #4's address
��� A�� sv_master5 - master server #5's address
S�� A�� sv_maxRate - maximum rate at which data is sent to the client
S��� Lsv_maxclients - number of clients which can join a game
������� sv_maxvelocity - global maximum velocity clamp
������� sv_padPackets - pad outgoing packets with this many bytes
R���� sv_paks - if running in sv_pure mode, contains the checksums of all the paks being used
������� sv_precache - whether or not the server should precache data
S������ sv_privateClients - number of reserved client slots to reserve on the client
������� sv_privatePassword - password to allow one to play as a private client
������� sv_pure - if true, the game does not allow any add-ons or modifications
������� sv_reconnectlimit - how many times a client is allowed to re-connect before being disconnected (default 3)
������� sv_rollangle - the amount of roll to be given to the player when he is banking in a turn (default 2)
������� sv_rollspeed - the speed at which sv_rollangle is reset (default 200)
R���� sv_running - this gets set when the server is initialized and running
R���� sv_serverid - a unique id that is generated from the current game time when the server was started
������� sv_showbboxes - show bounding boxes on all entities.
1 - shows all solid entities with their standard mins and maxs
2 - shows all solid entities with their absmins and absmaxs
3 - shows all entities that are solid and non solid but are not tagged as RF_DONTDRAW
4 - shows all entities, even those tagged as RF_DONTDRAW
7 - shows all entities with their TIKI bounding boxes
8 � shows normal bounding boxes as well as a small bounding box around the origin
9 � 28 � show bounding boxes of hit locations on models
����� ��sv_showcameras � displays the cameras and their spline paths
������� sv_showentnums - shows the entity numbers above each entity
S������ sv_stopspeed - how fast physical objects in the world should slow down (default 100)
������� sv_timeout - how long to wait in seconds before dropping a player who hasn't sent any commands (default 120)
������� sv_traceinfo - print out how many traces were performed each server frame.If greater than 1, than specific information about each trace is
��������������������� also printed.If greater than 2, than all printing is done to the debugger window.
S������ sv_waterfriction - the fricition when inside a water volume (default 1)
S������ sv_waterspeed - the speed at which you can move through water (default 400)
������ sv_zombietime - how long to keep a client connected to the server after they have been dropped (default 2)
 
Sound
=====
������� s_debugmusic - debug tool that prints out the current action level in the game, helps determine when music changes based on context
������� s_initsound - whether or not to startup the sound system (default 1)
��� A�� s_khz - the default mixing rate in Khz (default 22)
��� A�� s_loadas8bit - purposely down sample all samples to 8-bit (default 0)
��� A�� s_milesdriver - which sound driver to use for the audio system.Valid sound drivers are: miles, dolby, A3D, A3D2, EAX and EAX2
��� A�� s_mixPreStep - this is a pre-mix step for global sound time, not sure what it actually accomplishes (default 0.05 seconds)
��� A�� s_mixahead - how far ahead into the future the sound system should mix (default 0.2 seconds)
��� A�� s_musicvolume - the volume of the music (default 0.55)
��� A�� s_reverb - whether or not reverb should be on (default on)
��� A�� s_separation - how much stereo separation should exist (default 0.5)
����� C s_show - debugging info for the sound system
������� s_show_cpu - show CPU utilization by the sound system
������� s_show_num_active_sounds - debugging tool to show how many sounds are currently active
������� s_show_sounds - debugging tool that shows current sound related happenings
��� A�� s_speaker_type - what kind of speaker setup the user is using. (0 - 2 speaker setup, 1 - headphones, 2 - surround sound, 3 - 4 speaker setup)
����� C s_testsound - debugging tool that plays a simple sine wave tone
��� A�� s_usemiles - whether or not to use the miles sound system
��� A�� s_volume - the sound volume "1"
 
