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commands.txt
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There's: 1094 commands
name$description$flags
find$Find concommands with the specified string in their name/help text.$
log_dumpchannels$Dumps information about all logging channels.$ dontrecord
log_level$Set the spew level of a logging channel.$ dontrecord
log_verbosity$Set the verbosity of a logging channel.$ dontrecord
log_color$Set the color of a logging channel.$ dontrecord
log_flags$Set the flags on a logging channel.$ dontrecord
differences$Show all convars which are not at their default values (optional restricted to specific flags).$
cvarlist$Show the list of convars/concommands.$
help$Find help about a convar/concommand.$
findflags$Find concommands by flags.$
Test_ExitProcess$Test_ExitProcess <exit code> - immediately kill the process.$ cheat
Test_StartLoop$Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.$
Test_LoopCount$Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.$
Test_Loop$Test_Loop <loop name> - loop back to the specified loop start point unconditionally.$
Test_LoopForNumSeconds$Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.$
Test_RandomChance$Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.$
Test_StartScript$Start a test script running..$
Test_Checkpoint$Indicate to a test script that a checkpoint has been reached$
scrubber$Scrub system off - not a dev build$
lrucache_stats$Spews information about all CUtlLRUCaches$
lrucache_reset_stats$Resets stats for the specified CUtlLRUCaches (or all if none specified)$
lrucache_set_size$Sets the specified cache to the specified size$
lrucache_flush$Flushes the specified cache$
loop_dump$Print the listeners of the current loop mode$
addons$list current addon info.$
host_timescale_inc$Increment the timescale by one step$ cheat
host_timescale_dec$Decrement the timescale by one step$ cheat
vis_debug_show$Show/hide the vis debug visualization$
vis_debug_sunclusters$Showing clusters for sun/csm rendering. Red (full sun csm & lighting), Orange (no viewmodel sun or csm), Green (no sun at all)$
vis_debug_record_start$Record a path to debug vis$
vis_debug_record_stop$Record a path to debug vis$
vis_debug_find_los$Find or clear the vis LOS to here$
vis_debug_tracelos$Trace rays and check vis from the current camera$
vis_debug_lock$Lock vis LOS origin to current$
vis_debug_currentcluster$Show the current cluster number$
vis_debug_dumpvisibleclusters$Show the list of visible clusters$
vis_debug_drawcluster$Add cluster # to visualization, (-1) to clear$
vis_debug_sphere$Draw clusters in a sphere of radius around the camera$
fog_override_color$Sets the fog color override$ cheat
clear$Clear console output.$ dontrecord
clearall$Clear console output from all views.$ dontrecord
consoletool$Open a VConsole subtool.$ dontrecord
condump$dump the text currently in the console to condumpXX.log$
key_listboundkeys$List bound keys with bindings.$
key_findbinding$Find key bound to specified command string.$
toggle$Toggles specified convar value on and off.$ dontrecord
blink$Blink specified convar value between two values at the specified duration.$ dontrecord
incrementvar$Increment specified convar value.$ dontrecord
cyclevar$Cycle through specified convar values.$ dontrecord
exec$Execute a cfg file$ dontrecord
execifexists$Execute a cfg file if file exists$ dontrecord
exec_async$Execute a cfg file over time$ cheat dontrecord
run_perftest$Execute perftest.cfg$ cheat dontrecord
push_var_values$Save convars and config values$
pop_var_values$Restore previously pushed convars and config values$
multvar$Multiply specified convar value.$ dontrecord
bind$Bind a key.$ release
bindss$Bind a key for a particular splitscreen player.$ release
bindtoggle$Performs a bind <key> "increment var <cvar> 0 1 1".$
unbindall$Unbind all keys.$ release
unbind$Unbind a key.$ release
binddefaults$Bind all keys to their default values.$ release
writekeybindings$Saves current key bindings to disk.$ release
echoln$Echo the command arguments on the console$
input_state$input_state$ developmentonly
grep$grep line for pattern, print out matching lines only$
alias$Alias a command.$
echo$Echo text to console.$ server_can_execute
repeat_last_console_command$Repeat last console command.$
maps$Displays list of maps.$
map$map <mapname> :Load a new map.$ vconsole_fuzzy_matching vconsole_set_focus
changelevel$changelevel <mapname> :Multiplayer change level.$
connect$Connect to a remote server.$
connect_hltv$Connect to a remote HLTV server.$
restart$Poor man's restart: reload the current map from disk.$ cheat vconsole_set_focus
reloadgame$Reload the most recent saved game.$ cheat vconsole_set_focus
load$Usage:. load [save file name].$ dontrecord vconsole_fuzzy_matching
disconnect$Disconnect from server$
status$Print connection status$
cl_fullupdate$Force uncompressed update$ cheat
pause$Toggle the server pause state.$
setpause$Set the pause state of the server.$
unpause$Clear the pause state of the server.$
cmd$Forward command to server.$
p2p_listpeers$List currently known peers.$
kickid$Kick a player by userid or uniqueid, with a message.$ dontrecord
kick$Kick a player by name.$ dontrecord
kickid_hltv$Kick a player by userid or uniqueid, with a message.$ dontrecord
demo_writemetafile$save current meta file demo_<version>.meta file for use in demo upconversion.$ dontrecord
r_toggleviewportsize$Toggles viewport size between small + full window.$
r_viewport$Slams viewport size to a specified value.$
r_render_coordination_state$Prints out the current render coordination state.$
r_force_engine_render_frame$Force a single render of the engine viewport.$
check_dpi$Show the currently detected DPI.$
screenshot$Take a screenshot: screenshot [filename]$
jpeg_screenshot$Take a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].$
png_screenshot$Take a .png screenshot: png_screenshot [filename]$
playsound$playsound <soundname>$
ss_add$Adds a splitscreen user.$
ss_remove$Removes a splitscreen user.$
host_writeconfig$Saves out the user config values.$
stats_print$Prints out perf statistics to the console, clears perf history$
stats_print_gpu$Prints out GPU perf statistics to the console. Requires stats_display > 0, and stats_collect_gpu = true. Optional argument of CSV filename$
time_asserts$Time asserts and show the lengthiest asserts$ developmentonly
vprof_on$Enable vprof$
vprof_off$Disable vprof$
vprof_reset$Reset the stats in VProf profiler$
vprof_reset_peaks$Reset just the peak time in VProf profiler$
vprof_generate_report$Generate a report to the console.$
vprof_generate_report_budget$Generate a report to the console based on budget group.$
vprof_generate_report_hierarchy$Generate a report to the console.$
vprof_vtrace$Toggle whether vprof data is sent to VTrace$
vprof_time_scale$Scale used when displaying time (0 = use default)$ developmentonly missing0
vprof_loadhitstore_scale$Scale used when displaying load-hit-stores (0 = use default)$ developmentonly missing0
vprof_dump_counters$Dump vprof counters to the console$
mem_dump$Dump memory stats to text file or <stdout>.$
mem_compact$Compacts the heap$
vmem_dump$Dump memory stats to log.$
memory$Print memory stats.$
memory_check_limit$Assert if peak memory use is over the limit.$ developmentonly
quit$Quit the game$ vconsole_set_focus
crash$Crash the client. Optional parameter -- type of crash:. 0: read from NULL. 1: write to NULL. 2: force an Assert$ cheat
crash_job$Cause the engine to crash in a job thread (Debug!!)$ cheat
crash_thread$Cause the engine to crash in a brand new non-main thread (Debug!!)$ cheat
crash_error$Cause the engine to crash by Plat_FatalError on main thread (Debug!!)$ cheat
crash_error_thread$Cause the engine to crash by Plat_FatalError on non-main thread (Debug!!)$ cheat
crash_error_job$Cause the engine to crash by Plat_FatalError on job thread (Debug!!)$ cheat
force_assert$Fire an assertion failure$ developmentonly
force_fatal_error$Fire a fatal error$ developmentonly
force_hibernate$Force toggle hibernation state$ developmentonly
console_test$Output text to test console$ developmentonly
open_asset$Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.$
disable_priority_boost$Disable focus based priority boost$
enable_priority_boost$Disable focus based priority boost$
generate_minidump_comment$Generate a minidump comment and spew the results to the console$ developmentonly
sys_info$Print system information to the console$
force_floating_point_exceptions$Enable floating point exceptions to find bugs$ developmentonly
UpdateBinarySizes$Dumps the binary sizes to use for the game in loadaddress.vpc$
StackStats_Dump$Dump a named stackstats structure to disk. Usage: stackstats_dump "structname" ["filename"]$ developmentonly
stop$Finish recording demo.$
record$Record a demo.$ dontrecord
_record$Record a demo incrementally.$ dontrecord
vtune$Controls VTune's sampling.$
playdemo$Play a recorded demo file (.dem ).$
timedemo$Play a demo and report performance info.$
timedemoquit$Play a demo, report performance info, and then exit$
listdemo$List demo file contents.$
benchframe$Takes a snapshot of a particular frame in a time demo.$
