Counter-Strike and Half-Life CVar List

  SP CVar Default Min Max Type OGL D3D SFT Category Description
  HostMap string server When a map is changed with the "map" command, this cvar is set automatically to the map name. For multi player, this is only set when you launch the server because the first map is launched using the command "map", but when changing map, "changelevel" is used.
  MP3FadeTime 2 integer audio This is how much seconds a mp3 will take to fade completely out using the "cd fadeout" command.
  MP3Volume 0.8 0 float audio Sets the Mp3's volume level.
  _cl_autowepswitch 1 0 1 boolean interface Automatically switch to most powerful gun. (When set to 1, when you buy a new gun or run over a gun to pick it up this will automatically switch to that gun) If 0, then your current choice of weaponry will stay selected.
  _snd_mixahead 0.1 float audio Sets the time (in seconds) to mix the sound that much ahead. Should only be used with severe performance problems. If your sound is skipping or cracking, you may need to change this.
  allow_spectators 1 0 1 boolean server Allows players to join as spectator.
  ati_npatch 1 0 1 boolean video Enables ATI's TRUform technology, this will result in higher quality models but will decrease performance.
  ati_subdiv 2 0 7 integer video This is the ATI TRUform level, the higher you go (with ati_npatch set to 1) the more polygons are added to the models to smooth them out
  bgmbuffer 4096 integer audio Sets the allocated memory for CD/MP3 music in kB.
  bgmvolume 1 0 1 boolean sound When disabled, it pauses the current sound which is being played with "mp3" or "cd" command. To unpause, just reenable.
  bottomcolor 0 0 255 integer video Sets the bottom color of your model in Half-Life that others see.
  brightness 1 0 2 integer video Sets the brightness value.
  c_maxdistance 200 float cheat This is the maximum distance of the camera in third person (see cam_command) using +camdistance (cmd).
  c_maxpitch 90 float cheat This is the maximum pitch of the camera in third person (see cam_command) using +cammousemove (cmd).
  c_maxyaw 135 float cheat This is the maximum yaw of the camera in third person (see cam_command) using +cammousemove (cmd).
  c_mindistance 30 float cheat This is the minimum distance of the camera in third person (see cam_command) using +camdistance (cmd).
  c_minyaw -135 float cheat This is the minimum yaw of the camera in third person (see cam_command) using +cammousemove (cmd).
  cam_command 0 0 1 boolean cheat Enable Third Person. It's the same as the command "thirdperson". In HL, it doesn't need sv_cheats 1 to work.
  cam_contain 0 boolean cheat
  cam_idealdist 64 float cheat The distance of the camera in third person. See cam_command.
  cam_idealpitch 0 float cheat The pitch of the third person camera. See cam_command.
  cam_idealyaw 90 float cheat The yaw of the third person camera. See cam_command.
  cam_snapto 0 0 1 boolean cheat If enabled, your view angles will move as the same speed as your movements instead of moving your view angles faster than your movements. Only in third person. See cam_command.
  chase_active 0 0 1 boolean camera This is thirdperson, like cam_command 1, except that it only works in single player and when you move your mouse, it is like zooming in your player model.
  chase_back 100 float camera It sets how far the camera is behind you when chase_active is 1.
  chase_right 0 float camera It sets how far the camera is at your right you when chase_active is 1.
If you want to make the camera at your left, use negative values.
  chase_up 16 float camera It sets how far the camera is above you when chase_active is 1.
  cl_allowdownload 1 0 1 boolean connection Allow maps, models, sounds, sprites, textures download when connecting to a server.
  cl_allowupload 1 0 1 boolean connection Allow the upload of your custom spray when connecting to a server.
  cl_anglespeedkey 0.67 float movement It defines the turning speed ratio with +left/+right while walking (+speed). cl_yawspeed * cl_anglespeedkey = turning speed while walking. By default the turning speed while walking is 140.7(210 * 0.67 = 140.7)
  cl_backspeed 400 integer movement Sets the speed using the backward key (+back). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed. This should be equal to cl_forward and cl_sidespeed or you will have problem holding forward and left at the same time for example.
  cl_bob 0.01 0 1 float video Sets the amount that the view bobs while the player is running.
  cl_bobcycle 0.8 float video Sets how frequent the player's view bobs while running. I would recommend leaving this at the default value, since it messes up your hands since an update(it's like zooming on them). Before this update it messed up your crosshair. Has no effect when cl_bob is 0.
  cl_bobup 0.5 float video Sets the amount the player bobs up while running. Has no effect when cl_bob is 0.
  cl_chasedist 112 integer camera It modifies how far the camera is zoomed out whilst your dead.
  cl_clockreset 0.1 float netcode If the client clock drifts more than cl_clockreset from the server, we just slam it to use the server and reset the delta to 0 - usually occurs at signon to server and maybe if there is a lot of packet loss.
  cl_cmdbackup 2 integer netcode In addition, with each command packets(cl_cmdrate), we re-send the last few previous movement commands ( in case there is packet loss ) so that we can keep moving smoothly in the face of minor network problems. The default number of "backup" commands that we send is 2, but you can change this number by setting cl_cmdbackup to another number. You can send more than 8 backup commands and you should note that sending backup commands will increase your outgoing bandwidth usage.
  cl_cmdrate 30 10 integer netcode This is the maximum of command packets you will send to the server per second. The default is to send up to 30 command packets per second up to the server. If you are running faster than 30 frames per second, then multiple commands will be put into some packets. You can change the rate of sending command packets to the server by setting the cl_cmdrate cvar.
  cl_corpsestay 600 integer video Time in seconds before dead bodies dissapears from the ground.
  cl_crosshair_color 50 250 50 string interface Defines the color of the crosshair in RGB, the value must be encased in double quotes.
  cl_crosshair_size 0/auto string interface Defines the size of your crosshair. The different values are : 0 or auto / 1 or small / 2 or medium / 3 or large.
  cl_crosshair_translucent 0 1 boolean interface Enables translucent crosshair.
  cl_dlmax 128 16 1024 integer netcode Cl_dlmax determines the "fragment" size for chunks of player decals, etc. that are downloaded while playing the game. Clamped to 16 to 1024 bytes. Useful to try and limit decals from taking up a lot of bandwidth - this made a lot more sense back when everyone was on 14.4 kbps modems.
  cl_download_ingame 1 0 1 boolean connection Enables the download of players custom sprays while playing.
  cl_dynamiccrosshair 1 0 1 boolean interface Enables the dynamic crosshair when crouching/jumping...
  cl_fixtimerate 7.5 float netcode Cl_fixtimerate is the # of msec per frame of "clock drift" fixup. Since the server is sending timestamps in every packet, but we only read networking once per frame, we don't want to just "accept" the server clock, so we use it as a target and "correct" toward it by the fixtimerate (unless the delta becomes too large and we snap the client to the server clock).
  cl_fog_b 0 0 255 integer video It sets the fog color blue value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.
  cl_fog_density 0 0 1 float video It sets the density of the fog. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar. A good value is 0.0003.
  cl_fog_g 0 0 255 integer video It sets the fog color green value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.
  cl_fog_r 0 0 255 integer video It sets the fog color red value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.
  cl_forwardspeed 400 integer movement Sets the speed using the forward key (+forward). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed.This should be equal to cl_backspeed and cl_sidespeed or you will have problem holding forward and left at the same time for example.
  cl_gaitestimation 1 0 1 boolean netcode Cl_gaitestimation uses an alternate path for computing the velocity of other players, which is used to drive their lower body (leg) animations. However, cs 1.6 forces it on and the cvar is ignored.
  cl_gg 0 0 1 boolean server If enables, when viewing a demo with using playdemo or viewdemo, it runs the demo in benchmaking mode, quits the game and saves the results in fps.txt file . It's the same as running a demo with gg "demoname".
  cl_himodels 0 0 1 boolean video Enables the High Quality models. This only works in Half-Life.
  cl_idealpitchscale 0.8 float video This was used by a system (mostly for using joysticks) of adjusting the eye "pitch" angle when walking up/down sloped surfaces. It looks like this used to "scale" how quickly the pitch converged on the "ideal" pitch for the slope. This works when lookspring is enabled (mouse look need to be disabled) and when joystick look is enabled. The value is by how many degree the view is adjusted when walking up/down sloped surfaces.
  cl_lc 1 0 1 boolean netcode This is called "server-side hit computation and lag compensation".
This only works if the server is allowing lag compensation (sv_unlag 1) and if the firing player is requesting lag compensation (cl_lc 1 - note that the player must also be predicting weapon firing client-side, too, or cl_lc is ignored). Don't change this. See also cl_lw.
  cl_logocolor #Valve_Orange string interface It defines the color of your spray: #Valve_Blue, #Valve_Brown, #Valve_Dkgray, #Valve_Ltblue, #Valve_Ltgray, #Valve_Green, #Valve_Orange, #Valve_Red, #Valve_Yellow
  cl_logofile lambda string interface It defines which spray you want to use among those: 8ball1, andre, camp1, chick1, chuckskull, devl1, gun1, lambda, skull, smiley, splatt, tiki, v_1
  cl_lw 1 0 1 boolean netcode This is called "client-side weapon firing prediction".
What this refers to is the instantaneous set of effects that occur when the fire button is pressed. These effects are all done client-side if client-side weapon firing prediction is enabled (cl_lw is 1). The effects include: starting the weapon firing animation, showing any muzzle flash, creating any ejected shells, drawing decals and bullet puffs at the impact spot on the wall of the level, starting the weapon firing sound, etc. However, the actual determination of whether the shot (for hit-scan weapons at least) hit another player is now and always has been done at the server. If this is disabled, Lag Compensation is also disabled. See cl_lc.
  cl_minmodels 0 0 1 boolean video Enable displaying of only the minimum models: leet.mdl, gign.mdl and vip.mdl, enabling may improve performance.
  cl_movespeedkey 0.52 0 0.52 float movement The speed at which you move when +speed is active.
  cl_needinstanced 0 0 1 boolean developer Enabling this will print into the console some infos about the models being loaded(weapon models). You need developer 1 to see the infos. And you need sv_instancedbaseline 1 server side. (This is already 1 by default)
  cl_nosmooth 0 0 1 boolean netcode It defines if the prediction errors will be smoothly corrected over the cl_smoothtime time. If set to 1, the prediction error smoothing is disabled (same with cl_smoothime 0).
  cl_observercrosshair 1 0 1 boolean interface This enables the crosshair in Free Look spectator mode. It's buggued, it only works if you die and the camera is set to free look, after changing spectating mode, it will not work except next round if you die and are in free look mode again.
  cl_pitchdown 89 integer interface Sets the maximum view angle to look down. This is locked and can't be changed in CS.
  cl_pitchspeed 225 50 float movement This is how fast your view loop up / look down with using the commands +lookup / +lookdown.
  cl_pitchup 89 integer interface Sets the maximum view angle to look up. This is locked and can't be changed in CS.
  cl_pmanstats 0 0 1 boolean interface It displays on your screen infos about particles. The particles are smokes grenades (maybe there are others things, but I didn't see anything other that could change this particle meter).
"Number of particles" is the number of particles that are in the map at the moment.
"Particles Drawn" is how much particles are drawn on your screen at the moment.
"CMiniMem Free" is how much memory is availaible for smokes.
  cl_radartype 0 0 1 boolean interface Enables opaque (non translucent) radar.
  cl_rate 9999 1000 20000 integer netcode This is how many bytes per seconds the client send to the server. Note: It's a command but it works like a cvar, except that sometimes it doesn't work if you try setting it in your cfg.
  cl_resend 6 1.5 20 float connection Delay in seconds before the client will resend the 'connect' attempt. This is when you have problem connecting to server and when you see : "Retrying connection to server #1". And this hasn't anything to do with netcode like people originally though.
  cl_righthand 1 -1 1 integer interface If it's set to -1, you'll have your guns on left hand and your knife on right hand. If it's set to 0, all weapons are on left hand. If it's set to 1, all weapons are on right hand.
  cl_shadows 1 0 1 boolean video Enables player shadows (small black circle), disable to improve performance.
  cl_showerror 0 0 1 boolean interface Show the Prediction Errors on your screen.
  cl_showevents 0 0 1 boolean interface Enables showing on events like weapon firing, all events are listed in cstrike/events/.
  cl_showfps 0 0 1 boolean interface Shows your current FPS in the upper left corner of your screen.
  cl_showmessages 0 0 1 boolean interface Dump network traffic to console. It needs developer 1 to work.
  cl_shownet 0 0 2 integer netcode 0 Do not display any information.
1 Print current incoming packet size in byte.
2 Print information about the current in coming packet and it's size.
  cl_sidespeed 400 integer movement Sets the speed using the move left and move right key (+moveleft and +moveright). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed. This should be equal to cl_backspeed and cl_forwardspeed or you will have problem holding forward and left at the same time for example.
  cl_slist 10 integer connection This is how many seconds to wait max for responses when doing a LAN "slist" ping. Responses coming in later than that are ignored.
  cl_smoothtime 0.1 float netcode It defines the amount of time the view will be smoothly correct after a prediction error. If we set cl_smoothtime to 0 (or cl_nosmooth to 1), our interpolation wont be 'smoothed' or corrected and we will see the actual position of the players. Note that this will cause a jump in the players movements, but they will be correct.
  cl_solid_players 1 0 1 boolean netcode Whether the movement prediction engine should treat other players as solid.
  cl_timeout 300 integer connection When you are inactive, it's after how many seconds the server disconnect you. This is also controled by sv_timeout (server side)
  cl_updaterate 20 10 102 integer netcode It's the number of updates per second you are requesting from the server.
  cl_upspeed 320 integer movement Sets the speed using the swim up / swim down keys(+moveup / +moveleft). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed.
  cl_vsmoothing 0.05 0.0 float netcode This is called "View smoothing", enables interpolation between view vectors. It smooths/interpolates the view origin and angles when riding trains/plats. 0.05 should be good(if you have above 20 fps) and 0 disables it so it should increase your fps.
  cl_waterdist 4 integer interface It compensates the view along the surface of water.
  cl_weaponlistfix 0 0 1 boolean netcode It was to fix a bug in the original HL1 code related to the WeaponList usermessage - the message would just be ignored if this was set.
  cl_weather 1 0 3 integer video Enables rain on de_aztec, 1 will cause a few rain drops, 2 will increase them, and 3 will cause a downpour.