Network
=======
������� cg_lagometer - network debugging tool that graphically shows your current latency
������� cl_shownet - massive debug tool that shows you the current incoming traffic on the client.1 shows the size of each server message, 2 shows
�������������������� you the beginning of each server message and the size of each packet componenet.3 shows you detailed information about entity
�������������������� network deltas.
������� filterban - whether or not to turn on ip banning, if set to 1 than anyone on the current list will be banned, if set to 0 than only addresses
������������������� on the list will be allowed (default 1)
������� flood_msgs - not implmented currently (default 4)
������� flood_persecond - not implmented currently (default 4)
������� flood_waitdelay - not implmented currently (default 10)
�� I��� net_ip - what IP address to use for this server in case you have multiple servers on the same machine (default localhost)
��� AL net_noipx - do not use the IPX protocol
��� ALnet_noudp - do not use the UDP protocol
�� I��� net_port - the network port to use.
�� I��� net_qport - quake network port to be used internally by the network system
��� ALnet_socksEnabled - enable SOCKS server support (default 0)
��� ALnet_socksPassword - SOCKS server password (default "")
��� ALnet_socksPort - SOCKS server port (default 1080)
��� ALnet_socksServer - SOCKS server address (default "")
��� ALnet_socksUsername - SOCKS server userid (default "")
S R���� protocol - which network protocol is currently being used by the client, set by the system
������� public - whether or not this server is public and should send heart beats to the master server (default 0)
 UA�� rate - the maximum number of bytes to be sent to the client per second (default 3000)
������� rconAddress - the address of the server you want to send rcon messages to.
������� rconPassword - the password that is sent for rcon commands
������� showdrop - debug tool to show dropped packets (default 0)
������� showpackets - show packets as they are sent to and from the client and server
 UA�� snaps - number of snapshots the client wants to receive per second (default 20)
 