demo_pause$Pauses demo playback.$
demo_resume$Resumes demo playback.$
demo_togglepause$Toggles demo playback.$
demo_goto$Skips to location in demo.$
demo_gototick$Skips to a tick in demo.$
demo_marktick$Marks the current demo playback tick for later use$
demo_gotomark$Skips the current demo playback to the marked tick$
demo_info$Print information about currently playing demo.$
demo_timescale$Sets demo replay speed.$
startdemos$Play demos in demo sequence.$
nextdemo$Play next demo in sequence.$
demolist$Print demo sequence list.$
stopdemos$Stop looping demos (current demo will complete).$
rpestats$dump rpe$
instant_replay_pause$Pauses instant replay.$
instant_replay_resume$Resumes instant replay.$
instant_replay_togglepause$Toggles instant replay.$
instant_replay_skip$Number of seconds to skip back to instant replay from current position$
instant_replay_skip_live$Number of seconds to skip back to instant replay from live$
instant_replay_goto_tick$Goto a direct timestamp of the replay$
instant_replay_goto_tick_relative$Goto a direct timestamp of the replay$
instant_replay_live$If in replay, jumps back to live$
instant_replay_timescale$Sets instant replay speed.$
vprof_remote_start$Request a VProf data stream from the remote server (requires authentication)$
vprof_remote_stop$Stop an existing remote VProf data request$
rcon$Issue an rcon command.$ dontrecord
cl_precacheinfo$Show precache info (client).$
cl_spewworldgroups$Spew world groups (client)$ developmentonly
cl_spewserializers$Spew serializers$ cheat
cl_checkdeclareclasses$Check game code serializers$ cheat
sv_pure$Show user data.$
sv_fullupdate$Force a full update for all clients.$
users$Show user info for players on server.$
sv_spewworldgroups$Spew world groups (server)$ developmentonly
sv_shutdown$Sets the server to shutdown when all games have completed$
sv_showtags$Describe current gametags.$
sv_clientrates$Show client rates.$
banip$Add an IP address to the ban list.$
addip$Add an IP address to the ban list.$
removeip$Remove an IP address from the ban list.$
listip$List IP addresses on the ban list.$
writeip$Save the ban list to file.$
banid$Add a user ID to the ban list.$
removeid$Remove a user ID from the ban list.$
listid$Lists banned users.$
writeid$Writes a list of permanently-banned user IDs to file.$
log$Enables logging to file, console, and udp < on | off >.$
sv_packstats$Show entity packing stats, pass 'clear' as argument to reset counts.$ release
redirectstart$Redirect server console output$ missing0
redirectend$Redirect server console output$ missing0
stats$Prints server performance variables$
net_stats_json$Output server networking statistics in json format$
sv_spewmeta$Spew serializer meta$ cheat
sv_metaduplication$Check serializer meta for duplication, add verbose to command for full spew$ cheat
startmovie$Start recording movie frames.$ dontrecord
endmovie$Stop recording movie frames.$ dontrecord
setinfo$Adds a new user info value$ clientcmd_can_execute
cpuinfo$Print CPU configuration information$
reset_gameconvars$Reset game convars to default values$ cheat
status_json$Print status in JSON format$
mem_test$$
dumpstringtable$Usage: dumpstringtable <tablename |all> <sv | cl> <verbose | simple> <element> Print string tables to console, verbose to dump data, simple to show name and count only, can specifiy a single numeric element index to restrict spew.$
playcast$Play a broadcast$
tv_broadcast_resend$resend broadcast data to broadcast relay$
tv_status$Show SourceTV server status.$
tv_relay$Connect to SourceTV server and relay broadcast.$
tv_stop$Stops the SourceTV broadcast.$
tv_retry$Reconnects the SourceTV relay proxy.$
tv_record$Starts SourceTV demo recording.$
tv_broadcast_status$Print out broadcast status$
tv_stoprecord$Stops SourceTV demo recording.$
tv_clients$Shows list of connected SourceTV clients.$
tv_mem$hltv memory statistics. Use with "ent 10" (dump entity 10 memory usage) or "top 8" (dump top 8 memory users) or "class" CWorld (dump CWorld class)$
gameui_hide$Hides the game UI$
escape$Escape key pressed.$ clientcmd_can_execute
gameui_activate$Shows the game UI$
gameui_preventescape$Escape key doesn't hide game UI$
gameui_allowescapetoshow$Escape key allowed to show game UI$
gameui_preventescapetoshow$Escape key doesn't show game UI$
gameui_allowescape$Escape key allowed to hide game UI$
progress_enable$$
bug$bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.$ dontrecord
auto_bug$auto_bug : create non-interactive bug report.$ dontrecord
+bugvoice$Start recording bug voice attachment.$ dontrecord
-bugvoice$Finish recording bug voice attachment.$ dontrecord
bugvoice_clear$Clear voice attachment data.$ dontrecord
bugvoice_save$Write buffered voice attachment data to file.$ dontrecord
cl_break_on_missing_resource$Break in debugger when missing resource match is found..Format: cl_break_on_missing_resource <substring> /(empty to break on all) / 0 to turn off..$ developmentonly
toggleconsole$Show/hide the console.$ dontrecord
hideconsole$Hide the console.$ dontrecord
showconsole$Show the console.$ dontrecord
path$Show the filesystem path.$
fs_dump_open_duplicate_times$Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.$
fs_clear_open_duplicate_times$Clear the list of files that have been opened.$
ime_info$Spew IME info.$ dontrecord
key_updatelayout$Updates game keyboard layout to current windows keyboard setting.$
dump_localization_files$List all loaded localization files$
dump_loc_token$List information on the given token$
schema_list_bindings$schema_list_bindings <substring> - List registered global-scope schema bindings (classes & enums). If no substring, list them all.$ developmentonly
schema_all_list_bindings$schema_all_list_bindings <substring> - List all scopes registered schema bindings (classes & enums). If no substring, list them all.$ developmentonly
schema_dump_binding$schema_dump_binding <class_or_enum_name> - Print information about the named class or enum.$ developmentonly
schema_detailed_class_layout$schema_detailed_class_layout <class_name> - Print a detailed memory layout of the class (including inline structs).$ developmentonly
schema_stats$schema_stats - Print a summary of various schemasystem statistics.$ developmentonly
schema_meta_stats$schema_meta_stats [<options>]- Print a summary of schemasystem metadata statistics.$ developmentonly
rs_dump_stats$rs_dump_stats - Dump resourcesystem stats.$ developmentonly
resource_repeated_reload$resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)$
resource_manifest_validate_modules$Scan all of the loaded modules and validate any resource manifests found$
resource_list$List loaded resources matching a substring$
resource_log_allocate_timing$Log time spent in Allocate for all resource types$
resource_reset_allocate_timing$Reset tracked time spent in Allocate (see resource_log_allocate_timing)$
resource_leaks$resource_leaks <resource_name>: Show resource leaks for the named resource$
r_print_texture_stats$Texture stats$
r_gpu_mem_stats$Display GPU memory usage.$ linked_concommand
r_dx11_report_live_objects$Prints out live D3D11 objects (requires -dx11debug)$
r_textures_evict_all$Evict all resident texture.$ linked_concommand
r_renderdoc_capture_frame$Triggers a RenderDoc capture$ linked_concommand
mat_assert_on_shader_use$Assert on shader used based on substring of shader name$ developmentonly
mat_reloadmaterials$Reloads all materials. Takes an optional substring as an argument.$
mat_reinitmaterials$Reinitializes all loaded materials, reloading their shaders.$
mat_reloadshaders$Reloads all shaders. Takes optional substrings of shader names to recompile as arguments.$
mat_disable_dynamic_shader_compile$Reloads all shaders from vcs files until the next time mat_reloadshaders is called$
mat_clearshadercache$Clears the shader cache used for dynamic shader compile.$
mat_set_shader_quality$Force shader quality setting (valid values are 0 or 1)$
mat_print_shader_quality$Print current shader quality setting$
mat_print_materials$Print loaded materials. Takes an optional substring as an argument.$
mat_print_dead_materials$Print loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.$
mat_print_error_materials$Print loaded materials that are using the error shader or material.$
mat_print_materials_last_frame$Print materials used last frame$
mat_print_materials_unused$Print materials that have never been used$
mat_print_expensive_materials$Print materials sorted by cost heuristic$
mat_reset_material_costs$Reset material cost heuristic$
mat_print_material_info$Print info about a specific material$
mat_print_textures$Print loaded textures in alphabetical order. Takes an optional substring as an argument.$
mat_print_textures_size$Print loaded textures in ascending size order. Takes an optional substring as an argument.$
mat_print_textures_size_in_memory$Print loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.$
mat_print_shaders$Print loaded shaders. Takes a substring as an argument.$
mat_print_shader_info$Print detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.$
mat_print_modes$Print supported rendering modes.$
spew_fonts$Spew information about font manager fonts$
