{
  "version": 1,
  "generated_from": "cvar_list",
  "source_sha256": "ae4c57c39e5d0ea6929c9e2b102dec4ccea303a20f83d90429cca333065b58c6",
  "cvars": [
    {
      "name": "achievement_debug",
      "desc": "Turn on achievement debug msgs."
    },
    {
      "name": "achievement_disable",
      "desc": "Turn off achievements."
    },
    {
      "name": "action_progress_reset_interval"
    },
    {
      "name": "adrenaline_backpack_speedup",
      "desc": "Percent of normal backpack item use duration to use when affected by Adrenaline"
    },
    {
      "name": "adrenaline_duration"
    },
    {
      "name": "adrenaline_health_buffer"
    },
    {
      "name": "adrenaline_revive_speedup",
      "desc": "Percent of normal revive duration to use when affected by Adrenaline"
    },
    {
      "name": "adrenaline_run_speed"
    },
    {
      "name": "ai_debug_los",
      "desc": "NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l"
    },
    {
      "name": "ai_debug_shoot_positions"
    },
    {
      "name": "ai_talk_idle_enabled",
      "desc": "Set to 0 to disable TLK_IDLEs on survivors"
    },
    {
      "name": "allow_weapon_fire_to_use"
    },
    {
      "name": "ammo_pack_use_duration"
    },
    {
      "name": "boomer_exposed_time_tolerance",
      "desc": "How long an out-of-range Boomer will tolerate being visible before fleeing"
    },
    {
      "name": "boomer_leaker_chance"
    },
    {
      "name": "boomer_pz_claw_dmg",
      "desc": "Amount of damage done by a PZ boomer's regular melee attack"
    },
    {
      "name": "boomer_vomit_delay",
      "desc": "How long the Boomer waits before he vomits on his target on Normal difficulty"
    },
    {
      "name": "bot_crouch"
    },
    {
      "name": "bot_freeze"
    },
    {
      "name": "bot_mimic"
    },
    {
      "name": "bot_mimic_yaw_offset"
    },
    {
      "name": "buddha",
      "desc": "Survivors take damage but won't die"
    },
    {
      "name": "chainsaw_attack_cone"
    },
    {
      "name": "chainsaw_attack_distance"
    },
    {
      "name": "chainsaw_attack_force"
    },
    {
      "name": "chainsaw_attract_distance"
    },
    {
      "name": "chainsaw_damage"
    },
    {
      "name": "chainsaw_debug"
    },
    {
      "name": "chainsaw_hit_interval"
    },
    {
      "name": "chainsaw_startup_fadeout_time"
    },
    {
      "name": "changelevel_inhibit"
    },
    {
      "name": "changelevel_pause_interval"
    },
    {
      "name": "charger_pz_claw_dmg",
      "desc": "Amount of damage done by a PZ charger's regular melee attack"
    },
    {
      "name": "cl_clock_correction",
      "desc": "Enable/disable clock correction on the client."
    },
    {
      "name": "cl_clock_correction_adjustment_max_amount",
      "desc": "Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount"
    },
    {
      "name": "cl_clock_correction_adjustment_max_offset",
      "desc": "As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply"
    },
    {
      "name": "cl_clock_correction_adjustment_min_offset",
      "desc": "If the clock offset is less than this amount (in milliseconds), then no clock correction is applied."
    },
    {
      "name": "cl_clock_correction_force_server_tick",
      "desc": "Force clock correction to match the server tick + this offset (-999 disables it)."
    },
    {
      "name": "cl_clock_showdebuginfo",
      "desc": "Show debugging info about the clock drift."
    },
    {
      "name": "cl_clockdrift_max_ms",
      "desc": "Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's."
    },
    {
      "name": "cl_clockdrift_max_ms_threadmode",
      "desc": "Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's."
    },
    {
      "name": "cl_resend",
      "desc": "Delay in seconds before the client will resend the 'connect' attempt"
    },
    {
      "name": "cl_skipslowpath",
      "desc": "Set to 1 to skip any models that don't go through the model fast path"
    },
    {
      "name": "claw_force",
      "desc": "Force with witch the claw shoves other zombies away"
    },
    {
      "name": "claw_range",
      "desc": "Range of the Claw weapon"
    },
    {
      "name": "claw_range_down",
      "desc": "Range of the Claw weapon when looking straight down, so it can reach your feet from your eyes."
    },
    {
      "name": "claw_swing_duration"
    },
    {
      "name": "claw_swing_interval"
    },
    {
      "name": "claw_swing_miss_interval"
    },
    {
      "name": "cleared_wanderer_respawn_chance",
      "desc": "Chance to replenish wanderers in cleared nav areas"
    },
    {
      "name": "clientport",
      "desc": "Host game client port"
    },
    {
      "name": "closecaption",
      "desc": "Enable close captioning."
    },
    {
      "name": "cola_bottles_use_duration"
    },
    {
      "name": "cola_bottles_use_range"
    },
    {
      "name": "cola_bottles_use_tolerance"
    },
    {
      "name": "cs_ShowStateTransitions",
      "desc": "cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions."
    },
    {
      "name": "debug_visibility_monitor"
    },
    {
      "name": "defibrillator_return_to_life_time"
    },
    {
      "name": "defibrillator_use_duration"
    },
    {
      "name": "director_adrenaline_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_ai_tanks"
    },
    {
      "name": "director_always_allow_wanderers"
    },
    {
      "name": "director_ammo_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_build_up_min_interval"
    },
    {
      "name": "director_clear_count"
    },
    {
      "name": "director_clear_timeout"
    },
    {
      "name": "director_configurable_weapon_spawn_density",
      "desc": "Items per 100 yards square (-1 to spawn all)"
    },
    {
      "name": "director_convert_pills"
    },
    {
      "name": "director_convert_pills_critical_health"
    },
    {
      "name": "director_convert_pills_to_defib_health"
    },
    {
      "name": "director_cs_weapon_spawn_chance"
    },
    {
      "name": "director_custom_finale_tank_spacing"
    },
    {
      "name": "director_debug"
    },
    {
      "name": "director_debug_revisit"
    },
    {
      "name": "director_debug_scavenge_items"
    },
    {
      "name": "director_debug_threat_placement"
    },
    {
      "name": "director_defibrillator_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_finale_item_cluster_count",
      "desc": "How many clusters of items will be populated in the finale"
    },
    {
      "name": "director_finale_panic_waves"
    },
    {
      "name": "director_finale_stage_delay"
    },
    {
      "name": "director_force_background",
      "desc": "Forces background map population logic for testing"
    },
    {
      "name": "director_force_tank"
    },
    {
      "name": "director_force_witch"
    },
    {
      "name": "director_gas_can_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_gauntlet_movement_bonus",
      "desc": "If you don't cross the movement threshold in DirectorGauntletMovementTimer seconds, you will get this much bonus time added bet"
    },
    {
      "name": "director_gauntlet_movement_bonus_max",
      "desc": "Maximum amount of bonus time you can accumulate from not moving."
    },
    {
      "name": "director_gauntlet_movement_threshold",
      "desc": "If you move less than this in DirectorGauntletMovementTimer seconds, you will get an increasing break between mobs."
    },
    {
      "name": "director_gauntlet_movement_timer_length",
      "desc": "If you don't cross the movement threshold in this amount of time, you get increasing break time added between mobs."
    },
    {
      "name": "director_gauntlet_tank_kite_distance",
      "desc": "How far you have to progress after a gauntlet tank spawn before the horde fires up again."
    },
    {
      "name": "director_ingress_range"
    },
    {
      "name": "director_intensity_relax_allow_wanderers_threshold",
      "desc": "All survivors must be below this intensity during RELAX for wandering zombies to be spawned"
    },
    {
      "name": "director_intensity_relax_allow_wanderers_threshold_expert",
      "desc": "All survivors must be below this intensity during RELAX for wandering zombies to be spawned"
    },
    {
      "name": "director_intensity_relax_allow_wanderers_threshold_hard",
      "desc": "All survivors must be below this intensity during RELAX for wandering zombies to be spawned"
    },
    {
      "name": "director_intensity_relax_threshold",
      "desc": "All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)"
    },
    {
      "name": "director_intensity_threshold"
    },
    {
      "name": "director_item_cluster_range",
      "desc": "Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes"
    },
    {
      "name": "director_item_placement_method",
      "desc": "Which scavenge item placement method to use (0 = old, 1 = new)"
    },
    {
      "name": "director_item_placement_spew",
      "desc": "Whether director item placement should spew a bunch of stats about what it did."
    },
    {
      "name": "director_magnum_spawn_density",
      "desc": "Items per 100 yards square (-1 to spawn all)"
    },
    {
      "name": "director_max_threat_areas"
    },
    {
      "name": "director_melee_weapon_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_molotov_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_music_dynamic_mob_size",
      "desc": "Spawning a mob this large can play music"
    },
    {
      "name": "director_music_dynamic_mobstop_size",
      "desc": "When a mob gets to this size we think about stopping the music"
    },
    {
      "name": "director_music_dynamic_scanmobstop_size",
      "desc": "When see less than this many of a mob, music stops"
    },
    {
      "name": "director_must_create_all_scavenge_items"
    },
    {
      "name": "director_no_bosses",
      "desc": "Disable boss spawns"
    },
    {
      "name": "director_no_death_check",
      "desc": "Disable survivor team death ending scenario"
    },
    {
      "name": "director_no_mobs",
      "desc": "Disable mob rushes"
    },
    {
      "name": "director_no_specials",
      "desc": "Disable PZ spawns"
    },
    {
      "name": "director_no_survivor_bots",
      "desc": "Disable filling out the survivor team with bots"
    },
    {
      "name": "director_num_reserved_wanderers"
    },
    {
      "name": "director_output_population_visit"
    },
    {
      "name": "director_oxygen_tank_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_pain_pill_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_panic_forever",
      "desc": "Panic events never end"
    },
    {
      "name": "director_panic_wave_pause_max"
    },
    {
      "name": "director_panic_wave_pause_min"
    },
    {
      "name": "director_per_map_weapon_upgrade_chance"
    },
    {
      "name": "director_pipe_bomb_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_pistol_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_propane_tank_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_ready_duration",
      "desc": "If nonzero, survivor team has this amount of time to get ready before starting out"
    },
    {
      "name": "director_ready_radius",
      "desc": "The distance survivors can move from the starting weapons during the ready period"
    },
    {
      "name": "director_relax_max_flow_travel"
    },
    {
      "name": "director_relax_max_interval"
    },
    {
      "name": "director_relax_min_interval"
    },
    {
      "name": "director_scavenge_item_override",
      "desc": "Override map-specified item densities with cvar values for tuning"
    },
    {
      "name": "director_short_finale",
      "desc": "Short finale for testing escape vehicles"
    },
    {
      "name": "director_special_battlefield_respawn_interval"
    },
    {
      "name": "director_special_finale_offer_length",
      "desc": "How long is given to a player to accept the offer of a special zombie during the finale."
    },
    {
      "name": "director_special_initial_spawn_delay_max"
    },
    {
      "name": "director_special_initial_spawn_delay_max_extra"
    },
    {
      "name": "director_special_initial_spawn_delay_min"
    },
    {
      "name": "director_special_original_offer_length",
      "desc": "How long is given to the first player to accept the offer of a special zombie."
    },
    {
      "name": "director_special_respawn_interval"
    },
    {
      "name": "director_spectate_specials",
      "desc": "Allow spectating zombies"
    },
    {
      "name": "director_super_weapon_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_survivor_movement_window"
    },
    {
      "name": "director_sustain_peak_max_time"
    },
    {
      "name": "director_sustain_peak_min_time"
    },
    {
      "name": "director_tank_bypass_max_flow_travel"
    },
    {
      "name": "director_tank_checkpoint_interval",
      "desc": "Min time after leaving a checkpoint that a tank can spawn"
    },
    {
      "name": "director_tank_force_offer",
      "desc": "Forces the director to offer a tank"
    },
    {
      "name": "director_tank_lottery_entry_time",
      "desc": "Time it takes for entry into the tank lottery"
    },
    {
      "name": "director_tank_lottery_selection_time",
      "desc": "Time it takes for selection in the tank lottery"
    },
    {
      "name": "director_tank_max_interval"
    },
    {
      "name": "director_tank_min_interval"
    },
    {
      "name": "director_tank_offer_debug"
    },
    {
      "name": "director_test_loop",
      "desc": "Allow a team of nothing but bots, advance through maps and loop back to start"
    },
    {
      "name": "director_test_loop_restarts_before_rotate",
      "desc": "When looping and rotating, how many times to restart before moving to next campaign"
    },
    {
      "name": "director_test_loop_rotate_maps",
      "desc": "When looping, advance to the next map when reach end of campaign"
    },
    {
      "name": "director_test_loop_time",
      "desc": "When looping, stay in each map for at most the amount of time, in minutes, specified"
    },
    {
      "name": "director_threat_clear_radius",
      "desc": "Prevent wandering zombies within this radius of threats"
    },
    {
      "name": "director_threat_max_separation"
    },
    {
      "name": "director_threat_min_separation"
    },
    {
      "name": "director_threat_radius"
    },
    {
      "name": "director_transition_timeout",
      "desc": "Duration (in seconds) to wait for survivors to transition across changelevels"
    },
    {
      "name": "director_unfreeze_time",
      "desc": "Duration (in seconds) to wait to unfreeze a team after the first player has connected"
    },
    {
      "name": "director_upgradepack_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_vomitjar_density",
      "desc": "Items per 100 yards square"
    },
    {
      "name": "director_weapon_cluster_range",
      "desc": "Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types"
    },
    {
      "name": "disable_dynamic_prop_loading",
      "desc": "If non-zero when a map loads, dynamic props won't be loaded"
    },
    {
      "name": "disable_static_prop_loading",
      "desc": "If non-zero when a map loads, static props won't be loaded"
    },
    {
      "name": "display_game_events"
    },
    {
      "name": "engine_no_focus_sleep"
    },
    {
      "name": "ent_messages_draw",
      "desc": "Visualizes all entity input/output activity."
    },
    {
      "name": "ent_text_allow_script"
    },
    {
      "name": "fade_immediately"
    },
    {
      "name": "first_aid_heal_percent",
      "desc": "Percent of injuries to heal"
    },
    {
      "name": "first_aid_kit_max_heal"
    },
    {
      "name": "first_aid_kit_use_duration"
    },
    {
      "name": "fish_dormant",
      "desc": "Turns off interactive fish behavior. Fish become immobile and unresponsive."
    },
    {
      "name": "fog_enable_water_fog"
    },
    {
      "name": "force_disablex360"
    },
    {
      "name": "fps_max",
      "desc": "Frame rate limiter"
    },
    {
      "name": "fuel_barrel_damage_amount"
    },
    {
      "name": "fuel_barrel_damage_radius"
    },
    {
      "name": "fuel_barrel_debug"
    },
    {
      "name": "fuel_barrel_flame_instances"
    },
    {
      "name": "fuel_barrel_health"
    },
    {
      "name": "fuel_barrel_screen_shake_amplitude"
    },
    {
      "name": "fuel_barrel_screen_shake_duration"
    },
    {
      "name": "fuel_barrel_screen_shake_frequency"
    },
    {
      "name": "fuel_barrel_screen_shake_radius"
    },
    {
      "name": "func_break_max_pieces"
    },
    {
      "name": "g_debug_constraint_sounds",
      "desc": "Enable debug printing about constraint sounds."
    },
    {
      "name": "g_debug_physcannon"
    },
    {
      "name": "g_debug_ragdoll_removal"
    },
    {
      "name": "g_debug_vehiclebase"
    },
    {
      "name": "g_debug_vehicleexit"
    },
    {
      "name": "g_debug_vehiclesound"
    },
    {
      "name": "gas_can_use_duration"
    },
    {
      "name": "gascan_spit_time",
      "desc": "Gascans can survive this long in spit before they ignite."
    },
    {
      "name": "gascan_throw_force"
    },
    {
      "name": "gascan_use_range"
    },
    {
      "name": "gascan_use_tolerance"
    },
    {
      "name": "god",
      "desc": "Survivors don't take damage"
    },
    {
      "name": "grenadelauncher_damage"
    },
    {
      "name": "grenadelauncher_ff_scale",
      "desc": "ff scale for grenade launcher damage to other players"
    },
    {
      "name": "grenadelauncher_ff_scale_self",
      "desc": "ff scale for grenade launcher damage to other players"
    },
    {
      "name": "grenadelauncher_force_kill"
    },
    {
      "name": "grenadelauncher_radius_kill"
    },
    {
      "name": "grenadelauncher_radius_stumble"
    },
    {
      "name": "grenadelauncher_show_radius"
    },
    {
      "name": "grenadelauncher_velocity"
    },
    {
      "name": "hack_elevator_z_offset"
    },
    {
      "name": "host_flush_threshold",
      "desc": "Memory threshold below which the host should flush caches between server instances"
    },
    {
      "name": "host_framerate",
      "desc": "Set to lock per-frame time elapse."
    },
    {
      "name": "host_map",
      "desc": "Current map name."
    },
    {
      "name": "host_sleep",
      "desc": "Force the host to sleep a certain number of milliseconds each frame."
    },
    {
      "name": "host_timescale",
      "desc": "Prescale the clock by this amount."
    },
    {
      "name": "host_xbox_e3_restart",
      "desc": "E3 Demo Restart interval (in minutes)."
    },
    {
      "name": "hostfile",
      "desc": "The HOST file to load."
    },
    {
      "name": "hostip",
      "desc": "Host game server ip"
    },
    {
      "name": "hostname",
      "desc": "Hostname for server."
    },
    {
      "name": "hostport",
      "desc": "Host game server port"
    },
    {
      "name": "hunk_track_allocation_types"
    },
    {
      "name": "hunter_committed_attack_range"
    },
    {
      "name": "hunter_leap_away_give_up_range"
    },
    {
      "name": "hunter_pounce_air_speed"
    },
    {
      "name": "hunter_pounce_loft_rate",
      "desc": "Hunter adds this angle/distance when pouncing"
    },
    {
      "name": "hunter_pounce_max_loft_angle",
      "desc": "Maximum loft angle for Hunter Pounce angle adjustment"
    },
    {
      "name": "hunter_pounce_ready_range",
      "desc": "If victim is this close, crouch and get ready"
    },
    {
      "name": "hunter_pz_claw_dmg",
      "desc": "Amount of damage done by a PZ hunter's regular melee attack"
    },
    {
      "name": "in_forceuser",
      "desc": "Force user input to this split screen player."
    },
    {
      "name": "incendiary_ammo_burn_time",
      "desc": "Time to burn when hit by incendiary ammo"
    },
    {
      "name": "inferno_acid_spawn_angle",
      "desc": "Angular change from parent"
    },
    {
      "name": "inferno_child_spawn_interval_multiplier",
      "desc": "Amount spawn interval increases for each child"
    },
    {
      "name": "inferno_child_spawn_max_depth"
    },
    {
      "name": "inferno_damage",
      "desc": "Damage per second"
    },
    {
      "name": "inferno_debug"
    },
    {
      "name": "inferno_flame_lifetime",
      "desc": "Average lifetime of each flame in seconds"
    },
    {
      "name": "inferno_flame_spacing",
      "desc": "Minimum distance between separate flame spawns"
    },
    {
      "name": "inferno_forward_reduction_factor"
    },
    {
      "name": "inferno_friendly_fire_duration",
      "desc": "For this long, FF is credited back to the thrower."
    },
    {
      "name": "inferno_initial_spawn_interval",
      "desc": "Time between spawning flames for first fire"
    },
    {
      "name": "inferno_max_child_spawn_interval",
      "desc": "Largest time interval for child flame spawning"
    },
    {
      "name": "inferno_max_flames",
      "desc": "Maximum number of flames that can be created"
    },
    {
      "name": "inferno_max_range",
      "desc": "Maximum distance flames can spread from their initial ignition point"
    },
    {
      "name": "inferno_per_flame_spawn_duration",
      "desc": "Duration each new flame will attempt to spawn new flames"
    },
    {
      "name": "inferno_scorch_decals"
    },
    {
      "name": "inferno_spawn_angle",
      "desc": "Angular change from parent"
    },
    {
      "name": "inferno_surface_offset"
    },
    {
      "name": "inferno_velocity_decay_factor"
    },
    {
      "name": "inferno_velocity_factor"
    },
    {
      "name": "inferno_velocity_normal_factor"
    },
    {
      "name": "intensity_averaged_following_decay",
      "desc": "Seconds for the 'time averaged intensity' to meet the baseline intensity"
    },
    {
      "name": "intensity_decay_time",
      "desc": "Seconds to decay full intensity to zero"
    },
    {
      "name": "intensity_enemy_death_far_range"
    },
    {
      "name": "intensity_enemy_death_near_range"
    },
    {
      "name": "intensity_factor",
      "desc": "How quickly intensity increases"
    },
    {
      "name": "intensity_lock",
      "desc": "Lock players' intensities at this value"
    },
    {
      "name": "ip",
      "desc": "Overrides IP for multihomed hosts"
    },
    {
      "name": "jockey_pounce_air_speed"
    },
    {
      "name": "jockey_pounce_loft_rate",
      "desc": "Jockey adds this angle/distance when pouncing"
    },
    {
      "name": "jockey_pounce_max_loft_angle",
      "desc": "Maximum loft angle for Jockey Pounce angle adjustment"
    },
    {
      "name": "jockey_pz_claw_dmg",
      "desc": "Amount of damage done by a PZ jockey's regular melee attack"
    },
    {
      "name": "mat_bumpbasis"
    },
    {
      "name": "mat_debugalttab"
    },
    {
      "name": "mat_depthbias_normal"
    },
    {
      "name": "mat_drawflat"
    },
    {
      "name": "mat_dynamiclightmaps"
    },
    {
      "name": "mat_fastnobump"
    },
    {
      "name": "mat_fillrate"
    },
    {
      "name": "mat_forcedynamic"
    },
    {
      "name": "mat_fullbright"
    },
    {
      "name": "mat_hdr_tonemapscale",
      "desc": "The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open."
    },
    {
      "name": "mat_loadtextures"
    },
    {
      "name": "mat_luxels"
    },
    {
      "name": "mat_measurefillrate"
    },
    {
      "name": "mat_monitorgamma",
      "desc": "monitor gamma (typically 2.2 for CRT and 1.7 for LCD)"
    },
    {
      "name": "mat_monitorgamma_tv_enabled"
    },
    {
      "name": "mat_morphstats"
    },
    {
      "name": "mat_norendering"
    },
    {
      "name": "mat_normalmaps"
    },
    {
      "name": "mat_normals"
    },
    {
      "name": "mat_proxy"
    },
    {
      "name": "mat_queue_mode",
      "desc": "The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded"
    },
    {
      "name": "mat_queue_report",
      "desc": "Report thread stalls.  Positive number will filter by stalls >= time in ms.  -1 reports all locks."
    },
    {
      "name": "mat_reversedepth"
    },
    {
      "name": "mat_showlowresimage"
    },
    {
      "name": "mat_showmiplevels",
      "desc": "color-code miplevels 2: normalmaps, 1: everything else"
    },
    {
      "name": "mat_softwareskin"
    },
    {
      "name": "mat_spewalloc"
    },
    {
      "name": "mat_tessellation_accgeometrytangents"
    },
    {
      "name": "mat_tessellation_cornertangents"
    },
    {
      "name": "mat_tessellation_update_buffers"
    },
    {
      "name": "mat_tessellationmode"
    },
    {
      "name": "mat_wireframe"
    },
    {
      "name": "melee_collateral_shove_count"
    },
    {
      "name": "melee_combo_reset_time",
      "desc": "Seconds after a swing until we reset the combo activities"
    },
    {
      "name": "melee_force_scalar"
    },
    {
      "name": "melee_force_scalar_combat_character"
    },
    {
      "name": "melee_range"
    },
    {
      "name": "melee_show_swing"
    },
    {
      "name": "mem_incremental_compact_rate",
      "desc": "Rate at which to attempt internal heap compation"
    },
    {
      "name": "metamod_version",
      "desc": "Metamod:Source Version"
    },
    {
      "name": "mix_dynamic_cull_max_CI_emitters"
    },
    {
      "name": "mix_dynamic_debug_CI"
    },
    {
      "name": "mix_dynamic_max_CI_emitters"
    },
    {
      "name": "mix_dynamic_num_attack_vox_CI"
    },
    {
      "name": "mm_basedir",
      "desc": "Metamod:Source Base Folder"
    },
    {
      "name": "mm_pluginsfile",
      "desc": "Metamod:Source Plugins File"
    },
    {
      "name": "mm_server_search_lan_ports",
      "desc": "Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs."