Disables it to improve performance.
  cl_yawspeed 210 0 float movement Defines turn speed with +left and +right.
  clientport 27005 string connection Sets the port that the client connects to the server through.
  clockwindow 0.5 float server It's designed to combat the speedhacks being used in-game. The default value for this cvar is "0.5". As you lower the value (0.3, 0.1, 0.01, etc.), modem clients' games should feel jittery. Adjusting "clockwindow" does not affect the server. This doesn't really block the speedhacks now, but just make the speedhacker lag a lot when speedhacking.
  com_filewarning 0
  con_color 255 180 30 string interface Sets the color of chat messages. in RGB. In Won (the system before Steam), it was used to change the console text color as well.
  con_fastmode
  con_notifytime 4 0 integer interface The amount of time in seconds developer messages stay in the upper-left before disappear of the screen.
  console 1 0 1 boolean interface This is not working in Steam, but in Won (the system before Steam) if you had this CVar on "0" you couldn't open the console.
  coop 0 0 1 boolean server This was to enable the cooperative mode in Quake. This is not working in HL1 because there is NO coop mod (not working in CS either because CS is multi player).
  crosshair 1 0 1 boolean video Enables the red dot at the middle of awp/scout/g3sg1/sg550 crosshairs.
  d_mipcap 0 0 3 integer video It sets a maximum quality for all textures, close or far.
0 High texture detail.
1 Medium texture detail.
2 Low texture detail.
3 Minimum texture detail.
  d_mipscale 1 integer video It sets the maximum scaled quality of distant textures.