@panorama_dump_symbols$<ESymbolType> Dump all of the symbols in the Panorama symbol table$
@panorama_print_cache_status$Print internal panorama refcounts for every file$
@panorama_dispatch_event$Dispatch the event defined by the argument string. No creating panel is specified.$
@panorama_generate_layout_xsd$Generate the Layout XML Schema Definition for the current run-time (types are dependent on which game DLL is running).$
dump_panorama_events$print panorama event types and their documentation$
@panorama_print_svg_stats$$ developmentonly
dump_panorama_css_properties$Prints out all valid panorama CSS properties and their documentation$
dump_panorama_css_properties_memstats$Prints out mem stats of all valid panorama CSS properties$
dump_panorama_render_command_stats$$
lua_report_memory$$
net_spewcounts$Spew serializer counts.$
net_spewserializer$Spew serializer info.$ developmentonly
net_why_field_excluded$<classname> <fieldname>: spew why field was excluded from networking for classname.$ developmentonly
fs_spew_readfieldlist$index <threshold bytes>: spew changes to ent index, optionally only spewing if update is > than threshold bytes$ cheat
fp_trace$Toggle field path tracing to file.$
net_captureculldata$Captures low-level data to replay path culling algorithm behavior in controlled unit test environment$
net_validatemessages$Activates/deactivates net message validation$ cheat
net_listallmessages$List all registered net messages$ cheat
net_messageinfo$Display info about a message (by classname or id)$ cheat
net_channels$Shows net channel info$
net_status$Shows current network status$
net_connections_stats$Print detailed network statistics for each network connection$
net_option$Get or set SteamNetworkingSockets options such as fake packet lag and loss$
sdr$An old command that has been renamed to 'net_option'$
net_fakelag$Shorthand for 'net_option FakePacketLag_Recv'$
net_serializedentitymemory$Spew CSerializedEntity memory$
net_serializedentitymetadatainfo$Spew CSerializedEntity metadata information$
ik_debug_fabrik_backwards_iteration_toggle$$
ik_debug_fabrik_forwards_iteration_toggle$$
phys_debug_draw$Set up debug-draw of physics internal state$
model_dump_convert_info$Print model load-time conversion info$ gamedll clientdll linked_concommand
print_model_bind_pose$Prints the bind pose of the specified model. Optionally limits to a particular bone and its parent chain, otherwise prints the entire skeleton.$
reload_model$Force a reload of a vmdl resource$
snd_front_headphone_position$Specifies the position (in degrees) of the virtual front left/right headphones.$
snd_rear_headphone_position$Specifies the position (in degrees) of the virtual rear left/right headphones.$
snd_front_stereo_speaker_position$Specifies the position (in degrees) of the virtual front left/right speakers.$
snd_rear_stereo_speaker_position$Specifies the position (in degrees) of the virtual rear left/right speakers.$
snd_front_surround_speaker_position$Specifies the position (in degrees) of the virtual front left/right speakers.$
snd_rear_surround_speaker_position$Specifies the position (in degrees) of the virtual rear left/right speakers.$
snd_side_surround_speaker_position$Specifies the position (in degrees) of the virtual rear left/right speakers.$
snd_headphone_pan_exponent$Specifies the exponent for the pan xfade from phone to phone if the "exp" pan law is being used.$
snd_stereo_speaker_pan_exponent$Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.$
snd_surround_speaker_pan_exponent$Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.$
snd_headphone_pan_radial_weight$Apply cos(angle) * weight before pan law$
snd_stereo_speaker_pan_radial_weight$Apply cos(angle) * weight before pan law$
snd_surround_speaker_pan_radial_weight$Apply cos(angle) * weight before pan law$
soundsysteminfo$Describe the current sound device without an active voice list.$
play$Play a sound.$ server_can_execute
playvol$Play a sound at a specified volume.$
stopsound$$ cheat
soundinfo$Describe the current sound device with an active voice list.$
sndplaydelay$$
snd_setmixer$Set named Mixgroup of current mixer to mix vol, mute, solo.$ cheat
snd_setmixlayer$Set named Mixgroup of named mix layer to mix vol, mute, solo.$ cheat
snd_soundmixer_setmixlayer_amount$Set named mix layer mix amount.$ cheat
snd_soundmixer_set_trigger_factor$Set named mix layer / mix group, trigger amount.$ cheat
snd_soundmixer_flush$Reload soundmixers.txt file.$
snd_soundmixer_list_mixers$List all mixers to dev console.$
snd_soundmixer_list_mix_layers$List all mix layers to dev console.$
snd_soundmixer_list_mix_groups$List all mix groups to dev console.$
snd_print_current_mixer_mixgroup$Get data related to mix group matching string$
snd_async_flush$Flush all unlocked async audio data$
snd_async_showmem$Show async memory stats$
snd_async_showmem_summary$Show brief async memory stats$
snd_async_showmem_music$Show async memory stats for just non-streamed music$
movie_fixwave$Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.$
snd_compare_soundevents$Compare the compiled and loaded contents of 2 soundevents.$ cheat
snd_print_soundevent$Print the data associated with the specified soundevent.$ developmentonly vconsole_fuzzy_matching vconsole_set_focus
snd_print_soundevent_default_public_properties$Print the default public properties of a specified soundevent. Values do not reflect values set on the soundevent. For that see "snd_print_soundevent"$ developmentonly vconsole_fuzzy_matching vconsole_set_focus
snd_list_soundevents$List all available soundevents$ cheat
snd_list_deferred_soundevents$List all current deferred load soundevents$ cheat
snd_list_soundevents_by_stack$List all available soundevents using specified stack name$ cheat
snd_remove_soundevent$Remove the specified soundevent$ cheat
snd_remove_all_soundevents$Remove all soundevents$ cheat
snd_soundevent_clear_deferred$Clear the list of deferred soundevents for loading.$ cheat
snd_steamaudio_export_scene$Exports scene currently used by Steam Audio as a phononscene file.$ cheat
snd_steamaudio_probes_nearby$Load all the probes from a file and log the nearby probes within the radius.$
snd_get_physics_surface_properties$Get physics surface properties for all the materials.$ cheat
snd_set_physics_surface_properties$Set physics surface properties for materials. Usage: <heuristic #> <commit>$ cheat
vmix_debug_list$Debug dump the list of available vmix graphs$
vmix_input$Set an input mix value$ cheat
vmix_output$Dump main graph control output values$ cheat
soundlist$List all known sounds.$
snd_cast$Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically if cl_snd_cast_retrigger is set. The sound event will clear previous snd_cast events if cl_snd_cast_clear is set. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.$ cheat
snd_sos_test_soundmessage$test$ cheat
snd_sos_pause_soundevent$Pause the specified soundevent in the list$ cheat
snd_sos_unpause_soundevent$UnPause the first soundevent in the list$ cheat
snd_sos_set_operator_field$Currently sets a single float operator field$ cheat
snd_sos_set_operator_field_by_guid$Currently sets a single float operator field$ cheat
snd_sos_get_operator_field_info$Currently gets info for a single operator field$ cheat
snd_sos_soundevent_profile$Dump a record of current soundevents and profile data$ cheat
snd_sos_flush_operators$Flush and re-parse the sound operator system$ cheat
snd_sos_print_tool_properties$Prints the current state of tool properties.$ cheat
snd_sos_resolve_execute_operator$Resolve the inputs and execute one specified operator from a specified stack$ cheat
snd_sos_print_operator_stacks$Prints a list of currently available stacks$ cheat
snd_sos_print_strings$Prints a list of currently cached strings$ cheat
snd_sos_print_field_name_strings$Prints a list of currently cached field name strings$ cheat
snd_sos_print_groups$Prints the current state of the groups system$ cheat
snd_sos_print_operators$Prints a list of currently available operators$ cheat
snd_sos_print_operator_stack$Prints a master list of currently exposed variables$ cheat
snd_sos_print_operator_stack_opeator$Prints an operator from a stack$ cheat
snd_sos_print_stack_exec_list$Prints the current stack execution list$ cheat
snd_sos_start_soundevent$Starts a specified soundevent$ cheat
snd_sos_start_soundevent_at_pos$Starts a specified soundevent at the given position$ cheat
snd_sos_stop_soundevent_guid$Stops a specified soundevent$ cheat
snd_sos_stop_soundevent_index$Stops a specified soundevent$ cheat
snd_sos_stop_all_soundevents$Stops all soundevents currently on the execution list$ cheat
snd_sos_print_class_sizes$Prints the sizes of relevant sos classes.$ cheat
snd_print_samplers$List all available samplers$ cheat
snd_samplers_play_note$Play a note from a specified sampler$ cheat
snd_samplers_stop_note$Stop a note from a specified sampler$ cheat
snd_print_sequences$List all available midi sequences$ cheat
snd_sequence_stop_track$Stops the specified track$ cheat
snd_sequence_stop_all_tracks$Stops all currently playing sequences$ cheat
snd_sequence_set_track_bpm$Sets the tempo of the specified track$ cheat