    },
    {
      "name": "motd_enabled",
      "desc": "Toggles whether or not to show the MOTD to clients when they connect."
    },
    {
      "name": "motdfile",
      "desc": "The MOTD file to load."
    },
    {
      "name": "mounted_gun_cooldown_time",
      "desc": "Mounted gun cooldown time"
    },
    {
      "name": "mounted_gun_mount_cooldown_time"
    },
    {
      "name": "mounted_gun_overheat_penalty_time"
    },
    {
      "name": "mounted_gun_overheat_time",
      "desc": "Mouted gun overheat time"
    },
    {
      "name": "mounted_gun_rate_of_fire"
    },
    {
      "name": "mp_feetmaxyawrate"
    },
    {
      "name": "mp_roundlimit",
      "desc": "Maximum number of rounds"
    },
    {
      "name": "music_calm_min_interval",
      "desc": "Minimum time between DisturbingAtmosphere performances"
    },
    {
      "name": "music_dynamic_action_decay"
    },
    {
      "name": "music_dynamic_ambient_decay"
    },
    {
      "name": "music_dynamic_ambient_in_max"
    },
    {
      "name": "music_dynamic_ambient_in_min"
    },
    {
      "name": "music_dynamic_ambient_out_max"
    },
    {
      "name": "music_dynamic_ambient_out_min"
    },
    {
      "name": "music_dynamic_ambient_vol_min_alert"
    },
    {
      "name": "music_dynamic_attack_CI_close_decay"
    },
    {
      "name": "music_dynamic_attack_CI_close_distmax"
    },
    {
      "name": "music_dynamic_attack_CI_distmax"
    },
    {
      "name": "music_dynamic_attack_CI_near_decay"
    },
    {
      "name": "music_dynamic_attack_CI_near_distmax"
    },
    {
      "name": "music_dynamic_attack_CI_num"
    },
    {
      "name": "music_dynamic_attack_CI_veryclose_decay"
    },
    {
      "name": "music_dynamic_attack_CI_veryclose_distmax"
    },
    {
      "name": "music_dynamic_calm_decay"
    },
    {
      "name": "music_dynamic_CI_sight_decay"
    },
    {
      "name": "music_dynamic_damage_decay"
    },
    {
      "name": "music_dynamic_damage_duck_damage_max"
    },
    {
      "name": "music_dynamic_damage_duck_damage_min"
    },
    {
      "name": "music_dynamic_damage_duck_max"
    },
    {
      "name": "music_dynamic_damage_duck_min"
    },
    {
      "name": "music_dynamic_damage_increment"
    },
    {
      "name": "music_dynamic_debug",
      "desc": "Draw parameter meters"
    },
    {
      "name": "music_dynamic_dodamage_decay"
    },
    {
      "name": "music_dynamic_dodamage_increment"
    },
    {
      "name": "music_dynamic_gunfire_decay"
    },
    {
      "name": "music_dynamic_gunfire_increment"
    },
    {
      "name": "music_dynamic_gunfireslow_decay"
    },
    {
      "name": "music_dynamic_gunfireslow_increment"
    },
    {
      "name": "music_dynamic_mob_action_close_max"
    },
    {
      "name": "music_dynamic_mob_action_close_min"
    },
    {
      "name": "music_dynamic_mob_action_decay"
    },
    {
      "name": "music_dynamic_mob_action_increment"
    },
    {
      "name": "music_dynamic_mob_action_max"
    },
    {
      "name": "music_dynamic_mob_action_min"
    },
    {
      "name": "music_dynamic_mob_choir_BPM"
    },
    {
      "name": "music_dynamic_mob_choir_interval_beats"
    },
    {
      "name": "music_dynamic_mob_choir_interval_randmultmax"
    },
    {
      "name": "music_dynamic_mob_damage_max"
    },
    {
      "name": "music_dynamic_mob_damage_min"
    },
    {
      "name": "music_dynamic_mob_decay"
    },
    {
      "name": "music_dynamic_mob_increment"
    },
    {
      "name": "music_dynamic_mob_large",
      "desc": "Spawning a large mob"
    },
    {
      "name": "music_dynamic_mob_max"
    },
    {
      "name": "music_dynamic_mob_med",
      "desc": "Spawning a med mob"
    },
    {
      "name": "music_dynamic_mob_min"
    },
    {
      "name": "music_dynamic_mob_small",
      "desc": "Spawning a small mob"
    },
    {
      "name": "music_dynamic_on"
    },
    {
      "name": "music_dynamic_PZ_BPM"
    },
    {
      "name": "music_dynamic_PZ_interval_randmultmax"
    },
    {
      "name": "music_dynamic_scavenge_beat",
      "desc": "play beat music during scavenge mode"
    },
    {
      "name": "music_dynamic_SI_close_distmax"
    },
    {
      "name": "music_dynamic_SI_far_distmin"
    },
    {
      "name": "music_dynamic_SI_inrange_distmax"
    },
    {
      "name": "music_dynamic_solosuccess_damagemin"
    },
    {
      "name": "music_dynamic_solosuccess_decay"
    },
    {
      "name": "music_dynamic_solosuccess_increment"
    },
    {
      "name": "music_dynamic_specials_interval_beats"
    },
    {
      "name": "music_dynamic_threat_decay"
    },
    {
      "name": "music_dynamic_update_interval",
      "desc": "interval between music status/action update"
    },
    {
      "name": "music_dynamic_witch_alert_interval"
    },
    {
      "name": "music_dynamic_witch_near_max"
    },
    {
      "name": "music_dynamic_witch_near_min"
    },
    {
      "name": "music_intensity_override",
      "desc": "Overrides the player's music intensity track for testing"
    },
    {
      "name": "music_intensity_threshold"
    },
    {
      "name": "music_large_area_reveal_repeat_threshold",
      "desc": "The minimum time in seconds between performances of this music"
    },
    {
      "name": "music_large_area_reveal_threshold",
      "desc": "How much new area must be revealed to trigger the reveal music"
    },
    {
      "name": "music_manager",
      "desc": "Using the new music manager system."
    },
    {
      "name": "music_min_pending_threat_time",
      "desc": "Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence"
    },
    {
      "name": "music_min_safe_time",
      "desc": "Minimum time that we haven't seen a threat or been injured. Used when deciding to play MomentOfSilence"
    },
    {
      "name": "music_moment_of_silence_repeat_interval",
      "desc": "Minimum time between successive MomentOfSilence performances"
    },
    {
      "name": "music_moment_of_silence_start_delay",
      "desc": "Minimum time before we can play a MomentOfSilence after leaving a Checkpoint"
    },
    {
      "name": "name",
      "desc": "Current user name"
    },
    {
      "name": "name2",
      "desc": "Current user name"
    },
    {
      "name": "nav_area_bgcolor",
      "desc": "RGBA color to draw as the background color for nav areas while editing."
    },
    {
      "name": "nav_area_max_size",
      "desc": "Max area size created in nav generation"
    },
    {
      "name": "nav_blockers_can_affect_flow"
    },
    {
      "name": "nav_coplanar_slope_limit"
    },
    {
      "name": "nav_coplanar_slope_limit_displacement"
    },
    {
      "name": "nav_corner_adjust_adjacent",
      "desc": "radius used to raise/lower corners in nearby areas when raising/lowering corners."
    },
    {
      "name": "nav_create_area_at_feet",
      "desc": "Anchor nav_begin_area Z to editing player's feet"
    },
    {
      "name": "nav_create_place_on_ground",
      "desc": "If true, nav areas will be placed flush with the ground when created by hand."
    },
    {
      "name": "nav_debug_blocked"
    },
    {
      "name": "nav_debug_finale_area",
      "desc": "Show extents of finale area and selected finale center"
    },
    {
      "name": "nav_displacement_test",
      "desc": "Checks for nodes embedded in displacements (useful for in-development maps)"
    },
    {
      "name": "nav_draw_limit",
      "desc": "The maximum number of areas to draw in edit mode"
    },
    {
      "name": "nav_edit",
      "desc": "Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode."
    },
    {
      "name": "nav_flood_select_tolerance",
      "desc": "Allowable z distance of selectable areas from the start area."
    },
    {
      "name": "nav_flow_max_survivor_climb_height",
      "desc": "Maximum Survivor climb-up height used during flow computation"
    },
    {
      "name": "nav_flow_max_survivor_drop_height",
      "desc": "Maximum Survivor drop-down height used during flow computation"
    },
    {
      "name": "nav_fog_edit"
    },
    {
      "name": "nav_generate_fencetops",
      "desc": "Autogenerate nav areas on fence and obstacle tops"
    },
    {
      "name": "nav_generate_fixup_jump_areas",
      "desc": "Convert obsolete jump areas into 2-way connections"
    },
    {
      "name": "nav_generate_incremental_range"
    },
    {
      "name": "nav_generate_incremental_tolerance",
      "desc": "Z tolerance for adding new nav areas."
    },
    {
      "name": "nav_lying_down_percent",
      "desc": "Chance that wandering infected will be lying down in a SPAWN_LYINGDOWN area."
    },
    {
      "name": "nav_max_auto_area_size",
      "desc": "Max size in x/y of any auto-generated nav area"
    },
    {
      "name": "nav_max_view_distance",
      "desc": "Maximum range for precomputed nav mesh visibility (0 = default 1500 units)"
    },
    {
      "name": "nav_max_vis_delta_list_length"
    },
    {
      "name": "nav_obscure_range"
    },
    {
      "name": "nav_potentially_visible_dot_tolerance"
    },
    {
      "name": "nav_quicksave",
      "desc": "Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing."
    },
    {
      "name": "nav_recompute_flow_optimization"
    },
    {
      "name": "nav_selected_set_border_color",
      "desc": "Color used to draw the selected set borders while editing."
    },
    {
      "name": "nav_selected_set_color",
      "desc": "Color used to draw the selected set background while editing."
    },
    {
      "name": "nav_show_approach_points",
      "desc": "Show Approach Points in the Navigation Mesh."
    },
    {
      "name": "nav_show_area_info",
      "desc": "Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)"
    },
    {
      "name": "nav_show_compass"
    },
    {
      "name": "nav_show_connectionblockers",
      "desc": "Debug: Show connection blocker models."
    },
    {
      "name": "nav_show_danger",
      "desc": "Show current 'danger' levels."
    },
    {
      "name": "nav_show_light_intensity"
    },
    {
      "name": "nav_show_node_grid"
    },
    {
      "name": "nav_show_node_id"
    },
    {
      "name": "nav_show_nodes"
    },
    {
      "name": "nav_show_player_area",
      "desc": "Draws the last known area for the given entindex"
    },
    {
      "name": "nav_show_player_counts",
      "desc": "Show current player counts in each area."
    },
    {
      "name": "nav_slope_limit",
      "desc": "The ground unit normal's Z component must be greater than this for nav areas to be generated."
    },
    {
      "name": "nav_slope_tolerance",
      "desc": "The ground unit normal's Z component must be this close to the nav area's Z component to be generated."
    },
    {
      "name": "nav_snap_to_grid",
      "desc": "Snap to the nav generation grid when creating new nav areas"
    },
    {
      "name": "nav_solid_props",
      "desc": "Make props solid to nav generation/editing"
    },
    {
      "name": "nav_split_place_on_ground",
      "desc": "If true, nav areas will be placed flush with the ground when split."
    },
    {
      "name": "nav_test_node"
    },
    {
      "name": "nav_test_node_crouch"
    },
    {
      "name": "nav_test_node_crouch_dir"
    },
    {
      "name": "nav_trouble_test_area",
      "desc": "If nonzero, tests will be run against this areaID only"
    },
    {
      "name": "nav_trouble_test_debug_duration"
    },
    {
      "name": "nav_trouble_walkable_backtrace"
    },
    {
      "name": "nav_update_visibility_on_edit",
      "desc": "If nonzero editing the mesh will incrementally recompue visibility"
    },
    {
      "name": "nb_acceleration"
    },
    {
      "name": "nb_allow_avoiding"
    },
    {
      "name": "nb_allow_climbing"
    },
    {
      "name": "nb_allow_gap_jumping"
    },
    {
      "name": "nb_blind",
      "desc": "Disable vision"
    },
    {
      "name": "nb_chase_lead_time"
    },
    {
      "name": "nb_debug_climbing"
    },
    {
      "name": "nb_debug_history",
      "desc": "If true, each bot keeps a history of debug output in memory"
    },
    {
      "name": "nb_direct_chase_nav_check",
      "desc": "Set to zero to stop bots that use the direct chase path follower from performing a 2D check through the nav to validate a direc"
    },
    {
      "name": "nb_friction_forward"
    },
    {
      "name": "nb_friction_sideways"
    },
    {
      "name": "nb_goal_look_ahead_range"
    },
    {
      "name": "nb_gravity"
    },
    {
      "name": "nb_head_aim_settle_duration"
    },
    {
      "name": "nb_head_aim_steady_max_rate"
    },
    {
      "name": "nb_ladder_align_range"
    },
    {
      "name": "nb_lean_forward_accel"
    },
    {
      "name": "nb_lean_max_angle"
    },
    {
      "name": "nb_lean_rate"
    },
    {
      "name": "nb_path_draw_inc"
    },
    {
      "name": "nb_path_segment_influence_radius"
    },
    {
      "name": "nb_player_crouch",
      "desc": "Force bots to crouch"
    },
    {
      "name": "nb_player_move",
      "desc": "Prevents bots from moving"
    },
    {
      "name": "nb_player_stop",
      "desc": "Stop all NextBotPlayers from updating"
    },
    {
      "name": "nb_player_walk",
      "desc": "Force bots to walk"
    },
    {
      "name": "nb_saccade_speed"
    },
    {
      "name": "nb_saccade_time"
    },
    {
      "name": "nb_speed_look_ahead_range"
    },
    {
      "name": "nb_stop",
      "desc": "Stop all NextBots"
    },
    {
      "name": "nb_stuck_dump_filter_entindex",
      "desc": "If nonzero, only display stuck data for entities with the given entindex"
    },
    {
      "name": "nb_stuck_dump_filter_identifier",
      "desc": "Only display stuck data for entities whose identifier matches this substring"
    },
    {
      "name": "nb_stuck_dump_filter_min_duration",
      "desc": "Only display stuck data for entities who were stuck longer than this duration"
    },
    {
      "name": "nb_stuck_dump_filter_time_end",
      "desc": "Do not display stuck data with a timestamp greater than this value"
    },
    {
      "name": "nb_stuck_dump_filter_time_start",
      "desc": "Do not display stuck data with a timestamp less than this value"
    },
    {
      "name": "nb_stuck_dump_show_details",
      "desc": "If nonzero, include more data in stuck display"
    },
    {
      "name": "nb_stuck_dump_threshold",
      "desc": "If a bot is stuck equal to or longer than this value in seconds, dump debug data to console and logfile. -1 to disable"
    },
    {
      "name": "nb_update_debug"
    },
    {
      "name": "nb_update_framelimit"
    },
    {
      "name": "nb_update_frequency"
    },
    {
      "name": "nb_update_maxslide"
    },
    {
      "name": "nb_vision_ignore_survivors"
    },
    {
      "name": "nb_vision_notice_hidden_range"
    },
    {
      "name": "nb_yaw_rate"
    },
    {
      "name": "net_allow_multicast"
    },
    {
      "name": "net_blockmsg",
      "desc": "Discards incoming message: <0|1|name>"
    },
    {
      "name": "net_chan_limit_disabled",
      "desc": "Disable netchannel processing limits"
    },
    {
      "name": "net_chan_limit_in_debug_session",
      "desc": "Netchannel processing can be limited in debug session to test actual disconnects"
    },
    {
      "name": "net_chan_limit_msec",
      "desc": "Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget"
    },
    {
      "name": "net_chan_stats_dump",
      "desc": "Netchannel statistics will dump in the logs upon request"
    },
    {
      "name": "net_chan_stats_dump_top_msgs",
      "desc": "Netchannel statistics will dump so many top messages in each category"
    },
    {
      "name": "net_chan_stats_lru",
      "desc": "Netchannel statistics LRU accumulation buffer size"
    },
    {
      "name": "net_droppackets",
      "desc": "Drops next n packets on client"
    },
    {
      "name": "net_fakejitter",
      "desc": "Jitter fakelag packet time"
    },
    {
      "name": "net_fakelag",
      "desc": "Lag all incoming network data (including loopback) by this many milliseconds."
    },
    {
      "name": "net_fakeloss",
      "desc": "Simulate packet loss as a percentage (negative means drop 1/n packets)"
    },
    {
      "name": "net_maxroutable",
      "desc": "Requested max packet size before packets are 'split'."
    },
    {
      "name": "net_public_adr",
      "desc": "For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x'"
    },
    {
      "name": "net_showreliablesounds"
    },
    {
      "name": "net_showsplit_errors",
      "desc": "Show info about invalid packet split"
    },
    {
      "name": "net_showsplits",
      "desc": "Show info about packet splits"
    },
    {
      "name": "net_showudp",
      "desc": "Dump UDP packets summary to console"
    },
    {
      "name": "net_showudp_remoteonly",
      "desc": "Dump non-loopback udp only"
    },
    {
      "name": "net_splitpacket_maxrate",
      "desc": "Max bytes per second when queueing splitpacket chunks"
    },
    {
      "name": "net_splitrate",
      "desc": "Number of fragments for a splitpacket that can be sent per frame"
    },
    {
      "name": "next",
      "desc": "Set to 1 to advance to next frame ( when singlestep == 1 )"
    },
    {
      "name": "noclip_fixup"
    },
    {
      "name": "npc_height_adjust",
      "desc": "Enable test mode for ik height adjustment"
    },
    {
      "name": "pain_pills_decay_rate"
    },
    {
      "name": "pain_pills_health_threshold",
      "desc": "Pills can't be used unless total health is less than this amount"
    },
    {
      "name": "pain_pills_health_value"
    },
    {
      "name": "particle_test_attach_attachment",
      "desc": "Attachment index for attachment mode"
    },
    {
      "name": "particle_test_attach_mode",
      "desc": "Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'"
    },
    {
      "name": "particle_test_file",
      "desc": "Name of the particle system to dynamically spawn"
    },
    {
      "name": "password",
      "desc": "Current server access password"
    },
    {
      "name": "phys2_dump_runtime_sizes"
    },
    {
      "name": "phys2_preload_models"
    },
    {
      "name": "phys2_vdb"
    },
    {
      "name": "phys2_vdb_host"
    },
    {
      "name": "phys_explosion_force"
    },
    {
      "name": "physx_debug_dll"
    },
    {
      "name": "physx_valve_dll"
    },
    {
      "name": "player_debug_print_damage",
      "desc": "When true, print amount and type of all damage received by player to console."
    },
    {
      "name": "player_incap_use_radius"
    },
    {
      "name": "player_throwforce"
    },
    {
      "name": "player_use_radius"
    },
    {
      "name": "precache_all_survivors"
    },
    {
      "name": "r_AirboatViewDampenDamp"
    },
    {
      "name": "r_AirboatViewDampenFreq"
    },
    {
      "name": "r_AirboatViewZHeight"
    },
    {
      "name": "r_ambientfraction",
      "desc": "Fraction of direct lighting used to boost lighting when model requests"
    },
    {
      "name": "r_colorstaticprops"
    },
    {
      "name": "r_debugrandomstaticlighting",
      "desc": "Set to 1 to randomize static lighting for debugging.  Must restart for change to take affect."
    },
    {
      "name": "r_DispBuildable"
    },
    {
      "name": "r_DispWalkable"
    },
    {
      "name": "r_drawbrushmodels",
      "desc": "Render brush models. 0=Off, 1=Normal, 2=Wireframe"
    },
    {
      "name": "r_drawdecals",
      "desc": "Render decals."
    },
    {
      "name": "r_DrawDisp",
      "desc": "Toggles rendering of displacment maps"
    },
    {
      "name": "r_drawentities"
    },
    {
      "name": "r_drawfuncdetail",
      "desc": "Render func_detail"
    },
    {
      "name": "r_drawleaf",
      "desc": "Draw the specified leaf."
    },
    {
      "name": "r_drawlightcache",
      "desc": "0: off 1: draw light cache entries 2: draw rays"
    },
    {
      "name": "r_DrawModelLightOrigin"
    },
    {
      "name": "r_drawmodelstatsoverlay"
    },
    {
      "name": "r_drawmodelstatsoverlaydistance"
    },
    {
      "name": "r_drawmodelstatsoverlaymax",
      "desc": "time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2"
    },
    {
      "name": "r_drawmodelstatsoverlaymin",
      "desc": "time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2"
    },
    {
      "name": "r_drawstaticprops",
      "desc": "0=Off, 1=Normal, 2=Wireframe"
    },
    {
      "name": "r_drawtranslucentworld"
    },
    {
      "name": "r_drawworld",
      "desc": "Render the world."
    },
    {
      "name": "r_dscale_basefov"
    },
    {
      "name": "r_dscale_fardist"
    },
    {
      "name": "r_dscale_farscale"
    },
    {
      "name": "r_dscale_neardist"
    },
    {
      "name": "r_dscale_nearscale"
    },
    {
      "name": "r_dynamic"
    },
    {
      "name": "r_eyemove"
    },
    {
      "name": "r_eyeshift_x"
    },
    {
      "name": "r_eyeshift_y"
    },
    {
      "name": "r_eyeshift_z"
    },
    {
      "name": "r_eyesize"
    },
    {
      "name": "r_hwmorph"
    },
    {
      "name": "r_itemblinkmax"
    },
    {
      "name": "r_itemblinkrate"
    },
    {
      "name": "r_JeepFOV"
    },
    {
      "name": "r_JeepViewDampenDamp"
    },
    {
      "name": "r_JeepViewDampenFreq"
    },
    {
      "name": "r_JeepViewZHeight"
    },
    {
      "name": "r_lightcachemodel"
    },
    {
      "name": "r_lightinterp",
      "desc": "Controls the speed of light interpolation, 0 turns off interpolation"
    },
    {
      "name": "r_lightmap"
    },
    {
      "name": "r_lightstyle"
    },
    {
      "name": "r_lockpvs",
      "desc": "Lock the PVS so you can fly around and inspect what is being drawn."
    },
    {
      "name": "r_modelwireframedecal"
    },
    {
      "name": "r_nohw"
    },
    {
      "name": "r_nosw"
    },
    {
      "name": "r_novis",
      "desc": "Turn off the PVS."
    },
    {
      "name": "r_occlusionspew",
      "desc": "Activate/deactivates spew about what the occlusion system is doing."
    },
    {
      "name": "r_partition_level",
      "desc": "Displays a particular level of the spatial partition system. Use -1 to disable it."
    },
    {
      "name": "r_proplightingpooling",
      "desc": "0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset"
    },
    {
      "name": "r_randomflex"
    },
    {
      "name": "r_showenvcubemap"
    },
    {
      "name": "r_skin"
    },
    {
      "name": "r_slowpathwireframe"
    },
    {
      "name": "r_vehicleBrakeRate"
    },
    {
      "name": "r_VehicleViewDampen"
    },
    {
      "name": "r_visocclusion",
      "desc": "Activate/deactivate wireframe rendering of what the occlusion system is doing."
    },
    {
      "name": "r_visualizetraces"
    },
    {
      "name": "radius_damage_show_hits"
    },
    {
      "name": "rcon_password",
      "desc": "remote console password."
    },
    {
      "name": "rescue_distance",
      "desc": "Living survivors must travel this far past a dead survivor's corpse to be able to rescue him"
    },
    {
      "name": "rescue_finale_ignore_distance",
      "desc": "If living survivors are this far past a rescuable survivor, he stops calling for help"
    },
    {
      "name": "rescue_finale_spawn_range",
      "desc": "info_survivor_rescue ents will be considered if they are this close to the leading survivor"
    },
    {
      "name": "rescue_ignore_distance",
      "desc": "If living survivors are this far past a rescuable survivor, he stops calling for help"
    },
    {
      "name": "rescue_interval",
      "desc": "Dead survivors are checked to start calling for help this often"
    },
    {
      "name": "rescue_min_dead_time",
      "desc": "Duration in seconds a survivor must be dead before being rescuable"
    },
    {
      "name": "rescue_range",
      "desc": "if a survivor gets this close to an active info_survivor_rescue, it will be triggered"
    },
    {
      "name": "rescue_spawn_flow",
      "desc": "info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivor"
    },
    {
      "name": "rescue_spawn_range",
      "desc": "info_survivor_rescue ents will be considered if they are this close to the leading survivor"
    },
    {
      "name": "rescue_yell_delay",
      "desc": "Delay before yelling when activating"
    },
    {
      "name": "rescue_yell_interval",
      "desc": "Interval at which an info_survivor_rescue yells for help"
    },
    {
      "name": "rr_followup_maxdist",
      "desc": "'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance."
