CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| animgraph_debug_variables false | developmentonly gamedll clientdll replicated defensive | Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent.Flags and default
| false |
| animgraph_debug_variables_ignore_missing true | developmentonly gamedll clientdll replicated defensive | If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.Flags and default
| true |
| animgraph_debug_variables_ignore_nonchanges true | developmentonly gamedll clientdll replicated defensive | If set, animgraph_debug_variables won't show debug for variable sets that don't change the value.Flags and default
| true |
| animgraph_debug_filterent 0 | developmentonly gamedll clientdll replicated defensive | Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.Flags and default
| 0 |
| animgraph_enable true | developmentonly gamedll clientdll replicated | Enable animation graphFlags and default
| true |
| animgraph_network_enable true | developmentonly gamedll clientdll replicated | Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.Flags and default
| true |
| animgraph_debug false | gamedll clientdll replicated cheat | Debug animation graphFlags and default
| false |
| animgraph_debug_entindex 0 | gamedll clientdll replicated cheat | The entity to specifically debugFlags and default
| 0 |
| animgraph_debug_animevents false | developmentonly gamedll clientdll replicated | Print info about animevents emitted by AnimGraphFlags and default
| false |
| animgraph_record_all false | gamedll clientdll replicated cheat | Automatically start recording AnimGraphs when they get created, and save them to disk when they are destroyedFlags and default
| false |
| sv_sequence_debug -1 | developmentonly gamedll defensive | Flags and default
| -1 |
| sv_sequence_debug2 -1 | developmentonly gamedll defensive | Flags and default
| -1 |
| sv_sequence_model_substring | developmentonly gamedll defensive | Flags and default
| |
| smoke_param4 0.0 | developmentonly gamedll clientdll replicated defensive | Flags and default
| 0.0 |
| smoke_param5 0 | developmentonly gamedll clientdll replicated defensive | Flags and default
| 0 |
| smoke_use_noise_texture true | developmentonly gamedll clientdll replicated defensive | Flags and default
| true |
| sv_ignoregrenaderadio false | gamedll release commandline_enforced | Turn off Fire in the hole messagesFlags and default
| false |
| mp_plant_c4_anywhere false | gamedll clientdll replicated release commandline_enforced | Flags and default
| false |
| mp_guardian_bomb_plant_custom_x_mark_location | gamedll clientdll replicated release | x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries.Flags and default
| |
| sv_c4_upright_constraint_enabled true | developmentonly gamedll defensive | Use a constraint to keep C4 pointed upright when thrownFlags and default
| true |
| sv_c4_upright_constraint_strength 0.6 | developmentonly gamedll defensive | How quickly the constraint convergesFlags and default
| 0.6 |
| sv_c4_upright_constraint_damping 0.5 | developmentonly gamedll defensive | Controls how much velocity is damped on the constraint. 0 = undamped wobbly spring, 1 = critically damped no wobble fast converge, >1 = over dampedFlags and default
| 0.5 |
| sv_c4_center_of_mass_offset 0.0 | developmentonly gamedll defensive | Shifts center-of-mass along z-axis from defaultFlags and default
| 0.0 |
| weapon_land_dip_amt 20.0 | developmentonly gamedll clientdll replicated cheat | The amount the gun should dip when the player lands after a jump.Flags and default
| 20.0 |
| weapon_accuracy_forcespread 0.0 | gamedll clientdll replicated release | Force spread to the specified value.Flags and default
| 0.0 |
| weapon_accuracy_nospread false | gamedll clientdll replicated release commandline_enforced | Disable weapon inaccuracy spreadFlags and default
| false |
| weapon_air_spread_scale 1.0 | gamedll clientdll replicated release commandline_enforced | Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standingFlags and default
| 1.0 |
| weapon_reticle_knife_show true | gamedll clientdll replicated release commandline_enforced | When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.Flags and default
| true |
| weapon_auto_cleanup_time 0.0 | gamedll clientdll replicated release | If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.Flags and default
| 0.0 |
| weapon_max_before_cleanup 0 | gamedll clientdll replicated release commandline_enforced | If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.Flags and default
| 0 |
| weapon_sound_falloff_multiplier 1.0 | gamedll clientdll replicated cheat release commandline_enforced | Scaling for falloff of weapon firing soundsFlags and default
| 1.0 |
| dev_cs_frame_firing_enable true | developmentonly gamedll clientdll replicated | Enable that firing will pretend like it's happening on frames.Flags and default
| true |
| dev_cs_frame_firing_tick_offset_enable true | developmentonly gamedll clientdll replicated | Should we offset the current frame to the tickFlags and default
| true |
| dev_cs_frame_firing_skip_first_frame_enable true | developmentonly gamedll clientdll replicated | Should we skip the first frame of shooting to make the animation punchier?Flags and default
| true |
| dev_cs_frame_firing_insert_idle_pose_now true | developmentonly gamedll clientdll replicated | Should we insert the idle pose at this time to make the animation interpolation punchier?Flags and default
| true |
| dev_cs_frame_firing_play_animevents true | developmentonly gamedll clientdll replicated | Should we play the animevents that animgraph will skip over?Flags and default
| true |
| sv_turning_inaccuracy_enabled false | gamedll clientdll replicated cheat release | Flags and default
| false |
| sv_turning_inaccuracy_angle_min 4.0 | gamedll clientdll replicated cheat release | Flags and default
| 4.0 |
| sv_turning_inaccuracy_decay 0.8 | gamedll clientdll replicated cheat release | Flags and default
| 0.8 |
| sv_strafing_inaccuracy_enabled false | gamedll clientdll replicated cheat release | Flags and default
| false |
| sv_strafing_inaccuracy_bias 0.5 | gamedll clientdll replicated cheat release | Flags and default
| 0.5 |
| sv_strafing_inaccuracy_scale 0.1 | gamedll clientdll replicated cheat release | Flags and default
| 0.1 |
| weapon_skin_force_legacy -1 | developmentonly gamedll | Flags and default
| -1 |
| weapon_accuracy_reset_on_deploy false | gamedll clientdll replicated cheat release | On deploy, forcibly reset weapon accuracy to zero.Flags and default
| false |
| mp_weapon_next_owner_touch_time 1.3 | gamedll cheat release | Flags and default
| 1.3 |
| mp_weapon_prev_owner_touch_time 1.5 | gamedll clientdll replicated cheat release | Flags and default
| 1.5 |
| sv_csgo_shoot_log false | developmentonly gamedll clientdll replicated | Flags and default
| false |
| sv_csgo_shoot_log_attack_cmds_only true | developmentonly gamedll clientdll replicated | Flags and default
| true |
| sv_csgo_shoot_verify false | developmentonly gamedll clientdll replicated | Flags and default
| false |
| sv_csgo_shoot_assert_lagcompensation_error false | developmentonly gamedll clientdll replicated | Flags and default
| false |