snd_sequence_set_track_transpose$Sets the transposition of the specified track$ cheat
snd_print_arrangements$List all available sequence arrangments$ cheat
snd_print_activetracks$List all active tracks$ cheat
snd_arrangement_start$Starts the specified arrangement.$ cheat
snd_vmidi_flush$Purge and reload all vmidi data and files.$ cheat
snd_steamaudio_halton_sequence$Generate Halton Sequence for a given order and number of samples.$ cheat
pixelvis_debug$Dump debug info$ cheat
sc_showclasses$List the object class names known by scenesystem.$ cheat
sc_setclassflags$Low level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>.$ cheat
sc_list_extradata_allocations$Prints out the overall extra data allocation counts$
sc_listworlds$List all the active sceneworlds$ cheat
sc_dumpworld$Dump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)$ cheat
sc_dumpworld3d$Dump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)$ cheat
entity_lump_list$List all known entity lumps$
entity_lump_spew$Dump the contents of an entity lump$
world_layer_list$List all world layers$
world_layer_set_visible$Show or hide the specified world layer$
world_dump_loaded_worlds$Dump all of the worlds that we know about$
cl_particles_dumplist$Dump all new particles, optional name substring.$ clientdll linked_concommand
cl_particles_dumpsimlist$Dump all simulating particles, optional name substring.$ clientdll linked_concommand
particle_reset_assertions$Causes all single-fire particle assertions to trigger once more.$ developmentonly
particle_stop_all$Stops all particle systems currently playing$ developmentonly clientdll cheat
dumpparticlelist$Print out information on existing particle systems$
particle_profile$Profile particle$
particle_profile_spike$Profile particle spike$
tenfoot_pickle_dictionaries$compiles daisy wheel input dictionaries to more performant form$ clientdll linked_concommand
tenfoot_pickle_single_dictionary$[language] compiles one daisy wheel input dictionary$ clientdll linked_concommand
tenfoot_match$[prefix]: matches a string prefix$ clientdll linked_concommand
tenfoot_text_hotspots$find text autosuggest hot spots$ clientdll linked_concommand
nav_select_radius$Adds all areas in a radius to the selection set$ gamedll cheat
nav_toggle_selected_set$Toggles all areas into/out of the selected set.$ gamedll cheat
nav_store_selected_set$Stores the current selected set for later retrieval.$ gamedll cheat
nav_recall_selected_set$Re-selects the stored selected set.$ gamedll cheat
nav_add_to_selected_set$Add current area to the selected set.$ gamedll cheat
nav_add_to_selected_set_by_id$Add specified area id to the selected set.$ gamedll cheat
nav_remove_from_selected_set$Remove current area from the selected set.$ gamedll cheat
nav_toggle_in_selected_set$Remove current area from the selected set.$ gamedll cheat
nav_clear_selected_set$Clear the selected set.$ gamedll cheat
nav_begin_selecting$Start continuously adding to the selected set.$ gamedll cheat
nav_end_selecting$Stop continuously adding to the selected set.$ gamedll cheat
nav_begin_drag_selecting$Start dragging a selection area.$ gamedll cheat
nav_end_drag_selecting$Stop dragging a selection area.$ gamedll cheat
nav_begin_drag_deselecting$Start dragging a selection area.$ gamedll cheat
nav_end_drag_deselecting$Stop dragging a selection area.$ gamedll cheat
nav_raise_drag_volume_max$Raise the top of the drag select volume.$ gamedll cheat
nav_lower_drag_volume_max$Lower the top of the drag select volume.$ gamedll cheat
nav_raise_drag_volume_min$Raise the bottom of the drag select volume.$ gamedll cheat
nav_lower_drag_volume_min$Lower the bottom of the drag select volume.$ gamedll cheat
nav_toggle_selecting$Start or stop continuously adding to the selected set.$ gamedll cheat
nav_begin_deselecting$Start continuously removing from the selected set.$ gamedll cheat
nav_end_deselecting$Stop continuously removing from the selected set.$ gamedll cheat
nav_toggle_deselecting$Start or stop continuously removing from the selected set.$ gamedll cheat
nav_split$To split an Area into two, align the split line using your cursor and invoke the split command.$ gamedll cheat
nav_mark$Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.$ gamedll cheat
nav_unmark$Clears the marked Area or Ladder.$ gamedll cheat
nav_disconnect$To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.$ gamedll cheat
nav_avoid$Toggles the 'avoid this area when possible' flag used by the AI system.$ gamedll cheat
nav_test_level_hull$Find entities that intrude into the nav mesh. List those entities in console output, and display bounding boxes around them for a while.$ gamedll cheat
nav_test_level_hull_move$$ gamedll cheat
nav_clear_attributes$Clear all nav attributes of selected area.$ gamedll cheat
nav_clear_attribute$Remove given nav attribute from all areas in the selected set.$ gamedll cheat
nav_mark_attribute$Set nav attribute for all areas in the selected set.$ gamedll cheat
nav_select_with_attribute$Selects areas with the given attribute.$ gamedll cheat
nav_switch$Switches to navmesh for the specified spawngroup$ gamedll
noclip$Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable$ gamedll cheat missing4
weapon_switch$Use a particular weapon .Arguments: <weapon_name>$ developmentonly gamedll
remove_weapon$Remove a weapon held by the player.. Arguments: <weapon subclass name>$ gamedll cheat missing4
sv_record_bone_setup_stats$generate bone setup statistics$ developmentonly gamedll
rr_forceconcept$fire a response concept directly at a given character..USAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,...".criteria values are optional..$ gamedll cheat
firetarget$$ gamedll cheat
ent_fire$Usage:. ent_fire <target> [action] [value] [delay].$ gamedll cheat vconsole_fuzzy_matching
ent_cancelpendingentfires$Cancels all ent_fire created outputs that are currently waiting for their delay to expire.$ gamedll
ent_fire_output$Usage:. ent_fire_output <target> [output name] [value] [delay].$ gamedll cheat vconsole_fuzzy_matching
ent_info$Usage:. ent_info <class name>.$ gamedll cheat
ent_show_response_criteria$Print, to the console, an entity's current criteria set used to select responses.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_autoaim$Displays the entity's autoaim radius.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_create$Creates an entity of the given designer or subclass name where the player is looking.$ gamedll cheat vconsole_fuzzy_matching
subclass_create$Creates an entity of the given subclass where the player is looking.$ gamedll cheat vconsole_fuzzy_matching
subclass_change$Changes the subclass of the given entity.. Arguments: <new_subclass> {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat vconsole_fuzzy_matching
ent_teleport$Teleport the specified entity to where the player is looking.. Format: ent_teleport <entity name>$ gamedll cheat
ent_orient$Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis.. Format: ent_orient <entity name> <optional: allangles>$ gamedll cheat
respawn_player$Respawns the player from death!.$ gamedll cheat
replay_start$Start GOTV replay: replay_start <delay> [<player name or index>]$ gamedll cheat missing4
replay_death$start hltv replay of last death$ gamedll cheat
replay_stop$stop hltv replay$ gamedll missing4
telemetry_message$Place a message in the telemetry timeline$ gamedll cheat
telemetry_toggle_timespan$Starts/stops a timespan with an ever increasing name.$ gamedll cheat
rangefinder$Measures distance along a ray$ gamedll cheat
cast_ray$Tests ray cast$ gamedll cheat
cast_sphere$Tests sphere cast$ gamedll cheat
cast_aabb$Tests box collision detection$ gamedll cheat
cast_capsule$Tests capsule collision detection$ gamedll cheat
cast_convex$Tests convex hull collision detection$ gamedll cheat
cast_cylinder$Tests cylinder collision detection$ gamedll cheat
cast_obb$Tests cylinder collision detection$ gamedll cheat
cast_physics$Tests physics shape collision detection$ gamedll cheat
cast_intervals$Tests interval ray cast$ gamedll cheat
kill$Kills the player with generic damage$ gamedll cheat missing4
explode$Kills the player with explosive damage$ gamedll cheat missing4
killvector$Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>$ gamedll cheat missing4
explodevector$Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>$ gamedll cheat missing4
say$Display player message$ gamedll missing4
say_team$Display player message to team$ gamedll missing4
give$Give item to player.. Arguments: <item_name>$ gamedll vconsole_fuzzy_matching missing4
setmodel$Changes's player's model$ gamedll cheat
test_dispatcheffect$Test a clientside dispatch effect.. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>. Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>.$ gamedll cheat
god$Toggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.$ gamedll cheat missing4
setpos$Move player to specified origin (must have sv_cheats).$ gamedll cheat missing4
setpos_player$Move specified player to specified origin (must have sv_cheats).$ gamedll cheat missing4
setang$Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).$ gamedll cheat missing4