    },
    {
      "name": "rr_remarkable_maxdist",
      "desc": "info_remarkables more distant than this from a player will not even be tested to see if a rule matches them."
    },
    {
      "name": "rr_remarkable_world_entities_replay_limit",
      "desc": "TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable"
    },
    {
      "name": "rr_thenany_score_slop",
      "desc": "When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere"
    },
    {
      "name": "sb_all_bot_game",
      "desc": "Allow a server of nothing but bots"
    },
    {
      "name": "sb_allow_shoot_through_survivors",
      "desc": "Allow survivorbots to shoot through fellow survivors"
    },
    {
      "name": "sb_battlestation_give_up_range_from_human"
    },
    {
      "name": "sb_battlestation_human_hold_time",
      "desc": "How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations"
    },
    {
      "name": "sb_close_checkpoint_door_interval"
    },
    {
      "name": "sb_close_threat_range"
    },
    {
      "name": "sb_combat_saccade_speed"
    },
    {
      "name": "sb_crouch",
      "desc": "Forces survivor bots to crouch"
    },
    {
      "name": "sb_debug_apoproach_wait_time",
      "desc": "How long a SurvivorBot waits once it reaches its debug move-to spot"
    },
    {
      "name": "sb_debug_buddy"
    },
    {
      "name": "sb_debug_locomotion"
    },
    {
      "name": "sb_debug_retreat"
    },
    {
      "name": "sb_debug_team_avoidance"
    },
    {
      "name": "sb_dont_bash",
      "desc": "Force SurvivorBots to not bash"
    },
    {
      "name": "sb_dont_shoot",
      "desc": "Force SurvivorBots to not fire their weapons"
    },
    {
      "name": "sb_enforce_proximity_lookat_timeout"
    },
    {
      "name": "sb_enforce_proximity_range"
    },
    {
      "name": "sb_escort"
    },
    {
      "name": "sb_far_hearing_range"
    },
    {
      "name": "sb_flashlight",
      "desc": "Forces survivor bots to use flashlights (-1 to force off)"
    },
    {
      "name": "sb_follow_stress_factor"
    },
    {
      "name": "sb_friend_immobilized_reaction_time_expert",
      "desc": "How quickly a SurvivorBot realizes a friend has been Pounced or Tongued"
    },
    {
      "name": "sb_friend_immobilized_reaction_time_hard",
      "desc": "How quickly a SurvivorBot realizes a friend has been Pounced or Tongued"
    },
    {
      "name": "sb_friend_immobilized_reaction_time_normal",
      "desc": "How quickly a SurvivorBot realizes a friend has been Pounced or Tongued"
    },
    {
      "name": "sb_friend_immobilized_reaction_time_vs",
      "desc": "How quickly a SurvivorBot realizes a friend has been Pounced or Tongued"
    },
    {
      "name": "sb_friendlyfire"
    },
    {
      "name": "sb_hindrance_range"
    },
    {
      "name": "sb_hold_position",
      "desc": "Force SurvivorBots to stand still"
    },
    {
      "name": "sb_l4d1_survivor_behavior"
    },
    {
      "name": "sb_locomotion_wait_threshold"
    },
    {
      "name": "sb_max_battlestation_range_from_human"
    },
    {
      "name": "sb_max_scavenge_separation",
      "desc": "SurvivorBots won't scavenge items farther away from the group than this"
    },
    {
      "name": "sb_max_team_melee_weapons",
      "desc": "The total number of melee weapons allowed on the team. 0 = bots never use melee"
    },
    {
      "name": "sb_min_attention_notice_time",
      "desc": "If someone looks at me longer than this, I'll notice"
    },
    {
      "name": "sb_min_orphan_time_to_cover"
    },
    {
      "name": "sb_minigun_distance"
    },
    {
      "name": "sb_move",
      "desc": "Stop all SurvivorBots from moving"
    },
    {
      "name": "sb_narrow_corridor_width"
    },
    {
      "name": "sb_near_hearing_range"
    },
    {
      "name": "sb_neighbor_range",
      "desc": "How close a friend needs to be to feel safe"
    },
    {
      "name": "sb_normal_saccade_speed"
    },
    {
      "name": "sb_open_fire",
      "desc": "Forces survivor bots to fire continuously"
    },
    {
      "name": "sb_path_lookahead_range"
    },
    {
      "name": "sb_perf_crawl",
      "desc": "If true, survivor bot will be doing a perf-crawl walk through the map"
    },
    {
      "name": "sb_perf_crawl_ang",
      "desc": "Rotation angles at perf-crawl snapshots in the map"
    },
    {
      "name": "sb_perf_crawl_dist",
      "desc": "Distance between perf-crawl snapshots in the map"
    },
    {
      "name": "sb_perf_crawl_time",
      "desc": "How much time is spent at each perf-crawl spot/ang in the map"
    },
    {
      "name": "sb_perf_dump",
      "desc": "If true, low perf places will be dumped"
    },
    {
      "name": "sb_perf_dump_bots",
      "desc": "Which bots to use for dumping: namvet, girl, biker, manager"
    },
    {
      "name": "sb_pushscale"
    },
    {
      "name": "sb_reachability_cache_lifetime"
    },
    {
      "name": "sb_replacement_interval",
      "desc": "Force SurvivorBots to be replaced after this many seconds for stress testing"
    },
    {
      "name": "sb_rescue_vehicle_loading_range",
      "desc": "How close to the arrival point of the rescue vehicle SurvivorBots try to get"
    },
    {
      "name": "sb_revive_friend_distance"
    },
    {
      "name": "sb_separation_danger_max_range",
      "desc": "A Survivor teammate this far away needs to be gathered back into the group"
    },
    {
      "name": "sb_separation_danger_min_range",
      "desc": "A Survivor teammate this far away is straying from the group"
    },
    {
      "name": "sb_separation_range",
      "desc": "Desired distance between Survivors"
    },
    {
      "name": "sb_show_threat_areas"
    },
    {
      "name": "sb_sidestep_for_horde",
      "desc": "Allow sidestepping left/right to acquire common infected targets"
    },
    {
      "name": "sb_stop",
      "desc": "Forces survivor bots to stand still"
    },
    {
      "name": "sb_threat_close_range",
      "desc": "Very close range for threats"
    },
    {
      "name": "sb_threat_exposure_stop"
    },
    {
      "name": "sb_threat_exposure_walk"
    },
    {
      "name": "sb_threat_far_range",
      "desc": "Close enough to be a threat if near several other threats"
    },
    {
      "name": "sb_threat_medium_range",
      "desc": "Too close for comfort, even when neutral"
    },
    {
      "name": "sb_threat_very_close_range"
    },
    {
      "name": "sb_threat_very_far_range",
      "desc": "Too far to be a threat, even for boss infected"
    },
    {
      "name": "sb_unstick"
    },
    {
      "name": "sb_use_button_range"
    },
    {
      "name": "sb_use_upgrades"
    },
    {
      "name": "sb_vomit_blind_time",
      "desc": "How long Boomer vomit/explosion gore blinds us"
    },
    {
      "name": "scavenge_item_respawn_delay",
      "desc": "After being destroyed, time until a scavenge item will respawn"
    },
    {
      "name": "scavenge_wanderer_respawn_chance",
      "desc": "Percent chance that a new wanderer will spawn in a cleared nav area."
    },
    {
      "name": "scene_showlook",
      "desc": "When playing back, show the directions of look events."
    },
    {
      "name": "scene_showmoveto",
      "desc": "When moving, show the end location."
    },
    {
      "name": "scene_showunlock",
      "desc": "Show when a vcd is playing but normal AI is running."
    },
    {
      "name": "shout_going_to_die_interval"
    },
    {
      "name": "shout_make_way_interval"
    },
    {
      "name": "shout_max_warn_range"
    },
    {
      "name": "shout_min_special_warn_interval"
    },
    {
      "name": "shout_min_use_range"
    },
    {
      "name": "shout_min_warn_interval"
    },
    {
      "name": "shout_threat_range"
    },
    {
      "name": "shout_view_motion_threshold"
    },
    {
      "name": "shout_view_target_threahold"
    },
    {
      "name": "showtriggers",
      "desc": "Shows trigger brushes"
    },
    {
      "name": "singlestep",
      "desc": "Run engine in single step mode ( set next to 1 to advance a frame )"
    },
    {
      "name": "sk_autoaim_mode"
    },
    {
      "name": "skill",
      "desc": "Game skill level (1-3)."
    },
    {
      "name": "sm_basepath",
      "desc": "SourceMod base path (set via command line)"
    },
    {
      "name": "sm_beacon_radius",
      "desc": "Sets the radius for beacon's light rings."
    },
    {
      "name": "sm_burn_duration",
      "desc": "Sets the default duration of sm_burn and firebomb victims."
    },
    {
      "name": "sm_chat_mode",
      "desc": "Allows player's to send messages to admin chat."
    },
    {
      "name": "sm_corecfgfile",
      "desc": "SourceMod core configuration file"
    },
    {
      "name": "sm_datetime_format",
      "desc": "Default formatting time rules"
    },
    {
      "name": "sm_deadtalk",
      "desc": "Controls how dead communicate. 0 - Off. 1 - Dead players ignore teams. 2 - Dead players talk to living teammates."
    },
    {
      "name": "sm_debug_connect",
      "desc": "Log Debug information about potential connection issues."
    },
    {
      "name": "sm_firebomb_mode",
      "desc": "Who is targetted by the FireBomb? 0 = Target only, 1 = Target's team, 2 = Everyone"
    },
    {
      "name": "sm_firebomb_radius",
      "desc": "Sets the bomb blast radius."
    },
    {
      "name": "sm_firebomb_ticks",
      "desc": "Sets how long the FireBomb fuse is."
    },
    {
      "name": "sm_flood_time",
      "desc": "Amount of time allowed between chat messages"
    },
    {
      "name": "sm_freeze_duration",
      "desc": "Sets the default duration for sm_freeze and freezebomb victims"
    },
    {
      "name": "sm_freezebomb_mode",
      "desc": "Who is targetted by the freezebomb? 0 = Target only, 1 = Target's team, 2 = Everyone"
    },
    {
      "name": "sm_freezebomb_radius",
      "desc": "Sets the freezebomb blast radius."
    },
    {
      "name": "sm_freezebomb_ticks",
      "desc": "Sets how long the freezebomb fuse is."
    },
    {
      "name": "sm_hide_slots",
      "desc": "If set to 1, reserved slots will be hidden (subtracted from the max slot count)"
    },
    {
      "name": "sm_immunity_mode",
      "desc": "Mode for deciding immunity protection"
    },
    {
      "name": "sm_maphistory_size"
    },
    {
      "name": "sm_menu_sounds",
      "desc": "Sets whether SourceMod menus play trigger sounds"
    },
    {
      "name": "sm_nextmap"
    },
    {
      "name": "sm_reserve_kicktype",
      "desc": "How to select a client to kick (if appropriate)"
    },
    {
      "name": "sm_reserve_maxadmins",
      "desc": "Maximum amount of admins to let in the server with reserve type 2"
    },
    {
      "name": "sm_reserve_type",
      "desc": "Method of reserving slots"
    },
    {
      "name": "sm_reserved_slots",
      "desc": "Number of reserved player slots"
    },
    {
      "name": "sm_show_activity",
      "desc": "Activity display setting (see sourcemod.cfg)"
    },
    {
      "name": "sm_time_adjustment",
      "desc": "Adjusts the server time in seconds"
    },
    {
      "name": "sm_timebomb_mode",
      "desc": "Who is killed by the timebomb? 0 = Target only, 1 = Target's team, 2 = Everyone"
    },
    {
      "name": "sm_timebomb_radius",
      "desc": "Sets the bomb blast radius."
    },
    {
      "name": "sm_timebomb_ticks",
      "desc": "Sets how long the timebomb fuse is."
    },
    {
      "name": "sm_timeleft_interval",
      "desc": "Display timeleft every x seconds. Default 0."
    },
    {
      "name": "sm_trigger_show",
      "desc": "Display triggers message to all players? (0 off, 1 on, def. 0)"
    },
    {
      "name": "sm_vote_alltalk",
      "desc": "percent required for successful alltalk vote."
    },
    {
      "name": "sm_vote_ban",
      "desc": "percent required for successful ban vote."
    },
    {
      "name": "sm_vote_burn",
      "desc": "percent required for successful burn vote."
    },
    {
      "name": "sm_vote_delay",
      "desc": "Sets the recommended time in between public votes"
    },
    {
      "name": "sm_vote_ff",
      "desc": "percent required for successful friendly fire vote."
    },
    {
      "name": "sm_vote_gravity",
      "desc": "percent required for successful gravity vote."
    },
    {
      "name": "sm_vote_kick",
      "desc": "percent required for successful kick vote."
    },
    {
      "name": "sm_vote_map",
      "desc": "percent required for successful map vote."
    },
    {
      "name": "sm_vote_progress_chat",
      "desc": "Show current vote progress as chat messages"
    },
    {
      "name": "sm_vote_progress_client_console",
      "desc": "Show current vote progress as console messages to clients"
    },
    {
      "name": "sm_vote_progress_console",
      "desc": "Show current vote progress as console messages"
    },
    {
      "name": "sm_vote_progress_hintbox",
      "desc": "Show current vote progress in a hint box"
    },
    {
      "name": "sm_vote_slay",
      "desc": "percent required for successful slay vote."
    },
    {
      "name": "sm_voteban_time",
      "desc": "length of ban in minutes."
    },
    {
      "name": "Smoker_escape_range"
    },
    {
      "name": "smoker_pz_claw_dmg",
      "desc": "Amount of damage done by a PZ smoker's regular melee attack"
    },
    {
      "name": "smoker_tongue_delay"
    },
    {
      "name": "snd_foliage_db_loss",
      "desc": "foliage dB loss per 1200 units"
    },
    {
      "name": "snd_gain"
    },
    {
      "name": "snd_gain_max"
    },
    {
      "name": "snd_gain_min"
    },
    {
      "name": "snd_refdb",
      "desc": "Reference dB at snd_refdist"
    },
    {
      "name": "snd_refdist",
      "desc": "Reference distance for snd_refdb"
    },
    {
      "name": "soundscape_debug",
      "desc": "When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar"
    },
    {
      "name": "sourcemod_version",
      "desc": "SourceMod Version"
    },
    {
      "name": "spawn_behind_survivors_distance"
    },
    {
      "name": "spec_freeze_time",
      "desc": "Time spend frozen in observer freeze cam."
    },
    {
      "name": "spec_freeze_traveltime",
      "desc": "Time taken to zoom in to frame a target in observer freeze cam."
    },
    {
      "name": "spit_scaling_min_scale",
      "desc": "minimum scale to apply to spit damage when common dps is near max"
    },
    {
      "name": "spitter_pz_claw_dmg",
      "desc": "Amount of damage done by a PZ spitter's regular melee attack"
    },
    {
      "name": "steam_controller_haptics"
    },
    {
      "name": "suitvolume"
    },
    {
      "name": "survivor_accuracy_upgrade_factor"
    },
    {
      "name": "survivor_burn_factor_easy",
      "desc": "Flame damage multiplier"
    },
    {
      "name": "survivor_burn_factor_expert",
      "desc": "Flame damage multiplier"
    },
    {
      "name": "survivor_burn_factor_hard",
      "desc": "Flame damage multiplier"
    },
    {
      "name": "survivor_burn_factor_normal",
      "desc": "Flame damage multiplier"
    },
    {
      "name": "survivor_calm_damage_delay",
      "desc": "survivors are not calm for this many seconds after taking damage"
    },
    {
      "name": "survivor_calm_deploy_delay",
      "desc": "survivors are not calm for this many seconds after switching weapons"
    },
    {
      "name": "survivor_calm_intensity",
      "desc": "survivors are not calm if their intensity level is above this point"
    },
    {
      "name": "survivor_calm_no_flashlight",
      "desc": "survivors are not calm if they have their flashlight on, to keep the weapon pointing along the flashlight beam"
    },
    {
      "name": "survivor_calm_recent_enemy_delay",
      "desc": "survivors are not calm for this many seconds after seeing an enemy"
    },
    {
      "name": "survivor_calm_weapon_delay",
      "desc": "survivors are not calm for this many seconds after firing"
    },
    {
      "name": "survivor_crawl_speed"
    },
    {
      "name": "survivor_crouch_speed"
    },
    {
      "name": "survivor_damage_speed_factor",
      "desc": "How much a Survivor is slowed when hit by an Infected"
    },
    {
      "name": "survivor_debug_active_area_set"
    },
    {
      "name": "survivor_debug_in_combat"
    },
    {
      "name": "survivor_debug_visibility"
    },
    {
      "name": "survivor_drag_speed_multiplier",
      "desc": "Multiplier to speed when we are dragging somebody."
    },
    {
      "name": "survivor_drag_type",
      "desc": "0: no dragging, 1: short tug, 2: continuous drag"
    },
    {
      "name": "survivor_ff_avoidance"
    },
    {
      "name": "survivor_ff_avoidance_pitch"
    },
    {
      "name": "survivor_ff_avoidance_yaw"
    },
    {
      "name": "survivor_ff_tolerance"
    },
    {
      "name": "survivor_fog_vocalize_percent",
      "desc": "The percent of the fog end distance that stops vocalizations."
    },
    {
      "name": "survivor_friendly_fire_factor_easy"
    },
    {
      "name": "survivor_friendly_fire_factor_expert"
    },
    {
      "name": "survivor_friendly_fire_factor_hard"
    },
    {
      "name": "survivor_friendly_fire_factor_normal"
    },
    {
      "name": "survivor_fumes_walk_speed"
    },
    {
      "name": "survivor_give_attract_timeout",
      "desc": "How long to try and attract a recipient for an item give before giving up"
    },
    {
      "name": "survivor_hanging_eye_height"
    },
    {
      "name": "survivor_hanging_from_tongue_eye_height"
    },
    {
      "name": "survivor_helping_hand_inhibit_duration"
    },
    {
      "name": "survivor_hitsound_interval_timer"
    },
    {
      "name": "survivor_incapacitated_accuracy_penalty",
      "desc": "Penalty given for shooting while incapacitated."
    },
    {
      "name": "survivor_incapacitated_cycle_time",
      "desc": "New cycle time (RoF) used when incapacitated, overriding weapon."
    },
    {
      "name": "survivor_incapacitated_dizzy_severity",
      "desc": "From negative to positive this, how much bump we add to a incap'd player's mouse."
    },
    {
      "name": "survivor_incapacitated_dizzy_timer",
      "desc": "How often our incap'd dizzy-drift changes directions."
    },
    {
      "name": "survivor_incapacitated_eye_height"
    },
    {
      "name": "survivor_incapacitated_reload_multiplier",
      "desc": "Multiplier to reload time when incapacitated."
    },
    {
      "name": "survivor_incapacitated_roll"
    },
    {
      "name": "survivor_intensity_decay_threat_range"
    },
    {
      "name": "survivor_intensity_recent_enemy_duration"
    },
    {
      "name": "survivor_it_duration"
    },
    {
      "name": "survivor_knockdown_roll"
    },
    {
      "name": "survivor_lazy_active_set"
    },
    {
      "name": "survivor_ledge_grab_ground_check_time"
    },
    {
      "name": "survivor_ledge_scales_health"
    },
    {
      "name": "survivor_limp_health"
    },
    {
      "name": "survivor_limp_walk_speed"
    },
    {
      "name": "survivor_max_incapacitated_count",
      "desc": "How many times you can be incapacitated instead of killed between health kits."
    },
    {
      "name": "survivor_max_lunge_stagger_distance",
      "desc": "Max distance a stationary, crouched survivor can stagger after being lunged."
    },
    {
      "name": "survivor_max_lunge_stagger_speed",
      "desc": "Hunters lunging this fast stagger survivors with full power."
    },
    {
      "name": "survivor_max_tongue_stagger_distance"
    },
    {
      "name": "survivor_max_tongue_stagger_duration"
    },
    {
      "name": "survivor_max_tug_distance"
    },
    {
      "name": "survivor_max_tug_duration"
    },
    {
      "name": "survivor_min_lunge_stagger_speed",
      "desc": "Hunters must be lunging this fast to stagger a survivor."
    },
    {
      "name": "survivor_no_pounce_or_hang"
    },
    {
      "name": "survivor_pounce_victim_eye_height"
    },
    {
      "name": "survivor_push"
    },
    {
      "name": "survivor_revive_duration"
    },
    {
      "name": "survivor_revive_health",
      "desc": "How much temp health you get revived with."
    },
    {
      "name": "survivor_shove_teammates"
    },
    {
      "name": "survivor_speed"
    },
    {
      "name": "survivor_speed_boost_factor",
      "desc": "Speed boost from upgrade"
    },
    {
      "name": "survivor_sprint_multiplier"
    },
    {
      "name": "survivor_stun_immunity_duration"
    },
    {
      "name": "survivor_team_hit_pitch_max"
    },
    {
      "name": "survivor_team_hit_pitch_min"
    },
    {
      "name": "survivor_team_hit_yaw_max"
    },
    {
      "name": "survivor_team_hit_yaw_min"
    },
    {
      "name": "survivor_unstoppable_speed"
    },
    {
      "name": "survivor_vision_range"
    },
    {
      "name": "survivor_vision_range_obscured"
    },
    {
      "name": "sv_allow_lobby_connect_only",
      "desc": "If set, players may only join this server from matchmaking lobby, may not connect directly."
    },
    {
      "name": "sv_allow_wait_command",
      "desc": "Allow or disallow the wait command on clients connected to this server."
    },
    {
      "name": "sv_alltalk",
      "desc": "Players can hear all other players' voice communication, no team restrictions"
    },
    {
      "name": "sv_alternateticks",
      "desc": "If set, server only simulates entities on even numbered ticks."
    },
    {
      "name": "sv_always_full_flush"
    },
    {
      "name": "sv_banid_enabled",
      "desc": "Whether server supports banid command"
    },
    {
      "name": "sv_cheats",
      "desc": "Allow cheats on server"
    },
    {
      "name": "sv_consistency",
      "desc": "Whether the server enforces file consistency for critical files"
    },
    {
      "name": "sv_contact",
      "desc": "Contact email for server sysop"
    },
    {
      "name": "sv_cycle_latch_timer",
      "desc": "How often to transmit our cycle to the client for corrections."
    },
    {
      "name": "sv_demo_entity_record_rate",
      "desc": "Set the server demo record rate for entities."
    },
    {
      "name": "sv_doors_push_players",
      "desc": "If true, a door will push players out of the way as it opens and closes."
    },
    {
      "name": "sv_downloadurl",
      "desc": "Location from which clients can download missing files"
    },
    {
      "name": "sv_dumpstringtables"
    },
    {
      "name": "sv_fallen_survivor_health_multiplier"
    },
    {
      "name": "sv_footstepinterval"
    },
    {
      "name": "sv_force_time_of_day",
      "desc": "0 - midnight, 3 - afternoon"
    },
    {
      "name": "sv_forcepreload",
      "desc": "Force server side preloading."
    },
    {
      "name": "sv_gametypes",
      "desc": "Allowable game types, usually set on server launch command line."
    },
    {
      "name": "sv_healing_gnome_replenish_rate"
    },
    {
      "name": "sv_infected_ceda_vomitjar_probability"
    },
    {
      "name": "sv_infected_police_tonfa_probability"
    },
    {
      "name": "sv_infected_riot_control_tonfa_probability"
    },
    {
      "name": "sv_infinite_ammo",
      "desc": "Player's active weapon will never run out of ammo"
    },
    {
      "name": "sv_infinite_primary_ammo",
      "desc": "Player's primary weapon will never run out of ammo"
    },
    {
      "name": "sv_lagcompensationforcerestore",
      "desc": "Don't test validity of a lag comp restore, just do it."
    },
    {
      "name": "sv_lan",
      "desc": "Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )"
    },
    {
      "name": "sv_log_onefile",
      "desc": "Log server information to only one file."
    },
    {
      "name": "sv_logbans",
      "desc": "Log server bans in the server logs."
    },
    {
      "name": "sv_logecho",
      "desc": "Echo log information to the console."
    },
    {
      "name": "sv_logfile",
      "desc": "Log server information in the log file."
    },
    {
      "name": "sv_logflush",
      "desc": "Flush the log file to disk on each write (slow)."