Renderer
========
��� ALr_allowExtensions - enables OPENGL extensions (default 1)
���� Lr_allowSoftwareGL - allow software OPENGL, normally this would be really slow (default 0)
����� C r_ambientScale - a global scale factor for all ambient lighting on models and characters (default 0.5)
����� C r_clear - whether or not to explicitly clear the screen (default 0)
���� Lr_colorMipLevels - debug tool to artificially color different mipmap levels so that they are more apparent (defaul 0)
��� ALr_colorbits - what color depth the renderer should use, if 0 then the desktop depth will be used by default (default 0)
��� ALr_customaspect - custom aspect ratio to use when in r_mode -1 (default aspect ration 1)
��� ALr_customheight - custom screen height to use when in r_mode -1 (default 1024)
��� ALr_customwidth - custom screen width to use when in r_mode -1 (default 1600)
����� C r_debugSort - debug tool that only renderes those sort layers that are greater than the value of the variable (default 0)
����� C r_debugSurface - debug tool which renders a custom surface for patch collision debugging
������� r_debuglight - debug tool that prints out entity lighting information
��� A�� r_debuglines_depthmask - when rendering debug lines whether or not to render them with Z information (default 0)
��� ALr_depthbits - how much precision there should be in the Z-buffer, if left at 0, z precision is automatically calculated (default 0)
��� ALr_detailtextures - whether or not to render detail shader stages (default 1)
����� C r_directedScale - a global scale factor for all direct lighting on models and characters (default 1)
���� Lr_displayRefresh - if non-zero, what the display refresh rate should be set at (default 0)
��� A�� r_dlightBacks - whether or not dynamic lights should light up back-face culled geometry (default 1)
������� r_drawBuffer - which buffer to render to, (default GL_BACK)
��� A�� r_drawSun - whether or not to draw the sun in the sky (default 0)
����� C r_drawentities - debug tool that allows you to turn off entities (default 1)
����� C r_drawsprites - debug tool that allows you to turn off sprites (default 1)
����� C r_drawworld - debug tool that allows you to turn off world rendering (default 1)
��� A�� r_dynamiclight - whether or not to render dynamic lights (default 1)
��� ALr_ext_compiled_vertex_array - whether or not to use the Compiled Vertex Arrray GL extension (default 1)
��� ALr_ext_compress_textures - whether or not to use the S3 texture compression extension (default 1)
��ALr_ext_gamma_control - whether or not to use the GAMMA extension (default 1)
��� ALr_ext_multitexture - whether or not to use the ARB multi-texture extention (default 1)
��� ALr_ext_texture_env_add - whether or not to use the GL_TEXTURE_ENV_ADD extenstion (default 1)
��� A�� r_ext_texture_env_combine - whether or not to use the GL_TEXTURE_ENV_COMBINE extenstion (default 0)
��� A�� r_facePlaneCull - whether or not to perform back face culling on simple surfaces (default 1)
������� r_farplane - debug tool to turn on the far clipping plane, the variable defines the distance of the plane (default 0)
������� r_farplane_color - debug tool to set the color of the far clipping plane, (default medium gray ".5 .5 .5")
������� r_farplane_nocull - debug tool to set whether or not to purposely not cull geometry with the far plane (default 0)
��� A�� r_fastdlights - if renderer is compiled with REAL_DYNAMIC_LIGHTING, determines whether or not use real method or fast method (default 0)
��� A�� r_fastsky - don't render the sky, just clear it with the current sky color (default 0)
��� A�� r_finish - force a glFinish call after rendering a scene (default 0)
����� C r_flareFade - how long light coronas should fade when on the screen or off the screen (default 7)
����� C r_flareSize - the size of the light coronas (default 40)
��� A�� r_flares - whether or not to render the light coronas (default 0)
���� LC r_fullbright - debug tool to render the entire level without lighting (default 0)
 ���ALr_fullscreen - whether or not to go into fullscreen mode or not (default 1)
��� A�� r_gamma - the current renderer gamma (default 1)
��� ALr_glDriver - the video driver to use (default opengl32)
����� C r_ignore - debug cvar that is used in various places throughout the code to zero out variables (default 1)
��� ALr_ignoreFastPath - do not use fast shader rendering path of either diffuse lighting or multi-texture lighting (default 1)
��� A�� r_ignoreGLErrors - ignore GL errors as they occur (default 1)
��� ALr_ignorehwgamma - ignore hardware gamma and use the texture method of gamma adjustment (default 0)
���� Lr_intensity - global texture lighting scale (default 1)
��� A�� r_lastValidRenderer - last valid renderer to function.Used as a debugging tool.
������� r_lerpmodels - whether or not to interpolate character models (default 1)
������� r_light_emphasize - global amount that is added to sphere-based character lighting (default 0)
������� r_light_emphasizePercent - the additional percentage amount of emphasis to be givent to sphere-based character lighting (default 0)
��� A�� r_light_int_scale - debugging tool that shows intensity of lights in the scene by length of the line drawn (default 0.05)
��� A�� r_light_lines - debugging tool that shows which lights affect which characters (default 0)
��� A�� r_light_nolight - debugging tool to turn off all lighting calculations and just use an ambient lighting value for all characters (default 0)
��� A�� r_light_sun_line - debugging tool that shows which characters are affected by the sun. (default 0)
��� A�� r_lightcoronasize - the size of the corona to be used when renderering lens flares (default 0.1)
������� r_lightmap - debugging tool that renders lightmaps in GL_REPLACE mode so that they can be seen without their base textures (default 0)
����� C r_lockpvs - lock the current PVS in, so that you can wander around and see what is visibile and what isn't (default 0)
��� A�� r_lodCurveError - maximum curve error, before subdividing (default 250)
�� A�� r_lodbias - an absolute offset to artificially make characters further away so that they are rendered with fewer polygons (default 0)
����� C r_lodscale - a lod scale that artificially distorts the rate at which polygons drop away from characters (default 5)
����� C r_logFile - when true, dumps out all render commands to a file called gl.log (default 0)
���� Lr_mapOverBrightBits - the number of overbright bits baked into all lightmaps and map data (default 2)
���� Lr_maskMinidriver - if set to 1, then a mini driver will be treated as a normal ICD (default 0)
����� C r_measureOverdraw - when set to 1, and if the hardware supports a stencil buffer, overdraw will be reported (default 0)
��� ALr_mode - what video mode the renderer should be in (default 3)
����� C r_nobind - debugging tool to turn off all texture binding (default 0)
����� C r_nocull - debugging tool to turn off all culling (default 0)
����� C r_nocurves - debugging tool to turn off all curves (default 0)
����� C r_noportals - deubbing tool to turn off all portals (defualt 0)
����� C r_norefresh - turn off all rendering (default 0)
����� C r_novis - debugging tool to turn off vis information (default 0)
����� C r_offsetfactor - polygon offset factor for shader stages that have polygon offset set (default -1)
����� C r_offsetunits - polygon offset units for shader stages that have polygong offset set (default -2)
��� ALr_overBrightBits - how many overBrightBits to actually use when rendering, if non-zero, world will look saturated when bright. (default 0)
��� ALr_picmip - what starting level mipmap level all images should start on.Global variable that can dramatically decrease texture size
������������������ (default 0)
��� A�� r_place_sunflare - debugging tool that allows you to interactively place the sun flare (defualt 0)
����� C r_portalOnly - debugging tool that only draw what is rendered by the portal, not the regular scene. (default 0)
��� A�� r_primitives - which drawing primitives to use when rendering. 0 - auto select, 1 - single glDrawElements, 2 - multiple glDrawElements,
���������������������� 3 - multiple color+texcoords+vertex (default 0)
������� r_printShaders - debugging tool that prints out all the shaders that are actually used when loading a level. It is used to generate a 
�������������������������pak file (default 0)
��� A�� r_railCoreWidth - Q3 vestigle "16"
��� A�� r_railSegmentLength - Q3 vestigle "64"
��A�� r_railWidth - Q3 vestigle "128"
��� ALr_roundImagesDown - when images are scaled, round images down instead of up (default 1)
������� r_showImages - renders all images currently loaded.If set to 2, will render them proportionately (default 0)
�� ���C r_showSmp - will show SMP activity while rendering (default 0)
����� C r_showcluster - debugging tool that prints out current area and cluster (default 0)
������� r_showlod - debugging tool that prints out statistics on the LODing of characters (default 0)
����� C r_shownormals - debugging tool that shows the normals of all triangles being renderered (default 0)
����� C r_showskel - debugging tool that shows the skeleton and not the surfaces of all skeletal characters (default 0)
����� C r_showsky - debugging tool that renders the sky in front of everything else so you can see how much of the sky is being rendered (defualt 0)
����� C r_showtris - debugging tool that shows the outlines of all the triangles being rendered (default 0)
��� ALr_simpleMipMaps - whether or not to use the simple mip map generation tool or a more correct one (default 1)
���� LC r_singleShader - debugging tool that only uses the default shader for all rendering (default 0)
����� C r_skipBackEnd - debugging tool that skips the rendering of the back end (default 0)
������� r_skyportal - debugging tool that turns on a sky portal (default 0)
������� r_skyportal_origin - debugging tool that sets the origin for the sky portal (default "0 0 0")
��� ALr_smp - whether or not to turn on SMP support for the renderer (default 0)
����� C r_speeds - debugging tool that prints out information about the renderer. 1 - prints out shaders/surfs, leafs, verts, tris, mtex and dc
������������������ 2 - prints out culling statiistics, 3 - prints our viewcluster, 4 - prints our dynamic lighting information, 5 - prints out Z
������������������ info, 6 - prints out flare info
��� ALr_stencilbits - how many bits to use for the stencil buffer (default 8)
��� ALr_stereo - whether or not stereo rendering is enabled (default 0)
��� A�� r_stipplelines - enable stipple line support for debug lines (default 0)
��� ALr_subdivisions - scale factor for curve subdivision, used to pre-tesselate curved surfaces more or less (default 4)
������� r_sunflare - debugging tool which contains the location of the sun (default 0)
������� r_sunflare_inportalsky - debugging tool for placing the sunflare, set this to one when the sun is in a portal sky (default 0)
��� A�� r_swapInterval - set the OPENGL swap interval (default 0)
��� A�� r_textureMode - the texture mode for all textures (default "GL_LINEAR_MIPMAP_NEAREST")
��� ALr_texturebits - the number of bits to use for textures (default 16)
��� A�� r_useglfog - whether or not to use standard OPENGL for characters (default 1)
����� C r_verbose - turns on additional startup information when renderer is starting up (default 0)
��� ALr_vertexLight - turn on vertex lighting on all world surfaces.Disables multi-texture (default 0)
����� C r_znear - near Z clipping plane (default 4)
 