setpos_exact$Move player to an exact specified origin (must have sv_cheats).$ gamedll cheat missing4
setang_exact$Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).$ gamedll cheat missing4
notarget$Toggle. Player becomes hidden to NPCs.$ gamedll cheat missing4
hurtme$Hurts the player.. Arguments: <health to lose>$ gamedll cheat missing4
groundlist$Display ground entity list <index>$ developmentonly gamedll cheat
steamvrevent_quit$steamvrevent_quit$ gamedll missing0
commentary_cvarsnotchanging$$ gamedll
commentary_finishnode$$ gamedll missing4
test_entity_blocker$Test command that drops an entity blocker out in front of the player.$ gamedll cheat
dbghist_addline$Add a line to the debug history. Format: <category id> <line>$ gamedll
dbghist_dump$Dump the debug history to the console. Format: <category id>. Categories:. 0: Entity I/O. 1: AI Decisions. 2: Scene Print. 3: Alyx Blind. 4: Log of damage done to player. 5: Player Teleport. 6: Blind Zombie Sounds. 7: Player Continuous.$ gamedll
create_flashlight$$ gamedll cheat
fadeout$fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.$ gamedll cheat
fadein$fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.$ gamedll cheat
creditsdone$$ gamedll
shake$Shake the screen.$ gamedll cheat
shatterglass_restore$$ gamedll cheat
shatterglass_break$$ gamedll cheat
dump_globals$Dump all global entities/states$ gamedll
tv_msg$Send a screen message to all clients.$ gamedll
global_set$global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).$ gamedll cheat
markup_group_spew$Spew all current markup groups and their members$ gamedll cheat
markup_group_ent_text$markup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup group$ gamedll cheat
markup_group_ent_bbox$markup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup group$ gamedll cheat
particle_test_start$Dispatches the test particle system with the parameters specified in particle_test_file,. particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
particle_test_stop$Stops all particle systems on the selected entities.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
particle_test_create$Creates the named particle system where the player is looking.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
particle_test_destroy$Destroys all particle systems matching the specified name.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
surfaceprop$Reports the surface properties at the cursor$ gamedll cheat
physics_debug_entity$Dumps debug info for an entity$ gamedll
phys_mark_debug$Mark object for debug$ gamedll cheat
phys_shoot$Shoots a phys object.$ gamedll cheat
prop_physics_create$Creates a physics prop with a specific .vmdl aimed away from where the player is looking.. Arguments: {.vmdl name}$ gamedll cheat
collect_entity_model_name$Collect model names of the entities you're pointing at$ gamedll cheat
prop_dynamic_create$Creates a dynamic prop with a specific .vmdl aimed away from where the player is looking.. Arguments: {.vmdl name}$ gamedll cheat
ent_rotate$Rotates an entity by a specified # of degrees$ gamedll cheat
ent_characterize$Spew PVS debug info for entity$ gamedll
sv_querycache_stats$Display status of the query cache (client only)$ gamedll
scene_playvcd$Play the given VCD as an instanced scripted scene.$ gamedll cheat
listRecentNPCSpeech$Displays a list of the last 5 lines of speech from NPCs.$ gamedll dontrecord
scene_flush$Flush all .vcds from the cache and reload from disk.$ gamedll
report_soundpatch$reports sound patch count$ gamedll
soundscape_flush$Flushes the server & client side soundscapes$ gamedll
sv_soundscape_printdebuginfo$print soundscapes$ gamedll cheat
Test_EHandle$$ gamedll cheat
Test_CreateEntity$$ gamedll cheat
Test_RandomPlayerPosition$$ gamedll cheat
showtriggers_toggle$Displays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
showtriggers$Enable or Disable showing trigger entities$ gamedll cheat
server_game_time$Gives the game time in seconds (server's curtime)$ gamedll
sv_dev_simulate_gcdown$<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)$ gamedll
nav_delete$Deletes the currently highlighted Area.$ gamedll cheat
nav_delete_marked$Deletes the currently marked Area (if any).$ gamedll cheat
nav_delete_all_hull$Deletes all areas with given hull category.$ gamedll cheat
script_remove_watch_pattern$Remove a watch from the game debug overlay$ gamedll cheat
script_add_debug_filter$Add a filter to the game debug overlay$ gamedll cheat
script_remove_debug_filter$Remove a filter from the game debug overlay$ gamedll cheat
script_trace_enable$Turn on a particular trace output by file or function name$ gamedll cheat
script_trace_disable$Turn off a particular trace output by file or function name$ gamedll cheat
script_trace_enable_key$Turn on a particular trace output by table/instance$ gamedll cheat
script_trace_disable_key$Turn off a particular trace output by table/instance$ gamedll cheat
script_trace_enable_all$Turn on all trace output$ gamedll cheat
script_trace_disable_all$Turn off all trace output$ gamedll cheat
script_clear_watches$Clear all watches from the game debug overlay$ gamedll cheat
script_find$Find a key in the VM $ gamedll cheat
script_resurrect_unreachable$Use the garbage collector to track down reference cycles$ gamedll cheat
script_reload_code$Execute a vscript file, replacing existing functions with the functions in the run script$ gamedll cheat
script_reload_entity_code$Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts$ gamedll cheat
script_help$Output help for script functions$ gamedll cheat
script_help2$Output help for script functions suitable for auto-completion$ gamedll
script_dump_all$Dump the state of the VM to the console$ gamedll cheat
print_mapgroup_sv$Prints the current mapgroup and the contained maps$ gamedll release
send_round_backup_file_list$$ gamedll missing0 release
mp_backup_restore_list_files$Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number of files displayed$ gamedll release
mp_backup_restore_load_file$Loads player cash, KDA, scores and team scores; resets to the next round after the backup$ gamedll release
timeout_terrorist_start$$ gamedll
timeout_ct_start$$ gamedll
mp_warmup_start$Start warmup.$ gamedll
mp_warmup_end$End warmup immediately.$ gamedll
endround$End the current round.$ gamedll cheat
ent_list_report$Reports all list of all entities in a map, one by one$ gamedll
tv_time_remaining$Print remaining tv broadcast time$ gamedll release
mp_guardian_emit_bounds_config$mp_guardian_emit_bounds_config$ gamedll
mp_guardian_add_bounds_pt$mp_guardian_add_bounds_pt$ gamedll
mp_guardian_shoot_point$mp_guardian_shoot_point$ gamedll
mp_guardian_clear_all_bounds$mp_guardian_clear_all_bounds$ gamedll
mp_guardian_new_bounds$mp_guardian_new_bounds$ gamedll
mp_guardian_bomb_plant_emit_bounds_config$mp_guardian_bomb_plant_emit_bounds_config$ gamedll
mp_guardian_bomb_plant_add_bounds_pt$mp_guardian_bomb_plant_add_bounds_pt$ gamedll
mp_guardian_bomb_plant_clear_all_bounds$mp_guardian_bomb_plant_clear_all_bounds$ gamedll
mp_guardian_bomb_plant_new_bounds$mp_guardian_bomb_plant_new_bounds$ gamedll
mp_guardian_clear_all_player_spawns$mp_guardian_clear_all_player_spawns$ gamedll
mp_guardian_add_player_spawn_pt$mp_guardian_add_player_spawn_pt$ gamedll
mp_dump_timers$Prints round timers to the console for debugging$ gamedll
mp_debug_timeouts$Prints time outs to the console for debugging$ gamedll
mp_scrambleteams$Scramble the teams and restart the game$ gamedll
mp_swapteams$Swap the teams and restart the game$ gamedll
mp_pause_match$Pause the match in the next freeze time$ gamedll
mp_unpause_match$Resume the match$ gamedll
map_showspawnpoints$Shows player spawn points (red=invalid). Optionally pass in the duration.$ gamedll
map_showbombradius$Shows bomb radius from the center of each bomb site and planted bomb.$ gamedll cheat
map_setbombradius$Sets the bomb radius for the map.$ gamedll cheat
sv_game_mode_convars$Display the values of the convars for the current game_mode.$ gamedll
mapgroup$Specify a map group$ gamedll dontrecord
sv_throw_decoygrenade$throw decoy grenade with parmas.$ developmentonly gamedll cheat
sv_throw_molotov$throw molotov grenade with parmas.$ developmentonly gamedll cheat
sv_throw_smokegrenade$throw smoke grenade with parmas.$ developmentonly gamedll cheat
sv_rethrow_last_grenade$Emit the last grenade thrown on the server.$ gamedll cheat
clear_bombs$$ gamedll cheat
sv_cs_dump_econ_item_stringtable$sv_cs_dump_econ_item_stringtable$ gamedll
timeleft$prints the time remaining in the match$ gamedll missing4
observer_use$$ gamedll missing4
player_ping$Creates a ping notification where the player is looking.$ gamedll missing4
sv_dz_reset_danger_zone$$ gamedll
sv_dz_paradrop$$ gamedll
dz_shuffle_teams$Shuffle all teams for Danger Zone$ gamedll
dz_jointeam$dz_jointeam team# [slot#|name] - Join DZ team N (0 to leave your team). Server admins can assign other players to teams.$ gamedll missing4
dz_clearteams$Clear all DZ teams$ gamedll
survival_check_num_possible_final_zone$print out a number of all possible final zone$ gamedll
rr_reloadresponsesystems$Reload all response system scripts.$ gamedll cheat