    },
    {
      "name": "sv_logsdir",
      "desc": "Folder in the game directory where server logs will be stored."
    },
    {
      "name": "sv_maxcmdrate",
      "desc": "(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate."
    },
    {
      "name": "sv_maxrate",
      "desc": "Max bandwidth rate allowed on server, 0 == unlimited"
    },
    {
      "name": "sv_memlimit",
      "desc": "If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit."
    },
    {
      "name": "sv_mincmdrate",
      "desc": "This sets the minimum value for cl_cmdrate. 0 == unlimited."
    },
    {
      "name": "sv_minrate",
      "desc": "Min bandwidth rate allowed on server, 0 == unlimited"
    },
    {
      "name": "sv_noclipaccelerate"
    },
    {
      "name": "sv_noclipduringpause",
      "desc": "If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)."
    },
    {
      "name": "sv_noclipspeed"
    },
    {
      "name": "sv_password",
      "desc": "Server password for entry into multiplayer games"
    },
    {
      "name": "sv_pausable",
      "desc": "Is the server pausable."
    },
    {
      "name": "sv_permawipe",
      "desc": "If set, the campaign will restart fully if the Survivors die."
    },
    {
      "name": "sv_player_stuck_tolerance"
    },
    {
      "name": "sv_prop_door_max_close_attempts",
      "desc": "Number of times blocked doors will try to close before becoming non-solid and forcing a close."
    },
    {
      "name": "sv_pure_kick_clients",
      "desc": "If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client."
    },
    {
      "name": "sv_pure_trace",
      "desc": "If set to 1, the server will print a message whenever a client is verifying a CRC for a file."
    },
    {
      "name": "sv_pvsskipanimation",
      "desc": "Skips SetupBones when npc's are outside the PVS"
    },
    {
      "name": "sv_quota_stringcmdspersecond",
      "desc": "How many string commands per second clients are allowed to submit, 0 to disallow all string commands"
    },
    {
      "name": "sv_rcon_banpenalty",
      "desc": "Number of minutes to ban users who fail rcon authentication"
    },
    {
      "name": "sv_rcon_log",
      "desc": "Enable/disable rcon logging."
    },
    {
      "name": "sv_rcon_maxfailures",
      "desc": "Max number of times a user can fail rcon authentication before being banned"
    },
    {
      "name": "sv_rcon_minfailures",
      "desc": "Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned"
    },
    {
      "name": "sv_rcon_minfailuretime",
      "desc": "Number of seconds to track failed rcon authentications"
    },
    {
      "name": "sv_regeneration_force_on",
      "desc": "Cheat to test regenerative health systems"
    },
    {
      "name": "sv_region",
      "desc": "The region of the world to report this server in."
    },
    {
      "name": "sv_reservation_timeout",
      "desc": "Time in seconds before lobby reservation expires."
    },
    {
      "name": "sv_search_key",
      "desc": "When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key."
    },
    {
      "name": "sv_showfootsteps",
      "desc": "Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)"
    },
    {
      "name": "sv_showhitboxes",
      "desc": "Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only)."
    },
    {
      "name": "sv_showlagcompensation",
      "desc": "Show lag compensated hitboxes whenever a player is lag compensated."
    },
    {
      "name": "sv_showonlyhitbox"
    },
    {
      "name": "sv_skyname",
      "desc": "Current name of the skybox texture"
    },
    {
      "name": "sv_specaccelerate"
    },
    {
      "name": "sv_specnoclip"
    },
    {
      "name": "sv_specspeed"
    },
    {
      "name": "sv_spectatoridletime"
    },
    {
      "name": "sv_steamgroup",
      "desc": "The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam comm"
    },
    {
      "name": "sv_steamgroup_exclusive",
      "desc": "If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the ser"
    },
    {
      "name": "sv_sync_anims_spawn"
    },
    {
      "name": "sv_tags",
      "desc": "Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma."
    },
    {
      "name": "sv_tankpropfade"
    },
    {
      "name": "sv_turbophysics_shadow",
      "desc": "players have physics shadows even when sv_turbophysics is 1"
    },
    {
      "name": "sv_unlockedchapters"
    },
    {
      "name": "sv_visiblemaxplayers",
      "desc": "Overrides the max players reported to prospective clients"
    },
    {
      "name": "sv_voiceenable"
    },
    {
      "name": "sv_vote_creation_timer",
      "desc": "How often someone can individually call a vote."
    },
    {
      "name": "sv_vote_plr_map_limit",
      "desc": "Number of failed votes a user can call per map"
    },
    {
      "name": "sv_vote_show_caller",
      "desc": "Show the name of the person that called the vote? (1: Yes, 0: No)"
    },
    {
      "name": "sv_zombie_touch_trigger_delay",
      "desc": "Time between trigger tests for infected. This is throttled for perf reasons."
    },
    {
      "name": "sys_minidumpspewlines",
      "desc": "Lines of crash dump console spew to keep."
    },
    {
      "name": "tank_attack_range",
      "desc": "Distance from Survivor that tank triggers own swing."
    },
    {
      "name": "tank_auto_swing"
    },
    {
      "name": "tank_burn_duration",
      "desc": "Number of seconds a burning Tank takes to die in easy, normal, versus and survival"
    },
    {
      "name": "tank_burn_duration_expert",
      "desc": "Number of seconds a burning Tank takes to die in expert"
    },
    {
      "name": "tank_burn_duration_hard",
      "desc": "Number of seconds a burning Tank takes to die in hard"
    },
    {
      "name": "tank_fist_radius"
    },
    {
      "name": "tank_ground_pound_duration"
    },
    {
      "name": "tank_ground_pound_reveal_distance"
    },
    {
      "name": "tank_raffle_debug",
      "desc": "Fill the tank raffle with dummy values for debugging"
    },
    {
      "name": "tank_run_spawn_delay"
    },
    {
      "name": "tank_stasis_time_suicide"
    },
    {
      "name": "tank_stuck_failsafe"
    },
    {
      "name": "tank_stuck_time_choose_new_target"
    },
    {
      "name": "tank_stuck_time_suicide"
    },
    {
      "name": "tank_stuck_visibility_tolerance_choose_new_target"
    },
    {
      "name": "tank_stuck_visibility_tolerance_suicide"
    },
    {
      "name": "tank_swing_arc"
    },
    {
      "name": "tank_swing_duration",
      "desc": "Duration of the actual swing"
    },
    {
      "name": "tank_swing_fast_interval",
      "desc": "Interval between tank swings when he is clearing zombies out of his path"
    },
    {
      "name": "tank_swing_interval",
      "desc": "Interval between tank swings"
    },
    {
      "name": "tank_swing_miss_interval",
      "desc": "Interval between tank swings after a miss"
    },
    {
      "name": "tank_swing_physics_prop_force",
      "desc": "Multiplier for tank hitting a phys prop."
    },
    {
      "name": "tank_swing_range",
      "desc": "Range of the actual swing"
    },
    {
      "name": "tank_swing_yaw"
    },
    {
      "name": "tank_throw_aim_error",
      "desc": "Margin of error for Easy mode Tank rock throws"
    },
    {
      "name": "tank_throw_allow_range",
      "desc": "How far away our victim must be before we'll try to throw debris at them"
    },
    {
      "name": "tank_throw_lead_time_factor",
      "desc": "How much to lead a moving target"
    },
    {
      "name": "tank_throw_loft_rate",
      "desc": "Beyond no-loft range, Tank adds this angle/distance when throwing"
    },
    {
      "name": "tank_throw_max_loft_angle",
      "desc": "Maximum loft angle for Tank throw angle adjustment"
    },
    {
      "name": "tank_throw_min_interval",
      "desc": "Minimum interval between Tank rock throws"
    },
    {
      "name": "tank_visibility_tolerance_suicide"
    },
    {
      "name": "tank_windup_time",
      "desc": "Time from intent to swing that swing actually happens."
    },
    {
      "name": "terror_ammo_multiplier"
    },
    {
      "name": "tf_escort_score_rate",
      "desc": "Score for escorting the train, in points per second"
    },
    {
      "name": "think_limit",
      "desc": "Maximum think time in milliseconds, warning is printed if this is exceeded."
    },
    {
      "name": "tongue_allow_voluntary_release",
      "desc": "Can a Smoker let go with his tongue by clicking or turning away?"
    },
    {
      "name": "tongue_bend_point_deflection",
      "desc": "How far off the first obstacle the tongue bends."
    },
    {
      "name": "tongue_bend_point_needs_LOS",
      "desc": "Does a bent tongue still need LOS from the bend point?"
    },
    {
      "name": "tongue_break_from_damage_amount",
      "desc": "How much damage to the smoker makes him let go of his victim."
    },
    {
      "name": "tongue_choke_damage_amount",
      "desc": "How much damage the choke does."
    },
    {
      "name": "tongue_choke_damage_interval",
      "desc": "How often the choke does damage."
    },
    {
      "name": "tongue_cone_start_tolerance",
      "desc": "How wide the cone is for a tongue hit."
    },
    {
      "name": "tongue_debug",
      "desc": "Print debug info for tongue"
    },
    {
      "name": "tongue_drag_damage_amount",
      "desc": "How much damage the tongue drag does."
    },
    {
      "name": "tongue_dropping_to_ground_time",
      "desc": "A miss or a wall hit will wait this long before pulling back."
    },
    {
      "name": "tongue_fly_speed",
      "desc": "How fast a tongue flies through the air."
    },
    {
      "name": "tongue_force_break",
      "desc": "Force an existing attached tongue to break, for debugging"
    },
    {
      "name": "tongue_gravity_force",
      "desc": "The speed that gravity tries to pull us downwards while being tongued."
    },
    {
      "name": "tongue_health",
      "desc": "Tongue health"
    },
    {
      "name": "tongue_hit_delay",
      "desc": "How long a smoker must wait to shoot his tongue after a hit, from the time he lets go."
    },
    {
      "name": "tongue_los_forgiveness_time",
      "desc": "A traveling tongue can lose LOS for this amount of time and still hit."
    },
    {
      "name": "tongue_miss_delay",
      "desc": "How long a smoker must wait to shoot his tongue after a miss."
    },
    {
      "name": "tongue_no_progress_break_interval",
      "desc": "How long of the victim making no progress until we break the tongue."
    },
    {
      "name": "tongue_no_progress_choke_early_ambush_delay",
      "desc": "Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest st"
    },
    {
      "name": "tongue_no_progress_choke_early_delay",
      "desc": "We won't think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest sta"
    },
    {
      "name": "tongue_no_progress_choke_time",
      "desc": "If our victim doesn't make tongue_no_progress_tolerance progress towards in this time, start to hurt him."
    },
    {
      "name": "tongue_no_progress_damage_interval",
      "desc": "How long of the victim making no progress until we start choking him."
    },
    {
      "name": "tongue_no_progress_tolerance",
      "desc": "If our victim doesn't make this much progress in tongue_no_progress_release_time, start to hurt him."
    },
    {
      "name": "tongue_player_dropping_to_ground_time",
      "desc": "How long after the tongue disconnects will a player need to wait."
    },
    {
      "name": "tongue_range",
      "desc": "How far a smoker can shoot his tongue."
    },
    {
      "name": "tongue_release_fatigue_penalty",
      "desc": "How much fatigue the victim gets when released, to slow him down."
    },
    {
      "name": "tongue_start_pull_delay",
      "desc": "How long from tongue contact to tongue pulling."
    },
    {
      "name": "tongue_unbend",
      "desc": "Can the smoker tongue unbend?"
    },
    {
      "name": "tongue_vertical_choke_dot",
      "desc": "DotProduct between tongue and vertical required to start choking."
    },
    {
      "name": "tongue_vertical_choke_height",
      "desc": "Need to have victim this high off ground to choke him."
    },
    {
      "name": "tongue_vertical_choke_time_off_ground",
      "desc": "Need to have victim off ground for this long to choke him."
    },
    {
      "name": "tongue_victim_acceleration",
      "desc": "Acceleration while tongued."
    },
    {
      "name": "tongue_victim_accuracy_penalty",
      "desc": "How much someone's accuracy suffers while being dragged by a tongue."
    },
    {
      "name": "tongue_victim_max_speed",
      "desc": "The fastest the tongue can get you going."
    },
    {
      "name": "tongue_vs_cone_start_tolerance",
      "desc": "How wide the cone is for a tongue hit in versus."
    },
    {
      "name": "tp_schedule_post_think",
      "desc": "Schedule post-think operations to run at 10hz"
    },
    {
      "name": "tv_port",
      "desc": "Host SourceTV port"
    },
    {
      "name": "upgrade_explosive_bullet_force"
    },
    {
      "name": "upgrade_explosive_slug_force"
    },
    {
      "name": "upgrade_laser_sight_spread_factor"
    },
    {
      "name": "upgrade_pack_use_duration"
    },
    {
      "name": "upgrade_show_explosive_ammo_radius"
    },
    {
      "name": "upgradepack_forward_dist"
    },
    {
      "name": "upgradepack_max_drop_dist"
    },
    {
      "name": "versus_boss_buffer"
    },
    {
      "name": "versus_boss_debug",
      "desc": "Enable debug output for versus tank/witch spawning logic"
    },
    {
      "name": "versus_boss_flow_max",
      "desc": "Max fraction of map flow for tank/witch spawn location"
    },
    {
      "name": "versus_boss_flow_max_finale",
      "desc": "Max fraction of map flow for tank/witch spawn location within the finale map of a campaign"
    },
    {
      "name": "versus_boss_flow_max_intro",
      "desc": "Max fraction of map flow for tank/witch spawn location within the first map of a campaign"
    },
    {
      "name": "versus_boss_flow_min",
      "desc": "Min fraction of map flow for tank/witch spawn location"
    },
    {
      "name": "versus_boss_flow_min_finale",
      "desc": "Min fraction of map flow for tank/witch spawn location within the finale map of a campaign"
    },
    {
      "name": "versus_boss_flow_min_intro",
      "desc": "Min fraction of map flow for tank/witch spawn location within the first map of a campaign"
    },
    {
      "name": "versus_boss_padding_max",
      "desc": "How far apart the tank/witch have to be along the flow"
    },
    {
      "name": "versus_boss_padding_min",
      "desc": "How far apart the tank/witch have to be along the flow"
    },
    {
      "name": "versus_level_restart_delay",
      "desc": "After a successful vote, restart the map after this many seconds."
    },
    {
      "name": "versus_shove_hunter_fov",
      "desc": "Angle that survivor shove will hit hunters"
    },
    {
      "name": "versus_shove_hunter_fov_pouncing",
      "desc": "Angle that survivor shove will hit hunters while pouncing"
    },
    {
      "name": "versus_shove_jockey_fov_leaping",
      "desc": "Angle that survivor shove will hit jockeys while leaping"
    },
    {
      "name": "versus_special_respawn_interval"
    },
    {
      "name": "versus_tank_chance",
      "desc": "Chance of a tank spawning within a regular versus map"
    },
    {
      "name": "versus_tank_chance_finale",
      "desc": "Chance of a tank spawning within the finale map of a campaign"
    },
    {
      "name": "versus_tank_chance_intro",
      "desc": "Chance of a tank spawning within the first map of a campaign"
    },
    {
      "name": "versus_tank_flow_team_variation",
      "desc": "Window of flow distance that the tank can spawn in for the second team in versus"
    },
    {
      "name": "versus_winning_team_goes_last",
      "desc": "In versus mode, the team that is losing plays as survivors first"
    },
    {
      "name": "versus_witch_chance",
      "desc": "Chance of a witch spawning within a regular versus map"
    },
    {
      "name": "versus_witch_chance_finale",
      "desc": "Chance of a witch spawning within the finale map of a campaign"
    },
    {
      "name": "versus_witch_chance_intro",
      "desc": "Chance of a witch spawning within the first map of a campaign"
    },
    {
      "name": "versus_witch_flow_team_variation",
      "desc": "Window of flow distance that the witch can spawn in for the second team in versus"
    },
    {
      "name": "view_offset_down"
    },
    {
      "name": "view_offset_forward"
    },
    {
      "name": "view_offset_up"
    },
    {
      "name": "vis_debug"
    },
    {
      "name": "vis_force"
    },
    {
      "name": "vismon_poll_frequency"
    },
    {
      "name": "vismon_trace_limit"
    },
    {
      "name": "voice_inputfromfile",
      "desc": "Get voice input from 'voice_input.wav' rather than from the microphone."
    },
    {
      "name": "voice_recordtofile",
      "desc": "Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'"
    },
    {
      "name": "vomitjar_duration_infected_bot"
    },
    {
      "name": "vomitjar_duration_infected_pz"
    },
    {
      "name": "vomitjar_duration_survivor"
    },
    {
      "name": "vomitjar_radius"
    },
    {
      "name": "vomitjar_radius_survivors"
    },
    {
      "name": "vs_defib_penalty",
      "desc": "Score penalty for each time a defibrillator is used"
    },
    {
      "name": "vs_incap_bonus",
      "desc": "Bonus score for infected, per incap in a chapter"
    },
    {
      "name": "vs_max_team_switches"
    },
    {
      "name": "vs_survival_bonus",
      "desc": "Bonus score per survivor for completing a chapter"
    },
    {
      "name": "vs_survivor_damage_reduction"
    },
    {
      "name": "vs_tank_damage",
      "desc": "Amount of damage done by a vs tank's melee attack"
    },
    {
      "name": "vs_threat_initial_distance_first_map_max",
      "desc": "Max distance of starting threat area in vs mode on the first map"
    },
    {
      "name": "vs_threat_initial_distance_first_map_min",
      "desc": "Min distance of starting threat area in vs mode on the first map"
    },
    {
      "name": "vs_threat_initial_distance_max",
      "desc": "Max distance of starting threat area in vs mode"
    },
    {
      "name": "vs_threat_initial_distance_min",
      "desc": "Min distance of starting threat area in vs mode"
    },
    {
      "name": "vs_threat_radius",
      "desc": "Distance from the escape route for placing threats"
    },
    {
      "name": "vs_tiebreak_bonus",
      "desc": "Score awarded for winning a versus tiebreaker"
    },
    {
      "name": "witch_force_wander"
    },
    {
      "name": "workshop_filter_items_by_history",
      "desc": "Tells the client if it should filter items using the play history."
    },
    {
      "name": "xbox_autothrottle"
    },
    {
      "name": "xbox_throttlebias"
    },
    {
      "name": "xbox_throttlespoof"
    },
    {
      "name": "z_acquire_far_range"
    },
    {
      "name": "z_acquire_far_time"
    },
    {
      "name": "z_acquire_near_range"
    },
    {
      "name": "z_acquire_near_time"
    },
    {
      "name": "z_acquire_time_variance_factor"
    },
    {
      "name": "z_alert_dot"
    },
    {
      "name": "z_alert_range"
    },
    {
      "name": "z_allow_ai_to_use_abilities",
      "desc": "If zero, Hunters wont pounce, Tanks wont throw rocks, etc"
    },
    {
      "name": "z_attack_flow_range"
    },
    {
      "name": "z_attack_incapacitated_damage"
    },
    {
      "name": "z_attack_infected_it_damage",
      "desc": "Damage done per claw hit by infected on other infected who are IT"
    },
    {
      "name": "z_attack_pz_it_damage",
      "desc": "Damage done by infected on IT PZs"
    },
    {
      "name": "z_attention_range_lying_modifier"
    },
    {
      "name": "z_attention_range_sitting_modifier"
    },
    {
      "name": "z_avoid_max_range"
    },
    {
      "name": "z_avoid_min_range"
    },
    {
      "name": "z_avoid_power"
    },
    {
      "name": "z_avoidforce"
    },
    {
      "name": "z_avoidteammates"
    },
    {
      "name": "z_award_debug",
      "desc": "Get debugging info on all award calcs to the console. (0|1|2|3 for none|yes-no thoughts|every thought|every spammy calc)"
    },
    {
      "name": "z_background_limit",
      "desc": "How many common infected are on the background map at once."
    },
    {
      "name": "z_backspeed"
    },
    {
      "name": "z_boomer_limit"
    },
    {
      "name": "z_boomer_near_dist"
    },
    {
      "name": "z_boss_crouch",
      "desc": "Forces boss zombie bots to crouch"
    },
    {
      "name": "z_boundary_clear_type",
      "desc": "0 = floodfill, 1 = new creep"
    },
    {
      "name": "z_boundary_max_range"
    },
    {
      "name": "z_boundary_spread_speed"
    },
    {
      "name": "z_brawl_chance"
    },
    {
      "name": "z_breakable_damage"
    },
    {
      "name": "z_burning_lifetime",
      "desc": "Number of seconds a burning zombie takes to crisp"
    },
    {
      "name": "z_carry_max_mass"
    },
    {
      "name": "z_chance"
    },
    {
      "name": "z_charge_duration"
    },
    {
      "name": "z_charge_impact_angle"
    },
    {
      "name": "z_charge_impact_radius"
    },
    {
      "name": "z_charge_interval"
    },
    {
      "name": "z_charge_max_damage"
    },
    {
      "name": "z_charge_max_force"
    },
    {
      "name": "z_charge_max_speed"
    },
    {
      "name": "z_charge_min_force"
    },
    {
      "name": "z_charge_prop_damage"
    },
    {
      "name": "z_charge_start_speed"
    },
    {
      "name": "z_charge_tooshort"
    },
    {
      "name": "z_charge_warmup"
    },
    {
      "name": "z_charger_allow_shove",
      "desc": "0 = Cannot be shoved, 1 = Can be shoved"
    },
    {
      "name": "z_charger_health",
      "desc": "Charger max health"
    },
    {
      "name": "z_charger_impact_epsilon"
    },
    {
      "name": "z_charger_limit"
    },
    {
      "name": "z_charger_max_prop_force"
    },
    {
      "name": "z_charger_pound_dmg"
    },
    {
      "name": "z_charger_probe_alone"
    },
    {
      "name": "z_charger_probe_attack"
    },
    {
      "name": "z_claw_hit_pitch_max"
    },
    {
      "name": "z_claw_hit_pitch_min"
    },
    {
      "name": "z_claw_hit_yaw_max"
    },
    {
      "name": "z_claw_hit_yaw_min"
    },
    {
      "name": "z_clear_area_range"
    },
    {
      "name": "z_clear_max_time"
    },
    {
      "name": "z_clear_min_time"
    },
    {
      "name": "z_clear_min_time_range"
    },
    {
      "name": "z_clear_range"
    },
    {
      "name": "z_close_target_notice_distance",
      "desc": "How far an attacking zombie will look for a nearby target on their way to their chosen victim."
    },
    {
      "name": "z_common_limit",
      "desc": "How many common infecteds we can have at once."
    },
    {
      "name": "z_cooldown_spawn_safety_range"
    },
    {
      "name": "z_cough_cloud_expire",
      "desc": "You don't cough after a smoke cloud has existed this long."
    },
    {
      "name": "z_cough_cloud_initial_cough_delay",
      "desc": "You don't cough until smoke cloud exists for this long."
    },
    {
      "name": "z_cough_cloud_radius",
      "desc": "How far from center of smoke cloud makes you cough."
    },
    {
      "name": "z_credits_interval"
    },
    {
      "name": "z_crouch_speed"
    },
    {
      "name": "z_cull_timeout",
      "desc": "Grace period before player zombie is culled for being too far away"
    },
    {
      "name": "z_deafen_radius_one"
    },
    {
      "name": "z_deafen_radius_three"
    },
    {
      "name": "z_deafen_radius_two"
    },
    {
      "name": "z_debug"
    },
    {
      "name": "z_debug_avoid"
    },
    {
      "name": "z_debug_breakables"
    },
    {
      "name": "z_debug_climb"
    },
    {
      "name": "z_debug_cull"
    },
    {
      "name": "z_debug_escape_route",
      "desc": "If nonzero, display information when escape route fails"
    },
    {
      "name": "z_debug_escape_scan"
    },
    {
      "name": "z_debug_falling_damage"
    },
    {
      "name": "z_debug_fog"
    },
    {
      "name": "z_debug_ledges"
    },
    {
      "name": "z_debug_mob_spawn"
    },
    {
      "name": "z_debug_neighbors"
    },
    {
      "name": "z_debug_population"
    },
    {
      "name": "z_debug_spawn_ahead"
    },
    {
      "name": "z_debug_spawn_set",
      "desc": "0=Anywhere, 1=Behind, 2=IT, 3=Specials in front, 4=Specials anywhere, 5=Far Away, 6=Above"
    },
    {
      "name": "z_debug_spawnable_areas",
      "desc": "Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)"
    },
    {
      "name": "z_debug_tank_spawn",
      "desc": "When console spawning a tank automatically give it to a player."