0 Full object detail
1 Some object detail
2 Medium object detail
3 Low object detail

And i think you can go over 3.
  d_spriteskip 0 0 1 boolean video It enables fast sprites rendering. It will skip rendering every N scanlines.
  deathmatch 0 0 1 boolean server It defines if the server is multi player (1) or single player (0). When you launch a listen or dedicated server, this is auto set to 1. This only stay on 0 if you launch a map by map "mapname" or you play HL single player.
  decalfrequency 30 0 integer server Sets the frequency at which players can spray their logos. Amount is in seconds, 0 means no delay (spray as fast as you can).
  default_fov 90 10 150 integer interface Sets the field of view in Half-Life. In CS changing it only takes effect when zoomed out over your body in spectator mode after you die. Also this will mess with your sensitivity if you try to adjust it. In Half-Life this could be used to get a "zoom" effect even for a gun without a scope
  dev_overview 0 0 1 boolean cheat It shows the overview map created by the game. Used for mappers, to get overview image.
  developer 0 0 2 integer interface Enables developer mode. Developer mode can be used to show information on screen and prints advanced informations into console. Developer 2 gives more advanced informations than developer 1.
  direct 0.9 0.75 1.0 float video Determines scaling of ambient/direct lighting on studio models.
  displaysoundlist 0 0 1 boolean server If set, this shows the AI sound list to the console (only with developer 2).
  edgefriction 2 integer server This is used to add slowdown when jumping off of an edge. When jumping off of a platform that is 70 units from the ground, the effect of edgefriction is greatly increased. When set higher, the force pulling you down is greater. (Gravity in a sense)
  ex_interp 0.1 0.009 0.1 integer netcode ex_interp sets the amount of time (in seconds) to interpolate in between each successive update(cl_updaterate).
Set this variable to 0 and nothing else. Counter-Strike will automatically set your ex_interp to 1/cl_updaterate (i.e. your console will say: "ex_interp forced up to xx msec"). This is because the time in between each packet is exactly 1/(the # of updates per second), so this is how long you want your client to interpolate.
  fakelag 0 integer cheat Simulates lag when the value is higher than 0. Higher value is more lag.
  fakeloss 0 integer cheat Simulates loss when the value is higher than 0. Higher value is more loss, sv_cheats must be enabled for this to work.
  fastsprites 1 0 2 integer video Defines quality of smokepuffs, 0 being the worst and 2 being the best. Set to lower quality to improve performance.
  fps_max 72 20 1000 float video Set the maximum frames per second. You can only have over 100 if developer is 1 (on).
  fps_modem 0 20 100 float video This is the old fps_max CVar for Internet. Leave this at 0 and use fps_max.
  fs_lazy_precache 0 0 1 boolean connection Normally this toggle is disabled which in turn enables the game to load all of the necessary sound files for that specific map before the game starts. If this toggle is enabled the game will not preload the sound files during the start of the map, instead the sound files will only be loaded when they are necessary. The sound files will stay in memory after they are loaded in order to increase performance of the game by not having to reload the same sound files from the hard drive every time that the sound file is used.
  fs_perf_warnings 0 0 1 boolean developer Controls printing of warnings about texture resampling. It needs developer to be 1 (On).
  fs_precache_timings 0 0 1 boolean developer Perf printouts about sound and model loading. It needs developer to be 1 (On).
  fs_startup_timings 0 0 1 boolean developer Controls a bunch of console spew about timings at startup time for the engine. It needs developer to be 1 (On).
  gamma 2.5 1.8 3 float video Sets the gamma value.
  gl_affinemodels 0 1 0 boolean video Applies opengl perspective correction hints: e.g.: glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  gl_alphamin 0.25 boolean video This controls how filtering of alpha-masked textures (gratings, fences, screen-door stuff) affects the appearance of edges. Higher values makes these items (i.e. the gratings,fences,etc.) look "skinnier", 1 makes them absolutely disappear.
  gl_clear 0 0 1 boolean video If you enable gl_clear, it will clear the color-buffer. Basically, this means that when the camera can see into the void, either because of the map extending past the farclip plane or there is some kind of corruption of the map data. This is often used as a debugging tool as the 'gl_clear' color is red. It's used by Mappers to see if there are leaks in their maps. It seems that in D3D, it turns everything to red even if you are not outside the map.
  gl_cull 1 0 1 boolean video Enables opengl GL_CULL_FACE setting.
  gl_d3dflip 0 0 1 boolean video This CVar have only a effect in D3D mode. It enable reversed rendering order. With nVidia Detonator 53.03 and gl_d3dflip 0, you can get a WH.
If you are having mouse lags problems in D3D( most of time in smokes ), you can try gl_d3dflip 1, it will reduce the lag or fix it.
  gl_dither 1 0 1 boolean video 16 bit OpenGL rendering can use a form of dithering where the lack of colour depth is hidden by rounding different ways depending on the pixel being drawn. Setting to 0 can theoretically be faster or less hideous. Then again, it could look more bland. It depends on personal preference. It seems that at 32 bit it don't have effect on walls but only on sky.
  gl_flipmatrix 0 0 1 boolean video It's a fix for your crosshair if you are using 3dfx drivers (Old video cards, example: Voodoo, Voodoo2, Rush or Banshee.) Maybe in CS 1.6 you can't even use 3dfx servers since there is no option like in 1.5 to enable it. If you use that with others drivers you'll get your AWP/Scout crosshair buggued.
  gl_fog 1 0 1 boolean video Turn On/Off the fog effect. This was made for CZ and not for 1.6 but it can work in 1.6. It only works in de_inferno_cz. But with this you can get a colored map (or make it work in all maps) : You must have -dev in the launch parameters and set cl_fog_density to 1 + cl_fog_r/cl_fog_r/cl_fog_g (those control the color).
  gl_keeptjunctions 1 0 1 boolean video Keep collinear points added by QCSG/QBSP to fix T-junctions. If you set it to 0 you will see cracks between some textures.
  gl_lightholes 1 0 1 boolean video Controls whether to apply lighting to surfaces with "holes" (not sure if this still actually works).
  gl_max_size 512 256 512 integer video The maximum pixel size which textures are loaded in. The value must be a multiple of 16 to prevent white textures, when a texture is larger than gl_max_size it will be cropped into that size, if that size isn't a multiple of 16 it will become a white texture. Although gl_max_size has no maximum value, a value of 512 is the most realistic maximum value of gl_max_size.
  gl_monolights 0 0 1 boolean video Create uniform light source, no shadows. (Can also be called FullBright). When a grenade explode in a area or you turn on your flashlight, the gamma of this area will go back to normal.
  gl_nobind 0 0 1 boolean video Toggles the replacement of textures with alphanumeric characters. Obsolete, not working in 1.6.
  gl_nocolors 0 0 1 boolean video Don't bind separately colored textures for players. Obsolete and not supported.
  gl_overbright 0 0 1 boolean video Saturated lighting. Makes lighting more natural and realistic.
  gl_palette_tex 1 0 1 boolean video Enable/disable support for paletted textures. If the GL driver you're using doesn't support the extension, this won't make any difference. But some cards support the extension poorly and support must be disabled using this variable.
  gl_picmip 0 0 3 integer video Sets the rendering quality - * higher the number is faster but lower quality
Don't set it over 3 or cs will crash.
  gl_playermip 0 0 1 boolean video Sets the rendering quality to the models. Not supported.
  gl_polyoffset 0.1/4 -0.001 25 integer video Amount of offset to apply to decals on polygons.
  gl_reporttjunctions 0 0 1 boolean video This cvar doesn't have any effect.
  gl_round_down 3 0 5 integer video This is the textures accuracy or the textures rounding. When textures need to be resized they are rounded up or down depending of this. Setting it to a low value SHOULD make the textures rendered more accurately and setting it to a high value SHOULD make the textures accuracy worse. I say "SHOULD" because it can depend of video card. The max value SHOULD be 5 but again it can depend of video card.
  gl_spriteblend 1 0 1 boolean video It enabled alpha-blending on sprites. It's like the rendering quality to the sprites (gl_spriteblend 0 = bad quality), blood n stuffs.(0=more blood)
  gl_wateramp 0.3 float video It amplifies the water's waves (in maps with water of course). This cvar can only be changed by sv_wateramp(Server Side).
  gl_wireframe 0 0 3 integer video gl_wireframe 1 does the former, placing glowing lines on each face that the engine is drawing which show how it is being split up. gl_wireframe 2 does the same thing, but the lines it creates can be seen through walls, thus allowing you to tell how much of the map is being drawn (including other areas that maybe should not be drawn!).

gl_wireframe 1, then, is good for seeing how faces are being split etc. gl_wireframe 2 is best for seeing if your VIS blockers are actually working and stopping other areas from being drawn.