rr_findrules$Search and list rules by substring.$ gamedll
rr_findrules_verbose$Search and list rules by substring.$ gamedll
animevents_dump$List all the currently registered anim events..$ gamedll cheat
ent_animgraph_debug$Displays debug draws about the given entity(ies) animgraph. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
mp_disable_autokick$Prevents a userid from being auto-kicked$ gamedll
givecurrentammo$Give a supply of ammo for current weapon...$ gamedll cheat
prop_debug$Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.$ gamedll cheat
debugoverlay_toggle$Toggles visibility of the debug overlay system.$ gamedll cheat
debugoverlay_cycle_domain$Toggles visibility of the debug overlay system.$ gamedll cheat
debugoverlay_cycle_state$Toggles visibility of the debug overlay system.$ gamedll cheat
debugoverlay_hide_imgui$Hides the overlay.$ gamedll cheat
imgui_set_selection$Sets ImGui selection$ gamedll cheat
imgui_set_status_text$Sets ImGui header status text$ gamedll cheat
save_set_subdirectory$$ gamedll replicated
save_clear_subdirectory$$ gamedll replicated
save$Save Game$ gamedll dontrecord
autosavedangerous$AutoSaveDangerous$ gamedll
autosave$Autosave$ gamedll
autosavedangerousissafe$$ gamedll
save_finish_async$$ gamedll
save_showelapsedtime$display up-to-date elapsed play time$ gamedll
save_watchclass$Restrict spew to entities with matching classname$ gamedll
save_watchentity$Restrict spew to entity index$ gamedll
report_entities$Lists all entities$ developmentonly gamedll cheat
ents$List server entities, sorted by spawn group$ gamedll
ent_spew_derived_classes$Prints out all entity classes which inherit from a specified base class$ developmentonly gamedll
net_reloadgameevents$Reload the game events$ developmentonly gamedll
gameevents_dumptofile$write gameevents keyvalues (sorted by name) to gameevents_<modname>.txt$ developmentonly gamedll
gameevents_analyze$compare game events across all mods$ developmentonly gamedll
ent_debug_origin_changes$turn on, off, or toggle origin changes on server for entity by index$ developmentonly gamedll
_resetgamestats$Erases current game stats and writes out a blank stats file$ gamedll
ent_viewentity$Selects the picked entity as the view entity$ developmentonly gamedll
ent_viewpunch$Used to debug ViewPunch$ developmentonly gamedll
in_forcebuttonstate$Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS$ developmentonly gamedll vconsole_fuzzy_matching
sv_load_forced_client_names_file$Loads a file containing SteamID64 names for clients$ gamedll release
sv_load_random_client_names_file$Loads a file containing random name words for clients$ gamedll release
host_workshop_map$Get the latest version of the map and host it on this server.$ gamedll
host_workshop_collection$Host a workshop map collection as a mapgroup$ gamedll
buyrandom$Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.$ gamedll missing4
traceattack$traceattack damage hitgroup$ gamedll
CreatePredictionError$Create a prediction error$ gamedll cheat
listissues$List all the issues that can be voted on.$ gamedll missing4
callvote$Start a vote on an issue.$ gamedll missing4
server_snd_cast$Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.$ gamedll cheat
mp_bot_ai_bt_clear_cache$Clears the cache for behavior tree files.$ gamedll release
bot_place$bot_place - Places a bot from the map at where the local player is pointing.$ gamedll cheat
bot_add$bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.$ gamedll
bot_add_t$bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.$ gamedll
bot_add_ct$bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.$ gamedll
bot_kill$bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.$ gamedll cheat
bot_kick$bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.$ gamedll
bot_knives_only$Restricts the bots to only using knives$ gamedll
bot_pistols_only$Restricts the bots to only using pistols$ gamedll
bot_snipers_only$Restricts the bots to only using sniper rifles$ gamedll
bot_all_weapons$Allows the bots to use all weapons$ gamedll
bot_goto_mark$Sends a bot to the marked nav area (useful for testing navigation meshes)$ gamedll cheat
bot_goto_selected$Sends a bot to the selected nav area (useful for testing navigation meshes)$ gamedll cheat
nav_check_connectivity$Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).$ gamedll cheat
nav_precise$Toggles the 'dont avoid obstacles' flag used by the AI system.$ gamedll cheat
dm_reset_spawns$$ gamedll
sv_throw_flashgrenade$throw flash grenade with parmas.$ developmentonly gamedll cheat
sv_throw_hegrenade$throw HEgrenade with parmas.$ developmentonly gamedll cheat
ent_text_filter$Set which ent_text filters you want: $ gamedll cheat
ent_setpos$Move entity to position$ gamedll cheat missing4
ent_setang$Set entity angles$ gamedll cheat missing4
ent_call$ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope$ gamedll cheat
ent_script_dump$Dumps the names and values of this entity's script scope to the console. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_setname$Sets the targetname of the given entity(s). Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_find$Find and list all entities with classnames or targetnames that contain the specified substring..Format: find_ent <substring>.$ gamedll cheat
ent_find_index$Display data for entity matching specified index..Format: find_ent_index <index>.$ gamedll cheat
dump_animgraph_list$Displays stats about which animations are updating$ developmentonly gamedll
anim_eval_stats$Displays stats about how many EvaluatePose calls are unused$ developmentonly gamedll
ent_grab$grabs the object in front of the player. Options: -loose -multiple -toggle$ gamedll cheat
ent_ungrab$un-grabs all objects$ gamedll cheat
ent_name$Displays the entity name$ gamedll cheat
ent_actornames$Displays the entity name for all entities that have ShouldDisplayInActorNames true in code$ gamedll cheat
ent_text$Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_radius$Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text). 2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_text256$Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_clear$Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_add$Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_remove$Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_clear$Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_text_sticky_dump$Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_bbox$Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_absbox$Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_attachments$Displays the attachment points on an entity.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_joints$Displays the joint names + axes an entity.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_viewoffset$Displays the eye position for the given entity(ies) in red.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_pivot$Displays the pivot for the given entity(ies).. (y=up=green, z=forward=blue, x=left=red). . Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_skeleton$Displays the skeleton for the given entity(ies).. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_hitbox$Displays the hitboxes for the given entity(ies).. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_vcollide_wireframe$Displays the interpolated vcollide wireframe pm am entity.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_select$Select or deselects the given entities(s) for later manipulation. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_messages$Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_picker$Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.. Arguments: full - enables all debug information$ gamedll cheat
ent_show_damage$Sets damage display mode. When on, you will see the amount of damage dealt over the target's head.$ gamedll cheat
ent_clear_debug_overlays$Clears all debug overlays$ gamedll cheat
ent_scale$Scales entities. Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_remove$Removes the given entity(s). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_remove_all$Removes all entities of the specified type. Arguments: {entity_name} / {class_name} $ gamedll cheat
ent_kill$Kills the given entity(s). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
ent_animgraph_setvar$Sets a variable on the animgraph of the given entity(s). Arguments: <varname>=<value> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ gamedll cheat
ent_animgraph_record$Toggles recording of animgraph replay of the given entity(s). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ gamedll cheat
save_animgraph_recording$Saves all active animgraph recordings to disk$ gamedll cheat
drawline$Draws line between two 3D Points.. Green if no collision. Red is collides with something. Arguments: x1 y1 z1 x2 y2 z2$ gamedll cheat
drawcross$Draws a cross at the given location. Arguments: x y z$ gamedll cheat
box$Draw a bbox. Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>.$ gamedll cheat
axis$Draw an axis. Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>.$ gamedll cheat
ent_hierarchy$Prints the entity hierarchy tree rooted at the specified ent(s)$ gamedll cheat