    },
    {
      "name": "z_density_region_length"
    },
    {
      "name": "z_destroy_on_attack",
      "desc": "When an infected starts punching its victim, destroy it. Useful for demos."
    },
    {
      "name": "z_difficulty",
      "desc": "Difficulty of the current game (Easy, Normal, Hard, Impossible)"
    },
    {
      "name": "z_director_special_spawn_delay"
    },
    {
      "name": "z_discard_min_range",
      "desc": "Don't relocate PZs closer than this regardless of flow distance"
    },
    {
      "name": "z_discard_range",
      "desc": "Discard Zombies farther away than this"
    },
    {
      "name": "z_do_tracers",
      "desc": "Do we want tracers at all?"
    },
    {
      "name": "z_dont_clear"
    },
    {
      "name": "z_door_reopen_interval",
      "desc": "Closed doors can be re-opened after this amount of time"
    },
    {
      "name": "z_door_retry_interval",
      "desc": "Interval at which blocked doors will try to reopen"
    },
    {
      "name": "z_experimental_blast_damage_probability",
      "desc": "Damage to zombie from explosion will use new cutouts - probability, %"
    },
    {
      "name": "z_exploding_health",
      "desc": "Exploding Zombie max health"
    },
    {
      "name": "z_exploding_shove_interval"
    },
    {
      "name": "z_exploding_shove_max"
    },
    {
      "name": "z_exploding_shove_min"
    },
    {
      "name": "z_exploding_speed"
    },
    {
      "name": "z_exploding_splat",
      "desc": "Boomers splat instead of making a thud when taking this much falling damage"
    },
    {
      "name": "z_exploding_splat_radius",
      "desc": "Boomers splattering on the ground make survivors inside this radius it"
    },
    {
      "name": "z_expressions"
    },
    {
      "name": "z_fallen_kill_suppress_time"
    },
    {
      "name": "z_fallen_max_count"
    },
    {
      "name": "z_falling_land_forward_speed",
      "desc": "Minimum falling speed to cause a stumbling forward landing animation to occur"
    },
    {
      "name": "z_falling_land_hard_speed",
      "desc": "Minimum falling speed to cause a 'hard' landing animation to occur"
    },
    {
      "name": "z_falling_land_speed",
      "desc": "Minimum falling speed to cause a landing animation to occur"
    },
    {
      "name": "z_female_boomer_spawn_chance"
    },
    {
      "name": "z_finale_chance"
    },
    {
      "name": "z_finale_ghost_player_spawn_on_survivor",
      "desc": "If set to zero, ghost spawn warping in finale's put the ghost out of the world instead of cycling through survivors."
    },
    {
      "name": "z_finale_spawn_mob_safety_range"
    },
    {
      "name": "z_finale_spawn_safety_range"
    },
    {
      "name": "z_finale_spawn_tank_safety_range"
    },
    {
      "name": "z_fog_spawn",
      "desc": "Set to 1 to use fogged areas as valid spawn areas"
    },
    {
      "name": "z_force_attack_from_sound_range"
    },
    {
      "name": "z_forcezombiemodel",
      "desc": "remove variability in infected models and instead use the specified model from z_zombieforcemodelname"
    },
    {
      "name": "z_forcezombiemodelname",
      "desc": "base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set."
    },
    {
      "name": "z_forwardspeed"
    },
    {
      "name": "z_friendly_fire_forgiveness",
      "desc": "Ignore friendly fire that appears to be unintentional."
    },
    {
      "name": "z_frustration"
    },
    {
      "name": "z_frustration_lifetime",
      "desc": "Frustration will accumulate for this many seconds before forcing an AI tank takeover"
    },
    {
      "name": "z_frustration_los_delay"
    },
    {
      "name": "z_frustration_spawn_delay"
    },
    {
      "name": "z_gas_health",
      "desc": "Gas Zombie max health"
    },
    {
      "name": "z_gas_speed"
    },
    {
      "name": "z_ghost_checkpoint_spawn_interval",
      "desc": "Interval for spawning special zombies while survivors are in the checkpoint"
    },
    {
      "name": "z_ghost_delay_max"
    },
    {
      "name": "z_ghost_delay_min"
    },
    {
      "name": "z_ghost_finale_spawn_interval",
      "desc": "Interval for spawning special zombies during the finale"
    },
    {
      "name": "z_ghost_spawn_in_start",
      "desc": "Allow ghosts to materialize while players are in the start area"
    },
    {
      "name": "z_ghost_spawn_interval",
      "desc": "Interval for spawning special zombies"
    },
    {
      "name": "z_ghost_speed"
    },
    {
      "name": "z_ghost_travel_distance",
      "desc": "Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors"
    },
    {
      "name": "z_gib_explosion_force_factor"
    },
    {
      "name": "z_gib_force_factor"
    },
    {
      "name": "z_grab_force",
      "desc": "For testing - always grab ledges regardless of estimated falling damage"
    },
    {
      "name": "z_grab_ledges_solo",
      "desc": "For testing - grab ledges even if you're the last survivor"
    },
    {
      "name": "z_gun_damage"
    },
    {
      "name": "z_gun_debug_player_index"
    },
    {
      "name": "z_gun_debug_spread"
    },
    {
      "name": "z_gun_force"
    },
    {
      "name": "z_gun_horiz_punch",
      "desc": "Toggles horizontal punchangles for guns"
    },
    {
      "name": "z_gun_kick",
      "desc": "Firing a gun can knock the player's view this amount of the current spread"
    },
    {
      "name": "z_gun_physics_force",
      "desc": "How hard we push things that aren't players or doors."
    },
    {
      "name": "z_gun_range"
    },
    {
      "name": "z_gun_stun_duration"
    },
    {
      "name": "z_gun_survivor_force"
    },
    {
      "name": "z_gun_survivor_friend_push",
      "desc": "Allow survivors to push survivors with a right click."
    },
    {
      "name": "z_gun_survivor_shove_dot",
      "desc": "Max dot of a shove swing that can push a fellow survivor"
    },
    {
      "name": "z_gun_swing_duration"
    },
    {
      "name": "z_gun_swing_interval"
    },
    {
      "name": "z_gun_vertical_punch",
      "desc": "Toggles vertical punchangles for guns"
    },
    {
      "name": "z_health",
      "desc": "Zombie max health"
    },
    {
      "name": "z_hear_gunfire_range"
    },
    {
      "name": "z_hear_runner_far_range"
    },
    {
      "name": "z_hear_runner_near_range"
    },
    {
      "name": "z_hit_chainsawer_factor",
      "desc": "Damage multiplier if zombie hits someone using a chainsaw"
    },
    {
      "name": "z_hit_from_behind_cosine"
    },
    {
      "name": "z_hit_from_behind_factor",
      "desc": "Damage multiplier if zombie hits Survivor from behind"
    },
    {
      "name": "z_hit_incap_factor_easy",
      "desc": "Damage multiplier if zombie hits incapacitated Survivor"
    },
    {
      "name": "z_hit_incap_factor_expert",
      "desc": "Damage multiplier if zombie hits incapacitated Survivor"
    },
    {
      "name": "z_hit_incap_factor_hard",
      "desc": "Damage multiplier if zombie hits incapacitated Survivor"
    },
    {
      "name": "z_hit_incap_factor_normal",
      "desc": "Damage multiplier if zombie hits incapacitated Survivor"
    },
    {
      "name": "z_holiday_gift_drop_chance"
    },
    {
      "name": "z_hunter_ground_normal"
    },
    {
      "name": "z_hunter_health",
      "desc": "Zombie max health"
    },
    {
      "name": "z_hunter_limit"
    },
    {
      "name": "z_hunter_lunge_stagger_time"
    },
    {
      "name": "z_hunter_speed"
    },
    {
      "name": "z_Infected_debug"
    },
    {
      "name": "z_infected_flashlight"
    },
    {
      "name": "z_infected_invuln"
    },
    {
      "name": "z_infected_move"
    },
    {
      "name": "z_jockey_area_current_factor"
    },
    {
      "name": "z_jockey_area_hazard_bonus"
    },
    {
      "name": "z_jockey_area_range_factor"
    },
    {
      "name": "z_jockey_area_visibility_factor"
    },
    {
      "name": "z_jockey_blend_rate"
    },
    {
      "name": "z_jockey_control_max"
    },
    {
      "name": "z_jockey_control_min"
    },
    {
      "name": "z_jockey_control_variance"
    },
    {
      "name": "z_jockey_debug"
    },
    {
      "name": "z_jockey_health",
      "desc": "Zombie max health"
    },
    {
      "name": "z_jockey_leap_again_timer",
      "desc": "How long after a dismount before the jockey can leap again."
    },
    {
      "name": "z_jockey_leap_range",
      "desc": "If victim is this close, leap at them"
    },
    {
      "name": "z_jockey_leap_time",
      "desc": "Time allowed between jockey bot leaps."
    },
    {
      "name": "z_jockey_limit"
    },
    {
      "name": "z_jockey_lookahead"
    },
    {
      "name": "z_jockey_min_ledge_distance",
      "desc": "z-delta required for the jockey to try to run you off a ledge"
    },
    {
      "name": "z_jockey_min_mounted_speed"
    },
    {
      "name": "z_jockey_pounced_surv_bark",
      "desc": "Select between behaviors for survivor shouts when pounced by jockey. 0 dispatches a SurvivorJockeyed concept to all players via"
    },
    {
      "name": "z_jockey_ride_damage"
    },
    {
      "name": "z_jockey_ride_damage_delay"
    },
    {
      "name": "z_jockey_ride_damage_interval"
    },
    {
      "name": "z_jockey_ride_hazard_scan_distance"
    },
    {
      "name": "z_jockey_ride_scan_distance"
    },
    {
      "name": "z_jockey_ride_scan_interval"
    },
    {
      "name": "z_jockey_speed"
    },
    {
      "name": "z_jockey_speed_blend"
    },
    {
      "name": "z_jockey_stagger_amount"
    },
    {
      "name": "z_jockey_stagger_speed"
    },
    {
      "name": "z_large_volume_mob_too_far_xy"
    },
    {
      "name": "z_large_volume_mob_too_far_z"
    },
    {
      "name": "z_last_area_update_tolerance",
      "desc": "Distance a character needs to travel in order to invalidate cached area"
    },
    {
      "name": "z_last_man_run_interval"
    },
    {
      "name": "z_lean_wall_align_speed"
    },
    {
      "name": "z_leap_attach_distance"
    },
    {
      "name": "z_leap_far_attach_delay"
    },
    {
      "name": "z_leap_force_attach_distance"
    },
    {
      "name": "z_leap_interval"
    },
    {
      "name": "z_leap_interval_post_incap"
    },
    {
      "name": "z_leap_interval_post_ride"
    },
    {
      "name": "z_leap_max_distance"
    },
    {
      "name": "z_leap_power"
    },
    {
      "name": "z_look_at_local_player",
      "desc": "For demo purposes"
    },
    {
      "name": "z_lunge_interval"
    },
    {
      "name": "z_lunge_power"
    },
    {
      "name": "z_lunge_up"
    },
    {
      "name": "z_max_hunter_pounce_stagger_duration",
      "desc": "Max time a PZ staggers when bashed by a survivor that was pounced by said hunter."
    },
    {
      "name": "z_max_neighbor_range",
      "desc": "Max range for neighbor collection for avoidance"
    },
    {
      "name": "z_max_path_length"
    },
    {
      "name": "z_max_stagger_duration",
      "desc": "Max time a PZ staggers when bashed by a survivor."
    },
    {
      "name": "z_mega_mob_size"
    },
    {
      "name": "z_mega_mob_spawn_max_interval"
    },
    {
      "name": "z_mega_mob_spawn_min_interval"
    },
    {
      "name": "z_min_ladder_mount_dot",
      "desc": "Minimum 2D dot product from player's view to a ladder to be able to grab it"
    },
    {
      "name": "z_minigun_cooldown_time",
      "desc": "Minigun cooldown time"
    },
    {
      "name": "z_minigun_damage_rate",
      "desc": "Minigun damage rate, in health/minute"
    },
    {
      "name": "z_minigun_fire_think_interval"
    },
    {
      "name": "z_minigun_overheat_time",
      "desc": "Minigun overheat time"
    },
    {
      "name": "z_minigun_rate_of_fire",
      "desc": "Minigun rate of fire, in bullets/minute"
    },
    {
      "name": "z_minion_aim_tolerance"
    },
    {
      "name": "z_minion_limit"
    },
    {
      "name": "z_mob_min_notify_count",
      "desc": "Mobs at least this large trigger 'mob' events"
    },
    {
      "name": "z_mob_music_size",
      "desc": "Spotting a mob this large plays music"
    },
    {
      "name": "z_mob_population_density",
      "desc": "Density of mob spawns, per square inch (0.0064 = 4 per 1x1 nav area)"
    },
    {
      "name": "z_mob_recharge_rate"
    },
    {
      "name": "z_mob_sacrifice_timeout"
    },
    {
      "name": "z_mob_spawn_finale_size"
    },
    {
      "name": "z_mob_spawn_max_interval_easy"
    },
    {
      "name": "z_mob_spawn_max_interval_expert"
    },
    {
      "name": "z_mob_spawn_max_interval_hard"
    },
    {
      "name": "z_mob_spawn_max_interval_normal"
    },
    {
      "name": "z_mob_spawn_max_size"
    },
    {
      "name": "z_mob_spawn_min_interval_easy"
    },
    {
      "name": "z_mob_spawn_min_interval_expert"
    },
    {
      "name": "z_mob_spawn_min_interval_hard"
    },
    {
      "name": "z_mob_spawn_min_interval_normal"
    },
    {
      "name": "z_mob_spawn_min_size"
    },
    {
      "name": "z_mounted_gun_fire_think_interval"
    },
    {
      "name": "z_must_wander",
      "desc": "For testing.  0: default.  1: wandering zombies don't sit/lie down.  -1: wandering zombies always sit/lie down."
    },
    {
      "name": "z_mute_infected",
      "desc": "If nonzero, common infected will not growl, yell, etc"
    },
    {
      "name": "z_nav_debug"
    },
    {
      "name": "z_no_cull",
      "desc": "If nonzero, the Director will not cull common infected"
    },
    {
      "name": "z_noise_level_display",
      "desc": "Show noise levels on players?"
    },
    {
      "name": "z_noise_level_fade_rate",
      "desc": "How much noise we lose each tick, after hold_time expires."
    },
    {
      "name": "z_noise_level_footstep",
      "desc": "How much noise we make with a footstep."
    },
    {
      "name": "z_noise_level_hold_time",
      "desc": "How long we hold a given noise level before it starts to fade."
    },
    {
      "name": "z_noise_level_max",
      "desc": "The highest the noise level can go."
    },
    {
      "name": "z_noise_level_vocalize",
      "desc": "How much noise we make when we say things."
    },
    {
      "name": "z_non_head_damage_factor_easy",
      "desc": "Damage to zombie from non-headshots is multiplied by this factor"
    },
    {
      "name": "z_non_head_damage_factor_expert",
      "desc": "Damage to zombie from non-headshots is multiplied by this factor"
    },
    {
      "name": "z_non_head_damage_factor_hard",
      "desc": "Damage to zombie from non-headshots is multiplied by this factor"
    },
    {
      "name": "z_non_head_damage_factor_normal",
      "desc": "Damage to zombie from non-headshots is multiplied by this factor"
    },
    {
      "name": "z_notice_it_range"
    },
    {
      "name": "z_notice_near_range"
    },
    {
      "name": "z_player_lunge_up"
    },
    {
      "name": "z_player_zombie_debug"
    },
    {
      "name": "z_player_zombie_land_delay"
    },
    {
      "name": "z_pounce_allow_partial_hidden"
    },
    {
      "name": "z_pounce_crouch_delay"
    },
    {
      "name": "z_pounce_damage"
    },
    {
      "name": "z_pounce_damage_delay"
    },
    {
      "name": "z_pounce_damage_interrupt",
      "desc": "Taking this much damage interrupts a pounce attempt"
    },
    {
      "name": "z_pounce_damage_interval"
    },
    {
      "name": "z_pounce_delay"
    },
    {
      "name": "z_pounce_door_damage"
    },
    {
      "name": "z_pounce_silence_range"
    },
    {
      "name": "z_pounce_stumble_force",
      "desc": "Force of the stumble effect when a hunter pounces on someone"
    },
    {
      "name": "z_prevent_burrowing",
      "desc": "Use extra tracelines to prevent burrowing zombies"
    },
    {
      "name": "z_puking_eye_height"
    },
    {
      "name": "z_push_force"
    },
    {
      "name": "z_push_mass_max"
    },
    {
      "name": "z_pushaway_force",
      "desc": "How hard the infected shove non-IT Survivors out of their way to reach the IT victim"
    },
    {
      "name": "z_randombodygroups",
      "desc": "Set to zero to disable random body groups on infected"
    },
    {
      "name": "z_randomskins",
      "desc": "Set to zero to disable random skins on infected"
    },
    {
      "name": "z_reload_chatter_debug",
      "desc": "Should we give devtext explanations of why we didn't say 'Reloading'?"
    },
    {
      "name": "z_reload_chatter_intensity",
      "desc": "Intensity level at which players start saying 'Reloading'"
    },
    {
      "name": "z_reload_chatter_nearby_friend_range",
      "desc": "A friend needs to be this close to say'Reloading'"
    },
    {
      "name": "z_reload_chatter_recent_enemy",
      "desc": "An enemy needs to have been seen this recently to say 'Reloading'"
    },
    {
      "name": "z_reload_chatter_shotgun_ammo_threshold",
      "desc": "Players don't say 'Reloading' when reloading a shotgun that has this many shells already"
    },
    {
      "name": "z_reload_chatter_shotgun_interval"
    },
    {
      "name": "z_reserved_wanderers"
    },
    {
      "name": "z_respawn_distance",
      "desc": "Infected can try a respawn within this far of their original spawn"
    },
    {
      "name": "z_respawn_interval",
      "desc": "Infected can try a respawn within this many seconds of spawning"
    },
    {
      "name": "z_restrict_team_change"
    },
    {
      "name": "z_round_start_replacement_time"
    },
    {
      "name": "z_run_exertion_interval"
    },
    {
      "name": "z_safe_spawn_range",
      "desc": "Minimum range for spawning special zombies"
    },
    {
      "name": "z_scout_mob_spawn_range"
    },
    {
      "name": "z_shotgun_bonus_damage_multiplier",
      "desc": "The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range."
    },
    {
      "name": "z_shotgun_bonus_damage_range",
      "desc": "A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus."
    },
    {
      "name": "z_shove_friend_speed"
    },
    {
      "name": "z_show_bottlenecks"
    },
    {
      "name": "z_show_clear"
    },
    {
      "name": "z_show_completely_visible_to_survivor_team"
    },
    {
      "name": "z_show_damaging"
    },
    {
      "name": "z_show_escape_route"
    },
    {
      "name": "z_show_flow_delta"
    },
    {
      "name": "z_show_flow_distance"
    },
    {
      "name": "z_show_infected"
    },
    {
      "name": "z_show_last_area",
      "desc": "Draws a line from each player to the center of their last known nav area"
    },
    {
      "name": "z_show_mutually_visible_set"
    },
    {
      "name": "z_show_population_density"
    },
    {
      "name": "z_show_potentially_visible"
    },
    {
      "name": "z_show_potentially_visible_to_survivor_team"
    },
    {
      "name": "z_show_swings"
    },
    {
      "name": "z_show_traffic"
    },
    {
      "name": "z_sidespeed"
    },
    {
      "name": "z_skip_wounds"
    },
    {
      "name": "z_skirmish_spawn_max_interval"
    },
    {
      "name": "z_skirmish_spawn_max_size"
    },
    {
      "name": "z_skirmish_spawn_min_interval"
    },
    {
      "name": "z_skirmish_spawn_min_size"
    },
    {
      "name": "z_smoker_limit"
    },
    {
      "name": "z_spawn_const_distance",
      "desc": "If positive, it's the distance from the player where z_spawn spawns a character (as opposed to raycasting to the nearest obstac"
    },
    {
      "name": "z_spawn_flow_limit"
    },
    {
      "name": "z_spawn_health",
      "desc": "If non-0, health given to a zombie spawned with z_spawn"
    },
    {
      "name": "z_spawn_height",
      "desc": "Height above ground z_spawn places new infected"
    },
    {
      "name": "z_spawn_mobs_behind_chance",
      "desc": "Percentage chance that a mob will spawn behind the Survivor team"
    },
    {
      "name": "z_spawn_mobs_from_selected_set",
      "desc": "Spawn subsequent mobs from the currently selected set via the nav mesh editor"
    },
    {
      "name": "z_spawn_range"
    },
    {
      "name": "z_spawn_safety_range"
    },
    {
      "name": "z_spawn_speed"
    },
    {
      "name": "z_special_burn_dmg_scale"
    },
    {
      "name": "z_special_spawn_interval",
      "desc": "Interval for spawning special zombies"
    },
    {
      "name": "z_speed"
    },
    {
      "name": "z_spew_areas"
    },
    {
      "name": "z_spit_detonate_delay"
    },
    {
      "name": "z_spit_interval"
    },
    {
      "name": "z_spit_latency"
    },
    {
      "name": "z_spit_range"
    },
    {
      "name": "z_spit_spread_delay"
    },
    {
      "name": "z_spit_velocity"
    },
    {
      "name": "z_spitter_health",
      "desc": "Spitter zombie max health"
    },
    {
      "name": "z_spitter_high_chance"
    },
    {
      "name": "z_spitter_limit"
    },
    {
      "name": "z_spitter_max_wait_time"
    },
    {
      "name": "z_spitter_range"
    },
    {
      "name": "z_spitter_speed"
    },
    {
      "name": "z_splat_survivor_pitch_max"
    },
    {
      "name": "z_splat_survivor_pitch_min"
    },
    {
      "name": "z_splat_survivor_shake_amplitude"
    },
    {
      "name": "z_splat_survivor_shake_duration"
    },
    {
      "name": "z_splat_survivor_shake_frequency"
    },
    {
      "name": "z_splat_survivor_shake_radius"
    },
    {
      "name": "z_splat_survivor_yaw_max"
    },
    {
      "name": "z_splat_survivor_yaw_min"
    },
    {
      "name": "z_stand_still",
      "desc": "For testing.  0: default.  1: unalerted common infected will stand still instead of wandering, turning, sitting, etc."
    },
    {
      "name": "z_state_debug",
      "desc": "Gives feedback on current zombie state."
    },
    {
      "name": "z_stomp_always",
      "desc": "Force melee attacks on single infected to always be stomps."
    },
    {
      "name": "z_stumble_max_curve_accel",
      "desc": "Rate of turn increase per second"
    },
    {
      "name": "z_stumble_max_curve_rate",
      "desc": "Maximum degrees/sec turning while stumbling forward"
    },
    {
      "name": "z_tank_attack_interval"
    },
    {
      "name": "z_tank_autoshotgun_dmg_scale",
      "desc": "percent damage taken by the tank from the autoshotgun"
    },
    {
      "name": "z_tank_damage_slow_max_range",
      "desc": "Range at which Tank is slowed by gunfire"
    },
    {
      "name": "z_tank_damage_slow_min_range",
      "desc": "Range at which Tank is slowed by gunfire"
    },
    {
      "name": "z_tank_grenade_damage",
      "desc": "How much damage a Tank takes from a grenade."
    },
    {
      "name": "z_tank_grenade_launcher_dmg_scale",
      "desc": "percent increase in damage done to the tank by grenade launcher"
    },
    {
      "name": "z_tank_grenade_roll"
    },
    {
      "name": "z_tank_grenade_slowdown",
      "desc": "The speed setting put on a Tank when hit by a grenade."
    },
    {
      "name": "z_tank_has_special_blood",
      "desc": "Does the Tank get his own blood effect instead of the normal infected one?"
    },
    {
      "name": "z_tank_health",
      "desc": "Tank Zombie max health"
    },
    {
      "name": "z_tank_incapacitated_decay_rate",
      "desc": "How much health a dying Tank loses each update."
    },
    {
      "name": "z_tank_incapacitated_health",
      "desc": "Health Tank starts with in death throes."
    },
    {
      "name": "z_tank_max_stagger_distance",
      "desc": "Max distance a Tank staggers when hurt by a grenade."
    },
    {
      "name": "z_tank_max_stagger_duration",
      "desc": "Max time a Tank staggers when hit by a grenade."
    },
    {
      "name": "z_tank_max_stagger_fade_duration",
      "desc": "Fade in time when a Tank is staggered by a grenade."
