cl_crosshairalpha "9999" // _adjusts opacity of crosshair_// cl_crosshaircolor "4" // _adjusts scale of crosshair_// cl_crosshairscale "1200" // _adjusts crosshairscale_// cl_crosshairusealpha "1" // _turns on opacity_// (0 - 1) cl_dynamiccrosshair "0" // _adjusts how the crosshair opperates_// r_lod "-1" // _determines level of detail of models (-1 - 2)_// r_rootlod "0" // _base LOD in memory (0 - 3)_// zoom_sensitivity_ratio 1.2 // _scope sensitivity_// rate 25000 cl_cmdrate "101" cl_updaterate "101" cl_interp "0.01" cl_interpolate "1" cl_drawmonitors "0" // _disables rendering on monitors_// cl_ejectbrass "0" // _disables ejected brass_// cl_phys_props_enable "1" // _disables trash and cans etc_// cl_phys_props_max "50" // _disables trash and cans etc_// cl_ragdoll_physics_enable "0" // _disables ragdoll physics_// cl_ragdoll_collide "0" // _disables ragdolls to interact_// cl_restrict_server_commands 0 // _zblock error_// cl_show_splashes "0" // _disables water splashes_// mat_disable_bloom "1" // _disables bloom HDR_// mat_bumpmap "0" // _disables bumpmapping_// mat_clipz "1" // _doesn't render what you can't see_// mat_mipmaptextures "1" // _disables quality textures from a distance_// mat_compressedtextures "1" // _disables uncompresses textures_// mat_bloomscale "0" // _determines amount of HDR_// mat_fastnobump "1" // _enables faster bumpmapping_// mat_monitorgamma "1.6" // _monitor brightness_// mat_hdr_enabled "0" // _disables HDR_// mat_specular "0" // _disables shine on models_// mat_forceaniso "0" // _disables anisotropic filtering_// mat_antialias "0" // _disables antialiasing_// mat_trilinear "0" // _disables trilinear antialiasing_// mat_reducefillrate "0" // _reduces shader fill rate_// mat_forcehardwaresync "0" // _disables hardware synchronization_// mat_vsync "0" // _disables vertical synchronization_// mat_wateroverlaysize "8" // _lowers water quality_// r_3dsky "0" // _removes sky texture_// r_decal_cullsize "9999" // _lower texture quality at distance_// r_propsmaxdist "1200" // _lower object fading distance_// r_shadows "1" // _enables shadows_// r_decals "0" // _disables decals on player models_// r_drawflecks "1" // _enables bullet marks_// r_dopixelvisibility "1" // _enables max pixels for visibility_// r_drawmodeldecals "0" // _disables detailed model decals_// r_occlusion "1" // _better texture quality_// r_shadowmaxrendered "32" // _allows maximum shadows to render_// r_shadowrendertotexture "1" // _allows shadows to render on textures_// r_waterforceexpensive "0" // _enables detailed water render_// r_waterdrawreflection "1" // _enables water reflections_// r_drawbatchdecals "0" // _disables decals on models_// r_modellodscale "1.0" // _The transitioning power of LOD_// r_3dnow "1" // _enables 3DNow! command_// r_mmx "1" // _enables MMX command_// r_sse "1" // _enables SSE command_// r_sse2 "1" // _enables SSE2 command_// net_graph "3" // _determines type of netgraph_// net_graphsolid "1" // _enables solid netgraph_// net_maxfragments "1280" // _determines amount of data sent_// texture_budget_background_alpha "9999999" texture_budget_panel_height "0" texture_budget_panel_width "0" voice_enable "1" // _allows voice speech_// gl_clear "0" mp_decals "0" sv_forcepreload "1" fog_enable "0" fog_enableskybox "0" fog_enable_water_fog "1" props_break_max_pieces "0" props_break_max_pieces_perframe "0" func_break_max_pieces "0"