ent_scenehierarchy$Prints the entity scenenode hierarchy tree rooted at the specified ent(s)$ gamedll cheat
phys_dump_intersection_controller$Dump intersection controller status$ gamedll
phys_list$List all physics component contents of every entity in the game;. -stream [1|0] : initiate|terminate streaming to physics debugger. -allents: include non-physical entities. -classes: print class names. -sdk : Rubikon build. -world : current state of the world. -world -touch: list body pairs (bodies in contact). -world -save <name>: save world to a file. -world -mem: memory dump. -world -snapshots: Start/Stop dumping snapshots of the world into the current directory. -world -profiletraces: ProfileRecordedTraces. -world -agg: current aggregate data registry (loaded resources).$ gamedll
phys_sleep$Put all physics in all the worlds to sleep$ gamedll
phys_wakeup$Wake all physics objects in the Main physics up$ gamedll
ray_bench$Load the rays and run the benchmark$ gamedll
physics_highlight_active$Turns on the absbox for all active physics objects.. 0 : un-highlight..$ gamedll
physics_report_active$Lists all active physics objects. -more : extra info.$ gamedll
physics_add_test$add test object$ gamedll
physics_remove_test$remove test object$ gamedll
phys_create_test_character_proxy$Create test character proxy$ gamedll
test_list_entities$test-list entities$ gamedll cheat
report_simthinklist$Lists all simulating/thinking entities$ developmentonly gamedll
snd_sos_sv_soundevent_start$Test$ gamedll
snd_sos_sv_soundevent_stop_last$Test$ gamedll
snd_sos_sv_test_gender$Test$ gamedll
snd_sos_sv_soundevent_pause_last$Test$ gamedll
snd_sos_sv_soundevent_unpause_last$Test$ gamedll
script_reload$Reload scripts$ gamedll cheat
script_attach_debugger$Connect the vscript VM to the script debugger$ gamedll cheat
script_debug$Toggle the in-game script debug features$ gamedll cheat
script_add_watch$Add a watch to the game debug overlay$ gamedll cheat
script_remove_watch$Remove a watch from the game debug overlay$ gamedll cheat
script_add_watch_pattern$Add a watch to the game debug overlay$ gamedll cheat
cc_emit$Emits a closed caption$ clientdll
cc_random$Emits a random caption$ clientdll
cc_flush$Flushes async'd captions.$ clientdll
cc_showblocks$Toggles showing which blocks are pending/loaded async.$ clientdll
cc_findsound$Searches for soundname which emits specified text.$ clientdll
buymenu$Show or hide main buy menu$ clientdll server_can_execute
autobuy$Attempt to purchase items with the order listed in cl_autobuy$ clientdll clientcmd_can_execute
rebuy$Attempt to repurchase items with the order listed in cl_rebuy$ clientdll clientcmd_can_execute
teammenu$Show team selection window$ clientdll server_can_execute
dm_togglerandomweapons$Turns random weapons in deathmatch on/off$ clientdll server_can_execute clientcmd_can_execute
mat_reloadwearablecustommaterials$Reloads wearable custom materials for the local player$ developmentonly clientdll cheat
cl_dev_decaltrace_blood$Shoot out a decal spray that shoots blood.$ developmentonly clientdll cheat
+lookatweapon$$ clientdll
-lookatweapon$$ clientdll
show_loadout_toggle$Toggles loadout display$ clientdll clientcmd_can_execute
cl_sos_test_set_opvar$$ clientdll cheat
cl_sos_test_get_opvar$$ clientdll cheat
toggleRdrOpt$$ developmentonly clientdll
cl_steamscreenshots$Enable/disable saving screenshots to Steam$ clientdll
error_message_explain_vac$Take user to Steam support article$ missing0 clientdll clientcmd_can_execute
error_message_explain_pure$Take user to Steam support article$ missing0 clientdll clientcmd_can_execute
error_message_explain_unsigned$Take user to Steam support article$ missing0 clientdll clientcmd_can_execute
restart_normal$Restart$ missing0 clientdll clientcmd_can_execute
restart_in_insecure$Restart in insecure mode$ missing0 clientdll clientcmd_can_execute
show_untrusted_warning_again$Show untrusted warning again$ missing0 clientdll clientcmd_can_execute
restart_in_trusted$Restart in trusted mode$ missing0 clientdll clientcmd_can_execute
restart_in_untrusted$Restart in untrusted mode$ missing0 clientdll clientcmd_can_execute
mm_queue_show_stats$Display global server stats$ clientdll clientcmd_can_execute
clutch_mode_toggle$Toggle clutch mode convar$ clientdll release
csgo_launch_workshop_map$Launch a workshop map$ clientdll vconsole_fuzzy_matching vconsole_set_focus
ShowSteamStatsSessionID$Prints out the game stats session ID's (developer convar must be set to non-zero).$ developmentonly clientdll
refresh_ui_audio_state$Restores audio DSP state for the UI.$ clientdll cheat
confirm_join_new_session_exit_current$Confirm that we wish to join a new session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
cl_avatar_convert_rgb$Converts all png avatars in the avatars directory to rgb$ clientdll cheat release
cl_avatar_convert_png$Converts all rgb avatars in the avatars directory to png$ clientdll cheat release
drawoverviewmap$Draws the overview map$ clientdll
hideoverviewmap$Hides the overview map$ clientdll
+quickbuyradial$$ clientdll
-quickbuyradial$$ clientdll
+quickgrenaderadial$$ clientdll
-quickgrenaderadial$$ clientdll
+quickinv$$ clientdll
-quickinv$$ clientdll
+quickgearradial$$ clientdll
-quickgearradial$$ clientdll
+radialradio$$ clientdll
-radialradio$$ clientdll
+radialradio2$$ clientdll
-radialradio2$$ clientdll
+radialradio3$$ clientdll
-radialradio3$$ clientdll
map_enable_background_maps$Enables/disables portrait background maps$ clientdll cheat
csgo_video_settings_restore_previous$csgo_video_settings_restore_previous$ clientdll release
drawradar$Draws HUD radar$ clientdll
hideradar$Hides HUD radar$ clientdll
cl_reload_hud$Reloads the hud scale and resets scale and borders$ clientdll
+cl_show_team_equipment$$ clientdll
-cl_show_team_equipment$$ clientdll
+spray_menu$$ clientdll
-spray_menu$$ clientdll
voice_status_test_toggle$Test voice and status notices$ developmentonly clientdll
cl_mainmenu_show_blog$Show the blog and hide news panel$ missing0 clientdll clientcmd_can_execute
cl_mainmenu_hide_blog$Show the news panel and hide blog$ missing0 clientdll clientcmd_can_execute
confirm_abandon_match$Confirm that we wish to abandon match$ missing0 clientdll clientcmd_can_execute
confirm_join_friend_session_exit_current$Confirm that we wish to join a friend session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
csgo_watch_friend_session_exit_current$$ missing0 clientdll clientcmd_can_execute
confirm_watch_friend_session_exit_current$Confirm that we wish to watch a friend session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
voice_modenable_toggle$Toggle the voice_modenable convar.$ clientdll
localization_quest_item_string_printout$localization_quest_item_string_printout$ clientdll
csgo_econ_action_preview$Preview an economy item$ missing0 clientdll dontrecord clientcmd_can_execute
launch_warmup_map$Launches warmup map$ clientdll dontrecord clientcmd_can_execute
matchdraft_debug_sendlog$Print debug draft into HTTP log$ missing0 clientdll dontrecord release clientcmd_can_execute
mm_queue_draft_show$Display current draft$ missing0 clientdll clientcmd_can_execute
csgo_download_match$Downloads a match via serial code and starts playback$ clientdll dontrecord clientcmd_can_execute
cl_matchstats_print_own_data$cl_matchstats_print_own_data RANGENAME$ clientdll
gcmd$Generate a command$ missing0 clientdll clientcmd_can_execute
confirm_join_party_session_exit_current$Confirm that we wish to join a party session, destroying a previous session$ missing0 clientdll clientcmd_can_execute
confirm_activate_itemid_now$Confirm item activation by item id$ missing0 clientdll clientcmd_can_execute
reload_store_config$$ clientdll
confirm_purchase_item_def_now$Confirm item purchase$ missing0 clientdll clientcmd_can_execute
cl_sim_grenade_trajectory$Draw trajectory of the deployed grenade if thrown from this position. Takes an optional parameter for how long the drawn trajectory will last.$ clientdll cheat
apply_crosshair_code$Apply a crosshair code to the current crosshair settings.$ clientdll
perfectworld_replenish_funds$Opens Perfect World funds replenishment page for account.$ missing0 clientdll clientcmd_can_execute
debug_purchase_defidx$Purchase an item by defindex$ clientdll release clientcmd_can_execute
cl_quest_schedule_print$cl_quest_schedule_print$ clientdll
cl_quest_events_print$cl_quest_events_print$ clientdll
econ_show_items_with_tag$Lists the item definitions that have a specified tag.$ clientdll
econ_build_pinboard_images_from_collection_name$Renders and saves images for all models in a collection.$ clientdll
dev_simulate_gcdown$<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)$ clientdll
slot11$$ clientdll server_can_execute
slot12$$ clientdll server_can_execute
slot13$$ clientdll server_can_execute
radio$Opens a radio menu$ clientdll
radio1$Opens a radio menu$ clientdll
radio2$Opens a radio menu$ clientdll
radio3$Opens a radio menu$ clientdll
menuselect$menuselect$ clientdll clientcmd_can_execute
cl_report_predcopy_overrides$Report prediction copy overrides$ clientdll
print_mapgroup$Prints the current mapgroup and the contained maps$ clientdll release