    },
    {
      "name": "z_tank_rock_debug",
      "desc": "Show debug for the rock thinking about detonating on people."
    },
    {
      "name": "z_tank_rock_radius"
    },
    {
      "name": "z_tank_speed"
    },
    {
      "name": "z_tank_speed_vs"
    },
    {
      "name": "z_tank_stagger_fade_alpha",
      "desc": "How opaque the screen fade is when a Tank is hit by a grenade."
    },
    {
      "name": "z_tank_stagger_fade_duration",
      "desc": "How long the screen fade lasts when a Tank is hit by a grenade."
    },
    {
      "name": "z_tank_throw_fail_interval",
      "desc": "How soon a tank can try again after failing to throw."
    },
    {
      "name": "z_tank_throw_force"
    },
    {
      "name": "z_tank_throw_health",
      "desc": "Health of the tank projectile (0 disables)"
    },
    {
      "name": "z_tank_throw_interval",
      "desc": "How often a tank can throw."
    },
    {
      "name": "z_tank_walk_speed"
    },
    {
      "name": "z_tanks_block_molotovs"
    },
    {
      "name": "z_throttle_hit_interval_easy",
      "desc": "Minimum time between damaging a Survivor from a mob"
    },
    {
      "name": "z_throttle_hit_interval_expert",
      "desc": "Minimum time between damaging a Survivor from a mob"
    },
    {
      "name": "z_throttle_hit_interval_hard",
      "desc": "Minimum time between damaging a Survivor from a mob"
    },
    {
      "name": "z_throttle_hit_interval_normal",
      "desc": "Minimum time between damaging a Survivor from a mob"
    },
    {
      "name": "z_tracer_spacing",
      "desc": "One in how many bullets is a tracer in automatic weapons."
    },
    {
      "name": "z_transitioning_players_remove"
    },
    {
      "name": "z_use_tolerance"
    },
    {
      "name": "z_vision_range",
      "desc": "How far a Zombie can see."
    },
    {
      "name": "z_vision_range_alert",
      "desc": "How far a Zombie can see when alert."
    },
    {
      "name": "z_vision_range_daylight",
      "desc": "How far a Zombie can see in daylight"
    },
    {
      "name": "z_vision_range_obscured",
      "desc": "How far a Zombie can see in OBSCURED areas."
    },
    {
      "name": "z_vision_range_obscured_alert",
      "desc": "How far a Zombie can see in OBSCURED areas when alert."
    },
    {
      "name": "z_vocalize_burn_max_interval",
      "desc": "The maximum time between vocalizing being burned"
    },
    {
      "name": "z_vocalize_burn_min_interval",
      "desc": "The minimum time between vocalizing being burned"
    },
    {
      "name": "z_vocalize_shot_interval",
      "desc": "The minimum time between vocalizing being shot"
    },
    {
      "name": "z_vomit"
    },
    {
      "name": "z_vomit_boxsize",
      "desc": "Size of vomit damage entities."
    },
    {
      "name": "z_vomit_debug",
      "desc": "Visualize the vomit damage."
    },
    {
      "name": "z_vomit_drag",
      "desc": "Air drag of vomit damage entities."
    },
    {
      "name": "z_vomit_duration",
      "desc": "How long a puker continuously pukes for."
    },
    {
      "name": "z_vomit_fade_duration",
      "desc": "How long the fade takes"
    },
    {
      "name": "z_vomit_fade_start",
      "desc": "When the vomit starts to fade away"
    },
    {
      "name": "z_vomit_fatigue",
      "desc": "Stamina impact of puking. High number will pin in place for a long time, lower will just slow."
    },
    {
      "name": "z_vomit_float",
      "desc": "Upward float velocity of vomit damage entities."
    },
    {
      "name": "z_vomit_hit_pitch_max"
    },
    {
      "name": "z_vomit_hit_pitch_min"
    },
    {
      "name": "z_vomit_hit_yaw_max"
    },
    {
      "name": "z_vomit_hit_yaw_min"
    },
    {
      "name": "z_vomit_interval",
      "desc": "How often a puker can puke."
    },
    {
      "name": "z_vomit_lifetime",
      "desc": "Time to live of vomit damage entities."
    },
    {
      "name": "z_vomit_maxdamagedist",
      "desc": "Maximum damage distance for vomit."
    },
    {
      "name": "z_vomit_range"
    },
    {
      "name": "z_vomit_slide_mult",
      "desc": "Multiplier for second texture slide rate"
    },
    {
      "name": "z_vomit_slide_rate",
      "desc": "Percentage of screen height per second"
    },
    {
      "name": "z_vomit_vecrand",
      "desc": "Random vector added to initial velocity of vomit damage entities."
    },
    {
      "name": "z_vomit_velocity",
      "desc": "Initial velocity of vomit damage entities."
    },
    {
      "name": "z_vomit_velocityfadeend",
      "desc": "Time at which attacker's velocity contribution finishes fading."
    },
    {
      "name": "z_vomit_velocityfadestart",
      "desc": "Time at which attacker's velocity contribution starts to fade."
    },
    {
      "name": "z_walk_speed"
    },
    {
      "name": "z_wandering_density"
    },
    {
      "name": "z_witch_allow_change_victim"
    },
    {
      "name": "z_witch_anger_rate"
    },
    {
      "name": "z_witch_attack_range"
    },
    {
      "name": "z_witch_berserk_range"
    },
    {
      "name": "z_witch_burn_time"
    },
    {
      "name": "z_witch_damage"
    },
    {
      "name": "z_witch_damage_per_kill_hit"
    },
    {
      "name": "z_witch_discard_range"
    },
    {
      "name": "z_witch_flashlight_range"
    },
    {
      "name": "z_witch_health",
      "desc": "Witch max health"
    },
    {
      "name": "z_witch_hostile_at_me_anger"
    },
    {
      "name": "z_witch_max_retreat_range"
    },
    {
      "name": "z_witch_max_threat_time"
    },
    {
      "name": "z_witch_min_retreat_range"
    },
    {
      "name": "z_witch_min_threat_time"
    },
    {
      "name": "z_witch_personal_space"
    },
    {
      "name": "z_witch_relax_rate"
    },
    {
      "name": "z_witch_retreat_exit_hidden_duration"
    },
    {
      "name": "z_witch_retreat_exit_range"
    },
    {
      "name": "z_witch_retreat_min_duration"
    },
    {
      "name": "z_witch_speed"
    },
    {
      "name": "z_witch_speed_inured"
    },
    {
      "name": "z_witch_threat_hostile_range"
    },
    {
      "name": "z_witch_threat_normal_range"
    },
    {
      "name": "z_witch_wander_hear_radius"
    },
    {
      "name": "z_witch_wander_music_max_dist"
    },
    {
      "name": "z_witch_wander_music_max_interval"
    },
    {
      "name": "z_witch_wander_music_min_dist"
    },
    {
      "name": "z_witch_wander_music_min_interval"
    },
    {
      "name": "z_witch_wander_personal_space"
    },
    {
      "name": "z_witch_wander_personal_time"
    },
    {
      "name": "z_zombie_knockoff_death",
      "desc": "Knocking off a pouncing zombie instantly kills them."
    },
    {
      "name": "z_zombie_lunge_push",
      "desc": "Does the zombie lunge push players?"
    }
  ],
  "commands": [
    {
      "name": "_resetgamestats",
      "desc": "Erases current game stats and writes out a blank stats file"
    },
    {
      "name": "_restart",
      "desc": "Shutdown and restart the engine."
    },
    {
      "name": "addip",
      "desc": "Add an IP address to the ban list."
    },
    {
      "name": "air_density",
      "desc": "Changes the density of air for drag computations."
    },
    {
      "name": "alias",
      "desc": "Alias a command."
    },
    {
      "name": "async_resume"
    },
    {
      "name": "async_suspend"
    },
    {
      "name": "banid",
      "desc": "Add a user ID to the ban list."
    },
    {
      "name": "banip",
      "desc": "Add an IP address to the ban list."
    },
    {
      "name": "bench_end",
      "desc": "Ends gathering of info."
    },
    {
      "name": "bench_start",
      "desc": "Starts gathering of info. Arguments: filename to write results into"
    },
    {
      "name": "bind",
      "desc": "Bind a key."
    },
    {
      "name": "BindToggle",
      "desc": "Performs a bind <key> 'increment var <cvar> 0 1 1'"
    },
    {
      "name": "blackbox_dump",
      "desc": "Dump the contents of the blackbox"
    },
    {
      "name": "blackbox_record",
      "desc": "Record an entry into the blackbox"
    },
    {
      "name": "budget_toggle_group",
      "desc": "Turn a budget group on/off"
    },
    {
      "name": "bug_swap",
      "desc": "Automatically swaps the current weapon for the bug bait and back again."
    },
    {
      "name": "cache_print",
      "desc": "cache_print [section] Print out contents of cache memory."
    },
    {
      "name": "cache_print_lru",
      "desc": "cache_print_lru [section] Print out contents of cache memory."
    },
    {
      "name": "cache_print_summary",
      "desc": "cache_print_summary [section] Print out a summary contents of cache memory."
    },
    {
      "name": "callvote",
      "desc": "Start a vote on an issue."
    },
    {
      "name": "cast_hull",
      "desc": "Tests hull collision detection"
    },
    {
      "name": "cast_ray",
      "desc": "Tests collision detection"
    },
    {
      "name": "ccs_write_convars",
      "desc": "Write all convars to file."
    },
    {
      "name": "ch_createairboat",
      "desc": "Spawn airboat in front of the player."
    },
    {
      "name": "ch_createjeep",
      "desc": "Spawn jeep in front of the player."
    },
    {
      "name": "changelevel",
      "desc": "Change server to the specified map"
    },
    {
      "name": "changelevel2",
      "desc": "Transition to the specified map in single player"
    },
    {
      "name": "clear_attribute",
      "desc": "Remove given attribute from all areas in the selected set."
    },
    {
      "name": "clear_debug_overlays",
      "desc": "clears debug overlays"
    },
    {
      "name": "cmd",
      "desc": "Forward command to server."
    },
    {
      "name": "cmd1",
      "desc": "sets userinfo string for split screen player in slot 1"
    },
    {
      "name": "cmd2",
      "desc": "sets userinfo string for split screen player in slot 2"
    },
    {
      "name": "cmd3",
      "desc": "sets userinfo string for split screen player in slot 3"
    },
    {
      "name": "cmd4",
      "desc": "sets userinfo string for split screen player in slot 4"
    },
    {
      "name": "collect_entity_model_name",
      "desc": "Collect model names of the entities you're pointing at"
    },
    {
      "name": "collision_test",
      "desc": "Tests collision system"
    },
    {
      "name": "commentary_cvarsnotchanging"
    },
    {
      "name": "commentary_finishnode"
    },
    {
      "name": "crash",
      "desc": "Cause the engine to crash (Debug!!)"
    },
    {
      "name": "create_flashlight"
    },
    {
      "name": "CreatePredictionError",
      "desc": "Create a prediction error"
    },
    {
      "name": "cs_make_vip",
      "desc": "Marks a player as the VIP"
    },
    {
      "name": "current_flow_distance",
      "desc": "Reports the flow distance for the local player"
    },
    {
      "name": "cvarlist",
      "desc": "Show the list of convars/concommands."
    },
    {
      "name": "dbghist_addline",
      "desc": "Add a line to the debug history. Format: <category id> <line>"
    },
    {
      "name": "dbghist_dump",
      "desc": "Dump the debug history to the console. Format: <category id>     Categories:      0: Entity I/O      1: AI Decisions      2: Sc"
    },
    {
      "name": "devshots_nextmap",
      "desc": "Used by the devshots system to go to the next map in the devshots maplist."
    },
    {
      "name": "differences",
      "desc": "Show all convars which are not at their default values."
    },
    {
      "name": "director_begin_script",
      "desc": "Begin a director script"
    },
    {
      "name": "director_end_script",
      "desc": "End a director script"
    },
    {
      "name": "director_force_panic_event",
      "desc": "Forces a 'PanicEvent' to occur"
    },
    {
      "name": "director_force_scripted_panic_event",
      "desc": "Force the specified scripted panic event to happen"
    },
    {
      "name": "director_force_versus_start",
      "desc": "Force start the versus game, so PZs can spawn even if survivors are still in the safe room"
    },
    {
      "name": "director_print_player_counts",
      "desc": "Prints out counts of connected players and transitioning players (for debugging)"
    },
    {
      "name": "director_report",
      "desc": "Prints a snapshot of the director's state"
    },
    {
      "name": "director_report_scavenge_items",
      "desc": "Dump to the log all the scavengable items"
    },
    {
      "name": "director_solve_item_density",
      "desc": "Pass the number of items you'd want in this map and this spits out the map density value"
    },
    {
      "name": "director_start",
      "desc": "Restores spawning of all wanderers, mobs, specials, and bosses"
    },
    {
      "name": "director_stop",
      "desc": "Shuts off all wanderers, mobs, specials, and bosses"
    },
    {
      "name": "disconnect",
      "desc": "Disconnect game from server."
    },
    {
      "name": "dismount",
      "desc": "Dismounts a survivor as a jockey"
    },
    {
      "name": "display_elapsedtime",
      "desc": "Displays how much time has elapsed since the game started"
    },
    {
      "name": "drawcross",
      "desc": "Draws a cross at the given location  Arguments: x y z"
    },
    {
      "name": "drawline",
      "desc": "Draws line between two 3D Points.  Green if no collision  Red is collides with something  Arguments: x1 y1 z1 x2 y2 z2"
    },
    {
      "name": "dti_flush",
      "desc": "Write out the datatable instrumentation files (you must run with -dti for this to work)."
    },
    {
      "name": "dump_avatar_info",
      "desc": "Print out avatar info of each plaeyr"
    },
    {
      "name": "dump_entity_sizes",
      "desc": "Print sizeof(entclass)"
    },
    {
      "name": "dump_globals",
      "desc": "Dump all global entities/states"
    },
    {
      "name": "dump_pz_data",
      "desc": "Dump PZ data"
    },
    {
      "name": "dump_server_demo",
      "desc": "dump_sever_demo <filename>"
    },
    {
      "name": "dumpentityfactories",
      "desc": "Lists all entity factory names."
    },
    {
      "name": "dumpeventqueue",
      "desc": "Dump the contents of the Entity I/O event queue to the console."
    },
    {
      "name": "dumpgamestringtable",
      "desc": "Dump the contents of the game string table to the console."
    },
    {
      "name": "dumpstringtables",
      "desc": "Print string tables to console."
    },
    {
      "name": "echo",
      "desc": "Echo text to console."
    },
    {
      "name": "endround",
      "desc": "End the current round."
    },
    {
      "name": "ent_absbox",
      "desc": "Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar"
    },
    {
      "name": "ent_attachments",
      "desc": "Displays the attachment points on an entity.  Arguments:    {entity_name} / {class_name} / no argument picks what player is loo"
    },
    {
      "name": "ent_autoaim",
      "desc": "Displays the entity's autoaim radius.  Arguments:    {entity_name} / {class_name} / no argument picks what player is looking at"
    },
    {
      "name": "ent_bbox",
      "desc": "Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlay"
    },
    {
      "name": "ent_call",
      "desc": "ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode,"
    },
    {
      "name": "ent_cancelpendingentfires",
      "desc": "Cancels all ent_fire created outputs that are currently waiting for their delay to expire."
    },
    {
      "name": "ent_create",
      "desc": "Creates an entity of the given type where the player is looking."
    },
    {
      "name": "ent_dump",
      "desc": "Usage:    ent_dump <entity name>"
    },
    {
      "name": "ent_fire",
      "desc": "Usage:    ent_fire <target> [action] [value] [delay]"
    },
    {
      "name": "ent_info",
      "desc": "Usage:    ent_info <class name>"
    },
    {
      "name": "ent_keyvalue",
      "desc": "Applies the comma delimited key=value pairs to the entity with the given Hammer ID.  Format: ent_keyvalue <entity id> <key1>=<v"
    },
    {
      "name": "ent_messages",
      "desc": "Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any mes"
    },
    {
      "name": "ent_name"
    },
    {
      "name": "ent_orient",
      "desc": "Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt"
    },
    {
      "name": "ent_pause",
      "desc": "Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any mess"
    },
    {
      "name": "ent_pivot",
      "desc": "Displays the pivot for the given entity(ies).  (y=up=green, z=forward=blue, x=left=red).   Arguments:    {entity_name} / {class"
    },
    {
      "name": "ent_rbox",
      "desc": "Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.  Ar"
    },
    {
      "name": "ent_remove",
      "desc": "Removes the given entity(s)  Arguments:    {entity_name} / {class_name} / no argument picks what player is looking at"
    },
    {
      "name": "ent_remove_all",
      "desc": "Removes all entities of the specified type  Arguments:    {entity_name} / {class_name}"
    },
    {
      "name": "ent_rotate",
      "desc": "Rotates an entity by a specified # of degrees"
    },
    {
      "name": "ent_script_dump",
      "desc": "Dumps the names and values of this entity's script scope to the console  Arguments:    {entity_name} / {class_name} / no argume"
    },
    {
      "name": "ent_setang",
      "desc": "Set entity angles"
    },
    {
      "name": "ent_setname",
      "desc": "Sets the targetname of the given entity(s)  Arguments:    {new entity name} {entity_name} / {class_name} / no argument picks wh"
    },
    {
      "name": "ent_setpos",
      "desc": "Move entity to position"
    },
    {
      "name": "ent_show_response_criteria",
      "desc": "Print, to the console, an entity's current criteria set used to select responses.  Arguments:    {entity_name} / {class_name} /"
    },
    {
      "name": "ent_step",
      "desc": "When 'ent_pause' is set this will step through one waiting input / output message at a time."
    },
    {
      "name": "ent_teleport",
      "desc": "Teleport the specified entity to where the player is looking.  Format: ent_teleport <entity name>"
    },
    {
      "name": "ent_text",
      "desc": "Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)  Arguments:    {entity_"
    },
    {
      "name": "ent_viewoffset",
      "desc": "Displays the eye position for the given entity(ies) in red.  Arguments:    {entity_name} / {class_name} / no argument picks wha"
    },
    {
      "name": "exec",
      "desc": "Execute script file."
    },
    {
      "name": "exit",
      "desc": "Exit the engine."
    },
    {
      "name": "explode",
      "desc": "Kills the player with explosive damage"
    },
    {
      "name": "explodevector",
      "desc": "Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>"
    },
    {
      "name": "fade_crosshair",
      "desc": "Fades the prop being looked at"
    },
    {
      "name": "fadein",
      "desc": "fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds."
    },
    {
      "name": "fadeout",
      "desc": "fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds."
    },
    {
      "name": "ff"
    },
    {
      "name": "find",
      "desc": "Find concommands with the specified string in their name/help text."
    },
    {
      "name": "find_ent",
      "desc": "Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>"
    },
    {
      "name": "find_ent_index",
      "desc": "Display data for entity matching specified index. Format: find_ent_index <index>"
    },
    {
      "name": "findflags",
      "desc": "Find concommands by flags."
    },
    {
      "name": "firetarget"
    },
    {
      "name": "flush",
      "desc": "Flush unlocked cache memory."
    },
    {
      "name": "flush_locked",
      "desc": "Flush unlocked and locked cache memory."
    },
    {
      "name": "forcebind",
      "desc": "Bind a command to an available key. (forcebind command opt:suggestedKey)"
    },
    {
      "name": "foundry_engine_get_mouse_control",
      "desc": "Give the engine control of the mouse."
    },
    {
      "name": "foundry_engine_release_mouse_control",
      "desc": "Give the control of the mouse back to Hammer."
    },
    {
      "name": "foundry_select_entity",
      "desc": "Select the entity under the crosshair or select entities with the specified name."
    },
    {
      "name": "foundry_sync_hammer_view",
      "desc": "Move Hammer's 3D view to the same position as the engine's 3D view."
    },
    {
      "name": "foundry_update_entity",
      "desc": "Updates the entity's position/angles when in edit mode"
    },
    {
      "name": "fs_printopenfiles",
      "desc": "Show all files currently opened by the engine."
    },
    {
      "name": "fs_syncdvddevcache",
      "desc": "Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev."
    },
    {
      "name": "fs_warning_level",
      "desc": "Set the filesystem warning level."
    },
    {
      "name": "give",
      "desc": "Give item to player.  Arguments: <item_name>"
    },
    {
      "name": "givecurrentammo",
      "desc": "Give a supply of ammo for current weapon.."
    },
    {
      "name": "global_set",
      "desc": "global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD)."
    },
    {
      "name": "go_away_from_keyboard",
      "desc": "Go away from the keyboard so a bot will take over."
    },
    {
      "name": "groundlist",
      "desc": "Display ground entity list <index>"
    },
    {
      "name": "hammer_update_entity",
      "desc": "Updates the entity's position/angles when in edit mode"
    },
    {
      "name": "hammer_update_safe_entities",
      "desc": "Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit"
    },
    {
      "name": "heartbeat",
      "desc": "Force heartbeat of master servers"
    },
    {
      "name": "help",
      "desc": "Find help about a convar/concommand."
    },
    {
      "name": "host_runofftime",
      "desc": "Run off some time without rendering/updating sounds"
    },
    {
      "name": "hunk_print_allocations"
    },
    {
      "name": "hurtme",
      "desc": "Hurts the player.  Arguments: <health to lose>"
    },
    {
      "name": "incrementvar",
      "desc": "Increment specified convar value."
    },
    {
      "name": "jockey",
      "desc": "Giddyup."
    },
    {
      "name": "jockeyme",
      "desc": "Giddyup."
    },
    {
      "name": "kdtree_test",
      "desc": "Tests spatial partition for entities queries."
    },
    {
      "name": "key_findbinding",
      "desc": "Find key bound to specified command string."
    },
    {
      "name": "key_listboundkeys",
      "desc": "List bound keys with bindings."
    },
    {
      "name": "kick",
      "desc": "Kick a player by name."
    },
    {
      "name": "kick_transitioning",
      "desc": "Kick a transitioning player by userID"
    },
    {
      "name": "kickid",
      "desc": "Kick a player by userid or uniqueid, with a message."
    },
    {
      "name": "kill",
      "desc": "Kills the player with generic damage"
    },
    {
      "name": "killserver",
      "desc": "Shutdown the server."
    },
    {
      "name": "killvector",
      "desc": "Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>"
    },
    {
      "name": "l4d2_snd_adrenaline"
    },
    {
      "name": "listid",
      "desc": "Lists banned users."
    },
    {
      "name": "listip",
      "desc": "List IP addresses on the ban list."
    },
    {
      "name": "listissues",
      "desc": "List all the issues that can be voted on."
    },
    {
      "name": "listmodels",
      "desc": "List loaded models."
    },
    {
      "name": "listRecentNPCSpeech",
      "desc": "Displays a list of the last 5 lines of speech from NPCs."
    },
    {
      "name": "log",
      "desc": "Enables logging to file, console, and udp < on | off >."
    },
    {
      "name": "logaddress_add",
      "desc": "Set address and port for remote host <ip:port>."
    },
    {
      "name": "logaddress_del",
      "desc": "Remove address and port for remote host <ip:port>."
    },
    {
      "name": "logaddress_delall",
      "desc": "Remove all udp addresses being logged to"
    },
    {
      "name": "logaddress_list",
      "desc": "List all addresses currently being used by logaddress."
    },
    {
      "name": "map",
      "desc": "Start playing on specified map."
    },
    {
      "name": "map_background",
      "desc": "Runs a map as the background to the main menu."
    },
    {
      "name": "map_commentary",
      "desc": "Start playing, with commentary, on a specified map."
    },
    {
      "name": "map_showspawnpoints",
      "desc": "Shows player spawn points (red=invalid)"
    },
    {
      "name": "maps",
      "desc": "Displays list of maps."
    },
    {
      "name": "mark",
      "desc": "Set attribute of selected area."
    },
    {
      "name": "mat_configcurrent",
      "desc": "show the current video control panel config for the material system"
    },
    {
      "name": "mat_debug",
      "desc": "Activates debugging spew for a specific material."
    },
    {
      "name": "mat_hdr_enabled",
      "desc": "Report if HDR is enabled for debugging"
    },
    {
      "name": "mat_info",
      "desc": "Shows material system info"
    },
    {
      "name": "mat_reloadallmaterials",
      "desc": "Reloads all materials"
    },
    {
      "name": "mat_reloadmaterial",
      "desc": "Reloads a single material"
    },
    {
      "name": "mat_reloadtextures",
      "desc": "Reloads all textures"
    },
    {
      "name": "mat_reporthwmorphmemory",
      "desc": "Reports the amount of size in bytes taken up by hardware morph textures."
