Set to true to adjust the angle a player jumps relative to the floor normal they're stood on. Can make jumping on slopes frustrating. 
Aim Acceleration: Enable/Disable aim acceleration. 
Aim Assistance: Force disabling at certain difficulty level 
Aim Assistance: Enable/Disable aim assistance. 
Multiplier for autoaim slow and follow vs cloaked targets 
Multiplier for autoaim slow and follow vs cloaked targets 
When holding down the use button and moving over an item the item will be used 
After auto-picking an item the system will be disabled for this many seconds 
Define whether or not the boosted melee mechanic can be used in multiplayer 
Time over which to transition the camera between modes 
Time over which to transition into the animated camera mode going into ledge grab 
Time over which to transition into the animated camera mode going out of the ledge grab 
Override the interia of clients 
*TODO*
*TODO*
Display debug energy consumption rate info 
*TODO*
*TODO*
*TODO*
Write CPlayerCamera-related messages to game log 
Write player plug-in info to the console and log file 
*TODO*
*TODO*
Display information about pickable item at which the player is about to interact with 
Enables debug info for any active projectile aim assist 
*TODO*
View debug information for vistable 
test ent id to add 
view currently ignored entities set in vistable 
test ent id to remove 
Display on-screen text showing player's current camera mode (requires 'watch_enabled') 
Debug interpolation 
Do local hit impulses in multiplayer 
Damage threshold to activate fall and play 
the speed at where the falling is always fatal to the enemy 
the maximum hit damage to the enemy can receive from being rammed from a falling player 
Minimum relative momentum to make an actor fall from the collision with another actor 
Max damage if both actors are alive (and in movement) 
Max ragdoll to player damage 
the falling speed the player starts to hurt the enemy from falling 
how much fall speed influences view shake intensity after a melee hit 
maximum view shake intensity 
how much fall speed influences view shake intensity 
maximum view shake time 
how much fall speed influences view shake time 
The height above the ground at which the player starts to fall 
Angle to aim camera when falling death begins 
How long to wait before fading camera to black 
Sets a player's health. 
Collision damage will never put the player below this health 
If player health percentage drops below this threshold it's considered critical. 
If player health percentage drops below this threshold it's considered critical. 
Interval used to keep critical health msg shown (SP) 
Enables console output of fall damage information. 
Enables/Disables fall&play for the player 
Enables new Health/Hits HUD effect (only on level reload) 
Damage curve attack for medium fall speed 
MP Damage curve attack for medium fall speed 
Falling damage will never pu the player below this health, unless falling above fatal speed 
Fatal fall 
Fatal fall in armor mode 
Fatal fall in armor mode (in MP) 
Safe fall speed. 
Safe fall speed in armor mode (in MP). 
Fall speed to play heavyLand 
Fall speed to play heavyLand in armor mode 
Fall speed to play heavyLand in armor mode (in MP) 
Fast regeneration rate in points per second 
only shows a bit of blood on screen when player is hit. Use this with g_godMode on. 
Regeneration rate in points per second 
Regeneration rate in points per second 
Time between hits to start regeneration 
Time between hits to start regeneration 
Slow regeneration rate in points per second 
Percentage of deflection to counter by rotation of the higher joints 
Show the Impulse Handler debug. 
Duration of impulse 
Enable procedural impulses 
Tiume factor at which to apply maximum deflection (0->1) 
Animation layer to apply impulse to 
Maximum angular pitch in rads 
Maximum angular twist in rads 
Movement input acceleration 
The amount of time that is added on per jump 
Scales base air control while in air 
Scales inertia while in air 
Scales base air resitance while in air 
Multiplier for the current timer per jump 
The maximum value of the timer 
If jump button is released quicker than this threshold (in secs) then the jump will be flagged as 'quick'. In Power mode, this will do a normal (Tactical) jump instead of a power jump 
Do verbose logs whenever the player uses a ladder 
Render a player climbing a ladder in front of other geometry 
FP camera blending weight when performing ledge grab action. Do NOT change this from 1.0f lightly! 
