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Wiki » Reference » Prey Cvars
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Prey Cvars

Name Description
aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
af_contactFrictionScale scales the contact friction
af_forceFriction force the given friction value
af_highlightBody name of the body to highlight
af_highlightConstraint name of the constraint to highlight
af_jointFrictionScale scales the joint friction
af_maxAngularVelocity maximum angular velocity
af_maxLinearVelocity maximum linear velocity
af_showActive show tree-like structures of articulated figures not at rest
af_showBodies show bodies
af_showBodyNames show body names
af_showConstrainedBodies show the two bodies contrained by the highlighted constraint
af_showConstraintNames show constraint names
af_showConstraints show constraints
af_showInertia show the inertia tensor of each body
af_showLimits show joint limits
af_showMass show the mass of each body
af_showPrimaryOnly show primary constraints only
af_showTimings show articulated figure cpu usage
af_showTotalMass show the total mass of each articulated figure
af_showTrees show tree-like structures
af_showVelocity show the velocity of each body
af_skipFriction skip friction
af_skipLimits skip joint limits
af_skipSelfCollision skip self collision detection
af_testSolid test for bodies initially stuck in solid
af_timeScale scales the time
af_useImpulseFriction use impulse based contact friction
af_useJointImpulseFriction use impulse based joint friction
af_useLinearTime use linear time algorithm for tree-like structures
af_useSymmetry use constraint matrix symmetry
ai_blockedFailSafe enable blocked fail safe handling
ai_debugAction
ai_debugBrain
ai_debugMove draws movement information for monsters
ai_debugPath Draw general-purpose pathfinding debug info
ai_debugScript displays script calls for the specified monster entity number
ai_debugTrajectory draws trajectory tests for monsters
ai_hideSkipThink Hidden monsters don't think at all
ai_printSpeech 1= Draw hunter speech sounds
ai_showCombatNodes draws attack cones for monsters
ai_showNoAAS 1= Show when monsters do not have AAS available (shows a ?)
ai_showObstacleAvoidance draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well
ai_showPaths draws path_* entities
ai_skipSpeech 1= Do not use the AI speech system
ai_skipThink 1= Do not execute hhAI::Think() fxn
ai_talonAttack Enable Talon's attacks
ai_testPredictPath
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawInternal draw internal edges green
cm_drawMask collision mask
cm_drawNormals draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_forceGenericSIMD force generic platform independent SIMD
com_precache if on, precaches needed resources
developer developer mode
g_armorProtection armor takes this percentage of damage
g_armorProtectionMP armor takes this percentage of damage in mp
g_artificialPlayerCount spawns artificial players
g_balanceTDM maintain even teams
g_blobSize
g_blobTime
g_bloodEffects show blood splats, sprays and gibs
g_casino if casino mode is active
g_cinematic skips updating entities that aren't marked 'cinematic' '1' during cinematics
g_cinematicMaxSkipTime # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.
g_countDown pregame countdown in seconds
g_crosshair Which crosshair to use (0=off)
g_damageScale scale final damage on player by this factor
g_debugAFs print out info on what the ragdolls are doing
g_debugAnim displays information on which animations are playing on the specified entity number. set to -1 to disable.
g_debugBounds checks for models with bounds > 2048
g_debugCinematic set to the name of the state you want to debug or * for all
g_debugDamage
g_debugFX
g_debugger In-game debugger (1=on, 2=interactive)
g_debugimpulse turns on impulse debugging
g_debugmatter turns on matter based debugging, 2=include wallwalk traces
g_debugMove
g_debugMover
g_debugProjections Shows projection windings
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals show decals such as bullet holes
g_disasm disassemble script into base/script/disasm.txt on the local drive when script is compiled
g_dormanttests
g_doubleVision show double vision when taking damage
g_dragDamping
g_dragEntity allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection
g_dropItemRotation
g_dumpDDA Whether to automatically dump DDA tracking statistics on level change
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode 0 = off\n1 = lights\n2 = sounds\n3 = articulated figures\n4 = particle systems\n5 = monsters\n6 = entity names\n7 = entity models
g_expensiveMS ms of think to be considered expensive by debugger
g_exportMask
g_flushSave 1 = don't buffer file writing for save games.