    },
    {
      "name": "mat_savechanges",
      "desc": "saves current video configuration to the registry"
    },
    {
      "name": "mat_showmaterials",
      "desc": "Show materials."
    },
    {
      "name": "mat_showmaterialsverbose",
      "desc": "Show materials (verbose version)."
    },
    {
      "name": "mat_showtextures",
      "desc": "Show used textures."
    },
    {
      "name": "mat_suppress",
      "desc": "Supress a material from drawing"
    },
    {
      "name": "maxplayers",
      "desc": "Change the maximum number of players allowed on this server."
    },
    {
      "name": "melee_dump_weapons_server",
      "desc": "Spew the melee weapon infos that are currently loaded"
    },
    {
      "name": "melee_reload_info_server",
      "desc": "Reloads Melee weapon scripts to the MeleeWeaponInfoStore"
    },
    {
      "name": "mem_compact"
    },
    {
      "name": "mem_dump",
      "desc": "Dump memory stats to text file."
    },
    {
      "name": "mem_eat"
    },
    {
      "name": "mem_incremental_compact"
    },
    {
      "name": "mem_test"
    },
    {
      "name": "mem_vcollide",
      "desc": "Dumps the memory used by vcollides"
    },
    {
      "name": "memory",
      "desc": "Print memory stats."
    },
    {
      "name": "memory_diff",
      "desc": "show memory stats relative to snapshot"
    },
    {
      "name": "memory_list",
      "desc": "dump memory list (linux only)"
    },
    {
      "name": "memory_mark",
      "desc": "snapshot current allocation status"
    },
    {
      "name": "memory_status",
      "desc": "show memory stats (linux only)"
    },
    {
      "name": "meta",
      "desc": "Metamod:Source control options"
    },
    {
      "name": "mission_reload",
      "desc": "Reload mission metadata"
    },
    {
      "name": "mm_datacenter_debugprint",
      "desc": "Shows information retrieved from data center"
    },
    {
      "name": "motd"
    },
    {
      "name": "mp_disable_autokick",
      "desc": "Prevents a userid from being auto-kicked"
    },
    {
      "name": "mp_forcerespawnplayers",
      "desc": "Force all players to respawn."
    },
    {
      "name": "mp_forcewin",
      "desc": "Forces team to win"
    },
    {
      "name": "mp_scrambleteams",
      "desc": "Scramble the teams and restart the game"
    },
    {
      "name": "mp_switchteams",
      "desc": "Switch teams and restart the game"
    },
    {
      "name": "mp_tournament_restart",
      "desc": "Restart Tournament Mode on the current level."
    },
    {
      "name": "multiplayerendgame",
      "desc": "Take all of the connected clients and take them to the end game state."
    },
    {
      "name": "multvar",
      "desc": "Multiply specified convar value."
    },
    {
      "name": "nav_add_to_selected_set",
      "desc": "Add current area to the selected set."
    },
    {
      "name": "nav_add_to_selected_set_by_id",
      "desc": "Add specified area id to the selected set."
    },
    {
      "name": "nav_analyze",
      "desc": "Re-analyze the current Navigation Mesh and save it to disk."
    },
    {
      "name": "nav_auto_build_area",
      "desc": "Build out high-precision areas around the edit cursor and create them."
    },
    {
      "name": "nav_avoid",
      "desc": "Toggles the 'avoid this area when possible' flag used by the AI system."
    },
    {
      "name": "nav_begin_area",
      "desc": "Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and"
    },
    {
      "name": "nav_begin_deselecting",
      "desc": "Start continuously removing from the selected set."
    },
    {
      "name": "nav_begin_drag_deselecting",
      "desc": "Start dragging a selection area."
    },
    {
      "name": "nav_begin_drag_selecting",
      "desc": "Start dragging a selection area."
    },
    {
      "name": "nav_begin_selecting",
      "desc": "Start continuously adding to the selected set."
    },
    {
      "name": "nav_begin_shift_xy",
      "desc": "Begin shifting the Selected Set."
    },
    {
      "name": "nav_build_ladder",
      "desc": "Attempts to build a nav ladder on the climbable surface under the cursor."
    },
    {
      "name": "nav_check_file_consistency",
      "desc": "Scans the maps directory and reports any missing/out-of-date navigation files."
    },
    {
      "name": "nav_check_floor",
      "desc": "Updates the blocked/unblocked status for every nav area."
    },
    {
      "name": "nav_check_stairs",
      "desc": "Update the nav mesh STAIRS attribute"
    },
    {
      "name": "nav_chop_selected",
      "desc": "Chops all selected areas into their component 1x1 areas"
    },
    {
      "name": "nav_clear_attribute",
      "desc": "Remove given nav attribute from all areas in the selected set."
    },
    {
      "name": "nav_clear_selected_set",
      "desc": "Clear the selected set."
    },
    {
      "name": "nav_clear_walkable_marks",
      "desc": "Erase any previously placed walkable positions."
    },
    {
      "name": "nav_compress_id",
      "desc": "Re-orders area and ladder ID's so they are continuous."
    },
    {
      "name": "nav_connect",
      "desc": "To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a"
    },
    {
      "name": "nav_corner_lower",
      "desc": "Lower the selected corner of the currently marked Area."
    },
    {
      "name": "nav_corner_place_on_ground",
      "desc": "Places the selected corner of the currently marked Area on the ground."
    },
    {
      "name": "nav_corner_raise",
      "desc": "Raise the selected corner of the currently marked Area."
    },
    {
      "name": "nav_corner_select",
      "desc": "Select a corner of the currently marked Area. Use multiple times to access all four corners."
    },
    {
      "name": "nav_crouch",
      "desc": "Toggles the 'must crouch in this area' flag used by the AI system."
    },
    {
      "name": "nav_delete",
      "desc": "Deletes the currently highlighted Area."
    },
    {
      "name": "nav_delete_marked",
      "desc": "Deletes the currently marked Area (if any)."
    },
    {
      "name": "nav_disconnect",
      "desc": "To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec"
    },
    {
      "name": "nav_dont_hide",
      "desc": "Toggles the 'area is not suitable for hiding spots' flag used by the AI system."
    },
    {
      "name": "nav_end_area",
      "desc": "Defines the second corner of a new Area or Ladder and creates it."
    },
    {
      "name": "nav_end_deselecting",
      "desc": "Stop continuously removing from the selected set."
    },
    {
      "name": "nav_end_drag_deselecting",
      "desc": "Stop dragging a selection area."
    },
    {
      "name": "nav_end_drag_selecting",
      "desc": "Stop dragging a selection area."
    },
    {
      "name": "nav_end_selecting",
      "desc": "Stop continuously adding to the selected set."
    },
    {
      "name": "nav_end_shift_xy",
      "desc": "Finish shifting the Selected Set."
    },
    {
      "name": "nav_fix_playerclips",
      "desc": "Fixup nodes marked with NAV_PLAYERCLIP."
    },
    {
      "name": "nav_flood_select",
      "desc": "Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again."
    },
    {
      "name": "nav_fog_mark",
      "desc": "Sets fog value for selected areas."
    },
    {
      "name": "nav_fog_pick",
      "desc": "Sets fog value for selected areas."
    },
    {
      "name": "nav_fog_set",
      "desc": "If used without arguments, all available Fog values will be listed. If a Fog argument is given, the current Fog is set."
    },
    {
      "name": "nav_gen_cliffs_approx",
      "desc": "Mark cliff areas, post-processing approximation"
    },
    {
      "name": "nav_generate",
      "desc": "Generate a Navigation Mesh for the current map and save it to disk."
    },
    {
      "name": "nav_generate_incremental",
      "desc": "Generate a Navigation Mesh for the current map and save it to disk."
    },
    {
      "name": "nav_jump",
      "desc": "Toggles the 'traverse this area by jumping' flag used by the AI system."
    },
    {
      "name": "nav_ladder_flip",
      "desc": "Flips the selected ladder's direction."
    },
    {
      "name": "nav_load",
      "desc": "Loads the Navigation Mesh for the current map."
    },
    {
      "name": "nav_lower_drag_volume_max",
      "desc": "Lower the top of the drag select volume."
    },
    {
      "name": "nav_lower_drag_volume_min",
      "desc": "Lower the bottom of the drag select volume."
    },
    {
      "name": "nav_make_sniper_spots",
      "desc": "Chops the marked area into disconnected sub-areas suitable for sniper spots."
    },
    {
      "name": "nav_mark",
      "desc": "Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands."
    },
    {
      "name": "nav_mark_attribute",
      "desc": "Set nav attribute for all areas in the selected set."
    },
    {
      "name": "nav_mark_unnamed",
      "desc": "Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting."
    },
    {
      "name": "nav_mark_walkable",
      "desc": "Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate"
    },
    {
      "name": "nav_merge",
      "desc": "To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm"
    },
    {
      "name": "nav_merge_mesh",
      "desc": "Merges a saved selected set into the current mesh."
    },
    {
      "name": "nav_no_hostages",
      "desc": "Toggles the 'hostages cannot use this area' flag used by the AI system."
    },
    {
      "name": "nav_no_jump",
      "desc": "Toggles the 'dont jump in this area' flag used by the AI system."
    },
    {
      "name": "nav_place_floodfill",
      "desc": "Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli"
    },
    {
      "name": "nav_place_list",
      "desc": "Lists all place names used in the map."
    },
    {
      "name": "nav_place_pick",
      "desc": "Sets the current Place to the Place of the Area under the cursor."
    },
    {
      "name": "nav_place_replace",
      "desc": "Replaces all instances of the first place with the second place."
    },
    {
      "name": "nav_place_set",
      "desc": "Sets the Place of all selected areas to the current Place."
    },
    {
      "name": "nav_precise",
      "desc": "Toggles the 'dont avoid obstacles' flag used by the AI system."
    },
    {
      "name": "nav_print_visibility_info",
      "desc": "Dumps some visibility-related data to the console."
    },
    {
      "name": "nav_print_visible_set_counts",
      "desc": "Outputs the sizes of the visible sets"
    },
    {
      "name": "nav_raise_drag_volume_max",
      "desc": "Raise the top of the drag select volume."
    },
    {
      "name": "nav_raise_drag_volume_min",
      "desc": "Raise the bottom of the drag select volume."
    },
    {
      "name": "nav_recall_selected_set",
      "desc": "Re-selects the stored selected set."
    },
    {
      "name": "nav_recompute_flow",
      "desc": "Recomputes flow distance"
    },
    {
      "name": "nav_remove_from_selected_set",
      "desc": "Remove current area from the selected set."
    },
    {
      "name": "nav_remove_jump_areas",
      "desc": "Removes legacy jump areas, replacing them with connections."
    },
    {
      "name": "nav_run",
      "desc": "Toggles the 'traverse this area by running' flag used by the AI system."
    },
    {
      "name": "nav_save",
      "desc": "Saves the current Navigation Mesh to disk."
    },
    {
      "name": "nav_save_selected",
      "desc": "Writes the selected set to disk for merging into another mesh via nav_merge_mesh."
    },
    {
      "name": "nav_select_blocked_areas",
      "desc": "Adds all blocked areas to the selected set"
    },
    {
      "name": "nav_select_completely_visible",
      "desc": "Selects all areas completely visible to the selected area."
    },
    {
      "name": "nav_select_damaging_areas",
      "desc": "Adds all damaging areas to the selected set"
    },
    {
      "name": "nav_select_half_space",
      "desc": "Selects any areas that intersect the given half-space."
    },
    {
      "name": "nav_select_invalid_areas",
      "desc": "Adds all invalid areas to the Selected Set."
    },
    {
      "name": "nav_select_obstructed_areas",
      "desc": "Adds all obstructed areas to the selected set"
    },
    {
      "name": "nav_select_overlapping",
      "desc": "Selects nav areas that are overlapping others."
    },
    {
      "name": "nav_select_partially_visible",
      "desc": "Selects all areas at least partially visible to the selected area."
    },
    {
      "name": "nav_select_radius",
      "desc": "Adds all areas in a radius to the selection set"
    },
    {
      "name": "nav_select_stairs",
      "desc": "Adds all stairway areas to the selected set"
    },
    {
      "name": "nav_select_threat",
      "desc": "Selects all threat areas"
    },
    {
      "name": "nav_select_view_distance",
      "desc": "Selects all areas within nav_max_view_distance."
    },
    {
      "name": "nav_select_visible_set_size",
      "desc": "Selects all areas with visible sets this size or greater."
    },
    {
      "name": "nav_set_place_mode",
      "desc": "Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names."
    },
    {
      "name": "nav_shift",
      "desc": "Shifts the selected areas by the specified amount"
    },
    {
      "name": "nav_show_ladder_bounds",
      "desc": "Draws the bounding boxes of all func_ladders in the map."
    },
    {
      "name": "nav_simplify_selected",
      "desc": "Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas"
    },
    {
      "name": "nav_splice",
      "desc": "To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them."
    },
    {
      "name": "nav_split",
      "desc": "To split an Area into two, align the split line using your cursor and invoke the split command."
    },
    {
      "name": "nav_stand",
      "desc": "Toggles the 'stand while hiding' flag used by the AI system."
    },
    {
      "name": "nav_stop",
      "desc": "Toggles the 'must stop when entering this area' flag used by the AI system."
    },
    {
      "name": "nav_store_selected_set",
      "desc": "Stores the current selected set for later retrieval."
    },
    {
      "name": "nav_strip",
      "desc": "Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area."
    },
    {
      "name": "nav_subdivide",
      "desc": "Subdivides all selected areas."
    },
    {
      "name": "nav_test_stairs",
      "desc": "Test the selected set for being on stairs"
    },
    {
      "name": "nav_test_visibility",
      "desc": "Tests visibility from the selected area to the one under the cursor."
    },
    {
      "name": "nav_toggle_deselecting",
      "desc": "Start or stop continuously removing from the selected set."
    },
    {
      "name": "nav_toggle_in_selected_set",
      "desc": "Remove current area from the selected set."
    },
    {
      "name": "nav_toggle_place_mode",
      "desc": "Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names."
    },
    {
      "name": "nav_toggle_place_painting",
      "desc": "Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place."
    },
    {
      "name": "nav_toggle_selected_set",
      "desc": "Toggles all areas into/out of the selected set."
    },
    {
      "name": "nav_toggle_selecting",
      "desc": "Start or stop continuously adding to the selected set."
    },
    {
      "name": "nav_transient",
      "desc": "Toggles the 'area is transient and may become blocked' flag used by the AI system."
    },
    {
      "name": "nav_trouble_report",
      "desc": "Selects areas that may be breaking the map checklist for inspection"
    },
    {
      "name": "nav_trouble_report_corner_to_corner",
      "desc": "Selects areas that can break game mechanics"
    },
    {
      "name": "nav_trouble_report_invalid",
      "desc": "Selects areas that can break game mechanics"
    },
    {
      "name": "nav_trouble_report_suggestions",
      "desc": "Selects areas that do not have a population set, only if any area has a population"
    },
    {
      "name": "nav_unmark",
      "desc": "Clears the marked Area or Ladder."
    },
    {
      "name": "nav_update_blocked",
      "desc": "Updates the blocked/unblocked status for every nav area."
    },
    {
      "name": "nav_update_lighting",
      "desc": "Recomputes lighting values"
    },
    {
      "name": "nav_use_place",
      "desc": "If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set."
    },
    {
      "name": "nav_walk",
      "desc": "Toggles the 'traverse this area by walking' flag used by the AI system."
    },
    {
      "name": "nav_warp_to_mark",
      "desc": "Warps the player to the marked area."
    },
    {
      "name": "nav_world_center",
      "desc": "Centers the nav mesh in the world"
    },
    {
      "name": "nb_assault",
      "desc": "Tell all NextBots to assault"
    },
    {
      "name": "nb_command",
      "desc": "Sends a command string to all bots"
    },
    {
      "name": "nb_debug",
      "desc": "Debug NextBots.  Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS."
    },
    {
      "name": "nb_debug_filter",
      "desc": "Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots."
    },
    {
      "name": "nb_delete_all",
      "desc": "Delete all non-player NextBot entities."
    },
    {
      "name": "nb_dump_debug_history",
      "desc": "Dumps debug history for the bot under the cursor to the blackbox"
    },
    {
      "name": "nb_force_look_at",
      "desc": "Force selected bot to look at the local player's position"
    },
    {
      "name": "nb_move_to_cursor",
      "desc": "Tell all NextBots to move to the cursor position"
    },
    {
      "name": "nb_move_to_position",
      "desc": "Tell all NextBots to move to the specified absolute position"
    },
    {
      "name": "nb_rush",
      "desc": "Causes all infected to rush the survivors."
    },
    {
      "name": "nb_select",
      "desc": "Select the bot you are aiming at for further debug operations."
    },
    {
      "name": "nb_stuck_dump_display",
      "desc": "Given a bot stuck dump filename, display the stuck locations in the environment"
    },
    {
      "name": "nb_warp_selected_here",
      "desc": "Teleport the selected bot to your cursor position"
    },
    {
      "name": "net_channels",
      "desc": "Shows net channel info"
    },
    {
      "name": "net_dumpeventstats",
      "desc": "Dumps out a report of game event network usage"
    },
    {
      "name": "net_start",
      "desc": "Inits multiplayer network sockets"
    },
    {
      "name": "net_status",
      "desc": "Shows current network status"
    },
    {
      "name": "net_steamcnx_status",
      "desc": "Print status of steam connection sockets."
    },
    {
      "name": "nextmap"
    },
    {
      "name": "noclip",
      "desc": "Toggle. Player becomes non-solid and flies.  Optional argument of 0 or 1 to force enable/disable"
    },
    {
      "name": "notarget",
      "desc": "Toggle. Player becomes hidden to NPCs."
    },
    {
      "name": "particle_test_start",
      "desc": "Dispatches the test particle system with the parameters specified in particle_test_file,  particle_test_attach_mode and particl"
    },
    {
      "name": "particle_test_stop",
      "desc": "Stops all particle systems on the selected entities.  Arguments:    {entity_name} / {class_name} / no argument picks what playe"
    },
    {
      "name": "path",
      "desc": "Show the engine filesystem path."
    },
    {
      "name": "pause",
      "desc": "Toggle the server pause state."
    },
    {
      "name": "phys2_load",
      "desc": "Saves physics SDK state"
    },
    {
      "name": "phys2_save",
      "desc": "Saves physics SDK state"
    },
    {
      "name": "phys2_save_server",
      "desc": "Saves server physics scene"
    },
    {
      "name": "phys2_shoot",
      "desc": "Shoots a phys2 object."
    },
    {
      "name": "phys_shoot",
      "desc": "Shoots a phys object."
    },
    {
      "name": "physics_budget",
      "desc": "Times the cost of each active object"
    },
    {
      "name": "physics_constraints",
      "desc": "Highlights constraint system graph for an entity"
    },
    {
      "name": "physics_debug_entity",
      "desc": "Dumps debug info for an entity"
    },
    {
      "name": "physics_highlight_active",
      "desc": "Turns on the absbox for all active physics objects"
    },
    {
      "name": "physics_report_active",
      "desc": "Lists all active physics objects"
    },
    {
      "name": "physics_select",
      "desc": "Dumps debug info for an entity"
    },
    {
      "name": "picker",
      "desc": "Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play"
    },
    {
      "name": "ping",
      "desc": "Display ping to server."
    },
    {
      "name": "pingserver",
      "desc": "Ping a server for info"
    },
    {
      "name": "plugin_load",
      "desc": "plugin_load <filename> : loads a plugin"
    },
    {
      "name": "plugin_notify_non_valid",
      "desc": "Notify's the user if any invalid plug-ins are loaded"
    },
    {
      "name": "plugin_pause",
      "desc": "plugin_pause <index> : pauses a loaded plugin"
    },
    {
      "name": "plugin_pause_all",
      "desc": "pauses all loaded plugins"
    },
    {
      "name": "plugin_print",
      "desc": "Prints details about loaded plugins"
    },
    {
      "name": "plugin_unload",
      "desc": "plugin_unload <index> : unloads a plugin"
    },
    {
      "name": "plugin_unpause",
      "desc": "plugin_unpause <index> : unpauses a disabled plugin"
    },
    {
      "name": "plugin_unpause_all",
      "desc": "unpauses all disabled plugins"
    },
    {
      "name": "prop_crosshair",
      "desc": "Shows name for prop looking at"
    },
    {
      "name": "prop_debug",
      "desc": "Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys"
    },
    {
      "name": "prop_dynamic_create",
      "desc": "Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}"
    },
    {
      "name": "prop_physics_create",
      "desc": "Creates a physics prop with a specific .mdl aimed away from where the player is looking.  Arguments: {.mdl name}"
    },
    {
      "name": "pz_damages",
      "desc": "List player zombie damages"
    },
    {
      "name": "quit",
      "desc": "Exit the engine."
    },
    {
      "name": "r_flushlod",
      "desc": "Flush and reload LODs."
    },
    {
      "name": "r_printdecalinfo"
    },
    {
      "name": "rangefinder",
      "desc": "Measures distance along a ray"
    },
    {
      "name": "recompute_speed",
      "desc": "Recomputes clock speed (for debugging purposes)."
    },
    {
      "name": "reload",
      "desc": "Reload the most recent saved game (add setpos to jump to current view position on reload)."
    },
    {
      "name": "removeid",
      "desc": "Remove a user ID from the ban list."
    },
    {
      "name": "removeip",
      "desc": "Remove an IP address from the ban list."
    },
    {
      "name": "report"
    },
    {
      "name": "report_entities",
      "desc": "Lists all entities"
    },
    {
      "name": "report_simthinklist",
      "desc": "Lists all simulating/thinking entities"
    },
    {
      "name": "report_soundpatch",
      "desc": "reports sound patch count"
    },
    {
      "name": "report_touchlinks",
      "desc": "Lists all touchlinks"
    },
    {
      "name": "rescue_show",
      "desc": "Shows debugging info for info_survivor_rescue ents"
    },
    {
      "name": "rescue_show_blocked",
      "desc": "Shows bboxes for blocked info_survivor_rescue ents"
    },
    {
      "name": "rescue_update_nav",
      "desc": "Updates RESCUE_CLOSET nav flags"
    },
    {
      "name": "reset_gameconvars",
      "desc": "Reset a bunch of game convars to default values"
    },
    {
      "name": "respawn_entities",
      "desc": "Respawn all the entities in the map."
    },
    {
      "name": "restart",
      "desc": "Restart the game on the same level (add setpos to jump to current view position on restart)."
    },
    {
      "name": "rr_debugresponseconcept_exclude",
      "desc": "Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments"
    },
    {
      "name": "rr_forceconcept",
      "desc": "fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> 'criteria1:value1,criteria2:va"
    },
    {
      "name": "rr_reloadresponsesystems",
      "desc": "Reload all response system scripts."
    },
    {
      "name": "say",
      "desc": "Display player message"
    },
    {
      "name": "say_team",
      "desc": "Display player message to team"
    },
    {
      "name": "sb_add",
      "desc": "Add a Survivor Bot."
    },
    {
      "name": "sb_force_max_intensity",
      "desc": "Force intensity of selected SurvivorBot to maximum level."
    },
    {
      "name": "sb_give",
      "desc": "Give an item to each Survivor bot"
    },
    {
      "name": "sb_give_random_weapon",
      "desc": "Give a random weapon to each Survivor bot"
    },
    {
      "name": "sb_move_to_cursor",
      "desc": "Sends survivor bots to cursor target"
    },
    {
      "name": "sb_takecontrol",
      "desc": "Take control of a bot."
    },
    {
      "name": "scene_flush",
      "desc": "Flush all .vcds from the cache and reload from disk."