Turn on debug drawing of Ledge Clamber 
0 = No vault from standing; 1 = Vault when push towards obstacle and press jump; 2 = Vault when press jump; 3 = Vault when push towards obstacle 
Distance to camera that activates leg collider proxies on characters 
Scales leg colliders relative to skeleton bones 
Angle limit (in degrees) in which behind damage multiplier will apply (x2 for full range) 
Damage multiplier for melee attacking somebody from behind 
Damage multiplier for melee attacking somebody in Multiplayer (eg. the Defenders in Assault) 
Enable/Disables debug gfx for melees 
Enables/Disables melee impulse handling. 0: Disabled, 1: Only impulses on alive characters, 2: Only impulses on ragdolls, 3: All impulses enabled 
Angle limit (in degrees) in which melee snap applies (x2 for full range) 
Smooths transition to target direction. Range[0.0 - 1.0f]. Set to 1 for instant alignment 
melee lunge target distance from player 
Multiplier to distance to determine movement velocity 
melee lunge target selection range 
Enable knockbacks on successful melee hits 
Strength of melee attack knock back horizontally 
Strength of melee attack knock back vertically 
Enables the three-part melee system 
When meleeing with the 3-part system the camera will lock and face the target during the intro phase 
When targets are crouching the camera will adjust down by this amount 
How long the camera is locked for when meleeing with 3-part system 
If a sliding player moves in range of an enemy player they will attempt an automatic melee attack 
MP Only. Duration of the blend-out of the full-screen hit effects that affect the victim when hit by a melee attack 
MP DEBUG Only. Setting this to X will immediately trigger a full-screen melee hit effect for X secs, useful for testing the effect with just 1 player 
MP Only. Duration of the full-screen hit effects that affect the victim when hit by a melee attack 
MP Only. Intensity of the full-screen hit effects that affect the victim when hit by a melee attack 
Show debug information for MIKE weapon 
maximum number of burning points 
Crouch speed scale 
Amount of time (in seconds) the player/ai can be in the air and still be considered on ground 
Changes how drastically slopes affect a players movement speed when moving downhill. Lower = less effect. 
Minimum threshold for the slope steepness before speed is affected (in degrees). 
Changes how drastically slopes affect a players movement speed when moving uphill. Lower = less effect. 
Crouch speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon 
Base speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon 
Sprint speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon 
Strafe speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon 
Fov while sprinting in power mode 
General speed scale 
Sprint speed scale 
For MP characters (eg. Assault defenders). Display debug values for the sprint stamina 
Strafe speed scale 
The minimum fraction of nano vision energy you need to have recharged to re-engage it 
Time it takes nanovision energy to drain from full to zero 
Time it takes nanovision energy to recharge to full from zero 
Factor to lerp the remote aim directions by 
Maximum char speed, used by interpolation 
When applying impulses, [0.0,1.0] of the impulse will be directly away from the attacker (to keep the ragdoll death visible) the inverse will be in the impact direction 
Height above auto aim target throw will aim at. Helps account for curved throw path 
Score multiplier for the 'cone' part of the auto aim algorithm 
Auto aim cone size(degrees) - 50% either side of forward view dir 
Max dist auto aim will track targets to 
Score multiplier for the 'distance' part of the auto aim algorithm 
Specifies whether charged throw auto aim is enabled 
Enable debug output for charged weapon throw. 
Specifies whether large environmental weapons can be cloaked in MP games with a cloaked user 
e.g 0.35 == input window is within the final 0.35 [0.0,1.0] T of the prev anim 
Movement speed for environmental weapon melee auto aim 
Angle limit (in degrees) in which melee snap applies 
If set to > 0.0f this distance will be used over xml specified dist to lerp player to prior to commencing grab anim. 
Enable debug output for charged weapon throw. 
Local helper Xpos override for grabbable entity 
Local helper Ypos override for grabbable entity 
Turn on debug drawing of Pick And Throw 
Set to 1 to enable. If 0, object will be thrown using it's current orientation(dependent on throw anim) 
Enable debug output for environmental weapon combos 
Enable debug of swing sweep test 
duration override for primary combo attack anim (< 0.0f == no desired override) 
duration override for grab anim when obj on floor(< 0.0f == no desired override) 
duration override for primary attack anim (< 0.0f == no desired override) 
duration override for grab anim when obj rooted (< 0.0f == no desired override) 
When impulsing ragdolls, override impulses specified in xml, will have their z component flipped, if the player's view dir z component is lower than this threshold 
When impulsing ragdolls, if this cvar is > 0.0f, any z component of an override impulse specified in xml,will be multiplied 0->1 (based on the z component of the look dir) and this multiplier 
Enable debug output for environmental weapon health 
The frontal cone in which env weapon impacts are acted upon e.g. ignore hits with objects behind player 