Input System
============
������� cl_anglespeedkey - when turning with the keyboard, how fast to turn (default 1.5)
������� cl_debugMove - debug tool that prints out information about the current input.If set to 1, a graph of yaw will be displayed, if set to 2, 
�����������������������a graph of pitch will be displayed
��� A�� cl_mouseAccel - mouse acceleration factor (default 0)
��� A�� cl_pitchspeed - scale factor for how fast view pitch will be adjusted (default 140)
��� A�� cl_run - turns on auto-run for the client (default 1)
������� cl_showmouserate - debug tool that shows the speed of the mouse
��� A�� cl_yawspeed - scale factor for how fast view yaw will be adjusted (default 140)
��� A�� freelook - whether or not the mouse affects the view directly or is used for driving the player around (default 1)
������� in_debugjoystick - debugging tool for the joystick (default 0)
��� A�� in_joyBallScale - if the joystick has a trackball like interface, this is used to scale that input for view (default 0.02)
��� ALin_joystick - whether or not joystick is on (default 0)
��� A�� in_midi - turn on midi support (default 0)
��� A�� in_midichannel - when midi support is on, what channel to use (default 1)
��� A�� in_mididevice - when midi support is on, what midi device to use (default 0)
��� ALin_mouse - whether or not mouse support is on, if set to -1 DirectInput will not be queried (default 1)
��� A�� joy_threshold - the threshold of movement when movement on the joystick registers, allows you to define the deadzone of the stick 
������������������������(default 0.15)
��� A�� m_filter - whether or not to turn on mouse filtering by averaging the last and current input (default 0)
��� A�� m_forward - mouse scale for applying y-axis mouse motion to character forward movement (default 1)
��� A�� m_pitch - mouse scale for applying y-axis mouse motion to view pitch (default 0.022)
��� Am_side - mouse scale for applying x-axis mouse motion for character side movement (default 0.8)
��� A�� m_up - mouse scale for applying y-axis mouse motion to character vertical movement (default 0)
��� A�� m_yaw - mouse scale for applying x-axis mouse motion to view yaw (default 0.022)
��� A�� sensitivity - mouse sensitivity (default 5)
 