    },
    {
      "name": "script",
      "desc": "Run the text as a script"
    },
    {
      "name": "script_add_debug_filter",
      "desc": "Add a filter to the game debug overlay"
    },
    {
      "name": "script_add_watch",
      "desc": "Add a watch to the game debug overlay"
    },
    {
      "name": "script_add_watch_pattern",
      "desc": "Add a watch to the game debug overlay"
    },
    {
      "name": "script_attach_debugger",
      "desc": "Connect the vscript VM to the script debugger"
    },
    {
      "name": "script_clear_watches",
      "desc": "Clear all watches from the game debug overlay"
    },
    {
      "name": "script_debug",
      "desc": "Toggle the in-game script debug features"
    },
    {
      "name": "script_dump_all",
      "desc": "Dump the state of the VM to the console"
    },
    {
      "name": "script_execute",
      "desc": "Run a vscript file"
    },
    {
      "name": "script_find",
      "desc": "Find a key in the VM"
    },
    {
      "name": "script_help",
      "desc": "Output help for script functions, optionally with a search string"
    },
    {
      "name": "script_reload_code",
      "desc": "Execute a vscript file, replacing existing functions with the functions in the run script"
    },
    {
      "name": "script_reload_enity_code",
      "desc": "Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts"
    },
    {
      "name": "script_reload_think",
      "desc": "Execute an activation script, replacing existing functions with the functions in the run script"
    },
    {
      "name": "script_remove_debug_filter",
      "desc": "Remove a filter from the game debug overlay"
    },
    {
      "name": "script_remove_watch",
      "desc": "Remove a watch from the game debug overlay"
    },
    {
      "name": "script_remove_watch_pattern",
      "desc": "Remove a watch from the game debug overlay"
    },
    {
      "name": "script_resurrect_unreachable",
      "desc": "Use the garbage collector to track down reference cycles"
    },
    {
      "name": "script_trace_disable",
      "desc": "Turn off a particular trace output by file or function name"
    },
    {
      "name": "script_trace_disable_all",
      "desc": "Turn off all trace output"
    },
    {
      "name": "script_trace_disable_key",
      "desc": "Turn off a particular trace output by table/instance"
    },
    {
      "name": "script_trace_enable",
      "desc": "Turn on a particular trace output by file or function name"
    },
    {
      "name": "script_trace_enable_all",
      "desc": "Turn on all trace output"
    },
    {
      "name": "script_trace_enable_key",
      "desc": "Turn on a particular trace output by table/instance"
    },
    {
      "name": "scripted_user_func",
      "desc": "Call script from this user, with the value"
    },
    {
      "name": "select_cliff",
      "desc": "Selects all NAV_MESH_CLIFF areas."
    },
    {
      "name": "select_invalid_finale_nospawn",
      "desc": "Selects all FINALE_NOSPAWN areas that aren't also FINALE."
    },
    {
      "name": "select_with_attribute",
      "desc": "Selects areas with the given attribute."
    },
    {
      "name": "server_game_time",
      "desc": "Gives the game time in seconds (server's curtime)"
    },
    {
      "name": "setang",
      "desc": "Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats)."
    },
    {
      "name": "setang_exact",
      "desc": "Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats)."
    },
    {
      "name": "setmaster",
      "desc": "add/remove/enable/disable master servers"
    },
    {
      "name": "setmodel",
      "desc": "Changes's player's model"
    },
    {
      "name": "setpause",
      "desc": "Set the pause state of the server."
    },
    {
      "name": "setpos",
      "desc": "Move player to specified origin (must have sv_cheats)."
    },
    {
      "name": "setpos_exact",
      "desc": "Move player to an exact specified origin (must have sv_cheats)."
    },
    {
      "name": "setpos_player",
      "desc": "Move specified player to specified origin (must have sv_cheats)."
    },
    {
      "name": "shake",
      "desc": "Shake the screen."
    },
    {
      "name": "show_addon_load_order",
      "desc": "Display's the load order for custom addon files."
    },
    {
      "name": "show_addon_metadata",
      "desc": "Display's the collected metadata for custom addon files."
    },
    {
      "name": "showtriggers_toggle",
      "desc": "Toggle show triggers"
    },
    {
      "name": "sm",
      "desc": "SourceMod Menu"
    },
    {
      "name": "sm_abortban",
      "desc": "sm_abortban"
    },
    {
      "name": "sm_addban",
      "desc": "sm_addban <time> <steamid> [reason]"
    },
    {
      "name": "sm_admin",
      "desc": "Displays the admin menu"
    },
    {
      "name": "sm_ban",
      "desc": "sm_ban <#userid|name> <minutes|0> [reason]"
    },
    {
      "name": "sm_banip",
      "desc": "sm_banip <ip|#userid|name> <time> [reason]"
    },
    {
      "name": "sm_beacon",
      "desc": "sm_beacon <#userid|name> [0/1]"
    },
    {
      "name": "sm_blind",
      "desc": "sm_blind <#userid|name> [amount] - Leave amount off to reset."
    },
    {
      "name": "sm_burn",
      "desc": "sm_burn <#userid|name> [time]"
    },
    {
      "name": "sm_cancelvote",
      "desc": "sm_cancelvote"
    },
    {
      "name": "sm_chat",
      "desc": "sm_chat <message> - sends message to admins"
    },
    {
      "name": "sm_conhook_start"
    },
    {
      "name": "sm_conhook_stop"
    },
    {
      "name": "sm_cookies",
      "desc": "sm_cookies <name> [value]"
    },
    {
      "name": "sm_csay",
      "desc": "sm_csay <message> - sends centered message to all players"
    },
    {
      "name": "sm_cvar",
      "desc": "sm_cvar <cvar> [value]"
    },
    {
      "name": "sm_drug",
      "desc": "sm_drug <#userid|name> [0/1]"
    },
    {
      "name": "sm_dsay",
      "desc": "sm_dsay <message> - sends hud message to all players"
    },
    {
      "name": "sm_dump_admcache",
      "desc": "Dumps the admin cache for debugging"
    },
    {
      "name": "sm_dump_classes",
      "desc": "Dumps the class list as a text file"
    },
    {
      "name": "sm_dump_datamaps",
      "desc": "Dumps the data map list as a text file"
    },
    {
      "name": "sm_dump_datamaps_xml",
      "desc": "Dumps the data map list as an XML file"
    },
    {
      "name": "sm_dump_handles",
      "desc": "Dumps Handle usage to a file for finding Handle leaks"
    },
    {
      "name": "sm_dump_netprops",
      "desc": "Dumps the networkable property table as a text file"
    },
    {
      "name": "sm_dump_netprops_xml",
      "desc": "Dumps the networkable property table as an XML file"
    },
    {
      "name": "sm_dump_teprops",
      "desc": "Dumps tempentity props to a file"
    },
    {
      "name": "sm_execcfg",
      "desc": "sm_execcfg <filename>"
    },
    {
      "name": "sm_firebomb",
      "desc": "sm_firebomb <#userid|name> [0/1]"
    },
    {
      "name": "sm_freeze",
      "desc": "sm_freeze <#userid|name> [time]"
    },
    {
      "name": "sm_freezebomb",
      "desc": "sm_freezebomb <#userid|name> [0/1]"
    },
    {
      "name": "sm_gag",
      "desc": "sm_gag <player> - Removes a player's ability to use chat."
    },
    {
      "name": "sm_gravity",
      "desc": "sm_gravity <#userid|name> [amount] - Leave amount off to reset. Amount is 0.0 through 5.0"
    },
    {
      "name": "sm_help",
      "desc": "Displays SourceMod commands and descriptions"
    },
    {
      "name": "sm_hsay",
      "desc": "sm_hsay <message> - sends hint message to all players"
    },
    {
      "name": "sm_internal"
    },
    {
      "name": "sm_kick",
      "desc": "sm_kick <#userid|name> [reason]"
    },
    {
      "name": "sm_map",
      "desc": "sm_map <map>"
    },
    {
      "name": "sm_msay",
      "desc": "sm_msay <message> - sends message as a menu panel"
    },
    {
      "name": "sm_mute",
      "desc": "sm_mute <player> - Removes a player's ability to use voice."
    },
    {
      "name": "sm_noclip",
      "desc": "sm_noclip <#userid|name>"
    },
    {
      "name": "sm_play",
      "desc": "sm_play <#userid|name> <filename>"
    },
    {
      "name": "sm_print_telist",
      "desc": "Prints the temp entity list"
    },
    {
      "name": "sm_psay",
      "desc": "sm_psay <name or #userid> <message> - sends private message"
    },
    {
      "name": "sm_rcon",
      "desc": "sm_rcon <args>"
    },
    {
      "name": "sm_reload_databases",
      "desc": "Reparse database configurations file"
    },
    {
      "name": "sm_reload_translations",
      "desc": "Reparses all loaded translation files"
    },
    {
      "name": "sm_reloadadmins",
      "desc": "sm_reloadadmins"
    },
    {
      "name": "sm_rename",
      "desc": "sm_rename <#userid|name>"
    },
    {
      "name": "sm_resetcvar",
      "desc": "sm_resetcvar <cvar>"
    },
    {
      "name": "sm_revote"
    },
    {
      "name": "sm_say",
      "desc": "sm_say <message> - sends message to all players"
    },
    {
      "name": "sm_searchcmd",
      "desc": "Searches SourceMod commands"
    },
    {
      "name": "sm_settings"
    },
    {
      "name": "sm_silence",
      "desc": "sm_silence <player> - Removes a player's ability to use voice or chat."
    },
    {
      "name": "sm_slap",
      "desc": "sm_slap <#userid|name> [damage]"
    },
    {
      "name": "sm_slay",
      "desc": "sm_slay <#userid|name>"
    },
    {
      "name": "sm_timebomb",
      "desc": "sm_timebomb <#userid|name> [0/1]"
    },
    {
      "name": "sm_tsay",
      "desc": "sm_tsay [color] <message> - sends top-left message to all players"
    },
    {
      "name": "sm_unban",
      "desc": "sm_unban <steamid|ip>"
    },
    {
      "name": "sm_ungag",
      "desc": "sm_ungag <player> - Restores a player's ability to use chat."
    },
    {
      "name": "sm_unmute",
      "desc": "sm_unmute <player> - Restores a player's ability to use voice."
    },
    {
      "name": "sm_unsilence",
      "desc": "sm_unsilence <player> - Restores a player's ability to use voice and chat."
    },
    {
      "name": "sm_vote",
      "desc": "sm_vote <question> [Answer1] [Answer2] ... [Answer5]"
    },
    {
      "name": "sm_votealltalk",
      "desc": "sm_votealltalk"
    },
    {
      "name": "sm_voteban",
      "desc": "sm_voteban <player> [reason]"
    },
    {
      "name": "sm_voteburn",
      "desc": "sm_voteburn <player>"
    },
    {
      "name": "sm_voteff",
      "desc": "sm_voteff"
    },
    {
      "name": "sm_votegravity",
      "desc": "sm_votegravity <amount> [amount2] ... [amount5]"
    },
    {
      "name": "sm_votekick",
      "desc": "sm_votekick <player> [reason]"
    },
    {
      "name": "sm_votemap",
      "desc": "sm_votemap <mapname> [mapname2] ... [mapname5]"
    },
    {
      "name": "sm_voteslay",
      "desc": "sm_voteslay <player>"
    },
    {
      "name": "sm_who",
      "desc": "sm_who [#userid|name]"
    },
    {
      "name": "snd_play_in_out",
      "desc": "Plays one of two sounds from entity depending on players in/out location"
    },
    {
      "name": "snd_restart",
      "desc": "Restart sound system."
    },
    {
      "name": "snd_set_custom_zombat_suffix",
      "desc": "Overrides the per campaign zombat music suffix"
    },
    {
      "name": "soundscape_flush",
      "desc": "Flushes the server & client side soundscapes"
    },
    {
      "name": "spec_target"
    },
    {
      "name": "spec_target_clear"
    },
    {
      "name": "spike",
      "desc": "generates a fake spike"
    },
    {
      "name": "ss_map",
      "desc": "Start playing on specified map with max allowed splitscreen players."
    },
    {
      "name": "star_memory",
      "desc": "Dump memory stats"
    },
    {
      "name": "stats",
      "desc": "Prints server performance variables"
    },
    {
      "name": "status",
      "desc": "Display map and connection status."
    },
    {
      "name": "stringtabledictionary",
      "desc": "Create dictionary for current strings."
    },
    {
      "name": "stuffcmds",
      "desc": "Parses and stuffs command line + commands to command buffer."
    },
    {
      "name": "surfaceprop",
      "desc": "Reports the surface properties at the cursor"
    },
    {
      "name": "sv_benchmark_force_start",
      "desc": "Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level."
    },
    {
      "name": "sv_clearhinthistory",
      "desc": "Clear memory of server side hints displayed to the player."
    },
    {
      "name": "sv_crash",
      "desc": "Causes a server crash for testing"
    },
    {
      "name": "sv_phys2_stats",
      "desc": "Dumps server physics stats"
    },
    {
      "name": "sv_play_music",
      "desc": "Play some music through the music engine"
    },
    {
      "name": "sv_precacheinfo",
      "desc": "Show precache info."
    },
    {
      "name": "sv_pure",
      "desc": "Show user data."
    },
    {
      "name": "sv_querycache_stats",
      "desc": "Display status of the query cache (client only)"
    },
    {
      "name": "sv_showhitboxes_cursor",
      "desc": "Show the hitboxes of the pointed-at entity"
    },
    {
      "name": "sv_showtags",
      "desc": "Describe current gametags."
    },
    {
      "name": "sv_shutdown",
      "desc": "Sets the server to shutdown when all games have completed"
    },
    {
      "name": "sv_soundemitter_reload",
      "desc": "Flushes the sounds.txt system"
    },
    {
      "name": "sv_soundscape_printdebuginfo",
      "desc": "print soundscapes"
    },
    {
      "name": "sv_stop_music",
      "desc": "Stop some music through the music engine"
    },
    {
      "name": "Test_CreateEntity"
    },
    {
      "name": "test_dispatcheffect",
      "desc": "Test a clientside dispatch effect.  Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>  Defau"
    },
    {
      "name": "Test_EHandle"
    },
    {
      "name": "test_entity_blocker",
      "desc": "Test command that drops an entity blocker out in front of the player."
    },
    {
      "name": "Test_InitRandomEntitySpawner"
    },
    {
      "name": "Test_Loop",
      "desc": "Test_Loop <loop name> - loop back to the specified loop start point unconditionally."
    },
    {
      "name": "Test_LoopCount",
      "desc": "Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times."
    },
    {
      "name": "Test_LoopForNumSeconds",
      "desc": "Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds."
    },
    {
      "name": "test_outtro_pzendgame"
    },
    {
      "name": "test_outtro_stats"
    },
    {
      "name": "test_point"
    },
    {
      "name": "Test_ProxyToggle_EnableProxy"
    },
    {
      "name": "Test_ProxyToggle_SetValue"
    },
    {
      "name": "Test_RandomChance",
      "desc": "Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta"
    },
    {
      "name": "Test_RandomizeInPVS"
    },
    {
      "name": "Test_RandomPlayerPosition"
    },
    {
      "name": "Test_RemoveAllRandomEntities"
    },
    {
      "name": "Test_RunFrame"
    },
    {
      "name": "Test_SendKey"
    },
    {
      "name": "Test_SpawnRandomEntities"
    },
    {
      "name": "Test_StartLoop",
      "desc": "Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to."
    },
    {
      "name": "Test_StartScript",
      "desc": "Start a test script running.."
    },
    {
      "name": "Test_Wait"
    },
    {
      "name": "Test_WaitForCheckPoint"
    },
    {
      "name": "thread_test_tslist"
    },
    {
      "name": "thread_test_tsqueue"
    },
    {
      "name": "threadpool_cycle_reserve",
      "desc": "Cycles threadpool reservation by powers of 2"
    },
    {
      "name": "threadpool_run_tests"
    },
    {
      "name": "timeleft"
    },
    {
      "name": "toggle",
      "desc": "Toggles a convar on or off, or cycles through a set of values."
    },
    {
      "name": "travel_distance",
      "desc": "Build the shortest path from the previously marked area to the currently selected one and print the length of that path."
    },
    {
      "name": "tv_clients",
      "desc": "Shows list of connected SourceTV clients."
    },
    {
      "name": "tv_msg",
      "desc": "Send a screen message to all clients."
    },
    {
      "name": "tv_record",
      "desc": "Starts SourceTV demo recording."
    },
    {
      "name": "tv_relay",
      "desc": "Connect to SourceTV server and relay broadcast."
    },
    {
      "name": "tv_retry",
      "desc": "Reconnects the SourceTV relay proxy."
    },
    {
      "name": "tv_status",
      "desc": "Show SourceTV server status."
    },
    {
      "name": "tv_stop",
      "desc": "Stops the SourceTV broadcast."
    },
    {
      "name": "tv_stoprecord",
      "desc": "Stops SourceTV demo recording."
    },
    {
      "name": "unbind",
      "desc": "Unbind a key."
    },
    {
      "name": "unbindall",
      "desc": "Unbind all keys."
    },
    {
      "name": "unload_all_addons",
      "desc": "Unloads all addons and addon search paths."
    },
    {
      "name": "unpause",
      "desc": "Unpause the game."
    },
    {
      "name": "update_addon_paths",
      "desc": "Reloads the search paths for game addons."
    },
    {
      "name": "upgrade_add",
      "desc": "Adds an upgrade to the survivor"
    },
    {
      "name": "upgrade_remove",
      "desc": "Removes an upgrade from the survivor"
    },
    {
      "name": "use",
      "desc": "Use a particular weapon  Arguments: <weapon_name>"
    },
    {
      "name": "user",
      "desc": "Show user data."
    },
    {
      "name": "users",
      "desc": "Show user info for players on server."
    },
    {
      "name": "vehicle_flushscript",
      "desc": "Flush and reload all vehicle scripts"
    },
    {
      "name": "version",
      "desc": "Print version info string."
    },
    {
      "name": "versus_boss_flow_test",
      "desc": "Force start the versus game, so PZs can spawn even if survivors are still in the safe room"
    },
    {
      "name": "voice_mute",
      "desc": "Mute a specific Steam user"
    },
    {
      "name": "voice_reset_mutelist",
      "desc": "Reset all mute information for all players who were ever muted."
    },
    {
      "name": "voice_show_mute",
      "desc": "Show whether current players are muted."
    },
    {
      "name": "voice_unmute",
      "desc": "Unmute a specific Steam user, or `all` to unmute all connected players."
    },
    {
      "name": "vox_reload",
      "desc": "Reload sentences.txt file"
    },
    {
      "name": "voxeltree_box",
      "desc": "View entities in the voxel-tree inside box <Vector(min), Vector(max)>."
    },
    {
      "name": "voxeltree_playerview",
      "desc": "View entities in the voxel-tree at the player position."
    },
    {
      "name": "voxeltree_sphere",
      "desc": "View entities in the voxel-tree inside sphere <Vector(center), float(radius)>."
    },
    {
      "name": "voxeltree_view",
      "desc": "View entities in the voxel-tree."
    },
    {
      "name": "vphys_sleep_timeout",
      "desc": "set sleep timeout: large values mean stuff won't ever sleep"
    },
    {
      "name": "vprof",
      "desc": "Toggle VProf profiler"
    },
    {
      "name": "vprof_cachemiss",
      "desc": "Toggle VProf cache miss checking"
    },
    {
      "name": "vprof_cachemiss_off",
      "desc": "Turn off VProf cache miss checking"
    },
    {
      "name": "vprof_cachemiss_on",
      "desc": "Turn on VProf cache miss checking"
    },
    {
      "name": "vprof_dump_counters",
      "desc": "Dump vprof counters to the console"
    },
    {
      "name": "vprof_dump_groupnames",
      "desc": "Write the names of all of the vprof groups to the console."
    },
    {
      "name": "vprof_generate_report",
      "desc": "Generate a report to the console."
    },
    {
      "name": "vprof_generate_report_AI",
      "desc": "Generate a report to the console."
    },
    {
      "name": "vprof_generate_report_AI_only",
      "desc": "Generate a report to the console."
    },
    {
      "name": "vprof_generate_report_budget",
      "desc": "Generate a report to the console based on budget group."
    },
    {
      "name": "vprof_generate_report_hierarchy",
      "desc": "Generate a report to the console."
    },
    {
      "name": "vprof_generate_report_hierarchy_per_frame_and_count_only",
      "desc": "Generate a minimal hiearchical report to the console."
    },
    {
      "name": "vprof_generate_report_map_load",
      "desc": "Generate a report to the console."
    },
    {
      "name": "vprof_off",
      "desc": "Turn off VProf profiler"
    },
    {
      "name": "vprof_on",
      "desc": "Turn on VProf profiler"
    },
    {
      "name": "vprof_playback_average",
      "desc": "Average the next N frames."
    },
    {
      "name": "vprof_playback_start",
      "desc": "Start playing back a recorded .vprof file."
    },
    {
      "name": "vprof_playback_step",
      "desc": "While playing back a .vprof file, step to the next tick."
    },
    {
      "name": "vprof_playback_stepback",
      "desc": "While playing back a .vprof file, step to the previous tick."
    },
    {
      "name": "vprof_playback_stop",
      "desc": "Stop playing back a recorded .vprof file."
    },
    {
      "name": "vprof_record_start",
      "desc": "Start recording vprof data for playback later."
    },
    {
      "name": "vprof_record_stop",
      "desc": "Stop recording vprof data"
    },
    {
      "name": "vprof_reset",
      "desc": "Reset the stats in VProf profiler"
    },
    {
      "name": "vprof_reset_peaks",
      "desc": "Reset just the peak time in VProf profiler"
    },
    {
      "name": "vprof_to_csv",
      "desc": "Convert a recorded .vprof file to .csv."
    },
    {
      "name": "vprof_vtune_group",
      "desc": "enable vtune for a particular vprof group ('disable' to disable)"
    },
    {
      "name": "warp_all_survivors_here",
      "desc": "Warp all survivors to the player's cursor"
    },
    {
      "name": "warp_all_survivors_to_battlefield",
      "desc": "Warp all Survivors to the battlefield"
    },
    {
      "name": "warp_all_survivors_to_checkpoint",
      "desc": "Warp all Survivors to the exit checkpoint"
    },
    {
      "name": "warp_all_survivors_to_finale",
      "desc": "Warp all Survivors to the finale radio"
    },
    {
      "name": "warp_far_survivor_here",
      "desc": "Teleport the farthest away Survivor to your cursor position"
    },
    {
      "name": "warp_to_start_area",
      "desc": "Warp yourself to a survivor spawn area"
    },
    {
      "name": "weapon_reparse_server",
      "desc": "Reloads the weapon script files"
    },
    {
      "name": "wipe_attributes",
      "desc": "Clear all attributes of selected area."
    },
    {
      "name": "wipe_nav_attributes",
      "desc": "Clear all nav attributes of selected area."
    },
    {
      "name": "writeid",
      "desc": "Writes a list of permanently-banned user IDs to banned_user.cfg."
    },
    {
      "name": "writeip",
      "desc": "Save the ban list to banned_ip.cfg."
    },
    {
      "name": "z_add",
      "desc": "Add an Infected - optional x y z arguments for world position to add them"
    },
    {
      "name": "z_debug_infected_anim_report",
      "desc": "Prints the server's layer info for the specified infected"
    },
    {
      "name": "z_debug_path_stress_test",
      "desc": "Stress-tests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()"
    },
    {
      "name": "z_decals",
      "desc": "Splat decals on all infected"
    },
    {
      "name": "z_increment_head",
      "desc": "Switch to next head bodygroup"
    },
    {
      "name": "z_increment_lower",
      "desc": "Switch to next lower body bodygroup"
    },
    {
      "name": "z_increment_skin",
      "desc": "Switch to next skin"
    },
    {
      "name": "z_increment_upper",
      "desc": "Switch to next upper body bodygroup"
    },
    {
      "name": "z_kill",
      "desc": "Kill the pointed-at common infected"
    },
    {
      "name": "z_play_activity",
      "desc": "Play a specific activity on the pointed-at common infected"
    },
    {
      "name": "z_removeitems",
      "desc": "Removes all items from survivors"
    },
    {
      "name": "z_reset_population_counter",
      "desc": "For debugging"
    },
    {
      "name": "z_spawn",
      "desc": "<tank|boomer|smoker|witch|hunter|spitter|jockey|charger|mob|common> <auto> <ragdoll> <area>.  Spawns the specified zombie(s) un"
    },
    {
      "name": "z_spawn_const_ang",
      "desc": "z_spawn will spawn new zombies at the yaw angle specified. Pass no arguments to disable."
    },
    {
      "name": "z_spawn_const_pos",
      "desc": "z_spawn will spawn new zombies at the x y z coordinates specified. Pass no arguments to disable."
    },
    {
      "name": "z_spawn_old",
      "desc": "[OLD VERSION] <tank|boomer|smoker|witch|hunter|spitter|jockey|charger|mob|common> <auto> <ragdoll> <area>.  Spawns the specifie"
    },
    {
      "name": "z_unwound_all",
      "desc": "Clears all wounds from all infected"
    },
    {
      "name": "z_wound",
      "desc": "Cause a specified wound on the pointed-at common infected"
    },
    {
      "name": "z_wound_all",
      "desc": "Cause a random wound on every common infected"
    }
  ]
}