cl_game_mode_convars$Display the values of the convars for the current game_mode.$ clientdll
regenerate_weapon_skins$$ clientdll cheat
cl_cs_dump_econ_item_stringtable$cl_cs_dump_econ_item_stringtable$ clientdll
econ_clear_inventory_images$clear the local inventory images (they will regenerate)$ clientdll
endmatch_votenextmap$Votes for the next map at the end of the match$ clientdll clientcmd_can_execute
cl_rr_reloadresponsesystems$Reload all response system scripts.$ clientdll cheat
cl_rr_findrules$Search and list rules by substring.$ clientdll
cl_rr_findrules_verbose$Search and list rules by substring.$ clientdll
cl_ent_animgraph_debug$Displays debug draws about the given entity(ies) animgraph. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_prop_debug$Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.$ clientdll cheat
cl_debugoverlay_toggle$Toggles visibility of the debug overlay system.$ clientdll cheat
cl_debugoverlay_cycle_domain$Toggles visibility of the debug overlay system.$ clientdll cheat
cl_debugoverlay_cycle_state$Toggles visibility of the debug overlay system.$ clientdll cheat
cl_debugoverlay_hide_imgui$Hides the overlay.$ clientdll cheat
cl_imgui_set_selection$Sets ImGui selection$ clientdll cheat
cl_imgui_set_status_text$Sets ImGui header status text$ clientdll cheat
game_particle_manager_dump_requeue$Dump contents of particle manager requeue$ developmentonly clientdll
game_particle_manager_list_active$Dump counts of active particles$ developmentonly clientdll
url_execute$Executes url-based commands, used for incoming commands from url-based launches when the game's already running.$ clientdll
cl_report_entities$Lists all entities$ developmentonly clientdll cheat
cl_ents$List client entities, sorted by spawn group$ clientdll
cl_ent_spew_derived_classes$Prints out all entity classes which inherit from a specified base class$ developmentonly clientdll
soundscape_dumpclient$Dumps the client's soundscape data..$ clientdll cheat
cl_in_forcebuttonstate$Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS$ developmentonly clientdll vconsole_fuzzy_matching
cl_record_bone_setup_stats$generate bone setup statistics$ developmentonly clientdll
cl_updatevisibility$Updates visibility bits.$ clientdll
ic$interp entity count.$ clientdll
dlight_debug$Creates a dlight in front of the player$ clientdll cheat
cl_removedecals$Remove the decals from the entity under the crosshair.$ clientdll cheat
iv_debug$Spew interpolated var info for entity.$ clientdll
iv_interp$Spew interpolated var info for entity.$ clientdll
iv_on$Spew both interpolated var debug info and history for entity.$ clientdll
iv_off$Turn off all interpolation variable spew.$ clientdll
dump_entity_report$List all entities in the scene$ clientdll cheat
cl_dump_projected_texture_count$Print out number of active projected textures$ clientdll
gameinstructor_reload_lessons$Shuts down all open lessons and reloads them from the script file.$ clientdll
gameinstructor_reset_counts$Resets all display and success counts to zero.$ developmentonly clientdll
gameinstructor_dump_open_lessons$Gives a list of all currently open lessons.$ clientdll cheat
gameinstructor_dump_run_lesson_counts$Gives a list of lessons that been completed or shown$ clientdll cheat
gameinstructor_teach_lesson$Force a specific lesson to be triggered$ clientdll
p2p_ping$Ping a peer.$ clientdll
servervoice_dump$servervoice_dump$ clientdll
servervoice_clear$servervoice_clear$ clientdll
cl_soundscape_flush$Flushes the client side soundscapes$ clientdll cheat server_can_execute
playsoundscape$Forces a soundscape to play$ clientdll cheat
stopsoundscape$Stops all soundscape processing and fades current looping sounds$ clientdll cheat
cl_soundscape_printdebuginfo$print soundscapes$ clientdll
cl_ss_origin$print origin in script format$ clientdll
camerazoomin$$ clientdll
camerazoomout$$ clientdll
cl_dumpsplithacks$Dump split screen workarounds.$ clientdll
convert_steamid$Convert SteamID into multiple formats$ clientdll
cl_showents$Dump entity list to console.$ clientdll cheat
cl_printfps$Print information from cl_showfps.$ clientdll
cl_resetfps$Reset information from cl_showfps.$ clientdll
ss_teleport$Teleport other splitscreen player to my location.$ developmentonly clientdll cheat
impulse$Triggers impulse command$ clientdll
in_forceinput$Forces a button to be a particular state -- WHEN SAMPLING INPUT$ developmentonly clientdll vconsole_fuzzy_matching
cam_command$Tells camera to change modes$ clientdll cheat
thirdperson$Switch to thirdperson camera.$ clientdll cheat execute_per_tick
firstperson$Switch to firstperson camera.$ clientdll execute_per_tick
thirdperson_mayamode$Switch to thirdperson Maya-like camera controls.$ clientdll cheat
thirdpersonshoulder$Switch to thirdperson-shoulder camera.$ clientdll
camortho$Switch to orthographic camera.$ clientdll cheat
+cammousemove$$ clientdll
-cammousemove$$ clientdll
+camdistance$$ clientdll
-camdistance$$ clientdll
snapto$$ clientdll
hud_reloadscheme$Reloads hud layout and animation scripts.$ clientdll
cl_tree_sway_dir$sets tree sway wind direction and strength$ clientdll
cl_particles_dump_effects$$ clientdll
cl_destroy_ragdolls$Destroys all client-side ragdolls$ clientdll
hmd_anchor_rotate$$ clientdll
cl_querycache_stats$Display status of the query cache (client only)$ clientdll cheat
cl_report_soundpatch$reports client-side sound patch count$ clientdll
spec_pos$dump position and angles to the console$ clientdll
getpos$dump position and angles to the console$ clientdll
getpos_exact$dump origin and angles to the console$ clientdll
shake_stop$Stops all active screen shakes..$ clientdll cheat
shake_testpunch$Test a punch-style screen shake..$ clientdll cheat
slot1$$ clientdll server_can_execute
slot2$$ clientdll server_can_execute
slot3$$ clientdll server_can_execute
slot4$$ clientdll server_can_execute
slot5$$ clientdll server_can_execute
slot6$$ clientdll server_can_execute
slot7$$ clientdll server_can_execute
slot8$$ clientdll server_can_execute
slot9$$ clientdll server_can_execute
slot0$$ clientdll server_can_execute
slot10$$ clientdll server_can_execute
cancelselect$$ clientdll server_can_execute
invnext$$ clientdll server_can_execute
invprev$$ clientdll server_can_execute
lastinv$$ clientdll server_can_execute
invnextselect$$ clientdll server_can_execute
invprevselect$$ clientdll server_can_execute
cl_ent_text_filter$Set which ent_text filters you want: $ clientdll cheat
cl_ent_setpos$Move entity to position$ clientdll cheat missing4
cl_ent_setang$Set entity angles$ clientdll cheat missing4
cl_ent_call$ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope$ clientdll cheat
cl_ent_script_dump$Dumps the names and values of this entity's script scope to the console. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_setname$Sets the targetname of the given entity(s). Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ clientdll cheat
cl_ent_find$Find and list all entities with classnames or targetnames that contain the specified substring..Format: find_ent <substring>.$ clientdll cheat
cl_ent_find_index$Display data for entity matching specified index..Format: find_ent_index <index>.$ clientdll cheat
buildcubemaps$Build Cubemaps$ clientdll
capturecubemap$Capture Cubemap$ clientdll
cl_dump_animgraph_list$Displays stats about which animations are updating$ developmentonly clientdll
cl_anim_eval_stats$Displays stats about how many EvaluatePose calls are unused$ developmentonly clientdll
cl_ent_grab$grabs the object in front of the player. Options: -loose -multiple -toggle$ clientdll cheat
cl_ent_ungrab$un-grabs all objects$ clientdll cheat
cl_ent_name$Displays the entity name$ clientdll cheat
cl_ent_actornames$Displays the entity name for all entities that have ShouldDisplayInActorNames true in code$ clientdll cheat
cl_ent_text$Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_radius$Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text). 2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>$ clientdll cheat
cl_ent_text256$Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_clear$Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_add$Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_remove$Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_clear$Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_text_sticky_dump$Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_bbox$Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_absbox$Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_attachments$Displays the attachment points on an entity.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_joints$Displays the joint names + axes an entity.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_viewoffset$Displays the eye position for the given entity(ies) in red.. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_pivot$Displays the pivot for the given entity(ies).. (y=up=green, z=forward=blue, x=left=red). . Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat
cl_ent_skeleton$Displays the skeleton for the given entity(ies).. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}$ clientdll cheat