This is used by mappers to see what is calculated to improve the performances of their maps.
  gl_zmax 4096 integer video Sets max zbuffer size. This the max viewable distance. Setting it to 0 in D3D renderer makes you see through walls. Since people was cheating with it, VALVe added a protection and this cvar can now only be changed with sv_zmax ( Server Side ).
  gl_ztrick 0 0 1 boolean video Z-buffer half range, but no clears (saves fill rate). Enabling this might cause distant objects to flicker. If you want more fps, enable this.
  graphheight 64 integer netcode Sets the height of net_graph.
  hisound 1 0 1 boolean audio Toggles high quality sound.
  host_framerate 0 float server This scales the clock, but only in single player or during demo playback (can be used for fast forward).
  host_killtime 0 0 integer server Sets a time delay before killing the server.
  host_profile 0 0 1 boolean server Displays the number of clients connected and their network latency.
  host_speeds 0 0 1 boolean server Displays Host FPS, network latency, transfer rates, rendering rates and number of entities for the map.
  hostname string server Sets the name of the server.
  hostport 0 integer server Sets the port to use for your server. This CVar has the same effect as the CVar "port" except that if "hostport" is not 0, it is used instead of "port".
  hpk_maxsize 1.5 float connection Defines the maximum size of custom.hpk in your cstrike folder, custom.hpk is used to store other players logos in. It's value is in MB, a value of 0 means no maximum size.
  hud_capturemouse 1 0 1 boolean interface If disabled, there is no mouse cursor in the command menu. This doesn't work in CS 1.6 and DoD 1.3 because the command menu no longer accept number binds. But this still work in HL, TFC and some others mods.
  hud_centerid 0 0 1 boolean interface Toggles whether the player names are shown in the lower left corner or in the middle of the screen. Player name is shown when your aiming at another player.
  hud_classautokill 1 0 1 boolean interface If enabled, automatically kill yourself after choosing a new player class in TFC.
  hud_deathnotice_time 6 integer interface Sets the amount of seconds death notices are shown.
  hud_draw 1 0 1 boolean interface Enables drawing of the HUD.
  hud_drawhistory_time 5 integer interface Sets the ammount of seconds HUD icons are shown. For example buy icons.
  hud_fastswitch 0 0 1 boolean interface Toggles fast weapon switch. If on, then weapons switch immediately, when you press a number key(They must be bound to slotX commands). This has no effect when you're scrolling through your weapons(using invprev and invnext).
  hud_saytext 1 0 1 boolean interface It enables the in-game chat (Same as hud_saytext_internal for CS, CZ & DoD).
  hud_saytext_internal 1 0 1 boolean interface It enables the in-game chat. hud_saytext (cmd) toggles this CVar. This is only in CS, CZ & DoD.
  hud_saytext_time 5 integer interface Sets the amount of seconds chat messages are shown.
  hud_takesshots 0 0 1 boolean interface Enables taking snapshots at the end of maps.
  humans_join_team any string server This is used for team restrictions. Set it to "any" to allow all teams (default), to "ct" to only allow Counter-Terrorists, and to "t" to only allow Terrorists.
  ip localhost string server If the connection with steam server can't be make, you'll need to use this variable in the server command line specifying the server's ip.
  joyadvanced 0 0 1 boolean joystick This enables the use of the advanced axes variables starting by joyadvaxisX where X is the axis letter.
  joyadvaxisr 0 0 20 integer joystick Controls mapping of DirectInput axis R (typically joystick rudder).
It can be set to the following controls:

0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)

Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.

This will not have any effect until joyadvanced is set to 1.0.
  joyadvaxisu 0 0 20 integer joystick Controls mapping of DirectInput axis U (custom axis).
It can be set to the following controls:

0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)

Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
  joyadvaxisv 0 0 20 integer joystick Controls mapping of DirectInput axis V (custom axis).
It can be set to the following controls:

0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)

Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
  joyadvaxisx 0 0 20 integer joystick Controls mapping of DirectInput axis X (typically joystick left and right).
It can be set to the following controls:

0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)

Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.

This will not have any effect until joyadvanced is set to 1.0.
  joyadvaxisy 0 0 20 integer joystick Controls mapping of DirectInput axis Y (typically joystick forward and backward).
It can be set to the following controls:

0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)

Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.

This will not have any effect until joyadvanced is set to 1.0.
  joyadvaxisz 0 0 20 integer joystick Controls mapping of DirectInput axis Z (typically joystick throttle).
It can be set to the following controls:

0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)

Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.

This will not have any effect until joyadvanced is set to 1.0.
  joyforwardsensitivity -1.0 float joystick Controls the ramp-up speed or how much joystick movement is required for moving "full speed" forward and backward.
  joyforwardthreshold 0.15 float joystick Controls the dead-zone for moving forward and backward.
  joypitchsensitivity 1.0 float joystick Controls the speed or ratio used when you look up and down.
  joypitchthreshold 0.15 float joystick Controls the dead-zone for looking up and down.
  joysidesensitivity -1.0 float joystick Controls the ramp-up speed or how much joystick movement is required for moving "full speed" side to side.
  joysidethreshold 0.15 float joystick Controls the dead-zone for moving side to side.
  joystick 0 0 1 boolean joystick Enables the use of a joystick.
  joywwhack1 0 0 1 boolean joystick This is one of the two variables which enable special response curves tuned for the Logitech Wingman Warrior joystick.
When enabled, this fixes a centering problem.
  joywwhack2 0 0 1 boolean joystick This is one of the two variables which enable special response curves tuned for the Logitech Wingman Warrior joystick.
When enabled, this fixes an "out of control" spin problem when using the joystick to turn or look left/right.
  joyyawsensitivity -1 float joystick Controls the speed that or ratio used when you look left to right.
  joyyawthreshold 0.15 float joystick Controls the dead-zone for looking left and right.
  lambert 1.5 float video Sets the lambert level. Lambert is the player models lighting.
  lightgamma 2.5 float video Sets the in game lightgamma. It has a protection to be forced to 2.5 when connecting to a server, but it's like a "broken" protection because the gamma is set before the protection is set, so you can still change this before connecting to a server. When a grenade explode in a area or you turn on your flashlight, the gamma of this area will go back to normal. If changed, it might crash the game.
  loadas8bit 0 0 1 boolean audio Toggles the use of 8 bit sound, which is lowest quality. On = 8 Bit. Off = 16 Bit.
  logsdir logs string server Defines the directory where the server logs will be created with the "log" command.
  lookspring 0 0 1 boolean mouse Enables automatic view centering when Mouse Look is disabled (-mlook). It should be set during mouse look is enabled(+mlook). It also disable the up and down mouse movements.
  lookstrafe 0 0 1 boolean mouse When enabled, the left/right mouse movements make you strafe instead of turn.
  lservercfgfile listenserver.cfg string server Sets the config file which is loaded when the listen server start.
  m_filter 0 0 1 boolean mouse Toggles mouse filter. Mouse filter smooths out mouse movements.
  m_forward 1 float mouse It defines how fast you move forward/backward while moving your mouse. It Needs Mouse Look disabled to move forward/backward with your mouse.
  m_pitch 0.022 0.022 0.022 float mouse Sets the sensitivity ratio of up and down mouse movements. Negative numbers causes inverted mouse movements. This can't be changed except from the options menu with "Reverted Mouse" who sets m_pitch to -0.022
  m_side 0.8 float mouse It defines how fast you strafe while moving your mouse. It Needs lookstrafe 1 and Mouse Look Enabled(+mlook) to strafe with your mouse.
  m_yaw 0.022 float mouse Sets the sensitivity ratio of left and right mouse movements. Negative numbers causes inverted mouse movements.
  mapchangecfgfile string server This sets the config file which is loaded at each map change.
  mapcyclefile mapcycle.txt string server This sets the file which will be used for the map cycle.
  max_queries_sec 0.5 float server It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines max queries per second per user (averaged over max_queries_window).
  max_queries_sec_global 10 integer server It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines max queries per second for all queries.
  max_queries_window 30 integer server It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines time window to average query rates over.
  max_shells 120 integer video Maximum number of shells which can go out of all other player's weapon's at one time.
  max_smokepuffs 120 integer video Maximum number of smoke puffs that go out the smoke grenades and your bullets (on the wall) at one time.
  model barney string video Sets your model in Half-Life. Valid models names: barney, gina, gman, gordon, helmet, hgrunt, recon, robo, scientist, zombie.
  motdfile motd.html string server Sets the file to use as message of the day (welcome screen).
  mp_allowmonsters 0 0 1 boolean server Allow or not the spawning of monsters in multiplayer. (Half-Life only)
  mp_autocrosshair 0 0 1 boolean interface If sv_aim is 1, this enables the red crosshair in multiplayer.
  mp_autokick 1 boolean server Enable automatic team-killer banning and idle client kicking.
  mp_autoteambalance 1 0 1 boolean server Toggles auto balancing of teams.
  mp_buytime 1.5 0.25 float server Designate the desired amount of buy time for each round.
  mp_c4timer 45 15 90 integer server C4 timer duration. Minimum of 15, maximum of 90. Value should be 35 sec in matches.
  mp_chattime 10 1 integer server Amount of time in seconds players can chat after the game is over.
  mp_consistency 1 0 1 boolean server This checks to see that the client connecting has not modified his models or sounds in order to give him an unfair advantage. For some models, it check only the size, to see if it don't exceed the hitboxes. But this doesn't check all models/sounds/... Some exploitable one are still here like the smoke sprite. (to gain no smoke)
  mp_decals 300 integer video It sets the maximum decals (Spray logo, bullet holes, grenade scorch, blood on ground) VISIBLE on the screen. It has to be set before connection to server. It's not the same as r_decals.
  mp_defaultteam 0 0 1 boolean server If this is set to 1, then players are forced on to the first team (team index 0) when they join. Otherwise, they are forced to join the team with fewest players. If they are forced to join the first team by the map (mp_defaultteam 1), then players are not allowed to change teams during that map (unless the map changes their team for them). This is one of the map properties, so the map will automatically set the cvar value depending of what the mapper chose.
  mp_fadetoblack 0 0 1 boolean server When set to 1, player's screen fades to black for the remainder of the round when he dies (hud still works normally so player can chat and see the scores, etc.) Overrides mp_forcechasecam
  mp_falldamage 0 0 1 boolean server Enables realistic fall damage in Half-Life.
  mp_flashlight 0 0 1 boolean server Set to 1 to enable the use of flashlights, 0 to disable.
  mp_footsteps 1 0 1 boolean server Set to 1 to enable footsteps, 0 to disable.
  mp_forcecamera 0 0 3 integer server This cvar was added in CS 1.4, and seems to be exactly the same as mp_forcechasecam. If mp_forcecamera and mp_forcechasecam are both set to an other value than 0, mp_forcecamera will be ignored and mp_forcechasecam value will be used instead.