g_forceSingleSmokeView do not consider multiple views for smoke system
g_fov
g_frametime displays timing information for each game frame
g_gameReviewPause scores review time in seconds (at end game)
g_gravity singleplayer gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt how much health to take in nightmare mode
g_healthTakeLimit how low can health get taken in nightmare mode
g_healthTakeTime how often to take health in nightmare mode
g_jawflap controls jawflapping
g_kickAmplitude
g_kickTime
g_knockback
g_mapCycle map cycling script for multiplayer games - see mapcycle.scriptcfg
g_maxEntitiesWarning max number of entities before warning is displayed
g_maxShowDistance Distance at which to draw clipmodels and clipworld - Will significantly hurt performance at values above 512
g_mbFrameSpan Motion blur: time each image spans
g_mbNumBlurs Number of images used in motion blur effect
g_monsters
g_mpPlayerRagdollLife player ragdoll life
g_mpSyncPlayerRagdoll whether to sync mp ragdolls
g_mpWeaponAngleScale Control the weapon sway in MP
g_muzzleFlash show muzzle flashes
g_nightmare if nightmare mode is allowed
g_nodormant Disallow any dormant logic
g_nogore Disables gore
g_password game password
g_postEventsDebug for showing all posted events
g_printDDA Prints DDA information to the console
g_printlocations print area/location mappings
g_projectileLights show dynamic lights on projectiles
g_ragdollDecals ragdolls leave blood splats
g_roadhouseCompleted if roadhouse map has been completed once
g_robustDormantAll All dormant checks check all areas
g_runMapCycle whether to run the map cycling script (g_mapcycle)
g_showActiveEntities draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
g_showAimHealth health display of target (gameplay testing)
g_showBrass enables ejected shells from weapon
g_showcamerainfo displays the current frame # for the camera when playing cinematics
g_showCollisionModels 0 = off, 1 = draw collision models, 2 = only draw player collision models. g_maxShowDistance controls distance.
g_showCollisionTraces
g_showCollisionWorld
g_showDormant 1= Prints out msgs when an entity goes dormant
g_showEnemies draws boxes around monsters that have targeted the the player
g_showEntityCount 1=show entity count
g_showEntityInfo
g_showGamePortals draw game portal connections
g_showHud
g_showPlayerShadow enables shadow of player model
g_showProjectileLaunchPoint Shows position of projectile origin
g_showProjectilePct enables display of player hit percentage
g_showPVS
g_showTargets draws entities and thier targets. hidden entities are drawn grey.
g_showTestModelFrame displays the current animation and frame # for testmodels
g_showTriggers draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey.
g_showValidSoundAreas draw valid sound areas
g_showviewpos
g_skill difficulty level
g_skipFX
g_skipParticles
g_skipViewEffects skip damage and other view effects
g_spectatorChat let spectators talk to everyone during game
g_springConstant Modify factor for bind controller tension
g_stopTime
g_TDMArrows draw arrows over teammates in team deathmatch
g_testDeath
g_testHealthVision
g_testModelAnimate test model animation,\n0 = cycle anim with origin reset\n1 = cycle anim with fixed origin\n2 = cycle anim with continuous origin\n3 = frame by frame with
g_testModelBlend number of frames to blend
g_testModelPitch pitch of angle of test model
g_testModelRotate test model rotation speed
g_testParticle test particle visualation, set by the particle editor
g_testParticleName name of the particle being tested by the particle editor
g_testPostProcess name of material to draw over screen
g_timeEntities when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
g_tips allow hud tips to display
g_trackDDA Whether to track detailed statistics as the player goes through a level
g_useDDA Whether to use dda system
g_useDynamicProtection scale damage and armor dynamically to keep the player alive more often
g_vehicleDebug print out vehicle physics debug info
g_vehicleForce
g_vehicleSuspensionDamping
g_vehicleSuspensionDown
g_vehicleSuspensionKCompress
g_vehicleSuspensionUp
g_vehicleTireFriction
g_vehicleVelocity
g_version game version
g_viewNodalX
g_viewNodalZ
g_voteFlags vote flags. bit mask of votes not allowed on this server\nbit 0 (+1) restart now\nbit 1 (+2) time limit\nbit 2 (+4) frag limit\nbit 3 (+8) game type\nbit 4
g_wicked if wicked mode is active
gamedate
gamename
ik_debug show IK debug lines
ik_enable enable IK
lcp_showFailures show LCP solver failures
mod_validSkins valid skins for the game
net_clientLagOMeter draw prediction graph
net_clientMaxPrediction maximum number of milliseconds a client can predict ahead of server.
net_clientPredictGUI test guis in networking without prediction
net_clientSelfSmoothing smooth self position if network causes prediction error.