User Interface
==============
������� crosshair - whether or not the crosshair is on (default 1)
������� ui_backgroundMouse - places the light source for the sleepy hollow effect behind the logo instead of in front of it.
��� A�� ui_consoleposition - the current x,y position of the console along with its width and height
������� ui_drawcoords - debugging tool to print out the currenty coordinates of the mouse cursor (default 0)
������� ui_hud - whether or not the HUD is drawn (default 1)
������� ui_minicon - whether or not the mini console is drawn (default 1)
 
File System
===========
�� I��� fs_basepath - the basepath of the game
�� I��� fs_cdpath - the CD basepath of the game
�� I��� fs_copyfiles - whether or not to copy files when loading them into the game.Every file found in the cdpath will be copied over 
�����������������������to the basepath
������� fs_debug - debugging tool for the filesystem
������� fs_filedir - the current directory for the CD and DIR commands
SI��� fs_game - specify an alternate Game directory for add-ons
�� I��� fs_restrict - allows you to restrict access to modified data for add-on purposes
������� mapdir - when using the MAP command, automatically prepends the value of this variable to the map name
 
General / Common
=======
������� cgamedll - the CGAMEDLL to use for the game
S RLcheats - whether or not cheats are enabled
��A�� com_blood - whether or not blood is on for the game
������� com_buildScript - for automatic script/pak building, not currently functional
����� C com_dropsim - debugging tool to simulate dropped packets, specifies percentage of packets to drop (default 0)
��� ALcom_hunkMegs - number of megs to allocate for the hunk (default 12)
��� A�� com_introplayed - whether or not the intro for the game has been played (default 0)
��� A�� com_maxfps - the maximum frames per second allowable (default 1000)
����� C com_showtrace - debugging tool that prints out trace information (default 0
������� com_speeds - debugging tool that shows the time spent in various modules of the game.If set to 3, SV_PacketEvents will also be timed"0"
������� config - the config file to use for the game
�� I Ldedicated - whether or not the server is dedicated
��� A�� developer - whether or not development mode is on
����� C fixedtime - when non-zero, locks the msecs per frame (default 0)
��� A�� fps - debugging tool that prints out the FPS statistics at the bottom left of the screen.If set to one, a warning sound will be played 
��������������when the framerate drops below 18 FPS.
������� gamedll - the GAMEDLL currently being used by the game
�� I��� journal - if 1 than all events will be journaled to journal.dat and journaldata.dat.If set to 2, than all journal events will be 
������������������played back
������� logfile - whether or not to turn on console logging.All console output is dumped qconsole.log
S R���� mapname - the current name of the loaded map
 U����� password - password needed to connect to this server
R���� paused - whether or not the game is currently paused
����� C timedemo - run a demo at full speed for performance testing
����� C timescale - global timescale that allows you to slow down or speed up the game
������� username - current user logged onto this machine
S R���� version - the version of the current build
����� C viewlog - whether or not the console at the beginning of the game should be: 0 - hidden, 1 - window sized with scroll, or 2 - minimized
 
System
======
������� arch - the current architecture being used by this machine
������� sys_cpuid - the cpuid of the current processor
������� sys_cpustring - the type of CPU currently being used
 
Windows Specific
================
R���� win_hinstance - the HINSTANCE of the current application
R���� win_wndproc - the WNDPROC of the current application
 
Video System
============
����� C debuggraph - whether or not to render the debuggraph
����� C graphheight - the height of a degbuggraph or timegraph (default 32)
����� C graphscale - the scale of a debuggraph or timegraph (default 1)
����� C graphshift - the offset of a debuggraph or timegraph (default 0)
����� C timegraph - debug tool that prints out the current timing of the game (default 0)
��� A�� vid_xpos - the X position of the screen (default 0)
��� A�� vid_ypos - the Y position of the screen (default 0)
��� A�� viewsize - percentage factor of how fullscreen the view you should be (default 100)