0 You can spectate anyone
1 You can spectate teammates only + No Free Look
2 Only first person mode is allowed
3 You can spectate teammates only (Free Look works)
  mp_forcechasecam 0 0 3 integer server This cvar seems to be exactly the same as mp_forcechasecam. If mp_forcecamera and mp_forcechasecam are both set to an other value than 0, mp_forcecamera will be ignored and mp_forcechasecam value will be used instead.

0 You can spectate anyone
1 You can spectate teammates only + No Free Look
2 Only first person mode is allowed
3 You can spectate teammates only (Free Look works)
  mp_forcerespawn 0 0 1 boolean server If enabled, players will automatically respawn when killed.
  mp_fraglimit 0 integer server If set to something other than 0, when anybody's scored reaches mp_fraglimit the server changes map.
  mp_fragsleft 0 integer server mp_fragsleft is the number of frags left, if you have set mp_fraglimit. You just type mp_fragsleft in server console, and it tells you the number of frags left depending of mp_fraglimit.
NOTE: mp_fraglimit doesn't exist in CS, and seems to only work in Half-Life.
  mp_freezetime 6 integer server The length in seconds of the Freeze period at the beginning of rounds. Set to 0 to disable.
  mp_friendlyfire 0 0 1 boolean server Set to 1 to enable friendly fire, 0 to disable.
  mp_ghostfrequency 0.1 float server Ghost update period. How long in seconds until the next update. In cs beta 5.0, you could see the free-look spectators moving when you were dead (they were called ghosts). But the ghosts were removed after. This cvar doesn't have any effect now.
  mp_hostagepenalty 13 integer server Max. number of hostages you can kill before the server boots you out... setting this to 0 will shut off this command.
  mp_kickpercent 0.66 0.0 1.0 float server Sets the percentage of teammates it takes to vote off a player.
  mp_limitteams 2 integer server Maximum number of players that one team can have over the other. To entirely disable team limiting, set to 0.
  mp_logdetail 0 0 1 integer server Bitwise cvar to set the level of detail for logging attacks.

0 = Log no attacks
1 = Log enemy attacks
2 = Log teammate attacks
3 = Log enemy AND teammate attacks
  mp_logecho 1 0 1 boolean server If enables, server log messages are being displayed into server console.
  mp_logfile 1 0 1 boolean server Enables the logging of server console into a file in logs/ folder.
  mp_logmessages 1 0 1 boolean server Used for server admins to spit out chat messages in their log files.
  mp_mapvoteratio 0.66 0.0 1.0 float server Set the ratio of players required to vote on the same map before a map will change. The default is 0.66 , which means that 66% of the players on a server must vote on the same map in order for the server to change to that map.
  mp_maxrounds 0 integer server Maximum number of rounds to be played on a map, leave at 0 to obey mp_timelimit.
  mp_mirrordamage 0 0 1 boolean server This CVar doesn't have any effect. It's in CS since the first betas versions. It's not even in the CS Manual part with CS Specific cvars. This was probably going to be a function for when you attack teammates, it mirrors the damages on you and they take no damage. The original creators of CS, probably didn't finish the code of it or forget about it.
  mp_playerid 0 0 2 integer server Toggles what information players see in the status bar
0 everyone: players see all names listed in the status bar (with appropriate
team colors)
1 team only: players only see names for their teammates and hostages in the
status bar
2 off: players do not see any names in the status bar (hostages included)
  mp_roundtime 5 1 9 float server Min round time is 1 min. Max round time is 9 min. Supports partial minutes (1.5 is 90 seconds).
  mp_startmoney 16000 0 16000 integer server Sets the amount of money players start with.
  mp_teamlist robo;hgrunt string server This defines the team names in HLDM depending of the models. Put nothing to allow all teams. List of valid team names: barney, gina, gman, gordon, helmet, hgrunt, recon, robo, scientist, zombie
  mp_teamoverride 0 0 1 boolean server Allows maps to override the server's mp_teamlist.
  mp_timeleft 0 integer server mp_timeleft is the number of time left before the map changes, if you have set mp_timelimit. You just type mp_timeleft in server console, and it tells you the number of time left depending of mp_timelimit.
NOTE: mp_timeleft only work in Half-Life. It's useless in CS because of the client console command "timeleft" which do exactly the same.
  mp_timelimit 0 integer server Period between map rotations.
  mp_tkpunish 0 0 1 boolean server If set to 1, TK'ers will be auto-killed next round.
  mp_weaponstay 0 0 1 boolean server This forces weapons to immediately respawn after one player has picked them up, allowing the next player to be able to immediately grab weapons.
  mp_windifference 1 integer server It is used by CS for determining delta between T and CT wins for applying victory logic.
  mp_winlimit 0 integer server Will cycle the map after one team reaches this many wins.
  name Player string Sets your name.
  net_graph 0 0 3 integer netcode Enables the use of a net_graph. It displays information about your settings, ping, fps, etc. dependent on the type of net graph. For more information read this.
  net_graphpos 0 0 2 integer netcode Sets the position of net_graph.

0 = right
1 = center
2 = left
  net_graphwidth 192 integer netcode Sets the width of net_graph. Higher number is wider net_graph.
  net_scale 5 integer netcode Sets the amount of bytes shown per pixel in net_graph.
  net_showdrop 0 0 1 boolean connection Shows a message in console when a packet is dropped. This is for both client and server.
  net_showpackets 0 0 1 boolean connection Shows incoming/outgoing packets. This is for both client and server.
  nosound 0 0 1 boolean Sound Should disable all sound, except for certain sounds like the footstep sound when a bullet ricochets.
  password string connection Sets the password of the server you want to connect to. This cvar is changed automatically when you enter a passworded server by the server browser.
  pausable 0 0 1 boolean server Allow or not the players to pause the game using the pause command.
  port 27015 integer server Sets the port to use for your server.
  r_aliastransadj 100 video
  r_aliastransbase 200 video
  r_ambient_b 0 0 255 integer video Artificially shifts the lighting of the current world by the value to blue.
  r_ambient_g 0 0 255 integer video Artificially shifts the lighting of the current world by the value to green.
  r_ambient_r 0 0 255 integer video Artificially shifts the lighting of the current world by the value to red.
  r_bmodelhighfrac 5.0 float video
  r_bmodelinterp 1 0 1 boolean video Controls whether moving brush models interpolate their positions (smooths presentation).
  r_cachestudio 1 0 1 boolean video Determines whether to cache studio model "hulls" for quicker tests - the cache has a limited size/lifespan. This is a perf optimization.
  r_cullsequencebox 1 0 1 boolean video In multiplayer, if set then instead of just testing of bbox is on back side of viewer, we check the entire frustum for the current animations extents (sequence box).
  r_decals 4096 integer video It sets the decals (Spray logo, bullet holes, grenade scorch, blood on ground) limit. If higher than mp_decals, it will be set to mp_decals value (It's reset to mp_decals value when connecting to server). It's not the same as mp_decals.
  r_detailtextures 0 0 1 boolean video Turn on/off Detailed Textures. In cs 1.6 by default there are detailed textures only for Cobble.
  r_drawentities 1 0 5 integer video Controls drawing of entities/models.
0 = no entities
1 = Default and draws entities normally
2 = entities drawn as skeletons
3 = entities drawn each bone having a bounding box
4 = entities drawn with box
5 = individual box for player and weapon NOTE: works only in SOFTWARE-mode