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing smooth other clients angles and position.
net_serverDlBaseURL base URL for the download redirection
net_serverDlTable pak names for which download is provided, seperated by ;
net_serverDownload enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration
net_snapSuppress
net_statGathering
p_camInterpDebug 1: Shows lerp info, 2: Shows slerp info
p_camRotRateScale Used to scale delta time thats passed into camera interpolator
p_disableCamInterp Disable camera interpolator
p_iterRotMoveNumIterations Per frame, the number of attempts to align the players bbox if unaligned to gravity
p_iterRotMoveTransDist Distance to translate per player bbox alignment attempt
p_mountedGunDebug Shows debug info for mountedgun
p_playerPhysicsDebug Show player physics gravity alignment info
p_tripwireDebug Show tripwire trace
password client password used when connecting
pm_air how long in milliseconds the player can go without air before he starts taking damage
pm_bboxwidth x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob bob much faster when crouched
pm_crouchheight height of player's bounding box while crouched
pm_crouchrate time it takes for player's view to change from standing to crouching
pm_crouchspeed speed the player can move while crouched
pm_crouchviewheight height of player's view while crouched
pm_deadheight height of player's bounding box while dead
pm_deadviewheight height of player's view while dead
pm_jumpheight approximate hieght the player can jump
pm_maxviewpitch amount player's view can look down
pm_minviewpitch amount player's view can look up (negative values are up)
pm_modelView draws camera from POV of player model (1 = always, 2 = when dead)
pm_noclipspeed speed the player can move while in noclip
pm_normalheight height of player's bounding box while standing
pm_normalviewheight height of player's view while standing
pm_runbob bob faster when running
pm_runpitch
pm_runroll
pm_runspeed speed the player can move while running
pm_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_stamina length of time player can run
pm_staminarate rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.
pm_staminathreshold when stamina drops below this value, player gradually slows to a walk
pm_stepsize maximum height the player can step up without jumping
pm_thirdPerson enables third person view
pm_thirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip clip third person view into world space
pm_thirdPersonDeath enables third person view when player dies
pm_thirdPersonDeathMP enables third person view when player dies in mp
pm_thirdPersonHeight height of camera from normal view height in 3rd person
pm_thirdPersonRange camera distance from player in 3rd person
pm_usecylinder use a cylinder approximation instead of a bounding box for player collision detection
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking
pm_wallwalkstepsize Step size while wallwalking
r_aspectRatio aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10
r_showInteractionScissors 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
r_showSkel draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
rb_showActive show rigid bodies that are not at rest
rb_showBodies show rigid bodies
rb_showInertia show the inertia tensor of each rigid body
rb_showMass show the mass of each rigid body
rb_showTimings show rigid body cpu usage
rb_showVelocity show the velocity of each rigid body
si_fragLimit frag limit
si_gameType game type - singleplayer, deathmatch, Tourney, Team DM, Last Man or CTF
si_map map to be played next on server
si_maxPlayers max number of players allowed on the server
si_name name of the server
si_pure server is pure and does not allow modified data
si_serverURL where to reach the server admins and get information about the server
si_spectators allow spectators or require all clients to play
si_teamDamage enable team damage
si_timeLimit time limit in minutes
si_usePass enable client password checking
si_warmup do pre-game warmup
sys_forceCache force resource caching even when developer is on
sys_savedPosition saved position used by getpos/putpos
ui_autoReload auto reload weapon
ui_autoSwitch auto switch weapon
ui_chat player is chatting
ui_modelNum player model
ui_name player name
ui_ready player is ready to start playing
ui_showGun show gun
ui_skin player skin
ui_spectate play or spectate
ui_team player team

Last changed Sep 21, 2026
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