Enable debug output for environmental weapon impacts 
Scale for impulse appled to victim on hit with environmental weapon 
Splits environmental weapon impulse between the hit location on the articulated ragdoll, and the living entity as a whole [0.0f, 1.0f] 
The minimum pitch that can be achieved when holding a pick and throw weapon in mp 
Scale for impulse applied to object on hit with environmental weapon 
Enable property rendering 
Set to 1 to enable. If 1, sweep tests will be performed during melee swings for weapons flagged as requiring sweeptests in pickandthrow.xml 
speed multiplier for weapon throw anim. less than 1 = longer than standard duration. -1 = default speed 
duration multiplier for wait time when picking up un-rooted weapons from the floor 
Time over which view dir is blended to target during env weap melee 
target view lerp pos offset when using env weap melee 
Angle tolerance (in degrees - from upright) in which a surface normal is considered as ground ( and an impact to stick rather than rebound ) 
height tolerance (in metres) from the player entity, in which we consider sticking rather than rebound 
Collisions per second threshold considered stuck 
Enable intersection assist debugging 
if 1, embedded objects will be deleted, 0 - object will just be put to sleep 
How far an object must penetrate to be considered embedded 
time period over which we will assess if something is stuck 
How far an object must move per sec to be considered not stuck 
Maximum time period over which orientation/position correction will occur before grab anim is commenced 
but window will be artificially extended to be no shorter than X e.g. 0.33 seconds 
The minimum thrown hit velocity (m/s) that will be acted on 
lower end [0.0f,1.0f] range for impulse multiplier to low mass objects (e.g. at 0.00001 mass this multiplier is used), at objectImpulseLowMassthreshold (above) 1.0f * impulse scale is used 
impulses to objects below this mass are scaled smaller to improve impulse appearance 
speed multiplier for pick and throw orientation/position correction 
the speed at which the rebound anim is played back - based on speed of original anim being reversed 
Reloads the parameters for the pick and throw proxies 
Enables/Disables PickAndThrow proxies. Needs reload 
Power sprint: Stick angle threshold for sprinting (0.0 - 90.0f 
When refilling ammo from an ammo box, the weapon will be lowered and disabled for this time 
Reload player's data. 
Render player in nearest pass 
Serialise the physics vel rathe rthan the stick 
Debug local player's shots. 
Shotgun damage cap when firing normally, MP ONLY 
Enable/Disable stealth interference effect on actions 
Slide Camera Factor 
Deceleration while sliding (in m/s) 
Extra speed added to sliding, when going down hill (scaled linearly to slope) 
Slope angle threshold at which we reach maximum downhill acceleration 
Slope angle threshold for down hill sliding 
Speed threshold at which sliding will stop automatically 
Min sprinting movement speed to trigger sliding 
Deceleration while sliding (in m/s) (for MP) 
Extra speed added to sliding, when going down hill (scaled linearly to slope) (for MP) 
Slope angle threshold at which we reach maximum downhill acceleration (for MP) 
Slope angle threshold for down hill sliding (for MP) 
Speed threshold at which sliding will stop automatically (for MP) 
Min sprinting movement speed to trigger sliding (for MP) 
Clone dying players to create longer-lasting corpses (in multiplayer) 
Timeout for bailing out of stamp. Essentially a coverall in case of emergency 
For PlayerMovement StateMachine Debugging 
Shotgun damage cap when firing from cloak, MP ONLY 
Lerp factor between entity rotation and spine rotation 
Enable/Disable stealth kills in multiplayer. 2 = stealth mode only 
Show debug lines for stealth kill angles 
Maximum speed of target for attempting stealth kill in multiplayer 
Enable/Disable uncloaking of the killer during stealth kills in multiplayer 
Allows stealth kills to be executed from a larger range 
Enable physics checks to make sure the player is able to do a stealth kill 
Enable/Disable FP arms alignement to surface while swimming 
Swimming backwards speed mul. 
Swimming Non-Speed sprint speed mul. 
Swimming sideways speed mul. 
Swimming vertical speed mul. 
Enable/Disable auto switch to third person on kill in multiplayer 
Time in seconds it takes to scan a interest point object using the visor. 
Time in seconds it takes to scan a interest point object using the visor, for MP. 
Time in seconds it takes to tag a interest point object using the visor. 
Time in seconds it takes to Tag a interest point object using the visor, for MP. 
String for Talos system 
Targeting Assistance: Enable debugging of current target. 
hold time to pick up an item 
Use velocity based interpolation method with gravity adjustment 
Interpolation air motion damping factor (0-1) 
Set to true to continually snap the remote player to the desired position, for debug usage only 
Percentage of velocity to apply tangentally to the current velocity, used to reduce oscillation 
Velocity interp jump velocity synching 
Follow an entity, by name 
Max radius for follow cam from target 
Min radius for follow cam from target 
Vertical offset on entity to follow 
Enables debug watch info for any active projectile aim assist 
0=Off, 1=Display state of local player, 2=Display state of all players (including AI)