D3D/OpenGL : Single Player Only
SoftWare : Multi Player
  r_drawflat 0 0 1 boolean video With "r_drawflat 1", we see how the engine has to break up the surfaces to draw them. I think it's used by mappers.
  r_draworder 0 0 1 boolean video WallHack that show what is calculated through walls, used by mappers to improve map performances.
  r_drawviewmodel 1 0 1 boolean video Toggle the view of the weapon model.
  r_dspeeds 0 0 1 boolean video 0 = Do not display renderer speed statistics.
1 = Display renderer speed statistics.(Need developer 1)
  r_dynamic 1 0 1 boolean video Dynamic lighting is when lighted objects create projections on the walls or objects around them(example: rockets in half-life). You will gain performance by disabling this. But since a HL update it's locked to 1 in multi-player.
  r_fullbright 0 0 4 integer video Setting this to "1" means no lightmaps and would render all textures without any dynamic shadings/lighting (so what you get are brightly lit textures, so much so that even the flashlight's beam is invisible).
Setting to "2" would mean only lightmaps (all models are gouraud-shaded minus textures).
NOTE : THE PARTICULAR VALUES ARE NOT FOR OPENGL, ONLY FOR SOFTWARE MODE.
Okay, this might be useful for mappers.
Setting to "3" means only lightmaps but with offset grid.
Setting to "4" is like "3" but would also show the mip level of each surface relative to the player.
  r_glowshellfreq 2.2 integer video It sets the glowing frequency of player models. Player models are glowed by server plugins. For example the respawn protection in deathmatch.
  r_graphheight 10 integer video Adjusts height of graph. See r_timegraph
  r_lightmap 0/-1 integer video I only get a effect with this cvar in D3D and Software:
D3D: r_lightmap -1 or 1 = White Walls.
Software:r_lightmap 1 = Remove all the lights of the map, what you just see is the sky.
  r_lightstyle -1 integer video r_lightstyle 1 remove all the lights of the maps, but you can still see ennemies and sky.
  r_luminance 0 0 1 boolean video r_luminance 1 makes all the map look blue/green.
  r_maxedges 7200 7200 integer video This variable sets the maximum number of plane surface edges to be rendered.
  r_maxsurfs 2000 2000 integer video This variable sets the maximum number of plane surfaces to be rendered.
  r_mirroralpha 1 0 1 boolean video Mirror reflection effect. Obsolete and not supported.
  r_mmx 0 0 1 boolean video This turns on the MMX optimizations. MMX is autodetected (1 = on, 0 = off), but you can force it on or off with this.
  r_norefresh 0 0 1 boolean video Disables the refreshing of the world and HUD.
  r_novis 0 0 1 boolean video First you have to know what is VIS:
VIS is short for Visible Information Set. This generates what can and can't be seen from certain locations in the map. Half-Life will then use this information when running the game to help speed up rendering, by only drawing what the player can see.
If r_novis is 1 (enabled), it would disable the VIS and would calculate everything in the map like the player can see everything. You can try with gl_wireframe 2 to see the effect.
  r_numedges 0 0 1 boolean video Shows number of edges displayed at a time.
  r_numsurfs 0 0 1 boolean video Shows number of brush planes displayed at a time.
  r_polymodelstats 0 0 1 boolean video Displays number of polygon models shown
  r_reportedgeout 1 0 1 boolean video It toggles the display of how many edges where not displayed. Only works with developer 1.
  r_reportsurfout 1 0 1 boolean video It toggles the display of how many surfaces where not displayed. Only works with developer 1.
  r_speeds 0 0 1 boolean video Used by mappers to see the epoly and wpoly value for map performances.
  r_timegraph 0 0 1 boolean video Toggles display of graph showing time to draw screen. It's like net_graph but for FPS only.
  r_traceglow 0 0 1 boolean video Turns on the occlusion calculations. If enabled, light halos (made by env_glow entity) and some explosions sprites won't be seen through AI Players (hostages in CS, scientists and monsters in HL) when behind them.
  r_wadtextures 0 0 1 boolean video r_wadtextures is used for enabling wether or not to allow included wad textures.
  r_wateralpha 1 0 1 boolean video r_wateralpha 1 enables water alpha-blending(the default). To disable it (0), r_novis must be on. Disabling would allow you to see, from above water, everything beneath the surface of water (which in effect renders the water surface absolutely transparent.) This doesn't work with Half-Life 1 Engine. To get transparent water, mappers have to use the func_water entity.
  r_waterwarp 1 0 1 boolean video If 0 then there is no wave effect while being under water.
Use 0 for more visibility in water.
  rate 20000 1000 20000 integer netcode This is how many bytes per seconds the server send to the client. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1).
  rcon_address string connection This is to allow clients to remotely connect to a server/HLTV and use the rcon commands without even being in-game. Set it to the server's IP without the port-number (1.2.3.4).
  rcon_password string server It sets the rcon password on the server for the administrators to be able to use admins commands/cvars. The administrators have also to set rcon_password in their client console to be able to use admins commands/cvars with the rcon command.
  rcon_port 0 integer connection The port that a client can connect remote to a server through. See rcon_address.
  room_type 0 0 28 integer sound Mappers use this to make echos in their map, this is changed automatically when the player enters in a zone with the env_sound entity.

Different values:

0 = Normal (off)
1 = Generic
2 = Metal Small
3 = Metal Medium
4 = Metal Large
5 = Tunnel Small
6 = Tunnel Medium
7 = Tunnel Large
8 = Chamber Small
9 = Chamber Medium 10 = Chamber Large
11 = Bright Small
12 = Bright Medium
13 = Bright Large
14 = Water 1
15 = Water 2
16 = Water 3
17 = Concrete Small
18 = Concrete Medium
19 = Concrete Large 20 = Big 1
21 = Big 2
22 = Big 3
23 = Cavern Small
24 = Cavern Medium
25 = Cavern Large
26 = Weirdo 1
27 = Weirdo 2
28 = Weirdo 3
  s_a3d 0 0 1 boolean sound Enable A3D sound technology. Your sound card need to support it.
  s_eax 0 0 1 boolean sound Enables EAX sound technology. Your sound card need to support it.
  s_show 0 0 1 boolean interface Shows on screen what sounds are played.
  scr_centertime 2 integer interface The amount of time in seconds that center-screen messages stay up. (Example: "Terrorists Win!" message). Note that this only works if set before a message is printed, but not while it is on the screen.
  scr_connectmsg string interface This is the first line of a small message in white text that is drawn on a black box at the bottom center of your screen. It is usually only visible while connecting to servers since everything is drawn over-top of it. Also visible with r_norefresh 1 or when clipping outside of the map. Depending on your hand model when disconnecting from a server, it may only be partially visible when connecting to another.
  scr_connectmsg1 string interface The second line of the Connnect-Message box. See scr_connectmsg.
  scr_connectmsg2 string interface The third line of the Connnect-Message box. See scr_connectmsg.
  scr_conspeed 600 integer interface It sets the speed at which the console drops into view when the player presses the console key. This no longer works in 1.6 because the console no longer drops into view.
  scr_ofsx 0 integer video This sets your view origin offset on the X axis.
  scr_ofsy 0 integer video This sets your view origin offset on the Y axis.
  scr_ofsz 0 integer video This sets your view origin offset on the Z axis.
  sensitivity 3 1 20 float mouse Sets the sensitivity of the mouse.
  servercfgfile server.cfg string server Sets the config file which is loaded when the server start. Only for dedicated servers.
  sk_* integer All cvars starting by sk_ control the HL monsters health and weapons damages for each of the three skill levels (See the "skill" cvar). Example : sk_12mm_bullet3 is how much damage the 12mm does with the skill level 3.
  skill 1 1 3 integer Sets the difficulty setting in Half-Life single player mode (this is automatically set when you choose the difficulty on the new game menu).
1 : Easy
2 : Medium
3 : Hard
  snd_noextraupdate 0 0 1 boolean audio If enabled, disallows "extra" sound updates which can occur during rendering or other potentially slow framerate situations.
  spec_autodirector 1 0 1 boolean spectator It enables Auto Director spectator mode.
Auto Director automatically moves the camera depending of where the player is looking at.
This is working for Free Chase Cam, Locked Chase Cam & Chase Map Overview. (Same as spec_autodirector_internal for CS, CZ & DoD).
  spec_autodirector_internal 1 0 1 boolean spectator It enables Auto Director spectator mode.
Auto Director automatically moves the camera depending of where the player is looking at.
This is working for Free Chase Cam, Locked Chase Cam & Chase Map Overview. spec_autodirector (cmd) toggles this CVar. This is only in CS, CZ & DoD.
  spec_drawcone 1 0 1 boolean spectator Toggles 90-degree orange view cone on overview mode that show where you are looking in spec mode (Same as spec_drawcone_internal for CS, CZ & DoD).
  spec_drawcone_internal 1 0 1 boolean spectator Toggles 90-degree orange view cone on overview mode that show where you are looking in spec mode. spec_drawcone (cmd) toggles this CVar. This is only in CS, CZ & DoD.
  spec_drawnames 1 0 1 boolean spectator Toggles drawing names on overview mode (Same as spec_drawnames_internal for CS, CZ & DoD).
  spec_drawnames_internal 1 0 1 boolean spectator Toggles drawing names on overview mode. spec_drawnames (cmd) toggles this CVar. This is only in CS, CZ & DoD.
  spec_drawstatus 1 0 1 boolean spectator Toggles the game informations (Current map, game time, ...) which show at the top right of your screen in spectator mode (Same as spec_drawstatus_internal for CS, CZ & DoD).
  spec_drawstatus_internal 1 0 1 boolean spectator Toggles the game informations (Current map, game time, ...) which show at the top right of your screen in spectator mode. This is only CS, CZ & DoD and it no longer works in those games since Steam.
  spec_mode_internal 1 1 6 integer spectator Changing this during you play doesn't have any effect. You have to change it before you enter a server. It sets the first spectator mode you have when you enter in spectator mode (when you are dead or you are spectator). This is automatically changed when you change your spectator mode with the JUMP key, the spec menu or the spec_mode command.
Values:

1 : Locked Chase Cam
2 : Free Chase Cam
3 : Free Look
4 : First Person
5 : Free Map Overview
6 : Chase Map Overview

This is only in CS & CZ.
  spec_pip 0 0 5 integer spectator Sets the picture-in-picture spectator mode.
0 : Disabled
1 : Player Chase Cam
2 : First Person
3 : Chase Map Overview (Zoomed out)
4 : Chase Map Overview (Zoomed in)
5 : Buggy mode (You see view cone sprites + player view sprites like on the map overview, but it works in third person etc...)
  spec_scoreboard 0 0 1 boolean interface Toggles the scoreboard on/off. "togglescores" (command) toggles this CVar. This is a spec CVar but you don't need to be spectator to use it. This is only in CS, CZ & DoD.
  suitvolume 0.25 0.0 2.0 float sound Sets the volume of the HEV suit sounds in Half-Life.
  sv_accelerate 5 5 5 integer server Sets the acceleration speed. Is locked(in CS only), so it automaticly switches back to default (5). But in HL you can change it and the default value is 10.
  sv_aim 0 0 1 boolean server Enables auto-aim (When your crosshair is near a enemy). Only works in Half-Life.
  sv_airaccelerate 10 integer server It sets how fast you accelerate in air. Use 100 for surf_ maps.
  sv_airmove 1 server
  sv_allowdownload 1 0 1 boolean server Enables the server from downloading any content to the client (maps, sprays and related)
  sv_allowupload 1 0 1 boolean server Allows clients sending custom sprays to the server.
  sv_alltalk 0 0 1 boolean server Allow dead players to communicate via voice chat to alive players. Also allow players to communicate with opposite team/spectators.
  sv_bounce 1 0 1 boolean server Controls collision response for "flying" projectiles when they hit slopes.
  sv_cheats 0 0 1 boolean cheat This command enables the use of cheat cvars, like impulse 101 (16000 money) or impulse 102 (blood). All the cvars that are under category "cheat" in the cvarlist work only if this is enabled.
  sv_clienttrace 1 integer server sv_clienttrace sets the bounding box of the player for collisions (with world objects). This is not the same as setting the size of the hitbox (used for bullet hits). This can't be changed in CS, it's forced to 1. Value can differs with others HL Mods. (3.5 is used in DoD, etc...)
  sv_clipmode 0 server
  sv_contact string server It's used to set the server's owner e-mail.
  sv_downloadurl string server Setting this CVAR will allow Clients to download Custom Content via HTTP instead of
sourcing the content from the game server, much faster.
Set this to "" (null string) to convert back to normal downloads.
  sv_enableoldqueries 0 0 1 boolean server Setting "sv_enableoldqueries" to 1 allows old style (no challenge/response) queries to work (it allows you to use the old HL1 Engine Master Server Query Protocol). This should be left OFF now because web server browsers, etc... are using new server queries.
  sv_filetransfercompression 1 0 1 boolean server Enables the server from compressing & sending compressed content to the client.
  sv_filterban 1 0 1 boolean server It sets packet filtering by IP mode. If disabled, everybody will be like IP-Banned, but their IP won't be added to banlist.
  sv_friction 4 integer server It controls the ground friction. This is locked to 4 in CS and can't be changed.
  sv_gravity 800 12000 integer server Sets the gravity. Lower value is lower gravity. You keep being in the air with sv_gravity 0, and can't jump with sv_gravity 12000. With negatives values, same effect as sv_gravity 0, but it jumps really faster.
  sv_instancedbaseline 1 0 1 boolean server Enables server to create and use "instanced" baselines (for things like grenades, etc., which don't have good baselines because they are not placed on the .map file).
  sv_lan 0 0 1 boolean server It enables LAN server mode (no heartbeat, no authentication, class C). Only people from your local network can join.
  sv_lan_rate 20000 1001 20000 integer server It specifies the rate to use for all clients on a lan server (sv_lan 1), default is 20000. If sv_lan_rate < 1001, it will be ignored and "rate" (client side) will be used.
  sv_log_onefile 0 0 1 boolean server It determines whether one log file is created (total) or one log file for each map change, which is how it currently is. The default is the current behavior (one for each map change).
  sv_log_singleplayer 0 0 1 boolean server If enabled, log files will be created for single player games. Need logging to be enabled of course (log on).
  sv_logbans 0 0 1 boolean server It turns the logging of player bans on and off. Default is 0 (off).
  sv_logblocks 0 0 1 boolean server It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It logs which IP addresses have been blocked by this code. See also max_queries_* cvars.
  sv_maxrate 0 1000 20000 integer server This set the maximum bytes per seconds the server can send to the client. 0 = unlimited. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1).
  sv_maxspeed 320 1 integer server Sets the maximum speed. In CS it doesn't change anything after 260, because of the weapon's speed(You go faster with scout, which is 260). For more info see the forum.
  sv_maxunlag 0.5 float server Sets the maximum amount of seconds that the netcode compensates for someone's ping (sv_unlag need to be enabled). The netcode will compensate for 500ms by default.
  sv_maxupdaterate 30 10 integer server This is the maximum amount of updates per second the server is able to send to the client (See cl_updaterate).
  sv_maxvelocity 2000 integer server It sets the maximum velocity of any moving object.
  sv_minrate 0 1000 20000 integer server This set the minimum bytes per seconds the server can send to the client. 0 = unlimited. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1).
  sv_minupdaterate 10 10 integer server This is the minimum amount of updates per second the server is able to send to the client (See cl_updaterate).
  sv_newunit 0 0 1 boolean server Used to clear out savegame data of previous levels to keep the savegame size as small as possible. This is used in Half-Life single player maps. No need to modify this CVar, the mappers have to set this in the worldspawn entity.
  sv_password string server Sets the password for the server. People, who want to connect to the server, needs the password.
  sv_proxies 1 integer server This is to allow HLTV proxy servers to connect to your server. It sets how much HLTV proxies will be able to connect to your server. HLTV proxies take up server slots, so make sure you take that into account before enabling this.
  sv_rcon_banpenalty 0 integer server Number of minutes to ban users who fail rcon authentication. (0=permanent)
  sv_rcon_maxfailures 10 integer server Max number of times a user can fail rcon authentication before being banned. It's similar to sv_rcon_minfailures except this setting doesn't rely on sv_rcon_minfailuretime.
  sv_rcon_minfailures 5 integer server Number of times a user can fail rcon authentication in sv_rcon_minfailuretime's time before being banned.
  sv_rcon_minfailuretime 30 integer server Amount of time (seconds) failed rcon attempts must occur within for the ban to be applied.
  sv_region -1 integer server This is for the server browser filters, to set in which region the server should be shown.

eastcoast - sv_region 0
westcoast - sv_region 1
south america - sv_region 2
europe - sv_region 3
asia - sv_region 4
australia - sv_region 5
middle east - sv_region 6
africa - sv_region 7
world - sv_region 255
  sv_restart 0 integer server Sets the amount of seconds before the server restarts the game. This will reset all frags, scores, weapons and money to default. Use this to coordinate clan matches. It's the same as sv_restartround.
  sv_restartround 0 integer server Sets the amount of seconds before the server restarts the game. This will reset all frags, scores, weapons and money to default. Use this to coordinate clan matches. It's the same as sv_restart.
  sv_send_logos 1 0 1 boolean server Enables the server from sending custom sprays to the clients. sv_send_logos 1 requires sv_allowdownload 1 to work.
  sv_send_resources 1 0 1 boolean server This cvar controls whether resources are propagated to clients.
  sv_skycolor_b 0 0 255 integer server It sets the sky color blue value.
  sv_skycolor_g 0 0 255 integer server It sets the sky color green value.
  sv_skycolor_r 0 0 255 integer server It sets the sky color red value.
  sv_skyname desert string server It sets the name of the sky that should be used for the current map (players need to reconnect if you change it through this cvar to see the new sky). Mappers can set a specific sky for their map and it auto-set this cvar. If nothing is set, the sky will be the default one : desert
  sv_skyvec_x 0 float server It sets the sky x-axis orientation.
  sv_skyvec_y 0 float server It sets the sky y-axis orientation.
  sv_skyvec_z 0 float server It sets the sky z-axis orientation.
  sv_spectatormaxspeed 500 integer server Sets the maximum speed a spectator can move.
  sv_stats 1 0 1 boolean server Determines whether or not to collect server CPU usage stats. Use the command "stats" to view the CPU usage data collected by this.
  sv_stepsize 18 integer server This is used to determine the maximum height of which you can walk up, without jumping. When set to a high number, you can walk over very tall objects. When set to a small number you can not walk up the littlest step.
  sv_stopspeed 75 integer server It sets the minimum stopping speed when on ground. In Half-Life and others mods, the default value is 100. But in CS, it's locked at 75, if you change it it will always comes back to 75.
  sv_timeout 60 integer server Controls how long before the server disconnects a client that has stopped responding (He can just be AFK).
  sv_unlag 1 0 1 boolean server It allows the clients to use lag compensation. Leave this ON.
  sv_unlagsamples 1 integer server Sets the amount of packets that will be averaged to find the ping to compensate for (sv_unlag need to be enabled).
Examples:

sv_unlagsamples 1
The server will calculate the ping from the last
sample. (default)

sv_unlagsamples 2
The server will calculate the ping from the
average of the last two samples.
  sv_uploadmax 0.5 float server It limits the max size (in MB) a client can use for a custom resource (i.e spray decals)
  sv_version string server Default is 1.1.2.0/2.0.0.0,47,3647.
This is some server version infos. Those are the numbers which show up when you type "version".
For example here:
1.1.2.0/2.0.0.0 should be the game version/mod version. But, we all know CS is version 1.6, but it shows 1.1.2.5/2.0.0.0. On others mods it shows 1.1.2.5/2.0.0.0 too or 1.1.2.0/2.0.0.0, except CZ where it's 1.0.0.2/2.0.0.0.
47 is the protocol version.
3647 is the build version.
  sv_visiblemaxplayers -1 integer server This how much server slots are visible from the server browser. This is used to keep slots for admins. They have to use the connect command to join a hidden slot. But without a mod/plugin, anybody can join the hidden slot.
  sv_voicecodec voice_miles string server Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
There are two codecs : voice_miles (default) and voice_speex. voice_speex gives the better voice quality. See also sv_voicequality.
  sv_voiceenable 1 0 1 boolean server It enables the voice comms.
  sv_voicequality 3 1 5 integer server If you have voice comms enabled on your server, you can set the quality of voice from here. Keep in mind, the better the quality, the more bandwidth voice comms will require. It need the voice_speex codec to be enabled (see sv_voicecodec).

sv_voicequality 1 : 2400bps, lowest quality
sv_voicequality 2 : 6000bps
sv_voicequality 3 : 8000bps
sv_voicequality 4 : 11200bps
sv_voicequality 5 : 15200bps, highest quality
  sv_wateraccelerate 10 server
  sv_wateramp 0 float server It amplifies the water's waves (in maps with water of course). This cvar auto-set gl_wateramp (it's the same but client-side) on all clients.
  sv_waterfriction 1 server
  sv_zmax 4096 integer server Sets the size of the Z-buffer. This is the max viewable distance. Mappers can set the value they want in their map (with the worldspawn entity) and it automatically changes this cvar on map load. It changes the value of gl_zmax of any client who connects to the server. VALVe added this cvar because with gl_zmax 0 you could see through walls (in D3D renderer), so client is forced to use the server's value and can't modify gl_zmax. This can only be used in multi player on Dedicated servers (it's only working in single player for Listen servers).
  sys_ticrate 100 0 1000 integer server This command sets the maximum "frames" per second the server can calculate.
  texgamma 2.0 0 float video Sets the texture gamma amount.
  tfc_newmodels 1 0 1 boolean video This enables the new player models in TFC.
  topcolor 0 0 255 integer video Sets the top color of your model in Half-Life that others see.
  traceralpha 0.5 0.0 1.0 float video This sets the transparency of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
  tracerblue 0.4 0.0 1.0 float video This sets the blue value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
  tracergreen 0.8 0.0 1.0 float video This sets the green value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
  tracerlength 0.8 0.0 1.0 float video This sets how long are the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
  traceroffset 30 integer video This sets how far of your weapon the tracers will appear. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
  tracerred 0.8 0.0 1.0 float video This sets the red value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
  tracerspeed 6000 integer video This sets the speed of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
  v_centermove 0.150 0 float mouse Sets the distance to walk before your view centers when -mlook and lookspring 1 are active.
  v_centerspeed 500 integer mouse It defines how fast your crosshair is centered at the middle of your screen when having mouse look disabled(-mlook) and lookspring 1.
  v_dark 0 0 1 boolean interface Setting this to 1 causes the level to fade in from black upon initial load.
  vgui_emulatemouse 0 0 1 boolean interface This forces mouse cursor emulation (this may be useful for older graphics cards which display a flickering mouse cursor or no mouse cursor at all).
  vid_d3d 0/1 0 1 boolean video This was like to switch between OpenGL and D3D modes, but since it need game restart, this doesn't work. In OpenGL this is set to 0, and in D3D to 1. It's automatically reset to the value of the video mode you are when you join a server.
  viewsize 120 30 120 integer video It sets the size of your in-game screen in software mode.
  violence_ablood 1 0 1 boolean video Toggles alien's blood.
  violence_agibs 1 0 1 boolean video Toggles alien's gibs.
  violence_hblood 1 0 1 boolean video Toggles human's blood.
  violence_hgibs 1 0 1 boolean video Toggles human's gibs.
  voice_enable 1 0 1 boolean voice Enables voice communication through microphone.
  voice_fadeouttime 0.1 0 float voice The amount in seconds a player's voice fades out at the end of saying something on the microphone. This is so the transition to when they stop talking sounds smoother. Put this at 0 if you want to play sounds using HLSS/HLDJ, since this makes the music fade and sound muffled after a song has been playing continuously.
  voice_forcemicrecord 1 0 1 boolean voice It sets the recording device to Wave Out Mix, instead of Line 1/Mic.
The HL engine tries to make sure the mixer control settings are set properly when the game runs, but not all soundcards work the same way, especially very high-end sound cards like Audigy 2ZS pro cards. If you are having problems with your mic not working after you start a game, try setting this to 0.
  voice_inputfromfile 0 0 1 boolean voice When set to one and you use +voicerecord, this will not record your voice but rather play a WAV file from your cstrike/voice_input.wav.
  voice_loopback 0 0 1 boolean voice When enables it and talk on your microphone, this loops back your own voice so you can hear yourself talk.
  voice_recordtofile 0 0 1 boolean audio Records your voice to a file when set to 1 and you talk on your microphone. The two files are voice_decompressed.wav (contains no actual sound) and voice_micdata.wav (you speaking).
  voice_scale 1 0 float voice This set how loud are the voices of the others players when they talk (also your voice if you use voice_loopback).
  volume 0.2 0 float audio Sets the sound's volume level.
  waterroom_type 14 0 28 integer audio Sets the room_type under water, for type descriptions, see room_type. Set to 0 for clean sound under water.
  zoom_sensitivity_ratio 1.2 float mouse Defines the sensitivity ratio when zooming.